Extract VM timing opcode handler
This commit is contained in:
@@ -198,6 +198,8 @@ and refresh helpers remain in the VM coordinator because live text and input pat
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`engine/Age.Engine/Vm/VirtualMachine.Input.cs` owns blocking ADV waits, hotspot registration/arming, cursor
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resources and virtual position, raw mouse/joystick callback registration and dispatch, action polling, and
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physical-input mapping; public host-thread input entry points and shared synchronization remain in the coordinator.
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`engine/Age.Engine/Vm/VirtualMachine.Timing.cs` owns the monotonic-time query, host sleep, relative timed-callback
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schedule construction, deadline/catch-up selection, and callback resumption opcode handler.
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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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@@ -688,6 +688,12 @@ do not mix mechanical moves with semantic changes.
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host-thread input entry points, shared synchronization, and callback service helpers remain in the coordinator.
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Runtime validation remains green.
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The eleventh bounded `VirtualMachine.Step` extraction moved the monotonic-time query, host sleep, relative
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timed-callback schedule construction, deadline/catch-up selection, and callback resumption into
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`engine/Age.Engine/Vm/VirtualMachine.Timing.cs`. The top-level dispatcher retains all labels and aliases at
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their existing positions and routes the separated groups through guarded `StepTiming`; animation-frame
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sampling remains with `StepAnimation`. Runtime validation 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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@@ -1059,10 +1065,9 @@ layer's rendering diverges from ADV; save layout.
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## 8. Immediate next step
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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, surface/texture, retained-object, animation, presentation, ADV-text, and
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text-history `VirtualMachine.Step` families routed through domain handlers, with ADV skip/auto-message services
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and interactive input/hotspot/cursor callbacks now isolated as well, extract the sleep/timed-callback sequencing
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opcode family next without replacing the proven dispatcher or changing public types, commands, and generated
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output.
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domains isolated and the audio, movie, surface/texture, retained-object, animation, presentation, ADV-text,
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text-history, ADV-service, input, and timing `VirtualMachine.Step` families routed through domain handlers,
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extract numbered-save/shared-profile persistence dispatch next without replacing the proven dispatcher or
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changing public types, 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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76
engine/Age.Engine/Vm/VirtualMachine.Timing.cs
Normal file
76
engine/Age.Engine/Vm/VirtualMachine.Timing.cs
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@@ -0,0 +1,76 @@
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using Age.Engine.Model;
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namespace Age.Engine.Vm;
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public sealed partial class VirtualMachine
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{
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private int StepTiming(string label, IReadOnlyList<Operand> a, int pc)
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{
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switch (label)
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{
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case "get-monotonic-time-ms":
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Write(a[0], unchecked((int)_host.InputClockMilliseconds)); return pc + 1;
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case "sleep": // 0xc8 (duration) — pause the host duration ms; headless hosts no-op (parity). Frame pacing.
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_host.Sleep(Read(a[0])); return pc + 1;
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case "u00425960":
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case "begin-timed-callback-sequence": // 0xd3: clear the frame-local relative schedule
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_cur.TimedCallbacks.Clear();
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_cur.TimedCallbackCursor = 0;
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_cur.TimedCallbackStartedAtMs = null;
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_cur.TimedCallbackAbortOffset = -1;
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return pc + 1;
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case "u004266F0":
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case "append-relative-timed-callbacks": // 0xd4: (interval ms, count, on-time PC, catch-up PC)
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{
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long intervalMs = Read(a[0]);
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int count = System.Math.Max(0, unchecked((int)Read(a[1])));
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int primaryOffset = unchecked((int)Read(a[2]));
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int catchUpOffset = unchecked((int)Read(a[3]));
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long deadlineMs = _cur.TimedCallbacks.Count == 0 ? 0 : _cur.TimedCallbacks[^1].DeadlineMs;
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for (int i = 0; i < count; i++)
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{
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deadlineMs += intervalMs;
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_cur.TimedCallbacks.Add(new ExecFrame.TimedCallback(
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deadlineMs, primaryOffset, catchUpOffset));
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}
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return pc + 1;
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}
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case "u004262C0":
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case "run-timed-callback-sequence": // 0xd5: dispatch each scheduled local callback, resuming here after ret
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{
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if (_cur.TimedCallbackStartedAtMs == null)
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{
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_cur.TimedCallbackStartedAtMs = _host.InputClockMilliseconds;
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_cur.TimedCallbackAbortOffset = unchecked((int)Read(a[0]));
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}
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// Native op 0xd5 stops at last_index rather than count. The final entry is a
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// look-ahead sentinel: it supplies the next deadline for the preceding event but
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// is not itself dispatched.
