30 KiB
call-script Execution in the C# VM — Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Make call-script <id> actually load and execute the target .BIN as a nested subroutine that shares the global bank and returns to its caller.
Architecture: Introduce an IScriptProvider seam (implemented in Sys4, injected into the VM so Vm never references Sys4) that maps a call-script id (a raw SYS4INI file index) to a loaded Script. Refactor the VM's per-script state into an ExecFrame and run scripts through a recursive RunFrame; call-script recurses into a child frame. Recursion is safe because call depth is bounded (native ≤ 38).
Tech Stack: C# / .NET 8, xUnit. Solution engine/AgeEngine.sln (projects Age.Engine, Age.Cli, Age.Engine.Tests).
Global Constraints
- Run tests with:
dotnet test engine/AgeEngine.sln(fromage-reimpl/). - Seam rule:
Vmcode references onlyModel+Hostingnamespaces, neverSys4. (One assembly; enforced by convention.) call-script <id>:idis a raw index into the SYS4INI file table (build/callscript-names.jsonmaps id→name;Paths.Scripts()maps name→path). Confirmed: all 297 corpus ids resolve to a DATA1.BIN. Seedocs/engine-re.md.- Deviation from spec (deliberate): a VM with no
IScriptProviderthat hitscall-scriptfalls back to the prior stub (_host.CallScript(id); pc+1), NOT a halt. This keeps every existing base-ISA test byte-identical (they construct provider-less VMs) and avoids golden-fixture churn. Product paths always inject a provider, so execution is the real behavior where it matters. - Frequent commits: one per task minimum.
Task 1: Script-provider seam + resolver
Files:
- Create:
engine/Age.Engine/Hosting/IScriptProvider.cs - Create:
engine/Age.Engine/Sys4/Sys4ScriptProvider.cs - Modify:
engine/Age.Engine/Sys4/Paths.cs(addCallscriptNamesJson) - Test:
engine/Age.Engine.Tests/Sys4ScriptProviderTests.cs
Interfaces:
-
Produces:
interface IScriptProvider { Script? GetById(long id); }(namespaceAge.Engine.Hosting). -
Produces:
Sys4ScriptProvider.Load(OpcodeTable table) -> Sys4ScriptProvider; instanceGetById(long id) -> Script?(cached; unknown id → null). -
Produces:
Paths.CallscriptNamesJson -> string. -
Consumes: existing
OpcodeTable,Sys4Loader.Load(string, OpcodeTable),Paths.Scripts(),Paths.Build. -
Step 1: Add the path constant
In engine/Age.Engine/Sys4/Paths.cs, after the AssetIndexJson line (line 12), add:
public static string CallscriptNamesJson => Path.Combine(Build, "callscript-names.json");
- Step 2: Create the provider interface
Create engine/Age.Engine/Hosting/IScriptProvider.cs:
using Age.Engine.Model;
namespace Age.Engine.Hosting;
/// <summary>Resolves a call-script id (a raw SYS4INI file index) to a loaded <see cref="Script"/>.
/// Implemented in Sys4; injected into the VM so the Vm layer never references Sys4.</summary>
public interface IScriptProvider
{
/// <summary>The script for this id, or null if the id maps to no known script.</summary>
Script? GetById(long id);
}
- Step 3: Write the failing test
Create engine/Age.Engine.Tests/Sys4ScriptProviderTests.cs:
using Age.Engine.Sys4;
using Xunit;
public class Sys4ScriptProviderTests
{
[Fact]
public void ResolvesKnownIdsToTheirScripts()
{
var table = OpcodeTableJson.Load(Paths.OpcodesJson);
var provider = Sys4ScriptProvider.Load(table);
var additem = provider.GetById(0x1ab); // ADDITEM.BIN
var mes = provider.GetById(0x2ae7); // MES.BIN
Assert.NotNull(additem);
Assert.NotNull(mes);
Assert.True(additem!.Instructions.Count > 0);
Assert.Same(additem, provider.GetById(0x1ab)); // cached: same instance
Assert.Null(provider.GetById(long.MaxValue)); // unknown id
}
}
- Step 4: Run the test to verify it fails
Run: dotnet test engine/AgeEngine.sln --filter Sys4ScriptProviderTests
Expected: FAIL (compile error — Sys4ScriptProvider does not exist).
