using System.Collections.Generic; using System.Text.Json; using System.Threading.Tasks; using Godot; using Age.Engine.Hosting; using Age.Engine.Model; using Age.Engine.Sys4; using Age.Engine.Vm; using Script = Age.Engine.Model.Script; // disambiguate from Godot.Script public partial class Main : Godot.Control { private TextureRect _screenView = null!; // shows the composited screen backbuffer private Image _screen = null!; // 800x600 immediate-mode canvas private ImageTexture _screenTex = null!; private Label _text = null!; private Label _speaker = null!; private Label _status = null!; private AudioStreamPlayer _bgm = null!; // looping background music private AudioStreamPlayer _voice = null!; // interrupt-on-new voice private readonly AudioStreamPlayer[] _sfx = new AudioStreamPlayer[10]; // SC0000 channels 0..9 private VirtualMachine _vm = null!; private GodotAdvHost _host = null!; private readonly Age.Engine.Hosting.FrameClock _clock = new(); private GodotTraceSink _trace = null!; private Age.Engine.Diagnostics.HistogramTraceSink? _hist; // --trace-histogram: profile the real run private string? _histFile; private Age.Engine.Model.OpcodeTable? _table; private bool _histDumped; private volatile bool _done; private bool _ended; private bool _selftest; private string? _shotPath; // --shot : capture a page then quit (dev tool) private int _shotPage = 1; // --shot-page : which page to capture (default 1) private volatile int _pageCount; private int _shotSettle; private int _shotSettleTarget = 3; // --shot-settle : settle N frames before grabbing (to // capture mid-tween — the anim clock keeps running while parked) private bool _shotDone; private string? _seqDir; // --shot-sequence : dump one PNG per frame (verify paced anim) private int _seqFrames = 180; // --frames : how many frames to dump (default ~3s @60fps) private int _seqIdx; private string? _gfxLogPath; // --gfx-log : log per-object compositor draw/skip CHANGES private System.IO.StreamWriter? _gfxLog; private readonly System.Collections.Generic.Dictionary _lastGfxDecision = new(); private int _gfxLogFrame; private string? _timelineLogPath; // --timeline-log : synchronized VM/host/compositor evidence private GodotTimelineLog? _timeline; private int _timelineFrame; public override void _Ready() { // Screen backbuffer: one 800x600 canvas that draw-texture blits into, shown behind the dialogue. _screen = Image.CreateEmpty(800, 600, false, Image.Format.Rgba8); _screenTex = ImageTexture.CreateFromImage(_screen); _screenView = new TextureRect { Texture = _screenTex, ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize, StretchMode = TextureRect.StretchModeEnum.Scale, MouseFilter = MouseFilterEnum.Ignore, }; _screenView.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect); AddChild(_screenView); // added first -> draws behind the text/status labels _text = new Label { AutowrapMode = TextServer.AutowrapMode.WordSmart, MouseFilter = MouseFilterEnum.Ignore }; _text.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect); AddChild(_text); _speaker = new Label { MouseFilter = MouseFilterEnum.Ignore, Visible = false }; _speaker.