Files
OpenMaidEngine/godot/Main.cs
2026-08-02 18:17:25 -04:00

1640 lines
82 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text.Json;
using System.Threading.Tasks;
using Godot;
using Age.Engine.Diagnostics;
using Age.Engine.Hosting;
using Age.Engine.Model;
using Age.Engine.Persistence;
using Age.Engine.Sys4;
using Age.Engine.Text;
#if AGE_WINDOWS_GDI
using Age.Engine.Text.Windows;
#endif
using Age.Engine.Vm;
using Script = Age.Engine.Model.Script; // disambiguate from Godot.Script
public partial class Main : Godot.Control
{
private int _screenWidth = Sys4LogicalCanvas.DefaultWidth;
private int _screenHeight = Sys4LogicalCanvas.DefaultHeight;
private WindowLaunchOptions _windowOptions;
private Sys4AssetCatalog _catalog = null!;
private IAssetStore _assetStore = null!;
private TextureRect _screenView = null!; // shows the composited screen backbuffer
private Image _screen = null!; // SYS4INI-sized immediate-mode canvas
private ImageTexture _screenTex = null!;
private GpuRetainedRenderer _gpuRenderer = null!;
private bool _useGpuBackend = true;
private ImageTexture? _ageCursorTexture;
// 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 byte[] _screenPixels = [];
private Label _status = null!;
private Label _locatorHud = null!;
private VirtualMachine _vm = null!;
private GodotAdvHost _host = null!;
private IDisposable? _glyphRasterizerOwner;
private FullwidthTextEditorDialog? _fullwidthTextEditor;
private Sys4ScriptProvider? _scripts;
private DebugSceneLauncher? _debugSceneLauncher;
private IReadOnlyList<DebugSceneEntry> _debugSceneEntries = System.Array.Empty<DebugSceneEntry>();
private readonly Age.Engine.Hosting.FrameClock _clock = 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 Task? _vmTask;
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;
private string? _perfLogPath; // --perf-log <csv>: low-overhead frame/compositor timings + work
private PerformanceFrameLog? _perf;
public override void _Ready()
{
var userArgs = OS.GetCmdlineUserArgs();
GameRootSelection gameRoot;
Sys4AssetCatalog catalog;
try
{
string workingDirectory = System.IO.Directory.GetCurrentDirectory();
if (!System.OperatingSystem.IsWindows())
{
// Godot can chdir to the project before managed startup. Unix shells preserve the launch
// directory in PWD, which keeps terminal-launched exports faithful to their caller.
string? inheritedWorkingDirectory =
System.Environment.GetEnvironmentVariable("PWD");
if (!string.IsNullOrWhiteSpace(inheritedWorkingDirectory)
&& System.IO.Directory.Exists(inheritedWorkingDirectory))
workingDirectory = inheritedWorkingDirectory;
}
gameRoot = GameRootSelection.Resolve(
userArgs, OS.GetExecutablePath(), workingDirectory);
catalog = Sys4AssetCatalog.Load(gameRoot.Sys4IniPath);
}
catch (System.Exception error) when (
error is System.ArgumentException or System.IO.IOException or System.UnauthorizedAccessException)
{
GD.PushError($"[startup] {error.Message}");
GetTree().Quit(2);
return;
}
_catalog = catalog;
_assetStore = new Sys4AssetStore(catalog, gameRoot.Root, gameRoot.Root);
GD.Print($"[profile] game root={gameRoot.Root} source={gameRoot.SourceName}");
// Resolve the selected game's logical canvas before any presentation allocation. The same catalog
// instance is reused for scripts and assets later in startup.
var logicalCanvas = catalog.LogicalCanvas;
try
{
_windowOptions = WindowLaunchOptions.Resolve(userArgs, logicalCanvas);
}
catch (System.ArgumentException error)
{
GD.PushError($"[startup] {error.Message}");
GetTree().Quit(2);
return;
}
_screenWidth = logicalCanvas.Width;
_screenHeight = logicalCanvas.Height;
_screenPixels = new byte[logicalCanvas.RgbaByteCount];
Window rootWindow = GetTree().Root;
rootWindow.ContentScaleMode = Window.ContentScaleModeEnum.Viewport;
rootWindow.ContentScaleAspect = Window.ContentScaleAspectEnum.Keep;
rootWindow.ContentScaleSize = new Vector2I(_screenWidth, _screenHeight);
if (rootWindow.Mode == Window.ModeEnum.Windowed)
rootWindow.Size = new Vector2I(_windowOptions.Width, _windowOptions.Height);
GD.Print($"[profile] SYS4INI logical canvas={_screenWidth}x{_screenHeight} " +
$"requested window={_windowOptions.Width}x{_windowOptions.Height} " +
$"source={(_windowOptions.IsOverridden ? "boot-arguments" : "logical-canvas")} " +
$"actual={rootWindow.Size.X}x{rootWindow.Size.Y} mode={rootWindow.Mode}");
// One logical 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);
_gpuRenderer = new GpuRetainedRenderer(this);
_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 for diagnostic/status UI. Gameplay text is always surface pixels.
