@fps-games/editor 0.2.0-beta.4 → 0.2.1-beta.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 (1397) hide show
  1. package/dist/agent-bridge/capabilities/editor-state.d.ts.map +1 -1
  2. package/dist/agent-bridge/capabilities/editor-state.js +12 -6
  3. package/dist/agent-bridge/capabilities/editor-state.js.map +1 -1
  4. package/dist/agent-bridge/capabilities/hierarchy.d.ts +4 -0
  5. package/dist/agent-bridge/capabilities/hierarchy.d.ts.map +1 -0
  6. package/dist/agent-bridge/capabilities/hierarchy.js +209 -0
  7. package/dist/agent-bridge/capabilities/hierarchy.js.map +1 -0
  8. package/dist/agent-bridge/capabilities/prefabs.d.ts.map +1 -1
  9. package/dist/agent-bridge/capabilities/prefabs.js +208 -73
  10. package/dist/agent-bridge/capabilities/prefabs.js.map +1 -1
  11. package/dist/agent-bridge/capabilities/scene-objects.d.ts +3 -4
  12. package/dist/agent-bridge/capabilities/scene-objects.d.ts.map +1 -1
  13. package/dist/agent-bridge/capabilities/scene-objects.js +24 -23
  14. package/dist/agent-bridge/capabilities/scene-objects.js.map +1 -1
  15. package/dist/agent-bridge/capabilities/shadows.d.ts.map +1 -1
  16. package/dist/agent-bridge/capabilities/shadows.js +829 -66
  17. package/dist/agent-bridge/capabilities/shadows.js.map +1 -1
  18. package/dist/agent-bridge/capabilities/ui-regions.d.ts.map +1 -1
  19. package/dist/agent-bridge/capabilities/ui-regions.js +3 -1
  20. package/dist/agent-bridge/capabilities/ui-regions.js.map +1 -1
  21. package/dist/agent-bridge/capabilities/viewport.d.ts.map +1 -1
  22. package/dist/agent-bridge/capabilities/viewport.js +22 -9
  23. package/dist/agent-bridge/capabilities/viewport.js.map +1 -1
  24. package/dist/agent-bridge/capability-sources.d.ts.map +1 -1
  25. package/dist/agent-bridge/capability-sources.js +2 -0
  26. package/dist/agent-bridge/capability-sources.js.map +1 -1
  27. package/dist/agent-bridge/register.d.ts.map +1 -1
  28. package/dist/agent-bridge/register.js +194 -0
  29. package/dist/agent-bridge/register.js.map +1 -1
  30. package/dist/agent-bridge/shared.d.ts +231 -11
  31. package/dist/agent-bridge/shared.d.ts.map +1 -1
  32. package/dist/agent-bridge/shared.js +162 -20
  33. package/dist/agent-bridge/shared.js.map +1 -1
  34. package/dist/agent-bridge/source-types.d.ts +17 -1
  35. package/dist/agent-bridge/source-types.d.ts.map +1 -1
  36. package/dist/agent-bridge/source-types.js.map +1 -1
  37. package/dist/build-info.json +57 -42
  38. package/dist/index.d.ts +7 -6
  39. package/dist/index.d.ts.map +1 -1
  40. package/dist/index.js +4 -3
  41. package/dist/index.js.map +1 -1
  42. package/dist/internal/babylon-preview-engine.d.ts +3 -0
  43. package/dist/internal/babylon-preview-engine.d.ts.map +1 -0
  44. package/dist/internal/babylon-preview-engine.js +11 -0
  45. package/dist/internal/babylon-preview-engine.js.map +1 -0
  46. package/dist/internal/product-local-editor-cleanup.d.ts +5 -0
  47. package/dist/internal/product-local-editor-cleanup.d.ts.map +1 -0
  48. package/dist/internal/product-local-editor-cleanup.js +20 -0
  49. package/dist/internal/product-local-editor-cleanup.js.map +1 -0
  50. package/dist/local-editor-agent-actions.d.ts +2 -4
  51. package/dist/local-editor-agent-actions.d.ts.map +1 -1
  52. package/dist/local-editor-agent-actions.js +56 -32
  53. package/dist/local-editor-agent-actions.js.map +1 -1
  54. package/dist/local-editor-agent-context.d.ts +5 -5
  55. package/dist/local-editor-agent-context.d.ts.map +1 -1
  56. package/dist/local-editor-agent-context.js.map +1 -1
  57. package/dist/local-editor-harness.d.ts +340 -35
  58. package/dist/local-editor-harness.d.ts.map +1 -1
  59. package/dist/local-editor-harness.js +3834 -1321
  60. package/dist/local-editor-harness.js.map +1 -1
  61. package/dist/local-editor-marker-graph.d.ts +15 -15
  62. package/dist/local-editor-marker-graph.d.ts.map +1 -1
  63. package/dist/local-editor-marker-graph.js +3 -0
  64. package/dist/local-editor-marker-graph.js.map +1 -1
  65. package/dist/local-editor-performance-stats.d.ts +3 -2
  66. package/dist/local-editor-performance-stats.d.ts.map +1 -1
  67. package/dist/local-editor-performance-stats.js.map +1 -1
  68. package/dist/local-editor-prefab-stage-transaction.d.ts +19 -0
  69. package/dist/local-editor-prefab-stage-transaction.d.ts.map +1 -0
  70. package/dist/local-editor-prefab-stage-transaction.js +45 -0
  71. package/dist/local-editor-prefab-stage-transaction.js.map +1 -0
  72. package/dist/local-editor-scene-view-interaction-runtime.d.ts +3 -1
  73. package/dist/local-editor-scene-view-interaction-runtime.d.ts.map +1 -1
  74. package/dist/local-editor-scene-view-interaction-runtime.js +24 -0
  75. package/dist/local-editor-scene-view-interaction-runtime.js.map +1 -1
  76. package/dist/local-editor-tools.d.ts +18 -0
  77. package/dist/local-editor-tools.d.ts.map +1 -0
  78. package/dist/local-editor-tools.js +53 -0
  79. package/dist/local-editor-tools.js.map +1 -0
  80. package/dist/playable-babylon-rendering.d.ts +9 -0
  81. package/dist/playable-babylon-rendering.d.ts.map +1 -1
  82. package/dist/playable-babylon-rendering.js +162 -6
  83. package/dist/playable-babylon-rendering.js.map +1 -1
  84. package/dist/playable-local-editor-entry.d.ts +68 -0
  85. package/dist/playable-local-editor-entry.d.ts.map +1 -0
  86. package/dist/playable-local-editor-entry.js +424 -0
  87. package/dist/playable-local-editor-entry.js.map +1 -0
  88. package/dist/playable-local-editor-host.d.ts +51 -29
  89. package/dist/playable-local-editor-host.d.ts.map +1 -1
  90. package/dist/playable-local-editor-host.js +23 -11
  91. package/dist/playable-local-editor-host.js.map +1 -1
  92. package/dist/playable-product-local-editor.d.ts +10 -12
  93. package/dist/playable-product-local-editor.d.ts.map +1 -1
  94. package/dist/playable-product-local-editor.js +178 -85
  95. package/dist/playable-product-local-editor.js.map +1 -1
  96. package/dist/playable-product-projection-preview.d.ts +4 -1
  97. package/dist/playable-product-projection-preview.d.ts.map +1 -1
  98. package/dist/playable-product-projection-preview.js +122 -5
  99. package/dist/playable-product-projection-preview.js.map +1 -1
  100. package/dist/playable-product-rendering.d.ts +12 -0
  101. package/dist/playable-product-rendering.d.ts.map +1 -1
  102. package/dist/playable-product-rendering.js +128 -6
  103. package/dist/playable-product-rendering.js.map +1 -1
  104. package/dist/playable-product-scene-capabilities.d.ts +24 -7
  105. package/dist/playable-product-scene-capabilities.d.ts.map +1 -1
  106. package/dist/playable-product-scene-capabilities.js +172 -15
  107. package/dist/playable-product-scene-capabilities.js.map +1 -1
  108. package/dist/playable-project-mode.d.ts +17 -0
  109. package/dist/playable-project-mode.d.ts.map +1 -0
  110. package/dist/playable-project-mode.js +2 -0
  111. package/dist/playable-project-mode.js.map +1 -0
  112. package/dist/playable-runtime-babylon.d.ts +3 -6
  113. package/dist/playable-runtime-babylon.d.ts.map +1 -1
  114. package/dist/playable-runtime-babylon.js +1 -5
  115. package/dist/playable-runtime-babylon.js.map +1 -1
  116. package/dist/playable-sdk.d.ts +16 -9
  117. package/dist/playable-sdk.d.ts.map +1 -1
  118. package/dist/playable-sdk.js +6 -4
  119. package/dist/playable-sdk.js.map +1 -1
  120. package/dist/playable-standard-project.d.ts +23 -14
