@downdraft/engine 0.0.0 → 0.1.1

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.
Files changed (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,343 @@
1
+ // ============================================================================
2
+ // Game Input Buffer — SharedArrayBuffer for per-player input state
3
+ // Multi-player slot-based input channel with keys, mouse, gamepad, and builder state.
4
+ // ============================================================================
5
+
6
+ import { defineChannel } from "./define";
7
+
8
+ export const MAX_INPUT_PLAYERS = 4;
9
+
10
+ export const InputChannel = defineChannel({
11
+ name: "game-input",
12
+ magic: 0x494e5054,
13
+ version: 1,
14
+ mode: "slots",
15
+ header: {
16
+ size: 64,
17
+ fields: {
18
+ playerCount: { type: "u32" },
19
+ },
20
+ },
21
+ sections: [
22
+ {
23
+ name: "players",
24
+ maxSlots: MAX_INPUT_PLAYERS,
25
+ slotSize: 128,
26
+ fields: {
27
+ keys: { type: "u32", count: 8 },
28
+ mouseX: { type: "f32" },
29
+ mouseY: { type: "f32" },
30
+ mouseBtn: { type: "u32" },
31
+ wheel: { type: "f32" },
32
+ gpAxes: { type: "f32", count: 8 },
33
+ gpBtn: { type: "u32" },
34
+ flags: { type: "u32" },
35
+ mouseDx: { type: "f32" },
36
+ mouseDy: { type: "f32" },
37
+ cameraZoom: { type: "f32" },
38
+ lookHeading: { type: "f32" },
39
+ lookPitch: { type: "f32" },
40
+ builderCellType: { type: "u32" },
41
+ builderRotation: { type: "u32" },
42
+ },
43
+ },
44
+ ],
45
+ });
46
+
47
+ export const INPUT_MAGIC = 0x494e5054;
48
+ export const INPUT_VERSION = 1;
49
+
50
+ export const INP_HDR = {
51
+ MAGIC: 0,
52
+ VERSION: 1,
53
+ PLAYER_COUNT: 3,
54
+ SEQUENCE: 2,
55
+ } as const;
56
+
57
+ export const INP = {
58
+ KEYS: 0,
59
+ MOUSE_X: 8,
60
+ MOUSE_Y: 9,
61
+ MOUSE_BTN: 10,
62
+ WHEEL: 11,
63
+ GP_AXES: 12,
64
+ GP_BTN: 20,
65
+ FLAGS: 21,
66
+ MOUSE_DX: 22,
67
+ MOUSE_DY: 23,
68
+ CAMERA_ZOOM: 24,
69
+ LOOK_HEADING: 25,
70
+ LOOK_PITCH: 26,
71
+ BUILDER_CELL_TYPE: 27,
72
+ BUILDER_ROTATION: 28,
73
+ } as const;
74
+
75
+ export const INP_FLAG = {
76
+ CONNECTED: 1 << 0,
77
+ HAS_GAMEPAD: 1 << 1,
78
+ } as const;
79
+
80
+ export const KEY = {
81
+ W: 87, A: 65, S: 83, D: 68,
82
+ Q: 81, E: 69, R: 82, F: 70,
83
+ SHIFT: 16, CTRL: 17, ALT: 18, TAB: 9,
84
+ SPACE: 32, ENTER: 13, ESC: 27,
85
+ ONE: 49, TWO: 50, THREE: 51, FOUR: 52,
86
+ FIVE: 53, SIX: 54, SEVEN: 55, EIGHT: 56,
87
+ NINE: 57, ZERO: 48,
88
+ I: 73, B: 66, C: 67, M: 77, P: 80,
89
+ T: 84, V: 86, Z: 90, X: 88,
90
+ UP: 38, DOWN: 40, LEFT: 37, RIGHT: 39,
91
+ F1: 112, F2: 113, F3: 114, F4: 115, F5: 116, F6: 117,
92
+ F7: 118, F8: 119, F9: 120, F10: 121, F11: 122, F12: 123,
93
+ BRACKET_LEFT: 219,
94
+ BRACKET_RIGHT: 221,
95
+ } as const;
96
+
97
+ export class InputBufferWriter {
98
+ private writer: ReturnType<typeof InputChannel.writer>;
99
+ private slots: ReturnType<typeof InputChannel.writer>["sections"]["players"];
100
+
101
+ constructor(sab: SharedArrayBuffer) {
102
+ this.writer = InputChannel.writer(sab);
