Files
OpenMaidEngine/godot/Main.cs
2026-07-20 18:13:32 -04:00

1089 lines
55 KiB
C#

using System.Collections.Generic;
using System.Runtime.Versioning;
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
[SupportedOSPlatform("windows")]
public partial class Main : Godot.Control
{
private const int ScreenWidth = 800;
private const int ScreenHeight = 600;
private TextureRect _screenView = null!; // shows the composited screen backbuffer
private Image _screen = null!; // 800x600 immediate-mode canvas
private ImageTexture _screenTex = null!;
private ImageTexture? _ageCursorTexture;
private TextureRect _waitIndicator = null!;
private ImageTexture? _waitIndicatorSheet;
private AtlasTexture? _waitIndicatorAtlas;
private int _waitIndicatorAssetId = -1;
// One managed composition target for the entire frame. Layer helpers mutate it in place; only the
// completed frame crosses the Godot Image boundary, avoiding a full GetData/SetData round-trip per layer.
private readonly byte[] _screenPixels = new byte[ScreenWidth * ScreenHeight * 4];
private Label _text = null!;
private Label _speaker = null!;
private readonly System.Collections.Generic.List<Label> _surfaceTextLabels = new();
private readonly System.Collections.Generic.Dictionary<int, Label> _historyTextLabels = new();
private Font? _presentationRegularFont;
private FontVariation? _presentationBoldFont;
private Label _status = null!;
private Label _locatorHud = null!;
private AudioStreamPlayer _bgm = null!; // looping background music
private AudioStreamPlayer _voice = null!; // interrupt-on-new voice
private int _voiceQueuedGeneration;
private int _voiceStartedGeneration;
private int _voiceCompletedGeneration;
private bool _voiceBgmDuckActive;
private int _voiceBgmDuckGeneration;
private float _voiceBgmDuckRestoreDb;
private readonly AudioStreamPlayer[] _sfx = new AudioStreamPlayer[10]; // SC0000 channels 0..9
private readonly int[] _sfxGenerations = new int[10];
private VirtualMachine _vm = null!;
private GodotAdvHost _host = null!;
private readonly Age.Engine.Hosting.FrameClock _clock = new();
private readonly System.Collections.Generic.Dictionary<long, MovieRuntime> _movies = new();
private readonly System.Collections.Generic.HashSet<long> _movieFrameSeen = new();
private GodotTraceSink _trace = null!;
private PageLocatorState _locator = null!;
private bool _locatorHudVisible;
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 <png>: capture a page then quit (dev tool)
private int _shotPage = 1; // --shot-page <n>: which page to capture (default 1)
private volatile int _pageCount;
private int _shotSettle;
private int _shotSettleTarget = 3; // --shot-settle <frames>: settle N frames before grabbing (to
// capture mid-tween — the anim clock keeps running while parked)
private bool _shotDone;
private string? _seqDir; // --shot-sequence <dir>: dump one PNG per frame (verify paced anim)
private int _seqFrames = 180; // --frames <n>: how many frames to dump (default ~3s @60fps)
private int _seqIdx;
private string? _gfxLogPath; // --gfx-log <file>: log per-object compositor draw/skip CHANGES
private System.IO.StreamWriter? _gfxLog;
private readonly System.Collections.Generic.Dictionary<long, string> _lastGfxDecision = new();
private int _gfxLogFrame;
private string? _timelineLogPath; // --timeline-log <jsonl>: 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(ScreenWidth, ScreenHeight, false, Image.Format.Rgba8);
_screenTex = ImageTexture.CreateFromImage(_screen);
_screenView = new TextureRect
{
Texture = _screenTex,
ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
StretchMode = TextureRect.StretchModeEnum.Scale,
MouseFilter = MouseFilterEnum.Ignore,
};
AddChild(_screenView); // added first -> draws behind the text/status labels
_screenView.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
// Native ADV wait marker: a tiny independently animated atlas region. Keeping it separate from the
// 800x600 software backbuffer avoids recompositing the entire retained scene throughout static waits.
