614 lines
26 KiB
C#
614 lines
26 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.Versioning;
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using System.Threading;
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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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[SupportedOSPlatform("windows")]
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public sealed class GodotAdvHost : IHost
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{
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private readonly Main _main;
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private readonly ResourceMap _res;
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private readonly string _scene; // e.g. "SC0000" — for section_base
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private readonly object _imageLock = new();
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private readonly Dictionary<int, RgbaImage?> _images = new(); // raw catalog id -> decoded pixels
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private readonly Dictionary<int, long> _surfaceResources = new(); // surface slot -> scene/raw resource id
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private readonly Dictionary<long, (RgbaImage Image, string Name, int RawIndex)> _movieFrames = new();
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private readonly Dictionary<int, long> _movieBySurface = new();
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private readonly HashSet<long> _completedMovies = new();
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private readonly string?[] _sfxNames = new string?[10]; // SC0000 native channel subset
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// slot -> dimensions of the currently allocated surface. Slot 0 begins as the engine's 800x600
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// primary surface, but op 0x1fa releases it like any other slot; subsequent size queries must return 0x0.
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private readonly Dictionary<int, (int W, int H)> _slotDims = new() { { 0, (800, 600) } };
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private readonly SemaphoreSlim _gate = new(0, 1);
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private readonly AutoResetEvent _inputCallbackSignal = new(false);
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private readonly Age.Engine.Hosting.FrameClock _clock;
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private readonly GodotTimelineLog? _timeline;
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private readonly PageLocatorState _locator;
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private readonly System.Threading.AutoResetEvent _frameSignal = new(false);
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private volatile bool _stopping;
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private readonly object _textLock = new();
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private readonly Dictionary<int, SurfaceTextDraw> _surfaceText = new();
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private string _advText = "";
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private int _advTextX = 100, _advTextY = 47;
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private int _currentAdvLayout = 1; // SYSTEM4's ordinary SC0000 ADV layout
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private long _advTextStartedMs;
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private bool _advTextForceComplete;
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private readonly Dictionary<int, AdvWaitIndicatorConfig> _waitIndicators = new();
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private volatile bool _messageSkipActive;
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private AudioPayload? _queuedSkippedVoice;
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private int _activeWaitLayout;
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private long _waitIndicatorStartedMs;
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private volatile bool _advPagePresentationSuspended;
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private GfxState? _foregroundGfx;
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public volatile bool IsWaiting;
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public volatile bool IsTransitionWaiting;
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public volatile bool IsSleeping;
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public volatile bool IsTextRevealing;
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private int _presentRequested = 1;
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private long _transitionStartedAtMs = -1;
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public long TransitionStartedAtMs => System.Threading.Interlocked.Read(ref _transitionStartedAtMs);
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public readonly List<(int Offset, string Text)> Captured = new();
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public GodotAdvHost(Main main, ResourceMap res, string scene, Age.Engine.Hosting.FrameClock clock,
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PageLocatorState locator, GodotTimelineLog? timeline = null)
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{
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_main = main; _res = res; _scene = scene; _clock = clock;
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_locator = locator; _timeline = timeline;
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}
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public void ShowText(int offset, string text)
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{
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Captured.Add((offset, text));
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_locator.Text(offset, text);
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lock (_textLock)
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{
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_advText = text;
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_advTextStartedMs = _clock.NowMs;
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_advTextForceComplete = _messageSkipActive;
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IsTextRevealing = text.Length > 0 && !_messageSkipActive;
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}
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_timeline?.State("text-reveal", new()
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{
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["offset"] = $"0x{offset:x}", ["x"] = _advTextX, ["y"] = _advTextY,
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["glyphs"] = text.Length, ["delay_ms"] = 50,
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});
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while (IsTextRevealing && !_stopping)
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{
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lock (_textLock)
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{
