Split Main self-test into partial class
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@@ -524,7 +524,7 @@ requirements.
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#### Planned maintenance slice — codebase consolidation
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**Status (2026-08-02): step 1 complete; step 2 is next.** The runtime and tooling now have enough independent
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**Status (2026-08-02): step 1 complete; step 2 underway.** The runtime and tooling now have enough independent
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regression coverage to support behavior-preserving cleanup: 590 engine tests, eleven directly runnable Python
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tool suites, the Godot build/self-test, and the installed-corpus gates. The project layout itself is sound,
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but a few files have become navigation and ownership bottlenecks: `VirtualMachine.cs`, `GfxState.cs`,
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@@ -559,6 +559,10 @@ do not mix mechanical moves with semantic changes.
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stage, battle, card, routine, gallery, and general table implementations plus tests into importable
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modules.
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**Progress (2026-08-02):** the first bounded split moved `Main`'s synthetic scene builder and threaded
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self-test harness into `godot/Main.SelfTest.cs`. The partial class retains the same node type and private
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calls; runtime validation, including all 590 engine tests and the Godot threaded self-test, 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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@@ -928,8 +932,9 @@ layer's rendering diverges from ADV; save layout.
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---
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## 8. Immediate next step
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Begin 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. Start with the embedded `Main` self-test surface,
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then move one existing domain at a time while preserving public types, commands, and generated output.
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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 embedded `Main` self-test surface isolated,
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move the `Main` audio control surface next, then one existing domain at a time while preserving 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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