Extract VM ADV service opcode handler

This commit is contained in:
gamer147
2026-08-03 00:12:19 -04:00
parent 122c127c58
commit 5ceea006dc
4 changed files with 87 additions and 33 deletions

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@@ -192,6 +192,9 @@ text style and glyph-delay control, direct surface-string and retained numeric-g
text/wait-object bindings; text history and input/skip/auto services remain separate.
`engine/Age.Engine/Vm/VirtualMachine.TextHistory.cs` owns history recording control, metadata append/navigation,
retained history rendering, metadata/voice lookup, and history backlog clearing.
`engine/Age.Engine/Vm/VirtualMachine.AdvServices.cs` owns persistent/active message-skip control, read-skip
settings and queries, auto-message state/timing, and per-message voice/skip reset opcode dispatch; shared state
and refresh helpers remain in the VM coordinator because live text and input paths also consume them.
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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@@ -674,6 +674,13 @@ do not mix mechanical moves with semantic changes.
at their existing positions and routes them through guarded `StepTextHistory`; live ADV text remains with
`StepAdvText`, while skip/auto-message services remain outside both handlers. Runtime validation remains green.
The ninth bounded `VirtualMachine.Step` extraction moved persistent/active message-skip control, read-skip
settings and queries, auto-message state/timing, and per-message voice/skip reset dispatch into
`engine/Age.Engine/Vm/VirtualMachine.AdvServices.cs`. The top-level dispatcher retains all labels and aliases
at their existing positions and routes them through guarded `StepAdvService`; shared state and refresh helpers
remain in the VM coordinator because live-text and input paths also consume them. 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.
@@ -1046,8 +1053,8 @@ 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, and
text-history `VirtualMachine.Step` families routed through domain handlers, extract the ADV skip/auto-message
service opcode family next without replacing the proven dispatcher or changing public types, commands, and
generated output.
text-history `VirtualMachine.Step` families routed through domain handlers, with ADV skip/auto-message services
now isolated as well, extract the interactive input/hotspot/cursor callback 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.