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if (_advTextForceComplete || _clock.NowMs - _advTextStartedMs >= text.Length * 50L)
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IsTextRevealing = false;
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}
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if (IsTextRevealing) _frameSignal.WaitOne(50);
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}
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_timeline?.State("running", new() { ["text_reveal_complete"] = true });
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}
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public void SetAdvTextCursor(int layoutSlot, int x, int y)
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{
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lock (_textLock)
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{
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if (layoutSlot != 0) _currentAdvLayout = layoutSlot;
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_advTextX = x;
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_advTextY = y;
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}
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_timeline?.Event("text-cursor", new() { ["slot"] = layoutSlot, ["x"] = x, ["y"] = y });
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}
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public void DrawStringToSurface(int surfaceSlot, int x, int y, string text)
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{
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lock (_textLock) _surfaceText[surfaceSlot] = new SurfaceTextDraw(x, y, text);
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_timeline?.Event("draw-string", new() { ["surface"] = surfaceSlot, ["x"] = x, ["y"] = y, ["text"] = text });
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}
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public (string Text, int X, int Y, int VisibleGlyphs, bool Revealing) SnapshotAdvText()
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{
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lock (_textLock)
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{
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int visible = _advTextForceComplete || !IsTextRevealing
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? _advText.Length
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: (int)System.Math.Clamp((_clock.NowMs - _advTextStartedMs) / 50L + 1, 0, _advText.Length);
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return (_advText, _advTextX, _advTextY, visible, IsTextRevealing);
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}
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}
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public bool TryGetSurfaceText(int surfaceSlot, out SurfaceTextDraw draw)
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{ lock (_textLock) return _surfaceText.TryGetValue(surfaceSlot, out draw); }
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public void ConfigureAdvWaitIndicator(AdvWaitIndicatorConfig config)
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{
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lock (_textLock) _waitIndicators[config.LayoutSlot] = config;
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_timeline?.Event("wait-indicator-config", new()
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{
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["layout"] = config.LayoutSlot, ["x"] = config.X, ["y"] = config.Y,
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["surface"] = config.SurfaceSlot, ["cell_w"] = config.CellWidth,
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["cell_h"] = config.CellHeight, ["terminal_frame"] = config.TerminalFrame,
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["period_ms"] = config.FramePeriodMs,
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});
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}
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public AdvWaitIndicatorSnapshot? SnapshotAdvWaitIndicator()
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{
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if (!IsWaiting || _advPagePresentationSuspended) return null;
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AdvWaitIndicatorConfig config;
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long resourceId;
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lock (_textLock)
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{
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if (!_waitIndicators.TryGetValue(_activeWaitLayout, out config)) return null;
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if (!_surfaceResources.TryGetValue(config.SurfaceSlot, out resourceId)) return null;
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}
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var asset = _res.ResolveTexture(_scene, resourceId);
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var image = asset != null ? Decode(asset) : null;
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if (asset == null || image == null || config.CellWidth <= 0 || config.CellHeight <= 0) return null;
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int frames = System.Math.Max(1, config.TerminalFrame + 1);
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long period = System.Math.Max(1, config.FramePeriodMs);
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int frame = (int)((_clock.NowMs - _waitIndicatorStartedMs) / period % frames);
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return new AdvWaitIndicatorSnapshot(image, asset.Name, asset.RawIndex, config, frame);
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}
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public volatile int Pages; // VM-thread page counter (incremented before IsWaiting so shot-gating can't race)
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public void WaitForInput() => WaitForInput(0);
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public void WaitForInput(int layoutSlot)
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=> WaitForInput(layoutSlot, static () => false, static () => default);
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public void WaitForInput(int layoutSlot, Func<bool> serviceInputCallback)
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=> WaitForInput(layoutSlot, serviceInputCallback, static () => default);
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public void WaitForInput(int layoutSlot, Func<bool> serviceInputCallback,
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Func<AdvAutoWaitState> autoWaitState)
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{
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Pages++;
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_locator.Wait(Pages);
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_main.CallDeferred("PageBreak");
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// Publish retained mutations accumulated before the wait once. A static input wait is not itself a
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// reason to rebuild the 800x600 background every frame; ambient channels are queried separately.