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) };
_status.AddThemeFontOverride("font", ff);
_locatorHud.AddThemeFontOverride("font", ff);
break;
}
catch { /* fall back to the default font */ }
}
_bgm = new AudioStreamPlayer();
_voice = new AudioStreamPlayer();
EnsureAudioBuses();
_bgm.Bus = "Music";
_voice.Bus = "Voice";
AddChild(_bgm);
AddChild(_voice);
for (int i = 0; i < _sfx.Length; i++)
{
_sfx[i] = new AudioStreamPlayer();
_sfx[i].Bus = "SFX";
AddChild(_sfx[i]);
}
_audioOutputLatencySeconds = AudioServer.GetOutputLatency();
_selftest = System.Array.IndexOf(userArgs, "--selftest") >= 0;
bool boot = System.Array.IndexOf(userArgs, "--boot") >= 0; // diagnostic prefix for direct-scene runs
bool nativeDebugMenu = System.Array.IndexOf(userArgs, "--native-debug-menu") >= 0;
if (nativeDebugMenu)
GD.Print("[debug] native exit requests disabled; post-0x1 bytecode may execute");
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
bool holdMessageSkip = false; // --hold-message-skip: hold native logical action 6 for diagnostics
string textBackend = "auto"; // --text-backend auto|gdi|portable
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] == "--perf-log" && i + 1 < userArgs.Length) _perfLogPath = userArgs[i + 1];
if (userArgs[i] == "--render-backend" && i + 1 < userArgs.Length)
{
if (userArgs[i + 1].Equals("gpu", System.StringComparison.OrdinalIgnoreCase))
_useGpuBackend = true;
else if (userArgs[i + 1].Equals("software", System.StringComparison.OrdinalIgnoreCase))
_useGpuBackend = false;
else GD.PushWarning($"unknown --render-backend '{userArgs[i + 1]}'; using gpu");
}
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] == "--hold-message-skip") holdMessageSkip = true;
if (userArgs[i] == "--text-backend" && i + 1 < userArgs.Length)
textBackend = userArgs[i + 1].ToLowerInvariant();
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;
if (textBackend is not ("auto" or "gdi" or "portable"))
{
GD.PushError(
$"[startup] unknown --text-backend '{textBackend}'; " +
"expected auto, gdi, or portable");
GetTree().Quit(2);
return;
}
_clock.Speed = System.Math.Clamp(speed, 0.05, 8.0);
GD.Print($"[renderer] retained backend={(_useGpuBackend ? "gpu" : "software")}");
var table = HimegariRuntimeMetadata.LoadOpcodeTable();
// Persistence retains AGE's native filenames and formats, but the port owns one profile-root
// interception point. Himegari's SYS4INI makes SAVEPATH the SAVE child of REGFILEPATH, so both
// save payloads and SYS4REG.INI remain isolated together under Godot's user directory.
Sys4PersistencePaths persistencePaths = Sys4PersistencePaths.ResolveProfileOverride(
catalog.StartupSettings,
ProjectSettings.GlobalizePath("user://"));
var nativeSaveStore = new DirectoryNativeDatStore(
persistencePaths.SaveDirectory,
new NativeSaveIdentity(
NativeSaveMagic.S4SD, 0x4a343234, "姫狩りダンジョンマイスター",
SaveVersion1: 3, SaveVersion2: 10, NumberedCompatibilityId: 0x42323234));
var sharedProfile = new SharedProfile();
if (!_selftest) sharedProfile.Load(nativeSaveStore);
_audioMixerSettings = new AudioMixerSettings();
if (!_selftest)
{
try
{
_sys4RegIniStore = Sys4RegIniStore.ForPath(
catalog.StartupSettings, persistencePaths.Sys4RegIniPath);
_audioMixerSettings = _sys4RegIniStore.Load();
GD.Print($"[settings] native engine options={_sys4RegIniStore.FilePath}");
}
catch (Exception error) when (
error is IOException or UnauthorizedAccessException or InvalidDataException)
{
GD.PushWarning($"[settings] audio mixer load failed; using native defaults: {error.Message}");
}
_audioMixerSettings.Changed += PersistAudioMixerSettings;
}
ApplyAudioMixerSnapshot(_audioMixerSettings.Snapshot());
// 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;
IAssetStore? trackedAssetStore = null;
if (_selftest) (script, provider) = BuildSelfTestScene(table);
else
{
sharedProfile.ConfigureCatalogUnlockSlots(
catalog.RawSlots.Count,
catalog.AppendPacks.Select(pair =>
new KeyValuePair<int, int>(pair.Key, pair.Value.RawSlots.Count)));
trackedAssetStore = new CatalogTrackingAssetStore(
_assetStore,
entry => sharedProfile.MarkCatalogResourceOpened(entry.PackedId));
scripts = new Sys4ScriptProvider(table, catalog, trackedAssetStore);
script = scripts.RequireByName(scene + ".BIN");
provider = scripts;
}
_scripts = scripts;
bool directSceneHarness = !_selftest
&& !scene.Equals("SYSTEM4", System.StringComparison.OrdinalIgnoreCase);
if (_timelineLogPath != null) _timeline = new GodotTimelineLog(_timelineLogPath);
if (!_selftest && pageMapPath == null)
pageMapPath = DefaultPageMapPath(scene);
_locator = new PageLocatorState(scene, _selftest ? null : pageMapPath);
_locatorHud.Visible = _locatorHudVisible;
var resources = scripts != null
? new ResourceMap(scripts.Catalog, trackedAssetStore)
: new ResourceMap(catalog, _assetStore);
IGlyphMaskRasterizer? surfaceTextRasterizer = null;
PortableTextRenderingPolicy? portableTextPolicy = null;
string? exactUnavailable = null;
try
{
#if AGE_WINDOWS_GDI
if (textBackend != "portable")
{
if (WindowsGdiGlyphMaskRasterizer.TryGetAvailability(out string availability))
{
try
{
var exact = new WindowsGdiGlyphMaskRasterizer();
surfaceTextRasterizer = exact;
_glyphRasterizerOwner = exact;
}
catch (Exception error) when (textBackend == "auto")
{
exactUnavailable =
$"Exact Windows GDI glyph backend failed to initialize: {error.Message}";
}
}
else exactUnavailable = availability;
}
#else
if (textBackend == "gdi")
exactUnavailable =
"The exact Windows GDI glyph adapter is not part of this platform build.";
#endif
if (surfaceTextRasterizer == null)
{
if (textBackend == "gdi")
throw new PlatformNotSupportedException(
exactUnavailable ?? "Exact Windows GDI text is unavailable.");
portableTextPolicy = PortableTextRenderingPolicy.Load();
var portable =