  121. package/dist/playable-standard-project.d.ts.map +1 -1
  122. package/dist/playable-standard-project.js +53 -19
  123. package/dist/playable-standard-project.js.map +1 -1
  124. package/dist/vite-client.d.ts +4 -0
  125. package/node_modules/@babel/helper-string-parser/lib/index.js +0 -1
  126. package/node_modules/@babel/helper-validator-identifier/lib/identifier.js +0 -1
  127. package/node_modules/@babel/helper-validator-identifier/lib/index.js +0 -1
  128. package/node_modules/@babel/helper-validator-identifier/lib/keyword.js +0 -1
  129. package/node_modules/@babel/parser/lib/index.js +0 -1
  130. package/node_modules/@babel/types/lib/asserts/assertNode.js +0 -1
  131. package/node_modules/@babel/types/lib/asserts/generated/index.js +0 -1
  132. package/node_modules/@babel/types/lib/ast-types/generated/index.js +0 -1
  133. package/node_modules/@babel/types/lib/builders/flow/createFlowUnionType.js +0 -1
  134. package/node_modules/@babel/types/lib/builders/flow/createTypeAnnotationBasedOnTypeof.js +0 -1
  135. package/node_modules/@babel/types/lib/builders/generated/index.js +0 -1
  136. package/node_modules/@babel/types/lib/builders/generated/lowercase.js +0 -1
  137. package/node_modules/@babel/types/lib/builders/generated/uppercase.js +0 -1
  138. package/node_modules/@babel/types/lib/builders/productions.js +0 -1
  139. package/node_modules/@babel/types/lib/builders/react/buildChildren.js +0 -1
  140. package/node_modules/@babel/types/lib/builders/typescript/createTSUnionType.js +0 -1
  141. package/node_modules/@babel/types/lib/builders/validateNode.js +0 -1
  142. package/node_modules/@babel/types/lib/clone/clone.js +0 -1
  143. package/node_modules/@babel/types/lib/clone/cloneDeep.js +0 -1
  144. package/node_modules/@babel/types/lib/clone/cloneDeepWithoutLoc.js +0 -1
  145. package/node_modules/@babel/types/lib/clone/cloneNode.js +0 -1
  146. package/node_modules/@babel/types/lib/clone/cloneWithoutLoc.js +0 -1
  147. package/node_modules/@babel/types/lib/comments/addComment.js +0 -1
  148. package/node_modules/@babel/types/lib/comments/addComments.js +0 -1
  149. package/node_modules/@babel/types/lib/comments/inheritInnerComments.js +0 -1
  150. package/node_modules/@babel/types/lib/comments/inheritLeadingComments.js +0 -1
  151. package/node_modules/@babel/types/lib/comments/inheritTrailingComments.js +0 -1
  152. package/node_modules/@babel/types/lib/comments/inheritsComments.js +0 -1
  153. package/node_modules/@babel/types/lib/comments/removeComments.js +0 -1
  154. package/node_modules/@babel/types/lib/constants/generated/index.js +0 -1
  155. package/node_modules/@babel/types/lib/constants/index.js +0 -1
  156. package/node_modules/@babel/types/lib/converters/ensureBlock.js +0 -1
  157. package/node_modules/@babel/types/lib/converters/gatherSequenceExpressions.js +0 -1
  158. package/node_modules/@babel/types/lib/converters/toBindingIdentifierName.js +0 -1
  159. package/node_modules/@babel/types/lib/converters/toBlock.js +0 -1
  160. package/node_modules/@babel/types/lib/converters/toComputedKey.js +0 -1
  161. package/node_modules/@babel/types/lib/converters/toExpression.js +0 -1
  162. package/node_modules/@babel/types/lib/converters/toIdentifier.js +0 -1
  163. package/node_modules/@babel/types/lib/converters/toKeyAlias.js +0 -1
  164. package/node_modules/@babel/types/lib/converters/toSequenceExpression.js +0 -1
  165. package/node_modules/@babel/types/lib/converters/toStatement.js +0 -1
  166. package/node_modules/@babel/types/lib/converters/valueToNode.js +0 -1
  167. package/node_modules/@babel/types/lib/definitions/core.js +0 -1
  168. package/node_modules/@babel/types/lib/definitions/deprecated-aliases.js +0 -1
  169. package/node_modules/@babel/types/lib/definitions/experimental.js +0 -1
  170. package/node_modules/@babel/types/lib/definitions/flow.js +0 -1
  171. package/node_modules/@babel/types/lib/definitions/index.js +0 -1
  172. package/node_modules/@babel/types/lib/definitions/jsx.js +0 -1
  173. package/node_modules/@babel/types/lib/definitions/misc.js +0 -1
  174. package/node_modules/@babel/types/lib/definitions/placeholders.js +0 -1
  175. package/node_modules/@babel/types/lib/definitions/typescript.js +0 -1
  176. package/node_modules/@babel/types/lib/definitions/utils.js +0 -1
  177. package/node_modules/@babel/types/lib/index.js +0 -1
  178. package/node_modules/@babel/types/lib/modifications/appendToMemberExpression.js +0 -1
  179. package/node_modules/@babel/types/lib/modifications/flow/removeTypeDuplicates.js +0 -1
  180. package/node_modules/@babel/types/lib/modifications/inherits.js +0 -1
  181. package/node_modules/@babel/types/lib/modifications/prependToMemberExpression.js +0 -1
  182. package/node_modules/@babel/types/lib/modifications/removeProperties.js +0 -1
  183. package/node_modules/@babel/types/lib/modifications/removePropertiesDeep.js +0 -1
  184. package/node_modules/@babel/types/lib/modifications/typescript/removeTypeDuplicates.js +0 -1
  185. package/node_modules/@babel/types/lib/retrievers/getAssignmentIdentifiers.js +0 -1
  186. package/node_modules/@babel/types/lib/retrievers/getBindingIdentifiers.js +0 -1
  187. package/node_modules/@babel/types/lib/retrievers/getFunctionName.js +0 -1
  188. package/node_modules/@babel/types/lib/retrievers/getOuterBindingIdentifiers.js +0 -1
  189. package/node_modules/@babel/types/lib/traverse/traverse.js +0 -1
  190. package/node_modules/@babel/types/lib/traverse/traverseFast.js +0 -1
  191. package/node_modules/@babel/types/lib/utils/deprecationWarning.js +0 -1
  192. package/node_modules/@babel/types/lib/utils/inherit.js +0 -1
  193. package/node_modules/@babel/types/lib/utils/react/cleanJSXElementLiteralChild.js +0 -1
  194. package/node_modules/@babel/types/lib/utils/shallowEqual.js +0 -1
  195. package/node_modules/@babel/types/lib/validators/buildMatchMemberExpression.js +0 -1
  196. package/node_modules/@babel/types/lib/validators/generated/index.js +0 -1
  197. package/node_modules/@babel/types/lib/validators/is.js +0 -1
  198. package/node_modules/@babel/types/lib/validators/isBinding.js +0 -1
  199. package/node_modules/@babel/types/lib/validators/isBlockScoped.js +0 -1
  200. package/node_modules/@babel/types/lib/validators/isImmutable.js +0 -1
  201. package/node_modules/@babel/types/lib/validators/isLet.js +0 -1
  202. package/node_modules/@babel/types/lib/validators/isNode.js +0 -1
  203. package/node_modules/@babel/types/lib/validators/isNodesEquivalent.js +0 -1
  204. package/node_modules/@babel/types/lib/validators/isPlaceholderType.js +0 -1
  205. package/node_modules/@babel/types/lib/validators/isReferenced.js +0 -1
  206. package/node_modules/@babel/types/lib/validators/isScope.js +0 -1
  207. package/node_modules/@babel/types/lib/validators/isSpecifierDefault.js +0 -1
  208. package/node_modules/@babel/types/lib/validators/isType.js +0 -1
  209. package/node_modules/@babel/types/lib/validators/isValidES3Identifier.js +0 -1
  210. package/node_modules/@babel/types/lib/validators/isValidIdentifier.js +0 -1
  211. package/node_modules/@babel/types/lib/validators/isVar.js +0 -1
  212. package/node_modules/@babel/types/lib/validators/matchesPattern.js +0 -1
  213. package/node_modules/@babel/types/lib/validators/react/isCompatTag.js +0 -1
  214. package/node_modules/@babel/types/lib/validators/react/isReactComponent.js +0 -1