_waitIndicator = new TextureRect
{
Visible = false,
ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
StretchMode = TextureRect.StretchModeEnum.Keep,
MouseFilter = MouseFilterEnum.Ignore,
};
AddChild(_waitIndicator);
_text = new Label { AutowrapMode = TextServer.AutowrapMode.WordSmart, MouseFilter = MouseFilterEnum.Ignore };
AddChild(_text);
_text.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
_speaker = new Label { MouseFilter = MouseFilterEnum.Ignore, Visible = false };
AddChild(_speaker);
_speaker.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
_surfaceTextLabels.Add(_speaker);
_status = new Label();
AddChild(_status);
_status.SetAnchorsAndOffsetsPreset(LayoutPreset.BottomWide);
_status.OffsetLeft = 40; _status.OffsetTop = -60;
_locatorHud = new Label { Visible = false, MouseFilter = MouseFilterEnum.Ignore };
_locatorHud.Position = new Vector2(8, 8);
AddChild(_locatorHud);
// 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);
_locatorHud.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; // diagnostic prefix for direct-scene runs
string scene = "SYSTEM4"; // natural persistent root; --scene keeps direct diagnostics
var seeds = new List<(int Addr, long Val)>(); // --seed 0xADDR=VAL (repeatable) — initial global state
double sleepScale = 1.0; // --sleep-scale <f>: scale explicit op-0xc8 holds
double speed = 1.0; // --speed <f>: sleeps + retained presentation clocks
long transitionClickMs = -1; // --transition-click-ms <n>: force active transitions after n virtual ms
string? histFile = null; // --trace-histogram <file>: op/call-site execution counts of the REAL run
string? pageMapPath = null; // --page-map <jsonl>: override default build/page-map-SCxxxx.jsonl
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] == "--page-map" && i + 1 < userArgs.Length) pageMapPath = userArgs[i + 1];
if (userArgs[i] == "--locator-hud") _locatorHudVisible = true;
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;
Sys4ScriptProvider? scripts = null;
if (_selftest) (script, provider) = BuildSelfTestScene(table);
else { scripts = Sys4ScriptProvider.Load(table); script = scripts.RequireByName(scene + ".BIN"); provider = scripts; }
bool directSceneHarness = !_selftest
&& !scene.Equals("SYSTEM4", System.StringComparison.OrdinalIgnoreCase);
if (_timelineLogPath != null) _timeline = new GodotTimelineLog(_timelineLogPath);
if (!_selftest && pageMapPath == null)
pageMapPath = System.IO.Path.Combine(Paths.Build, $"page-map-{scene.ToUpperInvariant()}.jsonl");
_locator = new PageLocatorState(scene, _selftest ? null : pageMapPath);
_locatorHud.Visible = _locatorHudVisible;
var resources = scripts != null ? new ResourceMap(scripts.Catalog) : ResourceMap.Load();
_host = new GodotAdvHost(this, resources, scene, _clock, _locator, _timeline) { SleepScale = sleepScale, TraceOps = _gfxLogPath != null };
_trace = new GodotTraceSink(_locator, _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);
// SYSTEM4.BIN defines these nine shared ADV text layouts before dispatching any scene. The
// single-scene harness starts after that prefix, so carry forward its exact script-owned state
// alongside the inherited SO000/SO001 state below. Full Phase-B SYSTEM4 replay will replace this
// bootstrap as one unit; HISTORY depends on the 650x150 dimensions of layouts 2..6 for clipping.
if (directSceneHarness)
AdvTextLayoutBootstrap.ApplyLeadingDefinitionsAndResets(
scripts!.RequireByName("SYSTEM4.BIN"), table, _vm.TextHistory);
// SYSTEM4 loads the shared SO001 chrome sheet into surface slot 17 before any scene runs.
// Seed that inherited retained-surface state without replaying the entrypoint's unrelated UI flow.
if (directSceneHarness && resources.ResolveName("SO001.AGF") is { } systemChrome)
{
_host.SetTexture(systemChrome.RawIndex, 0x11);
_vm.Gfx.SetSurface(0x11, systemChrome.RawIndex, 0);
}
// SYSTEM4 also loads SO000 and configures op 0x73 before entering scene code. The Phase-A
// single-scene harness does not replay those graphics side effects, so inject their exact state
// alongside the existing SO001 bootstrap until Phase B runs the complete SYSTEM4 entrypoint.
