Split GfxState presentation operations

This commit is contained in:
gamer147
2026-08-02 21:57:01 -04:00
parent b99c851467
commit 26e1df48d3
4 changed files with 529 additions and 525 deletions

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@@ -618,6 +618,12 @@ do not mix mechanical moves with semantic changes.
queues, and visible-scene sampling consume the moved state through the sealed partial class; runtime validation
remains green.
The fifth bounded `GfxState` split moved surface/movie transition queues, presentation activity and click-skip
handling, presentation diagnostics and dirty-reason accounting, and visible retained-scene snapshots into
`engine/Age.Engine/Model/GfxState.Presentation.cs`. `GfxState.cs` now retains only cross-domain mutation
accounting, scene reset, persistence, and locking. The planned `GfxState` decomposition is complete; 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.
@@ -988,8 +994,8 @@ 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` and `GodotAdvHost` domains
isolated and the first four `GfxState` domains separated, move presentation ownership next, preserving public
types, commands, and generated output.
by the tracked launcher and layered validation driver. With the planned `Main`, `GodotAdvHost`, and `GfxState`
domains isolated, begin thinning `VirtualMachine.Step` through existing domain handler methods 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.