Extract VM surface opcode handler

This commit is contained in:
gamer147
2026-08-02 23:45:15 -04:00
parent 889b7e5336
commit 11f37672a0
4 changed files with 103 additions and 61 deletions

View File

@@ -177,7 +177,10 @@ opcode dispatcher. Its partial-class companion `engine/Age.Engine/Vm/VirtualMach
state, BGM restart semantics, and the BGM/voice/SFX/mixer opcode handler; `Step` retains the audio labels and
routes that family into the handler. `engine/Age.Engine/Vm/VirtualMachine.Movie.cs` owns modal/asynchronous/
positioned movie playback, movie surface metadata/activity queries, and movie-mask transition dispatch; `Step`
likewise retains and routes the movie labels.
likewise retains and routes the movie labels. `engine/Age.Engine/Vm/VirtualMachine.Surface.cs` owns surface
allocation/loading, texture binding and sizing, mutable surface fill/copy, render-target control, and transient
surface release; its labels remain at their existing dispatcher positions around the retained numeric-glyph and
object cases.
The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports

View File

@@ -636,6 +636,12 @@ do not mix mechanical moves with semantic changes.
existing positions and routes them through `StepMovie`; the original instruction remains available for the
two bytecode-offset compatibility paths. Runtime validation remains green.
The third bounded `VirtualMachine.Step` extraction moved surface allocation/loading, texture binding and
sizing, mutable surface fill/copy, render-target control, and transient-surface release into
`engine/Age.Engine/Vm/VirtualMachine.Surface.cs`. The top-level dispatcher retains these labels at their
existing positions, including the separate routing groups around numeric-glyph and retained-object cases;
public VM behavior and case-body logic remain unchanged. Runtime validation remains green.
**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
each domain move.
@@ -1007,8 +1013,8 @@ layer's rendering diverges from ADV; save layout.
## 8. Immediate next step
Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
by the tracked launcher and layered validation driver. With the planned `Main`, `GodotAdvHost`, and `GfxState`
domains isolated and the first two `VirtualMachine.Step` families routed through domain handlers, extract the
surface/texture opcode family next without replacing the proven dispatcher or changing public types, commands,
and generated output.
domains isolated and the audio, movie, and surface/texture `VirtualMachine.Step` families routed through domain
handlers, extract the retained-object query/mutation and transform opcode family next without replacing the
proven dispatcher or changing public types, commands, and generated output.
Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
not replace Phase B gameplay validation or the open cross-platform gates.