1334 lines
67 KiB
C#
1334 lines
67 KiB
C#
using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Runtime.Versioning;
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using System.Text.Json;
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using System.Threading.Tasks;
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using Godot;
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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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using Age.Engine.Sys4;
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using Age.Engine.Vm;
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using Script = Age.Engine.Model.Script; // disambiguate from Godot.Script
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[SupportedOSPlatform("windows")]
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public partial class Main : Godot.Control
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{
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private const int ScreenWidth = 800;
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private const int ScreenHeight = 600;
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private TextureRect _screenView = null!; // shows the composited screen backbuffer
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private Image _screen = null!; // 800x600 immediate-mode canvas
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private ImageTexture _screenTex = null!;
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private ImageTexture? _ageCursorTexture;
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private TextureRect _waitIndicator = null!;
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private ImageTexture? _waitIndicatorSheet;
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private AtlasTexture? _waitIndicatorAtlas;
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private int _waitIndicatorAssetId = -1;
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// One managed composition target for the entire frame. Layer helpers mutate it in place; only the
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// completed frame crosses the Godot Image boundary, avoiding a full GetData/SetData round-trip per layer.
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private readonly byte[] _screenPixels = new byte[ScreenWidth * ScreenHeight * 4];
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private Label _text = null!;
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private Label _speaker = null!;
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private readonly System.Collections.Generic.List<Label> _surfaceTextLabels = new();
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private readonly System.Collections.Generic.Dictionary<int, Label> _historyTextLabels = new();
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private Font? _presentationRegularFont;
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private FontVariation? _presentationBoldFont;
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private Label _status = null!;
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private Label _locatorHud = null!;
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private AudioStreamPlayer _bgm = null!; // looping background music
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private AudioStreamPlayer _voice = null!; // interrupt-on-new voice
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private int _voiceQueuedGeneration;
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private int _voiceStartedGeneration;
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private int _voiceCompletedGeneration;
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private bool _voiceBgmDuckActive;
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private int _voiceBgmDuckGeneration;
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private float _voiceBgmDuckRestoreDb;
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private readonly AudioStreamPlayer[] _sfx = new AudioStreamPlayer[10]; // SC0000 channels 0..9
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private readonly int[] _sfxGenerations = new int[10];
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private VirtualMachine _vm = null!;
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private GodotAdvHost _host = null!;
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private Sys4ScriptProvider? _scripts;
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private DebugSceneLauncher? _debugSceneLauncher;
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private IReadOnlyList<DebugSceneEntry> _debugSceneEntries = System.Array.Empty<DebugSceneEntry>();
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private readonly Age.Engine.Hosting.FrameClock _clock = new();
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private readonly System.Collections.Generic.Dictionary<long, MovieRuntime> _movies = new();
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// 0x236 creates its graph synchronously on the VM thread so 0x23f can query timing immediately.
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// Presentation ownership transfers here; _Process adopts staged decoders before sampling frames.
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private readonly System.Collections.Concurrent.ConcurrentDictionary<long, MovieRuntime> _pendingMovies = new();
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private IMovieDecoderFactory _movieDecoderFactory = new DirectShowMovieDecoderFactory();
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private readonly System.Collections.Generic.HashSet<long> _movieFrameSeen = new();
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private readonly System.Collections.Generic.HashSet<long> _movieCompletionNotified = new();
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private GodotTraceSink _trace = null!;
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private PageLocatorState _locator = null!;
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private bool _locatorHudVisible;
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private Age.Engine.Diagnostics.HistogramTraceSink? _hist; // --trace-histogram: profile the real run
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private string? _histFile;
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private Age.Engine.Model.OpcodeTable? _table;
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private bool _histDumped;
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private volatile bool _done;
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private bool _ended;
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private bool _selftest;
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private string? _shotPath; // --shot <png>: capture a page then quit (dev tool)
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private int _shotPage = 1; // --shot-page <n>: which page to capture (default 1)
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private volatile int _pageCount;
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private int _shotSettle;
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private int _shotSettleTarget = 3; // --shot-settle <frames>: settle N frames before grabbing (to
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// capture mid-tween — the anim clock keeps running while parked)
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private bool _shotDone;
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private string? _seqDir; // --shot-sequence <dir>: dump one PNG per frame (verify paced anim)
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private int _seqFrames = 180; // --frames <n>: how many frames to dump (default ~3s @60fps)
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private int _seqIdx;
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private string? _gfxLogPath; // --gfx-log <file>: log per-object compositor draw/skip CHANGES
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private System.IO.StreamWriter? _gfxLog;
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private readonly System.Collections.Generic.Dictionary<long, string> _lastGfxDecision = new();
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private int _gfxLogFrame;
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private string? _timelineLogPath; // --timeline-log <jsonl>: synchronized VM/host/compositor evidence
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private GodotTimelineLog? _timeline;
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private int _timelineFrame;
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public override void _Ready()
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{
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// Screen backbuffer: one 800x600 canvas that draw-texture blits into, shown behind the dialogue.
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_screen = Image.CreateEmpty(ScreenWidth, ScreenHeight, false, Image.Format.Rgba8);
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_screenTex = ImageTexture.CreateFromImage(_screen);
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_screenView = new TextureRect
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{
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Texture = _screenTex,
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ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
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StretchMode = TextureRect.StretchModeEnum.Scale,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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AddChild(_screenView); // added first -> draws behind the text/status labels
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_screenView.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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// Native ADV wait marker: a tiny independently animated atlas region. Keeping it separate from the
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// 800x600 software backbuffer avoids recompositing the entire retained scene throughout static waits.
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_waitIndicator = new TextureRect
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{
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Visible = false,
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ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
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StretchMode = TextureRect.StretchModeEnum.Keep,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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AddChild(_waitIndicator);
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_text = new Label { AutowrapMode = TextServer.AutowrapMode.WordSmart, MouseFilter = MouseFilterEnum.Ignore };
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AddChild(_text);
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_text.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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_speaker = new Label { MouseFilter = MouseFilterEnum.Ignore, Visible = false };
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AddChild(_speaker);
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_speaker.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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_surfaceTextLabels.Add(_speaker);
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_status = new Label();
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AddChild(_status);
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_status.SetAnchorsAndOffsetsPreset(LayoutPreset.BottomWide);
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_status.OffsetLeft = 40; _status.OffsetTop = -60;
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_locatorHud = new Label { Visible = false, MouseFilter = MouseFilterEnum.Ignore };
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_locatorHud.Position = new Vector2(8, 8);
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AddChild(_locatorHud);
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// Best-effort CJK font so the visual isn't tofu (headless self-test doesn't depend on it).
