fix: align animation pacing and transforms with native
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@@ -1,23 +1,75 @@
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namespace Age.Engine.Hosting;
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/// <summary>Host-owned virtual clock + per-frame op budget. Pure (no threading): the Godot host
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/// advances it once per rendered frame and consults it to pace the VM. The one <see cref="Speed"/>
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/// factor is the future (unwired) Ctrl fast-forward multiplier — scaling it scales the throttle
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/// budget, sleeps, and the anim tween together. See docs/superpowers/specs/2026-07-08-frame-stepped-vm-design.md.</summary>
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/// <summary>Host-owned virtual clock. Godot advances it from real elapsed time; VM pacing, sleeps, and
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/// retained graphics all consume this same timebase. Fractional milliseconds are retained so diagnostic
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/// slow motion does not stall on high-refresh displays.</summary>
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public sealed class FrameClock
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{
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/// <summary>Monotonic virtual time in milliseconds (scaled by Speed).</summary>
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public long NowMs { get; private set; }
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private long _nowMs;
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private double _fractionalMs;
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/// <summary>Speed multiplier. 1.0 = normal. The future Ctrl hook (ADV-scoped); leave at 1.0 for now.</summary>
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/// <summary>Monotonic virtual time in milliseconds (scaled by Speed).</summary>
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public long NowMs => System.Threading.Interlocked.Read(ref _nowMs);
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/// <summary>Speed multiplier. 1.0 = normal. A lower diagnostic value slows VM progress, sleeps, and
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/// graphics together; a future ADV-scoped Ctrl hook can drive the same seam.</summary>
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public double Speed = 1.0;
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/// <summary>Base per-frame interpreter op budget (tunable by eye; ~30 ≈ 1,800 ops/sec at 60fps).</summary>
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public int OpsPerFrame = 30;
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/// <summary>Native normal-playback interpreter cadence. The old 1,800 figure counted calls to
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/// vm_operand_fetch, not completed opcodes. A live 1,890 ms transform section executes about 407
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/// port opcodes. A normal-speed replay at 215/s retained the object for 1,798 ms; 200/s reaches
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/// the native 1,890 ms endpoint before the same teardown path.</summary>
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public double OpsPerSecond = 200.0;
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/// <summary>Advance the clock by one rendered frame's real delta (seconds), scaled by Speed.</summary>
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public void Advance(double realDeltaSeconds) => NowMs += (long)(realDeltaSeconds * 1000.0 * Speed);
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/// <summary>Ops the VM may run before yielding a frame, scaled by Speed (min 1).</summary>
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public int EffectiveBudget => System.Math.Max(1, (int)System.Math.Round(OpsPerFrame * Speed));
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public void Advance(double realDeltaSeconds)
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{
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double scaled = realDeltaSeconds * 1000.0 * Speed + _fractionalMs;
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long whole = (long)System.Math.Floor(scaled);
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_fractionalMs = scaled - whole;
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if (whole > 0) System.Threading.Interlocked.Add(ref _nowMs, whole);
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}
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}
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/// <summary>Pure wall-clock opcode rate limiter. The VM thread records completed opcodes and waits whenever
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/// it has consumed the allowance earned from <see cref=FrameClock.NowMs/>. Reset after a blocking wait so
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/// parked time never turns into a catch-up burst.</summary>
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public sealed class WallClockOpPacer
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{
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private readonly FrameClock _clock;
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private bool _started;
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private long _epochMs;
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private long _completed;
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public WallClockOpPacer(FrameClock clock) => _clock = clock;
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public void OpcodeCompleted()
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{
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if (!_started)
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{
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_started = true;
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_epochMs = _clock.NowMs;
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_completed = 0;
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}
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_completed++;
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}
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/// <summary>Whether the next opcode may execute at the clock's current time.</summary>
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public bool CanRunNext
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{
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get
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{
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if (!_started) return true;
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long elapsed = System.Math.Max(0, _clock.NowMs - _epochMs);
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long allowance = 1 + (long)System.Math.Floor(elapsed * _clock.OpsPerSecond / 1000.0);
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return _completed < allowance;
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}
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}
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public void Reset()
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{
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_started = false;
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_epochMs = 0;
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_completed = 0;
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}
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}
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@@ -234,6 +234,12 @@ public sealed class GfxState
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lock (_lock) { AnimClockDurationTicks = durationTicks; AnimClockGeneration++; }
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}
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/// <summary>Op 0x243: reset the separate global animation-service clock.</summary>
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public void ResetAnimClock()
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{
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lock (_lock) { AnimClockDurationTicks = 0; AnimClockGeneration++; }
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}
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/// <summary>Back-compat: snapshot with no animation clock (nowMs = 0) — deterministic, for headless
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/// callers and existing tests.</summary>
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public IReadOnlyList<RenderObject> SnapshotVisibleObjects() => SnapshotVisibleObjects(0);
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11
engine/Age.Engine/Model/Transform2DMath.cs
Normal file
11
engine/Age.Engine/Model/Transform2DMath.cs
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@@ -0,0 +1,11 @@
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namespace Age.Engine.Model;
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/// <summary>The axis-aligned 2D reduction of AGE's row-vector object matrix. Native composition is
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/// T(-anchor) * scale * middle(rotation) * translation * T(anchor). With rotation deferred, a point is
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/// therefore anchor + (point-anchor)*scale + translation; Z remains a retained 3D channel, not opacity.</summary>
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public static class Transform2DMath
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{
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public static (double X, double Y) Apply(double x, double y, TransformState transform)
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=> (transform.AnchorX + (x - transform.AnchorX) * transform.ScaleX + transform.TranslateX,
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transform.AnchorY + (y - transform.AnchorY) * transform.ScaleY + transform.TranslateY);
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}
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@@ -377,6 +377,11 @@ public sealed class VirtualMachine
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Gfx.SetRotationCycle(Read(a[0]), Read(a[1]), (Read(a[2]), Read(a[3]), Read(a[4]))); return pc + 1;
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case "set-anim-clock": // 0x238 (duration) — global, non-blocking (host advances it per-frame)
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Gfx.SetAnimClock(Read(a[0])); return pc + 1;
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case "reset-anim-clock": // 0x243: reset the separate global animation-service clock
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Gfx.ResetAnimClock(); return pc + 1;
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case "mark-frame-yield": // 0x21c: host already yields after every completed opcode
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case "clear-gfx-command-queue": // 0x224: retained compositor does not use this native queue
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return pc + 1;
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default:
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// Stub is per-instruction frequency (the VM handles ~30 ops; the rest hit here, e.g.
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// 0x258/0x259 stmt markers appear en masse), so gate it with Step — else --trace floods.
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