103
+ this.slots = this.writer.sections.players;
104
+ }
105
+
106
+ init() {
107
+ this.writer.header.u32[InputChannel.offsets.header.playerCount] = 0;
108
+ }
109
+
110
+ setPlayerCount(n: number) { this.writer.header.u32[InputChannel.offsets.header.playerCount] = n; }
111
+
112
+ incrementSequence() { this.writer.bumpSequence(); }
113
+
114
+ private slot(playerIdx: number) {
115
+ return this.slots.slot(playerIdx);
116
+ }
117
+
118
+ setKey(playerIdx: number, keyCode: number, pressed: boolean) {
119
+ const sv = this.slot(playerIdx);
120
+ const f = InputChannel.offsets.sections.players.fields;
121
+ const wordIdx = Math.floor(keyCode / 32);
122
+ const bitIdx = keyCode % 32;
123
+ if (pressed) {
124
+ sv.u32[f.keys + wordIdx] |= (1 << bitIdx);
125
+ } else {
126
+ sv.u32[f.keys + wordIdx] &= ~(1 << bitIdx);
127
+ }
128
+ }
129
+
130
+ setMousePos(playerIdx: number, x: number, y: number) {
131
+ const sv = this.slot(playerIdx);
132
+ const f = InputChannel.offsets.sections.players.fields;
133
+ sv.f32[f.mouseX] = x;
134
+ sv.f32[f.mouseY] = y;
135
+ }
136
+
137
+ setMouseButton(playerIdx: number, button: number, pressed: boolean) {
138
+ const sv = this.slot(playerIdx);
139
+ const f = InputChannel.offsets.sections.players.fields;
140
+ if (pressed) {
141
+ sv.u32[f.mouseBtn] |= (1 << button);
142
+ } else {
143
+ sv.u32[f.mouseBtn] &= ~(1 << button);
144
+ }
145
+ }
146
+
147
+ setWheel(playerIdx: number, delta: number) {
148
+ const sv = this.slot(playerIdx);
149
+ const f = InputChannel.offsets.sections.players.fields;
150
+ // Absolute per-flush value, not an accumulation — the reader never
151
+ // clears this field (single-writer rule); the writer owns it outright.
152
+ sv.f32[f.wheel] = delta;
153
+ }
154
+
155
+ setMouseDelta(playerIdx: number, dx: number, dy: number) {
156
+ const sv = this.slot(playerIdx);
157
+ const f = InputChannel.offsets.sections.players.fields;
158
+ sv.f32[f.mouseDx] = dx;
159
+ sv.f32[f.mouseDy] = dy;
160
+ }
161
+
162
+ setGamepadAxis(playerIdx: number, axis: number, value: number) {
163
+ const sv = this.slot(playerIdx);
164
+ const f = InputChannel.offsets.sections.players.fields;
165
+ sv.f32[f.gpAxes + axis] = value;
166
+ }
167
+
168
+ setGamepadButton(playerIdx: number, button: number, pressed: boolean) {
169
+ const sv = this.slot(playerIdx);
170
+ const f = InputChannel.offsets.sections.players.fields;
171
+ if (pressed) {
172
+ sv.u32[f.gpBtn] |= (1 << button);
173
+ } else {
174
+ sv.u32[f.gpBtn] &= ~(1 << button);
175
+ }
176
+ }
177
+
178
+ setFlags(playerIdx: number, flags: number) {
179
+ const sv = this.slot(playerIdx);
180
+ const f = InputChannel.offsets.sections.players.fields;
181
+ sv.u32[f.flags] = flags;
182
+ }
183
+
184
+ setCameraZoom(playerIdx: number, zoom: number) {
185
+ const sv = this.slot(playerIdx);
186
+ const f = InputChannel.offsets.sections.players.fields;
187
+ sv.f32[f.cameraZoom] = zoom;
188
+ }
189
+
190
+ setLookHeading(playerIdx: number, heading: number) {