if (directSceneHarness && resources.ResolveName("SO000.AGF") is { } waitIndicator)
{
_host.SetTexture(waitIndicator.RawIndex, 0x0c);
_vm.Gfx.SetSurface(0x0c, waitIndicator.RawIndex, 0xff00);
_host.ConfigureAdvWaitIndicator(new AdvWaitIndicatorConfig(
1, 385, 140, 0x0c, 0, 0, 30, 27, 12, 48));
}
// --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 && directSceneHarness)
{
var session = new GameSession();
foreach (var b in new[] { "INITCONFIG.BIN", "INIT2.BIN", "INIT.BIN" })
session.RunScene(scripts!.RequireByName(b), 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");
}
// The native SYSTEM4 UI boot enables standard ADV chrome after the data-only *INIT prefix above.
// Without this inherited value the visible SO001 strip is still drawn, but every ADV script skips
// its five pointer rectangles and registers only the off-screen keyboard/pad records.
if (directSceneHarness)
{
_vm.Globals[0x6c1] = 1;
}
// The native ADV scheduler supplies this Hide Window permission outside script-visible writes.
// It is an engine service default, not a scene bootstrap, and remains present for either entry path.
if (!_selftest) _vm.Globals[0x62425] = 1;
// 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);
_timelineFrame++;
_timeline?.SetFrame(_timelineFrame, _clock.NowMs);
_host?.PulseFrame();
UpdateVoicePlaybackState();
UpdateMovieFrames();
if (!_selftest && _vm != null && _host != null && _host.ShouldRecomposite(_vm.Gfx))
Recomposite(); // native publishes retained mutations only at present/service boundaries
if (!_selftest && _host != null) UpdateAdvTextPresentation();
if (!_selftest && _host != null) UpdateAdvWaitIndicatorPresentation();
if (!_selftest && _host != null) UpdateHistoryTextPresentation();
// --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 is InputEventKey key && key.Pressed && !key.Echo && key.Keycode == Key.F2)
{
_locatorHudVisible = !_locatorHudVisible;
_locatorHud.Visible = _locatorHudVisible;
if (_locatorHudVisible) _locatorHud.Text = _locator.CurrentDisplay;
return;
}
if (e is InputEventKey copy && copy.Pressed && !copy.Echo && copy.Keycode == Key.F3)
{
DisplayServer.ClipboardSet(_locator.CurrentDisplay);
_locatorHud.Text = _locator.CurrentDisplay + " · copied";
return;
}
if (e is InputEventMouseMotion motion)
{
var p = ToNativeScreen(motion.Position);
_vm.UpdatePointer(p.X, p.Y);
return;
}
if (e is InputEventMouseButton wheel
&& wheel.Pressed
&& (wheel.ButtonIndex == MouseButton.WheelUp || wheel.ButtonIndex == MouseButton.WheelDown))
{
// WM_MOUSEWHEEL supplies signed multiples of WHEEL_DELTA (120). AGE accumulates that
// value until op 0x10d reads and clears it; HISTORY currently uses only its sign.
int direction = wheel.ButtonIndex == MouseButton.WheelUp ? 1 : -1;
int steps = System.Math.Max(1, (int)System.Math.Round(wheel.Factor));
_vm.QueueMouseWheelDelta(direction * 120 * steps);
GetViewport().SetInputAsHandled();
return;
}
if (e is InputEventMouseButton mb
&& (mb.ButtonIndex == MouseButton.Left || mb.ButtonIndex == MouseButton.Right))
{
var p = ToNativeScreen(mb.Position);
bool advPageSuspended = _host.IsAdvPagePresentationSuspended;
bool rawInputCallbackActive = _vm.IsRawInputCallbackActive;
_vm.UpdatePointer(p.X, p.Y);
int nativeButtonBit = mb.ButtonIndex == MouseButton.Left ? 0x1 : 0x2;
_vm.UpdateMouseButtonState(nativeButtonBit, mb.Pressed);
// AGE exposes the physical left button twice: raw mask 0x1 for the timed mouse callback,
// and the configured primary action (default input callback index 4). Script-owned callback
// loops consume both channels without releasing the enclosing ADV page wait.
