Split GfxState surface operations

This commit is contained in:
gamer147
2026-08-02 21:37:53 -04:00
parent 89a54d94e0
commit 4498a1a974
4 changed files with 138 additions and 117 deletions

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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.