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System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
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lock (_textLock) _activeWaitLayout = layoutSlot == 0 ? _currentAdvLayout : layoutSlot;
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_waitIndicatorStartedMs = _clock.NowMs;
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IsWaiting = true;
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_timeline?.State("input-wait", new() { ["page"] = Pages });
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var autoTimer = new AdvAutoAdvanceTimer();
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bool autoAdvanced = false;
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bool messageSkipped = false;
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while (!_stopping)
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{
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while (serviceInputCallback()) { }
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if (_messageSkipActive)
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{
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messageSkipped = true;
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break;
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}
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if (autoTimer.Poll(autoWaitState(), _main.IsVoicePlaybackActive, _clock.NowMs))
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{
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autoAdvanced = true;
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break;
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}
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if (_gate.Wait(0)) break;
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WaitHandle.WaitAny(new[] { _gate.AvailableWaitHandle, _inputCallbackSignal, _frameSignal });
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if (_gate.Wait(0)) break;
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}
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IsWaiting = false;
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_timeline?.State("running", new()
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{
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["input"] = messageSkipped ? "message-skip" : autoAdvanced ? "auto" : "user",
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});
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lock (_textLock)
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{
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_advText = "";
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_advTextX = 100;
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_advTextY = 47;
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}
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_main.CallDeferred("ClearPage");
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}
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// Called from the main thread (click) or an auto-clicker. A transition click is consumed by
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// the foreground lifecycle; it never pre-arms or advances the following stable input wait.
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public void SignalInput()
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{
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if (IsTextRevealing)
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{
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lock (_textLock) _advTextForceComplete = true;
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_timeline?.State("text-reveal-forced-complete", new());
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_frameSignal.Set();
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return;
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}
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if (IsTransitionWaiting && _foregroundGfx != null)
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{
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int completed = _foregroundGfx.CompleteForegroundTransitions(_clock.NowMs);
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if (completed > 0)
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{
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_timeline?.State("transition-forced-complete", new() { ["count"] = completed });
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_frameSignal.Set();
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return;
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}
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}
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if (IsWaiting && _gate.CurrentCount == 0) _gate.Release();
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}
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public bool IsMessageSkipActive => _messageSkipActive;
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public void SetMessageSkipActive(bool active)
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{
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_messageSkipActive = active;
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_timeline?.State("message-skip", new() { ["enabled"] = active });
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if (active)
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{
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lock (_textLock) _advTextForceComplete = true;
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_frameSignal.Set();
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_inputCallbackSignal.Set();
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return;
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}
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var queued = _queuedSkippedVoice;
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_queuedSkippedVoice = null;
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if (queued != null) DispatchVoice(queued);
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}
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public void WakeInputCallbackService() => _inputCallbackSignal.Set();
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public bool IsAdvPagePresentationSuspended => _advPagePresentationSuspended;
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public void SetAdvPagePresentationSuspended(bool suspended)
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{
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_advPagePresentationSuspended = suspended;
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_timeline?.State(suspended ? "adv-page-suspended" : "adv-page-restored", new());
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}
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public void InputCallbackCompleted(GfxState gfx)
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=> Interlocked.Exchange(ref _presentRequested, 1);
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public long InputClockMilliseconds => _clock.NowMs;
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public void SetCursorResource(long resourceId)
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{
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var asset = _res.ResolveCursor(resourceId);
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if (asset == null) return;
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try
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{
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var cursor = _res.DecodeCursor(asset);
