Split Godot host movie operations

This commit is contained in:
gamer147
2026-08-02 20:54:13 -04:00
parent b88aa2112f
commit fa08c4ee71
4 changed files with 325 additions and 310 deletions

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@@ -586,6 +586,11 @@ do not mix mechanical moves with semantic changes.
and texture decode caching into `godot/GodotAdvHost.Surfaces.cs`. Movie publication and teardown retain direct
access to the surface store through the sealed partial class; runtime validation remains green.
The fourth bounded `GodotAdvHost` split moved movie surface bindings, ordinary and modal playback,
movie-mask capture/publication and teardown, movie diagnostics, and frame/completion publication into
`godot/GodotAdvHost.Movies.cs`. Presentation waits and mutable surface storage retain direct access through
the sealed partial class; 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.
@@ -956,8 +961,8 @@ layer's rendering diverges from ADV; save layout.
## 8. Immediate next step
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` domains and the first
three `GodotAdvHost` domains isolated, move host movie playback/mask ownership next, then continue one existing
domain at a time while preserving public types, commands, and generated output.
by the tracked launcher and layered validation driver. With the planned `Main` domains and the first four
`GodotAdvHost` domains isolated, move host audio ownership next, then continue one existing domain at a time
while preserving 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.