feat(phase-b): cross-scene state — GameSession + play runner

Persistent global store carried across scenes (the engine's flat global bank),
the substrate for cross-scene flow and state seeding. GameSession seeds a fresh
VM from session state, runs, merges back; VM untouched so trace/selftest parity
holds. Age.Cli play <SCENE...> [0xADDR=VAL] runs a sequence carrying state.

Tests (engine 15/15): state persists A->B; seed visible to scene; SC0000 via
session byte-identical to single run; seeding form flag 0xa57=1 changes behavior.
Demonstrated: play SC0000 0xa57=1 -> 186->229 lines (Lily's form-gated dialogue
executes); SC0000->SC0030 carries 76 globals. Operationalizes the state-
divergence finding. Godot selftest OK.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-07-07 00:19:11 -04:00
parent dc78a92ecd
commit b762b3d1c0
3 changed files with 166 additions and 0 deletions

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@@ -64,6 +64,33 @@ if (args[0] == "gfx")
return 0; return 0;
} }
if (args[0] == "play")
{
// play <SCENE.BIN...> [0xADDR=VAL ...] — run a sequence of scenes carrying persistent global state
// across them (optional up-front seeds). The state substrate for cross-scene flow; headless.
var scripts = Paths.Scripts();
var scenes = args.Skip(1).Where(a => a.ToUpperInvariant().EndsWith(".BIN")).ToList();
if (scenes.Count == 0) { Console.WriteLine("usage: play <SCENE.BIN...> [0xADDR=VAL ...]"); return 1; }
var session = new GameSession();
foreach (var s in args.Skip(1).Where(a => a.Contains('=')))
{
var kv = s.Split('=');
int k = kv[0].StartsWith("0x") ? Convert.ToInt32(kv[0], 16) : int.Parse(kv[0]);
long v = kv[1].StartsWith("0x") ? Convert.ToInt64(kv[1], 16) : long.Parse(kv[1]);
session.Seed(k, v);
}
long totalLines = 0;
foreach (var name in scenes)
{
var script = Sys4Loader.Load(scripts[name.ToUpperInvariant()], table);
var r = session.RunScene(script, table, new CaptureHost());
totalLines += r.Emitted.Count;
Console.WriteLine($" {name,-14} {r.Emitted.Count,4} lines, {r.Steps,7} steps (halt: {r.Halt})");
}
Console.WriteLine($"total: {totalLines} lines across {scenes.Count} scene(s); {session.Globals.Count} globals carried");
return 0;
}
if (args[0] == "trace") if (args[0] == "trace")
{ {
var scene = new Regex(@"^S[CP]\d{4}\.BIN$"); var scene = new Regex(@"^S[CP]\d{4}\.BIN$");

