implements PLN-0138
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{"type":"discussion","id":"DSC-0043","status":"open","ticket":"system-os-cartridge-switch-orchestrator","title":"SystemOS Cartridge Switch Orchestrator","created_at":"2026-07-03","updated_at":"2026-07-03","tags":["runtime","os","lifecycle","game","cartridge","architecture"],"agendas":[{"id":"AGD-0044","file":"AGD-0044-systemos-cartridge-switch-orchestrator.md","status":"open","created_at":"2026-07-03","updated_at":"2026-07-03"}],"decisions":[],"plans":[],"lessons":[]}
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{"type":"discussion","id":"DSC-0039","status":"abandoned","ticket":"render-pipeline-family-and-future-3d","title":"Render Pipeline Family and Future 3D","created_at":"2026-06-04","updated_at":"2026-06-04","tags":["gfx","renderer","runtime","architecture","pipeline"],"agendas":[{"id":"AGD-0039","file":"AGD-0039-render-pipeline-family-and-future-3d.md","status":"abandoned","created_at":"2026-06-04","updated_at":"2026-06-04","_override_reason":"User explicitly chose to close this agenda without a new decision because DSC-0038 already established enough architecture for future extension, and 3D is intentionally deferred."}],"decisions":[],"plans":[],"lessons":[],"_override_reason":"User explicitly chose to close this agenda without a new decision because DSC-0038 already established enough architecture for future extension, and 3D is intentionally deferred."}
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{"type":"discussion","id":"DSC-0040","status":"done","ticket":"vm-render-parallel-execution-boundary","title":"VM and Render Parallel Execution Boundary","created_at":"2026-06-04","updated_at":"2026-06-06","tags":["runtime","renderer","vm","concurrency","architecture","perf"],"agendas":[],"decisions":[],"plans":[],"lessons":[{"id":"LSN-0048","file":"discussion/lessons/DSC-0040-vm-render-parallel-execution-boundary/LSN-0048-render-workers-need-a-closed-packet-contract.md","status":"done","created_at":"2026-06-06","updated_at":"2026-06-06"}]}
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{"type":"discussion","id":"DSC-0041","status":"in_progress","ticket":"foreground-stack-game-pause-shell-vm-backed","title":"Foreground Stack, Game Pause, and VM-Backed Shell Coexistence","created_at":"2026-06-05","updated_at":"2026-07-03","tags":["runtime","os","lifecycle","shell","game","vm","foreground","architecture"],"agendas":[{"id":"AGD-0041","file":"AGD-0041-foreground-stack-game-pause-shell-vm-backed.md","status":"accepted","created_at":"2026-06-05","updated_at":"2026-07-03"}],"decisions":[{"id":"DEC-0037","file":"DEC-0037-foreground-stack-and-game-pause-contract.md","status":"accepted","created_at":"2026-07-03","updated_at":"2026-07-03","ref_agenda":"AGD-0041"}],"plans":[{"id":"PLN-0136","file":"PLN-0136-route-desktop-home-key-outside-guest-input.md","status":"done","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]},{"id":"PLN-0137","file":"PLN-0137-implement-systemos-foreground-stack-state.md","status":"done","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]},{"id":"PLN-0138","file":"PLN-0138-specify-foreground-pause-and-home-contract.md","status":"open","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]},{"id":"PLN-0139","file":"PLN-0139-validate-game-home-shell-game-end-to-end.md","status":"open","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]},{"id":"PLN-0140","file":"PLN-0140-deliver-game-pause-resume-and-suspension.md","status":"open","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]},{"id":"PLN-0141","file":"PLN-0141-integrate-render-audio-and-input-pause-boundaries.md","status":"open","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]}],"lessons":[]}
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{"type":"discussion","id":"DSC-0041","status":"in_progress","ticket":"foreground-stack-game-pause-shell-vm-backed","title":"Foreground Stack, Game Pause, and VM-Backed Shell