new GodotTextServerGlyphMaskRasterizer(portableTextPolicy);
surfaceTextRasterizer = portable;
_glyphRasterizerOwner = portable;
}
}
catch (Exception error)
{
GD.PushError($"[startup] text backend selection failed: {error.Message}");
GetTree().Quit(2);
return;
}
var selectedTextBackend =
(surfaceTextRasterizer as IIdentifiedGlyphMaskRasterizer)?.BackendInfo
?? throw new InvalidOperationException(
"Selected text backend does not report its policy.");
GD.Print(
$"[text] gameplay strings use {selectedTextBackend.Id}: " +
selectedTextBackend.Detail);
if (textBackend == "auto" && exactUnavailable != null)
GD.Print($"[text] exact backend unavailable; selected portable: {exactUnavailable}");
_host = new GodotAdvHost(
this, resources, scene, _clock, _locator, logicalCanvas,
surfaceTextRasterizer,
timeline: _timeline,
synchronizeExplicitPresentation: !_selftest,
surfaceTextMaskCacheCapacity:
portableTextPolicy?.GlyphMaskCacheCapacity ?? 2048)
{
SleepScale = sleepScale,
TraceOps = _gfxLogPath != null,
};
_trace = new GodotTraceSink(_locator, _timeline);
if (_perfLogPath != null) _perf = new PerformanceFrameLog(_perfLogPath);
// --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,
GodotVmOptions.Create(_selftest, nativeDebugMenu),
provider, sink,
sharedProfile: sharedProfile,
nativeDatStore: nativeSaveStore,
audioMixerSettings: _audioMixerSettings);
if (scripts != null)
{
_debugSceneEntries = DebugSceneCatalog.Build(scripts.Catalog);
_debugSceneLauncher = new DebugSceneLauncher();
_debugSceneLauncher.LaunchRequested += LaunchDebugScene;
AddChild(_debugSceneLauncher);
}
// 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)
{
var systemScript = scripts!.RequireByName("SYSTEM4.BIN");
AdvTextLayoutBootstrap.ApplyLeadingDefinitionsAndResets(systemScript, table, _vm.TextHistory);
InputBindingBootstrap.Apply(systemScript, _vm.InputBindings);
}
// 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.PackedId, 0x11);
_vm.Gfx.SetSurface(0x11, systemChrome.PackedId, 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.PackedId, 0x0c);
_vm.Gfx.SetSurface(0x0c, waitIndicator.PackedId, 0xff00);
_host.ConfigureAdvWaitIndicator(new AdvWaitIndicatorConfig(
1, 385, 140, 0x0c, 0, 0, 30, 27, 12, 48));
AdvTextLayoutSnapshot waitLayout =
_vm.TextHistory.GetLayoutSnapshot(1);
_host.BindAdvWaitIndicator(
_vm.TextHistory.GetPresentationBinding(1),
waitLayout);
}
// --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
if (holdMessageSkip)
_vm.UpdateKeyboardVirtualKeyState(0x11, true); // Ctrl; bindings resolve it to logical action 6.
_vmTask = Task.Run(() =>
{
try { _vm.Run(); }
finally { _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);
var perf = _perf;
var step = perf != null ? _trace.LatestStep : null;
perf?.BeginFrame(_timelineFrame, _clock.NowMs, delta,
step?.Script ?? "<startup>", step?.Offset ?? -1, step?.Opcode ?? -1);
try
{
long phase = perf != null ? PerformanceFrameLog.Timestamp() : 0;
_host?.PulseFrame();
perf?.RecordPulse(PerformanceFrameLog.Timestamp() - phase);
phase = perf != null ? PerformanceFrameLog.Timestamp() : 0;
UpdateVoicePlaybackState();
AdoptPendingMovies();
UpdateMovieFrames();
perf?.RecordMovies(PerformanceFrameLog.Timestamp() - phase);
phase = perf != null ? PerformanceFrameLog.Timestamp() : 0;
HostPresentationReason presentationReasons = HostPresentationReason.None;
bool presentationEntered = !_selftest && _vm != null && _host != null
&& _host.TryEnterPresentation();
long allocationPhase = perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
bool shouldRecomposite = false;
try
{
if (presentationEntered)
{
presentationReasons = _host!.ConsumePresentationReasons(_vm!.Gfx);
shouldRecomposite = presentationReasons != HostPresentationReason.None;
perf?.RecordPresentationReasons((int)presentationReasons);
perf?.RecordShouldRecomposite(PerformanceFrameLog.Timestamp() - phase);
if (shouldRecomposite)
Recomposite(); // native publishes retained mutations only at present/service boundaries
}
else
{
perf?.RecordPresentationReasons(0);
perf?.RecordShouldRecomposite(PerformanceFrameLog.Timestamp() - phase);
}
}
finally
{
if (presentationEntered) _host!.ExitPresentation();
}
perf?.RecordRecomposeAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
// --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();
GD.Print($"[vm] ended: {_vm!.HaltReason ?? "unknown"} after {_vm.Steps} steps");
ReportSubroutines();
ShowEnd();
if (_vm.HaltReason == "STEP-LIMIT")
{
GodotTraceSnapshot haltTrace = _trace.HaltSnapshot ?? _trace.Snapshot();
GD.Print(StepLimitDiagnosticFormatter.Format(haltTrace, _table!));
CaptureStallDiagnostic(haltTrace, "step-limit");
}
if (_selftest) RunSelfTestAndQuitOnFailure();
}
}
finally { perf?.EndFrame(); }
}
// _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 InputEventKey debugKey && debugKey.Pressed && !debugKey.Echo && debugKey.Keycode == Key.F4)
{
ToggleDebugSceneLauncher();
GetViewport().SetInputAsHandled();
return;
}
if (e is InputEventKey diagnosticKey && diagnosticKey.Keycode == Key.F6)
{
if (diagnosticKey.Pressed && !diagnosticKey.Echo) CaptureStallDiagnostic();
GetViewport().SetInputAsHandled();
return;
}
if (_debugSceneLauncher?.Visible == true)
{
if (e is InputEventKey escape && escape.Pressed && !escape.Echo && escape.Keycode == Key.Escape)
{
_debugSceneLauncher.Hide();
GetViewport().SetInputAsHandled();
}
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;
int physicalButton = mb.ButtonIndex == MouseButton.Left ? 0 : 1;
_vm.UpdateMouseButtonState(nativeButtonBit, mb.Pressed);
int action = _vm.UpdatePhysicalMouseButtonState(physicalButton, mb.Pressed);
if (mb.Pressed && _host.IsModalMovieWaiting)
{
_host.SignalInput();
GetViewport().SetInputAsHandled();
return;
}
// Native blocking effect services poll logical action 4 before ADV hotspot dispatch.