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foreach (var fp in new[] { "C:/Windows/Fonts/msgothic.ttc", "C:/Windows/Fonts/YuGothM.ttc",
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"C:/Windows/Fonts/YuGothR.ttc", "C:/Windows/Fonts/meiryo.ttc" })
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{
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if (!System.IO.File.Exists(fp)) continue;
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try
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{
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var ff = new FontFile { Data = System.IO.File.ReadAllBytes(fp) };
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_text.AddThemeFontOverride("font", ff);
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_speaker.AddThemeFontOverride("font", ff);
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_status.AddThemeFontOverride("font", ff);
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_locatorHud.AddThemeFontOverride("font", ff);
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_text.AddThemeFontSizeOverride("font_size", 25);
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_speaker.AddThemeFontSizeOverride("font_size", 25);
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_text.AddThemeConstantOverride("outline_size", 1);
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_speaker.AddThemeConstantOverride("outline_size", 1);
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var outline = new Color(0x60 / 255f, 0x60 / 255f, 0x60 / 255f, 1);
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_text.AddThemeColorOverride("font_outline_color", outline);
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_speaker.AddThemeColorOverride("font_outline_color", outline);
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break;
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}
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catch { /* fall back to the default font */ }
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}
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_bgm = new AudioStreamPlayer();
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_voice = new AudioStreamPlayer();
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AddChild(_bgm);
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AddChild(_voice);
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for (int i = 0; i < _sfx.Length; i++)
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{
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_sfx[i] = new AudioStreamPlayer();
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AddChild(_sfx[i]);
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}
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var userArgs = OS.GetCmdlineUserArgs();
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_selftest = System.Array.IndexOf(userArgs, "--selftest") >= 0;
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bool boot = System.Array.IndexOf(userArgs, "--boot") >= 0; // diagnostic prefix for direct-scene runs
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bool nativeDebugMenu = System.Array.IndexOf(userArgs, "--native-debug-menu") >= 0;
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if (nativeDebugMenu)
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GD.Print("[debug] native exit requests disabled; post-0x1 bytecode may execute");
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string scene = "SYSTEM4"; // natural persistent root; --scene keeps direct diagnostics
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var seeds = new List<(int Addr, long Val)>(); // --seed 0xADDR=VAL (repeatable) — initial global state
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double sleepScale = 1.0; // --sleep-scale <f>: scale explicit op-0xc8 holds
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double speed = 1.0; // --speed <f>: sleeps + retained presentation clocks
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long transitionClickMs = -1; // --transition-click-ms <n>: force active transitions after n virtual ms
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string? histFile = null; // --trace-histogram <file>: op/call-site execution counts of the REAL run
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string? pageMapPath = null; // --page-map <jsonl>: override default build/page-map-SCxxxx.jsonl
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for (int i = 0; i < userArgs.Length; i++)
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{
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if (userArgs[i] == "--scene" && i + 1 < userArgs.Length) scene = userArgs[i + 1];
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if (userArgs[i] == "--shot" && i + 1 < userArgs.Length) _shotPath = userArgs[i + 1];
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if (userArgs[i] == "--shot-page" && i + 1 < userArgs.Length) int.TryParse(userArgs[i + 1], out _shotPage);
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if (userArgs[i] == "--shot-settle" && i + 1 < userArgs.Length) int.TryParse(userArgs[i + 1], out _shotSettleTarget);
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if (userArgs[i] == "--shot-sequence" && i + 1 < userArgs.Length) _seqDir = userArgs[i + 1];
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if (userArgs[i] == "--gfx-log" && i + 1 < userArgs.Length) _gfxLogPath = userArgs[i + 1];
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if (userArgs[i] == "--timeline-log" && i + 1 < userArgs.Length) _timelineLogPath = userArgs[i + 1];
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if (userArgs[i] == "--frames" && i + 1 < userArgs.Length) int.TryParse(userArgs[i + 1], out _seqFrames);
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if (userArgs[i] == "--sleep-scale" && i + 1 < userArgs.Length) double.TryParse(userArgs[i + 1], out sleepScale);
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if (userArgs[i] == "--speed" && i + 1 < userArgs.Length) double.TryParse(userArgs[i + 1], out speed);
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if (userArgs[i] == "--transition-click-ms" && i + 1 < userArgs.Length) long.TryParse(userArgs[i + 1], out transitionClickMs);
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if (userArgs[i] == "--trace-histogram" && i + 1 < userArgs.Length) histFile = userArgs[i + 1];
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if (userArgs[i] == "--page-map" && i + 1 < userArgs.Length) pageMapPath = userArgs[i + 1];
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if (userArgs[i] == "--locator-hud") _locatorHudVisible = true;
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if (userArgs[i] == "--seed" && i + 1 < userArgs.Length)
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{
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var kv = userArgs[i + 1].Split('=');
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if (kv.Length == 2)
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{
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int k = kv[0].StartsWith("0x") ? System.Convert.ToInt32(kv[0], 16) : int.Parse(kv[0]);
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long v = kv[1].StartsWith("0x") ? System.Convert.ToInt64(kv[1], 16) : long.Parse(kv[1]);
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seeds.Add((k, v));
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}
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}
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}
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if (!double.IsFinite(speed) || speed <= 0) speed = 1.0;
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_clock.Speed = System.Math.Clamp(speed, 0.05, 8.0);
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var table = OpcodeTableJson.Load(Paths.OpcodesJson);
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// Full op handling everywhere: the provider lets call-script load & run subroutines. Selftest
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// runs a SYNTHESIZED scene (not a real scene in a crippled mode) so its output is deterministic.
