Files
OpenMaidEngine/godot/GodotAdvHost.cs
2026-07-11 13:56:30 -04:00

431 lines
19 KiB
C#

using System.Collections.Generic;
using System.Threading;
using Age.Engine.Hosting;
using Age.Engine.Model;
using Age.Engine.Sys4;
public sealed class GodotAdvHost : IHost
{
private readonly Main _main;
private readonly ResourceMap _res;
private readonly string _scene; // e.g. "SC0000" — for section_base
private readonly object _imageLock = new();
private readonly Dictionary<int, RgbaImage?> _images = new(); // raw catalog id -> decoded pixels
private readonly Dictionary<long, (RgbaImage Image, string Name, int RawIndex)> _movieFrames = new();
private readonly Dictionary<int, long> _movieBySurface = new();
private readonly HashSet<long> _completedMovies = new();
private readonly string?[] _sfxNames = new string?[10]; // SC0000 native channel subset
// slot -> dims. Slot 0 is the primary/screen surface (800x600), normally created at engine boot which
// the single-scene harness skips; seed it so the first CG's anchor math stays correct (not 0x0).
private readonly Dictionary<int, (int W, int H)> _slotDims = new() { { 0, (800, 600) } };
private readonly SemaphoreSlim _gate = new(0, 1);
private readonly Age.Engine.Hosting.FrameClock _clock;
private readonly GodotTimelineLog? _timeline;
private readonly System.Threading.AutoResetEvent _frameSignal = new(false);
private volatile bool _stopping;
private readonly object _textLock = new();
private readonly Dictionary<int, SurfaceTextDraw> _surfaceText = new();
private string _advText = "";
private int _advTextX = 100, _advTextY = 47;
private long _advTextStartedMs;
private bool _advTextForceComplete;
private GfxState? _foregroundGfx;
public volatile bool IsWaiting;
public volatile bool IsTransitionWaiting;
public volatile bool IsSleeping;
public volatile bool IsTextRevealing;
private int _presentRequested = 1;
private long _transitionStartedAtMs = -1;
public long TransitionStartedAtMs => System.Threading.Interlocked.Read(ref _transitionStartedAtMs);
public readonly List<(int Offset, string Text)> Captured = new();
public GodotAdvHost(Main main, ResourceMap res, string scene, Age.Engine.Hosting.FrameClock clock,
GodotTimelineLog? timeline = null)
{
_main = main; _res = res; _scene = scene; _clock = clock;
_timeline = timeline;
}
public void ShowText(int offset, string text)
{
Captured.Add((offset, text));
lock (_textLock)
{
_advText = text;
_advTextStartedMs = _clock.NowMs;
_advTextForceComplete = false;
IsTextRevealing = text.Length > 0;
}
_timeline?.State("text-reveal", new()
{
["offset"] = $"0x{offset:x}", ["x"] = _advTextX, ["y"] = _advTextY,
["glyphs"] = text.Length, ["delay_ms"] = 50,
});
while (IsTextRevealing && !_stopping)
{
lock (_textLock)
{
if (_advTextForceComplete || _clock.NowMs - _advTextStartedMs >= text.Length * 50L)
IsTextRevealing = false;
}
if (IsTextRevealing) _frameSignal.WaitOne(50);
}
_timeline?.State("running", new() { ["text_reveal_complete"] = true });
}
public void SetAdvTextCursor(int layoutSlot, int x, int y)
{
lock (_textLock) { _advTextX = x; _advTextY = y; }
_timeline?.Event("text-cursor", new() { ["slot"] = layoutSlot, ["x"] = x, ["y"] = y });
}
public void DrawStringToSurface(int surfaceSlot, int x, int y, string text)
{
lock (_textLock) _surfaceText[surfaceSlot] = new SurfaceTextDraw(x, y, text);
_timeline?.Event("draw-string", new() { ["surface"] = surfaceSlot, ["x"] = x, ["y"] = y, ["text"] = text });
}
public (string Text, int X, int Y, int VisibleGlyphs, bool Revealing) SnapshotAdvText()
{
lock (_textLock)
{
int visible = _advTextForceComplete || !IsTextRevealing
? _advText.Length
: (int)System.Math.Clamp((_clock.NowMs - _advTextStartedMs) / 50L + 1, 0, _advText.Length);
return (_advText, _advTextX, _advTextY, visible, IsTextRevealing);
}
}
public bool TryGetSurfaceText(int surfaceSlot, out SurfaceTextDraw draw)
{ lock (_textLock) return _surfaceText.TryGetValue(surfaceSlot, out draw); }
public volatile int Pages; // VM-thread page counter (incremented before IsWaiting so shot-gating can't race)
public void WaitForInput()
{
Pages++;
_main.CallDeferred("PageBreak");
// Publish retained mutations accumulated before the wait once. A static input wait is not itself a
// reason to rebuild the 800x600 background every frame; ambient channels are queried separately.
