Split Godot host surface operations
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@@ -150,7 +150,9 @@ full-width text entry.
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history presentation, message-window alpha, and retained wait-indicator configuration/publication.
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`godot/GodotAdvHost.PresentationInput.cs` owns script/presentation synchronization, waits and timing,
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message-skip/input services, cursor and foreground waits, frame/backbuffer publication, transitions, and
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scene-context lifecycle coordination.
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scene-context lifecycle coordination. `godot/GodotAdvHost.Surfaces.cs` owns decoded-image caching, mutable
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surface pixels/resources/dimensions, fill/copy/resolve operations, render-target publication, and surface/range
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teardown.
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The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
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runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports
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@@ -581,6 +581,11 @@ do not mix mechanical moves with semantic changes.
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movie, audio, and retained-text state remains directly accessible through the sealed partial class; runtime
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validation remains green.
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The third bounded `GodotAdvHost` split moved decoded-image caching, mutable surface pixel/resource/dimension
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state, allocation and binding, fill/copy/resolve operations, render-target publication, release/range teardown,
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and texture decode caching into `godot/GodotAdvHost.Surfaces.cs`. Movie publication and teardown retain direct
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access to the surface store through the sealed partial class; runtime validation remains green.
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**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
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deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
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each domain move.
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@@ -952,7 +957,7 @@ layer's rendering diverges from ADV; save layout.
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## 8. Immediate next step
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Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
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by the tracked launcher and layered validation driver. With the planned `Main` domains and the first
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two `GodotAdvHost` domains isolated, move host surface storage/mutation next, then continue one existing domain
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at a time while preserving public types, commands, and generated output.
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three `GodotAdvHost` domains isolated, move host movie playback/mask ownership next, then continue one existing
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domain at a time while preserving public types, commands, and generated output.
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Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
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not replace Phase B gameplay validation or the open cross-platform gates.
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