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Script script;
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IScriptProvider provider;
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Sys4ScriptProvider? scripts = null;
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if (_selftest) (script, provider) = BuildSelfTestScene(table);
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else { scripts = Sys4ScriptProvider.Load(table); script = scripts.RequireByName(scene + ".BIN"); provider = scripts; }
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_scripts = scripts;
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bool directSceneHarness = !_selftest
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&& !scene.Equals("SYSTEM4", System.StringComparison.OrdinalIgnoreCase);
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if (_timelineLogPath != null) _timeline = new GodotTimelineLog(_timelineLogPath);
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if (!_selftest && pageMapPath == null)
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pageMapPath = System.IO.Path.Combine(Paths.Build, $"page-map-{scene.ToUpperInvariant()}.jsonl");
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_locator = new PageLocatorState(scene, _selftest ? null : pageMapPath);
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_locatorHud.Visible = _locatorHudVisible;
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var resources = scripts != null ? new ResourceMap(scripts.Catalog) : ResourceMap.Load();
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_host = new GodotAdvHost(this, resources, scene, _clock, _locator, _timeline) { SleepScale = sleepScale, TraceOps = _gfxLogPath != null };
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_trace = new GodotTraceSink(_locator, _timeline);
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// --trace-histogram: aggregate op/call-site execution counts of the REAL Godot run (headless flow
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// diverges — wait-for-input is a no-op there — so this is the only way to profile the live path).
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_table = table;
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_histFile = histFile;
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Age.Engine.Diagnostics.ITraceSink sink = _trace;
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if (histFile != null) { _hist = new Age.Engine.Diagnostics.HistogramTraceSink();
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sink = new Age.Engine.Diagnostics.CompositeTraceSink(_trace, _hist); }
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_vm = new VirtualMachine(script, table, _host,
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new VmOptions(MaxSteps: 20_000_000, IgnoreExitRequests: nativeDebugMenu), provider, sink);
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if (scripts != null)
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{
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_debugSceneEntries = DebugSceneCatalog.Build(scripts.Catalog);
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_debugSceneLauncher = new DebugSceneLauncher();
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_debugSceneLauncher.LaunchRequested += LaunchDebugScene;
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AddChild(_debugSceneLauncher);
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}
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// SYSTEM4.BIN defines these nine shared ADV text layouts before dispatching any scene. The
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// single-scene harness starts after that prefix, so carry forward its exact script-owned state
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// alongside the inherited SO000/SO001 state below. Full Phase-B SYSTEM4 replay will replace this
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// bootstrap as one unit; HISTORY depends on the 650x150 dimensions of layouts 2..6 for clipping.
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if (directSceneHarness)
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{
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var systemScript = scripts!.RequireByName("SYSTEM4.BIN");
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AdvTextLayoutBootstrap.ApplyLeadingDefinitionsAndResets(systemScript, table, _vm.TextHistory);
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InputBindingBootstrap.Apply(systemScript, _vm.InputBindings);
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}
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// SYSTEM4 loads the shared SO001 chrome sheet into surface slot 17 before any scene runs.
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// Seed that inherited retained-surface state without replaying the entrypoint's unrelated UI flow.
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if (directSceneHarness && resources.ResolveName("SO001.AGF") is { } systemChrome)
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{
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_host.SetTexture(systemChrome.PackedId, 0x11);
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_vm.Gfx.SetSurface(0x11, systemChrome.PackedId, 0);
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}
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// SYSTEM4 also loads SO000 and configures op 0x73 before entering scene code. The Phase-A
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// single-scene harness does not replay those graphics side effects, so inject their exact state
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// alongside the existing SO001 bootstrap until Phase B runs the complete SYSTEM4 entrypoint.
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if (directSceneHarness && resources.ResolveName("SO000.AGF") is { } waitIndicator)
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{
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_host.SetTexture(waitIndicator.PackedId, 0x0c);
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_vm.Gfx.SetSurface(0x0c, waitIndicator.PackedId, 0xff00);
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_host.ConfigureAdvWaitIndicator(new AdvWaitIndicatorConfig(
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1, 385, 140, 0x0c, 0, 0, 30, 27, 12, 48));
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}
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// --boot: run SYSTEM4's state prefix (INITCONFIG/INIT2/INIT) so the scene sees boot state — chiefly
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// INIT2's gfx handle array 0x62455.. (skips the UI scripts LOGO/OP/TITLE). State carries via globals.
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if (boot && directSceneHarness)
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{
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var session = new GameSession();
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foreach (var b in new[] { "INITCONFIG.BIN", "INIT2.BIN", "INIT.BIN" })
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session.RunScene(scripts!.RequireByName(b), table, new CaptureHost(), null, provider);
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foreach (var kv in session.Globals) _vm.Globals[kv.Key] = kv.Value;
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foreach (var kv in session.GlobalStrings) _vm.GlobalStrings[kv.Key] = kv.Value;
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GD.Print($"[boot] system boot done: {session.Globals.Count} globals seeded");
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}
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// The native SYSTEM4 UI boot enables standard ADV chrome after the data-only *INIT prefix above.
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// Without this inherited value the visible SO001 strip is still drawn, but every ADV script skips
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// its five pointer rectangles and registers only the off-screen keyboard/pad records.
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if (directSceneHarness)
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{
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_vm.Globals[0x6c1] = 1;
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}
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// The native ADV scheduler supplies this Hide Window permission outside script-visible writes.
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// It is an engine service default, not a scene bootstrap, and remains present for either entry path.
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if (!_selftest) _vm.Globals[0x62425] = 1;
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// Native AGE owns this transient secondary-SFX channel outside script-visible writes.
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// The matching SC0000 trace has value 4 at 0xc31; seed only this proven profile/slice.
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if (!_selftest && scene.Equals("SC0000", System.StringComparison.OrdinalIgnoreCase))
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_vm.ExternalGlobals[0x6242d] = 4;
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foreach (var (addr, val) in seeds) _vm.Globals[addr] = val; // --seed overrides boot state
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_ = Task.Run(() => { _vm.Run(); _done = true; });
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if (_selftest)
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_ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting) _host.SignalInput(); await Task.Delay(1); } });
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// --shot: auto-advance up to (but not past) the target page, then _Process captures + quits.
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if (_shotPath != null)
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_ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting && _host.Pages < _shotPage) _host.SignalInput(); await Task.Delay(1); } });
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// --shot-sequence: auto-advance past every input wait so the paced burst isn't blocked on a click.