  215. package/node_modules/@babel/types/lib/validators/validate.js +0 -1
  216. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.d.ts +69 -0
  217. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.js +132 -0
  218. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.d.ts +8 -0
  219. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.js +7 -0
  220. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.d.ts +14 -0
  221. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.js +328 -0
  222. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.d.ts +9 -0
  223. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.js +1 -0
  224. package/node_modules/@babylonjs/loaders/BVH/index.d.ts +2 -0
  225. package/node_modules/@babylonjs/loaders/BVH/index.js +3 -0
  226. package/node_modules/@babylonjs/loaders/OBJ/index.d.ts +4 -0
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  228. package/node_modules/@babylonjs/loaders/OBJ/mtlFileLoader.d.ts +41 -0
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  236. package/node_modules/@babylonjs/loaders/OBJ/solidParser.d.ts +175 -0
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  238. package/node_modules/@babylonjs/loaders/SPLAT/index.d.ts +2 -0
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  271. package/node_modules/@babylonjs/loaders/glTF/1.0/index.d.ts +5 -0
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  273. package/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_area.d.ts +41 -0
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  1387. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-projection.d.ts.map +0 -1
  1388. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-projection.js +0 -186
  1389. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-projection.js.map +0 -1
  1390. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.d.ts +0 -5
  1391. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.d.ts.map +0 -1
  1392. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.js +0 -98
  1393. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.js.map +0 -1
  1394. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.d.ts +0 -63
  1395. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.d.ts.map +0 -1
  1396. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.js +0 -301
  1397. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.js.map +0 -1
@@ -11,6 +11,12 @@ class PlayableLocalEditorSaveRejectedError extends Error {
11
11
  this.name = 'PlayableLocalEditorSaveRejectedError';
12
12
  }
13
13
  }
14
+ class PlayableLocalEditorRunRejectedError extends Error {
15
+ constructor() {
16
+ super('Local editor Run was rejected by current validation.');
17
+ this.name = 'PlayableLocalEditorRunRejectedError';
18
+ }
19
+ }
14
20
  export function createPlayableLocalEditorLifecycleController(options) {
15
21
  const waitForPaint = options.waitForPaint ?? waitForPlayableLocalEditorPaint;
16
22
  const waitForMilliseconds = options.waitForMilliseconds ?? waitForPlayableMilliseconds;
@@ -248,6 +254,7 @@ export function createPlayableLocalEditorLifecycleController(options) {
248
254
  let pendingDocumentDirty;
249
255
  let documentSynchronization = null;
250
256
  const readLifecycleRevision = () => coordinator.getSnapshot().revision;
257
+ const readDocumentRevision = () => (options.harness.getDocumentRevision?.() ?? readLifecycleRevision());
251
258
  const ensureApplicationAndProject = async (context) => {
252
259
  let current = coordinator.getSnapshot();
253
260
  if (current.transitioning)
@@ -375,6 +382,12 @@ export function createPlayableLocalEditorLifecycleController(options) {
375
382
  await closeScope(PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID);
376
383
  await options.operations.runGame(reason);
377
384
  };
385
+ const validateRun = async () => (options.operations.validateRun ? options.operations.validateRun() : true);
386
+ const runExclusiveDocumentOperation = (operation, executor) => (options.harness.runExclusiveDocumentOperation(operation, executor));
387
+ const preflightRun = () => runExclusiveDocumentOperation(async () => {
388
+ const preparation = beginPreparation();
389
+ return await validateRun() && isPreparationCurrent(preparation);
390
+ });
378
391
  const waitForLifecycleIdle = async () => {
379
392
  if (!coordinator.getSnapshot().transitioning)
380
393
  return;
@@ -468,11 +481,11 @@ export function createPlayableLocalEditorLifecycleController(options) {
468
481
  const commitDocumentSave = async (commit, context) => {
469
482
  await coordinator.transition({ type: 'document.commit', ...context, ...(commit ? { operation: commit } : {}) });
470
483
  };
471
- const saveScene = async (operation = 'save-scene', context) => {
484
+ const saveScene = async (operation = 'save-scene', context, executor, saveOptions) => {
472
485
  let saved = false;
473
486
  try {
474
487
  await prepareDocumentSave(async () => {
475
- saved = await options.harness.saveScene();
488
+ saved = await options.harness.saveScene(executor, saveOptions);
476
489
  if (!saved)
477
490
  throw new PlayableLocalEditorSaveRejectedError();
478
491
  }, context);
@@ -522,7 +535,11 @@ export function createPlayableLocalEditorLifecycleController(options) {
522
535
  options.loadingOverlay.hide();
523
536
  }
524
537
  }
525
- return { epoch: ++preparationEpoch, revision: readLifecycleRevision() };
538
+ return {
539
+ epoch: ++preparationEpoch,
540
+ revision: readLifecycleRevision(),
541
+ authoredVersion: readDocumentRevision(),
542
+ };
526
543
  };
527
544
  const showLifecycleOverlay = (preparation, content) => {
528
545
  if (options.loadingOverlay.isVisible()) {
@@ -552,56 +569,77 @@ export function createPlayableLocalEditorLifecycleController(options) {
552
569
  options.loadingOverlay.hide();
553
570
  };
554
571
  const isPreparationCurrent = (preparation) => (preparation.epoch === preparationEpoch
555
- && preparation.revision === readLifecycleRevision());
572
+ && preparation.revision === readLifecycleRevision()
573
+ && preparation.authoredVersion === readDocumentRevision());
556
574
  const createPreparedRun = (preparation, run) => {
557
575
  let consumed = false;
558
576
  return {
559
577
  accepted: true,
560
- async run() {
578
+ async run(executor) {
561
579
  if (consumed)
562
580
  throw new Error('Prepared editor lifecycle operation was already consumed.');
563
- if (!isPreparationCurrent(preparation)) {
564
- consumed = true;
581
+ consumed = true;
582
+ try {
583
+ await runExclusiveDocumentOperation(async () => {
584
+ if (!isPreparationCurrent(preparation)) {
585
+ throw new Error('Prepared editor lifecycle operation is stale.');
586
+ }
587
+ if (!await validateRun() || !isPreparationCurrent(preparation)) {
588
+ throw new PlayableLocalEditorRunRejectedError();
589
+ }
590
+ await run();
591
+ }, executor);
592
+ }
593
+ catch (error) {
565
594
  hideLifecycleOverlay(preparation.epoch);
566
- throw new Error('Prepared editor lifecycle operation is stale.');
595
+ throw error;
567
596
  }
568
- consumed = true;
569
- await run();
570
597
  },
571
598
  };
572
599
  };
573
- const prepareSaveAndRunGame = async (context) => {
600
+ const prepareSaveAndRunGame = async (context, executor) => {
574
601
  const preparation = beginPreparation();
575
602
  showLifecycleOverlay(preparation, options.content.saveAndRunGame);
576
603
  try {
577
- await waitForPaint();
578
