Split GfxState surface operations

This commit is contained in:
gamer147
2026-08-02 21:37:53 -04:00
parent 3291f86f38
commit 18339c799b
4 changed files with 138 additions and 117 deletions

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@@ -160,6 +160,12 @@ transitions, diagnostic snapshots, frame/completion publication, and mask teardo
control, and blocking BGM fades; presentation/input retains the message-skip, reset, and frame-pulse consumers
of that state through the sealed partial class.
`engine/Age.Engine/Model/GfxState.cs` retains cross-domain retained-graphics coordination.
`engine/Age.Engine/Model/GfxState.Contracts.cs` owns its public render, transition, diagnostic, persistence,
animation, numeric-glyph, and handle-range contracts. `engine/Age.Engine/Model/GfxState.Surfaces.cs` owns surface
resource/color-key state, created/reloadable classification, movie stop-time metadata, render-target/tile
configuration, and surface lifecycle operations.
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
have no repository output tree and write their automatic maps below `user://diagnostics/page-maps` instead.

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@@ -601,6 +601,12 @@ do not mix mechanical moves with semantic changes.
`GfxState` remains the same sealed runtime type, and every moved declaration is textually unchanged; runtime
validation remains green.
The second bounded `GfxState` split converted the sealed runtime type to a sealed partial class and moved
surface resource/color-key state, created/reloadable classification, movie stop-time metadata,
render-target/tile configuration, and surface lifecycle operations into
`engine/Age.Engine/Model/GfxState.Surfaces.cs`. Reset, persistence, retained-object sampling, and transition
teardown retain direct access through the partial class; 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.
@@ -972,7 +978,7 @@ 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` and `GodotAdvHost` domains
isolated and the `GfxState` public contract layer separated, move `GfxState` surface ownership next, preserving
public types, commands, and generated output.
isolated and the first two `GfxState` domains separated, move retained-object ownership next, 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.