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if (_seqDir != null)
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_ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting) _host.SignalInput(); await Task.Delay(1); } });
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if (transitionClickMs >= 0)
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_ = Task.Run(async () =>
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{
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while (!_done)
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{
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if (_host.IsTransitionWaiting && _host.TransitionStartedAtMs >= 0 &&
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_clock.NowMs - _host.TransitionStartedAtMs >= transitionClickMs)
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_host.SignalInput();
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await Task.Delay(1);
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}
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});
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}
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public override void _Process(double delta)
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{
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_clock.Advance(delta);
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_timelineFrame++;
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_timeline?.SetFrame(_timelineFrame, _clock.NowMs);
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_host?.PulseFrame();
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UpdateVoicePlaybackState();
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AdoptPendingMovies();
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UpdateMovieFrames();
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if (!_selftest && _vm != null && _host != null && _host.ShouldRecomposite(_vm.Gfx))
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Recomposite(); // native publishes retained mutations only at present/service boundaries
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if (!_selftest && _host != null) UpdateAdvTextPresentation();
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if (!_selftest && _host != null) UpdateAdvWaitIndicatorPresentation();
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if (!_selftest && _host != null) UpdateHistoryTextPresentation();
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// --shot-sequence: dump one PNG per frame across the opening so a time-based (paced) effect can be
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// verified as distinct frames, not just the final state. Captures after Recomposite; quits when full.
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if (_seqDir != null && _seqIdx < _seqFrames && !_done)
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{
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System.IO.Directory.CreateDirectory(_seqDir);
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// Headless has no rendered viewport texture (GetImage() is null). Still advance/count/quit so the
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// real-run trace-histogram can profile the live path without a display; only the PNG grab is skipped.
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var fimg = GetViewport().GetTexture()?.GetImage();
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fimg?.SavePng($"{_seqDir}/frame_{_seqIdx:0000}.png");
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_seqIdx++;
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if (_seqIdx >= _seqFrames) { GD.Print($"SEQ saved {_seqIdx} frames -> {_seqDir}"); GetTree().Quit(0); }
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return;
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}
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// --shot: once the target page is composed and parked at wait-for-input, settle a few frames then grab it.
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if (_shotPath != null && !_shotDone && _host != null && (_host.Pages >= _shotPage && _host.IsWaiting || _done))
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{
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if (++_shotSettle >= _shotSettleTarget)
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{
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_shotDone = true;
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var img = GetViewport().GetTexture().GetImage();
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img.SavePng(_shotPath);
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GD.Print($"SHOT saved page {_pageCount} -> {_shotPath}");
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ReportSubroutines();
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GetTree().Quit(0);
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}
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return;
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}
|
|
if (_done && !_ended)
|
|
{
|
|
_ended = true;
|
|
DumpHistogram();
|
|
GD.Print($"[vm] ended: {_vm!.HaltReason ?? "unknown"} after {_vm.Steps} steps");
|
|
ReportSubroutines();
|
|
ShowEnd();
|
|
if (_selftest) RunSelfTest();
|
|
}
|
|
}
|
|
|
|
// _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 (_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;
|
|
}
|
|
// 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 >= 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 && _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 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)
|
|
{
|
|
Vector2 size = GetViewportRect().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 override void _ExitTree()
|
|
{
|
|
DumpHistogram(); _host?.Stop(); _timeline?.Dispose(); _locator?.Dispose();
|
|
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 void Recomposite()
|
|
{
|
|
System.Array.Clear(_screenPixels);
|
|
foreach (var label in _surfaceTextLabels) label.Visible = false;
|
|
int surfaceTextLabelIndex = 0;
|
|
System.Collections.Generic.Dictionary<long, string>? decisions = _gfxLogPath != null || _timeline != null ? new() : null;
|
|
if (_host.TrySnapshotScreenTransition(out var transition))
|
|
{
|
|
// 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, ref surfaceTextLabelIndex, decisions, false);
|
|
FillQuad(0, 0, ScreenWidth, ScreenHeight, 0, (float)transition.Progress);
|
|
CompositeVisibleObjects(transition.Target, (float)transition.Progress,
|
|
ref surfaceTextLabelIndex, decisions, false);
|
|
}
|
|
else
|
|
{
|
|
var visible = _vm.Gfx.SnapshotVisibleObjects(_clock.NowMs); // synchronized objects + ranges
|
|
CompositeVisibleObjects(visible, 1f, ref surfaceTextLabelIndex, decisions, true);
|
|
}
|
|
_screen.SetData(ScreenWidth, ScreenHeight, false, Image.Format.Rgba8, _screenPixels);
|
|
_screenTex.Update(_screen);
|
|
if (decisions != null) LogGfxDecisionChanges(decisions);
|
|
}
|
|
|
|
private void CompositeVisibleObjects(IReadOnlyList<RenderObject> visible, float globalOpacity,
|
|
ref int surfaceTextLabelIndex,
|
|
System.Collections.Generic.Dictionary<long, string>? decisions,
|
|
bool includeSurfaceText)
|
|
{
|
|
int z = 0;
|
|
foreach (var v in visible) // interpolate at the retained-presentation clock
|
|
{
|
|
var t = v.Transform;
|
|
var affine = Age.Engine.Model.Transform2DMath.Build(t, v.Rotation);
|
|
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);
|
|
var surfaceTexture = rawObject != null
|
|
? _host.ResolveSurfaceTexture(rawObject.SourceSlot, v.SurfaceResId)
|
|
: null;
|
|
string outcome;
|
|
if (v.SurfaceTransition is { } transition)
|
|
{
|
|
int layers = DrawTransitionRange(visible, transition);
|
|
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 : 800, baseH = v.H > 0 ? v.H : 600;
|
|
// 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;
|
|
FillAffineQuad(baseW, baseH, localToDest, v.Tint, fillA);
|
|
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 outcome = "SKIP(no-resId, opaque render-target)";
|
|
}
|
|
else
|
|
{
|
|
var texture = surfaceTexture ?? _host.ResolveResIdTexture(v.SurfaceResId);
|
|
if (texture == 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);
|
|
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}";
|
|
if (includeSurfaceText && rawObject != null)
|
|
{
|
|
foreach (var surfaceText in _host.SnapshotSurfaceText(rawObject.SourceSlot))
|
|
{
|
|
if (surfaceText.X < v.SrcX || surfaceText.X >= v.SrcX + v.W ||
|
|
surfaceText.Y < v.SrcY || surfaceText.Y >= v.SrcY + v.H) continue;
|
|
var textPos = localToDest.Apply(surfaceText.X - v.SrcX, surfaceText.Y - v.SrcY);
|
|
var label = GetSurfaceTextLabel(surfaceTextLabelIndex++);
|
|
label.Position = new Vector2((float)textPos.X, (float)textPos.Y);
|
|
label.Size = new Vector2(System.Math.Max(1, v.W - (surfaceText.X - v.SrcX)),
|
|
System.Math.Max(1, v.H - (surfaceText.Y - v.SrcY)));
|
|
label.Text = surfaceText.Text;
|
|
ApplyAdvTextStyle(label, surfaceText.Style);
|
|
label.Visible = true;
|
|
}
|
|
}
|
|
z++;
|
|
}
|
|
}
|
|
|
|
private void UpdateAdvTextPresentation()
|
|
{
|
|
// Modal callback scripts composite their own full-screen UI while the enclosing ADV wait remains
|
|
// parked. The ordinary dialogue Label is a Godot overlay rather than part of the retained surface,
|
|
// so hide it while that nested input owner is active or it leaks above HISTORY's background.