- Step 5: Implement the provider
Create engine/Age.Engine/Sys4/Sys4ScriptProvider.cs:
using System.Text.Json;
using Age.Engine.Hosting;
using Age.Engine.Model;
namespace Age.Engine.Sys4;
/// <summary>Resolves call-script ids (raw SYS4INI file indices) to loaded scripts, using
/// build/callscript-names.json (id→name) + Paths.Scripts() (name→path). Cached per id.
/// The native resolver prefers a loose override before the archive; Paths.Scripts() already
/// shadows extracted/DATA1 with root overrides, so that behavior is preserved.</summary>
public sealed class Sys4ScriptProvider : IScriptProvider
{
private readonly OpcodeTable _table;
private readonly IReadOnlyDictionary<long, string> _idToName;
private readonly Dictionary<string, string> _byName; // NAME(UPPER) -> path
private readonly Dictionary<long, Script?> _cache = new();
public Sys4ScriptProvider(OpcodeTable table, IReadOnlyDictionary<long, string> idToName,
Dictionary<string, string> byName)
{ _table = table; _idToName = idToName; _byName = byName; }
public static Sys4ScriptProvider Load(OpcodeTable table)
{
var raw = JsonSerializer.Deserialize<Dictionary<string, string>>(
File.ReadAllText(Paths.CallscriptNamesJson)) ?? new();
var idToName = raw.ToDictionary(kv => long.Parse(kv.Key), kv => kv.Value);
return new Sys4ScriptProvider(table, idToName, Paths.Scripts());
}
public Script? GetById(long id)
{
if (_cache.TryGetValue(id, out var cached)) return cached;
Script? s = null;
if (_idToName.TryGetValue(id, out var name) &&
_byName.TryGetValue(name.ToUpperInvariant(), out var path))
s = Sys4Loader.Load(path, _table);
_cache[id] = s;
return s;
}
}
- Step 6: Run the test to verify it passes
Run: dotnet test engine/AgeEngine.sln --filter Sys4ScriptProviderTests
Expected: PASS. (Prerequisite: build/callscript-names.json exists — regenerate with py -3.11 -X utf8 tools/parse_sys4ini.py if missing.)
- Step 7: Commit
git add engine/Age.Engine/Hosting/IScriptProvider.cs engine/Age.Engine/Sys4/Sys4ScriptProvider.cs engine/Age.Engine/Sys4/Paths.cs engine/Age.Engine.Tests/Sys4ScriptProviderTests.cs
git commit -m "Add IScriptProvider + Sys4ScriptProvider (call-script id -> Script)"
Task 2: ExecFrame refactor (no behavior change) + emitted script identity
Refactor the VM's per-script state into an ExecFrame run by a recursive RunFrame, and tag each emitted line with its source script. call-script stays a stub in this task. All existing tests must stay green (emitted offsets/counts/halt unchanged).