// Consume the trigger here so a retained hotspot under the transition cannot steal it.
if (mb.Pressed && action == 4 && _host.IsTransitionWaiting)
{
_host.SignalInput();
GetViewport().SetInputAsHandled();
return;
}
// AGE exposes mouse buttons twice: op 0x108 reads the raw bitmask while op 0xff translates
// the held physical button through the script-configured logical action map.
if (mb.Pressed && action >= 0 && _vm.TryActivateInputActions(1 << action))
{
GetViewport().SetInputAsHandled();
return;
}
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;
}
if (e is InputEventKey gameplayKey && !gameplayKey.Echo
&& Win32VirtualKeyTranslator.TryTranslate(gameplayKey, out int virtualKey))
{
int action = _vm.UpdateKeyboardVirtualKeyState(virtualKey, gameplayKey.Pressed);
if (gameplayKey.Pressed && action == 4 && _host.IsTransitionWaiting)
{
_host.SignalInput();
GetViewport().SetInputAsHandled();
}
else if (gameplayKey.Pressed && action >= 0 && _vm.TryActivateInputActions(1 << action))
{
GetViewport().SetInputAsHandled();
}
else if (gameplayKey.Pressed && IsAdvanceAction(action))
{
if (_host.IsModalMovieWaiting)
{
_host.SignalInput();
GetViewport().SetInputAsHandled();
}
else if (!_host.IsAdvPagePresentationSuspended && !_vm.IsRawInputCallbackActive)
_host.SignalInput();
}
return;
}
if (e is InputEventJoypadButton joyButton)
{
int actionMask = _vm.UpdateJoystickButtonState((int)joyButton.ButtonIndex, joyButton.Pressed);
if (joyButton.Pressed && (actionMask & (1 << 4)) != 0 && _host.IsTransitionWaiting)
{
_host.SignalInput();
GetViewport().SetInputAsHandled();
}
else if (joyButton.Pressed && _vm.TryActivateInputActions(actionMask))
{
GetViewport().SetInputAsHandled();
}
else if (joyButton.Pressed && HasAdvanceAction(actionMask))
{
if (_host.IsModalMovieWaiting)
{
_host.SignalInput();
GetViewport().SetInputAsHandled();
}
else if (!_host.IsAdvPagePresentationSuspended && !_vm.IsRawInputCallbackActive)
_host.SignalInput();
}
return;
}
if (e is InputEventJoypadMotion joyMotion && (int)joyMotion.Axis is 0 or 1)
_vm.UpdateJoystickAxisState((int)joyMotion.Axis, joyMotion.AxisValue);
}
private static bool IsAdvanceAction(int action) => action is 4 or 5;
private static bool HasAdvanceAction(int mask) => (mask & ((1 << 4) | (1 << 5))) != 0;
private void CaptureStallDiagnostic(GodotTraceSnapshot? traceOverride = null,
string snapshotKind = "stall")
{
try
{
long nowMs = _clock.NowMs;
GodotTraceSnapshot trace = traceOverride ?? _trace.Snapshot();
var activeMovies = _movies
.OrderBy(pair => pair.Key)
.Select(pair =>
{
_movieAudio.TryGetValue(pair.Key, out var audio);
return new
{
playback_id = pair.Key,
resource_id = pair.Value.ResourceId,
name = pair.Value.Name,
asset_id = pair.Value.AssetId,
stop_time_ms = pair.Value.Decoder.StopTimeMs,
initial_position_ms = pair.Value.InitialPositionMs,
decoder_completed = pair.Value.Decoder.IsCompleted,
decoder_failure = pair.Value.Decoder.Failure,
first_frame_source_pts_ms = pair.Value.Decoder.FirstFramePresentationTimeMs,
frame_seen = _movieFrameSeen.Contains(pair.Key),
completion_notified = _movieCompletionNotified.Contains(pair.Key),
watchdog_ms = pair.Value.WatchdogMs,
elapsed_ms = (long)Stopwatch.GetElapsedTime(pair.Value.StartedAtTimestamp).TotalMilliseconds,
audio_sample_rate = pair.Value.Decoder.AudioInfo?.SampleRate,
audio_decode_completed = pair.Value.Decoder.AudioInfo == null
? (bool?)null : pair.Value.Decoder.AudioDecodingCompleted,
audio_route = audio?.Route.ToString(),
audio_clock_ms = audio?.ClockMs,
audio_submitted_through_ms = audio?.SubmittedThroughMs,
audio_buffer_underruns = audio?.BufferUnderruns,
};
})
.ToArray();
var pendingMovies = _pendingMovies
.OrderBy(pair => pair.Key)
.Select(pair => new
{
playback_id = pair.Key,
resource_id = pair.Value.ResourceId,
name = pair.Value.Name,
asset_id = pair.Value.AssetId,
stop_time_ms = pair.Value.Decoder.StopTimeMs,
initial_position_ms = pair.Value.InitialPositionMs,
decoder_completed = pair.Value.Decoder.IsCompleted,
decoder_failure = pair.Value.Decoder.Failure,
first_frame_source_pts_ms = pair.Value.Decoder.FirstFramePresentationTimeMs,
})
.ToArray();
var snapshot = new
{
format_version = 1,
captured_utc = System.DateTimeOffset.UtcNow.ToString("O"),
render_frame = _timelineFrame,
clock_ms = nowMs,
vm = new
{
steps = _vm.Steps,
halt_reason = _vm.HaltReason,
done = _done,
trace,
},
host = _host.CaptureDiagnosticSnapshot(),
gfx = _vm.Gfx.CaptureDiagnosticSnapshot(nowMs),
active_movies = activeMovies,
pending_movies = pendingMovies,
};
string directory = ProjectSettings.GlobalizePath("user://diagnostics");
System.IO.Directory.CreateDirectory(directory);
string path = System.IO.Path.Combine(directory,
$"{snapshotKind}-{System.DateTimeOffset.Now:yyyyMMdd-HHmmss-fff}.json");
var jsonOptions = new JsonSerializerOptions
{
WriteIndented = true,
PropertyNamingPolicy = JsonNamingPolicy.SnakeCaseLower,
};
System.IO.File.WriteAllText(path, JsonSerializer.Serialize(snapshot, jsonOptions));
string coordinate = trace.CurrentOffset >= 0
? $"{System.IO.Path.GetFileNameWithoutExtension(trace.CurrentScript).ToUpperInvariant()}@0x{trace.CurrentOffset:x}"
: trace.CurrentScript;
string clipboard = $"{coordinate} · {snapshotKind} snapshot {path}";
DisplayServer.ClipboardSet(clipboard);