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect); AddChild(_speaker); _status = new Label(); _status.SetAnchorsAndOffsetsPreset(LayoutPreset.BottomWide); _status.OffsetLeft = 40; _status.OffsetTop = -60; AddChild(_status); // Best-effort CJK font so the visual isn't tofu (headless self-test doesn't depend on it). foreach (var fp in new[] { "C:/Windows/Fonts/msgothic.ttc", "C:/Windows/Fonts/YuGothM.ttc", "C:/Windows/Fonts/YuGothR.ttc", "C:/Windows/Fonts/meiryo.ttc" }) { if (!System.IO.File.Exists(fp)) continue; try { var ff = new FontFile { Data = System.IO.File.ReadAllBytes(fp) }; _text.AddThemeFontOverride("font", ff); _speaker.AddThemeFontOverride("font", ff); _status.AddThemeFontOverride("font", ff); _text.AddThemeFontSizeOverride("font_size", 25); _speaker.AddThemeFontSizeOverride("font_size", 25); _text.AddThemeConstantOverride("outline_size", 1); _speaker.AddThemeConstantOverride("outline_size", 1); var outline = new Color(0x60 / 255f, 0x60 / 255f, 0x60 / 255f, 1); _text.AddThemeColorOverride("font_outline_color", outline); _speaker.AddThemeColorOverride("font_outline_color", outline); break; } catch { /* fall back to the default font */ } } _bgm = new AudioStreamPlayer(); _voice = new AudioStreamPlayer(); AddChild(_bgm); AddChild(_voice); for (int i = 0; i < _sfx.Length; i++) { _sfx[i] = new AudioStreamPlayer(); AddChild(_sfx[i]); } var userArgs = OS.GetCmdlineUserArgs(); _selftest = System.Array.IndexOf(userArgs, "--selftest") >= 0; bool boot = System.Array.IndexOf(userArgs, "--boot") >= 0; // run SYSTEM4's state prefix first string scene = "SC0000"; // --scene : which scene to play (default SC0000) var seeds = new List<(int Addr, long Val)>(); // --seed 0xADDR=VAL (repeatable) — initial global state double sleepScale = 1.0; // --sleep-scale : scale explicit op-0xc8 holds double speed = 1.0; // --speed : sleeps + retained presentation clocks long transitionClickMs = -1; // --transition-click-ms : force active transitions after n virtual ms string? histFile = null; // --trace-histogram : op/call-site execution counts of the REAL run for (int i = 0; i < userArgs.Length; i++) { if (userArgs[i] == "--scene" && i + 1 < userArgs.Length) scene = userArgs[i + 1]; if (userArgs[i] == "--shot" && i + 1 < userArgs.Length) _shotPath = userArgs[i + 1]; if (userArgs[i] == "--shot-page" && i + 1 < userArgs.Length) int.TryParse(userArgs[i + 1], out _shotPage); if (userArgs[i] == "--shot-settle" && i + 1 < userArgs.Length) int.TryParse(userArgs[i + 1], out _shotSettleTarget); if (userArgs[i] == "--shot-sequence" && i + 1 < userArgs.Length) _seqDir = userArgs[i + 1]; if (userArgs[i] == "--gfx-log" && i + 1 < userArgs.Length) _gfxLogPath = userArgs[i + 1]; if (userArgs[i] == "--timeline-log" && i + 1 < userArgs.Length) _timelineLogPath = userArgs[i + 1]; if (userArgs[i] == "--frames" && i + 1 < userArgs.Length) int.TryParse(userArgs[i + 1], out _seqFrames); if (userArgs[i] == "--sleep-scale" && i + 1 < userArgs.Length) double.TryParse(userArgs[i + 1], out sleepScale); if (userArgs[i] == "--speed" && i + 1 < userArgs.Length) double.TryParse(userArgs[i + 1], out speed); if (userArgs[i] == "--transition-click-ms" && i + 1 < userArgs.Length) long.TryParse(userArgs[i + 1], out transitionClickMs); if (userArgs[i] == "--trace-histogram" && i + 1 < userArgs.Length) histFile = userArgs[i + 1]; if (userArgs[i] == "--seed" && i + 1 < userArgs.Length) { var kv = userArgs[i + 1].Split('='); if (kv.Length == 2) { int k = kv[0].StartsWith("0x") ? System.Convert.ToInt32(kv[0], 16) : int.Parse(kv[0]); long v = kv[1].StartsWith("0x") ? System.Convert.ToInt64(kv[1], 16) : long.Parse(kv[1]); seeds.Add((k, v)); } } } if (!double.IsFinite(speed) || speed <= 0) speed = 1.0; _clock.Speed = System.Math.Clamp(speed, 0.05, 8.0); var table = OpcodeTableJson.Load(Paths.OpcodesJson); // Full op handling everywhere: the provider lets call-script load & run subroutines. Selftest // runs a SYNTHESIZED scene (not a real scene in a crippled mode) so its output is deterministic. Script