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if (_cur.TimedCallbackCursor >= _cur.TimedCallbacks.Count - 1)
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{
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_cur.TimedCallbackStartedAtMs = null;
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return pc + 1;
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}
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var callback = _cur.TimedCallbacks[_cur.TimedCallbackCursor];
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long elapsedMs = _host.InputClockMilliseconds - _cur.TimedCallbackStartedAtMs.Value;
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if (elapsedMs < callback.DeadlineMs)
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{
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_host.WaitForTimedCallbackDeadline(callback.DeadlineMs - elapsedMs);
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elapsedMs = _host.InputClockMilliseconds - _cur.TimedCallbackStartedAtMs.Value;
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}
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bool fellBehind = _cur.TimedCallbackCursor + 1 < _cur.TimedCallbacks.Count
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&& _cur.TimedCallbacks[_cur.TimedCallbackCursor + 1].DeadlineMs < elapsedMs;
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int targetOffset = fellBehind ? callback.CatchUpOffset : callback.PrimaryOffset;
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_cur.TimedCallbackCursor++;
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if (targetOffset < 0 || !_cur.Script.IndexByOffset.TryGetValue(targetOffset, out int target))
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return pc;
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_cur.CallStack.Add(pc);
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return target;
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}
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default:
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throw new InvalidOperationException($"Non-timing opcode routed to timing handler: {label}");
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}
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}
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}
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@@ -1247,7 +1247,7 @@ public sealed partial class VirtualMachine
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return pc + 1;
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}
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case "get-monotonic-time-ms":
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Write(a[0], unchecked((int)_host.InputClockMilliseconds)); return pc + 1;
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return StepTiming(label, a, pc);
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case "lt": Write(a[0], Read(a[1]) < Read(a[2]) ? 1 : 0); return pc + 1;
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case "lte": Write(a[0], Read(a[1]) <= Read(a[2]) ? 1 : 0); return pc + 1;
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case "gr": Write(a[0], Read(a[1]) > Read(a[2]) ? 1 : 0); return pc + 1;
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@@ -2019,65 +2019,14 @@ public sealed partial class VirtualMachine
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case "u0041E5E0":
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case "map-keyboard-scancode": // 0x10c: logical action <- DIK translated through native VK table
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return StepInput(label, a, pc);
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case "sleep": // 0xc8 (duration) — pause the host duration ms; headless hosts no-op (parity). Frame pacing.
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_host.Sleep(Read(a[0])); return pc + 1;
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case "sleep":
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case "u00425960":
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case "begin-timed-callback-sequence": // 0xd3: clear the frame-local relative schedule
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_cur.TimedCallbacks.Clear();
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_cur.TimedCallbackCursor = 0;
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_cur.TimedCallbackStartedAtMs = null;
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_cur.TimedCallbackAbortOffset = -1;
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return pc + 1;
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case "u004266F0":
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case "append-relative-timed-callbacks": // 0xd4: (interval ms, count, on-time PC, catch-up PC)
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{
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long intervalMs = Read(a[0]);
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int count = System.Math.Max(0, unchecked((int)Read(a[1])));
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int primaryOffset = unchecked((int)Read(a[2]));
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int catchUpOffset = unchecked((int)Read(a[3]));
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long deadlineMs = _cur.TimedCallbacks.Count == 0 ? 0 : _cur.TimedCallbacks[^1].DeadlineMs;
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for (int i = 0; i < count; i++)
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{
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deadlineMs += intervalMs;
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_cur.TimedCallbacks.Add(new ExecFrame.TimedCallback(
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deadlineMs, primaryOffset, catchUpOffset));
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}
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return pc + 1;
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}
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case "u004262C0":
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case "run-timed-callback-sequence": // 0xd5: dispatch each scheduled local callback, resuming here after ret
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{
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if (_cur.TimedCallbackStartedAtMs == null)
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{
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_cur.TimedCallbackStartedAtMs = _host.InputClockMilliseconds;
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_cur.TimedCallbackAbortOffset = unchecked((int)Read(a[0]));
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}
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// Native op 0xd5 stops at last_index rather than count. The final entry is a
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// look-ahead sentinel: it supplies the next deadline for the preceding event but
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// is not itself dispatched.
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if (_cur.TimedCallbackCursor >= _cur.TimedCallbacks.Count - 1)
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{
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_cur.TimedCallbackStartedAtMs = null;
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return pc + 1;
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}
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var callback = _cur.TimedCallbacks[_cur.TimedCallbackCursor];
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long elapsedMs = _host.InputClockMilliseconds - _cur.TimedCallbackStartedAtMs.Value;
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if (elapsedMs < callback.DeadlineMs)
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{
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_host.WaitForTimedCallbackDeadline(callback.DeadlineMs - elapsedMs);
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elapsedMs = _host.InputClockMilliseconds - _cur.TimedCallbackStartedAtMs.Value;
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}
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bool fellBehind = _cur.TimedCallbackCursor + 1 < _cur.TimedCallbacks.Count
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&& _cur.TimedCallbacks[_cur.TimedCallbackCursor + 1].DeadlineMs < elapsedMs;
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int targetOffset = fellBehind ? callback.CatchUpOffset : callback.PrimaryOffset;
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_cur.TimedCallbackCursor++;
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if (targetOffset < 0 || !_cur.Script.IndexByOffset.TryGetValue(targetOffset, out int target))
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return pc;
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_cur.CallStack.Add(pc);
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return target;
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}
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return StepTiming(label, a, pc);
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case "u0041B290":
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case "set-message-skip": // 0x88: persistent all-message fast-forward service state
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case "u00414E50": // 0x19a: persistent state used by the SO001 active overlay
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