_status.Text = $"Diagnostic saved: {coordinate} (path copied)";
GD.Print($"[diagnostic] {snapshotKind} snapshot {coordinate} -> {path}");
}
catch (System.Exception exception)
{
_status.Text = "Diagnostic capture failed; see Godot log.";
GD.Print($"[diagnostic] stall snapshot failed: {exception}");
}
}
private void ToggleDebugSceneLauncher()
{
if (_debugSceneLauncher == null) return;
if (_debugSceneLauncher.Visible)
{
_debugSceneLauncher.Hide();
return;
}
if (!TryGetTitleDebugFrame(out var frame, out string reason))
{
_status.Text = reason;
GD.Print($"[debug-launcher] unavailable: {reason}");
return;
}
_debugSceneLauncher.Open(_debugSceneEntries, string.Join(" > ", frame.CallStack));
}
private void LaunchDebugScene(DebugSceneEntry entry)
{
if (_debugSceneLauncher == null || _scripts == null) return;
if (!TryGetTitleDebugFrame(out var frame, out string reason))
{
_debugSceneLauncher.SetStatus(reason);
return;
}
if (!entry.Launchable || _scripts.GetById(entry.PackedId) == null)
{
_debugSceneLauncher.SetStatus("The selected packed script could not be parsed; no state was changed.");
return;
}
var coordinatorWrites = new Dictionary<int, long>
{
[0] = 1,
[0xaba5c] = -1,
[0x62ccf] = 0,
[0x699] = entry.PackedId,
};
if (!_vm.TryRequestDebugFrameReturn(frame.FrameId, coordinatorWrites))
{
_debugSceneLauncher.SetStatus("TITLE changed frames before launch; reopen the launcher and try again.");
return;
}
_timeline?.Event("debug-scene-launch-request", new()
{
["script"] = entry.Name,
["packed_id"] = entry.PackedId,
});
GD.Print($"[debug-launcher] SYSTEM4 dispatch requested: {entry.Name} (0x{entry.PackedId:x8})");
_debugSceneLauncher.Hide();
// ADV waits need an explicit wake; TITLE's actual menu is a 1 ms sleep/poll loop and will consume
// the request at its next opcode boundary without leaving a stale input signal for the child scene.
if (_host.IsWaiting) _host.SignalInput();
}
private bool TryGetTitleDebugFrame(out DebugFrameSnapshot frame, out string reason)
{
frame = _vm.DebugFrame!;
if (_done || frame == null)
{
reason = "Available only while TITLE is the active SYSTEM4 child.";
return false;
}
if (frame.CallStack.Count != 2
|| !frame.CallStack[0].Equals("SYSTEM4.BIN", System.StringComparison.OrdinalIgnoreCase)
|| !frame.CallStack[1].Equals("TITLE.BIN", System.StringComparison.OrdinalIgnoreCase)
|| !frame.CurrentScript.Equals("TITLE.BIN", System.StringComparison.OrdinalIgnoreCase))
{
reason = "Refused: the active stack is not SYSTEM4 > TITLE.";
return false;
}
reason = "";
return true;
}
private (int X, int Y) ToNativeScreen(Vector2 position)
{
// Godot reports input in viewport coordinates after content scaling. This ratio is therefore
// normally identity, while remaining correct for any viewport expansion policy.
Vector2 size = GetViewport().GetVisibleRect().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 void ShowAgeDiagnostic(string text, string caption)
{
try
{
OS.Alert(text, caption);
}
catch (System.Exception error)
{
GD.PushError($"[diagnostic] native alert failed: {error.Message}");
}
finally
{
_host?.CompleteDiagnosticMessage();
}
}
public void ShowAgeFullwidthTextEditor(string initialText)
{
if (_fullwidthTextEditor != null)
{
GD.PushWarning("[inputname] replaced an already-open full-width text editor");
_fullwidthTextEditor.QueueFree();
}
var editor = new FullwidthTextEditorDialog();
_fullwidthTextEditor = editor;
editor.EditCompleted += (accepted, text) =>
{
if (_fullwidthTextEditor == editor) _fullwidthTextEditor = null;
_host?.CompleteFullwidthTextEdit(accepted, text);
editor.QueueFree();
};
AddChild(editor);
editor.Open(initialText);
}
public override void _ExitTree()
{
bool vmStopped = true;
if (_vm != null) _vm.RequestStop();
_host?.Stop();
if (_vmTask != null)
{
try
{
vmStopped = _vmTask.Wait(System.TimeSpan.FromSeconds(5));
}
catch (System.AggregateException error)
{
vmStopped = true;
GD.PushError($"[vm] worker failed during shutdown: {error.Flatten().InnerException?.Message}");
}
}
if (!_selftest && _vm != null)
{
if (!vmStopped)
{
GD.PushWarning("[persistence] VM did not stop within 5 seconds; skipped concurrent shared-profile flush");
}
else
{
SharedProfileShutdownFlushResult flush = _vm.FlushSharedProfileOnShutdown();
if (flush.Outcome == SharedProfileShutdownFlushOutcome.Saved)
GD.Print("[persistence] clean shutdown wrote SAVE.DAT and RT.DAT");
else if (flush.Outcome == SharedProfileShutdownFlushOutcome.Failed)
GD.PushWarning($"[persistence] clean-shutdown shared-profile write failed: {flush.Error}");
}
}
DumpHistogram(); _timeline?.Dispose(); _locator?.Dispose();
_gpuRenderer?.Dispose();
_glyphRasterizerOwner?.Dispose();
_glyphRasterizerOwner = null;
if (_perf != null)
{
_perf.Dispose();
GD.Print($"[perf-log] wrote {_perf.FrameCount} frames / {_perf.RecompositeCount} recomposites -> {_perf.Path}");
_perf = null;
}
foreach (var audio in _movieAudio.Values) audio.Dispose();
_movieAudio.Clear();
foreach (var movie in _pendingMovies.Values) movie.Decoder.Dispose();
_pendingMovies.Clear();
foreach (var movie in _movies.Values) movie.Decoder.Dispose();
_movies.Clear();
}
// Write the real-run op/call-site histogram to --trace-histogram <file>. Idempotent; called when the
// scene ends or the window closes (the opening parks at wait-for-input, so closing is the usual trigger).
