Extract VM memory collection handler
This commit is contained in:
@@ -203,6 +203,9 @@ schedule construction, deadline/catch-up selection, and callback resumption opco
|
||||
`engine/Age.Engine/Vm/VirtualMachine.Persistence.cs` owns catalog-unlock lookup, numbered save/load and nested
|
||||
restore continuation, metadata/copy/delete, thumbnail persistence, and shared-profile integer/string opcode
|
||||
dispatch; capture/apply helpers and persistent coordinator state remain in `VirtualMachine.cs`.
|
||||
`engine/Age.Engine/Vm/VirtualMachine.MemoryCollections.cs` owns string byte length, addressed lookup/copy,
|
||||
inline arrays, rectangle search and stable index sorting, bounded integer queues/stacks, bit/range operations,
|
||||
and native-style random-modulo dispatch; shared storage/address helpers remain in the coordinator.
|
||||
|
||||
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
|
||||
|
||||
@@ -700,6 +700,13 @@ do not mix mechanical moves with semantic changes.
|
||||
labels at their existing positions and routes them through guarded `StepPersistence`; capture/apply helpers
|
||||
and persistent coordinator state remain in `VirtualMachine.cs`. Runtime validation remains green.
|
||||
|
||||
The thirteenth bounded `VirtualMachine.Step` extraction moved string byte length, addressed lookup/copy,
|
||||
inline arrays, rectangle search and stable index sorting, bounded integer queues/stacks, bit/range operations,
|
||||
and native-style random-modulo dispatch into
|
||||
`engine/Age.Engine/Vm/VirtualMachine.MemoryCollections.cs`. The top-level dispatcher retains all labels and
|
||||
aliases at their existing positions and routes them through guarded `StepMemoryCollection`; shared storage and
|
||||
address-resolution helpers remain in the coordinator. 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.
|
||||
@@ -1072,9 +1079,8 @@ layer's rendering diverges from ADV; save layout.
|
||||
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 audio, movie, surface/texture, retained-object, animation, presentation, ADV-text,
|
||||
text-history, ADV-service, input, and timing `VirtualMachine.Step` families routed through domain handlers,
|
||||
with numbered-save/shared-profile persistence dispatch now isolated as well, extract the memory/collection utility
|
||||
opcode family next without replacing the proven dispatcher or changing public types, commands, and generated
|
||||
output.
|
||||
text-history, ADV-service, input, timing, persistence, and memory/collection `VirtualMachine.Step` families routed
|
||||
through domain handlers, extract control-flow/coroutine dispatch 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