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_main.CallDeferred("SetAgeCursor", cursor.Image.Pixels, cursor.Image.Width, cursor.Image.Height,
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cursor.HotspotX, cursor.HotspotY);
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_timeline?.Event("cursor-set", new() { ["resource"] = resourceId, ["asset"] = asset.Name });
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}
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catch (Exception ex)
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{
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System.Console.Error.WriteLine($"cursor decode {asset.Name}: {ex.Message}");
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}
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}
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public void ClearCursorResource()
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{
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_main.CallDeferred("ClearAgeCursor");
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_timeline?.Event("cursor-clear", new());
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}
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public void WaitForForegroundTransition(GfxState gfx)
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{
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int started = gfx.StartForegroundTransitions(_clock.NowMs);
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if (started == 0 && !gfx.HasActiveTimedPresentation(_clock.NowMs) && !HasActiveMoviePresentation()) return;
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_foregroundGfx = gfx;
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System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, _clock.NowMs);
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IsTransitionWaiting = true;
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_timeline?.State("transition-start", new() { ["count"] = started });
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int lastBucket = -1;
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while ((gfx.HasActiveTimedPresentation(_clock.NowMs) || HasActiveMoviePresentation()) && !_stopping)
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{
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var active = gfx.SnapshotForegroundTransitions(_clock.NowMs);
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int bucket = active.Count == 0 ? 100 : (int)System.Math.Floor(active[0].Progress * 10);
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if (bucket != lastBucket)
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{
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lastBucket = bucket;
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_timeline?.State("transition-progress", new()
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{
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["progress"] = active.Count == 0 ? 1.0 : active[0].Progress,
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["forced"] = active.Count != 0 && active[0].Forced,
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});
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}
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_frameSignal.WaitOne(50);
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}
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// The active query becomes false at the exact transition/movie endpoint. Publish that terminal sample
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// once so the last visible frame cannot remain fractionally incomplete.
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System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
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IsTransitionWaiting = false;
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System.Threading.Interlocked.Exchange(ref _transitionStartedAtMs, -1);
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_foregroundGfx = null;
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_timeline?.State("running", new() { ["transition_complete"] = true });
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}
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public void PresentFrame(GfxState gfx)
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{
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int started = gfx.StartForegroundTransitions(_clock.NowMs);
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int completed = gfx.CompleteForegroundTransitions(_clock.NowMs);
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if (started > 0 || completed > 0)
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_timeline?.State("transition-skip-complete", new()
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{
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["started"] = started, ["completed"] = completed,
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});
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System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
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}
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// Native retained-object writes are not front-buffer writes. Publish explicit/service-boundary dirtiness
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// once, then continue only while the sampled retained scene can actually change. Text reveal is a separate
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// Godot Label; waiting/sleeping alone do not alter background pixels.
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public bool ShouldRecomposite(GfxState gfx)
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=> System.Threading.Interlocked.Exchange(ref _presentRequested, 0) != 0 ||
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gfx.HasActiveVisualPresentation(_clock.NowMs);
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public void Stop()
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{
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_stopping = true;
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_main.CallDeferred("ClearAgeCursor");
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lock (_textLock) _advTextForceComplete = true;
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if (_gate.CurrentCount == 0) _gate.Release();
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_inputCallbackSignal.Set();
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_frameSignal.Set();
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}
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// Main thread, once per rendered frame: releases a VM thread parked in Sleep or a presentation/input wait.
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public void PulseFrame() => _frameSignal.Set();
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// Ordinary opcode bursts run to the next service boundary without frame pacing. Persistent message
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// Skip removes most of those boundaries, but native adv_interpreter_tick still executes one opcode per
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// engine tick; retain that cadence here so Skip advances quickly instead of free-running whole scenes.
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public void FrameYield()
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{
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if (_messageSkipActive && !_stopping) _frameSignal.WaitOne(50);
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}
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// op 0xc8: block the VM background thread while the main-thread compositor keeps presenting retained state.