private void DumpHistogram()
{
if (_histDumped || _hist == null || _histFile == null) return;
_histDumped = true;
try
{
var dir = System.IO.Path.GetDirectoryName(_histFile);
if (!string.IsNullOrEmpty(dir)) System.IO.Directory.CreateDirectory(dir);
using var w = new System.IO.StreamWriter(_histFile);
_hist.WriteReport(w, _table);
GD.Print($"[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 readonly System.Collections.Generic.List<RenderObject> _visibleSnapshot = new(1024);
private void Recomposite()
{
bool gpuSnapshotCaptured = false;
BackbufferPublicationPolicy publicationPolicy = default;
if (_useGpuBackend &&
TryRecompositeGpu(out gpuSnapshotCaptured, out publicationPolicy)) return;
_gpuRenderer.Visible = false;
_screenView.Visible = true;
RecompositeSoftware(
gpuSnapshotCaptured ? _visibleSnapshot : null,
publicationPolicy.PreserveExistingPixels);
}
private bool TryRecompositeGpu(
out bool snapshotCaptured,
out BackbufferPublicationPolicy publicationPolicy)
{
snapshotCaptured = false;
publicationPolicy = default;
// Preserve the existing high-volume object/timeline diagnostics exactly. They are debugging tools,
// not performance workloads, and their software decision strings remain the canonical evidence.
if (_gfxLogPath != null || _timeline != null) return false;
long phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
long allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
if (_host.TrySnapshotScreenTransition(out _)) return false; // P4: whole-screen offscreen targets
publicationPolicy =
_host.SnapshotBackbufferObjects(_vm.Gfx, _clock.NowMs, _visibleSnapshot);
snapshotCaptured = true;
_perf?.RecordSnapshotAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
// Additive LERP-tint has not appeared in the target workloads and needs a dedicated additive shader
// variant before leaving the software oracle.
if (_visibleSnapshot.Any(v =>
v.Blend == BlendKind.Additive && !v.MultiplyTint && v.TintStrength > 0))
return false;
if (_perf != null)
{
var presentStep = _trace.LatestStep;
_perf.RecordPresentationCoordinate(presentStep?.Script ?? "<startup>",
presentStep?.Offset ?? -1, presentStep?.Opcode ?? -1);
}
_perf?.BeginRecomposite(screenTransition: false);
_gpuRenderer.BeginFrame(publicationPolicy.AppendGpuLayers);
foreach (var v in _visibleSnapshot)
{
_perf?.RecordObject(v.TimeVarying);
var affine = Transform2DMath.Build(v.Transform, v.Rotation, v.ScaleCycle)
.FromLocalOrigin(v.DstX, v.DstY);
if (v.RangeTransform is { } rangeTransform) affine = affine.Then(rangeTransform);
float opacity = v.Alpha / 255f;
var rawObject = _vm.Gfx.TryGet(v.Handle);
long resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
var texture = rawObject != null
? _host.ResolveSurfaceTexture(rawObject.SourceSlot, v.SurfaceResId)
: null;
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
bool movieSurfaceBound = rawObject != null && _host.IsMovieSurfaceBound(rawObject.SourceSlot);
if (v.SurfaceTransition is { } transition)
{
_perf?.RecordTransitionLayer();
DrawTransitionRangeGpu(_visibleSnapshot, transition);
}
else if (v.SurfaceResId == 0 && texture == null)
{
if (v.Blend != BlendKind.Opaque)
{
int width = v.W > 0 ? v.W : _screenWidth;
int height = v.H > 0 ? v.H : _screenHeight;
float fillOpacity = v.MultiplyTint
? opacity
: opacity * v.TintStrength / 255f;
_perf?.RecordFillLayer();
if (_gpuRenderer.DrawFill(width, height, affine, v.Tint, fillOpacity))
_perf?.RecordGpuLayer(width, height, affine, _screenWidth, _screenHeight,
dynamic: false, BlendKind.Alpha);
}
else _perf?.RecordSkippedLayer();
}
else
{
if (texture == null && !movieSurfaceBound)
{
resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
texture = _host.ResolveResIdTexture(v.SurfaceResId);
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
}
if (texture == null) _perf?.RecordSkippedLayer();
else
{
var resolved = texture.Value;
bool drawn = _gpuRenderer.DrawTexture(resolved.Image, resolved.AssetId, v.ColorKey,
v.SrcX, v.SrcY, v.W, v.H, affine, v.Tint, v.TintStrength,
opacity, v.MultiplyTint, resolved.IsDynamic,
rawObject?.SourceSlot ?? v.Handle, v.Blend);
if (drawn)
_perf?.RecordGpuLayer(v.W, v.H, affine, _screenWidth, _screenHeight,
resolved.IsDynamic, v.Blend);
}
}
}
var stats = _gpuRenderer.EndFrame();
_perf?.RecordGpu(stats.DrawItems, stats.TextureUploads, stats.TextureUploadTicks);
_screenView.Visible = false;
_gpuRenderer.Visible = true;
_perf?.EndRecomposite();
return true;
}
// Native type-0 retained range transition: range A has already passed through ordinary z-order;
// republish range B at the transition placeholder with progress-scaled source opacity. This mirrors
// DrawTransitionRange's software-oracle order without allocating an offscreen CPU surface.
