feat: throttle Godot VM to a per-frame op budget on FrameClock (fixes opening speed-through)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-07-08 17:32:29 -04:00
parent cd93ebae2e
commit dfaad2e95a
2 changed files with 31 additions and 6 deletions

View File

@@ -13,12 +13,15 @@ public sealed class GodotAdvHost : IHost
// the single-scene harness skips; seed it so the first CG's anchor math stays correct (not 0x0).
private readonly Dictionary<int, (int W, int H)> _slotDims = new() { { 0, (800, 600) } };
private readonly SemaphoreSlim _gate = new(0, 1);
private readonly Age.Engine.Hosting.FrameClock _clock;
private readonly System.Threading.AutoResetEvent _frameSignal = new(false);
private int _opsSinceYield;
public volatile bool IsWaiting;
public readonly List<(int Offset, string Text)> Captured = new();
public GodotAdvHost(Main main, ResourceMap res, string scene)
public GodotAdvHost(Main main, ResourceMap res, string scene, Age.Engine.Hosting.FrameClock clock)
{
_main = main; _res = res; _scene = scene;
_main = main; _res = res; _scene = scene; _clock = clock;
}
public void ShowText(int offset, string text)
@@ -42,16 +45,35 @@ public sealed class GodotAdvHost : IHost
// called from the main thread (click) or the selftest auto-clicker
public void SignalInput() { if (_gate.CurrentCount == 0) _gate.Release(); }
// Main thread, once per rendered frame: releases a VM thread parked in FrameYield/Sleep.
public void PulseFrame() => _frameSignal.Set();
// Called once per executed opcode (IHost.FrameYield). After a frame's worth of ops (the clock's
// budget), block the VM background thread until Main._Process advances the clock — throttling the
// interpreter to ~budget ops per rendered frame (the native engine's rate-limited cadence).
public void FrameYield()
{
if (++_opsSinceYield < _clock.EffectiveBudget) return;
_opsSinceYield = 0;
long start = _clock.NowMs;
while (_clock.NowMs == start) // wait until a real _Process advanced the clock
if (!_frameSignal.WaitOne(50)) break; // 50ms safety cap: never hang if _Process stalls
}
// op 0xc8: block the VM background thread so the main-thread compositor (Main.Recomposite in _Process)
// presents the current retained GfxState — this is what makes the sleep-paced opening burst animate.
// Time-based sibling of WaitForInput's suspend. The native op arms a non-blocking main-loop-polled timer;
// blocking this throwaway task thread is behaviorally equivalent given our threading model. Operand is
// MILLISECONDS (docs/engine-re.md sleep section + opcodes.toml 0xc8). Headless CLI hosts no-op it (parity).
public double SleepScale = 1.0; // --sleep-scale <f>: debug multiplier to slow/speed the paced opening for inspection
// Wait on the unified FrameClock timebase (not Thread.Sleep) so a future Speed multiplier scales
// sleeps together with the throttle and the tween. Main._Process advances the clock + pulses each frame.
public void Sleep(long duration)
{
int ms = (int)System.Math.Clamp(duration * SleepScale, 0, 60_000); // cap so a pathological script can't hang the window
if (ms > 0) Thread.Sleep(ms);
long ms = (long)System.Math.Clamp(duration * SleepScale, 0, 60_000); // cap so a pathological script can't hang the window
long deadline = _clock.NowMs + ms;
while (_clock.NowMs < deadline)
if (!_frameSignal.WaitOne(2000)) break; // safety cap
}
// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----

View File

@@ -19,6 +19,7 @@ public partial class Main : Godot.Control
private AudioStreamPlayer _voice = null!; // interrupt-on-new voice
private VirtualMachine _vm = null!;
private GodotAdvHost _host = null!;
private readonly Age.Engine.Hosting.FrameClock _clock = new();
private GodotTraceSink _trace = null!;
private Age.Engine.Diagnostics.HistogramTraceSink? _hist; // --trace-histogram: profile the real run
private string? _histFile;
@@ -119,7 +120,7 @@ public partial class Main : Godot.Control
IScriptProvider provider;
if (_selftest) (script, provider) = BuildSelfTestScene(table);
else { script = Sys4Loader.Load(Paths.Scripts()[scene.ToUpperInvariant() + ".BIN"], table); provider = Sys4ScriptProvider.Load(table); }
_host = new GodotAdvHost(this, ResourceMap.Load(), scene) { SleepScale = sleepScale };
_host = new GodotAdvHost(this, ResourceMap.Load(), scene, _clock) { SleepScale = sleepScale };
_trace = new GodotTraceSink();
// --trace-histogram: aggregate op/call-site execution counts of the REAL Godot run (headless flow
// diverges — wait-for-input is a no-op there — so this is the only way to profile the live path).
@@ -156,6 +157,8 @@ public partial class Main : Godot.Control
public override void _Process(double delta)
{
_lastDelta = delta;
_clock.Advance(delta);
_host?.PulseFrame();
if (!_selftest && _vm != null) Recomposite(); // retained per-frame compositor (surface+object model)
// --shot-sequence: dump one PNG per frame across the opening so a time-based (paced) effect can be
// verified as distinct frames, not just the final state. Captures after Recomposite; quits when full.
@@ -278,7 +281,7 @@ public partial class Main : Godot.Control
tw.TargetA = targetA;
tw.Initialized = true;
}
tw.Elapsed += _lastDelta;
tw.Elapsed += _lastDelta * _clock.Speed; // Speed==1 now => identical; future Ctrl scales the tween
double p = tw.Duration > 0 ? System.Math.Clamp(tw.Elapsed / tw.Duration, 0, 1) : 1;
tw.CurrentA = tw.StartA + (tw.TargetA - tw.StartA) * p;
return (float)tw.CurrentA;