- const saved = await saveScene('save-and-run-game', context);
579
- if (!saved || preparation.epoch !== preparationEpoch) {
580
- hideLifecycleOverlay(preparation.epoch);
581
- return { accepted: false };
582
- }
583
- preparation.revision = readLifecycleRevision();
584
- return createPreparedRun(preparation, async () => {
585
- try {
586
- await disposePreview(context);
587
- await coordinator.transition({
588
- type: 'mode.exitEdit',
589
- ...context,
590
- operation: () => runGameAfterReleasingPluginScopes('save'),
591
- });
592
- await closeEditingScopes();
604
+ return await runExclusiveDocumentOperation(async (transactionExecutor) => {
605
+ await waitForPaint();
606
+ if (!await validateRun() || !isPreparationCurrent(preparation)) {
607
+ hideLifecycleOverlay(preparation.epoch);
608
+ return { accepted: false };
593
609
  }
594
- finally {
610
+ const saved = await saveScene('save-and-run-game', context, transactionExecutor, { validationPhases: ['run', 'save'] });
611
+ if (!saved || preparation.epoch !== preparationEpoch) {
595
612
  hideLifecycleOverlay(preparation.epoch);
613
+ return { accepted: false };
596
614
  }
597
- });
615
+ preparation.revision = readLifecycleRevision();
616
+ preparation.authoredVersion = readDocumentRevision();
617
+ if (!await validateRun() || !isPreparationCurrent(preparation)) {
618
+ hideLifecycleOverlay(preparation.epoch);
619
+ return { accepted: false };
620
+ }
621
+ return createPreparedRun(preparation, async () => {
622
+ try {
623
+ await disposePreview(context);
624
+ await coordinator.transition({
625
+ type: 'mode.exitEdit',
626
+ ...context,
627
+ operation: () => runGameAfterReleasingPluginScopes('save'),
628
+ });
629
+ await closeEditingScopes();
630
+ }
631
+ finally {
632
+ hideLifecycleOverlay(preparation.epoch);
633
+ }
634
+ });
635
+ }, executor);
598
636
  }
599
637
  catch (error) {
600
638
  hideLifecycleOverlay(preparation.epoch);
601
639
  throw error;
602
640
  }
603
641
  };
604
- const prepareDiscardAndRunGame = async (context) => {
642
+ const prepareDiscardAndRunGame = async (context, executor) => {
605
643
  await waitForDocumentSynchronization();
606
644
  await ensureEditingState(undefined, undefined, context);
607
645
  await synchronizeDocumentState(readUnsavedChangesState().dirty);
@@ -611,32 +649,38 @@ export function createPlayableLocalEditorLifecycleController(options) {
611
649
  return { accepted: false };
612
650
  showLifecycleOverlay(preparation, options.content.discardAndRunGame);
613
651
  try {
614
- await waitForPaint();
615
- if (!isPreparationCurrent(preparation)) {
616
- hideLifecycleOverlay(preparation.epoch);
617
- return { accepted: false };
618
- }
619
- return createPreparedRun(preparation, async () => {
620
- try {
621
- await coordinator.transition({
622
- type: 'document.discard',
623
- ...context,
624
- ...(options.operations?.restoreDocument
625
- ? { operation: options.operations.restoreDocument }
626
- : {}),
627
- });
628
- await disposePreview(context);
629
- await coordinator.transition({
630
- type: 'mode.exitEdit',
631
- ...context,
632
- operation: () => runGameAfterReleasingPluginScopes('discard'),
633
- });
634
- await closeEditingScopes();
652
+ return await runExclusiveDocumentOperation(async () => {
653
+ await waitForPaint();
654
+ if (!isPreparationCurrent(preparation)) {
655
+ hideLifecycleOverlay(preparation.epoch);
656
+ return { accepted: false };
635
657
  }
636
- finally {
658
+ if (!await validateRun() || !isPreparationCurrent(preparation)) {
637
659
  hideLifecycleOverlay(preparation.epoch);
660
+ return { accepted: false };
638
661
  }
639
- });
662
+ return createPreparedRun(preparation, async () => {
663
+ try {
664
+ await coordinator.transition({
665
+ type: 'document.discard',
666
+ ...context,
667
+ ...(options.operations?.restoreDocument
668
+ ? { operation: options.operations.restoreDocument }
669
+ : {}),
670
+ });
671
+ await disposePreview(context);
672
+ await coordinator.transition({
673
+ type: 'mode.exitEdit',
674
+ ...context,
675
+ operation: () => runGameAfterReleasingPluginScopes('discard'),
676
+ });
677
+ await closeEditingScopes();
678
+ }
679
+ finally {
680
+ hideLifecycleOverlay(preparation.epoch);
681
+ }
682
+ });
683
+ }, executor);
640
684
  }
641
685
  catch (error) {
642
686
  hideLifecycleOverlay(preparation.epoch);
@@ -675,6 +719,7 @@ export function createPlayableLocalEditorLifecycleController(options) {
675
719
  synchronizeDocumentState,
676
720
  prepareDocumentSave,
677
721
  commitDocumentSave,
722
+ preflightRun,
678
723
  async runCommittedDocument(context) {
679
724
  await ensureEditingState(undefined, undefined, context);
680
725
  await synchronizeDocumentState(readUnsavedChangesState().dirty);
@@ -682,27 +727,50 @@ export function createPlayableLocalEditorLifecycleController(options) {
682
727
  if (current.document !== 'clean') {
683
728
  throw new Error(`Cannot run an uncommitted editor document: ${current.document}.`);
684
729
  }
685
- await disposePreview(context);
686
- await coordinator.transition({
687
- type: 'mode.exitEdit',
688
- ...context,
689
- operation: () => runGameAfterReleasingPluginScopes('save'),
730
+ return runExclusiveDocumentOperation(async () => {
731
+ const preparation = beginPreparation();
732
+ if (!await validateRun() || !isPreparationCurrent(preparation))
733
+ return false;
734
+ if (!isPreparationCurrent(preparation)) {
735
+ throw new Error('Prepared editor lifecycle operation is stale.');
736
+ }
737
+ await disposePreview(context);
738
+ await coordinator.transition({
739
+ type: 'mode.exitEdit',
740
+ ...context,
741
+ operation: () => runGameAfterReleasingPluginScopes('save'),
742
+ });
743
+ await closeEditingScopes();
744
+ return true;
690
745
  });
691
- await closeEditingScopes();
692
746
  },
693
747
  prepareSaveAndRunGame,
694
748
  prepareDiscardAndRunGame,
695
- async saveAndRunGame(context) {
696
- const prepared = await prepareSaveAndRunGame(context);
749
+ async saveAndRunGame(context, executor) {
750
+ const prepared = await prepareSaveAndRunGame(context, executor);
697
751
  if (!prepared.accepted)
698
752
  return false;
699
- await prepared.run();
700
- return true;
753
+ try {
754
+ await prepared.run(executor);
755
+ return true;
756
+ }
757
+ catch (error) {
758
+ if (error instanceof PlayableLocalEditorRunRejectedError)
759
+ return false;
760
+ throw error;
761
+ }
701
762
  },
702
- async discardAndRunGame(context) {
703
- const prepared = await prepareDiscardAndRunGame(context);
763
+ async discardAndRunGame(context, executor) {
764
+ const prepared = await prepareDiscardAndRunGame(context, executor);
704
765
  if (prepared.accepted) {
705
- await prepared.run();
766
+ try {
767
+ await prepared.run(executor);
768
+ }
769
+ catch (error) {
770
+ if (error instanceof PlayableLocalEditorRunRejectedError)
771
+ return false;
772
+ throw error;
773
+ }
706
774
  }
707
775
  return prepared.accepted;
708
776
  },
@@ -1 +1 @@
1
