Move movie transition request to model

This commit is contained in:
gamer147
2026-08-03 10:23:57 -04:00
parent 53cbeb554d
commit 94f59ddc3c
6 changed files with 18 additions and 14 deletions

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@@ -776,6 +776,11 @@ do not mix mechanical moves with semantic changes.
`MovieMaskTransitionRequest` remain in their prior locations pending a separate dependency-cleanup slice.
Runtime validation remains green.
The fourth bounded contract slice moved the unchanged `MovieMaskTransitionRequest` record from `Hosting` to
`Model`. VM, Godot, tests, and the movie host contract already consumed `Model`, so no call sites changed;
removing the two now-unused imports eliminates `GfxState`'s reverse dependency on the host namespace. Runtime
validation remains green.
4. **Make the build graph express source ownership.** Stop linking production `.cs` files from `godot/` and
`tools/movie-corpus-gate/` into `Age.Engine.Tests`. Extract the platform-neutral frontend/movie/diagnostic
code into a small production project referenced by Godot, tests, and the corpus gate. Retain both existing
@@ -1136,8 +1141,8 @@ layer's rendering diverges from ADV; save layout.
## 8. Immediate next step
Continue step 3 of the **codebase consolidation** maintenance slice: clarify runtime contracts without changing
behavior or the aggregate host accepted by the VM. With diagnostic, lifecycle, audio, and movie contracts
established beneath `IHost`, move the neutral `MovieMaskTransitionRequest` contract from `Hosting` to `Model` next
to remove `GfxState`'s reverse dependency on the host namespace, preserving the record's public shape and every
consumer before separating larger host domains.
established beneath `IHost` and the movie-mask request now neutral, move the format-independent `RgbaImage` record
from `Sys4` to `Model` next. Update its consumers without changing the record or decoder behavior, removing the
aggregate host's image-only dependency on the format namespace before separating larger host domains.
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.