Files:
- Create:
engine/Age.Engine/Vm/ExecFrame.cs - Modify:
engine/Age.Engine/Model/Script.cs(addName) - Modify:
engine/Age.Engine/Sys4/Sys4Loader.cs(setName) - Modify:
engine/Age.Engine/Vm/VirtualMachine.cs(the refactor + emitted tuple) - Modify:
engine/Age.Engine/Vm/GameSession.cs(SceneResult tuple) - Modify:
engine/Age.Cli/Program.cs:17(destructure fix)
Interfaces:
-
Produces:
Script.Name(string, defaults""). -
Produces:
VirtualMachine.EmittedbecomesList<(int Offset, string Text, string Script)>. -
Produces (internal):
ExecFrame { Model.Script Script; int Pc; Frame Locals; List<int> CallStack; Dictionary<int,int> EmitSeen; }. -
Consumes:
IScriptProvider(Task 1) — added to the constructor but unused until Task 3. -
Step 1: Add
Nameto the Script model
In engine/Age.Engine/Model/Script.cs, add a property (keep existing members):
public string Name { get; init; } = "";
- Step 2: Set
Namein the loader
In engine/Age.Engine/Sys4/Sys4Loader.cs, in Parse, change the return (line ~25) to include the name:
return new Script { Name = name, Header = header, Instructions = instrs, IndexByOffset = idxByOff, Strings = strings };
- Step 3: Create ExecFrame
Create engine/Age.Engine/Vm/ExecFrame.cs:
using Age.Engine.Model;
namespace Age.Engine.Vm;
/// <summary>One script activation: the running script, its instruction cursor, its local slots,
/// its intra-script call/ret stack, and its per-script loop-guard map. Globals live on the VM and
/// are shared across frames; everything here is per-call and discarded on return.</summary>
internal sealed class ExecFrame
{
public readonly Script Script;
public int Pc; // entry instruction index
public readonly Frame Locals = new();
public readonly List<int> CallStack = new(); // intra-script `call` (op 0x8f) returns
public readonly Dictionary<int, int> EmitSeen = new();
public ExecFrame(Script script, int pc) { Script = script; Pc = pc; }
}
- Step 4: Refactor VirtualMachine to frames
In engine/Age.Engine/Vm/VirtualMachine.cs:
(a) Add the constructor provider parameter and sentinels/fields. Replace the fields block + constructor (lines 7–27) so it reads:
private const long NoJump = 0xFFFFFFFF;
private const int HALT = int.MinValue;
private const int FRAME_RETURN = int.MinValue + 1;
private const int T_IMM = 0, T_STR = 2, T_GINT = 3, T_GFLOAT = 4, T_GSTR = 5, T_GPTR = 6,
T_LINT = 9, T_LFLOAT = 10, T_LSTR = 11, T_LPTR = 12;
private readonly Script _s;
private readonly OpcodeTable _t;
private readonly IHost _host;
private readonly VmOptions _o;
private readonly IScriptProvider? _provider;
private ExecFrame _cur = null!;
private int _depth;
private bool _halted;
public Dictionary<int, long> Globals { get; } = new();
public Dictionary<int, string> GlobalStrings { get; } = new();
public List<(int Offset, string Text, string Script)> Emitted { get; } = new();
public string? HaltReason { get; private set; }
public long Steps { get; private set; }
public VirtualMachine(Script s, OpcodeTable t, IHost host, VmOptions? o = null, IScriptProvider? provider = null)
{ _s = s; _t = t; _host = host; _o = o ?? new VmOptions(); _provider = provider; }
(b) Replace Run (lines 94–106) with:
private enum FrameOutcome { Returned, Halted, RanOff }
public void Run(int entryOffset = 0)
{
var top = new ExecFrame(_s, _s.IndexByOffset.TryGetValue(entryOffset, out var idx) ? idx : 0);
var outcome = RunFrame(top);
if (outcome == FrameOutcome.RanOff) HaltReason ??= "pc-out-of-range";
else if (outcome == FrameOutcome.Returned) HaltReason ??= "exit";
// Halted: HaltReason already set by the halting op.
}
private FrameOutcome RunFrame(ExecFrame frame)
{
var prev = _cur; _cur = frame; _depth++;
var outcome = FrameOutcome.RanOff;
int pc = frame.Pc;
while (pc >= 0 && pc < frame.Script.Instructions.Count)
{
if (Steps >= _o.MaxSteps) { HaltReason ??= "STEP-LIMIT"; _halted = true; outcome = FrameOutcome.Halted; break; }
Steps++;
int next = Step(frame.Script.Instructions[pc], pc);
if (next == FRAME_RETURN) { outcome = FrameOutcome.Returned; break; }
if (next == HALT) { _halted = true; outcome = FrameOutcome.Halted; break; }
pc = next;
}
_cur = prev; _depth--;
return outcome;
}
(c) Repoint the helpers from _fr/_s to the current frame. Change every _fr to _cur.Locals in Read, Write, ReadStr, WriteStr, BaseAddr, LookupStore (the fields _fr.I/F/S/P become _cur.Locals.I/F/S/P).
