Implement numbered save pair lifecycle

This commit is contained in:
gamer147
2026-07-24 15:32:55 -04:00
parent bda586aa28
commit 3b63c42826
16 changed files with 730 additions and 38 deletions

View File

@@ -849,6 +849,34 @@ public sealed class GodotAdvHost : IHost
public (int Width, int Height) GetTextureSize(int slot)
=> _slotDims.TryGetValue(slot, out var d) ? (d.W, d.H) : (0, 0);
public RgbaImage? CaptureSurfacePixels(int slot)
{
RgbaImage? image = ResolveSurfacePixels(slot);
return image == null
? null
: new RgbaImage(image.Width, image.Height, (byte[])image.Pixels.Clone());
}
public bool ReplaceSurfacePixels(int slot, RgbaImage image)
{
if (image.Width <= 0 || image.Height <= 0
|| image.Pixels.Length != checked(image.Width * image.Height * 4))
return false;
lock (_imageLock)
{
_surfaceImages[slot] =
new RgbaImage(image.Width, image.Height, (byte[])image.Pixels.Clone());
_surfaceColorKeys.Remove(slot);
}
lock (_textLock)
{
_surfaceText.Remove(slot);
_surfaceResources.Remove(slot);
}
_slotDims[slot] = (image.Width, image.Height);
return true;
}
// Retained render model: draw-texture updates GfxState (object -> surface bind); Main._Process composites
// the visible objects each frame in ascending-handle order. No immediate blit here.
public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY) { }

View File

@@ -8,6 +8,7 @@ using Godot;
using Age.Engine.Diagnostics;
using Age.Engine.Hosting;
using Age.Engine.Model;
using Age.Engine.Persistence;
using Age.Engine.Sys4;
using Age.Engine.Vm;
using Script = Age.Engine.Model.Script; // disambiguate from Godot.Script
@@ -248,8 +249,17 @@ public partial class Main : Godot.Control
Age.Engine.Diagnostics.ITraceSink sink = _trace;
if (histFile != null) { _hist = new Age.Engine.Diagnostics.HistogramTraceSink();
sink = new Age.Engine.Diagnostics.CompositeTraceSink(_trace, _hist); }
// Persistence opcodes retain AGE's native filenames and binary formats, but the port owns the
// root interception point. Keep authored saves isolated from the original installation under
// Godot's per-application user directory.
var nativeSaveStore = new DirectoryNativeDatStore(
ProjectSettings.GlobalizePath("user://SAVE"),
new NativeSaveIdentity(
NativeSaveMagic.S4SD, 0x4a343234, "姫狩りダンジョンマイスター",
SaveVersion1: 3, SaveVersion2: 10, NumberedCompatibilityId: 0x42323234));
_vm = new VirtualMachine(script, table, _host,
new VmOptions(MaxSteps: 20_000_000, IgnoreExitRequests: nativeDebugMenu), provider, sink);
new VmOptions(MaxSteps: 20_000_000, IgnoreExitRequests: nativeDebugMenu), provider, sink,
nativeDatStore: nativeSaveStore);
if (scripts != null)
{
_debugSceneEntries = DebugSceneCatalog.Build(scripts.Catalog);