Move FFmpeg runtime to frontend
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@@ -119,7 +119,7 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
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│ layout-3 numbered state/history/gfx, DAT/STH pair + BMP codec,
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│ and profile-owned state
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│ ├── Age.Engine.Frontend/ platform-neutral frontend support: diagnostics/options, page
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│ location, performance logging, movie decoder/runtime contracts,
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│ location, performance logging, movie runtime/FFmpeg decoding,
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│ audio alignment, surface registry, and WAV sanitization
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│ └── Age.Engine.Text.Windows/ optional exact Windows GDI gray-4 reference backend; kept
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│ outside the platform-neutral VM/runtime core
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@@ -156,8 +156,9 @@ through project references rather than compiling duplicate linked sources. The f
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`PageLocatorState`, `GodotTimelineLog`, `GodotTraceSink`, `StepLimitDiagnosticFormatter`, `GodotVmOptions`,
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`PerformanceFrameLog`, and `WindowLaunchOptions`. It also owns the internal movie decoder boundary/runtime,
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audio-timeline alignment, movie-surface registry, and RIFF/WAVE sanitizer; only the `Himegari` and
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`Age.Engine.Tests` assemblies receive explicit friend access to that internal API. FFmpeg interop and decoder
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implementation remain under `godot/` until their separate ownership slice.
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`Age.Engine.Tests` assemblies receive explicit friend access to that internal API. FFmpeg native interop and the
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asynchronous/paced decoder also live here; the `Age.MovieCorpusGate` tool receives friend access to the native
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frame-source seam and references this project rather than compiling an interop source link.
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`godot/GodotAdvHost.cs` retains cross-domain host coordination. Its partial-class companion
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`godot/GodotAdvHost.AdvText.cs` owns live/retained ADV text, surface glyph rasterization and caching,
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