(d) In Step, repoint frame-scoped state: _callstack → _cur.CallStack; _emitSeen → _cur.EmitSeen; _s.IndexByOffset → _cur.Script.IndexByOffset; _s.GetString → _cur.Script.GetString. Specifically:
-
jmp:return _cur.Script.IndexByOffset.GetValueOrDefault((int)a[0].Value, pc + 1); -
call:_cur.CallStack.Add(pc + 1); return _cur.Script.IndexByOffset.GetValueOrDefault((int)a[0].Value, pc + 1); -
ret:if (_cur.CallStack.Count > 0) { int r = _cur.CallStack[^1]; _cur.CallStack.RemoveAt(_cur.CallStack.Count - 1); return r; } return FRAME_RETURN; -
jcc:return tgt == NoJump ? pc + 1 : _cur.Script.IndexByOffset.GetValueOrDefault((int)tgt, pc + 1); -
exit/exit-script:return FRAME_RETURN; -
show-textbody:_cur.EmitSeen.TryGetValue(off, out var c); c++; _cur.EmitSeen[off] = c;then on capHaltReason = $"LOOP:line@0x{off:x}×{c}"; return HALT;, andstring text = _cur.Script.GetString(off); Emitted.Add((off, text, _cur.Script.Name)); _host.ShowText(off, text); -
call-script: leave the stub for now —case "call-script": _host.CallScript(a.Count > 0 ? Read(a[0]) : 0); return pc + 1; -
Step 5: Fix the SceneResult tuple
In engine/Age.Engine/Vm/GameSession.cs line 67, change the record to:
public sealed record SceneResult(IReadOnlyList<(int Offset, string Text, string Script)> Emitted, string? Halt, long Steps);
- Step 6: Fix the one positional destructure
In engine/Age.Cli/Program.cs line 17, change:
foreach (var (off, text, _) in vm.Emitted.Take(20)) Console.WriteLine($" [{off:x}] {text}");
- Step 7: Run the full suite to verify no behavior change
Run: dotnet test engine/AgeEngine.sln
Expected: PASS — all existing tests green. WaitForInputTests still asserts SC0000 = 186 (provider-less = stub), RecoverTests, TextureOpsTests, GameSessionTests unchanged. (TraceDiffTests passes if build/vm0-trace.json is present; it is skipped otherwise.)
- Step 8: Commit
git add engine/Age.Engine/Vm/ExecFrame.cs engine/Age.Engine/Vm/VirtualMachine.cs engine/Age.Engine/Vm/GameSession.cs engine/Age.Engine/Model/Script.cs engine/Age.Engine/Sys4/Sys4Loader.cs engine/Age.Cli/Program.cs
git commit -m "Refactor VM to ExecFrame + tag emitted lines with source script (no behavior change)"
Task 3: call-script execution
Wire the provider into call-script: load the child script, run it as a nested frame sharing globals, return to the caller. exit/empty-stack ret return from the frame; only the top frame's return ends the VM. Depth-capped.
Files:
- Modify:
engine/Age.Engine/Vm/VirtualMachine.cs(thecall-scriptcase) - Modify:
engine/Age.Engine/Vm/VmOptions.cs(depth cap) - Test:
engine/Age.Engine.Tests/CallScriptTests.cs
Interfaces:
-
Consumes:
IScriptProvider.GetById(Task 1),ExecFrame,RunFrame,FrameOutcome(Task 2). -
Produces: nested execution semantics (below) exercised by later tasks.