|
|
_text.Visible = !_host.IsAdvPagePresentationSuspended && !_vm.IsRawInputCallbackActive;
|
|
if (!_text.Visible) return;
|
|
var t = _host.SnapshotAdvText();
|
|
var layout = _vm.TextHistory.GetLayoutSnapshot(_host.AdvPageLayoutSlot);
|
|
_text.Position = new Vector2(layout.OriginX + layout.CursorX, layout.OriginY + layout.CursorY);
|
|
_text.Size = new Vector2(System.Math.Max(1, layout.Right - layout.CursorX),
|
|
System.Math.Max(1, layout.Bottom - layout.CursorY));
|
|
int count = System.Math.Clamp(t.VisibleGlyphs, 0, t.Text.Length);
|
|
_text.Text = count == 0 ? "" : t.Text[..count];
|
|
}
|
|
|
|
private void UpdateHistoryTextPresentation()
|
|
{
|
|
foreach (var label in _historyTextLabels.Values) label.Visible = false;
|
|
foreach (var batch in _host.SnapshotRenderedTextHistory())
|
|
{
|
|
if (batch.Text.Length == 0) continue;
|
|
if (!_historyTextLabels.TryGetValue(batch.LayoutSlot, out var label))
|
|
{
|
|
label = CreateAdvPresentationLabel();
|
|
_historyTextLabels.Add(batch.LayoutSlot, label);
|
|
}
|
|
var layout = batch.Layout;
|
|
label.Position = new Vector2(layout.OriginX + layout.CursorX, layout.OriginY + layout.CursorY);
|
|
label.Size = new Vector2(System.Math.Max(1, layout.Right - layout.CursorX),
|
|
System.Math.Max(1, layout.Bottom - layout.CursorY));
|
|
label.Text = batch.Text;
|
|
ApplyAdvTextStyle(label, batch.Style);
|
|
label.Visible = true;
|
|
}
|
|
}
|
|
|
|
private Label GetSurfaceTextLabel(int index)
|
|
{
|
|
while (_surfaceTextLabels.Count <= index) _surfaceTextLabels.Add(CreateAdvPresentationLabel());
|
|
return _surfaceTextLabels[index];
|
|
}
|
|
|
|
private Label CreateAdvPresentationLabel()
|
|
{
|
|
var label = new Label
|
|
{
|
|
MouseFilter = MouseFilterEnum.Ignore,
|
|
Visible = false,
|
|
AutowrapMode = TextServer.AutowrapMode.WordSmart,
|
|
ClipText = true,
|
|
};
|
|
label.AddThemeFontOverride("font", _text.GetThemeFont("font"));
|
|
AddChild(label);
|
|
return label;
|
|
}
|
|
|
|
private void ApplyAdvTextStyle(Label label, AdvTextStyle style)
|
|
{
|
|
int fontSize = style.PrimaryFontSize > 0 ? style.PrimaryFontSize : 24;
|
|
_presentationRegularFont ??= _text.GetThemeFont("font");
|
|
if (style.Bold)
|
|
{
|
|
_presentationBoldFont ??= new FontVariation
|
|
{
|
|
BaseFont = _presentationRegularFont,
|
|
VariationEmbolden = 1.2f,
|
|
};
|
|
label.AddThemeFontOverride("font", _presentationBoldFont);
|
|
}
|
|
else label.AddThemeFontOverride("font", _presentationRegularFont);
|
|
label.AddThemeFontSizeOverride("font_size", fontSize);
|
|
label.AddThemeColorOverride("font_color", RgbColor(style.TextColor, Colors.White));
|
|
label.AddThemeColorOverride("font_outline_color", RgbColor(style.EffectColor, new Color(0.38f, 0.38f, 0.38f)));
|
|
label.AddThemeConstantOverride("line_spacing", style.LineSpacing);
|
|
int outline = style.RenderMode == 0 ? 0 : System.Math.Max(1,
|
|
System.Math.Max(System.Math.Abs(style.EffectOffsetX), System.Math.Abs(style.EffectOffsetY)));
|
|
label.AddThemeConstantOverride("outline_size", outline);
|
|
}
|
|
|
|
private static Color RgbColor(long rgb, Color fallback)
|
|
{
|
|
if ((rgb & 0x00ff_ffff) == 0) return fallback;
|
|
return new Color(((rgb >> 16) & 0xff) / 255f, ((rgb >> 8) & 0xff) / 255f, (rgb & 0xff) / 255f, 1);
|
|
}
|
|
|
|
private void UpdateAdvWaitIndicatorPresentation()
|
|
{
|
|
// As with the ordinary dialogue Label, the enclosing page's separately animated marker must sit
|
|
// out while HISTORY/HIDEWIN owns raw input; native retained composition naturally covers it.