- 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{\n createFpsEditorLifecycleCoordinator,\n} from '@fps-games/editor-core/lifecycle';\nimport type { FpsEditorEventRoute } from '@fps-games/editor-core/events';\nimport {\n waitForPlayableLocalEditorPaint,\n waitForPlayableMilliseconds,\n} from './timing';\nimport type {\n PlayableLocalEditorDataSafetyOperation,\n PlayableLocalEditorLifecycleController,\n PlayableLocalEditorLifecycleControllerOptions,\n PlayableLocalEditorLifecycleOperationContext,\n PlayableLocalEditorLoadingOverlayContent,\n PlayableLocalEditorPreparedRun,\n PlayableLocalEditorLifecycleScopeInput,\n PlayableLocalEditorSaveFailureState,\n PlayableLocalEditorSaveFailureInput,\n PlayableLocalEditorUnsavedChangesState,\n} from './types';\n\nexport const PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID = 'editor:application';\nexport const PLAYABLE_LOCAL_EDITOR_PROJECT_SCOPE_ID = 'editor:project';\nexport const PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID = 'editor:document:main';\nexport const PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID = 'editor:session:main';\nexport const PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID = 'editor:preview:main';\n\ntype LifecycleScopeRecord = {\n readonly input: PlayableLocalEditorLifecycleScopeInput;\n readonly disposers: Set<() => void | Promise<void>>;\n ready: Promise<void>;\n closing: Promise<void> | null;\n failed: boolean;\n backingOpened: boolean;\n lifecycleOpened: boolean;\n closeRequested: boolean;\n closeEventRoute: FpsEditorEventRoute | null;\n};\n\nclass PlayableLocalEditorSaveRejectedError extends Error {\n constructor() {\n super('Local editor save was rejected.');\n this.name = 'PlayableLocalEditorSaveRejectedError';\n }\n}\n\nexport function createPlayableLocalEditorLifecycleController(\n options: PlayableLocalEditorLifecycleControllerOptions,\n): PlayableLocalEditorLifecycleController {\n const waitForPaint = options.waitForPaint ?? waitForPlayableLocalEditorPaint;\n const waitForMilliseconds = options.waitForMilliseconds ?? waitForPlayableMilliseconds;\n const now = options.now ?? (() => Date.now());\n const minAssetLoadingOverlayMs = options.minAssetLoadingOverlayMs ?? 500;\n const viewportRevealReason = options.viewportRevealReason ?? 'editor-loading-overlay-hidden';\n const renderAfterEnter = options.renderAfterEnter ?? true;\n const initialUnsavedChanges = options.harness.getUnsavedChangesState?.();\n const initialCoordinatorProfile = options.initialMode === 'edit'\n && initialUnsavedChanges?.hasWorkingDocument === true\n ? initialUnsavedChanges.dirty ? 'editing-dirty' : 'editing-clean'\n : 'created';\n const coordinator = createFpsEditorLifecycleCoordinator({\n now,\n initialState: initialCoordinatorProfile,\n eventPublisher: options.eventPublisher,\n report: options.reportDiagnostic,\n });\n const lifecycle = Object.freeze({\n getSnapshot: coordinator.getSnapshot,\n subscribe: coordinator.subscribe,\n });\n const scopes = new Map<string, LifecycleScopeRecord>();\n const pendingScopeResources = new Map<string, Set<() => void | Promise<void>>>();\n const assertScopeCanOpen = (input: PlayableLocalEditorLifecycleScopeInput): void => {\n const lifecycleSnapshot = coordinator.getSnapshot();\n if (lifecycleSnapshot.transitioning || lifecycleSnapshot.application !== 'ready') {\n throw new Error(`Editor lifecycle cannot open a scope while application is ${lifecycleSnapshot.application}.`);\n }\n let parentId = input.parentId;\n while (parentId) {\n const parent = scopes.get(parentId);\n if (!parent || parent.closing || parent.failed) {\n throw new Error(`Editor lifecycle scope parent is not open: ${parentId}`);\n }\n parentId = parent.input.parentId;\n }\n };\n const openScope = async (input: PlayableLocalEditorLifecycleScopeInput): Promise<void> => {\n assertScopeCanOpen(input);\n const existing = scopes.get(input.id);\n if (existing) {\n if (existing.input.scope !== input.scope || existing.input.parentId !== input.parentId) {\n throw new Error(`Editor lifecycle scope identity conflicts with the existing scope: ${input.id}`);\n }\n if (existing.closing) throw new Error(`Editor lifecycle scope is closing: ${input.id}`);\n if (existing.failed) {\n await closeScope(input.id);\n return openScope(input);\n }\n return existing.ready;\n }\n const record: LifecycleScopeRecord = {\n input: Object.freeze({ ...input }),\n disposers: pendingScopeResources.get(input.id) ?? new Set(),\n ready: Promise.resolve(),\n closing: null,\n failed: false,\n backingOpened: false,\n lifecycleOpened: false,\n closeRequested: false,\n closeEventRoute: null,\n };\n pendingScopeResources.delete(input.id);\n scopes.set(input.id, record);\n record.ready = (async () => {\n if (input.parentId) {\n const parent = scopes.get(input.parentId);\n if (!parent) throw new Error(`Editor lifecycle scope parent is not open: ${input.parentId}`);\n await parent.ready;\n assertScopeCanOpen(input);\n }\n if (record.closeRequested) return;\n // A backing host may retain a partially-started scope when its rollback\n // cleanup fails. Reserve that ownership before awaiting so closeScope can\n // retry cleanup even when openScope rejects.\n record.backingOpened = options.scopeHost !== undefined;\n await options.scopeHost?.openScope(input);\n if (record.closeRequested) return;\n coordinator.openScope(input);\n record.lifecycleOpened = true;\n })();\n try {\n await record.ready;\n } catch (error) {\n let cleanupError: unknown;\n try { await closeScope(input.id); } catch (caught) { cleanupError = caught; }\n if (cleanupError) {\n const combined = new Error(`Editor lifecycle scope open and cleanup failed: ${input.id}`) as Error & { errors: unknown[] };\n combined.errors = [error, cleanupError];\n throw combined;\n }\n throw error;\n }\n };\n const addScopeResource = (scopeId: string, disposer: () => void | Promise<void>): (() => void) => {\n const record = scopes.get(scopeId);\n if (record?.closing || record?.failed) throw new Error(`Editor lifecycle scope is not open: ${scopeId}`);\n if (!record && scopeId !== PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID) {\n throw new Error(`Editor lifecycle scope is not open: ${scopeId}`);\n }\n const resources = record?.disposers ?? pendingScopeResources.get(scopeId) ?? new Set();\n if (!record) pendingScopeResources.set(scopeId, resources);\n resources.add(disposer);\n let active = true;\n return () => {\n if (!active) return;\n active = false;\n resources.delete(disposer);\n if (!record && resources.size === 0) pendingScopeResources.delete(scopeId);\n };\n };\n const closeScope = async (scopeId: string): Promise<void> => {\n const record = scopes.get(scopeId);\n if (!record) {\n const pendingResources = pendingScopeResources.get(scopeId);\n if (!pendingResources) return;\n for (const disposer of [...pendingResources].reverse()) {\n await disposer();\n pendingResources.delete(disposer);\n }\n pendingScopeResources.delete(scopeId);\n return;\n }\n if (record.closing) return record.closing;\n record.closeEventRoute ??