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OpenMaidEngine/docs/platform-portability.md
2026-07-22 00:17:27 -04:00

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Platform Portability

Living inventory of operating-system dependencies in the reimplementation and the work needed for future non-Windows builds. This is a tracking reference, not a commitment to expand the current Phase A slice. Native-engine reverse engineering remains Windows-oriented because the original game is a Windows program; that does not by itself make the authored runtime Windows-only.

Current portability boundary

The VM and content pipeline are already mostly platform-neutral:

  • Age.Engine uses managed .NET for script loading, bytecode execution, SYS4 catalog parsing, bounded ALF/AAI reads, LZSS, AGF-to-RGBA8 decode, and retained graphics state.
  • Godot owns ordinary graphics presentation, input, BGM, voice, and SFX playback.
  • Effectful bytecode operations cross Hosting/IHost.cs; the VM does not call native OS APIs.
  • Movie payloads arrive from IAssetStore as owned bytes and decoded frames enter the compositor as the platform-neutral RgbaImage type.

The current runtime's only direct native Windows API use is the movie decoder described below. There are also softer Windows assumptions that should be tested or replaced before claiming portable exports.

Dependency inventory

Area Current dependency Runtime impact Portability status / future action
AGE movie decode (0x236 scene movies; 0x20f modal LOGO/OP/ED) Live playback still uses godot/DirectShowMovieDecoder.cs; the isolated native/age_movie_ffmpeg C ABI and FfmpegMovieSession probe path now decode the representative VFS movies Live movies remain Windows-only and the selected live backend still rejects installed MPEG effects whose display width is 8 mod 16 Add timestamp pacing to the proven FFmpeg path, select it as the sole live factory, run the corpus/live gates, then delete DirectShow
Movie integration MovieRuntime now owns IMovieDecoder from an injected IMovieDecoderFactory; Main deliberately selects DirectShowMovieDecoderFactory and remains marked SupportedOSPlatform("windows") Backend ownership is portable, but the selected live implementation is not yet Implement the FFmpeg IMovieDecoder, switch the factory, and remove the Windows annotation when DirectShow is deleted
Movie audio DirectShow connects only the video pin to the sample grabber/null renderer The MPEG audio stream is intentionally silent on every platform Design a PCM/audio-clock contract or let a future backend own synchronized A/V; separate feature slice
ADV font discovery godot/Main.cs probes C:/Windows/Fonts for Japanese fonts Harmless fallback today, but appearance depends on host fonts Bundle/configure a redistributable font or add platform-specific discovery
Filesystem semantics Several filename and containment comparisons use OrdinalIgnoreCase; installed assets are conventionally uppercase Needs validation on case-sensitive filesystems; may hide casing or containment mistakes Add Linux/macOS tests with mixed-case synthetic roots and use filesystem-appropriate containment rules
Install/repository discovery engine/Age.Engine/Sys4/Paths.cs finds age-reimpl above AppContext.BaseDirectory and assumes the current workspace sibling layout Suitable for development, not packaged exports on any OS Replace runtime discovery with a user-selected game root/profile; retain repository paths only for developer tools/tests
Archive parity oracle One integration test launches bin/BinExtractALF.exe Windows-only test helper, not a shipped runtime dependency Skip/replace on non-Windows CI; runtime ALF/AAI readers do not depend on it
Native RE tools Frida/Ghidra helpers target the original AGE.EXE; supporting utilities include Windows executables and Windows command conventions Development/research only Keep separate from export requirements; document platform prerequisites per tool
Python workflow Operating guide uses Windows py -3.11 invocation Developer workflow only Add equivalent python3 instructions if non-Windows development becomes active

No authored runtime code currently calls native DirectSound or Direct3D. Mentions of those APIs in docs/engine-re.md describe the original AGE implementation. The port's ordinary audio and rendering use Godot abstractions.

Movie backend replacement seam

The existing connection is localized but one abstraction short of being replaceable without edits:

VM op 0x236 (non-modal) / op 0x20f (modal)
  -> IHost.PlayMovieToSurface / PlayModalMovieToSurface
  -> VFS-owned MoviePayload bytes
  -> IMovieDecoderFactory
     -> DirectShowMovieDecoder (current live selection)
     -> FfmpegMovieSession -> age_movie C ABI (isolated gate only)
  -> newest RGBA frame
  -> retained movie surface
  -> Godot compositor

Everything before and after the selected decoder is portable. The replacement decision is an in-process FFmpeg backend behind a project-owned C ABI, not raw FFmpeg structs in Godot/C# and not a subprocess. FFmpeg n8.1.2-29-g703dcc25b9 is pinned by immutable release URL and SHA-256 in native/age_movie_ffmpeg/dependency-win64.json; changing that pin requires rerunning the full installed-movie gate. The shim dynamically links an LGPL build made without GPL or nonfree components and uses only libavformat, libavcodec, libavutil, and libswscale for the video slice. libswresample and the MPEG audio decoders may be packaged now, but PCM delivery remains a separate slice. Release artifacts must carry the matching FFmpeg source/configuration and notices required by FFmpeg's license checklist.