|
|
if (_vm.IsRawInputCallbackActive)
|
|
{
|
|
_waitIndicator.Visible = false;
|
|
return;
|
|
}
|
|
var snapshot = _host.SnapshotAdvWaitIndicator();
|
|
if (snapshot == null)
|
|
{
|
|
_waitIndicator.Visible = false;
|
|
return;
|
|
}
|
|
|
|
var s = snapshot.Value;
|
|
if (_waitIndicatorAssetId != s.AssetId)
|
|
{
|
|
var image = Image.CreateFromData(s.Image.Width, s.Image.Height, false, Image.Format.Rgba8, s.Image.Pixels);
|
|
_waitIndicatorSheet = ImageTexture.CreateFromImage(image);
|
|
_waitIndicatorAtlas = new AtlasTexture { Atlas = _waitIndicatorSheet };
|
|
_waitIndicator.Texture = _waitIndicatorAtlas;
|
|
_waitIndicatorAssetId = s.AssetId;
|
|
}
|
|
|
|
var c = s.Config;
|
|
_waitIndicatorAtlas!.Region = new Rect2(
|
|
c.SourceX + s.Frame * c.CellWidth, c.SourceY, c.CellWidth, c.CellHeight);
|
|
_waitIndicator.Position = new Vector2(c.X, 430 + c.Y);
|
|
_waitIndicator.Size = new Vector2(c.CellWidth, c.CellHeight);
|
|
_waitIndicator.Visible = true;
|
|
}
|
|
|
|
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;
|
|
var affine = Transform2DMath.Build(source.Transform, source.Rotation).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);
|
|
var texture = rawObject != null
|
|
? _host.ResolveSurfaceTexture(rawObject.SourceSlot, source.SurfaceResId)
|
|
: null;
|
|
if (source.SurfaceResId == 0 && texture == null)
|
|
{
|
|
if (source.Blend == BlendKind.Opaque) continue;
|
|
int w = source.W > 0 ? source.W : 800, h = source.H > 0 ? source.H : 600;
|
|
FillAffineQuad(w, h, affine, source.Tint, opacity * source.TintStrength / 255f);
|
|
}
|
|
else
|
|
{
|
|
texture ??= _host.ResolveResIdTexture(source.SurfaceResId);
|
|
if (texture == null) 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;
|
|
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);
|
|
if (sw <= 0 || sh <= 0) return;
|
|
Age.Engine.Model.SoftwareAffineRasterizer.BlitRgba(
|
|
_screenPixels, ScreenWidth, ScreenHeight, sourcePixels, sourceWidth, sourceHeight,
|
|
srcX, srcY, sw, sh, localToDest, tint, tintStrength, alpha, multiplyTint, blend);
|
|
}
|
|
|
|
private void FillAffineQuad(int w, int h, Age.Engine.Model.Affine2D localToDest, long tint, float alpha)
|
|
{
|
|
Age.Engine.Model.SoftwareAffineRasterizer.FillRgba(
|
|
_screenPixels, ScreenWidth, ScreenHeight, w, h, localToDest, tint, alpha);
|
|
}
|
|
|
|
// 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;
|
|
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);
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Decode VFS-owned bytes in Godot. BGM loops; voice plays once, cutting off any prior line.
|
|
public void PlayBgm(byte[] oggBytes, string assetName)
|
|
{
|
|
var stream = AudioStreamOggVorbis.LoadFromBuffer(oggBytes);
|
|
if (stream == null) { GD.Print($"OGG load failed {assetName}"); return; }
|
|
stream.Loop = true;
|
|
_bgm.VolumeDb = 0;
|
|
_bgm.Stream = stream;
|
|
_bgm.Play();
|
|
}
|
|
|
|
public int QueueVoicePlayback()
|
|
=> System.Threading.Interlocked.Increment(ref _voiceQueuedGeneration);
|
|
|
|
public bool IsVoicePlaybackActive
|
|
=> System.Threading.Volatile.Read(ref _voiceCompletedGeneration)
|
|
< System.Threading.Volatile.Read(ref _voiceQueuedGeneration);
|
|
|
|
public void PlayVoice(byte[] oggBytes, string assetName, int generation, bool duckBgm, int duckTargetPercent)
|
|
{
|
|
var stream = AudioStreamOggVorbis.LoadFromBuffer(oggBytes);
|
|
if (stream == null)
|
|
{
|
|
GD.Print($"OGG load failed {assetName}");
|
|
CompleteVoiceGeneration(generation);
|
|
return;
|
|
}
|
|
if (duckBgm)
|
|
BeginVoiceBgmDuck(generation, duckTargetPercent);
|
|
else
|
|
RestoreVoiceBgmDuck();
|
|
stream.Loop = false;
|
|
_voice.Stream = stream;
|
|
System.Threading.Volatile.Write(ref _voiceStartedGeneration, generation);
|
|
_voice.Play();
|
|
}
|
|
|
|
public void StopVoiceForMessageSkip()
|
|
{
|
|
_voice.Stop();
|
|
CompleteVoiceGeneration(System.Threading.Volatile.Read(ref _voiceQueuedGeneration));
|
|
}
|
|
|
|
private void UpdateVoicePlaybackState()
|
|
{
|
|
int started = System.Threading.Volatile.Read(ref _voiceStartedGeneration);
|
|
if (started > System.Threading.Volatile.Read(ref _voiceCompletedGeneration) && !_voice.Playing)
|
|
CompleteVoiceGeneration(started);
|
|
}
|
|
|
|
private void CompleteVoiceGeneration(int generation)
|
|
{
|
|
int current;
|
|
do
|
|
{
|
|
current = System.Threading.Volatile.Read(ref _voiceCompletedGeneration);
|
|
if (current >= generation) return;
|
|
}
|
|
while (System.Threading.Interlocked.CompareExchange(
|
|
ref _voiceCompletedGeneration, generation, current) != current);
|
|
if (_voiceBgmDuckActive && generation >= _voiceBgmDuckGeneration)
|
|
RestoreVoiceBgmDuck();
|
|
}
|
|
|
|
private void BeginVoiceBgmDuck(int generation, int targetPercent)
|
|
{
|
|
if (!_voiceBgmDuckActive)
|
|
_voiceBgmDuckRestoreDb = _bgm.VolumeDb;
|
|
_voiceBgmDuckActive = true;
|
|
_voiceBgmDuckGeneration = generation;
|
|
float linear = System.Math.Clamp(targetPercent / 100.0f, 0.0f, 1.0f);
|
|
_bgm.VolumeDb = linear <= 0 ? -80.0f : Mathf.LinearToDb(linear);
|
|
}
|
|
|
|
private void RestoreVoiceBgmDuck()
|
|
{
|
|
if (!_voiceBgmDuckActive) return;
|
|
_bgm.VolumeDb = _voiceBgmDuckRestoreDb;
|
|
_voiceBgmDuckActive = false;
|
|
_voiceBgmDuckGeneration = 0;
|
|
}
|
|
|
|
public void LoadSoundEffect(byte[] wavBytes, string assetName, int channel)
|
|
{
|
|
if ((uint)channel >= (uint)_sfx.Length) return;
|
|
