@crowdedkingdoms/crowdyjs 9.0.0 → 10.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/MIGRATION.md +56 -34
- package/README.md +83 -50
- package/dist/crowdy-client.d.ts +3 -0
- package/dist/crowdy-client.d.ts.map +1 -1
- package/dist/crowdy-client.js +2 -0
- package/dist/domains/playerCodeProjects.d.ts +25 -0
- package/dist/domains/playerCodeProjects.d.ts.map +1 -0
- package/dist/domains/playerCodeProjects.js +299 -0
- package/dist/domains/playerCompute.d.ts +1 -1
- package/dist/domains/playerCompute.js +1 -1
- package/dist/generated/graphql.d.ts +792 -7
- package/dist/generated/graphql.d.ts.map +1 -1
- package/dist/generated/graphql.js +57 -0
- package/dist/index.d.ts +3 -5
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +3 -5
- package/dist/kit/npcs.d.ts.map +1 -1
- package/dist/kit/social.d.ts.map +1 -1
- package/dist/live-coding/rust-analysis.d.ts.map +1 -1
- package/dist/live-coding/rust-analysis.js +64 -1
- package/dist/live-coding/worker-transport.d.ts +3 -0
- package/dist/live-coding/worker-transport.d.ts.map +1 -1
- package/dist/live-coding/worker-transport.js +13 -0
- package/dist/mod-studio/controller.d.ts +188 -0
- package/dist/mod-studio/controller.d.ts.map +1 -0
- package/dist/mod-studio/controller.js +915 -0
- package/dist/mod-studio/diagnostics.d.ts +22 -0
- package/dist/mod-studio/diagnostics.d.ts.map +1 -0
- package/dist/mod-studio/diagnostics.js +141 -0
- package/dist/mod-studio/dom-shell.d.ts +55 -0
- package/dist/mod-studio/dom-shell.d.ts.map +1 -0
- package/dist/mod-studio/dom-shell.js +527 -0
- package/dist/mod-studio/editor.d.ts +17 -0
- package/dist/mod-studio/editor.d.ts.map +1 -0
- package/dist/mod-studio/editor.js +1 -0
- package/dist/mod-studio/index.d.ts +10 -0
- package/dist/mod-studio/index.d.ts.map +1 -0
- package/dist/mod-studio/index.js +9 -0
- package/dist/mod-studio/models.d.ts +149 -0
- package/dist/mod-studio/models.d.ts.map +1 -0
- package/dist/mod-studio/models.js +62 -0
- package/dist/mod-studio/monaco-editor.d.ts +16 -0
- package/dist/mod-studio/monaco-editor.d.ts.map +1 -0
- package/dist/mod-studio/monaco-editor.js +548 -0
- package/dist/mod-studio/mount.d.ts +17 -0
- package/dist/mod-studio/mount.d.ts.map +1 -0
- package/dist/mod-studio/mount.js +86 -0
- package/dist/mod-studio/starter-projects.d.ts +11 -0
- package/dist/mod-studio/starter-projects.d.ts.map +1 -0
- package/dist/mod-studio/starter-projects.js +102 -0
- package/dist/mod-studio/styles.d.ts +2 -0
- package/dist/mod-studio/styles.d.ts.map +1 -0
- package/dist/mod-studio/styles.js +14 -0
- package/dist/mod-studio/textarea-editor.d.ts +8 -0
- package/dist/mod-studio/textarea-editor.d.ts.map +1 -0
- package/dist/mod-studio/textarea-editor.js +71 -0
- package/package.json +4 -4
- package/dist/live-coding/ide.d.ts +0 -23
- package/dist/live-coding/ide.d.ts.map +0 -1
- package/dist/live-coding/ide.js +0 -514
- package/dist/live-coding/index.d.ts +0 -8
- package/dist/live-coding/index.d.ts.map +0 -1
- package/dist/live-coding/index.js +0 -7
- package/dist/live-coding/live-coding-controller.d.ts +0 -75
- package/dist/live-coding/live-coding-controller.d.ts.map +0 -1
- package/dist/live-coding/live-coding-controller.js +0 -141
- package/dist/live-coding/mount.d.ts +0 -26
- package/dist/live-coding/mount.d.ts.map +0 -1
- package/dist/live-coding/mount.js +0 -108
- package/dist/live-coding/templates.d.ts +0 -17
- package/dist/live-coding/templates.d.ts.map +0 -1
- package/dist/live-coding/templates.js +0 -59
package/MIGRATION.md
CHANGED
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#
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# CrowdyJS v10 — project-first Mod Studio (BREAKING)
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This migration is implemented on the feature branch but is **not versioned or
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published yet**.