-
Step 1: Add the depth-cap option
In engine/Age.Engine/Vm/VmOptions.cs:
namespace Age.Engine.Vm;
public sealed record VmOptions(int EmitCap = 2, long MaxSteps = 2_000_000, int CallDepthCap = 64);
(64 is a generous runaway guard; the native limit is 38.)
- Step 2: Write the failing tests
Create engine/Age.Engine.Tests/CallScriptTests.cs. It uses a fake in-memory provider and hand-built scripts.
using System.Collections.Generic;
using Age.Engine.Hosting;
using Age.Engine.Model;
using Age.Engine.Sys4;
using Age.Engine.Vm;
using Xunit;
public class CallScriptTests
{
private sealed class NullHost : IHost
{
public List<long> Calls = new();
public void ShowText(int o, string t) { }
public void CallScript(long id) => Calls.Add(id);
public void OnStub(int op) { }
public void WaitForInput() { }
public void CreateTexture(int s, int w, int h) { }
public void SetTexture(long r, int s) { }
public void DrawTexture(int s, int sx, int sy, int w, int h, int dx, int dy) { }
public (int Width, int Height) GetTextureSize(int s) => (0, 0);
public void PlayBgm(long id) { }
public void PlayVoice(long id) { }
}
private sealed class MapProvider : IScriptProvider
{
private readonly Dictionary<long, Script> _m;
public MapProvider(Dictionary<long, Script> m) => _m = m;
public Script? GetById(long id) => _m.TryGetValue(id, out var s) ? s : null;
}
// Build a Script from raw dwords via the real loader (guarantees identical decode).
private static Script Asm(OpcodeTable t, string name, params uint[] body)
{
var bytes = new byte[0x3C + body.Length * 4];
System.Text.Encoding.ASCII.GetBytes("SYS4422 ").CopyTo(bytes, 0);
// fields[8] (F8 = code end) at header offset 8 + 8*4 = 0x28; set to body length (all code).
System.BitConverter.GetBytes(body.Length).CopyTo(bytes, 8 + 8 * 4);
for (int i = 0; i < body.Length; i++) System.BitConverter.GetBytes(body[i]).CopyTo(bytes, 0x3C + i * 4);
return Sys4Loader.Parse(bytes, t, name);
}
private static OpcodeTable Table() => OpcodeTableJson.Load(Paths.OpcodesJson);
[Fact]
public void CalleeRunsAndControlResumesAfterTheCall()
{
var t = Table();
// Callee (id 5): set global 0x10 = 7, then exit (op 0x0).
var callee = Asm(t, "CALLEE", 0x55, 3, 0x10, 0, 7, 0x0); // mov g[0x10]=7 ; exit
// Caller: call-script 5 ; set g[0x11]=g[0x10]+1 ; exit.
var caller = Asm(t, "CALLER",
0x03, 0, 5, // call-script 5
0x55, 3, 0x11, 3, 0x10, // mov g[0x11] = g[0x10] (see note below)
0x0); // exit
var host = new NullHost();
var vm = new VirtualMachine(caller, t, host, null, new MapProvider(new() { [5] = callee }));
vm.Run();
Assert.Equal(7, vm.Globals[0x10]); // callee wrote a shared global
Assert.Equal(7, vm.Globals[0x11]); // caller read it AFTER the call returned
Assert.Equal("exit", vm.HaltReason); // top-level exit
Assert.Contains(5L, host.Calls); // host notified
}
[Fact]
public void MissingProviderFallsBackToStub()
{
var t = Table();
var caller = Asm(t, "CALLER", 0x03, 0, 5, 0x0); // call-script 5 ; exit
var host = new NullHost();
var vm = new VirtualMachine(caller, t, host, null, null); // no provider
vm.Run();
Assert.Equal("exit", vm.HaltReason); // did not halt on the call; stub + continue
Assert.Contains(5L, host.Calls);
}
[Fact]
public void UnresolvedIdHalts()
{
var t = Table();
var caller = Asm(t, "CALLER", 0x03, 0, 99, 0x0);
var vm = new VirtualMachine(caller, t, new NullHost(), null, new MapProvider(new()));
vm.Run();
Assert.StartsWith("callscript-unresolved", vm.HaltReason);
}
[Fact]
public void LocalsDoNotLeakBetweenCallerAndCallee()
{
var t = Table();
// Callee writes LOCAL-int 0 = 42 (op 0x55 to local-int, type 9), then exit.