191
+ const sv = this.slot(playerIdx);
192
+ const f = InputChannel.offsets.sections.players.fields;
193
+ sv.f32[f.lookHeading] = heading;
194
+ }
195
+
196
+ setLookPitch(playerIdx: number, pitch: number) {
197
+ const sv = this.slot(playerIdx);
198
+ const f = InputChannel.offsets.sections.players.fields;
199
+ sv.f32[f.lookPitch] = pitch;
200
+ }
201
+
202
+ setBuilderCellType(playerIdx: number, cellTypeIdx: number) {
203
+ const sv = this.slot(playerIdx);
204
+ const f = InputChannel.offsets.sections.players.fields;
205
+ sv.u32[f.builderCellType] = cellTypeIdx;
206
+ }
207
+
208
+ setBuilderRotation(playerIdx: number, rotation: number) {
209
+ const sv = this.slot(playerIdx);
210
+ const f = InputChannel.offsets.sections.players.fields;
211
+ sv.u32[f.builderRotation] = rotation;
212
+ }
213
+ }
214
+
215
+ export class InputBufferReader {
216
+ private reader: ReturnType<typeof InputChannel.reader>;
217
+ private slots: ReturnType<typeof InputChannel.reader>["sections"]["players"];
218
+
219
+ constructor(sab: SharedArrayBuffer) {
220
+ this.reader = InputChannel.reader(sab);
221
+ this.slots = this.reader.sections.players;
222
+ }
223
+
224
+ isValid(): boolean {
225
+ return this.reader.isValid();
226
+ }
227
+
228
+ validationError(): string | null {
229
+ return this.reader.validationError();
230
+ }
231
+
232
+ getSequence(): number { return this.reader.getSequence(); }
233
+ getPlayerCount(): number { return this.reader.header.u32[InputChannel.offsets.header.playerCount]; }
234
+
235
+ private slot(playerIdx: number) {
236
+ return this.slots.slot(playerIdx);
237
+ }
238
+
239
+ isKeyDown(playerIdx: number, keyCode: number): boolean {
240
+ const sv = this.slot(playerIdx);
241
+ const f = InputChannel.offsets.sections.players.fields;
242
+ const wordIdx = Math.floor(keyCode / 32);
243
+ const bitIdx = keyCode % 32;
244
+ return (sv.u32[f.keys + wordIdx] & (1 << bitIdx)) !== 0;
245
+ }
246
+
247
+ getMousePos(playerIdx: number): { x: number; y: number } {
248
+ const sv = this.slot(playerIdx);
249
+ const f = InputChannel.offsets.sections.players.fields;
250
+ return { x: sv.f32[f.mouseX], y: sv.f32[f.mouseY] };
251
+ }
252
+
253
+ isMouseDown(playerIdx: number, button: number): boolean {
254
+ const sv = this.slot(playerIdx);
255
+ const f = InputChannel.offsets.sections.players.fields;
256
+ return (sv.u32[f.mouseBtn] & (1 << button)) !== 0;
257
+ }
258
+
259
+ getWheel(playerIdx: number): number {
260
+ const sv = this.slot(playerIdx);
261
+ const f = InputChannel.offsets.sections.players.fields;
262
+ return sv.f32[f.wheel];
263
+ }
264
+
265
+ // Sequence-gated consumption state. Transient fields (wheel, mouseDelta)
266
+ // are writer-owned: the reader must NEVER write into a slot (that would
267
+ // make the region two-writer — a lost-update race on real SAB and a
268
+ // protocol violation under the polyfill's whole-region sync). Instead the
269
+ // reader yields each written value exactly once per writer sequence bump.