if (mb.ButtonIndex == MouseButton.Left && (advPageSuspended || rawInputCallbackActive))
_vm.QueueInputCallback(mb.Pressed ? 4 : 10);
if (mb.ButtonIndex == MouseButton.Left && mb.Pressed && _vm.TryActivatePointer(p.X, p.Y))
{
GetViewport().SetInputAsHandled();
return;
}
// Modal callback scripts return through their own bytecode. Signaling the enclosing ADV wait
// here would also advance the restored dialogue page after HISTORY/HIDEWIN exits.
if (mb.ButtonIndex == MouseButton.Left && mb.Pressed
&& !advPageSuspended && !rawInputCallbackActive) _host.SignalInput();
return;
}
UpdateAgeInputCallback(e, "ui_down", 0);
UpdateAgeInputCallback(e, "ui_left", 1);
UpdateAgeInputCallback(e, "ui_up", 2);
UpdateAgeInputCallback(e, "ui_right", 3);
UpdateAgeInputCallback(e, "ui_accept", 4);
UpdateAgeInputCallback(e, "ui_cancel", 5);
if (e.IsActionPressed("ui_accept")
&& !_host.IsAdvPagePresentationSuspended && !_vm.IsRawInputCallbackActive) _host.SignalInput();
}
private void UpdateAgeInputCallback(InputEvent e, StringName action, int index)
{
if (e.IsActionPressed(action)) _vm.UpdateInputCallbackState(index, true);
if (e.IsActionReleased(action))
{
_vm.UpdateInputCallbackState(index, false);
_vm.QueueInputCallback(10); // common release callback registered by HISTORY/HIDEWIN
}
}
private (int X, int Y) ToNativeScreen(Vector2 position)
{
Vector2 size = GetViewportRect().Size;
if (size.X <= 0 || size.Y <= 0) return (0, 0);
return ((int)System.Math.Floor(position.X * ScreenWidth / size.X),
(int)System.Math.Floor(position.Y * ScreenHeight / size.Y));
}
public void SetAgeCursor(byte[] rgba, int width, int height, int hotspotX, int hotspotY)
{
var image = Image.CreateFromData(width, height, false, Image.Format.Rgba8, rgba);
_ageCursorTexture = ImageTexture.CreateFromImage(image);
Input.SetCustomMouseCursor(_ageCursorTexture, Input.CursorShape.Arrow,
new Vector2(hotspotX, hotspotY));
}
public void ClearAgeCursor()
{
Input.SetCustomMouseCursor(null, Input.CursorShape.Arrow);
_ageCursorTexture = null;
}
public override void _ExitTree()
{
DumpHistogram(); _host?.Stop(); _timeline?.Dispose(); _locator?.Dispose();
foreach (var movie in _movies.Values) movie.Decoder.Dispose();
_movies.Clear();
}
// Write the real-run op/call-site histogram to --trace-histogram <file>. 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. Decoded AGF pixels are cached
// by catalog identity (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 sealed record CachedPixels(int Width, int Height, byte[] Rgba);
private readonly System.Collections.Generic.Dictionary<(int AssetId, long Key), CachedPixels> _pixelCache = new();
private void Recomposite()
{
System.Array.Clear(_screenPixels);
foreach (var label in _surfaceTextLabels) label.Visible = false;
int surfaceTextLabelIndex = 0;
System.Collections.Generic.Dictionary<long, string>? 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;
// One-shot/mode-1 packed color supplies opacity directly. Static mode-0 fills retain
// the tint-strength convention used by the existing effect objects.