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The session-only live-coding API was removed. There are deliberately no
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compatibility aliases.
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mountLiveCodingIDE
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Removed exports:
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- `mountLiveCodingIDE`
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- `mountLiveCoding`
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- `LiveCodingController`
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- `MountLiveCodingOptions`
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- `PLAYER_CODE_TEMPLATES` / `templateById`
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- the `moduleName` and `draftByDefault` mount options
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- the `@crowdedkingdoms/crowdyjs/live-coding` package subpath
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Replace the old mount with a cloud project provider and the new subpath:
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```ts
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import { mountModStudio } from '@crowdedkingdoms/crowdyjs/mod-studio';
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const studio = await mountModStudio(host, {
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projectProvider: game.playerCodeProjects,
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playerCompute: game.playerCompute,
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playerWallet: identity.playerWallet,
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appId,
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gridId,
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grid,
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workerUrl: playerCodeGlueWorkerUrl,
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onHostCall,
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});
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```
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`
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Custom UIs instantiate `ModStudioController` directly. Move all source state
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into `ModStudioProjectProvider`: project files are typed
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`{ target: 'SERVER' | 'CLIENT', path, content }`, and full-stack files share one
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revision/save. Module names and pairing preference are project settings.
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Do not stringify source maps in callers; Mod Studio creates `sourceFilesJson`
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only at the existing `playerCompute.deploy` wire boundary.
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Action semantics are now explicit:
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- **Test draft** saves atomically, compiles, and runs with draft egress rules.
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- **Deploy live** saves and runs the live project.
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- **Stop project** attempts `setEnabled(false)`, client broker shutdown, and
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polling cleanup, and returns partial failures instead of hiding them.
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Full-stack order is CLIENT compile → SERVER compile → `setRequires` (only after
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both succeed) → SERVER enable → exact-version CLIENT artifact hot-swap.
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The local Rust worker remains credential-free and server-free. Monaco now uses
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target-prefixed URIs and loads project, personal-library, and common Rust files
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for cross-file completion/hover/symbols/definition. If Monaco/Worker/WASM fails,
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`mountModStudio` keeps a target/file-aware textarea inside the same project UI;
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there is no standalone fallback API.
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The Game API project contract is exposed through `PlayerCodeProjectsAPI`.
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Generated operations cover `playerCodeProjects`, `playerCodeProject`,
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`playerCodeProjectCreate`, `playerCodeProjectSave`,
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`playerCodeLibraryFiles`, `playerCodeLibrarySave`,
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`playerCodeCommonFiles`, and `playerCodeProjectImportFile`.
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This branch is versioned `10.0.0` for the coordinated major release.
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# CrowdyJS v8.10 Notes
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package/README.md
CHANGED
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>
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> **Player-code authoring DX:** `playerCompute.setRequires`,
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> `marketplace.trustGridAuthor`, self-authored `gridClientMods` fields, and
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> migration. `
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> version-keyed client artifact fetches require the 2026-07-22 authoring-DX
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> migration. The v9 `mountModStudio` surface is project-first: cloud project
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> revisions, target-scoped files, atomic autosave, and explicit draft/live/stop
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> orchestration. Its Rust language worker receives source plus the committed
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> platform index only—never a credential and never a server connection.
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> **v8.10 inventory authority:** generated craft/barter transactions work on
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> existing Model servers. Compute-refereed durable commits require Compute SDK
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detects drift in CI/release work.