270
+ private lastWheelSeq = new Uint32Array(MAX_INPUT_PLAYERS).fill(0xffffffff);
271
+ private lastMouseDeltaSeq = new Uint32Array(MAX_INPUT_PLAYERS).fill(0xffffffff);
272
+
273
+ consumeWheel(playerIdx: number): number {
274
+ const seq = this.reader.getSequence();
275
+ if (seq === this.lastWheelSeq[playerIdx]) return 0;
276
+ this.lastWheelSeq[playerIdx] = seq;
277
+ const sv = this.slot(playerIdx);
278
+ return sv.f32[InputChannel.offsets.sections.players.fields.wheel];
279
+ }
280
+
281
+ getMouseDelta(playerIdx: number): { dx: number; dy: number } {
282
+ const sv = this.slot(playerIdx);
283
+ const f = InputChannel.offsets.sections.players.fields;
284
+ return { dx: sv.f32[f.mouseDx], dy: sv.f32[f.mouseDy] };
285
+ }
286
+
287
+ consumeMouseDelta(playerIdx: number): { dx: number; dy: number } {
288
+ const seq = this.reader.getSequence();
289
+ if (seq === this.lastMouseDeltaSeq[playerIdx]) return { dx: 0, dy: 0 };
290
+ this.lastMouseDeltaSeq[playerIdx] = seq;
291
+ const sv = this.slot(playerIdx);
292
+ const f = InputChannel.offsets.sections.players.fields;
293
+ return { dx: sv.f32[f.mouseDx], dy: sv.f32[f.mouseDy] };
294
+ }
295
+
296
+ getGamepadAxis(playerIdx: number, axis: number): number {
297
+ const sv = this.slot(playerIdx);
298
+ const f = InputChannel.offsets.sections.players.fields;
299
+ return sv.f32[f.gpAxes + axis];
300
+ }
301
+
302
+ isGamepadButtonDown(playerIdx: number, button: number): boolean {
303
+ const sv = this.slot(playerIdx);
304
+ const f = InputChannel.offsets.sections.players.fields;
305
+ return (sv.u32[f.gpBtn] & (1 << button)) !== 0;
306
+ }
307
+
308
+ getFlags(playerIdx: number): number {
309
+ const sv = this.slot(playerIdx);
310
+ const f = InputChannel.offsets.sections.players.fields;
311
+ return sv.u32[f.flags];
312
+ }
313
+
314
+ getCameraZoom(playerIdx: number): number {
315
+ const sv = this.slot(playerIdx);
316
+ const f = InputChannel.offsets.sections.players.fields;
317
+ return sv.f32[f.cameraZoom];
318
+ }
319
+
320
+ getLookHeading(playerIdx: number): number {
321
+ const sv = this.slot(playerIdx);
322
+ const f = InputChannel.offsets.sections.players.fields;
323
+ return sv.f32[f.lookHeading];
324
+ }
325
+
326
+ getLookPitch(playerIdx: number): number {
327
+ const sv = this.slot(playerIdx);
328
+ const f = InputChannel.offsets.sections.players.fields;
329
+ return sv.f32[f.lookPitch];
330
+ }
331
+
332
+ getBuilderCellType(playerIdx: number): number {
333
+ const sv = this.slot(playerIdx);
334
+ const f = InputChannel.offsets.sections.players.fields;
335
+ return sv.u32[f.builderCellType];
336
+ }
337
+
338
+ getBuilderRotation(playerIdx: number): number {
339
+ const sv = this.slot(playerIdx);
340
+ const f = InputChannel.offsets.sections.players.fields;
341
+ return sv.u32[f.builderRotation];
342
+ }
343
+ }
@@ -0,0 +1,259 @@
1
+ // ============================================================================
2
+ // Gamepad Devices Buffer — per-device gamepad metadata + state
3
+ // Writer: the native downdraft_gamepad cdylib worker thread (Rust) writes every
4
+ // field EXCEPT `hostMeta`, which is owned by JS sysfs/enrichment code.
5
+ // Readers: renderer/main thread (device discovery, nav, enrichment output).
