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SceneVm

Struct SceneVm 

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pub struct SceneVm<'a> {
    pub cfg: VmConfig,
    pub ctx: CommandContext,
    pub unknown_opcodes: BTreeMap<u8, u64>,
    pub unknown_forms: BTreeMap<i32, u64>,
    /* private fields */
}

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§cfg: VmConfig§ctx: CommandContext§unknown_opcodes: BTreeMap<u8, u64>§unknown_forms: BTreeMap<i32, u64>

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impl<'a> SceneVm<'a>

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pub fn new(stream: SceneStream<'a>, ctx: CommandContext) -> Self

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pub fn with_config( cfg: VmConfig, stream: SceneStream<'a>, ctx: CommandContext, ) -> Self

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pub fn is_blocked(&mut self) -> bool

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pub fn is_halted(&self) -> bool

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pub fn proc_generation(&self) -> u64

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pub fn last_proc_kind(&self) -> ProcKind

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pub fn current_scene_name(&self) -> Option<&str>

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pub fn current_line_no(&self) -> i32

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pub fn current_scene_no(&self) -> Option<usize>

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pub fn take_runtime_load_completed(&mut self) -> bool

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pub fn call_syscom_configured_scene(&mut self, key: &str) -> Result<bool>

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pub fn take_script_proc_request(&mut self) -> bool

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pub fn take_script_proc_pop_request(&mut self) -> bool

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pub fn process_pending_button_actions(&mut self) -> Result<()>

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pub fn tick_frame(&mut self) -> Result<()>

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pub fn restart_scene_name(&mut self, scene_name: &str, z_no: i32) -> Result<()>

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pub fn has_sel_point(&self) -> bool

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pub fn restore_last_sel_point(&mut self) -> bool

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pub fn step(&mut self) -> Result<bool>

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pub fn begin_script_proc_pump(&mut self)

Reset the infinite-loop guard for one C++-style frame_main_proc pass. This is not a scheduling quota; it only preserves SIGLUS_VM_MAX_STEPS as a hard error if a script never reaches a proc/wait boundary.

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pub fn run_script_proc(&mut self) -> Result<bool>

Execute one standalone SCRIPT proc pass. Direct callers get a fresh infinite-loop guard, while the winit shell uses run_script_proc_continue() inside its C++-style frame_main_proc loop.

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pub fn run_script_proc_continue(&mut self) -> Result<bool>

Execute the current SCRIPT proc the same way the original engine’s tnm_proc_script() does: keep stepping while the current proc is SCRIPT, and return only when a command changes the proc, enters a wait, returns, or stops the VM. There is no per-frame instruction quota here.

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pub fn run(&mut self) -> Result<()>

Auto Trait Implementations§

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impl<'a> !Freeze for SceneVm<'a>

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impl<'a> !RefUnwindSafe for SceneVm<'a>

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impl<'a> Send for SceneVm<'a>

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impl<'a> !Sync for SceneVm<'a>

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impl<'a> Unpin for SceneVm<'a>

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impl<'a> UnsafeUnpin for SceneVm<'a>

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impl<'a> !UnwindSafe for SceneVm<'a>

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