script; IScriptProvider provider; if (_selftest) (script, provider) = BuildSelfTestScene(table); else { script = Sys4Loader.Load(Paths.Scripts()[scene.ToUpperInvariant() + ".BIN"], table); provider = Sys4ScriptProvider.Load(table); } if (_timelineLogPath != null) _timeline = new GodotTimelineLog(_timelineLogPath); _host = new GodotAdvHost(this, ResourceMap.Load(), scene, _clock, _timeline) { SleepScale = sleepScale, TraceOps = _gfxLogPath != null }; _trace = new GodotTraceSink(_timeline); // --trace-histogram: aggregate op/call-site execution counts of the REAL Godot run (headless flow // diverges — wait-for-input is a no-op there — so this is the only way to profile the live path). _table = table; _histFile = histFile; Age.Engine.Diagnostics.ITraceSink sink = _trace; if (histFile != null) { _hist = new Age.Engine.Diagnostics.HistogramTraceSink(); sink = new Age.Engine.Diagnostics.CompositeTraceSink(_trace, _hist); } _vm = new VirtualMachine(script, table, _host, new VmOptions(MaxSteps: 20_000_000), provider, sink); // --boot: run SYSTEM4's state prefix (INITCONFIG/INIT2/INIT) so the scene sees boot state — chiefly // INIT2's gfx handle array 0x62455.. (skips the UI scripts LOGO/OP/TITLE). State carries via globals. if (boot && !_selftest) { var session = new GameSession(); foreach (var b in new[] { "INITCONFIG.BIN", "INIT2.BIN", "INIT.BIN" }) session.RunScene(Sys4Loader.Load(Paths.Scripts()[b], table), table, new CaptureHost(), null, provider); foreach (var kv in session.Globals) _vm.Globals[kv.Key] = kv.Value; foreach (var kv in session.GlobalStrings) _vm.GlobalStrings[kv.Key] = kv.Value; GD.Print($"[boot] system boot done: {session.Globals.Count} globals seeded"); } // Native AGE owns this transient secondary-SFX channel outside script-visible writes. // The matching SC0000 trace has value 4 at 0xc31; seed only this proven profile/slice. if (!_selftest && scene.Equals("SC0000", System.StringComparison.OrdinalIgnoreCase)) _vm.ExternalGlobals[0x6242d] = 4; foreach (var (addr, val) in seeds) _vm.Globals[addr] = val; // --seed overrides boot state _ = Task.Run(() => { _vm.Run(); _done = true; }); if (_selftest) _ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting) _host.SignalInput(); await Task.Delay(1); } }); // --shot: auto-advance up to (but not past) the target page, then _Process captures + quits. if (_shotPath != null) _ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting && _host.Pages < _shotPage) _host.SignalInput(); await Task.Delay(1); } }); // --shot-sequence: auto-advance past every input wait so the paced burst isn't blocked on a click. if (_seqDir != null) _ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting) _host.SignalInput(); await Task.Delay(1); } }); if (transitionClickMs >= 0) _ = Task.Run(async () => { while (!_done) { if (_host.IsTransitionWaiting && _host.TransitionStartedAtMs >= 0 && _clock.NowMs - _host.TransitionStartedAtMs >= transitionClickMs) _host.SignalInput(); await Task.Delay(1); } }); } public override void _Process(double delta) { _clock.Advance(delta); _timeline?.SetFrame(++_timelineFrame, _clock.NowMs); _host?.PulseFrame(); if (!_selftest && _vm != null && _host != null && _host.ShouldRecomposite()) Recomposite(); // native publishes retained mutations only at present/service boundaries if (!_selftest && _host != null) UpdateAdvTextPresentation(); // --shot-sequence: dump one PNG per frame across the opening so a time-based (paced) effect can be // verified as distinct frames, not just the final state. Captures after Recomposite; quits when full. if (_seqDir != null && _seqIdx < _seqFrames && !