6
+ //
7
+ // This channel is a *device table* — identity, connection, battery, name — and
8
+ // a raw-state mirror. Per-player routed input lives in MultiInputChannel.
9
+ // ============================================================================
10
+
11
+ import { defineChannel } from "./define";
12
+
13
+ export const GAMEPAD_DEVICES_MAGIC = 0x50474444; // "DDGP"
14
+ export const GAMEPAD_DEVICES_VERSION = 1;
15
+ export const GAMEPAD_MAX_SLOTS = 16;
16
+
17
+ /** Pad classification written by the native backend (mirrors Rust pad_type). */
18
+ export const PadType = {
19
+ UNKNOWN: 0,
20
+ XBOX: 1,
21
+ PS3: 2,
22
+ PS4: 3,
23
+ PS5: 4,
24
+ SWITCH: 5,
25
+ GAMECUBE: 6,
26
+ N64: 7,
27
+ WIIMOTE: 8,
28
+ STEAM: 9,
29
+ GENERIC: 10,
30
+ } as const;
31
+ export type PadTypeValue = (typeof PadType)[keyof typeof PadType];
32
+
33
+ /** Connection classification (mirrors Rust conn_type). */
34
+ export const PadConnType = {
35
+ UNKNOWN: 0,
36
+ WIRED: 1,
37
+ BLUETOOTH: 2,
38
+ DONGLE: 3,
39
+ } as const;
40
+ export type PadConnTypeValue = (typeof PadConnType)[keyof typeof PadConnType];
41
+
42
+ /** meta1 flag bits. */
43
+ export const PAD_FLAG = {
44
+ FF_SUPPORTED: 1 << 0,
45
+ CHARGING: 1 << 1,
46
+ AUX_DEVICE: 1 << 2,
47
+ } as const;
48
+
49
+ /** Battery sentinels (meta0 >> 24). */
50
+ export const PAD_BATTERY_UNKNOWN = 255;
51
+ export const PAD_BATTERY_WIRED = 254;
52
+
53
+ /** Standard-layout button bitmask (buttonsLo; buttonsHi is reserved for
54
+ * touchpad/paddle/misc). Bit indices match W3C standard mapping order. */
55
+ export const GP_BTN = {
56
+ SOUTH: 0,
57
+ EAST: 1,
58
+ WEST: 2,
59
+ NORTH: 3,
60
+ LEFT_SHOULDER: 4,
61
+ RIGHT_SHOULDER: 5,
62
+ LEFT_TRIGGER_BTN: 6,
63
+ RIGHT_TRIGGER_BTN: 7,
64
+ SELECT: 8,
65
+ START: 9,
66
+ HOME: 10,
67
+ LEFT_STICK: 11,
68
+ RIGHT_STICK: 12,
69
+ DPAD_UP: 13,
70
+ DPAD_DOWN: 14,
71
+ DPAD_LEFT: 15,
72
+ DPAD_RIGHT: 16,
73
+ C: 17,
74
+ Z: 18,
75
+ CAPTURE: 19,
76
+ } as const;
77
+
78
+ /** Axis indices in axes[8]. */
79
+ export const GP_AXIS = {
80
+ LEFT_X: 0,
81
+ LEFT_Y: 1,
82
+ RIGHT_X: 2,
83
+ RIGHT_Y: 3,
84
+ LEFT_TRIGGER: 4,
85
+ RIGHT_TRIGGER: 5,
86
+ DPAD_X: 6,
87
+ DPAD_Y: 7,
88
+ } as const;
89
+
90
+ export const GamepadDevicesChannel = defineChannel({
91
+ name: "gamepad-devices",
92
+ magic: GAMEPAD_DEVICES_MAGIC,
93
+ version: GAMEPAD_DEVICES_VERSION,
94
+ mode: "slots",
95
+ header: {
96
+ size: 64,
97
+ fields: {
98
+ connectedMask: { type: "u32" },
99
+ },
100
+ },
101
+ sections: [
102
+ {
103
+ name: "pads",
104
+ maxSlots: GAMEPAD_MAX_SLOTS,
105
+ slotSize: 128,
106
+ // Field order is the ABI — must stay in sync with
107
+ // packages/platform-native/native-gamepad/src/lib.rs SLOT_* offsets.
