Split Godot host movie operations
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@@ -152,7 +152,8 @@ history presentation, message-window alpha, and retained wait-indicator configur
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message-skip/input services, cursor and foreground waits, frame/backbuffer publication, transitions, and
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scene-context lifecycle coordination. `godot/GodotAdvHost.Surfaces.cs` owns decoded-image caching, mutable
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surface pixels/resources/dimensions, fill/copy/resolve operations, render-target publication, and surface/range
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teardown.
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teardown. `godot/GodotAdvHost.Movies.cs` owns movie surface bindings, ordinary and modal playback, movie-mask
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transitions, diagnostic snapshots, frame/completion publication, and mask teardown.
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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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@@ -586,6 +586,11 @@ do not mix mechanical moves with semantic changes.
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and texture decode caching into `godot/GodotAdvHost.Surfaces.cs`. Movie publication and teardown retain direct
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access to the surface store through the sealed partial class; runtime validation remains green.
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The fourth bounded `GodotAdvHost` split moved movie surface bindings, ordinary and modal playback,
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movie-mask capture/publication and teardown, movie diagnostics, and frame/completion publication into
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`godot/GodotAdvHost.Movies.cs`. Presentation waits and mutable surface storage retain direct access through
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the sealed partial class; 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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@@ -956,8 +961,8 @@ 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` domains and the first
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three `GodotAdvHost` domains isolated, move host movie playback/mask ownership next, then continue one existing
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domain at a time while preserving public types, commands, and generated output.
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by the tracked launcher and layered validation driver. With the planned `Main` domains and the first four
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`GodotAdvHost` domains isolated, move host audio ownership next, then continue one existing domain at a time
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while preserving 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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