float fillA = v.MultiplyTint ? opacity : 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 texture = _host.ResolveResIdTexture(v.SurfaceResId);
if (texture == null) outcome = $"SKIP(resId=0x{v.SurfaceResId:x} UNRESOLVED)";
else
{
BlitLayer(texture.Value.Image, texture.Value.AssetId, v.ColorKey, v.Tint, strength, v.SrcX, v.SrcY, v.W, v.H,
localToDest, opacity, v.MultiplyTint, texture.Value.IsDynamic, v.Blend);
var raw = _vm.Gfx.TryGet(v.Handle);
outcome = $"slot={raw?.SourceSlot} DRAWN resId=0x{v.SurfaceResId:x} {texture.Value.Name} " +
$"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)
{
foreach (var surfaceText in _host.SnapshotSurfaceText(rawObject.SourceSlot))
{
if (surfaceText.X < v.SrcX || surfaceText.X >= v.SrcX + v.W ||
surfaceText.Y < v.SrcY || surfaceText.Y >= v.SrcY + v.H) continue;
var textPos = localToDest.Apply(surfaceText.X - v.SrcX, surfaceText.Y - v.SrcY);
var label = GetSurfaceTextLabel(surfaceTextLabelIndex++);
label.Position = new Vector2((float)textPos.X, (float)textPos.Y);
label.Size = new Vector2(System.Math.Max(1, v.W - (surfaceText.X - v.SrcX)),
System.Math.Max(1, v.H - (surfaceText.Y - v.SrcY)));
label.Text = surfaceText.Text;
ApplyAdvTextStyle(label, surfaceText.Style);
label.Visible = true;
}
}
z++;
}
_screen.SetData(ScreenWidth, ScreenHeight, false, Image.Format.Rgba8, _screenPixels);
_screenTex.Update(_screen);
if (decisions != null) LogGfxDecisionChanges(decisions);
}
private void UpdateAdvTextPresentation()
{
// Modal callback scripts composite their own full-screen UI while the enclosing ADV wait remains
// parked. The ordinary dialogue Label is a Godot overlay rather than part of the retained surface,
// so hide it while that nested input owner is active or it leaks above HISTORY's background.
_text.Visible = !_host.IsAdvPagePresentationSuspended && !_vm.IsRawInputCallbackActive;
if (!_text.Visible) return;
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 void UpdateHistoryTextPresentation()
{
foreach (var label in _historyTextLabels.Values) label.Visible = false;
foreach (var batch in _host.SnapshotRenderedTextHistory())
{
if (batch.Text.Length == 0) continue;
if (!_historyTextLabels.TryGetValue(batch.LayoutSlot, out var label))
{
label = CreateAdvPresentationLabel();
_historyTextLabels.Add(batch.LayoutSlot, label);
}
var layout = batch.Layout;
label.Position = new Vector2(layout.OriginX + layout.CursorX, layout.OriginY + layout.CursorY);
label.Size = new Vector2(System.Math.Max(1, layout.Width - layout.CursorX),
System.Math.Max(1, layout.Height - layout.CursorY));
label.Text = batch.Text;
ApplyAdvTextStyle(label, batch.Style);
label.Visible = true;
}
}
private Label GetSurfaceTextLabel(int index)
{
while (_surfaceTextLabels.Count <= index) _surfaceTextLabels.Add(CreateAdvPresentationLabel());
return _surfaceTextLabels[index];
}
private Label CreateAdvPresentationLabel()
{
var label = new Label
{
MouseFilter = MouseFilterEnum.Ignore,
Visible = false,
AutowrapMode = TextServer.AutowrapMode.WordSmart,
ClipText = true,
};
label.AddThemeFontOverride("font", _text.GetThemeFont("font"));
AddChild(label);
return label;
}
private void ApplyAdvTextStyle(Label label, AdvTextStyle style)
{
int fontSize = style.PrimaryFontSize > 0 ? style.PrimaryFontSize : 24;
_presentationRegularFont ??= _text.GetThemeFont("font");
if (style.Bold)
{
_presentationBoldFont ??= new FontVariation
{
BaseFont = _presentationRegularFont,
VariationEmbolden = 1.2f,
};
label.AddThemeFontOverride("font", _presentationBoldFont);
}
else label.AddThemeFontOverride("font", _presentationRegularFont);
label.AddThemeFontSizeOverride("font_size", fontSize);
label.AddThemeColorOverride("font_color", RgbColor(style.TextColor, Colors.White));
label.AddThemeColorOverride("font_outline_color", RgbColor(style.EffectColor, new Color(0.38f, 0.38f, 0.38f)));
label.AddThemeConstantOverride("line_spacing", style.LineSpacing);
int outline = style.RenderMode == 0 ? 0 : System.Math.Max(1,
System.Math.Max(System.Math.Abs(style.EffectOffsetX), System.Math.Abs(style.EffectOffsetY)));
label.AddThemeConstantOverride("outline_size", outline);
}
private static Color RgbColor(long rgb, Color fallback)
{
if ((rgb & 0x00ff_ffff) == 0) return fallback;
return new Color(((rgb >> 16) & 0xff) / 255f, ((rgb >> 8) & 0xff) / 255f, (rgb & 0xff) / 255f, 1);
}
private void UpdateAdvWaitIndicatorPresentation()
{
// As with the ordinary dialogue Label, the enclosing page's separately animated marker must sit
// out while HISTORY/HIDEWIN owns raw input; native retained composition naturally covers it.
