Split GfxState retained objects

This commit is contained in:
gamer147
2026-08-02 21:41:56 -04:00
parent 4498a1a974
commit 8c24db9212
4 changed files with 389 additions and 372 deletions

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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.