private int DrawTransitionRangeGpu(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;
_perf?.RecordObject(source.TimeVarying);
var affine = Transform2DMath.Build(source.Transform, source.Rotation, source.ScaleCycle)
.FromLocalOrigin(source.DstX, source.DstY);
if (source.RangeTransform is { } rangeTransform) affine = affine.Then(rangeTransform);
float opacity = source.Alpha / 255f * (float)transition.Progress;
var rawObject = _vm.Gfx.TryGet(source.Handle);
long resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
var texture = rawObject != null
? _host.ResolveSurfaceTexture(rawObject.SourceSlot, source.SurfaceResId)
: null;
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
bool movieSurfaceBound = rawObject != null && _host.IsMovieSurfaceBound(rawObject.SourceSlot);
if (source.SurfaceResId == 0 && texture == null)
{
if (source.Blend == BlendKind.Opaque)
{
_perf?.RecordSkippedLayer();
continue;
}
int width = source.W > 0 ? source.W : _screenWidth;
int height = source.H > 0 ? source.H : _screenHeight;
_perf?.RecordFillLayer();
if (_gpuRenderer.DrawFill(width, height, affine, source.Tint,
opacity * source.TintStrength / 255f))
{
_perf?.RecordGpuLayer(width, height, affine, _screenWidth, _screenHeight,
dynamic: false, BlendKind.Alpha);
drawn++;
}
continue;
}
if (!movieSurfaceBound && texture == null)
{
resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
texture = _host.ResolveResIdTexture(source.SurfaceResId);
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
}
if (texture == null)
{
_perf?.RecordSkippedLayer();
continue;
}
var resolved = texture.Value;
if (_gpuRenderer.DrawTexture(resolved.Image, resolved.AssetId, source.ColorKey,
source.SrcX, source.SrcY, source.W, source.H, affine, source.Tint, source.TintStrength,
opacity, source.MultiplyTint, resolved.IsDynamic,
rawObject?.SourceSlot ?? source.Handle, source.Blend))
{
_perf?.RecordGpuLayer(source.W, source.H, affine, _screenWidth, _screenHeight,
resolved.IsDynamic, source.Blend);
drawn++;
}
}
return drawn;
}
private void RecompositeSoftware(
IReadOnlyList<RenderObject>? sampledVisible = null,
bool preserveExistingPixels = false)
{
if (_perf != null)
{
var presentStep = _trace.LatestStep;
_perf.RecordPresentationCoordinate(presentStep?.Script ?? "<startup>",
presentStep?.Offset ?? -1, presentStep?.Opcode ?? -1);
}
long phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
long allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
bool hasScreenTransition = _host.TrySnapshotScreenTransition(out var transition);
_perf?.RecordSnapshotAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
if (!hasScreenTransition && sampledVisible == null)
{
phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
preserveExistingPixels = _host.SnapshotBackbufferObjects(
_vm.Gfx, _clock.NowMs, _visibleSnapshot).PreserveExistingPixels;
_perf?.RecordSnapshotAllocation(
PerformanceFrameLog.AllocatedBytes() - allocationPhase);
_perf?.RecordSnapshot(PerformanceFrameLog.Timestamp() - phase);
}
if (hasScreenTransition) preserveExistingPixels = false;
_perf?.BeginRecomposite(hasScreenTransition);
phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
if (!preserveExistingPixels)
{
System.Array.Clear(_screenPixels);
}
_perf?.RecordClear(PerformanceFrameLog.Timestamp() - phase);
System.Collections.Generic.Dictionary<long, string>? decisions = _gfxLogPath != null || _timeline != null ? new() : null;
if (hasScreenTransition)
{
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
// Native mode 4 keeps the captured source opaque and alpha-composites the complete target
// surface over it. Each offscreen target has an opaque-black clear beneath its objects.
CompositeVisibleObjects(transition.Source, 1f, decisions);
FillQuad(0, 0, _screenWidth, _screenHeight, 0, (float)transition.Progress);
CompositeVisibleObjects(transition.Target, (float)transition.Progress, decisions);
_perf?.RecordCompositeAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
}
else
{
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
CompositeVisibleObjects(sampledVisible ?? _visibleSnapshot, 1f, decisions);
_perf?.RecordCompositeAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
}
phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
allocationPhase = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
_screen.SetData(_screenWidth, _screenHeight, false, Image.Format.Rgba8, _screenPixels);
_perf?.RecordSetDataAllocation(PerformanceFrameLog.AllocatedBytes() - allocationPhase);
_perf?.RecordSetData(PerformanceFrameLog.Timestamp() - phase);
phase = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
_screenTex.Update(_screen);
_perf?.RecordTextureUpdate(PerformanceFrameLog.Timestamp() - phase);
if (decisions != null) LogGfxDecisionChanges(decisions);
_perf?.EndRecomposite();
}
private void CompositeVisibleObjects(
IReadOnlyList<RenderObject> visible,
float globalOpacity,
System.Collections.Generic.Dictionary<long, string>? decisions)
{
int z = 0;
foreach (var v in visible) // interpolate at the retained-presentation clock
{
_perf?.RecordObject(v.TimeVarying);
var t = v.Transform;
var affine = Age.Engine.Model.Transform2DMath.Build(t, v.Rotation, v.ScaleCycle);
var localToDest = affine.FromLocalOrigin(v.DstX, v.DstY);
if (v.RangeTransform is { } rangeTransform)
localToDest = localToDest.Then(rangeTransform);
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 * globalOpacity; // transform Z is never opacity
float strength = v.TintStrength / 255f; // tint-blend / fill strength
var rawObject = _vm.Gfx.TryGet(v.Handle);
long resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
var surfaceTexture = rawObject != null
? _host.ResolveSurfaceTexture(rawObject.SourceSlot, v.SurfaceResId)
: null;
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
bool movieSurfaceBound = rawObject != null && _host.IsMovieSurfaceBound(rawObject.SourceSlot);
// These strings exist only for --gfx-log/timeline diagnostics. DEBUGMAP visits roughly one
// thousand retained objects per composition, so formatting them unconditionally creates
// several megabytes of short-lived garbage even in an ordinary run.
