Split Main audio into partial class

This commit is contained in:
gamer147
2026-08-02 17:52:54 -04:00
parent f395b77a93
commit 123794cace
4 changed files with 320 additions and 307 deletions

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@@ -135,9 +135,10 @@ The Godot deliverable includes `Himegari.sln` because Godot's .NET exporter requ
the project do not enter its import or export scan. `tools/export-linux-x64.ps1` produces and validates the
complete disposable artifact under `build/export/linux-x64/`.
`godot/Main.cs` retains the front-end's startup and runtime coordination. Its synthetic threaded/headless
regression harness lives in the behavior-neutral partial-class companion `godot/Main.SelfTest.cs`, keeping
the validation surface independently navigable without changing the Godot node type or invocation path.
`godot/Main.cs` retains the front-end's startup and runtime coordination. Behavior-neutral partial-class
companions keep cohesive surfaces independently navigable without changing the Godot node type or invocation
paths: `godot/Main.SelfTest.cs` owns the synthetic threaded/headless regression harness, while
`godot/Main.Audio.cs` owns BGM, voice, sound-effect, mixer-routing/persistence, and audio-bus control.
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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@@ -559,9 +559,11 @@ do not mix mechanical moves with semantic changes.
stage, battle, card, routine, gallery, and general table implementations plus tests into importable
modules.
**Progress (2026-08-02):** the first bounded split moved `Main`'s synthetic scene builder and threaded
self-test harness into `godot/Main.SelfTest.cs`. The partial class retains the same node type and private
calls; runtime validation, including all 590 engine tests and the Godot threaded self-test, remains green.
**Progress (2026-08-02):** the first two bounded splits moved `Main`'s synthetic scene builder/threaded
self-test harness into `godot/Main.SelfTest.cs`, then its BGM, voice, sound-effect, mixer, and bus-control
surface into `godot/Main.Audio.cs`. The partial class retains the same node type, fields, signatures, and
call sites; runtime validation, including all 590 engine tests and the Godot threaded self-test, remains
green after each move.
**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
@@ -933,8 +935,8 @@ 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 embedded `Main` self-test surface isolated,
move the `Main` audio control surface next, then one existing domain at a time while preserving public types,
commands, and generated output.
by the tracked launcher and layered validation driver. With the embedded `Main` self-test and audio surfaces
isolated, move the `Main` movie playback surface next, then one existing domain at a time while preserving
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.