var callee = Asm(t, "CALLEE", 0x55, 9, 0, 0, 42, 0x0);
// Caller sets local-int 0 = 1, calls, then copies its own local-int 0 to global 0x20.
var caller = Asm(t, "CALLER",
0x55, 9, 0, 0, 1, // l[0] = 1
0x03, 0, 5, // call-script 5 (callee sets ITS local 0 = 42)
0x55, 3, 0x20, 9, 0, // g[0x20] = l[0]
0x0);
var vm = new VirtualMachine(caller, t, new NullHost(), null, new MapProvider(new() { [5] = callee }));
vm.Run();
Assert.Equal(1, vm.Globals[0x20]); // caller's local 0 unchanged by callee's local 0
}
}
Note on mov g[0x11] = g[0x10]: the mov opcode 0x55 with a 2-operand form copies src→dst; the test encodes dst=(type 3 = global-int, 0x11), src=(type 3, 0x10). If the corpus mov is strictly 2-arg, keep argc=2 as encoded (0x55, 3,0x11, 3,0x10). Confirm the opcode's argc via build/opcodes.json when implementing; adjust the dword stream to match the real argc so Sys4Loader.Parse decodes it as one instruction.
- Step 3: Run the tests to verify they fail
Run: dotnet test engine/AgeEngine.sln --filter CallScriptTests
Expected: FAIL — CalleeRunsAndControlResumesAfterTheCall, UnresolvedIdHalts, LocalsDoNotLeakBetweenCallerAndCallee fail (call-script is still the stub, so the callee never runs / never halts on unresolved). MissingProviderFallsBackToStub may already pass.
- Step 4: Implement call-script execution
In engine/Age.Engine/Vm/VirtualMachine.cs, replace the call-script stub case with:
case "call-script":
{
long id = a.Count > 0 ? Read(a[0]) : 0;
_host.CallScript(id); // notify (diagnostics)
if (_provider == null) return pc + 1; // no script source: prior stub behavior
if (_depth >= _o.CallDepthCap) { HaltReason ??= "call-depth-exceeded"; return HALT; }
var child = _provider.GetById(id);
if (child == null) { HaltReason ??= $"callscript-unresolved:0x{id:x}"; return HALT; }
var entry = child.IndexByOffset.TryGetValue(0, out var ci) ? ci : 0;
var outcome = RunFrame(new ExecFrame(child, entry));
if (outcome == FrameOutcome.Halted) return HALT; // propagate whole-VM halt up
return pc + 1; // Returned / RanOff: resume caller
}
- Step 5: Run the tests to verify they pass
Run: dotnet test engine/AgeEngine.sln --filter CallScriptTests
Expected: PASS (all four). If the mov encoding decodes wrong, fix the dword stream per the Step-2 note.
- Step 6: Run the full suite (no regressions)
Run: dotnet test engine/AgeEngine.sln
Expected: PASS — existing provider-less tests unchanged (SC0000 still 186 in WaitForInputTests).
- Step 7: Commit
git add engine/Age.Engine/Vm/VirtualMachine.cs engine/Age.Engine/Vm/VmOptions.cs engine/Age.Engine.Tests/CallScriptTests.cs
git commit -m "Execute call-script: nested frame, shared globals, return to caller"
Task 4: Wire the provider into product paths + real-scene validation
Thread a real Sys4ScriptProvider into the CLI run/play/sweep paths and GameSession.RunScene, prove a real scene executes a real subroutine, and confirm the corpus still terminates with execution on. Confirm the empty-stack ret path with a real script (BUNKI).