Coexistence","created_at":"2026-06-05","updated_at":"2026-07-03","tags":["runtime","os","lifecycle","shell","game","vm","foreground","architecture"],"agendas":[{"id":"AGD-0041","file":"AGD-0041-foreground-stack-game-pause-shell-vm-backed.md","status":"accepted","created_at":"2026-06-05","updated_at":"2026-07-03"}],"decisions":[{"id":"DEC-0037","file":"DEC-0037-foreground-stack-and-game-pause-contract.md","status":"accepted","created_at":"2026-07-03","updated_at":"2026-07-03","ref_agenda":"AGD-0041"}],"plans":[{"id":"PLN-0136","file":"PLN-0136-route-desktop-home-key-outside-guest-input.md","status":"done","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]},{"id":"PLN-0137","file":"PLN-0137-implement-systemos-foreground-stack-state.md","status":"done","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]},{"id":"PLN-0138","file":"PLN-0138-specify-foreground-pause-and-home-contract.md","status":"done","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]},{"id":"PLN-0139","file":"PLN-0139-validate-game-home-shell-game-end-to-end.md","status":"open","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]},{"id":"PLN-0140","file":"PLN-0140-deliver-game-pause-resume-and-suspension.md","status":"open","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]},{"id":"PLN-0141","file":"PLN-0141-integrate-render-audio-and-input-pause-boundaries.md","status":"open","created_at":"2026-07-03","updated_at":"2026-07-03","ref_decisions":["DEC-0037"]}],"lessons":[]}
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{"type":"discussion","id":"DSC-0042","status":"done","ticket":"real-render-worker-establishment","title":"Real Render Worker Establishment","created_at":"2026-06-06","updated_at":"2026-06-20","tags":["runtime","renderer","worker","concurrency","host","hal","architecture"],"agendas":[],"decisions":[],"plans":[],"lessons":[{"id":"LSN-0049","file":"discussion/lessons/DSC-0042-real-render-worker-establishment/LSN-0049-render-worker-publication-boundary.md","status":"done","created_at":"2026-06-20","updated_at":"2026-06-20"}]}
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{"type":"discussion","id":"DSC-0038","status":"done","ticket":"render-frame-packet-boundary","title":"Logical Render Pipelines and Command Packets","created_at":"2026-05-25","updated_at":"2026-06-04","tags":["gfx","renderer","runtime","frame-composer","architecture","ui","pipeline"],"agendas":[],"decisions":[],"plans":[],"lessons":[{"id":"LSN-0047","file":"discussion/lessons/DSC-0038-render-frame-packet-boundary/LSN-0047-typed-render-submissions-preserve-domain-boundaries.md","status":"done","created_at":"2026-06-04","updated_at":"2026-06-04"}]}
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{"type":"discussion","id":"DSC-0035","status":"done","ticket":"task-owned-shell-windows","title":"Agenda - Task-Owned Shell Windows","created_at":"2026-05-15","updated_at":"2026-05-15","tags":["runtime","os","task","window-manager","shell","lifecycle"],"agendas":[],"decisions":[],"plans":[],"lessons":[{"id":"LSN-0044","file":"discussion/lessons/DSC-0035-task-owned-shell-windows/LSN-0044-task-window-liveness-belongs-to-the-task.md","status":"done","created_at":"2026-05-15","updated_at":"2026-05-15"}]}
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@ -2,7 +2,7 @@
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id: PLN-0138
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ticket: foreground-stack-game-pause-shell-vm-backed
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title: Specify Foreground Pause and Home Contract
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status: open
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status: done
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created: 2026-07-03
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ref_decisions: [DEC-0037]
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tags: [runtime, specs, lifecycle, input, renderer, foreground]
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@ -239,8 +239,10 @@ The same physical surface may be reused by multiple visual owners, but logical
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ownership MUST remain explicit.
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Game pause/resume, foreground stack behavior, and coexistence of a paused Game
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with VM-backed Shell apps are outside this contract and are tracked by the
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foreground/lifecycle discussion.
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with VM-backed Shell apps are defined by the foreground/lifecycle contract. The
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render boundary's responsibility is narrower: foreground owner changes MUST
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advance ownership, stale submissions MUST be discarded, and visual return to a
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resumed Game MUST wait for a valid submission from the current ownership epoch.
