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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│ layout-3 numbered state/history/gfx, DAT/STH pair + BMP codec,
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│ and profile-owned state
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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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│ ├── 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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│ 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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│ └── 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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│ 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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`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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`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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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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`Age.Engine.Tests` assemblies receive explicit friend access to that internal API. FFmpeg native interop and the
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implementation remain under `godot/` until their separate ownership slice.
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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.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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`godot/GodotAdvHost.AdvText.cs` owns live/retained ADV text, surface glyph rasterization and caching,
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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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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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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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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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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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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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## 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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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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without changing behavior. Move the reusable `MovieCorpusGate.cs` implementation from
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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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`tools/movie-corpus-gate/` into `Age.Engine.Frontend` next. Leave the tool's `Program.cs` as its command-line entry
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project references, granting narrowly scoped friend access to the corpus-gate assembly while preserving native
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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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ABI, decoder pacing, failure, and teardown behavior.
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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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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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not replace Phase B gameplay validation or the open cross-platform gates.
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@@ -1,4 +1,5 @@
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using System.Runtime.CompilerServices;
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using System.Runtime.CompilerServices;
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[assembly: InternalsVisibleTo("Age.Engine.Tests")]
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[assembly: InternalsVisibleTo("Age.Engine.Tests")]
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[assembly: InternalsVisibleTo("Age.MovieCorpusGate")]
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[assembly: InternalsVisibleTo("Himegari")]
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[assembly: InternalsVisibleTo("Himegari")]
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@@ -24,8 +24,6 @@
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<ProjectReference Include="..\Age.Engine\Age.Engine.csproj" />
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<ProjectReference Include="..\Age.Engine\Age.Engine.csproj" />
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<ProjectReference Include="..\Age.Engine.Frontend\Age.Engine.Frontend.csproj" />
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<ProjectReference Include="..\Age.Engine.Frontend\Age.Engine.Frontend.csproj" />
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<ProjectReference Include="..\Age.Engine.Text.Windows\Age.Engine.Text.Windows.csproj" />
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<ProjectReference Include="..\Age.Engine.Text.Windows\Age.Engine.Text.Windows.csproj" />
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<Compile Include="..\..\godot\FfmpegMovieNative.cs" Link="FfmpegMovieNative.cs" />
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<Compile Include="..\..\godot\FfmpegMovieDecoder.cs" Link="FfmpegMovieDecoder.cs" />
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<Compile Include="..\..\tools\movie-corpus-gate\MovieCorpusGate.cs" Link="MovieCorpusGate.cs" />
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<Compile Include="..\..\tools\movie-corpus-gate\MovieCorpusGate.cs" Link="MovieCorpusGate.cs" />
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</ItemGroup>
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</ItemGroup>
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@@ -8,6 +8,6 @@
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\engine\Age.Engine\Age.Engine.csproj" />
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<ProjectReference Include="..\..\engine\Age.Engine\Age.Engine.csproj" />
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<Compile Include="..\..\godot\FfmpegMovieNative.cs" Link="FfmpegMovieNative.cs" />
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<ProjectReference Include="..\..\engine\Age.Engine.Frontend\Age.Engine.Frontend.csproj" />
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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