if (_vm.IsRawInputCallbackActive)
{
_waitIndicator.Visible = false;
return;
}
var snapshot = _host.SnapshotAdvWaitIndicator();
if (snapshot == null)
{
_waitIndicator.Visible = false;
return;
}
var s = snapshot.Value;
if (_waitIndicatorAssetId != s.AssetId)
{
var image = Image.CreateFromData(s.Image.Width, s.Image.Height, false, Image.Format.Rgba8, s.Image.Pixels);
_waitIndicatorSheet = ImageTexture.CreateFromImage(image);
_waitIndicatorAtlas = new AtlasTexture { Atlas = _waitIndicatorSheet };
_waitIndicator.Texture = _waitIndicatorAtlas;
_waitIndicatorAssetId = s.AssetId;
}
var c = s.Config;
_waitIndicatorAtlas!.Region = new Rect2(
c.SourceX + s.Frame * c.CellWidth, c.SourceY, c.CellWidth, c.CellHeight);
_waitIndicator.Position = new Vector2(c.X, 430 + c.Y);
_waitIndicator.Size = new Vector2(c.CellWidth, c.CellHeight);
_waitIndicator.Visible = true;
}
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<RenderObject> 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 texture = _host.ResolveResIdTexture(source.SurfaceResId);
if (texture == null) continue;
BlitLayer(texture.Value.Image, texture.Value.AssetId, source.ColorKey, source.Tint, source.TintStrength / 255f,
source.SrcX, source.SrcY, source.W, source.H, affine, opacity, source.MultiplyTint,
texture.Value.IsDynamic, source.Blend);
}
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<long, string> 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<string>();
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. Static source pixels are cached per (assetId, colorKey): on first use, 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 uses packed RGB modulation and
// SRCALPHA/ONE additive composition; black source pixels therefore contribute nothing.
private void BlitLayer(RgbaImage decoded, int assetId, 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,
bool dynamic = false, BlendKind blend = BlendKind.Alpha)
{
var cacheKey = (assetId, colorKey);
int sourceWidth, sourceHeight;
byte[] sourcePixels;
if (dynamic)
{
// Decoder samples replace the pixels of one retained surface. Never enter them in the static cache.
// Clone only when applying a key so the decoder-owned newest-frame buffer remains untouched.
sourceWidth = decoded.Width;
sourceHeight = decoded.Height;
sourcePixels = decoded.Pixels;
if (Age.Engine.Model.BlendMath.HasColorKey(colorKey))
{
sourcePixels = (byte[])sourcePixels.Clone();
BakeColorKey(sourcePixels, colorKey);
}
}
else
{
if (!_pixelCache.TryGetValue(cacheKey, out var cached))
{
byte[] pixels = decoded.Pixels;
if (Age.Engine.Model.BlendMath.HasColorKey(colorKey))
{
pixels = (byte[])pixels.Clone();
BakeColorKey(pixels, colorKey);
}
cached = new CachedPixels(decoded.Width, decoded.Height, pixels);
_pixelCache[cacheKey] = cached;
}
sourceWidth = cached.Width;
sourceHeight = cached.Height;
sourcePixels = cached.Rgba;
}
int sw = w > 0 ? w : sourceWidth;
int sh = h > 0 ? h : sourceHeight;
sw = System.Math.Min(sw, sourceWidth - srcX);
sh = System.Math.Min(sh, sourceHeight - srcY);
if (sw <= 0 || sh <= 0) return;
Age.Engine.Model.SoftwareAffineRasterizer.BlitRgba(
_screenPixels, ScreenWidth, ScreenHeight, sourcePixels, sourceWidth, sourceHeight,
srcX, srcY, sw, sh, localToDest, tint, tintStrength, alpha, multiplyTint, blend);
}
private void FillAffineQuad(int w, int h, Age.Engine.Model.Affine2D localToDest, long tint, float alpha)
{
Age.Engine.Model.SoftwareAffineRasterizer.FillRgba(
_screenPixels, ScreenWidth, ScreenHeight, w, h, localToDest, tint, alpha);
}
// 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 = _screenPixels;
int dw = ScreenWidth, dh = ScreenHeight;
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);
}
}
// Make colorkey-matching texels transparent (native colorkey is baked at surface load).