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// Time-based sibling of WaitForInput's suspend. The native op arms a non-blocking main-loop-polled timer;
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// blocking this throwaway task thread is behaviorally equivalent given our threading model. Operand is
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// MILLISECONDS (docs/engine-re.md sleep section + opcodes.toml 0xc8). Headless CLI hosts no-op it (parity).
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public double SleepScale = 1.0; // --sleep-scale <f>: debug multiplier for explicit op-0xc8 holds only
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// Wait on the unified FrameClock timebase (not Thread.Sleep) so the Speed multiplier scales
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// sleeps together with retained presentation clocks. Main._Process advances the clock + pulses each frame.
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public void Sleep(long duration)
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{
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long ms = (long)System.Math.Clamp(duration * SleepScale, 0, 60_000); // cap so a pathological script can't hang the window
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long deadline = _clock.NowMs + ms;
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_timeline?.State("sleep", new() { ["duration_ms"] = ms, ["deadline_ms"] = deadline });
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// A sleep is a service boundary: make preceding retained writes visible once even when no animation
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// channel is active during the hold.
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System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
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IsSleeping = true;
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while (_clock.NowMs < deadline)
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{
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if (_stopping) break;
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_frameSignal.WaitOne(50);
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}
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IsSleeping = false;
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_timeline?.State("running", new() { ["sleep_complete"] = true });
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}
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// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
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public bool TraceOps; // --gfx-log: print set-texture/create-texture slot assignments (diagnose slot collisions)
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public void CreateTexture(int slot, int width, int height)
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{
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lock (_textLock) _surfaceText.Remove(slot);
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lock (_textLock) _surfaceResources.Remove(slot);
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_slotDims[slot] = (width, height);
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if (TraceOps) Godot.GD.Print($"[op] create-texture slot={slot} {width}x{height}");
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}
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public void SetTexture(long resourceId, int slot)
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{
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lock (_textLock)
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{
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_surfaceText.Remove(slot);
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_surfaceResources[slot] = resourceId;
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}
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var asset = _res.ResolveTexture(_scene, resourceId);
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var image = asset != null ? Decode(asset) : null;
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_slotDims[slot] = image != null ? (image.Width, image.Height) : (0, 0);
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if (TraceOps) Godot.GD.Print($"[op] set-texture slot={slot} resId=0x{resourceId:x} -> {(asset?.Name ?? "<none>")}");
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}
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// AGF is decoded synchronously on the VM thread so geometry queried immediately afterward sees real dims.
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public (int Width, int Height) GetTextureSize(int slot)
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=> _slotDims.TryGetValue(slot, out var d) ? (d.W, d.H) : (0, 0);
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// Retained render model: draw-texture updates GfxState (object -> surface bind); Main._Process composites
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// the visible objects each frame in ascending-handle order. No immediate blit here.
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public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY) { }
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/// <summary>Resolve a gfx surface through scene-local or universal raw-id addressing and decode it
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/// from the loose-first asset store.</summary>
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public (RgbaImage Image, string Name, int AssetId, bool IsDynamic)? ResolveResIdTexture(long resId)
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{
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lock (_imageLock)
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if (_movieFrames.TryGetValue(resId, out var movie))
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return (movie.Image, movie.Name, movie.RawIndex, true);
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var asset = _res.ResolveTexture(_scene, resId);
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var image = asset != null ? Decode(asset) : null;
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return asset != null && image != null ? (image, asset.Name, asset.RawIndex, false) : null;
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}
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public void PlayMovieToSurface(long resourceId, int surfaceSlot, long movieFlags, long syncMask)
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{
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var asset = _res.Resolve(_scene, resourceId);
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if (asset == null) { Godot.GD.Print($"movie unresolved {_scene}:0x{resourceId:x}"); return; }
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try
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{
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var movie = _res.ReadMovie(asset);
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ReleaseSurface(surfaceSlot);
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lock (_imageLock)
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{
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_movieBySurface[surfaceSlot] = resourceId;
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_completedMovies.Remove(resourceId);
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}
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_slotDims[surfaceSlot] = (800, 600); // SC0000 creates this native-sized surface immediately beforehand.
