feat: model ADV coroutines and retained effect teardown
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@@ -24,15 +24,27 @@ public class TextureOpsTests
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}
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[Fact]
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public void SC0000FiresTextureOpsWithSlot0FullScreenSlideshow()
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public void SC0000FiresTextureOpsWithAssignedFullScreenSlot()
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{
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var table = OpcodeTableJson.Load(Paths.OpcodesJson);
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var provider = Sys4ScriptProvider.Load(table);
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var session = new GameSession();
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foreach (var name in new[] { "INITCONFIG.BIN", "INIT2.BIN", "INIT.BIN" })
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session.RunScene(Sys4Loader.Load(Paths.Scripts()[name], table), table, new CaptureHost(), provider: provider);
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var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], table);
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var host = new RecHost();
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new VirtualMachine(script, table, host).Run();
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var vm = new VirtualMachine(script, table, host, new VmOptions(MaxSteps: 20_000_000), provider);
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foreach (var kv in session.Globals) vm.Globals[kv.Key] = kv.Value;
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foreach (var kv in session.GlobalStrings) vm.GlobalStrings[kv.Key] = kv.Value;
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vm.Run();
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Assert.True(host.Creates > 0, "create-texture should fire");
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// The intro loads a sequence of full-screen images into slot 0; res 0x23 is the first bg.
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Assert.Contains(host.Sets, s => s.resId == 0x23 && s.slot == 0);
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Assert.Contains(host.Draws, d => d.slot == 0 && d.w == 0x320 && d.h == 0x258);
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// Boot + coroutine setup fill the handle/slot tables, so the first bg uses its assigned slot.
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Assert.Contains(host.Sets, s => s.resId == 0x23 && s.slot == 5);
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Assert.Contains(host.Draws, d => d.slot == 5 && d.w == 0x320 && d.h == 0x258);
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// AE001H is the ritual/magic-circle sheet. At the post-effect transition SC0000 explicitly queries its
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// retained object, erases the object group, and releases the returned slot; it must not survive the scene.
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Assert.DoesNotContain(vm.Gfx.SnapshotVisibleObjects(), o => o.SurfaceResId == 0x37);
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}
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}
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