108
+ fields: {
109
+ meta0: { type: "u32" }, // connected | padType<<8 | connType<<16 | battery<<24
110
+ meta1: { type: "u32" }, // PAD_FLAG_*
111
+ hostMeta: { type: "u32" }, // rssi | jsFlags<<8 | reserved — JS writes this
112
+ buttonsLo: { type: "u32" },
113
+ buttonsHi: { type: "u32" },
114
+ axes: { type: "f32", count: 8 },
115
+ lastEventMs: { type: "u32" },
116
+ slotSeq: { type: "u32" },
117
+ vendorId: { type: "u32" },
118
+ productId: { type: "u32" },
119
+ name: { type: "u32", count: 14 }, // 56 B NUL-padded UTF-8
120
+ aux: { type: "u32" }, // Linux: /dev/input/eventN index; 0xFFFF unknown
121
+ },
122
+ },
123
+ ],
124
+ });
125
+
126
+ export type GamepadDevicesChannelInstance = typeof GamepadDevicesChannel;
127
+
128
+ /** Decoded view of one pad slot. */
129
+ export interface GamepadDeviceSlot {
130
+ slot: number;
131
+ connected: boolean;
132
+ padType: PadTypeValue;
133
+ connType: PadConnTypeValue;
134
+ /** 0..100, or PAD_BATTERY_UNKNOWN / PAD_BATTERY_WIRED. */
135
+ battery: number;
136
+ rssi: number; // 0..100, 255 = unknown
137
+ flags: number;
138
+ buttonsLo: number;
139
+ buttonsHi: number;
140
+ axes: Float32Array;
141
+ lastEventMs: number;
142
+ slotSeq: number;
143
+ vendorId: number;
144
+ productId: number;
145
+ name: string;
146
+ /** Linux /dev/input/eventN index for sysfs correlation; -1 when unknown. */
147
+ eventNode: number;
148
+ }
149
+
150
+ const textDecoder = new TextDecoder();
151
+
152
+ /**
153
+ * Reader for the device table. Construct per-thread over the shared buffer;
154
+ * call `readSlot`/`readConnected` from the consuming side only.
155
+ */
156
+ export class GamepadDevicesReader {
157
+ private reader: ReturnType<typeof GamepadDevicesChannel.reader>;
158
+ private pads: ReturnType<typeof GamepadDevicesChannel.reader>["sections"]["pads"];
159
+
160
+ constructor(sab: SharedArrayBuffer) {
161
+ this.reader = GamepadDevicesChannel.reader(sab);
162
+ this.pads = this.reader.sections.pads;
163
+ }
164
+
165
+ isValid(): boolean {
166
+ return this.reader.isValid();
167
+ }
168
+
169
+ validationError(): string | null {
170
+ return this.reader.validationError();
171
+ }
172
+
173
+ getSequence(): number {
174
+ return this.reader.getSequence();
175
+ }
176
+
177
+ hasChanged(lastSeen: number): boolean {
178
+ return this.reader.hasChanged(lastSeen);
179
+ }
180
+
181
+ getConnectedMask(): number {
182
+ return this.reader.header.u32[GamepadDevicesChannel.offsets.header.connectedMask];
183
+ }
184
+
185
+ private slotViews(slot: number) {
186
+ return this.pads.slot(slot);
187
+ }
188
+
189
+ readSlot(slot: number, out?: Partial<GamepadDeviceSlot>): GamepadDeviceSlot | null {
190
+ const f = GamepadDevicesChannel.offsets.sections.pads.fields;
191
+ const sv = this.slotViews(slot);
192
+ const meta0 = sv.u32[f.meta0];
193
+ if ((meta0 & 0xff) === 0) return null;
194
+
195
+ const axes =
196
+ (out?.axes as Float32Array | undefined) ?? new Float32Array(8);
197
+ axes.set(sv.f32.subarray(f.axes, f.axes + 8));
198
+
199
+ // Decode the 56-byte NUL-padded name. Reinterpret the slot u32 region.
