Split GfxState surface operations
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@@ -160,6 +160,12 @@ transitions, diagnostic snapshots, frame/completion publication, and mask teardo
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control, and blocking BGM fades; presentation/input retains the message-skip, reset, and frame-pulse consumers
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of that state through the sealed partial class.
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`engine/Age.Engine/Model/GfxState.cs` retains cross-domain retained-graphics coordination.
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`engine/Age.Engine/Model/GfxState.Contracts.cs` owns its public render, transition, diagnostic, persistence,
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animation, numeric-glyph, and handle-range contracts. `engine/Age.Engine/Model/GfxState.Surfaces.cs` owns surface
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resource/color-key state, created/reloadable classification, movie stop-time metadata, render-target/tile
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configuration, and surface lifecycle operations.
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The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
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runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports
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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.
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`GfxState` remains the same sealed runtime type, and every moved declaration is textually unchanged; runtime
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validation remains green.
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The second bounded `GfxState` split converted the sealed runtime type to a sealed partial class and moved
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surface resource/color-key state, created/reloadable classification, movie stop-time metadata,
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render-target/tile configuration, and surface lifecycle operations into
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`engine/Age.Engine/Model/GfxState.Surfaces.cs`. Reset, persistence, retained-object sampling, and transition
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teardown retain direct access through the partial class; runtime validation remains green.
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**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
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deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
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each domain move.
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@@ -972,7 +978,7 @@ layer's rendering diverges from ADV; save layout.
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## 8. Immediate next step
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Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
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by the tracked launcher and layered validation driver. With the planned `Main` and `GodotAdvHost` domains
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isolated and the `GfxState` public contract layer separated, move `GfxState` surface ownership next, preserving
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public types, commands, and generated output.
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isolated and the first two `GfxState` domains separated, move retained-object ownership next, preserving public
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types, commands, and generated output.
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Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
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not replace Phase B gameplay validation or the open cross-platform gates.
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