Extract VM timing opcode handler

This commit is contained in:
gamer147
2026-08-03 00:20:44 -04:00
parent 03ddbf52d6
commit cc0ebbee4b
4 changed files with 91 additions and 59 deletions

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@@ -198,6 +198,8 @@ and refresh helpers remain in the VM coordinator because live text and input pat
`engine/Age.Engine/Vm/VirtualMachine.Input.cs` owns blocking ADV waits, hotspot registration/arming, cursor
resources and virtual position, raw mouse/joystick callback registration and dispatch, action polling, and
physical-input mapping; public host-thread input entry points and shared synchronization remain in the coordinator.
`engine/Age.Engine/Vm/VirtualMachine.Timing.cs` owns the monotonic-time query, host sleep, relative timed-callback
schedule construction, deadline/catch-up selection, and callback resumption opcode handler.
The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports

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@@ -688,6 +688,12 @@ do not mix mechanical moves with semantic changes.
host-thread input entry points, shared synchronization, and callback service helpers remain in the coordinator.
Runtime validation remains green.
The eleventh bounded `VirtualMachine.Step` extraction moved the monotonic-time query, host sleep, relative
timed-callback schedule construction, deadline/catch-up selection, and callback resumption into
`engine/Age.Engine/Vm/VirtualMachine.Timing.cs`. The top-level dispatcher retains all labels and aliases at
their existing positions and routes the separated groups through guarded `StepTiming`; animation-frame
sampling remains with `StepAnimation`. 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.
@@ -1059,10 +1065,9 @@ 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`, `GodotAdvHost`, and `GfxState`
domains isolated and the audio, movie, surface/texture, retained-object, animation, presentation, ADV-text, and
text-history `VirtualMachine.Step` families routed through domain handlers, with ADV skip/auto-message services
and interactive input/hotspot/cursor callbacks now isolated as well, extract the sleep/timed-callback sequencing
opcode family next without replacing the proven dispatcher or changing public types, commands, and generated
output.
domains isolated and the audio, movie, surface/texture, retained-object, animation, presentation, ADV-text,
text-history, ADV-service, input, and timing `VirtualMachine.Step` families routed through domain handlers,
extract numbered-save/shared-profile persistence dispatch next without replacing the proven dispatcher or
changing 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.

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@@ -0,0 +1,76 @@
using Age.Engine.Model;
namespace Age.Engine.Vm;
public sealed partial class VirtualMachine
{
private int StepTiming(string label, IReadOnlyList<Operand> a, int pc)
{
switch (label)
{
case "get-monotonic-time-ms":
Write(a[0], unchecked((int)_host.InputClockMilliseconds)); return pc + 1;
case "sleep": // 0xc8 (duration) — pause the host duration ms; headless hosts no-op (parity). Frame pacing.
_host.Sleep(Read(a[0])); return pc + 1;
case "u00425960":
case "begin-timed-callback-sequence": // 0xd3: clear the frame-local relative schedule
_cur.TimedCallbacks.Clear();
_cur.TimedCallbackCursor = 0;
_cur.TimedCallbackStartedAtMs = null;
_cur.TimedCallbackAbortOffset = -1;
return pc + 1;
case "u004266F0":
case "append-relative-timed-callbacks": // 0xd4: (interval ms, count, on-time PC, catch-up PC)
{
long intervalMs = Read(a[0]);
int count = System.Math.Max(0, unchecked((int)Read(a[1])));
int primaryOffset = unchecked((int)Read(a[2]));
int catchUpOffset = unchecked((int)Read(a[3]));
long deadlineMs = _cur.TimedCallbacks.Count == 0 ? 0 : _cur.TimedCallbacks[^1].DeadlineMs;
for (int i = 0; i < count; i++)
{
deadlineMs += intervalMs;
_cur.TimedCallbacks.Add(new ExecFrame.TimedCallback(
deadlineMs, primaryOffset, catchUpOffset));
}
return pc + 1;
}
case "u004262C0":
case "run-timed-callback-sequence": // 0xd5: dispatch each scheduled local callback, resuming here after ret
{
if (_cur.TimedCallbackStartedAtMs == null)
{
_cur.TimedCallbackStartedAtMs = _host.InputClockMilliseconds;
_cur.TimedCallbackAbortOffset = unchecked((int)Read(a[0]));
}
// Native op 0xd5 stops at last_index rather than count. The final entry is a
// look-ahead sentinel: it supplies the next deadline for the preceding event but
// is not itself dispatched.
if (_cur.TimedCallbackCursor >= _cur.TimedCallbacks.Count - 1)
{
_cur.TimedCallbackStartedAtMs = null;
return pc + 1;
}
var callback = _cur.TimedCallbacks[_cur.TimedCallbackCursor];
long elapsedMs = _host.InputClockMilliseconds - _cur.TimedCallbackStartedAtMs.Value;
if (elapsedMs < callback.DeadlineMs)
{
_host.WaitForTimedCallbackDeadline(callback.DeadlineMs - elapsedMs);
elapsedMs = _host.InputClockMilliseconds - _cur.TimedCallbackStartedAtMs.Value;
}
bool fellBehind = _cur.TimedCallbackCursor + 1 < _cur.TimedCallbacks.Count
&& _cur.TimedCallbacks[_cur.TimedCallbackCursor + 1].DeadlineMs < elapsedMs;
int targetOffset = fellBehind ? callback.CatchUpOffset : callback.PrimaryOffset;
_cur.TimedCallbackCursor++;
if (targetOffset < 0 || !_cur.Script.IndexByOffset.TryGetValue(targetOffset, out int target))
return pc;
_cur.CallStack.Add(pc);
return target;
}
default:
throw new InvalidOperationException($"Non-timing opcode routed to timing handler: {label}");
}
}
}

