Split diagnostic and lifecycle host contracts
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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/Hosting/IHost.cs` remains the aggregate runtime host accepted by the VM and existing host
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implementations. `engine/Age.Engine/Hosting/IDiagnosticHost.cs` owns recoverable-warning and modal-diagnostic
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reporting contracts, while `engine/Age.Engine/Hosting/ILifecycleHost.cs` owns script-context entry/exit, sleep and
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timed-deadline waiting, frame yield, and scene reset. `IHost` inherits both focused contracts; their required and
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default behavior is unchanged.
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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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@@ -759,6 +759,12 @@ do not mix mechanical moves with semantic changes.
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headless defaults and diagnostics; interface cleanup must not turn intentionally unsupported presentation
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into false success.
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**Progress (2026-08-03):** the first bounded contract slice introduced `IDiagnosticHost` for recoverable
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warnings and modal diagnostic messages and `ILifecycleHost` for script-context entry/exit, sleep and timed
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deadline waiting, frame yield, and scene reset. `IHost` inherits both contracts and remains the aggregate VM
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entry point; all required members, default implementations, existing hosts, and transport-record locations
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are unchanged. Runtime validation remains green.
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4. **Make the build graph express source ownership.** Stop linking production `.cs` files from `godot/` and
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`tools/movie-corpus-gate/` into `Age.Engine.Tests`. Extract the platform-neutral frontend/movie/diagnostic
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code into a small production project referenced by Godot, tests, and the corpus gate. Retain both existing
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@@ -1117,9 +1123,10 @@ layer's rendering diverges from ADV; save layout.
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---
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## 8. Immediate next step
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Begin step 3 of the **codebase consolidation** maintenance slice: clarify runtime contracts without changing
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behavior or the aggregate host accepted by the VM. Start with a bounded interface-only slice that introduces
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diagnostic and lifecycle host contracts beneath `IHost`, preserving current default implementations and existing
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host classes before separating the larger ADV, graphics, audio, movie, and input surfaces.
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Continue step 3 of the **codebase consolidation** maintenance slice: clarify runtime contracts without changing
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behavior or the aggregate host accepted by the VM. With diagnostic and lifecycle contracts established beneath
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`IHost`, introduce the audio host contract next as the smallest remaining self-contained domain, preserving every
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required/default member and all existing host implementations before tackling interdependent ADV/input/graphics
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surfaces.
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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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11
engine/Age.Engine/Hosting/IDiagnosticHost.cs
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11
engine/Age.Engine/Hosting/IDiagnosticHost.cs
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@@ -0,0 +1,11 @@
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namespace Age.Engine.Hosting;
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public interface IDiagnosticHost
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{
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/// <summary>Report a recoverable runtime discrepancy while allowing script execution to continue.</summary>
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void ReportWarning(string message) => System.Console.Error.WriteLine(message);
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/// <summary>Present a modal diagnostic and return only after the user dismisses it.</summary>
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void ShowDiagnosticMessage(DiagnosticMessage message)
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=> System.Console.Error.WriteLine($"{message.Caption}: {message.Text}");
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}
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@@ -48,19 +48,11 @@ public enum SurfaceBlackFadeDirection
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ToBlack,
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}
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public interface IHost
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public interface IHost : IDiagnosticHost, ILifecycleHost
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{
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/// <summary>Report a recoverable runtime discrepancy while allowing script execution to continue.</summary>
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void ReportWarning(string message) => System.Console.Error.WriteLine(message);
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/// <summary>Present a modal diagnostic and return only after the user dismisses it.</summary>
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void ShowDiagnosticMessage(DiagnosticMessage message)
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=> System.Console.Error.WriteLine($"{message.Caption}: {message.Text}");
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/// <summary>Present AGERc's modal full-width editor. Cancel preserves CurrentText.</summary>
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FullwidthTextEditResult EditFullwidthString(FullwidthTextEditRequest request)
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=> new(false, request.CurrentText);
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// Script context is retained for diagnostics/page location; resource operands are universal packed ids.
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void EnterScriptContext(string scriptName) { }
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void ExitScriptContext() { }
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void ShowText(int offset, string text);
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void ShowText(AdvLiveTextRun run, int glyphDelayMilliseconds)
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=> ShowText(run.SourceOffset, run.Text);
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@@ -140,14 +132,6 @@ public interface IHost
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long InputClockMilliseconds => Environment.TickCount64;
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void SetCursorResource(long resourceId) { }
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void ClearCursorResource() { }
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void Sleep(long duration);
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// Native op-0xd5 pacing sleeps inside run-state 0x40 without publishing retained gfx state.
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// Interactive hosts must keep this distinct from presentation-capable script op-0xc8 sleep.
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void WaitForTimedCallbackDeadline(long duration) => Sleep(duration);
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void FrameYield();
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// Native op 0x9 resets scene-owned host services before reloading root script resource 0.
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// Global banks, engine configuration, decoded-asset caches, and persistent profile state survive.
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void ResetSceneContext() { }
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// Native 0x1c7/0x1cc query two distinct ADV skip channels. Headless and non-interactive
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// hosts default to normal playback; the Godot host supplies the live interactive values.
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void SetMessageSkipActive(bool active) { }
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20
engine/Age.Engine/Hosting/ILifecycleHost.cs
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20
engine/Age.Engine/Hosting/ILifecycleHost.cs
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@@ -0,0 +1,20 @@
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namespace Age.Engine.Hosting;
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public interface ILifecycleHost
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{
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// Script context is retained for diagnostics/page location; resource operands are universal packed ids.
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void EnterScriptContext(string scriptName) { }
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void ExitScriptContext() { }
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void Sleep(long duration);
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// Native op-0xd5 pacing sleeps inside run-state 0x40 without publishing retained gfx state.
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// Interactive hosts must keep this distinct from presentation-capable script op-0xc8 sleep.
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void WaitForTimedCallbackDeadline(long duration) => Sleep(duration);
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void FrameYield();
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// Native op 0x9 resets scene-owned host services before reloading root script resource 0.
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// Global banks, engine configuration, decoded-asset caches, and persistent profile state survive.
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void ResetSceneContext() { }
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}
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