200
+ const nameBytes = new Uint8Array(
201
+ sv.u32.buffer,
202
+ sv.u32.byteOffset + f.name * 4,
203
+ 56,
204
+ );
205
+ let nameLen = nameBytes.indexOf(0);
206
+ if (nameLen < 0) nameLen = 56;
207
+
208
+ return {
209
+ slot,
210
+ connected: true,
211
+ padType: ((meta0 >>> 8) & 0xff) as PadTypeValue,
212
+ connType: ((meta0 >>> 16) & 0xff) as PadConnTypeValue,
213
+ battery: (meta0 >>> 24) & 0xff,
214
+ rssi: sv.u32[f.hostMeta] & 0xff,
215
+ flags: sv.u32[f.meta1],
216
+ buttonsLo: sv.u32[f.buttonsLo],
217
+ buttonsHi: sv.u32[f.buttonsHi],
218
+ axes,
219
+ lastEventMs: sv.u32[f.lastEventMs],
220
+ slotSeq: sv.u32[f.slotSeq],
221
+ vendorId: sv.u32[f.vendorId],
222
+ productId: sv.u32[f.productId],
223
+ name: textDecoder.decode(nameBytes.subarray(0, nameLen)),
224
+ eventNode: (sv.u32[f.aux] & 0xffff) === 0xffff ? -1 : sv.u32[f.aux] & 0xffff,
225
+ };
226
+ }
227
+
228
+ /** Iterate all currently-connected slots. Allocates one object per pad —
229
+ * fine for UI/discovery at event cadence; for per-frame input read
230
+ * axes/buttons directly via `rawSlot`. */
231
+ *readConnected(): Generator<GamepadDeviceSlot> {
232
+ const mask = this.getConnectedMask();
233
+ for (let i = 0; i < GAMEPAD_MAX_SLOTS; i++) {
234
+ if (mask & (1 << i)) {
235
+ const d = this.readSlot(i);
236
+ if (d) yield d;
237
+ }
238
+ }
239
+ }
240
+ }
241
+
242
+ /**
243
+ * Writer for the JS-owned enrichment field (`hostMeta`). Only JS sysfs
244
+ * enrichment should construct this — the native worker owns everything else.
245
+ */
246
+ export class GamepadDevicesHostMetaWriter {
247
+ private pads: ReturnType<typeof GamepadDevicesChannel.writer>["sections"]["pads"];
248
+
249
+ constructor(sab: SharedArrayBuffer) {
250
+ this.pads = GamepadDevicesChannel.writer(sab).sections.pads;
251
+ }
252
+
253
+ /** Write RSSI (0..100, 255 unknown) + JS flag byte for a slot. */
254
+ setHostMeta(slot: number, rssi: number, jsFlags = 0) {
255
+ const f = GamepadDevicesChannel.offsets.sections.pads.fields;
256
+ const sv = this.pads.slot(slot);
257
+ sv.u32[f.hostMeta] = ((rssi & 0xff) | ((jsFlags & 0xff) << 8)) >>> 0;
258
+ }
259
+ }
@@ -0,0 +1,117 @@
1
+ import type { ChannelLayout, GridLayerLayout, HeaderViews } from "./types";
2
+ import { describeHeaderValidation } from "./errors";
3
+
4
+ function createHeaderViews(sab: SharedArrayBuffer, headerSize: number): HeaderViews {
5
+ const u32Length = headerSize / 4;
6
+ return {
7
+ u32: new Uint32Array(sab, 0, u32Length),
8
+ i32: new Int32Array(sab, 0, u32Length),
9
+ f32: new Float32Array(sab, 0, u32Length),
10
+ f64: new Float64Array(sab, 0, Math.floor(headerSize / 8)),
11
+ };
12
+ }
13
+
14
+ function createLayerView(
15
+ sab: SharedArrayBuffer,
16
+ layer: GridLayerLayout,
17
+ ): Float32Array | Int32Array | Uint32Array | Float64Array {
18
+ switch (layer.type) {
19
+ case "f32": return new Float32Array(sab, layer.byteOffset, layer.length);
20
+ case "i32": return new Int32Array(sab, layer.byteOffset, layer.length);
