refactor(godot): report subroutines via GodotTraceSink, not the IHost queue
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -42,12 +42,6 @@ public sealed class GodotAdvHost : IHost
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// called from the main thread (click) or the selftest auto-clicker
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public void SignalInput() { if (_gate.CurrentCount == 0) _gate.Release(); }
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// Records each call-script the VM dispatches (runs on the VM thread, so collect thread-safely and
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// let the main thread report it — Godot drops GD.Print from background threads).
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public readonly System.Collections.Concurrent.ConcurrentQueue<long> Dispatched = new();
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public void CallScript(long id) => Dispatched.Enqueue(id);
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public void OnStub(int opcode) { }
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// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
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public void CreateTexture(int slot, int width, int height) { _slotBmp[slot] = null; _slotDims[slot] = (width, height); }
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16
godot/GodotTraceSink.cs
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16
godot/GodotTraceSink.cs
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@@ -0,0 +1,16 @@
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using System.Collections.Concurrent;
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using Age.Engine.Diagnostics;
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// Frontend-side trace consumer. Runs on the VM background thread, so it just queues the dispatched
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// call-script ids; the main thread drains them (Godot drops GD.Print from background threads). This
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// replaces the old IHost.CallScript -> GodotAdvHost.Dispatched hack: subroutine visibility is now an
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// engine fact delivered over the trace seam.
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public sealed class GodotTraceSink : ITraceSink
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{
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public bool TracingSteps => false;
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public readonly ConcurrentQueue<long> CallScripts = new();
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public void Emit(in TraceEvent e)
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{
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if (e.Kind == TraceEventKind.CallScript) CallScripts.Enqueue(e.Id);
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}
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}
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@@ -19,6 +19,7 @@ public partial class Main : Godot.Control
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private AudioStreamPlayer _voice = null!; // interrupt-on-new voice
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private VirtualMachine _vm = null!;
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private GodotAdvHost _host = null!;
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private GodotTraceSink _trace = null!;
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private volatile bool _done;
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private bool _ended;
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private bool _selftest;
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@@ -102,7 +103,8 @@ public partial class Main : Godot.Control
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if (_selftest) (script, provider) = BuildSelfTestScene(table);
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else { script = Sys4Loader.Load(Paths.Scripts()[scene.ToUpperInvariant() + ".BIN"], table); provider = Sys4ScriptProvider.Load(table); }
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_host = new GodotAdvHost(this, ResourceMap.Load(), scene);
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_vm = new VirtualMachine(script, table, _host, null, provider);
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_trace = new GodotTraceSink();
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_vm = new VirtualMachine(script, table, _host, null, provider, _trace);
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foreach (var (addr, val) in seeds) _vm.Globals[addr] = val; // seed initial state before running
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_ = Task.Run(() => { _vm.Run(); _done = true; });
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@@ -203,7 +205,7 @@ public partial class Main : Godot.Control
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private void ReportSubroutines()
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{
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var ids = new List<long>();
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while (_host.Dispatched.TryDequeue(out var id)) ids.Add(id);
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while (_trace.CallScripts.TryDequeue(out var id)) ids.Add(id);
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if (ids.Count == 0) { GD.Print("[subroutines] none dispatched on this path"); return; }
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var distinct = new List<string>();
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foreach (var id in ids) { var h = "0x" + id.ToString("x"); if (!distinct.Contains(h)) distinct.Add(h); }
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