_done) { System.IO.Directory.CreateDirectory(_seqDir); // Headless has no rendered viewport texture (GetImage() is null). Still advance/count/quit so the // real-run trace-histogram can profile the live path without a display; only the PNG grab is skipped. var fimg = GetViewport().GetTexture()?.GetImage(); fimg?.SavePng($"{_seqDir}/frame_{_seqIdx:0000}.png"); _seqIdx++; if (_seqIdx >= _seqFrames) { GD.Print($"SEQ saved {_seqIdx} frames -> {_seqDir}"); GetTree().Quit(0); } return; } // --shot: once the target page is composed and parked at wait-for-input, settle a few frames then grab it. if (_shotPath != null && !_shotDone && _host != null && (_host.Pages >= _shotPage && _host.IsWaiting || _done)) { if (++_shotSettle >= _shotSettleTarget) { _shotDone = true; var img = GetViewport().GetTexture().GetImage(); img.SavePng(_shotPath); GD.Print($"SHOT saved page {_pageCount} -> {_shotPath}"); ReportSubroutines(); GetTree().Quit(0); } return; } if (_done && !_ended) { _ended = true; DumpHistogram(); ReportSubroutines(); ShowEnd(); if (_selftest) RunSelfTest(); } } // _Input (not _UnhandledInput): the root Control consumes mouse clicks as GUI input before they // reach _UnhandledInput, so clicks were swallowed while keyboard ui_accept still got through. public override void _Input(InputEvent e) { if (_selftest) return; if (e.IsActionPressed("ui_accept") || (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)) _host.SignalInput(); } public override void _ExitTree() { DumpHistogram(); _host?.Stop(); _timeline?.Dispose(); } // Write the real-run op/call-site histogram to --trace-histogram . Idempotent; called when the // scene ends or the window closes (the opening parks at wait-for-input, so closing is the usual trigger). private void DumpHistogram() { if (_histDumped || _hist == null || _histFile == null) return; _histDumped = true; try { var dir = System.IO.Path.GetDirectoryName(_histFile); if (!string.IsNullOrEmpty(dir)) System.IO.Directory.CreateDirectory(dir); using var w = new System.IO.StreamWriter(_histFile); _hist.WriteReport(w, _table); GD.Print($"[trace-histogram] wrote {_hist.TotalSteps} steps -> {_histFile}"); } catch (System.Exception e) { GD.Print($"[trace-histogram] write failed: {e.Message}"); } } // ---- retained per-frame compositor (main thread, from _Process) ---- // Clear the screen and composite the VM's current VISIBLE gfx objects in ascending-handle order (= the // engine's z-order), each blitting its live surface's rect at its position. Surfaces are cached by BMP // path (this runs every frame). Native scale/translation matrix channels are sampled independently by // GfxState and applied here; object opacity comes only from the actual blend/color path. private readonly System.Collections.Generic.Dictionary<(string Path, long Key), Image?> _imgCache = new(); private void Recomposite() { _screen.Fill(new Color(0, 0, 0, 0)); _speaker.Visible = false; System.Collections.Generic.Dictionary? decisions = _gfxLogPath != null || _timeline != null ? new() : null; int z = 0; var visible = _vm.Gfx.SnapshotVisibleObjects(_clock.NowMs); // one synchronized sample for objects + ranges foreach (var v in visible) // interpolate at the retained-presentation clock { var t = v.Transform; var affine = Age.Engine.Model.Transform2DMath.Build(t, v.Rotation); var localToDest = affine.FromLocalOrigin(v.DstX, v.DstY); var projected = localToDest.Apply(0, 0); int dstX = (int)System.Math.Round(projected.X); int dstY = (int)System.Math.Round(projected.Y); float opacity = v.Alpha / 255f; // transform Z is