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
IsWaiting = true;
_timeline?.State("input-wait", new() { ["page"] = Pages });
_gate.Wait();
IsWaiting = false;
_timeline?.State("running", new() { ["input"] = "auto-or-user" });
lock (_textLock)
{
_advText = "";
_advTextX = 100;
_advTextY = 47;
}
_main.CallDeferred("ClearPage");
}
// Called from the main thread (click) or an auto-clicker. A transition click is consumed by
// the foreground lifecycle; it never pre-arms or advances the following stable input wait.
public void SignalInput()
{
if (IsTextRevealing)
{
lock (_textLock) _advTextForceComplete = true;
_timeline?.State("text-reveal-forced-complete", new());
_frameSignal.Set();
return;
}
if (IsTransitionWaiting && _foregroundGfx != null)
{
int completed = _foregroundGfx.CompleteForegroundTransitions(_clock.NowMs);
if (completed > 0)
{
_timeline?.State("transition-forced-complete", new() { ["count"] = completed });
_frameSignal.Set();
return;
}
}
if (IsWaiting && _gate.CurrentCount == 0) _gate.Release();
}
public void WaitForForegroundTransition(GfxState gfx)
{
int started = gfx.StartForegroundTransitions(_clock.NowMs);
if (started == 0 && !gfx.HasActiveTimedPresentation(_clock.NowMs) && !HasActiveMoviePresentation()) return;
_foregroundGfx = gfx;
System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, _clock.NowMs);
IsTransitionWaiting = true;
_timeline?.State("transition-start", new() { ["count"] = started });
int lastBucket = -1;
while ((gfx.HasActiveTimedPresentation(_clock.NowMs) || HasActiveMoviePresentation()) && !_stopping)
{
var active = gfx.SnapshotForegroundTransitions(_clock.NowMs);
int bucket = active.Count == 0 ? 100 : (int)System.Math.Floor(active[0].Progress * 10);
if (bucket != lastBucket)
{
lastBucket = bucket;
_timeline?.State("transition-progress", new()
{
["progress"] = active.Count == 0 ? 1.0 : active[0].Progress,
["forced"] = active.Count != 0 && active[0].Forced,
});
}
_frameSignal.WaitOne(50);
}
// The active query becomes false at the exact transition/movie endpoint. Publish that terminal sample
// once so the last visible frame cannot remain fractionally incomplete.
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
IsTransitionWaiting = false;
System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, -1);
_foregroundGfx = null;
_timeline?.State("running", new() { ["transition_complete"] = true });
}
public void PresentFrame(GfxState gfx)
{
int started = gfx.StartForegroundTransitions(_clock.NowMs);
int completed = gfx.CompleteForegroundTransitions(_clock.NowMs);
if (started > 0 || completed > 0)
_timeline?.State("transition-skip-complete", new()
{
["started"] = started, ["completed"] = completed,
});
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
}
// Native retained-object writes are not front-buffer writes. Publish explicit/service-boundary dirtiness
// once, then continue only while the sampled retained scene can actually change. Text reveal is a separate
// Godot Label; waiting/sleeping alone do not alter background pixels.
public bool ShouldRecomposite(GfxState gfx)
=> System.Threading.Interlocked.Exchange(ref _presentRequested, 0) != 0 ||
gfx.HasActiveVisualPresentation(_clock.NowMs);
public void Stop()
{
_stopping = true;
lock (_textLock) _advTextForceComplete = true;
if (_gate.CurrentCount == 0) _gate.Release();
_frameSignal.Set();
}
// Main thread, once per rendered frame: releases a VM thread parked in Sleep or a presentation/input wait.
public void PulseFrame() => _frameSignal.Set();
// Native presentation trace: ordinary opcode bursts run to the next service boundary in a few
// milliseconds and are not frame-paced. Pacing belongs to 0x21c, sleep, and input waits below.
public void FrameYield() { }
// op 0xc8: block the VM background thread while the main-thread compositor keeps presenting retained state.