string? outcome = null;
if (v.SurfaceTransition is { } transition)
{
_perf?.RecordTransitionLayer();
int layers = DrawTransitionRange(visible, transition);
if (decisions != null)
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 && surfaceTexture == null)
{
// 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 : _screenWidth;
int baseH = v.H > 0 ? v.H : _screenHeight;
// 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;
_perf?.RecordFillLayer();
FillAffineQuad(baseW, baseH, localToDest, v.Tint, fillA);
if (decisions != null)
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
{
_perf?.RecordSkippedLayer();
if (decisions != null) outcome = "SKIP(no-resId, opaque render-target)";
}
}
else
{
var texture = surfaceTexture;
if (texture == null && !movieSurfaceBound)
{
resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
texture = _host.ResolveResIdTexture(v.SurfaceResId);
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
}
if (texture == null)
{
_perf?.RecordSkippedLayer();
if (decisions != 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);
if (decisions != null)
outcome = $"slot={rawObject?.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={rawObject?.StaticColorMode} op={opacity:0.00} tintStr={strength:0.00}" +
ColorTimeline(v.ColorTransition);
}
}
if (decisions != null) decisions[v.Handle] = $"z{z} {outcome}";
z++;
}
}
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;
_perf?.RecordObject(source.TimeVarying);
var affine = Transform2DMath.Build(source.Transform, source.Rotation, source.ScaleCycle)
.FromLocalOrigin(source.DstX, source.DstY);
if (source.RangeTransform is { } rangeTransform)
affine = affine.Then(rangeTransform);
float opacity = source.Alpha / 255f * (float)transition.Progress;
var rawObject = _vm.Gfx.TryGet(source.Handle);
long resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
var texture = rawObject != null
? _host.ResolveSurfaceTexture(rawObject.SourceSlot, source.SurfaceResId)
: null;
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
bool movieSurfaceBound = rawObject != null && _host.IsMovieSurfaceBound(rawObject.SourceSlot);
if (source.SurfaceResId == 0 && texture == null)
{
if (source.Blend == BlendKind.Opaque)
{
_perf?.RecordSkippedLayer();
continue;
}
int w = source.W > 0 ? source.W : _screenWidth;
int h = source.H > 0 ? source.H : _screenHeight;
_perf?.RecordFillLayer();
FillAffineQuad(w, h, affine, source.Tint, opacity * source.TintStrength / 255f);
}
else
{
if (!movieSurfaceBound && texture == null)
{
resolveStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
texture = _host.ResolveResIdTexture(source.SurfaceResId);
_perf?.RecordResolve(PerformanceFrameLog.Timestamp() - resolveStarted);
}
if (texture == null)
{
_perf?.RecordSkippedLayer();
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)
{
// Native gfx_object_blit_d3d9 clips the explicit source rectangle and returns without drawing when
// right<=left or bottom<=top. FIELD deliberately creates zero-area prototype objects from SO005;
// expanding those dimensions to the full texture leaks the entire spritesheet onto the map.
if (w <= 0 || h <= 0) return;
long sourcePrepStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
long sourcePrepAllocated = _perf != null ? PerformanceFrameLog.AllocatedBytes() : 0;
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;
int sh = h;
sw = System.Math.Min(sw, sourceWidth - srcX);
sh = System.Math.Min(sh, sourceHeight - srcY);
_perf?.RecordSourcePrep(PerformanceFrameLog.Timestamp() - sourcePrepStarted);
_perf?.RecordSourcePrepAllocation(PerformanceFrameLog.AllocatedBytes() - sourcePrepAllocated);
if (sw <= 0 || sh <= 0) return;
long rasterStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
Age.Engine.Model.SoftwareAffineRasterizer.BlitRgba(
_screenPixels, _screenWidth, _screenHeight, sourcePixels, sourceWidth, sourceHeight,
srcX, srcY, sw, sh, localToDest, tint, tintStrength, alpha, multiplyTint, blend);
_perf?.RecordRaster(sw, sh, localToDest, _screenWidth, _screenHeight, dynamic, blend,
PerformanceFrameLog.Timestamp() - rasterStarted);
}
private void FillAffineQuad(int w, int h, Age.Engine.Model.Affine2D localToDest, long tint, float alpha)
{
long rasterStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
Age.Engine.Model.SoftwareAffineRasterizer.FillRgba(
_screenPixels, _screenWidth, _screenHeight, w, h, localToDest, tint, alpha);
_perf?.RecordRaster(w, h, localToDest, _screenWidth, _screenHeight, false, BlendKind.Alpha,
PerformanceFrameLog.Timestamp() - rasterStarted);
}
// 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;
long rasterStarted = _perf != null ? PerformanceFrameLog.Timestamp() : 0;
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);
}
_perf?.RecordFillLayer();
_perf?.RecordRaster(w, h, new Affine2D(1, 0, 0, 1, dstX, dstY),
_screenWidth, _screenHeight, false, BlendKind.Alpha,
PerformanceFrameLog.Timestamp() - rasterStarted);
}
// 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;
}
public void PageBreak()
{
_pageCount++;
_status.Text = "";
if (_locatorHudVisible) _locatorHud.Text = _locator.CurrentDisplay;
}
public void ClearPage()
{
_status.Text = "";
}
public void ShowEnd() => _status.Text = "— end —";
// 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 static string DefaultPageMapPath(string scene)
{
string fileName = $"page-map-{scene.ToUpperInvariant()}.jsonl";
#if TOOLS
// Preserve the established workspace handoff for editor/development runs.
return System.IO.Path.Combine(Paths.Build, fileName);
#else
// Exports have no repository and may be installed read-only. Keep diagnostics with the
// profile-owned Godot data instead of probing for an age-reimpl ancestor.
return System.IO.Path.Combine(
ProjectSettings.GlobalizePath("user://"), "diagnostics", "page-maps", fileName);
#endif
}
}