Files:
- Modify:
engine/Age.Engine/Vm/GameSession.cs(RunScenegains an optional provider) - Modify:
engine/Age.Cli/Program.cs(construct + pass the provider inrun,play,sweep) - Test:
engine/Age.Engine.Tests/CallScriptIntegrationTests.cs
Interfaces:
-
Consumes:
Sys4ScriptProvider.Load(Task 1),VirtualMachine(..., provider)(Task 2/3). -
Produces:
GameSession.RunScene(Script, OpcodeTable, IHost, VmOptions?, IScriptProvider?). -
Step 1: Add the provider to GameSession.RunScene
In engine/Age.Engine/Vm/GameSession.cs, change the RunScene signature and VM construction:
public SceneResult RunScene(Script script, OpcodeTable table, IHost host,
VmOptions? options = null, IScriptProvider? provider = null)
{
var vm = new VirtualMachine(script, table, host, options, provider);
(The rest of the method is unchanged.)
- Step 2: Write the failing integration tests
Create engine/Age.Engine.Tests/CallScriptIntegrationTests.cs:
using Age.Engine.Hosting;
using Age.Engine.Sys4;
using Age.Engine.Vm;
using Xunit;
public class CallScriptIntegrationTests
{
private sealed class NullHost : IHost
{
public int CallScripts;
public void ShowText(int o, string t) { }
public void CallScript(long id) => CallScripts++;
public void OnStub(int op) { }
public void WaitForInput() { }
public void CreateTexture(int s, int w, int h) { }
public void SetTexture(long r, int s) { }
public void DrawTexture(int s, int sx, int sy, int w, int h, int dx, int dy) { }
public (int Width, int Height) GetTextureSize(int s) => (0, 0);
public void PlayBgm(long id) { }
public void PlayVoice(long id) { }
}
[Fact]
public void RealSceneExecutesRealSubroutinesAndReturns()
{
var t = OpcodeTableJson.Load(Paths.OpcodesJson);
var provider = Sys4ScriptProvider.Load(t);
var script = Sys4Loader.Load(Paths.Scripts()["ALCHEMY.BIN"], t); // calls MES/BUNKI/ADDITEM
var host = new NullHost();
var vm = new VirtualMachine(script, t, host, null, provider);
vm.Run();
Assert.True(host.CallScripts > 0, "the scene should issue call-scripts");
// Termination is the key property: execution-on must still reach a clean end, not hang or
// trip the depth cap. (No unresolved / depth halts.)
Assert.DoesNotContain("unresolved", vm.HaltReason ?? "");
Assert.NotEqual("call-depth-exceeded", vm.HaltReason);
Assert.NotEqual("STEP-LIMIT", vm.HaltReason);
}
[Fact]
public void BunkiTopLevelRetReturnsCleanlyAsSubroutine()
{
// BUNKI.BIN ends with a top-level `ret` (empty intra-call stack). Called as a subroutine it
// must return to the caller, not underflow-halt. Drive it directly as a child of a 1-op caller.
var t = OpcodeTableJson.Load(Paths.OpcodesJson);
var provider = Sys4ScriptProvider.Load(t);
var bunki = provider.GetById(0x143); // BUNKI.BIN
Assert.NotNull(bunki);
var vm = new VirtualMachine(bunki!, t, new NullHost(), null, provider);
vm.Run();
// Reaching a frame-return at the top = clean "exit"; never "ret-underflow".
Assert.NotEqual("ret-underflow", vm.HaltReason);
}
}
- Step 3: Run to verify (expected: mostly pass already)
Run: dotnet test engine/AgeEngine.sln --filter CallScriptIntegrationTests
Expected: PASS. If BunkiTopLevelRetReturnsCleanlyAsSubroutine reveals a wrong ret semantics (e.g. it halts early with a bad reason), that is the empty-stack-ret branch — verify against the native op 0x5 handler ctx[0x26c93+5] (LAB_00417ad0) before adjusting; the plan's choice (empty-stack ret = frame return) should hold.