never opacity float strength = v.TintStrength / 255f; // tint-blend / fill strength string outcome; if (v.SurfaceTransition is { } transition) { int layers = DrawTransitionRange(visible, transition); outcome = $"TRANSITION slot={transition.TargetSlot} key=0x{transition.CommandKey:x} " + $"progress={transition.Progress:0.000} forced={transition.Forced} layers={layers}"; } else if (v.SurfaceResId == 0) { // A colored object with no bound surface = a fade/flash fill (e.g. fade-to-black). Its presence // is the tint STRENGTH (0=absent, 255=solid), scaled by any object opacity. Uncolored surfaceless // objects are render targets — still skipped (slice C). if (v.Blend != Age.Engine.Model.BlendKind.Opaque) { int baseW = v.W > 0 ? v.W : 800, baseH = v.H > 0 ? v.H : 600; float fillA = opacity * strength; FillAffineQuad(baseW, baseH, localToDest, v.Tint, fillA); outcome = $"FILL tint=0x{v.Tint:x6} a={fillA:0.00} {baseW}x{baseH}@({dstX},{dstY}) " + $"base=({v.DstX},{v.DstY}) anchor=({t.AnchorX:0.0},{t.AnchorY:0.0}) " + $"scale=({t.ScaleX:0.00},{t.ScaleY:0.00}) " + $"trans=({t.TranslateX:0.0},{t.TranslateY:0.0}) rot={v.Rotation.AngleDegrees:0.0}" + ColorTimeline(v.ColorTransition); } else outcome = "SKIP(no-resId, opaque render-target)"; } else { var bmp = _host.ResolveResIdTexture(v.SurfaceResId); if (bmp == null) outcome = $"SKIP(resId=0x{v.SurfaceResId:x} UNRESOLVED)"; else { BlitLayer(bmp, v.ColorKey, v.Tint, strength, v.SrcX, v.SrcY, v.W, v.H, localToDest, opacity, v.MultiplyTint); var raw = _vm.Gfx.TryGet(v.Handle); outcome = $"slot={raw?.SourceSlot} DRAWN resId=0x{v.SurfaceResId:x} {System.IO.Path.GetFileName(bmp)} " + $"src=({v.SrcX},{v.SrcY} {v.W}x{v.H}) base=({v.DstX},{v.DstY}) " + $"anchor=({t.AnchorX:0.0},{t.AnchorY:0.0}) dst=({dstX},{dstY}) " + $"scale=({t.ScaleX:0.00},{t.ScaleY:0.00}) trans=({t.TranslateX:0.0},{t.TranslateY:0.0}) " + $"rot=({t.RotationAngleDegrees:0.0}+{v.Rotation.AngleDegrees:0.0}) " + $"mode={raw?.StaticColorMode} op={opacity:0.00} tintStr={strength:0.00}" + ColorTimeline(v.ColorTransition); } } decisions?.Add(v.Handle, $"z{z} {outcome}"); var rawObject = _vm.Gfx.TryGet(v.Handle); if (rawObject != null && _host.TryGetSurfaceText(rawObject.SourceSlot, out var surfaceText)) { var textPos = localToDest.Apply(surfaceText.X, surfaceText.Y); _speaker.Position = new Vector2((float)textPos.X, (float)textPos.Y); _speaker.Size = new Vector2(System.Math.Max(1, v.W - surfaceText.X), System.Math.Max(1, v.H - surfaceText.Y)); _speaker.Text = surfaceText.Text; _speaker.Visible = true; } z++; } _screenTex.Update(_screen); if (decisions != null) LogGfxDecisionChanges(decisions); } private void UpdateAdvTextPresentation() { var t = _host.SnapshotAdvText(); _text.Position = new Vector2(t.X, 430 + t.Y); _text.Size = new Vector2(System.Math.Max(1, 720 - t.X), System.Math.Max(1, 147 - t.Y)); int count = System.Math.Clamp(t.VisibleGlyphs, 0, t.Text.Length); _text.Text = count == 0 ? "" : t.Text[..count]; } private static string ColorTimeline(Age.Engine.Model.ColorTransitionState? state) => state is { } c ? $" color=0x{c.Current:x8}->0x{c.Target:x8} colorProgress={c.Progress:0.000}" : ""; // Native type-0 surface commands first leave range A in normal z-order, then alpha-composite range B // into the target surface. SC0000 binds that target to handle+2, above both source handles, so drawing // range B here with progress produces old*(1-progress)+new*progress without disturbing ambient channels. private int DrawTransitionRange(IReadOnlyList visible, SurfaceTransitionState transition) { int drawn = 0; long end = transition.RangeBStart + transition.RangeBCount; foreach (var source in visible) { if (source.Handle < transition.RangeBStart || source.Handle >= end || source.SurfaceTransition != null) continue; var affine = Transform2DMath.Build(source.Transform, source.Rotation).FromLocalOrigin(source.DstX, source.DstY); float opacity = source.Alpha / 255f * (float)transition.Progress; if (source.SurfaceResId == 0) { if (source.Blend == BlendKind.Opaque) continue; int w = source.W > 0 ? source.W : 800, h = source.H > 0 ? source.H : 600; FillAffineQuad(w, h, affine, source.Tint, opacity * source.TintStrength / 255f); } else { var bmp = _host.ResolveResIdTexture(source.SurfaceResId); if (bmp == null) continue; BlitLayer(bmp, source.ColorKey, source.Tint, source.TintStrength / 255f, source.SrcX, source.SrcY, source.W, source.H, affine, opacity, source.MultiplyTint); } drawn++; } return drawn; } // Diagnostic (--gfx-log): print, per rendered frame, only the objects whose compositor outcome CHANGED // since last frame (added / gone / drawn↔skip / resId change). Quiet until something actually changes, so // the frame where the background drops out — and WHY — stands out. See systematic-debugging of the grey-BG. private void LogGfxDecisionChanges(System.Collections.Generic.Dictionary curr) { if (_gfxLogPath != null && _gfxLog == null) { var dir = System.IO.Path.GetDirectoryName(_gfxLogPath); if (!string.IsNullOrEmpty(dir)) System.IO.Directory.CreateDirectory(dir); _gfxLog = new System.IO.StreamWriter(_gfxLogPath!) { AutoFlush = true }; } _gfxLogFrame++; var lines = new System.Collections.Generic.List(); foreach (var kv in curr) if (!_lastGfxDecision.TryGetValue(kv.Key, out var prev) || prev != kv.Value) lines.Add($" 0x{kv.Key:x}: {kv.Value}" + (_lastGfxDecision.ContainsKey(kv.Key) ? "" : " [NEW]")); foreach (var kv in _lastGfxDecision) if (!curr.ContainsKey(kv.Key)) lines.Add($" 0x{kv.Key:x}: GONE (was {kv.Value})"); if (lines.Count > 0 && _gfxLog != null) { _gfxLog.WriteLine($"[frame {_gfxLogFrame} nowMs={_clock.NowMs} page={_pageCount}] {curr.Count} visible, {lines.Count} changes:"); foreach (var l in lines) _gfxLog.WriteLine(l); } if (lines.Count > 0) _timeline?.Event("objects", new() { ["visible_count"] = curr.Count, ["changes"] = lines.ToArray() }); _lastGfxDecision.Clear(); foreach (var kv in curr) _lastGfxDecision[kv.Key] = kv.Value; } // Blit one object's surface rect. The source Image is cached per (path, colorKey): on first load, texels // matching the surface colorkey are made transparent (native bakes the key at load — engine-re.md §Blend). // Mode 0 uses tintStrength to LERP texel RGB toward tint. Mode 1 sets multiplyTint and uses packed RGB as // multiplicative modulation while alpha is object opacity. private void BlitLayer(string bmpPath, long colorKey, long tint, float tintStrength, int srcX, int srcY, int w, int h, Age.Engine.Model.Affine2D localToDest, float alpha = 1f, bool multiplyTint = false) { var cacheKey = (bmpPath, colorKey); if (!_imgCache.TryGetValue(cacheKey, out var src)) { src = new Image(); if (src.LoadBmpFromBuffer(System.IO.File.ReadAllBytes(bmpPath)) != Error.Ok) { GD.Print($"BMP load failed {bmpPath}"); src = null; } else { if (src.GetFormat() != Image.Format.Rgba8) src.Convert(Image.Format.Rgba8); if (Age.Engine.Model.BlendMath.HasColorKey(colorKey)) BakeColorKey(src, colorKey); } _imgCache[cacheKey] = src; } if (src == null) return; int sw = w > 0 ? w : src.GetWidth(); int sh = h > 0 ? h : src.GetHeight(); sw = System.Math.Min(sw, src.GetWidth() - srcX); sh = System.Math.Min(sh, src.GetHeight() - srcY); if (sw <= 0 || sh <= 0) return; byte[] dst = _screen.GetData(); byte[] ss = src.GetData(); Age.Engine.Model.SoftwareAffineRasterizer.BlitRgba( dst, _screen.GetWidth(), _screen.GetHeight(), ss, src.GetWidth(), src.GetHeight(), srcX, srcY, sw, sh, localToDest, tint, tintStrength, alpha, multiplyTint); _screen.SetData(_screen.GetWidth(), _screen.GetHeight(), false, _screen.GetFormat(), dst); } private void FillAffineQuad(int w, int h, Age.Engine.Model.Affine2D localToDest, long tint, float alpha) { byte[] dst = _screen.GetData(); Age.Engine.Model.SoftwareAffineRasterizer.FillRgba( dst, _screen.GetWidth(), _screen.GetHeight(), w, h, localToDest, tint, alpha); _screen.SetData(_screen.GetWidth(), _screen.GetHeight(), false, _screen.GetFormat(), dst); } // Alpha-blend a solid tint (0xRRGGBB) rectangle over the screen — the surfaceless fade/flash fill. private void FillQuad(int dstX, int dstY, int w, int h, long tint, float alpha) { int ia = (int)(System.Math.Clamp(alpha, 0f, 1f) * 255); if (ia == 0) return; int tr = (int)((tint >> 16) & 0xff), tg = (int)((tint >> 8) & 0xff), tb = (int)(tint & 0xff); byte[] dst = _screen.GetData(); int dw = _screen.GetWidth(), dh = _screen.GetHeight(); int x0 = System.Math.Max(0, -dstX), x1 = System.Math.Min(w, dw - dstX); int y0 = System.Math.Max(0, -dstY), y1 = System.Math.Min(h, dh - dstY); if (x1 <= x0 || y1 <= y0) return; for (int y = y0; y < y1; y++) for (int x = x0; x < x1; x++) { int dxp = dstX + x, dyp = dstY + y; int di = (dyp * dw + dxp) * 4; dst[di] = (byte)((tr * ia + dst[di] * (255 - ia)) / 255); dst[di + 1] = (byte)((tg * ia + dst[di + 1] * (255 - ia)) / 255); dst[di + 2] = (byte)((tb * ia + dst[di + 2] * (255 - ia)) / 255); dst[di + 3] = (byte)System.Math.Min(255, dst[di + 3] + ia); } _screen.SetData(dw, dh, false, _screen.GetFormat(), dst); } // Make colorkey-matching texels transparent (native colorkey is baked at surface load). private static void BakeColorKey(Image img, long colorKey) { byte[] px = img.GetData(); int w = img.GetWidth(), h = img.GetHeight(); for (int i = 0; i < px.Length; i += 4) if (Age.Engine.Model.BlendMath.ColorKeyMatches(px[i], px[i + 1], px[i + 2], colorKey)) px[i + 3] = 0; img.SetData(w, h, false, img.GetFormat(), px); } // Load an OGG off disk and play it. BGM loops; voice plays once, cutting off any prior line. public void PlayBgm(string oggPath) { var stream = AudioStreamOggVorbis.LoadFromBuffer(System.IO.File.ReadAllBytes(oggPath)); if (stream == null) { GD.Print($"OGG load failed {oggPath}"); return; } stream.Loop = true; _bgm.VolumeDb = 0; _bgm.Stream = stream; _bgm.Play(); } public void PlayVoice(string oggPath) { var stream = AudioStreamOggVorbis.LoadFromBuffer(System.IO.File.ReadAllBytes(oggPath)); if (stream == null) { GD.Print($"OGG load failed {oggPath}"); return; } stream.Loop = false; _voice.Stream = stream; _voice.Play(); } public void LoadSoundEffect(string wavPath, int channel) { if ((uint)channel >= (uint)_sfx.Length) return; var stream = AudioStreamWav.LoadFromBuffer(System.IO.File.ReadAllBytes(wavPath)); if (stream == null) { GD.Print($"WAV load failed {wavPath}"); return; } stream.LoopMode = AudioStreamWav.LoopModeEnum.Disabled; _sfx[channel].Stop(); _sfx[channel].VolumeDb = 0; _sfx[channel].Stream = stream; } public void StartSoundEffect(int channel) { if ((uint)channel < (uint)_sfx.Length && _sfx[channel].Stream != null) _sfx[channel].Play(); } public void ReleaseSoundEffect(int channel) { if ((uint)channel >= (uint)_sfx.Length) return; _sfx[channel].Stop(); _sfx[channel].Stream = null; } public void FadeBgm(int targetPercent, double