private static void BakeColorKey(byte[] px, long colorKey)
{
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;
}
// Decode VFS-owned bytes in Godot. BGM loops; voice plays once, cutting off any prior line.
public void PlayBgm(byte[] oggBytes, string assetName)
{
var stream = AudioStreamOggVorbis.LoadFromBuffer(oggBytes);
if (stream == null) { GD.Print($"OGG load failed {assetName}"); return; }
stream.Loop = true;
_bgm.VolumeDb = 0;
_bgm.Stream = stream;
_bgm.Play();
}
public int QueueVoicePlayback()
=> System.Threading.Interlocked.Increment(ref _voiceQueuedGeneration);
public bool IsVoicePlaybackActive
=> System.Threading.Volatile.Read(ref _voiceCompletedGeneration)
< System.Threading.Volatile.Read(ref _voiceQueuedGeneration);
public void PlayVoice(byte[] oggBytes, string assetName, int generation, bool duckBgm, int duckTargetPercent)
{
var stream = AudioStreamOggVorbis.LoadFromBuffer(oggBytes);
if (stream == null)
{
GD.Print($"OGG load failed {assetName}");
CompleteVoiceGeneration(generation);
return;
}
if (duckBgm)
BeginVoiceBgmDuck(generation, duckTargetPercent);
else
RestoreVoiceBgmDuck();
stream.Loop = false;
_voice.Stream = stream;
System.Threading.Volatile.Write(ref _voiceStartedGeneration, generation);
_voice.Play();
}
public void StopVoiceForMessageSkip()
{
_voice.Stop();
CompleteVoiceGeneration(System.Threading.Volatile.Read(ref _voiceQueuedGeneration));
}
private void UpdateVoicePlaybackState()
{
int started = System.Threading.Volatile.Read(ref _voiceStartedGeneration);
if (started > System.Threading.Volatile.Read(ref _voiceCompletedGeneration) && !_voice.Playing)
CompleteVoiceGeneration(started);
}
private void CompleteVoiceGeneration(int generation)
{
int current;
do
{
current = System.Threading.Volatile.Read(ref _voiceCompletedGeneration);
if (current >= generation) return;
}
while (System.Threading.Interlocked.CompareExchange(
ref _voiceCompletedGeneration, generation, current) != current);
if (_voiceBgmDuckActive && generation >= _voiceBgmDuckGeneration)
RestoreVoiceBgmDuck();
}
private void BeginVoiceBgmDuck(int generation, int targetPercent)
{
if (!_voiceBgmDuckActive)
_voiceBgmDuckRestoreDb = _bgm.VolumeDb;
_voiceBgmDuckActive = true;
_voiceBgmDuckGeneration = generation;
float linear = System.Math.Clamp(targetPercent / 100.0f, 0.0f, 1.0f);
_bgm.VolumeDb = linear <= 0 ? -80.0f : Mathf.LinearToDb(linear);
}
private void RestoreVoiceBgmDuck()
{
if (!_voiceBgmDuckActive) return;
_bgm.VolumeDb = _voiceBgmDuckRestoreDb;
_voiceBgmDuckActive = false;
_voiceBgmDuckGeneration = 0;
}
public void LoadSoundEffect(byte[] wavBytes, string assetName, int channel)
{
if ((uint)channel >= (uint)_sfx.Length) return;
_sfxGenerations[channel]++;
_sfx[channel].Stop();
_sfx[channel].Stream = null;
var stream = AudioStreamWav.LoadFromBuffer(wavBytes);
if (stream == null) { GD.Print($"WAV load failed {assetName}"); return; }
stream.LoopMode = AudioStreamWav.LoopModeEnum.Disabled;
_sfx[channel].VolumeDb = 0;
_sfx[channel].Stream = stream;
}
public void StartSoundEffect(int channel)
{
if ((uint)channel < (uint)_sfx.Length && _sfx[channel].Stream != null)
_sfx[channel].Play();
}
public void ScheduleSoundEffectStart(int channel, int startMode, double realDelaySeconds)
{
if ((uint)channel >= (uint)_sfx.Length || _sfx[channel].Stream == null) return;
int generation = _sfxGenerations[channel];
void StartIfCurrent()
{
if (_sfxGenerations[channel] != generation || _sfx[channel].Stream == null) return;
if (_sfx[channel].Stream is AudioStreamWav wav)
