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Codex Review Summary: ✅ CompletedThis comment shows the latest Codex review activity on this pull request.
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No actionable comments were generated in the recent review. WalkthroughGameLogic now sends display and system busy-state values through a virtual GameEngine method in both game variants. Win32GameEngine implements the method by setting Windows thread execution-state flags. The previous OSDisplaySetBusyState API and implementation are removed. ChangesBusy-state dispatch
Estimated code review effort: 2 (Simple) | ~10 minutes Change: Refactor Possibly related PRs
Suggested labels: Suggested reviewers: Merge Risk:
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[Low impact] This refactor appears safe to merge.
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GameLogic::updateDisplayBusyState() is in GameEngine and called the free function OSDisplaySetBusyState(), which is implemented in GameEngineDevice (Win32OSDisplay.cpp).
This change adds a virtual function GameEngine::setBusyState() with an empty default. Win32GameEngine overrides it with the same SetThreadExecutionState code. This is the same pattern as serviceWindowsOS(). GameLogic now calls TheGameEngine->setBusyState().
There is no behavior change. GameLogic is created by GameEngine::init, so TheGameEngine is always set when this is called.
OSDisplayWarningBox is not changed. It has no callers, so it does not need the device library at link time. It can be removed in a separate change.
This removes one of the calls from GameEngine into GameEngineDevice, as discussed in #3552.
AI USE
Used AI to make the change and to check the callers.