realDurationSeconds) { float linear = System.Math.Clamp(targetPercent / 100.0f, 0.0f, 1.0f); float targetDb = linear <= 0 ? -80.0f : Mathf.LinearToDb(linear); if (realDurationSeconds <= 0) { _bgm.VolumeDb = targetDb; return; } CreateTween().TweenProperty(_bgm, "volume_db", targetDb, realDurationSeconds); } public void AppendLine(string text) => _text.Text += text + "\n"; public void PageBreak() { _pageCount++; _status.Text = ""; } public void ClearPage() { _text.Text = ""; _status.Text = ""; } public void ShowEnd() => _status.Text = "— end —"; // The selftest verifies the GODOT PLUMBING (background thread + semaphore suspend on wait-for-input // + CallDeferred marshalling) drives the VM faithfully — i.e. produces the SAME output as a plain // in-process run of the identical scene. Full op handling is on (the synthetic scene includes a real // nested call-script); the expected value is computed live from a headless run, not a frozen golden. // Reports (from the main thread) the call-scripts the VM executed as nested subroutines this run. private void ReportSubroutines() { var ids = new List(); while (_trace.CallScripts.TryDequeue(out var id)) ids.Add(id); if (ids.Count == 0) { GD.Print("[subroutines] none dispatched on this path"); return; } var distinct = new List(); foreach (var id in ids) { var h = "0x" + id.ToString("x"); if (!distinct.Contains(h)) distinct.Add(h); } GD.Print($"[subroutines] {ids.Count} call-scripts executed as nested frames ({distinct.Count} distinct: {string.Join(", ", distinct)})"); } private void RunSelfTest() { var table = OpcodeTableJson.Load(Paths.OpcodesJson); var (script, provider) = BuildSelfTestScene(table); var headless = new VirtualMachine(script, table, new CaptureHost(), null, provider); headless.Run(); var expected = headless.Emitted.ConvertAll(e => e.Offset); var actual = _host.Captured.ConvertAll(c => c.Offset); bool ok = actual.Count == expected.Count; for (int i = 0; ok && i < actual.Count; i++) ok = actual[i] == expected[i]; if (ok) GD.Print($"SELFTEST OK: threaded host matches headless ({actual.Count} lines, full handling)"); else GD.Print($"SELFTEST FAIL: threaded={actual.Count} vs headless={expected.Count}"); GetTree().Quit(ok ? 0 : 1); } // A deterministic synthesized scene: show-text, wait-for-input (exercises the suspend plumbing), a // nested call-script into a synthetic subroutine (exercises call-script handling), shared globals. private static (Script, IScriptProvider) BuildSelfTestScene(OpcodeTable table) { (int, Operand[]) ShowText(int s) => (0x6e, new[] { new Operand(2, s), new Operand(0, 0) }); (int, Operand[]) Wait() => (0x72, new[] { new Operand(0, 0) }); (int, Operand[]) CallScript(long id) => (0x3, new[] { new Operand(0, id) }); (int, Operand[]) MovGG(int d, int s) => (0x55, new[] { new Operand(3, d), new Operand(3, s) }); (int, Operand[]) MovGI(int d, long v) => (0x55, new[] { new Operand(3, d), new Operand(0, v) }); (int, Operand[]) Exit() => (0x2, System.Array.Empty()); var callee = ScriptAssembler.Assemble(table, "SUBSCENE", new List<(int, Operand[])> { ShowText(0), MovGI(0x31, 42), Exit() }, new[] { "Sub" }); var caller = ScriptAssembler.Assemble(table, "SELFTEST", new List<(int, Operand[])> { ShowText(0), Wait(), ShowText(1), CallScript(5), MovGG(0x30, 0x31), Exit() }, new[] { "Hello", "World" }); return (caller, new SelfTestProvider(callee)); } private sealed class SelfTestProvider : IScriptProvider { private readonly Script _callee; public SelfTestProvider(Script callee) => _callee = callee; public Script? GetById(long id) => id == 5 ? _callee : null; } }