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 _status = null!; private AudioStreamPlayer _bgm = null!; // looping background music private AudioStreamPlayer _voice = null!; // interrupt-on-new voice private VirtualMachine _vm = null!; private GodotAdvHost _host = null!; private GodotTraceSink _trace = null!; 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 bool _shotDone; 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 }; _text.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect); _text.OffsetLeft = 40; _text.OffsetTop = 40; _text.OffsetRight = -40; _text.OffsetBottom = -80; AddChild(_text); _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/YuGothM.ttc", "C:/Windows/Fonts/YuGothR.ttc", "C:/Windows/Fonts/msgothic.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); _status.AddThemeFontOverride("font", ff); _text.AddThemeFontSizeOverride("font_size", 22); break; } catch { /* fall back to the default font */ } } _bgm = new AudioStreamPlayer(); _voice = new AudioStreamPlayer(); AddChild(_bgm); AddChild(_voice); var userArgs = OS.GetCmdlineUserArgs(); _selftest = System.Array.IndexOf(userArgs, "--selftest") >= 0; 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 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] == "--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)); } } } 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); } _host = new GodotAdvHost(this, ResourceMap.Load(), scene); _trace = new GodotTraceSink(); _vm = new VirtualMachine(script, table, _host, null, provider, _trace); foreach (var (addr, val) in seeds) _vm.Globals[addr] = val; // seed initial state before running _ = 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); } }); } public override void _Process(double delta) { // --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.Pages >= _shotPage && _host.IsWaiting || _done)) { if (++_shotSettle >= 3) { _shotDone = true; var img = GetViewport().GetTexture().GetImage(); img.SavePng(_shotPath); GD.Print($"SHOT saved page {_pageCount} -> {_shotPath}"); ReportSubroutines(); GetTree().Quit(0); } return; } if (_done && !_ended) { _ended = true; ReportSubroutines(); ShowEnd(); if (_selftest) RunSelfTest(); } } // _Input (not _UnhandledInput): the root Control consumes mouse clicks as GUI input before they // reach _UnhandledInput, so clicks were swallowed while keyboard ui_accept still got through. public override void _Input(InputEvent e) { if (_selftest) return; if (e.IsActionPressed("ui_accept") || (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)) _host.SignalInput(); } public override void _ExitTree() { _host?.SignalInput(); } // ---- UI methods invoked on the main thread via CallDeferred ---- // Blit a source BMP (src rect) onto the screen backbuffer at (dstX,dstY), then refresh the display // texture. Execution order == paint order, so later draws (sprites) land over earlier ones (bg). public void BlitSlot(string bmpPath, int srcX, int srcY, int w, int h, int dstX, int dstY) { var src = new Image(); if (src.LoadBmpFromBuffer(System.IO.File.ReadAllBytes(bmpPath)) != Error.Ok) { GD.Print($"BMP load failed {bmpPath}"); return; } if (src.GetFormat() != Image.Format.Rgba8) src.Convert(Image.Format.Rgba8); // Clamp the source rect to the image; a zero/negative size falls back to the full image. 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; _screen.BlitRect(src, new Rect2I(srcX, srcY, sw, sh), new Vector2I(dstX, dstY)); _screenTex.Update(_screen); } // 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($"OGG load failed {oggPath}"); return; } stream.Loop = true; _bgm.Stream = stream; _bgm.Play(); } public void PlayVoice(string oggPath) { var stream = AudioStreamOggVorbis.LoadFromBuffer(System.IO.File.ReadAllBytes(oggPath)); if (stream == null) { GD.Print($"OGG load failed {oggPath}"); return; } stream.Loop = false; _voice.Stream = stream; _voice.Play(); } public void AppendLine(string text) => _text.Text += text + "\n"; public void PageBreak() { _pageCount++; _status.Text = "▼ click / Enter"; } 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; } }