Split GfxState retained objects

This commit is contained in:
gamer147
2026-08-02 21:41:56 -04:00
parent 18339c799b
commit 7f1fba7b58
4 changed files with 389 additions and 372 deletions

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@@ -164,7 +164,9 @@ of that state through the sealed partial class.
`engine/Age.Engine/Model/GfxState.Contracts.cs` owns its public render, transition, diagnostic, persistence,
animation, numeric-glyph, and handle-range contracts. `engine/Age.Engine/Model/GfxState.Surfaces.cs` owns surface
resource/color-key state, created/reloadable classification, movie stop-time metadata, render-target/tile
configuration, and surface lifecycle operations.
configuration, and surface lifecycle operations. `engine/Age.Engine/Model/GfxState.RetainedObjects.cs` owns the
retained-object record and registry/index, range-transform state, object creation/query/clone/erase and draw
binding, plus numeric-glyph object generation.
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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@@ -607,6 +607,11 @@ do not mix mechanical moves with semantic changes.
`engine/Age.Engine/Model/GfxState.Surfaces.cs`. Reset, persistence, retained-object sampling, and transition
teardown retain direct access through the partial class; runtime validation remains green.
The third bounded `GfxState` split moved the retained-object record and registry/index, range-transform
state and operations, object creation/query/clone/erase and draw binding, and numeric-glyph object generation
into `engine/Age.Engine/Model/GfxState.RetainedObjects.cs`. Cross-domain reset/persistence, animation, and
presentation sampling retain direct access through the sealed partial class; 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.
@@ -978,7 +983,7 @@ 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` and `GodotAdvHost` domains
isolated and the first two `GfxState` domains separated, move retained-object ownership next, preserving public
types, commands, and generated output.
isolated and the first three `GfxState` domains separated, move animation ownership next, preserving 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.