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The browser authoring index follows the same boundary. `npm run build` validates
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only the committed `src/live-coding/assets/browser-authoring-index.json` and its
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only the committed internal `src/live-coding/assets/browser-authoring-index.json` and its
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generated TypeScript copy; it never discovers or reads a sibling game-api
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checkout. Coordinated maintainers compare an explicitly supplied exporter path:
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| `client.compute` | **Compute Modules** — server-side Rust/WASM logic: author + deploy source (`upsertModule`, `deployVersion`, `waitForCompile`), triggers + policy, synchronous `invoke`, and monitoring (`moduleRuns`, `moduleStats`, `moduleLogs`, `appDiagnostics`). Modules run server-only; see [Compute Modules docs](https://docs.crowdedkingdoms.com/game-api/compute-modules). |
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| `client.playerCompute` | Player-authored SERVER/CLIENT Rust/WASM bound to player-owned grids: deploy source, activate/deactivate, list modules/versions, and delete self-authored modules. |
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| `client.playerCodeProjects` | Cloud project, personal-library, and common-file APIs for Mod Studio: target-scoped files, metadata/module names, pairing preference, optimistic revisions, copy-by-value imports, and atomic metadata/file saves. Generated operations are pinned to the committed merged SDL. |
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| `client.playerModel` | Player-owned flexible model containers and grid-confined automations (`containers`, `createContainer`, `setProperty`, `automations`, `createAutomation`, …). |
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| `client.world(appId)` | Higher-level helpers for browser games (`actor.join`, `actor.sendState`, `actor.sendText`). |
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compiled client artifacts to a platform-owned worker, keeps tokens on the page,
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allow-lists host calls, and locally clamps chunk-targeted effects to the owned
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grid before the normal SDK path reaches server authorization.
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The mount initializes the required monaco-vscode base/editor services once
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before creating any editor. Consumers must not provide a separate Monaco
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initialization workaround; concurrent mounts share services but receive
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isolated model roots, and destroyed roots are reusable by later mounts.
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service stack. Removing it does not replace LSP with ad-hoc messages.
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grid before the normal SDK path reaches server authorization. Mod Studio
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## Player-code Mod Studio
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`mountModStudio` is the project-first SERVER/CLIENT Rust authoring surface. A
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project has one cloud revision, target-scoped files, project metadata, separate
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server/client module names, and a pairing preference. Full-stack edits autosave
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as one optimistic-concurrency write; the UI renders **Saving**, **Saved**,
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**Conflict**, or **Offline**, with retry and conflict-resolution actions.
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```ts
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import {
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import { mountModStudio } from '@crowdedkingdoms/crowdyjs/mod-studio';
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const studio = await mountModStudio(host, {
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projectProvider: game.playerCodeProjects,
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playerCompute: game.playerCompute,
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playerWallet: identity.playerWallet,
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grid,
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});
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// Stops editor/runtime polling, the Rust worker, and any client broker owned
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// by this mount. It does not implicitly disable a deliberately live server.
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studio.destroy();
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```
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`updateFile`) and project settings—there is no session-only source blob, fixed
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legacy `sourceFilesJson` input happens only inside the controller's
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The built-in UI provides a project switcher/new-project wizard
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(server/client/full-stack), target explorer, personal library/common files,
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tabs, settings, Problems/Build/Logs/Runs/Invoke panels, and explicit **Test
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draft**, **Deploy live**, and **Stop project** actions. Full-stack deployment is
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ordered: save once → compile CLIENT → compile SERVER → set/clear the pairing
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requirement only after both compiles → enable SERVER → hot-swap the exact
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version-keyed CLIENT artifact. Partial compile failures never write a new
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requirement. Stop always attempts both server disable and client/poll cleanup
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and reports each failure.
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Monaco uses target-prefixed model URIs (`.../server/Cargo.toml` and
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`.../client/Cargo.toml`) and opens every loaded project/library/common Rust file
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in one bounded local worker workspace. Completion, hover, symbols, and
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definition therefore work across loaded files; lifecycle snippets and hover
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notes distinguish SERVER platform execution from CLIENT broker host calls.
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Local tree-sitter markers are labeled advisory. Platform rustc output is parsed
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separately into authoritative path/line/column markers and remains visible in
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Build.
