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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@@ -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.