wav.LoopMode = startMode == 0
? AudioStreamWav.LoopModeEnum.Disabled
: AudioStreamWav.LoopModeEnum.Forward;
_sfx[channel].Play();
}
if (realDelaySeconds <= 0)
{
StartIfCurrent();
return;
}
GetTree().CreateTimer(realDelaySeconds).Timeout += StartIfCurrent;
}
public void ReleaseSoundEffect(int channel)
{
if ((uint)channel >= (uint)_sfx.Length) return;
_sfxGenerations[channel]++;
_sfx[channel].Stop();
_sfx[channel].Stream = null;
}
public void FadeBgm(int targetPercent, double realDurationSeconds)
{
float linear = System.Math.Clamp(targetPercent / 100.0f, 0.0f, 1.0f);
float targetDb = linear <= 0 ? -80.0f : Mathf.LinearToDb(linear);
if (realDurationSeconds <= 0) { _bgm.VolumeDb = targetDb; return; }
CreateTween().TweenProperty(_bgm, "volume_db", targetDb, realDurationSeconds);
}
public void PlayMovie(byte[] mpegBytes, string assetName, long resourceId, int rawIndex)
{
if (_movies.Remove(resourceId, out var prior)) prior.Decoder.Dispose();
try
{
var payload = new Age.Engine.Sys4.MoviePayload(assetName, mpegBytes);
_movies[resourceId] = new MovieRuntime(assetName, rawIndex, new DirectShowMovieDecoder(payload));
GD.Print($"movie started {assetName} ({mpegBytes.Length} bytes from VFS)");
}
catch (System.Exception e)
{
GD.Print($"movie decode failed {assetName}: {e.Message}");
_host.NotifyMovieCompleted(resourceId); // release a pending 0x21c boundary on deterministic load failure
}
}
private void UpdateMovieFrames()
{
if (_host == null) return;
foreach (var (resourceId, movie) in _movies)
{
if (movie.Decoder.TryTakeFrame(out var frame))
{
_host.PublishMovieFrame(resourceId, movie.Name, movie.RawIndex, frame);
if (_movieFrameSeen.Add(resourceId))
GD.Print($"movie first frame {movie.Name}: {frame.Width}x{frame.Height} RGBA8 at render frame {_timelineFrame}");
}
if (movie.Decoder.IsCompleted) _host.NotifyMovieCompleted(resourceId);
}
}
public void StopMovie(long resourceId)
{
if (_movies.Remove(resourceId, out var movie))
{
movie.Decoder.Dispose();
GD.Print($"movie stopped {movie.Name} at render frame {_timelineFrame}");
}
_movieFrameSeen.Remove(resourceId);
}
private sealed record MovieRuntime(string Name, int RawIndex, DirectShowMovieDecoder Decoder);
public void AppendLine(string text) => _text.Text += text + "\n";
public void PageBreak()
{
_pageCount++;
_status.Text = "";
if (_locatorHudVisible) _locatorHud.Text = _locator.CurrentDisplay;
}
public void ClearPage() { _text.Text = ""; _status.Text = ""; }
public void ShowEnd() => _status.Text = "— end —";
// The selftest verifies the GODOT PLUMBING (background thread + semaphore suspend on wait-for-input
// + CallDeferred marshalling) drives the VM faithfully — i.e. produces the SAME output as a plain
// in-process run of the identical scene. Full op handling is on (the synthetic scene includes a real
// nested call-script); the expected value is computed live from a headless run, not a frozen golden.
// Reports (from the main thread) the call-scripts the VM executed as nested subroutines this run.
private void ReportSubroutines()
{
var ids = new List<long>();
while (_trace.CallScripts.TryDequeue(out var id)) ids.Add(id);
if (ids.Count == 0) { GD.Print("[subroutines] none dispatched on this path"); return; }
var distinct = new List<string>();
foreach (var id in ids) { var h = "0x" + id.ToString("x"); if (!distinct.Contains(h)) distinct.Add(h); }
GD.Print($"[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<Operand>());
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;
}
}