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The Rust worker receives source files and the strict embedded platform index
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only. It receives no credential, opens no socket/fetch path, and never falls
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back to a server language service. If Monaco, Worker, a WASM asset, or a custom
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platform index fails, the same Mod Studio mount keeps project/target tabs and
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uses one file-aware textarea—never a raw JSON blob.
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Modern bundlers must preserve module workers and package `.wasm` assets. Custom
|
|
218
|
+
pipelines can pass `languageWorkerFactory` and `editorWorkerFactory`. The
|
|
219
|
+
embedded index remains the byte-identical game export (`schemaVersion: 2`, Rust
|
|
220
|
+
1.97.1, SDK 0.1.5, ABI 0, 725 symbols, content hash
|
|
221
|
+
`3f5f39d4…18ffb`).
|
|
222
|
+
|
|
223
|
+
### Game API project contract
|
|
224
|
+
|
|
225
|
+
`PlayerCodeProjectsAPI` implements the transport-neutral
|
|
226
|
+
`ModStudioProjectProvider`; generated GraphQL types remain inside the adapter.
|
|
227
|
+
The committed merged schema and generated operations cover:
|
|
228
|
+
|
|
229
|
+
- `playerCodeProjects(appId)` / `playerCodeProject(appId, projectId)`
|
|
230
|
+
- `playerCodeProjectCreate(input)`
|
|
231
|
+
- `playerCodeProjectSave(input)` for one atomic metadata/file delta
|
|
232
|
+
- `playerCodeLibraryFiles(appId)` / `playerCodeLibrarySave(input)`
|
|
233
|
+
- `playerCodeCommonFiles(appId)`
|
|
234
|
+
- `playerCodeProjectImportFile(input)` for copy-by-value imports
|
|
235
|
+
|
|
236
|
+
The adapter maps the API's `PAIRED | INDEPENDENT | SERVER_ONLY | CLIENT_ONLY`
|
|
237
|
+
presentation enum to Mod Studio's runtime-oriented project kind and
|
|
238
|
+
`REQUIRED | OPTIONAL | NONE` setting. A stale expected `revision` arrives as
|
|
239
|
+
`CONFLICT` with `PLAYER_CODE_REVISION_CONFLICT` in the message and becomes a
|
|
240
|
+
`ModStudioRevisionConflictError` with the latest cloud project when that
|
|
241
|
+
follow-up read succeeds.
|
|
209
242
|
|
|
210
243
|
| `createWorldSession(client, appId, config)` (from `@crowdedkingdoms/crowdyjs/stores`) | World Stores: opt-in, SDK-managed game state — typed codecs (`structCodec` binary DSL), your own actor with a 5 Hz send loop (`session.self`), a remote-actor registry with lanes/history/staleness (`session.actors`), attributed send errors (`session.errors`), a chunk/voxel cache with realtime merge + worldgen write-back (`session.chunks`), channel/direct-message inboxes + a typed event router, host tracking, typed save/avatar state, and a game-model container mirror. Only configured stores exist (compile-time + runtime); unimported stores tree-shake away. |
|
|
211
244
|
| `client.kit(appId)` | Game Kit: ready-made mappings of game concepts onto the game model — `kit.inventory`, `kit.objects` (lockable doors/chests with custom permissions), `kit.npcs`, `kit.plots` (buy/rent land with transactional, replication-enforced grid grants), and the genre layers `kit.economy` (wallets/shops/trades/market), `kit.progression` (xp/skills/achievements/rating), `kit.loot`, `kit.quests`, `kit.combat`, `kit.matches` (session lobbies/turns/scores with notify-to-pull channels), `kit.decks` (hidden hands), `kit.worldsim` (clock/nodes/crops/waves), `kit.social` (parties/guilds/chat over teams+channels), `kit.leaderboards`, `kit.features` (tier gates), and the engine-aware helpers `kit.mobs` (refereed attacks, defs/slots, contact-damage parsing), `kit.pets` (adopt/summon/dismiss/rename), `kit.instances` (private world slices, seeded runs), `kit.director` (encounter runs), `kit.matchmaking` (queues/proposals/rating), `kit.minigames` (invoke-loop wrapper), `kit.economy.orderBook` (escrowed bid/ask market), engine paths on `kit.matches`/`kit.decks`/`kit.leaderboards`, `kit.quests` tutorial sequencing, `kit.engines` (compute capability detection) with `kit/wire` (the engine pose codec, `engineLanes()`, and the 77/90/91/92/93 event parsers) — plus blueprint builders + `kit.deploy(...)` for the admin "load the rules" step. |
|
package/dist/crowdy-client.d.ts
CHANGED
|
@@ -59,6 +59,7 @@ import { UdpAPI } from './domains/udp.js';
|
|
|
59
59
|
import { GameModelAPI } from './domains/gameModel.js';
|
|
60
60
|
import { ComputeAPI } from './domains/compute.js';
|
|
61
61
|
import { PlayerComputeAPI } from './domains/playerCompute.js';
|
|
62
|
+
import { PlayerCodeProjectsAPI } from './domains/playerCodeProjects.js';
|
|
62
63
|
import { PlayerWalletAPI } from './domains/playerWallet.js';
|
|
63
64
|
import { MarketplaceAPI } from './domains/marketplace.js';
|
|
64
65
|
import { PlayerModelAPI } from './domains/playerModel.js';
|
|
@@ -197,6 +198,8 @@ export declare class CrowdyClient {
|
|
|
197
198
|
readonly compute: ComputeAPI;
|
|
198
199
|
/** Player-authored Rust/WASM bound to player-owned grids. */
|
|
199
200
|
readonly playerCompute: PlayerComputeAPI;
|
|
201
|
+
/** Cloud source projects consumed by the project-first Mod Studio. */
|
|
202
|
+
readonly playerCodeProjects: PlayerCodeProjectsAPI;
|
|
200
203
|
/** P4a marketplace (free mode): store, installs, consent, claim flows. */
|
|
201
204
|
readonly marketplace: MarketplaceAPI;
|
|
202
205
|
/** Player wallet, spend caps, hourly usage charges, and player policy (P2). */
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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|
package/dist/crowdy-client.js
CHANGED
|
@@ -58,6 +58,7 @@ import { UdpAPI } from './domains/udp.js';
|
|
|
58
58
|
import { GameModelAPI } from './domains/gameModel.js';
|
|
59
59
|
import { ComputeAPI } from './domains/compute.js';
|
|
60
60
|
import { PlayerComputeAPI } from './domains/playerCompute.js';
|
|
61
|
+
import { PlayerCodeProjectsAPI } from './domains/playerCodeProjects.js';
|
|
61
62
|
import { PlayerWalletAPI } from './domains/playerWallet.js';
|
|
62
63
|
import { MarketplaceAPI } from './domains/marketplace.js';
|
|
63
64
|
import { PlayerModelAPI } from './domains/playerModel.js';
|
|
@@ -120,6 +121,7 @@ export class CrowdyClient {
|
|
|
120
121
|
});
|
|
121
122
|
this.compute = new ComputeAPI(this.graphql);
|
|
122
123
|
this.playerCompute = new PlayerComputeAPI(this.graphql);
|
|
124
|
+
this.playerCodeProjects = new PlayerCodeProjectsAPI(this.graphql);
|
|
123
125
|
this.playerWallet = new PlayerWalletAPI(this.management);
|
|
124
126
|
this.marketplace = new MarketplaceAPI(this.graphql, this.management);
|
|
125
127
|
this.playerModel = new PlayerModelAPI(this.graphql);
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
import type { GraphQLClient } from '../client.js';
|
|
2
|
+
import { type CreateModStudioProjectInput, type ImportModStudioReferenceFileInput, type ModStudioProject, type ModStudioProjectProvider, type ModStudioProjectScope, type ModStudioProjectSummary, type ModStudioReferenceFile, type SaveModStudioLibraryFileInput, type SaveModStudioProjectInput } from '../mod-studio/models.js';
|
|
3
|
+
/**
|
|
4
|
+
* Typed Game API adapter for private Mod Studio projects and reusable files.
