Files
OpenMaidEngine/godot/GodotAdvHost.cs
gamer147 9ccfc43959 feat(diag): aggregating + filtered trace sinks (histogram, op-filter, per-script)
The existing trace framework only had a flat text formatter, so every question
became 'dump millions of lines, then grep'. This session that cost a long wrong
detour. Add, all observe-only (parity preserved):

- HistogramTraceSink: execution counts per opcode AND per call-site (script:pc)
  with a sample operand. Dumped sorted after the run. This is what instantly
  showed the 493k headless 'sleep's are INPUTNAME.BIN:0x1c3 (a name-entry poll
  loop), not the opening.
- TraceSinkBase: tracks the frame stack -> attributes each step to its REAL
  script (nested call-script frames included) = the 'which script is this pc in?'
  answer a bare step trace can't give.
- TextTraceSink: op-filter (--trace-ops sleep,draw-texture,...) + script:pc tags.
- CompositeTraceSink: fan-out (text + histogram + Godot's call-script queue).
- OpcodeTable.ByLabel: mnemonic -> opcode for --trace-ops.
- CLI: --trace-histogram, --trace-ops, robust --trace-file (mkdir -p).
- Godot: --trace-histogram <file> profiles the REAL run (headless flow diverges:
  real run to page 1 is 562 steps / 0 sleeps vs headless 2M steps / 493k sleeps).
- Also: --sleep-scale <f> debug knob to slow the paced opening for inspection.

Engine 56/56 (4 new); sweep parity 284/13; Godot builds + dogfooded end-to-end.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:50:07 -04:00

100 lines
4.6 KiB
C#

using System.Collections.Generic;
using System.Threading;
using Age.Engine.Hosting;
using Age.Engine.Sys4;
public sealed class GodotAdvHost : IHost
{
private readonly Main _main;
private readonly ResourceMap _res;
private readonly string _scene; // e.g. "SC0000" — for section_base
private readonly Dictionary<int, string?> _slotBmp = new(); // slot -> pre-converted BMP path
// slot -> dims. Slot 0 is the primary/screen surface (800x600), normally created at engine boot which
// the single-scene harness skips; seed it so the first CG's anchor math stays correct (not 0x0).
private readonly Dictionary<int, (int W, int H)> _slotDims = new() { { 0, (800, 600) } };
private readonly SemaphoreSlim _gate = new(0, 1);
public volatile bool IsWaiting;
public readonly List<(int Offset, string Text)> Captured = new();
public GodotAdvHost(Main main, ResourceMap res, string scene)
{
_main = main; _res = res; _scene = scene;
}
public void ShowText(int offset, string text)
{
Captured.Add((offset, text));
_main.CallDeferred("AppendLine", text);
}
public volatile int Pages; // VM-thread page counter (incremented before IsWaiting so shot-gating can't race)
public void WaitForInput()
{
Pages++;
_main.CallDeferred("PageBreak");
IsWaiting = true;
_gate.Wait();
IsWaiting = false;
_main.CallDeferred("ClearPage");
}
// called from the main thread (click) or the selftest auto-clicker
public void SignalInput() { if (_gate.CurrentCount == 0) _gate.Release(); }
// op 0xc8: block the VM background thread so the main-thread compositor (Main.Recomposite in _Process)
// presents the current retained GfxState — this is what makes the sleep-paced opening burst animate.
// Time-based sibling of WaitForInput's suspend. The native op arms a non-blocking main-loop-polled timer;
// blocking this throwaway task thread is behaviorally equivalent given our threading model. Operand is
// MILLISECONDS (docs/engine-re.md sleep section + opcodes.toml 0xc8). Headless CLI hosts no-op it (parity).
public double SleepScale = 1.0; // --sleep-scale <f>: debug multiplier to slow/speed the paced opening for inspection
public void Sleep(long duration)
{
int ms = (int)System.Math.Clamp(duration * SleepScale, 0, 60_000); // cap so a pathological script can't hang the window
if (ms > 0) Thread.Sleep(ms);
}
// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
public void CreateTexture(int slot, int width, int height) { _slotBmp[slot] = null; _slotDims[slot] = (width, height); }
public void SetTexture(long resourceId, int slot)
{
var asset = _res.Resolve(_scene, resourceId);
var bmp = asset != null ? ResourceMap.TexturePath(asset) : null;
_slotBmp[slot] = bmp;
_slotDims[slot] = BmpHeader.ReadDims(bmp); // synchronous: dims from the header, no Godot Image
}
// Dims are read from the BMP header on the VM thread so the bytecode's geometry math (which calls this
// synchronously right after set-texture) sees the real size. Pixels are blitted later on the main thread.
public (int Width, int Height) GetTextureSize(int slot)
=> _slotDims.TryGetValue(slot, out var d) ? (d.W, d.H) : (0, 0);
// Retained render model: draw-texture updates GfxState (object -> surface bind); Main._Process composites
// the visible objects each frame in ascending-handle order. No immediate blit here.
public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY) { }
/// <summary>Resolve a gfx surface's resId to its pre-converted BMP path (Main's per-frame compositor
/// resolves each visible object's surface through this).</summary>
public string? ResolveResIdTexture(long resId)
{
var asset = _res.Resolve(_scene, resId);
return asset != null ? ResourceMap.TexturePath(asset) : null;
}
// ---- audio ops (OGG plays natively in Godot) ----
// BGM: addressed by direct name (BGM{id:D3}.OGG), NOT the manifest. Voice: via the per-scene manifest.
public void PlayBgm(long id)
{
var path = _res.BgmPathById(id);
if (path != null) _main.CallDeferred("PlayBgm", path);
}
public void PlayVoice(long id)
{
var asset = _res.Resolve(_scene, id);
var path = asset != null ? ResourceMap.AudioPath(asset) : null;
if (path != null) _main.CallDeferred("PlayVoice", path);
}
}