= options.eventPublisher?.captureRoute({\n scope: record.input.scope,\n scopeId,\n }) ?? null;\n record.closeRequested = true;\n let backingReservationError: unknown;\n if (record.backingOpened) {\n try { options.scopeHost?.reserveScopeClose(scopeId); }\n catch (error) { backingReservationError = error; }\n }\n record.closing = (async () => {\n const errors: unknown[] = [];\n try { await record.ready; }\n catch { /* The open caller owns and reports setup failures. */ }\n if (backingReservationError) errors.push(backingReservationError);\n if (errors.length === 0) {\n const children = [...scopes.values()]\n .filter(candidate => candidate.input.parentId === scopeId)\n .reverse();\n for (const child of children) {\n try { await closeScope(child.input.id); }\n catch (error) {\n errors.push(error);\n break;\n }\n }\n }\n const remainingChildren = [...scopes.values()].filter(candidate => candidate.input.parentId === scopeId);\n if (errors.length === 0 && remainingChildren.length > 0) {\n errors.push(new Error(`Editor lifecycle scope still has open children: ${scopeId}`));\n }\n if (errors.length === 0 && record.backingOpened) {\n try {\n await options.scopeHost?.closeScope(scopeId);\n record.backingOpened = false;\n } catch (error) { errors.push(error); }\n }\n if (errors.length === 0 && remainingChildren.length === 0) {\n for (const disposer of [...record.disposers].reverse()) {\n try {\n await disposer();\n record.disposers.delete(disposer);\n }\n catch (error) {\n // Preserve dependency order: untouched earlier resources stay owned\n // until the failed later resource can be released on a retry.\n errors.push(error);\n break;\n }\n }\n }\n if (errors.length === 0 && record.lifecycleOpened) {\n try {\n coordinator.closeScope(scopeId, record.closeEventRoute ?? undefined);\n record.lifecycleOpened = false;\n } catch (error) { errors.push(error); }\n }\n if (errors.length > 0) {\n record.failed = true;\n coordinator.failScope(scopeId);\n const error = new Error(`Editor lifecycle scope cleanup failed: ${scopeId}`) as Error & { errors: unknown[] };\n error.errors = errors;\n throw error;\n }\n scopes.delete(scopeId);\n })().finally(() => {\n if (scopes.get(scopeId) === record) record.closing = null;\n });\n return record.closing;\n };\n let assetLoadingCount = 0;\n let assetLoadingOverlayOwned = false;\n let assetLoadingOverlayWaiting = false;\n let assetLoadingOverlayShownAt = 0;\n let preparationEpoch = 0;\n let lifecycleOverlayOwner: number | null = null;\n let pendingLifecycleOverlay: {\n epoch: number;\n content: PlayableLocalEditorLoadingOverlayContent;\n } | null = null;\n let pendingDocumentDirty: boolean | undefined;\n let documentSynchronization: Promise<void> | null = null;\n\n const readLifecycleRevision = (): number => coordinator.getSnapshot().revision;\n\n const ensureApplicationAndProject = async (\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<void> => {\n let current = coordinator.getSnapshot();\n if (current.transitioning) throw new Error('Editor lifecycle transition already in progress.');\n if (current.application === 'created') {\n await coordinator.transition({ type: 'application.start', ...context });\n current = coordinator.getSnapshot();\n }\n if (current.application !== 'ready') {\n throw new Error(`Editor application is not ready: ${current.application}.`);\n }\n await openScope({ id: PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID, scope: 'application' });\n options.operations.attachApplicationAuthority?.();\n if (current.project === 'closed') {\n await coordinator.transition({ type: 'project.open', ...context });\n }\n await openScope({\n id: PLAYABLE_LOCAL_EDITOR_PROJECT_SCOPE_ID,\n scope: 'project',\n parentId: PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID,\n });\n };\n\n const ensureEditingState = async (\n load: (() => Promise<void>) | undefined = options.operations.loadDocument,\n enter: (() => Promise<void>) | undefined = options.operations.enterWorld,\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<void> => {\n await ensureApplicationAndProject(context);\n let current = coordinator.getSnapshot();\n const workingDocumentAvailable = readUnsavedChangesState().hasWorkingDocument;\n await openScope({\n id: PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID,\n scope: 'document',\n parentId: PLAYABLE_LOCAL_EDITOR_PROJECT_SCOPE_ID,\n });\n await openScope({\n id: PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID,\n scope: 'session',\n parentId: PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID,\n });\n if (current.document === 'unloaded' || (current.document === 'failed' && !workingDocumentAvailable)) {\n try {\n await coordinator.transition({ type: 'document.load', ...context, ...(load ? { operation: load } : {}) });\n options.operations.attachSessionAuthority?.();\n current = coordinator.getSnapshot();\n } catch (error) {\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID);\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID);\n throw error;\n }\n } else {\n options.operations.attachSessionAuthority?.();\n }\n try {\n await openScope({\n id: PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID,\n scope: 'preview',\n parentId: PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID,\n });\n } catch (error) {\n // A failed Preview rollback remains a child of Session and owns the\n // loaded document graph. Do not retry that same cleanup indirectly by\n // tearing down its ancestors in the same enter attempt.\n if (scopes.has(PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID)) throw error;\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID);\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID);\n throw error;\n }\n if (current.mode === 'failed') {\n try {\n if (current.preview === 'failed') await disposePreview(context);\n await coordinator.transition({ type: 'mode.recoverEdit', ...context, ...(enter ? { operation: enter } : {}) });\n } catch (error) {\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID);\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID);\n throw error;\n }\n current = coordinator.getSnapshot();\n }\n if (current.mode === 'play') {\n try {\n await coordinator.transition({ type: 'mode.enterEdit', ...context, ...(enter ? { operation: enter } : {}) });\n } catch (error) {\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID);\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID);\n throw error;\n }\n current = coordinator.getSnapshot();\n }\n if (current.mode !== 'edit') throw new Error(`Editor mode is not ready: ${current.mode}.`);\n if (current.preview === 'absent') {\n await coordinator.transition({ type: 'preview.create', ...context });\n current = coordinator.getSnapshot();\n }\n if (current.document === 'failed') {\n await coordinator.transition({\n type: readUnsavedChangesState().dirty ? 'document.markDirty' : 'document.markClean',\n ...context,\n });\n }\n };\n\n const disposePreview = async (\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<void> => {\n const current = coordinator.getSnapshot();\n if (current.preview === 'active' || current.preview === 'failed') {\n await coordinator.transition({\n type: 'preview.dispose',\n ...context,\n operation: () => closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID),\n });\n return;\n }\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID);\n };\n\n const closeEditingScopes = async (): Promise<void> => {\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID);\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID);\n };\n\n const runGameAfterReleasingPluginScopes = async (reason: 'save' | 'discard'): Promise<void> => {\n // Replacement runtimes use the same stable Plugin scope ids. Release the\n // complete old scope tree before restart can mount the replacement editor.\n await closeScope(PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID);\n await options.operations.runGame(reason);\n };\n\n const waitForLifecycleIdle = async (): Promise<void> => {\n if (!coordinator.getSnapshot().transitioning) return;\n await new Promise<void>(resolve => {\n const dispose = coordinator.subscribe(snapshot => {\n if (snapshot.transitioning) return;\n dispose();\n resolve();\n });\n if (!coordinator.getSnapshot().transitioning) {\n dispose();\n resolve();\n }\n });\n };\n\n const reconcileDocumentState = async (dirty: boolean): Promise<void> => {\n await waitForLifecycleIdle();\n const current = coordinator.getSnapshot();\n if (current.project !