74 lines
3.7 KiB
C#
74 lines
3.7 KiB
C#
using System.Text.Json;
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using Age.Engine.Diagnostics;
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using Age.Engine.Hosting;
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using Age.Engine.Model;
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namespace Age.Engine.Vm;
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/// <summary>
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/// A persistent global store carried across scenes. Every scene the game runs shares one flat global
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/// bank (the engine's model); running scenes in isolation with empty state is why our headless VM
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/// diverges from the real game (the bg/sprite geometry drift, the state-gated EMPTY scenes, Lily's
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/// form-gated voices are all state divergence — see docs/phase-a-slice-plan.md A2b-Geometry).
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///
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/// <para>Seam rule: references only <c>Model</c> + <c>Hosting</c> (never <c>Sys4</c>). The
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/// <see cref="VirtualMachine"/> is unchanged — its globals are pre-seeded before <c>Run</c> and merged
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/// back after, so trace/selftest parity is untouched. Local frames are per-call and correctly do NOT
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/// persist (they live in the VM, not here).</para>
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/// </summary>
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public sealed class GameSession
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{
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public Dictionary<int, long> Globals { get; } = new();
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public Dictionary<int, string> GlobalStrings { get; } = new();
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/// <summary>The live retained ADV backlog shared by every VM run in this session.</summary>
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public AdvTextHistory TextHistory { get; } = new();
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public void Seed(int addr, long value) => Globals[addr] = value;
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public void SeedString(int addr, string value) => GlobalStrings[addr] = value;
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/// <summary>Run one scene: seed a fresh VM from session state, execute, merge final state back.</summary>
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public SceneResult RunScene(Script script, OpcodeTable table, IHost host,
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VmOptions? options = null, IScriptProvider? provider = null,
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ITraceSink? sink = null)
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{
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var vm = new VirtualMachine(script, table, host, options, provider, sink, TextHistory);
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foreach (var kv in Globals) vm.Globals[kv.Key] = kv.Value;
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foreach (var kv in GlobalStrings) vm.GlobalStrings[kv.Key] = kv.Value;
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vm.Run();
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// Globals are one flat space; last write wins — the engine's single global bank.
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foreach (var kv in vm.Globals) Globals[kv.Key] = kv.Value;
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foreach (var kv in vm.GlobalStrings) GlobalStrings[kv.Key] = kv.Value;
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return new SceneResult(vm.Emitted.ToList(), vm.HaltReason, vm.Steps);
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}
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/// <summary>Serialize the persistent global banks to JSON, keyed by decimal address.
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/// Lets an expensive booted state be snapshotted and reused. Live <see cref="TextHistory"/> is
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/// intentionally excluded until the unified save/profile architecture defines its lifecycle.</summary>
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public string ToJson()
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{
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var snap = new StateSnapshot(
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Globals.ToDictionary(kv => kv.Key.ToString(), kv => kv.Value),
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GlobalStrings.ToDictionary(kv => kv.Key.ToString(), kv => kv.Value));
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return JsonSerializer.Serialize(snap,
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new JsonSerializerOptions { Encoder = System.Text.Encodings.Web.JavaScriptEncoder.UnsafeRelaxedJsonEscaping });
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}
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/// <summary>Rebuild a session from a <see cref="ToJson"/> snapshot.</summary>
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public static GameSession FromJson(string json)
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{
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var s = new GameSession();
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var snap = JsonSerializer.Deserialize<StateSnapshot>(json) ?? new StateSnapshot(new(), new());
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foreach (var kv in snap.Globals) s.Globals[int.Parse(kv.Key)] = kv.Value;
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foreach (var kv in snap.Strings) s.GlobalStrings[int.Parse(kv.Key)] = kv.Value;
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return s;
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}
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private sealed record StateSnapshot(Dictionary<string, long> Globals, Dictionary<string, string> Strings);
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}
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/// <summary>The observable result of running one scene into a <see cref="GameSession"/>.</summary>
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public sealed record SceneResult(IReadOnlyList<(int Offset, string Text, string Script)> Emitted, string? Halt, long Steps);
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