_sfxGenerations[channel]++;
|
|
_sfx[channel].Stop();
|
|
_sfx[channel].Stream = null;
|
|
var stream = AudioStreamWav.LoadFromBuffer(wavBytes);
|
|
if (stream == null) { GD.Print($"WAV load failed {assetName}"); return; }
|
|
stream.LoopMode = AudioStreamWav.LoopModeEnum.Disabled;
|
|
_sfx[channel].VolumeDb = 0;
|
|
_sfx[channel].Stream = stream;
|
|
}
|
|
|
|
public void StartSoundEffect(int channel)
|
|
{
|
|
if ((uint)channel < (uint)_sfx.Length && _sfx[channel].Stream != null)
|
|
_sfx[channel].Play();
|
|
}
|
|
|
|
public void ScheduleSoundEffectStart(int channel, int startMode, double realDelaySeconds)
|
|
{
|
|
if ((uint)channel >= (uint)_sfx.Length || _sfx[channel].Stream == null) return;
|
|
int generation = _sfxGenerations[channel];
|
|
void StartIfCurrent()
|
|
{
|
|
if (_sfxGenerations[channel] != generation || _sfx[channel].Stream == null) return;
|
|
if (_sfx[channel].Stream is AudioStreamWav wav)
|
|
wav.LoopMode = startMode == 0
|
|
? AudioStreamWav.LoopModeEnum.Disabled
|
|
: AudioStreamWav.LoopModeEnum.Forward;
|
|
_sfx[channel].Play();
|
|
}
|
|
if (realDelaySeconds <= 0)
|
|
{
|
|
StartIfCurrent();
|
|
return;
|
|
}
|
|
GetTree().CreateTimer(realDelaySeconds).Timeout += StartIfCurrent;
|
|
}
|
|
|
|
public void CancelScheduledSoundEffectStarts()
|
|
{
|
|
// Native scene_context_init_reset calls sfx_clear_scheduled_starts. Generation invalidation
|
|
// cancels the timer callbacks without stopping active sounds or unloading their channel streams.
|
|
for (int channel = 0; channel < _sfxGenerations.Length; channel++)
|
|
_sfxGenerations[channel]++;
|
|
}
|
|
|
|
public void ReleaseSoundEffect(int channel)
|
|
{
|
|
if ((uint)channel >= (uint)_sfx.Length) return;
|
|
_sfxGenerations[channel]++;
|
|
_sfx[channel].Stop();
|
|
_sfx[channel].Stream = null;
|
|
}
|
|
|
|
public void FadeBgm(int targetPercent, double realDurationSeconds)
|
|
{
|
|
float linear = System.Math.Clamp(targetPercent / 100.0f, 0.0f, 1.0f);
|
|
float targetDb = linear <= 0 ? -80.0f : Mathf.LinearToDb(linear);
|
|
if (realDurationSeconds <= 0) { _bgm.VolumeDb = targetDb; return; }
|
|
CreateTween().TweenProperty(_bgm, "volume_db", targetDb, realDurationSeconds);
|
|
}
|
|
|
|
public bool TryPlayMovie(byte[] mpegBytes, string assetName, long resourceId, int assetId,
|
|
out long? stopTimeMs)
|
|
{
|
|
stopTimeMs = null;
|
|
try
|
|
{
|
|
var payload = new Age.Engine.Sys4.MoviePayload(assetName, mpegBytes);
|
|
var runtime = MovieRuntime.Open(assetName, assetId, payload, _movieDecoderFactory);
|
|
stopTimeMs = runtime.Decoder.StopTimeMs;
|
|
while (!_pendingMovies.TryAdd(resourceId, runtime))
|
|
if (_pendingMovies.TryRemove(resourceId, out var prior)) prior.Decoder.Dispose();
|
|
return true;
|
|
}
|
|
catch (System.Exception e)
|
|
{
|
|
GD.Print($"movie decode failed {assetName}: {e.Message}");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private void AdoptPendingMovies()
|
|
{
|
|
foreach (var (resourceId, _) in _pendingMovies)
|
|
{
|
|
if (!_pendingMovies.TryRemove(resourceId, out var movie)) continue;
|
|
if (_movies.Remove(resourceId, out var prior)) prior.Decoder.Dispose();
|
|
_movies[resourceId] = movie;
|
|
_movieCompletionNotified.Remove(resourceId);
|
|
GD.Print($"movie started {movie.Name} ({movie.Decoder.StopTimeMs?.ToString() ?? "unknown"} ms from VFS)");
|
|
}
|
|
}
|
|
|
|
private void UpdateMovieFrames()
|
|
{
|
|
if (_host == null) return;
|
|
foreach (var (resourceId, movie) in _movies)
|
|
{
|
|
if (movie.Decoder.TryTakeFrame(out var frame))
|
|
{
|
|
_host.PublishMovieFrame(resourceId, movie.Name, movie.AssetId, frame);
|
|
if (_movieFrameSeen.Add(resourceId))
|
|
GD.Print($"movie first frame {movie.Name}: {frame.Width}x{frame.Height} RGBA8 at render frame {_timelineFrame}");
|
|
}
|
|
bool watchdogExpired = Stopwatch.GetElapsedTime(movie.StartedAtTimestamp).TotalMilliseconds
|
|
>= movie.WatchdogMs;
|
|
if ((movie.Decoder.IsCompleted || watchdogExpired) && _movieCompletionNotified.Add(resourceId))
|
|
{
|
|
if (watchdogExpired && !movie.Decoder.IsCompleted)
|
|
GD.Print($"movie completion watchdog {movie.Name}: forcing completion after {movie.WatchdogMs} ms");
|
|
_host.NotifyMovieCompleted(resourceId);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void StopMovie(long resourceId)
|
|
{
|
|
if (_pendingMovies.TryRemove(resourceId, out var pending)) pending.Decoder.Dispose();
|
|
if (_movies.Remove(resourceId, out var movie))
|
|
{
|
|
movie.Decoder.Dispose();
|
|
GD.Print($"movie stopped {movie.Name} at render frame {_timelineFrame}");
|
|
}
|
|
_movieFrameSeen.Remove(resourceId);
|
|
_movieCompletionNotified.Remove(resourceId);
|
|
}
|
|
|
|
public void AppendLine(string text) => _text.Text += text + "\n";
|
|
public void PageBreak()
|
|
{
|
|
_pageCount++;
|
|
_status.Text = "";
|
|
if (_locatorHudVisible) _locatorHud.Text = _locator.CurrentDisplay;
|
|
}
|
|
public void ClearPage() { _text.Text = ""; _status.Text = ""; }
|
|
public void ShowEnd() => _status.Text = "— end —";
|
|
|
|
// The selftest verifies the GODOT PLUMBING (background thread + semaphore suspend on wait-for-input
|
|
// + CallDeferred marshalling) drives the VM faithfully — i.e. produces the SAME output as a plain
|
|
// in-process run of the identical scene. Full op handling is on (the synthetic scene includes a real
|
|
// nested call-script); the expected value is computed live from a headless run, not a frozen golden.