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@@ -0,0 +1,96 @@
using System.Collections.Generic;
using System.Linq;
using Age.Engine.Hosting;
using Age.Engine.Model;
using Age.Engine.Sys4;
using Age.Engine.Vm;
using Xunit;
public class GameSessionTests
{
private const int T_IMM = 0, T_GINT = 3;
private static readonly OpcodeTable Table = OpcodeTableJson.Load(Paths.OpcodesJson);
// A minimal one-instruction script: `mov (global-int dst) src`. Halts pc-out-of-range after.
private static Script MovScript(int dst, int srcType, long srcVal) => new()
{
Header = new ScriptHeader(0, 0, 0, 0, 0, 0),
Instructions = new[]
{
new Instruction(0, 0x55, new[] { new Operand(T_GINT, dst), new Operand(srcType, srcVal) }),
},
IndexByOffset = new Dictionary<int, int> { { 0, 0 } },
Strings = new Dictionary<int, string>(),
};
private sealed class VoiceCountHost : IHost
{
public int Voices;
public List<int> Emitted = new();
public void ShowText(int o, string t) => Emitted.Add(o);
public void CallScript(long id) { }
public void OnStub(int op) { }
public void WaitForInput() { }
public void CreateTexture(int s, int w, int h) { }
public void SetTexture(long r, int s) { }
public void DrawTexture(int s, int sx, int sy, int w, int h, int dx, int dy) { }
public (int Width, int Height) GetTextureSize(int slot) => (0, 0);
public void PlayBgm(long id) { }
public void PlayVoice(long id) => Voices++;
}
[Fact]
public void StatePersistsAcrossScenes()
{
var session = new GameSession();
// Scene A writes G[0x5000] = 42.
session.RunScene(MovScript(0x5000, T_IMM, 0x2a), Table, new CaptureHost());
Assert.Equal(0x2a, session.Globals[0x5000]);
// Scene B copies G[0x5000] -> G[0x5001]; it must SEE A's write.
session.RunScene(MovScript(0x5001, T_GINT, 0x5000), Table, new CaptureHost());
Assert.Equal(0x2a, session.Globals[0x5001]);
}
[Fact]
public void SeedIsVisibleToTheScene()
{
var session = new GameSession();
session.Seed(0x5000, 99);
session.RunScene(MovScript(0x5001, T_GINT, 0x5000), Table, new CaptureHost());
Assert.Equal(99, session.Globals[0x5001]);
}
[Fact]
public void SC0000ViaSessionMatchesSingleRun()
{
var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], Table);
// single run
var host1 = new CaptureHost();
new VirtualMachine(script, Table, host1).Run();
var single = host1.Emitted.Select(e => e.Offset).ToList();
// via session
var host2 = new CaptureHost();
var r = new GameSession().RunScene(Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], Table), Table, host2);
var viaSession = r.Emitted.Select(e => e.Offset).ToList();
Assert.Equal(single, viaSession);
Assert.Equal("exit", r.Halt);
}
[Fact]
public void SeedingFormFlagChangesBehavior()
{
// Lily's lines are gated on form flags G[0xa57/8/9]; unseeded => all skipped (0 voices on her lines).
// Seeding form A (0xa57=1) makes her lines execute -> more play-voice calls. Proven finding (audio).
var scriptPath = Paths.Scripts()["SC0000.BIN"];
var unseeded = new VoiceCountHost();
new GameSession().RunScene(Sys4Loader.Load(scriptPath, Table), Table, unseeded);
var s = new GameSession();
s.Seed(0xa57, 1);
var seeded = new VoiceCountHost();
s.RunScene(Sys4Loader.Load(scriptPath, Table), Table, seeded);
Assert.True(seeded.Voices > unseeded.Voices,
$"seeding form flag should fire more voices: unseeded={unseeded.Voices} seeded={seeded.Voices}");
}
}

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@@ -0,0 +1,43 @@
using Age.Engine.Hosting;
using Age.Engine.Model;
namespace Age.Engine.Vm;
/// <summary>
/// A persistent global store carried across scenes. Every scene the game runs shares one flat global
/// bank (the engine's model); running scenes in isolation with empty state is why our headless VM
/// diverges from the real game (the bg/sprite geometry drift, the state-gated EMPTY scenes, Lily's
/// form-gated voices are all state divergence — see docs/phase-a-slice-plan.md A2b-Geometry).
///
/// <para>Seam rule: references only <c>Model</c> + <c>Hosting</c> (never <c>Sys4</c>). The
/// <see cref="VirtualMachine"/> is unchanged — its globals are pre-seeded before <c>Run</c> and merged
/// back after, so trace/selftest parity is untouched. Local frames are per-call and correctly do NOT
/// persist (they live in the VM, not here).</para>
/// </summary>
public sealed class GameSession
{
public Dictionary<int, long> Globals { get; } = new();
public Dictionary<int, string> GlobalStrings { get; } = new();
public void Seed(int addr, long value) => Globals[addr] = value;
public void SeedString(int addr, string value) => GlobalStrings[addr] = value;
/// <summary>Run one scene: seed a fresh VM from session state, execute, merge final state back.</summary>
public SceneResult RunScene(Script script, OpcodeTable table, IHost host, VmOptions? options = null)
{
var vm = new VirtualMachine(script, table, host, options);
foreach (var kv in Globals) vm.Globals[kv.Key] = kv.Value;
foreach (var kv in GlobalStrings) vm.GlobalStrings[kv.Key] = kv.Value;
vm.Run();
// Globals are one flat space; last write wins — the engine's single global bank.
foreach (var kv in vm.Globals) Globals[kv.Key] = kv.Value;
foreach (var kv in vm.GlobalStrings) GlobalStrings[kv.Key] = kv.Value;
return new SceneResult(vm.Emitted.ToList(), vm.HaltReason, vm.Steps);
}
}
/// <summary>The observable result of running one scene into a <see cref="GameSession"/>.</summary>
public sealed record SceneResult(IReadOnlyList<(int Offset, string Text)> Emitted, string? Halt, long Steps);