Extract VM text history opcode handler

This commit is contained in:
gamer147
2026-08-03 00:08:24 -04:00
parent 4712343c79
commit 122c127c58
4 changed files with 89 additions and 55 deletions

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@@ -190,6 +190,8 @@ publication, skip-aware blocking fades/crossfades, foreground-transition waits,
`engine/Age.Engine/Vm/VirtualMachine.AdvText.cs` owns live ADV text emission, layout/cursor/wait-indicator state,
text style and glyph-delay control, direct surface-string and retained numeric-glyph rendering, and retained
text/wait-object bindings; text history and input/skip/auto services remain separate.
`engine/Age.Engine/Vm/VirtualMachine.TextHistory.cs` owns history recording control, metadata append/navigation,
retained history rendering, metadata/voice lookup, and history backlog clearing.
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

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@@ -668,6 +668,12 @@ do not mix mechanical moves with semantic changes.
`StepAdvText`; the complete instruction remains available for emission and layout-reset bytecode offsets.
Text-history and input/skip/auto services remain outside the handler. Runtime validation remains green.
The eighth bounded `VirtualMachine.Step` extraction moved text-history recording control, metadata append and
navigation, retained history rendering, metadata/voice lookup, and backlog clearing into
`engine/Age.Engine/Vm/VirtualMachine.TextHistory.cs`. The top-level dispatcher retains all labels and aliases
at their existing positions and routes them through guarded `StepTextHistory`; live ADV text remains with
`StepAdvText`, while skip/auto-message services remain outside both handlers. 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.
@@ -1039,9 +1045,9 @@ 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 audio, movie, surface/texture, retained-object, and animation `VirtualMachine.Step`
families routed through domain handlers, with retained presentation/transition dispatch now isolated as well,
and ADV text-layout/rendering dispatch isolated, extract the ADV text-history opcode family next without
replacing the proven dispatcher or changing public types, commands, and generated output.
domains isolated and the audio, movie, surface/texture, retained-object, animation, presentation, ADV-text, and
text-history `VirtualMachine.Step` families routed through domain handlers, extract the ADV skip/auto-message
service 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.