The boundary has two layers:

  1. A small native age_movie ABI owns all FFmpeg objects and version-sensitive calls. It accepts a borrowed byte span only for the duration of open, copies it into native-owned memory, creates a seekable custom AVIOContext, probes the MPEG program stream, and returns immutable video metadata. Sequential decode returns one top-down tightly packed RGBA8 frame plus its normalized presentation timestamp. Conversion occurs in an FFmpeg-owned aligned frame; only exact visible row bytes are copied into the caller's tightly packed buffer. Return statuses distinguish frame, EOF, invalid arguments, undersized output, and decoder failure; the open call returns a bounded UTF-8 diagnostic and an opened handle retains its last decode error. Close accepts a null handle, and managed SafeHandle ownership guarantees one close for each successfully opened handle. No FFmpeg pointer crosses the ABI.
  2. Managed IMovieDecoder owns the native handle and the paced worker. Synchronous construction provides StopTimeMs before 0x236 returns. The worker uses a monotonic playback origin, decodes ahead by at most one frame, publishes frames when their timestamps become due, and retains newest-frame-wins behavior if Godot is late. EOF becomes completion only after the final frame's presentation interval/stop time, so surface cleanup cannot erase the last frame immediately. Disposal interrupts waits and joins without depending on Godot's main thread.

StopTimeMs performs a bounded packet scan over the seekable in-memory payload and takes the longest usable FFmpeg format duration, video-stream duration, timestamp span, or constant-frame-rate packet-count duration. This accounts for the final MPEG presentation interval that FFmpeg's stream duration can omit (MVB908 is ten 30 fps frames: 333 ms, not the raw stream field's 316 ms). The result is converted to integer milliseconds with the same positive truncation used by native op 0x23f, then the demuxer rewinds before playback. Streams with no usable duration evidence fail initialization for the stock-content path rather than inventing timing. The existing host safety rule still converts any backend initialization failure into an explicitly completed zero-duration movie identity, and the presentation watchdog remains a last-resort guard for an initialized backend that never reaches EOF.

The factory is injection for tests and future decoder replacement, not runtime codec roulette. Once the FFmpeg corpus gate passes it becomes the only shipped movie backend on every platform and DirectShow is deleted. Modal completion/cancel remains owned above the decoder by the existing 0x20f host path. A future audio implementation will consume timestamped PCM and may become the presentation clock; it must not change the VM-facing stop-time, surface, or cancellation contracts.

This replacement is now also required for Windows gameplay parity. Archive-backed probes on 2026-07-21 show that the current DirectShow graph accepts tested MPEG widths divisible by 16 (208, 288, 304, 400, and 800) but fails Connect with 0x80040217 for tested widths that are 8 mod 16 (280, 360, 520, and 600). The dominant combat-effect family is 280x352 (125 installed MVB assets), so retaining DirectShow as the only Windows decoder is insufficient even though SC0000's 800x600 CHAPTER.AGF works.

An archive scan on the same date classified all 213 installed movie payloads as MPEG-1 program streams with MPEG-1 video and no MPEG-2 sequence extensions. Of those, 184 are video-only and 29 contain MPEG audio. The large LOGO/OP/ED family uses MPEG Audio Layer II, while 25 small 120x120 MVS movies use Layer I. That inventory is why the narrower pl_mpeg library was rejected as the primary backend: it fits every installed video stream but only decodes Layer II audio and explicitly ignores program-stream PTS in its high-level synchronization. FFmpeg covers the complete installed codec set and leaves the mod/profile boundary open without selecting a different decoder per effect.

Native deliverables are RID-specific and bundled with the Godot export; the runtime must not discover an arbitrary system FFmpeg. The first implementation gate is Windows x64 because that is the current runnable target, but the C ABI and loader paths must reserve Windows x64, Linux x64, macOS x64, and macOS arm64 from the start. Builds use shared libraries, $ORIGIN/@loader_path-style local lookup on Unix targets, recorded source hashes and configure arguments, and no committed original-game data. Packaging automation is part of completing the backend, not a prerequisite for the first native decode spike.

The Windows-x64 spike is now complete. bootstrap-win64.ps1 verifies the immutable archive SHA before extraction, and build-win64.ps1 builds the shim with MSVC and places the DLL, import artifacts, required LGPL shared libraries, and license under disposable build/native/win-x64. The managed resolver accepts AGE_FFMPEG_NATIVE_DIR for the isolated gate and otherwise reserves application-local and runtimes/<rid>/native lookup. Representative VFS results are MVB961 280x352/500 ms, MVB238 280x352/866 ms, MVB908 400x400/333 ms, and CHAPTER 800x600/12016 ms, all with changing frames and nondecreasing timestamps. Malformed input and repeated teardown are covered. This is not yet distributable packaging and does not change the current DirectShow live selection.

Cross-platform validation gates

Before advertising a platform as supported:

  1. Build and export the Godot C# project for that target without compiling an unusable native backend.
  2. Run the platform-neutral engine tests, with Windows-only parity oracles explicitly classified.
  3. Exercise SYS4/AAI/ALF loose override precedence on a case-sensitive filesystem.
  4. Decode representative raw/compressed AGF variants and compare RGBA output with established fixtures.
  5. Play SC0000 through texture, BGM, voice, SFX, and movie publication using only the original archives.
  6. Verify Japanese font discovery/rendering and user-selected game-root handling outside the repository.
  7. If movie audio is implemented, validate A/V synchronization, interruption, EOF, and teardown separately from video visibility.

Update rule

Add an entry whenever authored runtime code gains an OS API, native library, platform-specific path, filesystem assumption, conditional build rule, or platform-specific test oracle. Record whether it affects the shipped runtime, only development tooling, or only native-engine research. Cross-link detailed subsystem semantics to their canonical document instead of duplicating them here.