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_timeline?.Event("movie-start", new()
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{
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|
["resource"] = resourceId, ["surface"] = surfaceSlot, ["file"] = movie.Name,
|
|
["flags"] = movieFlags, ["sync_mask"] = syncMask,
|
|
});
|
|
_main.CallDeferred("PlayMovie", movie.Bytes, movie.Name, resourceId, asset.RawIndex);
|
|
}
|
|
catch (System.Exception e) { Godot.GD.Print($"movie read failed {asset.Name}: {e.Message}"); }
|
|
}
|
|
|
|
public void ReleaseSurface(int slot)
|
|
{
|
|
long resourceId;
|
|
lock (_imageLock)
|
|
{
|
|
if (!_movieBySurface.Remove(slot, out resourceId))
|
|
{
|
|
lock (_textLock)
|
|
{
|
|
_surfaceText.Remove(slot);
|
|
_surfaceResources.Remove(slot);
|
|
}
|
|
_slotDims.Remove(slot);
|
|
return;
|
|
}
|
|
if (!_completedMovies.Contains(resourceId))
|
|
{
|
|
_movieBySurface[slot] = resourceId;
|
|
return; // SC0000 prepares following static surfaces before 0x21c; the movie remains retained.
|
|
}
|
|
_movieFrames.Remove(resourceId);
|
|
_completedMovies.Remove(resourceId);
|
|
}
|
|
lock (_textLock)
|
|
{
|
|
_surfaceText.Remove(slot);
|
|
_surfaceResources.Remove(slot);
|
|
}
|
|
_slotDims.Remove(slot);
|
|
_timeline?.Event("movie-stop", new() { ["resource"] = resourceId, ["surface"] = slot });
|
|
_main.CallDeferred("StopMovie", resourceId);
|
|
}
|
|
|
|
// Main-thread decoder handoff. Replacing the newest frame mirrors the native texture renderer's
|
|
// sample callback: the retained object keeps its surface binding while only the surface pixels change.
|
|
public void PublishMovieFrame(long resourceId, string name, int rawIndex, RgbaImage frame)
|
|
{
|
|
lock (_imageLock) _movieFrames[resourceId] = (frame, name, rawIndex);
|
|
System.Threading.Interlocked.Exchange(ref _presentRequested, 1);
|
|
}
|
|
|
|
public void NotifyMovieCompleted(long resourceId)
|
|
{
|
|
lock (_imageLock)
|
|
if (!_completedMovies.Add(resourceId)) return;
|
|
_timeline?.Event("movie-complete", new() { ["resource"] = resourceId });
|
|
_frameSignal.Set();
|
|
}
|
|
|
|
private bool HasActiveMoviePresentation()
|
|
{
|
|
lock (_imageLock)
|
|
foreach (long resourceId in _movieBySurface.Values)
|
|
if (!_completedMovies.Contains(resourceId)) return true;
|
|
return false;
|
|
}
|
|
|
|
private RgbaImage? Decode(AssetEntry asset)
|
|
{
|
|
lock (_imageLock)
|
|
{
|
|
if (_images.TryGetValue(asset.RawIndex, out var cached)) return cached;
|
|
try { return _images[asset.RawIndex] = _res.DecodeTexture(asset); }
|
|
catch (System.Exception e)
|
|
{
|
|
Godot.GD.Print($"AGF decode failed {asset.Name}: {e.Message}");
|
|
_images[asset.RawIndex] = null;
|
|
return 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 asset = _res.ResolveBgm(id);
|
|
var audio = asset != null ? LoadAudio(asset) : null;
|
|
_timeline?.Event("bgm", new() { ["id"] = id, ["file"] = audio?.Name });