|
|
// 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($"[subroutines] {ids.Count} call-scripts executed as nested frames ({distinct.Count} distinct: {string.Join(", ", distinct)})");
|
|
}
|
|
|
|
private void RunSelfTest()
|
|
{
|
|
var table = OpcodeTableJson.Load(Paths.OpcodesJson);
|
|
var (script, provider) = BuildSelfTestScene(table);
|
|
var headless = new VirtualMachine(script, table, new CaptureHost(), null, provider);
|
|
headless.Run();
|
|
var expected = headless.Emitted.ConvertAll(e => e.Offset);
|
|
|
|
var actual = _host.Captured.ConvertAll(c => c.Offset);
|
|
bool ok = actual.Count == expected.Count;
|
|
for (int i = 0; ok && i < actual.Count; i++) ok = actual[i] == expected[i];
|
|
var debugEntries = DebugSceneCatalog.Build(Sys4AssetCatalog.Load(Paths.Sys4Ini));
|
|
bool launcherOk = debugEntries.Any(entry => entry.Name == "DEBUG.BIN" && entry.Launchable)
|
|
&& debugEntries.Select(entry => entry.PackedId).Distinct().Count() == debugEntries.Count;
|
|
var launcherSmoke = new DebugSceneLauncher();
|
|
AddChild(launcherSmoke);
|
|
launcherSmoke.Open(debugEntries, "SYSTEM4.BIN > TITLE.BIN");
|
|
launcherSmoke.Hide();
|
|
launcherSmoke.QueueFree();
|
|
bool sleepMinimumOk = GodotAdvHost.NormalizeSleepMilliseconds(0, 1.0) == 1
|
|
&& GodotAdvHost.NormalizeSleepMilliseconds(100, 1.0) == 100;
|
|
bool inputTranslationOk = Win32VirtualKeyTranslator.TryTranslate(
|
|
new InputEventKey { PhysicalKeycode = Key.Z }, out int zVk) && zVk == 0x5a
|
|
&& Win32VirtualKeyTranslator.TryTranslate(
|
|
new InputEventKey { PhysicalKeycode = Key.Up }, out int upVk) && upVk == 0x26
|
|
&& Win32VirtualKeyTranslator.TryTranslate(
|
|
new InputEventKey { PhysicalKeycode = Key.Ctrl }, out int ctrlVk) && ctrlVk == 0x11;
|
|
ok &= launcherOk && sleepMinimumOk && inputTranslationOk;
|
|
if (ok) GD.Print($"SELFTEST OK: threaded host matches headless ({actual.Count} lines, full handling); " +
|
|
$"debug launcher catalog/UI smoke ({debugEntries.Count} packed scripts); " +
|
|
$"sleep-min=1ms; native-key-translation=ok");
|
|
else GD.Print($"SELFTEST FAIL: threaded={actual.Count} vs headless={expected.Count}; " +
|
|
$"debug-launcher={launcherOk}; sleep-min={sleepMinimumOk}; " +
|
|
$"native-key-translation={inputTranslationOk}");
|
|
GetTree().Quit(ok ? 0 : 1);
|
|
}
|
|
|
|
// A deterministic synthesized scene: show-text, wait-for-input (exercises the suspend plumbing), a
|
|
// nested call-script into a synthetic subroutine (exercises call-script handling), shared globals.
|
|
private static (Script, IScriptProvider) BuildSelfTestScene(OpcodeTable table)
|
|
{
|
|
(int, Operand[]) ShowText(int s) => (0x6e, new[] { new Operand(2, s), new Operand(0, 0) });
|
|
(int, Operand[]) Wait() => (0x72, new[] { new Operand(0, 0) });
|
|
(int, Operand[]) CallScript(long id) => (0x3, new[] { new Operand(0, id) });
|
|
(int, Operand[]) MovGG(int d, int s) => (0x55, new[] { new Operand(3, d), new Operand(3, s) });
|
|
(int, Operand[]) MovGI(int d, long v) => (0x55, new[] { new Operand(3, d), new Operand(0, v) });
|
|
(int, Operand[]) Exit() => (0x2, System.Array.Empty<Operand>());
|
|
|
|
var callee = ScriptAssembler.Assemble(table, "SUBSCENE",
|
|
new List<(int, Operand[])> { ShowText(0), MovGI(0x31, 42), Exit() }, new[] { "Sub" });
|
|
var caller = ScriptAssembler.Assemble(table, "SELFTEST",
|
|
new List<(int, Operand[])> { ShowText(0), Wait(), ShowText(1), CallScript(5), MovGG(0x30, 0x31), Exit() },
|
|
new[] { "Hello", "World" });
|
|
return (caller, new SelfTestProvider(callee));
|
|
}
|
|
|
|
private sealed class SelfTestProvider : IScriptProvider
|
|
{
|
|
private readonly Script _callee;
|
|
public SelfTestProvider(Script callee) => _callee = callee;
|
|
public Script? GetById(long id) => id == 5 ? _callee : null;
|
|
}
|
|
}
|