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### 4.7 Render telemetry
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@ -107,3 +107,21 @@ Input access is VM-owned and should not be reported as host syscall consumption.
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All platforms must provide the mandatory input elements (`pad`, `touch`, `button`) to the runtime.
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Platform differences in physical device mapping are resolved outside VM semantics.
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## 9 Host/System Controls
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Host/System controls are not part of the guest-visible input surface.
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The Home/SystemOS request changes machine foreground authority. It must be
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handled by the host, firmware, or SystemOS before input is exposed to the Game.
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It must not be represented as `pad.start`, `pad.select`, a new pad field, a VM
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intrinsic, or a userland syscall.
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For the desktop host, `Esc` is the primary keyboard mapping for the
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Home/SystemOS request. The physical `Home` key may be supported as an alias.
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Both mappings are host controls and must not mutate `InputSignals`.
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When a Game leaves or re-enters foreground, pending Game input must be cleared
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or barriered so held or pressed input cannot leak across pause/resume
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boundaries. This barrier applies to the Game-facing snapshot; it does not
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change the meaning of host/system Home controls.
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@ -100,7 +100,40 @@ Important properties:
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- no execution occurs outside the frame loop;
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- frame structure remains observable for host tooling and host-owned certification.
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## 7 Render Worker Concurrency
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## 7 Foreground Lifecycle Events
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Foreground lifecycle events are system events with bounded delivery points.
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They do not execute arbitrary guest callbacks at arrival time.
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The Game pause path is:
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```text
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Home/SystemOS request
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-> pause event becomes visible to the Game
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-> bounded pause reaction budget
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-> SystemOS suspension, even if the Game did not cooperate
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```
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The Game resume path is:
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```text
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SystemOS resume request
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-> VM reactivation
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-> resume or foreground-restore event becomes visible to the Game
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-> Game may synchronize while still internally paused
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-> visual foreground returns after a valid current-epoch render submission
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```
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`Paused` is the Game-visible event/state. `Suspended` is the OS-owned
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scheduler/runtime state. A Game may observe pause/resume, but it must not
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control whether SystemOS suspends or resumes the VM.
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Pause budgets are measured in deterministic machine units, not host wall-clock
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time. A suspended Game receives no normal gameplay ticks, no normal Game input,
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and no frame pacing. Real background execution is outside the v1 foreground
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contract.
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## 8 Render Worker Concurrency
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The render worker is not a machine-visible event source and does not introduce
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guest callbacks. It is an implementation-side consumer of closed render
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@ -127,7 +160,7 @@ Shutdown is explicit and bounded. A shutdown request wakes a waiting worker,
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causes pending work that will not be consumed to be discarded, and reports a
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typed failure if the worker cannot join within the configured timeout.
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## 8 Async Asset and IO Work Lane
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## 9 Async Asset and IO Work Lane
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The asset/IO async work lane is not a machine-visible event source and does not
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introduce guest callbacks. It is an implementation-side lane for asset
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@ -151,7 +184,7 @@ does not publish resident graphics/audio/scene state directly.
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FS and game persistence services may consume this lane for IO-style work, but
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public FS API shape is defined by the FS/app-home contract, not by this chapter.
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## 9 Determinism and Best Practices
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## 10 Determinism and Best Practices
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PROMETEU encourages:
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@ -166,7 +199,7 @@ PROMETEU discourages:
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- hidden timing channels;
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- ambiguous out-of-band execution.
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## 10 Relationship to Other Specs
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## 11 Relationship to Other Specs
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- [`09a-coroutines-and-cooperative-scheduling.md`](09a-coroutines-and-cooperative-scheduling.md) defines coroutine lifecycle and scheduling behavior.
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- [`10-debug-inspection-and-profiling.md`](10-debug-inspection-and-profiling.md) defines observability and diagnostics surfaces.
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@ -43,6 +43,13 @@ The VM does not own the machine lifecycle. Firmware does.
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Game directory cartridges.
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- **Library entry**: an internal catalog record retained by Hub/SystemOS for a
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discovered cartridge.
