Extract VM memory collection handler

This commit is contained in:
gamer147
2026-08-03 00:31:15 -04:00
parent 7712fb69ac
commit 5ae1c2a1bc
4 changed files with 280 additions and 223 deletions

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@@ -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

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@@ -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.