== 'open' || current.mode !== 'edit') return;\n if (dirty && current.document !== 'dirty') {\n if (current.document === 'clean' || current.document === 'committing') {\n await coordinator.transition({ type: 'document.markDirty' });\n }\n return;\n }\n if (!dirty && current.document === 'dirty') {\n await coordinator.transition({ type: 'document.markClean' });\n }\n };\n\n const drainDocumentSynchronization = async (): Promise<void> => {\n while (pendingDocumentDirty !== undefined) {\n const dirty = pendingDocumentDirty;\n pendingDocumentDirty = undefined;\n try {\n await reconcileDocumentState(dirty);\n } catch (error) {\n if (!coordinator.getSnapshot().transitioning) throw error;\n pendingDocumentDirty = dirty;\n }\n }\n };\n\n const synchronizeDocumentState = (dirty: boolean): Promise<void> => {\n pendingDocumentDirty = dirty;\n if (!documentSynchronization) {\n documentSynchronization = drainDocumentSynchronization().finally(() => {\n documentSynchronization = null;\n if (pendingDocumentDirty !== undefined) void synchronizeDocumentState(pendingDocumentDirty);\n });\n }\n return documentSynchronization;\n };\n\n const waitForDocumentSynchronization = async (): Promise<void> => {\n if (documentSynchronization) await documentSynchronization;\n };\n\n const notifySaveFailed = async (\n operation: PlayableLocalEditorDataSafetyOperation,\n error?: unknown,\n ): Promise<void> => {\n const notify = options.interactions?.notifySaveFailed;\n if (!notify) return;\n let state: PlayableLocalEditorSaveFailureState | null | undefined;\n try {\n state = options.harness.getSaveFailureState?.();\n } catch (stateError) {\n console.error('[PlayableLocalEditorLifecycle] save failure state unavailable', stateError);\n }\n const input: PlayableLocalEditorSaveFailureInput = {\n operation,\n status: state?.status ?? (error instanceof Error ? error.message : undefined),\n details: state?.details,\n error: error ?? state?.error,\n };\n try {\n await notify(input);\n } catch (notifyError) {\n console.error('[PlayableLocalEditorLifecycle] save failure notification failed', notifyError);\n }\n };\n\n const prepareDocumentSave = async (\n save: () => Promise<void>,\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<void> => {\n await waitForDocumentSynchronization();\n await ensureEditingState(undefined, undefined, context);\n await synchronizeDocumentState(readUnsavedChangesState().dirty);\n await coordinator.transition({ type: 'document.prepareSave', ...context, operation: save });\n };\n\n const commitDocumentSave = async (\n commit?: () => Promise<void>,\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<void> => {\n await coordinator.transition({ type: 'document.commit', ...context, ...(commit ? { operation: commit } : {}) });\n };\n\n const saveScene = async (\n operation: PlayableLocalEditorDataSafetyOperation = 'save-scene',\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<boolean> => {\n let saved = false;\n try {\n await prepareDocumentSave(async () => {\n saved = await options.harness.saveScene();\n if (!saved) throw new PlayableLocalEditorSaveRejectedError();\n }, context);\n await commitDocumentSave(undefined, context);\n return true;\n } catch (error) {\n if (error instanceof PlayableLocalEditorSaveRejectedError) {\n await notifySaveFailed(operation);\n return false;\n }\n await notifySaveFailed(operation, error);\n throw error;\n }\n };\n\n const readUnsavedChangesState = (): PlayableLocalEditorUnsavedChangesState => (\n options.harness.getUnsavedChangesState?.() ?? {\n dirty: false,\n hasWorkingDocument: false,\n }\n );\n\n const confirmDiscardIfNeeded = async (\n operation: PlayableLocalEditorDataSafetyOperation,\n ): Promise<boolean> => {\n const unsavedChanges = readUnsavedChangesState();\n if (!unsavedChanges.dirty || !unsavedChanges.hasWorkingDocument) return true;\n try {\n return await options.interactions?.confirmDiscardUnsavedChanges?.({\n operation,\n unsavedChanges,\n }) !== false;\n } catch (error) {\n console.error('[PlayableLocalEditorLifecycle] discard confirmation failed', error);\n return false;\n }\n };\n\n const beginPreparation = (): { epoch: number; revision: number } => {\n pendingLifecycleOverlay = null;\n if (lifecycleOverlayOwner !== null) {\n lifecycleOverlayOwner = null;\n const ownsOverlay = options.loadingOverlay.isOwned?.() !== false;\n if (ownsOverlay && assetLoadingCount > 0 && assetLoadingOverlayWaiting) {\n assetLoadingOverlayWaiting = false;\n assetLoadingOverlayOwned = true;\n assetLoadingOverlayShownAt = now();\n options.loadingOverlay.show(options.content.assetImport);\n } else if (ownsOverlay) {\n options.loadingOverlay.hide();\n }\n }\n return { epoch: ++preparationEpoch, revision: readLifecycleRevision() };\n };\n\n const showLifecycleOverlay = (\n preparation: { epoch: number },\n content: PlayableLocalEditorLoadingOverlayContent,\n ): void => {\n if (options.loadingOverlay.isVisible()) {\n if (options.loadingOverlay.isOwned?.() !== false) {\n pendingLifecycleOverlay = { epoch: preparation.epoch, content };\n }\n return;\n }\n options.loadingOverlay.show(content);\n lifecycleOverlayOwner = preparation.epoch;\n };\n\n const hideLifecycleOverlay = (epoch: number): void => {\n if (pendingLifecycleOverlay?.epoch === epoch) pendingLifecycleOverlay = null;\n if (lifecycleOverlayOwner !== epoch) return;\n lifecycleOverlayOwner = null;\n if (options.loadingOverlay.isOwned?.() === false) return;\n if (assetLoadingCount > 0 && assetLoadingOverlayWaiting) {\n assetLoadingOverlayWaiting = false;\n assetLoadingOverlayOwned = true;\n assetLoadingOverlayShownAt = now();\n options.loadingOverlay.show(options.content.assetImport);\n return;\n }\n options.loadingOverlay.hide();\n };\n\n const isPreparationCurrent = (preparation: { epoch: number; revision: number }): boolean => (\n preparation.epoch === preparationEpoch\n && preparation.revision === readLifecycleRevision()\n );\n\n const createPreparedRun = (\n preparation: { epoch: number; revision: number },\n run: () => Promise<void>,\n ): PlayableLocalEditorPreparedRun => {\n let consumed = false;\n return {\n accepted: true,\n async run() {\n if (consumed) throw new Error('Prepared editor lifecycle operation was already consumed.');\n if (!isPreparationCurrent(preparation)) {\n consumed = true;\n hideLifecycleOverlay(preparation.epoch);\n throw new Error('Prepared editor lifecycle operation is stale.');\n }\n consumed = true;\n await run();\n },\n };\n };\n\n const prepareSaveAndRunGame = async (\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<PlayableLocalEditorPreparedRun> => {\n const preparation = beginPreparation();\n showLifecycleOverlay(preparation, options.content.saveAndRunGame);\n try {\n await waitForPaint();\n const saved = await saveScene('save-and-run-game', context);\n if (!saved || preparation.epoch !