// Time-based sibling of WaitForInput's suspend. The native op arms a non-blocking main-loop-polled timer;
// blocking this throwaway task thread is behaviorally equivalent given our threading model. Operand is
// MILLISECONDS (docs/engine-re.md sleep section + opcodes.toml 0xc8). Headless CLI hosts no-op it (parity).
public double SleepScale = 1.0; // --sleep-scale <f>: debug multiplier for explicit op-0xc8 holds only
// Wait on the unified FrameClock timebase (not Thread.Sleep) so the Speed multiplier scales
// sleeps together with retained presentation clocks. Main._Process advances the clock + pulses each frame.
public void Sleep(long duration)
{
long ms = (long)System.Math.Clamp(duration * SleepScale, 0, 60_000); // cap so a pathological script can't hang the window
long deadline = _clock.NowMs + ms;
_timeline?.State("sleep", new() { ["duration_ms"] = ms, ["deadline_ms"] = deadline });
// A sleep is a service boundary: make preceding retained writes visible once even when no animation
// channel is active during the hold.
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
IsSleeping = true;
while (_clock.NowMs < deadline)
{
if (_stopping) break;
_frameSignal.WaitOne(50);
}
IsSleeping = false;
_timeline?.State("running", new() { ["sleep_complete"] = true });
}
// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
public bool TraceOps; // --gfx-log: print set-texture/create-texture slot assignments (diagnose slot collisions)
public void CreateTexture(int slot, int width, int height)
{
lock (_textLock) _surfaceText.Remove(slot);
_slotDims[slot] = (width, height);
if (TraceOps) Godot.GD.Print($"[op] create-texture slot={slot} {width}x{height}");
}
public void SetTexture(long resourceId, int slot)
{
lock (_textLock) _surfaceText.Remove(slot);
var asset = _res.ResolveTexture(_scene, resourceId);
var image = asset != null ? Decode(asset) : null;
_slotDims[slot] = image != null ? (image.Width, image.Height) : (0, 0);
if (TraceOps) Godot.GD.Print($"[op] set-texture slot={slot} resId=0x{resourceId:x} -> {(asset?.Name ?? "<none>")}");
}
// AGF is decoded synchronously on the VM thread so geometry queried immediately afterward sees real dims.
public (int Width, int Height) GetTextureSize(int slot)
=> _slotDims.TryGetValue(slot, out var d) ? (d.W, d.H) : (0, 0);
// Retained render model: draw-texture updates GfxState (object -> surface bind); Main._Process composites
// the visible objects each frame in ascending-handle order. No immediate blit here.
public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY) { }
/// <summary>Resolve a gfx surface through scene-local or universal raw-id addressing and decode it
/// from the loose-first asset store.</summary>
public (RgbaImage Image, string Name, int AssetId, bool IsDynamic)? ResolveResIdTexture(long resId)
{
lock (_imageLock)
if (_movieFrames.TryGetValue(resId, out var movie))
return (movie.Image, movie.Name, movie.RawIndex, true);
var asset = _res.ResolveTexture(_scene, resId);
var image = asset != null ? Decode(asset) : null;
return asset != null && image != null ? (image, asset.Name, asset.RawIndex, false) : null;
}
public void PlayMovieToSurface(long resourceId, int surfaceSlot, long movieFlags, long syncMask)
{
var asset = _res.Resolve(_scene, resourceId);
if (asset == null) { Godot.GD.Print($"movie unresolved {_scene}:0x{resourceId:x}"); return; }
try
{
var movie = _res.ReadMovie(asset);
ReleaseSurface(surfaceSlot);
lock (_imageLock)
{
_movieBySurface[surfaceSlot] = resourceId;
_completedMovies.Remove(resourceId);
}
_slotDims[surfaceSlot] = (800, 600); // SC0000 creates this native-sized surface immediately beforehand.
_timeline?.Event("movie-start", new()
{
["resource"] = resourceId, ["surface"] = surfaceSlot, ["file"] = movie.Name,
["flags"] = movieFlags, ["sync_mask"] = syncMask,
});
_main.CallDeferred("PlayMovie", movie.Bytes, movie.Name, resourceId, asset.RawIndex);
}
catch (System.Exception e) { Godot.GD.Print($"movie read failed {asset.Name}: {e.Message}"); }
}
public void ReleaseSurface(int slot)
{
long resourceId;
lock (_imageLock)
{
if (!_movieBySurface.Remove(slot, out resourceId)) return;
if (!_completedMovies.Contains(resourceId))
{
_movieBySurface[slot] = resourceId;
return; // SC0000 prepares following static surfaces before 0x21c; the movie remains retained.