- Step 4: Wire the provider into the CLI
In engine/Age.Cli/Program.cs, build one provider after table is loaded and pass it into the product paths:
- In the
runcommand (line ~13), constructvar provider = Sys4ScriptProvider.Load(table);and change the VM tonew VirtualMachine(script, table, host, null, provider). - In
play(line ~96), construct the provider once before the loop and pass it:session.RunScene(script, table, new CaptureHost(), null, provider). - In
sweep(lines ~121, 140, 162): construct the provider once and pass it to eachRunScene(...)call (, null, provider). The--bootINIT scripts may be run with or without the provider; pass it for consistency. - Leave
trace(line ~181) provider-less on purpose — it is the base-ISA offset oracle (stub behavior, comparable to vm0.py).
Exact edit for run (lines 12–17):
var table = OpcodeTableJson.Load(Paths.OpcodesJson);
var provider = Sys4ScriptProvider.Load(table);
var script = Sys4Loader.Load(args[1], table);
var host = new ConsoleHost();
var vm = new VirtualMachine(script, table, host, null, provider);
vm.Run();
(Use whatever host run already constructs; only the trailing provider arg is added.)
- Step 5: Confirm the corpus still terminates with execution on
Build and run the sweep:
dotnet run --project engine/Age.Cli -- sweep
Expected: it completes; halt distribution is dominated by exit. Note any new non-exit halts (e.g. call-depth-exceeded, callscript-unresolved, STEP-LIMIT) — none should appear for well-formed scenes. Compare the anomaly list to the pre-change baseline (unbooted sweep previously matched vm0.py: 294 exit + 3 LOOP). New anomalies are the review signal.
- Step 6: Run the full suite
Run: dotnet test engine/AgeEngine.sln
Expected: PASS.
- Step 7: Commit
git add engine/Age.Engine/Vm/GameSession.cs engine/Age.Cli/Program.cs engine/Age.Engine.Tests/CallScriptIntegrationTests.cs
git commit -m "Wire Sys4ScriptProvider into CLI run/play/sweep; validate real subroutine execution"
Post-implementation notes (not tasks)
- Godot host: the playable Godot path (
GodotAdvHost/Main) should construct aSys4ScriptProviderand pass it to itsVirtualMachine, so subroutines execute live; keep the--selftestpath provider-less (preserves the 186-offset SC0000 gate). This is a small follow-up wiring, mirroring Task 4's CLI changes. - vm0.py is not modified.
trace/TraceDiffTests/WaitForInputTestsremain on the provider-less (stub) path, so vm0.py stays a valid base-ISA reference without lockstep maintenance. - decision→scene (scene chaining) is out of scope; it rides this same loader once the SCJUMP decision→scene-id hop is reversed.
- After landing, update the status memory (
himegari-port-status.md) anddocs/phase-a-slice-plan.mdwith the result.
Self-review
- Spec coverage: provider seam (Task 1) ✓; recursive frame execution (Task 2) ✓; shared globals / per-frame locals / exit+ret semantics / depth cap / dynamic ids / IHost.CallScript notify (Task 3) ✓; emitted script identity (Task 2) ✓; validation via C#-owned tests + sweep-terminates + real subroutine + empty-stack-ret (Tasks 3–4) ✓; vm0.py retired without deletion, base-ISA guard preserved (Global Constraints + notes) ✓. Deviation (no-provider → stub, not halt) is documented in Global Constraints.
- Placeholder scan: none — every code step shows full code; the one encoding caveat (
movargc) has an explicit resolution instruction. - Type consistency:
IScriptProvider.GetById(Task 1) is consumed unchanged in Tasks 2–4;Emitted/SceneResulttuple(int Offset, string Text, string Script)is introduced in Task 2 and consumers updated in the same task;RunFrame/FrameOutcome/ExecFrame/_provider/_depthdefined in Task 2 and used in Task 3;VmOptions.CallDepthCapdefined in Task 3 before first use.