|
|
5
|
+
* Mutable projects remain separate from immutable player-compute versions;
|
|
6
|
+
* only the controller's deploy path converts target files to sourceFilesJson.
|
|
7
|
+
*/
|
|
8
|
+
export declare class PlayerCodeProjectsAPI implements ModStudioProjectProvider {
|
|
9
|
+
private readonly graphql;
|
|
10
|
+
private readonly baselines;
|
|
11
|
+
constructor(graphql: GraphQLClient);
|
|
12
|
+
listProjects(scope: ModStudioProjectScope): Promise<ModStudioProjectSummary[]>;
|
|
13
|
+
getProject(input: ModStudioProjectScope & {
|
|
14
|
+
projectId: string;
|
|
15
|
+
}): Promise<ModStudioProject>;
|
|
16
|
+
createProject(input: CreateModStudioProjectInput): Promise<ModStudioProject>;
|
|
17
|
+
saveProject(input: SaveModStudioProjectInput): Promise<ModStudioProject>;
|
|
18
|
+
listPersonalLibraryFiles(scope: ModStudioProjectScope): Promise<ModStudioReferenceFile[]>;
|
|
19
|
+
savePersonalLibraryFile(input: SaveModStudioLibraryFileInput): Promise<ModStudioReferenceFile>;
|
|
20
|
+
listCommonFiles(scope: ModStudioProjectScope): Promise<ModStudioReferenceFile[]>;
|
|
21
|
+
importReferenceFile(input: ImportModStudioReferenceFileInput): Promise<ModStudioProject>;
|
|
22
|
+
private remember;
|
|
23
|
+
private request;
|
|
24
|
+
}
|
|
25
|
+
//# sourceMappingURL=playerCodeProjects.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"playerCodeProjects.d.ts","sourceRoot":"","sources":["../../src/domains/playerCodeProjects.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AAQlD,OAAO,EAIL,KAAK,2BAA2B,EAChC,KAAK,iCAAiC,EAEtC,KAAK,gBAAgB,EAErB,KAAK,wBAAwB,EAC7B,KAAK,qBAAqB,EAC1B,KAAK,uBAAuB,EAC5B,KAAK,sBAAsB,EAC3B,KAAK,6BAA6B,EAClC,KAAK,yBAAyB,EAC/B,MAAM,yBAAyB,CAAC;AA0BjC;;;;GAIG;AACH,qBAAa,qBAAsB,YAAW,wBAAwB;IAGxD,OAAO,CAAC,QAAQ,CAAC,OAAO;IAFpC,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAuC;gBAEpC,OAAO,EAAE,aAAa;IAE7C,YAAY,CAChB,KAAK,EAAE,qBAAqB,GAC3B,OAAO,CAAC,uBAAuB,EAAE,CAAC;IAU/B,UAAU,CACd,KAAK,EAAE,qBAAqB,GAAG;QAAE,SAAS,EAAE,MAAM,CAAA;KAAE,GACnD,OAAO,CAAC,gBAAgB,CAAC;IAQtB,aAAa,CACjB,KAAK,EAAE,2BAA2B,GACjC,OAAO,CAAC,gBAAgB,CAAC;IAoBtB,WAAW,CACf,KAAK,EAAE,yBAAyB,GAC/B,OAAO,CAAC,gBAAgB,CAAC;IAwDtB,wBAAwB,CAC5B,KAAK,EAAE,qBAAqB,GAC3B,OAAO,CAAC,sBAAsB,EAAE,CAAC;IAU9B,uBAAuB,CAC3B,KAAK,EAAE,6BAA6B,GACnC,OAAO,CAAC,sBAAsB,CAAC;IAc5B,eAAe,CACnB,KAAK,EAAE,qBAAqB,GAC3B,OAAO,CAAC,sBAAsB,EAAE,CAAC;IAS9B,mBAAmB,CACvB,KAAK,EAAE,iCAAiC,GACvC,OAAO,CAAC,gBAAgB,CAAC;IAuB5B,OAAO,CAAC,QAAQ;YAKF,OAAO;CAiBtB"}
|