|
|
if (audio != null) _main.CallDeferred("PlayBgm", audio.Bytes, audio.Name);
|
|
}
|
|
|
|
public void PlayVoice(long id)
|
|
{
|
|
var asset = _res.Resolve(_scene, id);
|
|
var audio = asset != null ? LoadAudio(asset) : null;
|
|
if (audio == null) return;
|
|
if (_messageSkipActive)
|
|
{
|
|
bool firstQueued = _queuedSkippedVoice == null;
|
|
_queuedSkippedVoice = audio;
|
|
if (firstQueued) _main.CallDeferred("StopVoiceForMessageSkip");
|
|
return;
|
|
}
|
|
DispatchVoice(audio);
|
|
}
|
|
|
|
private void DispatchVoice(AudioPayload audio)
|
|
{
|
|
int generation = _main.QueueVoicePlayback();
|
|
_main.CallDeferred("PlayVoice", audio.Bytes, audio.Name, generation);
|
|
}
|
|
|
|
public void LoadSoundEffect(long resourceId, int channel)
|
|
{
|
|
if ((uint)channel >= (uint)_sfxNames.Length) return;
|
|
var asset = _res.Resolve(_scene, resourceId);
|
|
var audio = asset != null ? LoadAudio(asset) : null;
|
|
_sfxNames[channel] = audio?.Name;
|
|
_timeline?.Event("sfx-load", new() { ["resource"] = resourceId, ["channel"] = channel,
|
|
["file"] = audio?.Name });
|
|
if (audio != null) _main.CallDeferred("LoadSoundEffect", audio.Bytes, audio.Name, channel);
|
|
}
|
|
|
|
public void StartSoundEffect(int channel)
|
|
{
|
|
if ((uint)channel >= (uint)_sfxNames.Length || _sfxNames[channel] == null) return;
|
|
_timeline?.Event("sfx-start", new() { ["channel"] = channel,
|
|
["file"] = _sfxNames[channel] });
|
|
_main.CallDeferred("StartSoundEffect", channel);
|
|
}
|
|
|
|
public void ReleaseSoundEffect(int channel)
|
|
{
|
|
if ((uint)channel >= (uint)_sfxNames.Length) return;
|
|
_timeline?.Event("sfx-release", new() { ["channel"] = channel,
|
|
["file"] = _sfxNames[channel] });
|
|
_sfxNames[channel] = null;
|
|
_main.CallDeferred("ReleaseSoundEffect", channel);
|
|
}
|
|
|
|
private AudioPayload? LoadAudio(AssetEntry asset)
|
|
{
|
|
try { return _res.ReadAudio(asset); }
|
|
catch (System.Exception e)
|
|
{
|
|
Godot.GD.Print($"audio read failed {asset.Name}: {e.Message}");
|
|
return null;
|
|
}
|
|
}
|
|
|
|
public void FadeBgm(int targetPercent, long durationMs)
|
|
{
|
|
long ms = System.Math.Clamp(durationMs, 0, 60_000);
|
|
double realSeconds = ms / 1000.0 / System.Math.Max(0.05, _clock.Speed);
|
|
_timeline?.State("bgm-fade", new() { ["target_percent"] = targetPercent, ["duration_ms"] = ms });
|
|
_main.CallDeferred("FadeBgm", targetPercent, realSeconds);
|
|
long deadline = _clock.NowMs + ms;
|
|
IsSleeping = true;
|
|
while (_clock.NowMs < deadline && !_stopping) _frameSignal.WaitOne(50);
|
|
IsSleeping = false;
|
|
_timeline?.State("running", new() { ["bgm_fade_complete"] = true });
|
|
}
|
|
}
|
|
|
|
public readonly record struct SurfaceTextDraw(int X, int Y, string Text);
|
|
public readonly record struct AdvWaitIndicatorSnapshot(
|
|
RgbaImage Image, string Name, int AssetId, AdvWaitIndicatorConfig Config, int Frame);
|