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