Extract VM surface opcode handler
This commit is contained in:
@@ -177,7 +177,10 @@ opcode dispatcher. Its partial-class companion `engine/Age.Engine/Vm/VirtualMach
|
||||
state, BGM restart semantics, and the BGM/voice/SFX/mixer opcode handler; `Step` retains the audio labels and
|
||||
routes that family into the handler. `engine/Age.Engine/Vm/VirtualMachine.Movie.cs` owns modal/asynchronous/
|
||||
positioned movie playback, movie surface metadata/activity queries, and movie-mask transition dispatch; `Step`
|
||||
likewise retains and routes the movie labels.
|
||||
likewise retains and routes the movie labels. `engine/Age.Engine/Vm/VirtualMachine.Surface.cs` owns surface
|
||||
allocation/loading, texture binding and sizing, mutable surface fill/copy, render-target control, and transient
|
||||
surface release; its labels remain at their existing dispatcher positions around the retained numeric-glyph and
|
||||
object cases.
|
||||
|
||||
The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
|
||||
runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports
|
||||
|
||||
@@ -636,6 +636,12 @@ do not mix mechanical moves with semantic changes.
|
||||
existing positions and routes them through `StepMovie`; the original instruction remains available for the
|
||||
two bytecode-offset compatibility paths. Runtime validation remains green.
|
||||
|
||||
The third bounded `VirtualMachine.Step` extraction moved surface allocation/loading, texture binding and
|
||||
sizing, mutable surface fill/copy, render-target control, and transient-surface release into
|
||||
`engine/Age.Engine/Vm/VirtualMachine.Surface.cs`. The top-level dispatcher retains these labels at their
|
||||
existing positions, including the separate routing groups around numeric-glyph and retained-object cases;
|
||||
public VM behavior and case-body logic remain unchanged. 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.
|
||||
@@ -1007,8 +1013,8 @@ 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`, `GodotAdvHost`, and `GfxState`
|
||||
domains isolated and the first two `VirtualMachine.Step` families routed through domain handlers, extract the
|
||||
surface/texture opcode family next without replacing the proven dispatcher or changing public types, commands,
|
||||
and generated output.
|
||||
domains isolated and the audio, movie, and surface/texture `VirtualMachine.Step` families routed through domain
|
||||
handlers, extract the retained-object query/mutation and transform opcode family next 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.
|
||||
|
||||
Reference in New Issue
Block a user