Extract VM retained object handler

This commit is contained in:
gamer147
2026-08-02 23:50:45 -04:00
parent 4574ee3797
commit ee86bf144a
4 changed files with 121 additions and 62 deletions

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@@ -642,6 +642,13 @@ do not mix mechanical moves with semantic changes.
existing positions, including the separate routing groups around numeric-glyph and retained-object cases;
public VM behavior and case-body logic remain unchanged. Runtime validation remains green.
The fourth bounded `VirtualMachine.Step` extraction moved retained-object registry queries, default-slot and
geometry mutation, direct and embedded-range transforms, clone, and erase dispatch into
`engine/Age.Engine/Vm/VirtualMachine.RetainedObjects.cs`. The top-level dispatcher retains all labels at their
existing positions and routes the separated groups through `StepRetainedObject`; timed/cyclic animation,
color, surface release, ADV binding, and presentation behavior remain outside this handler. Runtime validation
remains green.
**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
each domain move.
@@ -1014,7 +1021,8 @@ layer's rendering diverges from ADV; save layout.
Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
by the tracked launcher and layered validation driver. With the planned `Main`, `GodotAdvHost`, and `GfxState`
domains isolated and the audio, movie, and surface/texture `VirtualMachine.Step` families routed through domain
handlers, extract the retained-object query/mutation and transform opcode family next without replacing the
proven dispatcher or changing public types, commands, and generated output.
handlers, with retained-object query/mutation and transform dispatch now isolated as well, extract the retained
animation/color/spritesheet opcode family next without replacing the proven dispatcher or changing public types,
commands, and generated output.
Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
not replace Phase B gameplay validation or the open cross-platform gates.