Split Godot host presentation and input

This commit is contained in:
gamer147
2026-08-02 19:45:02 -04:00
parent b8eeb18b0c
commit c819e7b40b
4 changed files with 917 additions and 894 deletions

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@@ -575,6 +575,12 @@ do not mix mechanical moves with semantic changes.
reset, and surface-lifecycle consumers retain direct partial-class access to the moved state. Runtime
validation remains green.
The second bounded `GodotAdvHost` split moved script/presentation barriers, diagnostic and text-entry waits,
input/message-skip services, cursor/foreground waits, frame and backbuffer publication, legacy transitions,
scene reset/stop, frame pulse, and timed waits into `godot/GodotAdvHost.PresentationInput.cs`. Shared surface,
movie, audio, and retained-text state remains directly accessible 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.
@@ -946,7 +952,7 @@ 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` domains and the first
`GodotAdvHost` ADV-text surface isolated, move host presentation/input next, then continue one existing domain
two `GodotAdvHost` domains isolated, move host surface storage/mutation next, then continue one existing domain
at a time while 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.