diff --git a/godot/GodotAdvHost.cs b/godot/GodotAdvHost.cs index ca6b621..4c5ac8d 100644 --- a/godot/GodotAdvHost.cs +++ b/godot/GodotAdvHost.cs @@ -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 _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 : 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) ---- diff --git a/godot/Main.cs b/godot/Main.cs index 7846a39..df495dc 100644 --- a/godot/Main.cs +++ b/godot/Main.cs @@ -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;