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@@ -1247,7 +1247,7 @@ public sealed partial class VirtualMachine
return pc + 1;
}
case "get-monotonic-time-ms":
Write(a[0], unchecked((int)_host.InputClockMilliseconds)); return pc + 1;
return StepTiming(label, a, pc);
case "lt": Write(a[0], Read(a[1]) < Read(a[2]) ? 1 : 0); return pc + 1;
case "lte": Write(a[0], Read(a[1]) <= Read(a[2]) ? 1 : 0); return pc + 1;
case "gr": Write(a[0], Read(a[1]) > Read(a[2]) ? 1 : 0); return pc + 1;
@@ -2019,65 +2019,14 @@ public sealed partial class VirtualMachine
case "u0041E5E0":
case "map-keyboard-scancode": // 0x10c: logical action <- DIK translated through native VK table
return StepInput(label, a, pc);
case "sleep": // 0xc8 (duration) — pause the host duration ms; headless hosts no-op (parity). Frame pacing.
_host.Sleep(Read(a[0])); return pc + 1;
case "sleep":
case "u00425960":
case "begin-timed-callback-sequence": // 0xd3: clear the frame-local relative schedule
_cur.TimedCallbacks.Clear();
_cur.TimedCallbackCursor = 0;
_cur.TimedCallbackStartedAtMs = null;
_cur.TimedCallbackAbortOffset = -1;
return pc + 1;
case "u004266F0":
case "append-relative-timed-callbacks": // 0xd4: (interval ms, count, on-time PC, catch-up PC)
{
long intervalMs = Read(a[0]);
int count = System.Math.Max(0, unchecked((int)Read(a[1])));
int primaryOffset = unchecked((int)Read(a[2]));
int catchUpOffset = unchecked((int)Read(a[3]));
long deadlineMs = _cur.TimedCallbacks.Count == 0 ? 0 : _cur.TimedCallbacks[^1].DeadlineMs;
for (int i = 0; i < count; i++)
{
deadlineMs += intervalMs;
_cur.TimedCallbacks.Add(new ExecFrame.TimedCallback(
deadlineMs, primaryOffset, catchUpOffset));
}
return pc + 1;
}
case "u004262C0":
case "run-timed-callback-sequence": // 0xd5: dispatch each scheduled local callback, resuming here after ret
{
if (_cur.TimedCallbackStartedAtMs == null)
{
_cur.TimedCallbackStartedAtMs = _host.InputClockMilliseconds;
_cur.TimedCallbackAbortOffset = unchecked((int)Read(a[0]));
}
// Native op 0xd5 stops at last_index rather than count. The final entry is a
// look-ahead sentinel: it supplies the next deadline for the preceding event but
// is not itself dispatched.
if (_cur.TimedCallbackCursor >= _cur.TimedCallbacks.Count - 1)
{
_cur.TimedCallbackStartedAtMs = null;
return pc + 1;
}
var callback = _cur.TimedCallbacks[_cur.TimedCallbackCursor];
long elapsedMs = _host.InputClockMilliseconds - _cur.TimedCallbackStartedAtMs.Value;
if (elapsedMs < callback.DeadlineMs)
{
_host.WaitForTimedCallbackDeadline(callback.DeadlineMs - elapsedMs);
elapsedMs = _host.InputClockMilliseconds - _cur.TimedCallbackStartedAtMs.Value;
}
bool fellBehind = _cur.TimedCallbackCursor + 1 < _cur.TimedCallbacks.Count
&& _cur.TimedCallbacks[_cur.TimedCallbackCursor + 1].DeadlineMs < elapsedMs;
int targetOffset = fellBehind ? callback.CatchUpOffset : callback.PrimaryOffset;
_cur.TimedCallbackCursor++;
if (targetOffset < 0 || !_cur.Script.IndexByOffset.TryGetValue(targetOffset, out int target))
return pc;
_cur.CallStack.Add(pc);
return target;
}
return StepTiming(label, a, pc);
case "u0041B290":
case "set-message-skip": // 0x88: persistent all-message fast-forward service state
case "u00414E50": // 0x19a: persistent state used by the SO001 active overlay