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- **Foreground visual owner**: the single machine owner whose visual output may
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be presented at a given time.
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- **Paused**: a Game-visible lifecycle event/state. The Game may observe it and
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prepare for foreground loss.
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- **Suspended**: an OS-owned scheduler/runtime state. A suspended Game remains
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resident but does not receive normal gameplay ticks, normal Game input, or
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frame pacing.
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## 3 POS Responsibilities
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@ -154,7 +161,50 @@ Shell task loses its eligible focused window
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-> FirmwareState::HubHome
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```
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## 7 Cartridge Load Flow
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## 7 Foreground Stack and Game Pause
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The v1 foreground contract is single-owner:
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- exactly one foreground visual owner exists at a time;
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- at most one Game may be resident;
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- at most one Shell app may be foreground;
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- Hub/Home is the root Shell owner and back-stack controller.
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The minimal supported navigation cycle is:
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```text
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Game foreground
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-> Home request
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-> Game pause notification
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-> Game suspended by SystemOS after a bounded budget
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-> Hub/Home foreground
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-> optional Shell foreground
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-> Shell close returns to Hub/Home
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-> same Game resume/foreground-restore notification
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-> Game foreground after a valid current-epoch render submission
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```
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`Paused` is cooperative and visible to the Game. `Suspended` is imposed by
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SystemOS. The Game may react to pause/resume, but it must not control whether
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the OS suspends or resumes its VM.
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When Home is requested during Game execution, SystemOS must notify the Game and
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grant a short bounded pause budget. After the budget, SystemOS may suspend the
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VM even if the Game did not cooperate. While suspended, the Game must not
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receive normal gameplay ticks, normal Game input, or frame pacing.
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When returning to the same Game, SystemOS must reactivate the VM and send a
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resume or foreground-restore notification before visual foreground is restored.
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The Game may remain internally paused while it synchronizes. Hub/Shell remains
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visible until the resumed Game publishes a valid render submission for the
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current ownership epoch.
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Input pending for the Game must be cleared or barriered across pause/resume
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boundaries. Game audio pauses with the Game VM in v1. Independent background
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audio, real background execution, multiple resident Games, multiple foreground
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Shells, and direct Game-to-Game switching are outside this contract.
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## 8 Cartridge Load Flow
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Current high-level flow:
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@ -179,7 +229,7 @@ If the selected cartridge cannot be loaded, firmware must leave or return the
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machine in the Hub/Home flow and record the failure through diagnostics or
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logging. A polished Home error surface is not required by v1.
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## 8 Firmware States
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## 9 Firmware States
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The current firmware state model includes:
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@ -193,7 +243,7 @@ The current firmware state model includes:
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These states express machine orchestration above the VM. They are not guest-visible bytecode states.
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## 9 Execution Contract
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## 10 Execution Contract
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For game-mode execution, firmware/runtime coordination preserves:
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@ -204,7 +254,7 @@ For game-mode execution, firmware/runtime coordination preserves:
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This keeps the machine model deterministic and observable.
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## 10 Crash Handling
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## 11 Crash Handling
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Firmware owns terminal fault presentation.
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@ -216,7 +266,7 @@ When a terminal app fault occurs:
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Crash handling is outside the guest VM execution model.
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## 11 Relationship to Other Specs
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## 12 Relationship to Other Specs
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- [`02-vm-instruction-set.md`](02-vm-instruction-set.md) defines the VM subsystem run by firmware.
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- [`09-events-and-concurrency.md`](09-events-and-concurrency.md) defines the frame-boundary model used by firmware.
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@ -99,6 +99,11 @@ Game-to-game switching after a game is already active is not part of this boot
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profile. That orchestration belongs to the foreground/home and cartridge switch
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contracts.
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The foreground/home contract defines `Game -> Home/Shell -> same Game` after a
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Game is already running. It does not change direct `--run`, debugger direct
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boot, or `--games-root` Home library startup semantics. Home/SystemOS requests
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are host/system controls, not guest cartridge boot APIs.
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## 5 Firmware State Relationship
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Boot target selection feeds into firmware states such as:
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