}
_movieFrames.Remove(resourceId);
_completedMovies.Remove(resourceId);
}
_timeline?.Event("movie-stop", new() { ["resource"] = resourceId, ["surface"] = slot });
_main.CallDeferred("StopMovie", resourceId);
}
// Main-thread decoder handoff. Replacing the newest frame mirrors the native texture renderer's
// sample callback: the retained object keeps its surface binding while only the surface pixels change.
public void PublishMovieFrame(long resourceId, string name, int rawIndex, RgbaImage frame)
{
lock (_imageLock) _movieFrames[resourceId] = (frame, name, rawIndex);
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
}
public void NotifyMovieCompleted(long resourceId)
{
lock (_imageLock)
if (!_completedMovies.Add(resourceId)) return;
_timeline?.Event("movie-complete", new() { ["resource"] = resourceId });
_frameSignal.Set();
}
private bool HasActiveMoviePresentation()
{
lock (_imageLock)
foreach (long resourceId in _movieBySurface.Values)
if (!_completedMovies.Contains(resourceId)) return true;
return false;
}
private RgbaImage? Decode(AssetEntry asset)
{
lock (_imageLock)
{
if (_images.TryGetValue(asset.RawIndex, out var cached)) return cached;
try { return _images[asset.RawIndex] = _res.DecodeTexture(asset); }
catch (System.Exception e)
{
Godot.GD.Print($"AGF decode failed {asset.Name}: {e.Message}");
_images[asset.RawIndex] = null;
return null;
}
}
}
// ---- audio ops (OGG plays natively in Godot) ----
// BGM: addressed by direct name (BGM{id:D3}.OGG), NOT the manifest. Voice: via the per-scene manifest.
public void PlayBgm(long id)
{
var asset = _res.ResolveBgm(id);
var audio = asset != null ? LoadAudio(asset) : null;
_timeline?.Event("bgm", new() { ["id"] = id, ["file"] = audio?.Name });
if (audio != null) _main.CallDeferred("PlayBgm", audio.Bytes, audio.Name);
}
public void PlayVoice(long id)
{
var asset = _res.Resolve(_scene, id);
var audio = asset != null ? LoadAudio(asset) : null;
if (audio != null) _main.CallDeferred("PlayVoice", audio.Bytes, audio.Name);
}
public void LoadSoundEffect(long resourceId, int channel)
{
if ((uint)channel >= (uint)_sfxNames.Length) return;
var asset = _res.Resolve(_scene, resourceId);
var audio = asset != null ? LoadAudio(asset) : null;
_sfxNames[channel] = audio?.Name;
_timeline?.Event("sfx-load", new() { ["resource"] = resourceId, ["channel"] = channel,
["file"] = audio?.Name });
if (audio != null) _main.CallDeferred("LoadSoundEffect", audio.Bytes, audio.Name, channel);
}
public void StartSoundEffect(int channel)
{
if ((uint)channel >= (uint)_sfxNames.Length || _sfxNames[channel] == null) return;
_timeline?.Event("sfx-start", new() { ["channel"] = channel,
["file"] = _sfxNames[channel] });
_main.CallDeferred("StartSoundEffect", channel);
}
public void ReleaseSoundEffect(int channel)
{
if ((uint)channel >= (uint)_sfxNames.Length) return;
_timeline?.Event("sfx-release", new() { ["channel"] = channel,
["file"] = _sfxNames[channel] });
_sfxNames[channel] = null;
_main.CallDeferred("ReleaseSoundEffect", channel);
}
private AudioPayload? LoadAudio(AssetEntry asset)
{
try { return _res.ReadAudio(asset); }
catch (System.Exception e)
{
Godot.GD.Print($"audio read failed {asset.Name}: {e.Message}");
return null;
}
}
public void FadeBgm(int targetPercent, long durationMs)
{
long ms = System.Math.Clamp(durationMs, 0, 60_000);
double realSeconds = ms / 1000.0 / System.Math.Max(0.05, _clock.Speed);
_timeline?.State("bgm-fade", new() { ["target_percent"] = targetPercent, ["duration_ms"] = ms });
_main.CallDeferred("FadeBgm", targetPercent, realSeconds);
long deadline = _clock.NowMs + ms;
IsSleeping = true;
while (_clock.NowMs < deadline && !_stopping) _frameSignal.WaitOne(50);
IsSleeping = false;
_timeline?.State("running", new() { ["bgm_fade_complete"] = true });
}
}
public readonly record struct SurfaceTextDraw(int X, int Y, string Text);