Extract VM retained object handler
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@@ -180,7 +180,9 @@ positioned movie playback, movie surface metadata/activity queries, and movie-ma
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likewise retains and routes the movie labels. `engine/Age.Engine/Vm/VirtualMachine.Surface.cs` owns surface
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allocation/loading, texture binding and sizing, mutable surface fill/copy, render-target control, and transient
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surface release; its labels remain at their existing dispatcher positions around the retained numeric-glyph and
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object cases.
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object cases. `engine/Age.Engine/Vm/VirtualMachine.RetainedObjects.cs` owns retained-object registry queries,
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default-slot and geometry mutation, direct and range transforms, clone, and erase dispatch; animation, surface,
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ADV-binding, and presentation labels remain in their respective dispatcher groups.
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The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
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runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports
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@@ -642,6 +642,13 @@ do not mix mechanical moves with semantic changes.
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existing positions, including the separate routing groups around numeric-glyph and retained-object cases;
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public VM behavior and case-body logic remain unchanged. Runtime validation remains green.
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The fourth bounded `VirtualMachine.Step` extraction moved retained-object registry queries, default-slot and
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geometry mutation, direct and embedded-range transforms, clone, and erase dispatch into
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`engine/Age.Engine/Vm/VirtualMachine.RetainedObjects.cs`. The top-level dispatcher retains all labels at their
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existing positions and routes the separated groups through `StepRetainedObject`; timed/cyclic animation,
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color, surface release, ADV binding, and presentation behavior remain outside this handler. Runtime validation
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remains green.
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**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
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deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
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each domain move.
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@@ -1014,7 +1021,8 @@ layer's rendering diverges from ADV; save layout.
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Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
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by the tracked launcher and layered validation driver. With the planned `Main`, `GodotAdvHost`, and `GfxState`
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domains isolated and the audio, movie, and surface/texture `VirtualMachine.Step` families routed through domain
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handlers, extract the retained-object query/mutation and transform opcode family next without replacing the
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proven dispatcher or changing public types, commands, and generated output.
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handlers, with retained-object query/mutation and transform dispatch now isolated as well, extract the retained
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animation/color/spritesheet opcode family next without replacing the proven dispatcher or changing public types,
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commands, and generated output.
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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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