Extract VM audio opcode handler
This commit is contained in:
@@ -172,6 +172,11 @@ the interpolation helpers consumed by retained-scene sampling. `engine/Age.Engin
|
||||
owns surface/movie transition queues, presentation activity and click-skip logic, diagnostics and dirty-reason
|
||||
accounting, and visible retained-scene snapshots.
|
||||
|
||||
`engine/Age.Engine/Vm/VirtualMachine.cs` retains VM lifecycle, cross-domain state, and the proven top-level
|
||||
opcode dispatcher. Its partial-class companion `engine/Age.Engine/Vm/VirtualMachine.Audio.cs` owns VM audio
|
||||
state, BGM restart semantics, and the BGM/voice/SFX/mixer opcode handler; `Step` retains the audio labels and
|
||||
routes that family into the handler.
|
||||
|
||||
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
|
||||
have no repository output tree and write their automatic maps below `user://diagnostics/page-maps` instead.
|
||||
|
||||
@@ -624,6 +624,12 @@ do not mix mechanical moves with semantic changes.
|
||||
accounting, scene reset, persistence, and locking. The planned `GfxState` decomposition is complete; runtime
|
||||
validation remains green.
|
||||
|
||||
The first bounded `VirtualMachine.Step` extraction converted the sealed VM type to a sealed partial class and
|
||||
moved VM-owned audio state, BGM restart semantics, and the existing BGM/voice/SFX/mixer case bodies into
|
||||
`engine/Age.Engine/Vm/VirtualMachine.Audio.cs`. The top-level dispatcher retains the exact opcode labels and
|
||||
routes only that family through `StepAudio`; 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.
|
||||
@@ -995,7 +1001,8 @@ 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, begin thinning `VirtualMachine.Step` through existing domain handler methods without replacing
|
||||
the proven dispatcher or changing public types, commands, and generated output.
|
||||
domains isolated and the first `VirtualMachine.Step` family routed through a domain handler, extract the movie
|
||||
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