21
+ case "u32": return new Uint32Array(sab, layer.byteOffset, layer.length);
22
+ case "bool": return new Uint32Array(sab, layer.byteOffset, layer.length);
23
+ case "f64": return new Float64Array(sab, layer.byteOffset, layer.length);
24
+ default: return new Float32Array(sab, layer.byteOffset, layer.length);
25
+ }
26
+ }
27
+
28
+ export class GridReader {
29
+ header: HeaderViews;
30
+ layers: Record<string, Float32Array | Int32Array | Uint32Array | Float64Array>;
31
+ private seqArr: Int32Array;
32
+ private layout: ChannelLayout;
33
+
34
+ constructor(sab: SharedArrayBuffer, layout: ChannelLayout) {
35
+ this.layout = layout;
36
+ this.header = createHeaderViews(sab, layout.header.size);
37
+ this.seqArr = new Int32Array(sab, layout.header.sequenceIndex * 4, 1);
38
+
39
+ this.layers = {};
40
+ if (layout.grid) {
41
+ for (const [name, layer] of Object.entries(layout.grid.layers)) {
42
+ this.layers[name] = createLayerView(sab, layer);
43
+ }
44
+ }
45
+ }
46
+
47
+ isValid(): boolean {
48
+ return this.validationError() === null;
49
+ }
50
+
51
+ validationError(): string | null {
52
+ return describeHeaderValidation(
53
+ this.header.u32,
54
+ this.layout.header.magicIndex,
55
+ this.layout.header.versionIndex,
56
+ this.layout.magic,
57
+ this.layout.version,
58
+ );
59
+ }
60
+
61
+ getSequence(): number {
62
+ return Atomics.load(this.seqArr, 0);
63
+ }
64
+
65
+ hasChanged(lastSeen: number): boolean {
66
+ return this.getSequence() !== lastSeen;
67
+ }
68
+
69
+ snapshot(): Record<string, unknown> {
70
+ const data: Record<string, unknown> = {};
71
+ data["sequence"] = this.getSequence();
72
+ if (this.layout.grid) {
73
+ for (const [name, layer] of Object.entries(this.layout.grid.layers)) {
74
+ const view = this.layers[name];
75
+ const copy: number[] = [];
76
+ for (let i = 0; i < layer.length; i++) {
77
+ copy.push((view as Float32Array)[i]);
78
+ }
79
+ data[name] = copy;
80
+ }
81
+ }
82
+ return data;
83
+ }
84
+ }
85
+
86
+ export class GridWriter {
87
+ header: HeaderViews;
88
+ layers: Record<string, Float32Array | Int32Array | Uint32Array | Float64Array>;
89
+ private seqArr: Int32Array;
90
+ private layout: ChannelLayout;
91
+
92
+ constructor(sab: SharedArrayBuffer, layout: ChannelLayout) {
93
+ this.layout = layout;
94
+ this.header = createHeaderViews(sab, layout.header.size);
95
+ this.seqArr = new Int32Array(sab, layout.header.sequenceIndex * 4, 1);
96
+
97
+ this.layers = {};
98
+ if (layout.grid) {
99
+ for (const [name, layer] of Object.entries(layout.grid.layers)) {
100
+ this.layers[name] = createLayerView(sab, layer);
101
+ }
102
+ }
103
+ }
104
+
105
+ init(): void {
106
+ this.header.u32[this.layout.header.magicIndex] = this.layout.magic;
107
+ this.header.u32[this.layout.header.versionIndex] = this.layout.version;
108
+ }
109
+
110
+ bumpSequence(): void {
111
+ Atomics.add(this.seqArr, 0, 1);
112
+ }
113
+
114
+ getSequence(): number {
115
+ return Atomics.load(this.seqArr, 0);
116
+ }
117
+ }