Move FFmpeg runtime to frontend
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@@ -841,6 +841,13 @@ do not mix mechanical moves with semantic changes.
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in Godot while implementing the moved boundary through that friend access. Both solution builds and runtime
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validation remain green.
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The third bounded build-graph slice moved the unchanged FFmpeg native interop and asynchronous/paced decoder
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from `godot/` into `Age.Engine.Frontend`. The two remaining movie test source links and the corpus tool's native
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source link were replaced by project references. Friend access now also names only the `Age.MovieCorpusGate`
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assembly required by the native frame-source seam; native ABI resolution, decoder pacing, seek/audio behavior,
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failure handling, and teardown remain unchanged. Engine, Godot, and corpus-gate builds plus runtime validation
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remain green.
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5. **Close repository-policy and storage gaps.** Add an explicit project license, third-party notices and
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checksums/provenance for committed binaries, consistent editor/build policy, a pinned .NET SDK, and a
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CI entry point built on the same validation driver. Remove the empty workspace-root `.git` directory and
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@@ -1195,9 +1202,9 @@ layer's rendering diverges from ADV; save layout.
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## 8. Immediate next step
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Begin step 4 of the **codebase consolidation** maintenance slice: make the build graph express source ownership
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without changing behavior. Move `FfmpegMovieNative.cs` and `FfmpegMovieDecoder.cs` from `godot/` into
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`Age.Engine.Frontend` next. Replace both test source links and the movie corpus gate's native-source link with
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project references, granting narrowly scoped friend access to the corpus-gate assembly while preserving native
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ABI, decoder pacing, failure, and teardown behavior.
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without changing behavior. Move the reusable `MovieCorpusGate.cs` implementation from
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`tools/movie-corpus-gate/` into `Age.Engine.Frontend` next. Leave the tool's `Program.cs` as its command-line entry
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point, remove the final test source link, preserve the internal friend boundary, and verify that no production
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`.cs` files are compiled through cross-project links.
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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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