== preparationEpoch) {\n hideLifecycleOverlay(preparation.epoch);\n return { accepted: false };\n }\n preparation.revision = readLifecycleRevision();\n return createPreparedRun(preparation, async () => {\n try {\n await disposePreview(context);\n await coordinator.transition({\n type: 'mode.exitEdit',\n ...context,\n operation: () => runGameAfterReleasingPluginScopes('save'),\n });\n await closeEditingScopes();\n } finally {\n hideLifecycleOverlay(preparation.epoch);\n }\n });\n } catch (error) {\n hideLifecycleOverlay(preparation.epoch);\n throw error;\n }\n };\n\n const prepareDiscardAndRunGame = async (\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<PlayableLocalEditorPreparedRun> => {\n await waitForDocumentSynchronization();\n await ensureEditingState(undefined, undefined, context);\n await synchronizeDocumentState(readUnsavedChangesState().dirty);\n const preparation = beginPreparation();\n if (!await confirmDiscardIfNeeded('discard-and-run-game')\n || !isPreparationCurrent(preparation)) return { accepted: false };\n showLifecycleOverlay(preparation, options.content.discardAndRunGame);\n try {\n await waitForPaint();\n if (!isPreparationCurrent(preparation)) {\n hideLifecycleOverlay(preparation.epoch);\n return { accepted: false };\n }\n return createPreparedRun(preparation, async () => {\n try {\n await coordinator.transition({\n type: 'document.discard',\n ...context,\n ...(options.operations?.restoreDocument\n ? { operation: options.operations.restoreDocument }\n : {}),\n });\n await disposePreview(context);\n await coordinator.transition({\n type: 'mode.exitEdit',\n ...context,\n operation: () => runGameAfterReleasingPluginScopes('discard'),\n });\n await closeEditingScopes();\n } finally {\n hideLifecycleOverlay(preparation.epoch);\n }\n });\n } catch (error) {\n hideLifecycleOverlay(preparation.epoch);\n throw error;\n }\n };\n\n return {\n lifecycle,\n registerParticipant: coordinator.registerParticipant,\n async enterEditor(context) {\n const preparation = beginPreparation();\n showLifecycleOverlay(preparation, {\n ...options.content.enter,\n presentation: 'editor-shell',\n });\n let entered = false;\n try {\n await waitForPaint();\n const before = coordinator.getSnapshot();\n const load = options.operations.loadDocument;\n const enter = options.operations.enterWorld\n ?? options.harness.enterEditor.bind(options.harness);\n await ensureEditingState(load, enter, context);\n entered = before.mode !== 'edit';\n if (renderAfterEnter) options.harness.render();\n await waitForPaint();\n } finally {\n hideLifecycleOverlay(preparation.epoch);\n if (entered) options.harness.notifyViewportRevealed?.(viewportRevealReason);\n }\n },\n saveScene,\n synchronizeDocumentState,\n prepareDocumentSave,\n commitDocumentSave,\n async runCommittedDocument(context) {\n await ensureEditingState(undefined, undefined, context);\n await synchronizeDocumentState(readUnsavedChangesState().dirty);\n const current = coordinator.getSnapshot();\n if (current.document !== 'clean') {\n throw new Error(`Cannot run an uncommitted editor document: ${current.document}.`);\n }\n await disposePreview(context);\n await coordinator.transition({\n type: 'mode.exitEdit',\n ...context,\n operation: () => runGameAfterReleasingPluginScopes('save'),\n });\n await closeEditingScopes();\n },\n prepareSaveAndRunGame,\n prepareDiscardAndRunGame,\n async saveAndRunGame(context) {\n const prepared = await prepareSaveAndRunGame(context);\n if (!prepared.accepted) return false;\n await prepared.run();\n return true;\n },\n async discardAndRunGame(context) {\n const prepared = await prepareDiscardAndRunGame(context);\n if (prepared.accepted) {\n await prepared.run();\n }\n return prepared.accepted;\n },\n openScope,\n addScopeResource,\n closeScope,\n async dispose(context) {\n if (coordinator.getSnapshot().application === 'disposed') return;\n await coordinator.transition({\n type: 'application.dispose',\n ...context,\n operation: () => closeScope(PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID),\n });\n },\n async runWithAssetLoadingOverlay(operation) {\n const shouldShowAssetLoading = !options.loadingOverlay.isVisible() && !assetLoadingOverlayOwned;\n assetLoadingCount += 1;\n if (shouldShowAssetLoading) {\n assetLoadingOverlayOwned = true;\n assetLoadingOverlayShownAt = now();\n options.loadingOverlay.show(options.content.assetImport);\n await waitForPaint();\n } else if (options.loadingOverlay.isVisible() && !assetLoadingOverlayOwned) {\n assetLoadingOverlayWaiting = true;\n }\n\n try {\n return await operation();\n } finally {\n assetLoadingCount = Math.max(0, assetLoadingCount - 1);\n if (assetLoadingCount === 0 && assetLoadingOverlayOwned) {\n const remaining = minAssetLoadingOverlayMs - (now() - assetLoadingOverlayShownAt);\n if (remaining > 0) await waitForMilliseconds(remaining);\n if (assetLoadingCount === 0 && assetLoadingOverlayOwned) {\n assetLoadingOverlayOwned = false;\n if (options.loadingOverlay.isOwned?.() === false) {\n pendingLifecycleOverlay = null;\n } else if (pendingLifecycleOverlay) {\n const pending = pendingLifecycleOverlay;\n pendingLifecycleOverlay = null;\n lifecycleOverlayOwner = pending.epoch;\n options.loadingOverlay.show(pending.content);\n } else {\n options.loadingOverlay.hide();\n }\n }\n }\n if (assetLoadingCount === 0) assetLoadingOverlayWaiting = false;\n }\n },\n };\n}\n"]}
1
+ 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{\n createFpsEditorLifecycleCoordinator,\n} from '@fps-games/editor-core/lifecycle';\nimport type { FpsEditorEventRoute } from '@fps-games/editor-core/events';\nimport {\n waitForPlayableLocalEditorPaint,\n waitForPlayableMilliseconds,\n} from './timing';\nimport type {\n PlayableLocalEditorDataSafetyOperation,\n PlayableLocalEditorLifecycleController,\n PlayableLocalEditorLifecycleControllerOptions,\n PlayableLocalEditorDocumentOperationExecutor,\n PlayableLocalEditorLifecycleOperationContext,\n PlayableLocalEditorLoadingOverlayContent,\n PlayableLocalEditorPreparedRun,\n PlayableLocalEditorLifecycleScopeInput,\n PlayableLocalEditorSaveFailureState,\n PlayableLocalEditorSaveFailureInput,\n PlayableLocalEditorSaveOptions,\n PlayableLocalEditorUnsavedChangesState,\n} from './types';\n\nexport const PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID = 'editor:application';\nexport const PLAYABLE_LOCAL_EDITOR_PROJECT_SCOPE_ID = 'editor:project';\nexport const PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID = 'editor:document:main';\nexport const PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID = 'editor:session:main';\nexport const PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID = 'editor:preview:main';\n\ntype LifecycleScopeRecord = {\n readonly input: PlayableLocalEditorLifecycleScopeInput;\n readonly disposers: Set<() => void | Promise<void>>;\n ready: Promise<void>;\n closing: Promise<void> | null;\n failed: boolean;\n backingOpened: boolean;\n lifecycleOpened: boolean;\n closeRequested: boolean;\n closeEventRoute: FpsEditorEventRoute | null;\n};\n\nclass PlayableLocalEditorSaveRejectedError extends Error {\n constructor() {\n super('Local editor save was rejected.');\n this.name = 'PlayableLocalEditorSaveRejectedError';\n }\n}\n\nclass PlayableLocalEditorRunRejectedError extends Error {\n constructor() {\n super('Local editor Run was rejected by current validation.');\n this.name = 'PlayableLocalEditorRunRejectedError';\n }\n}\n\nexport function createPlayableLocalEditorLifecycleController(\n options: PlayableLocalEditorLifecycleControllerOptions,\n): PlayableLocalEditorLifecycleController {\n const waitForPaint = options.waitForPaint ?? waitForPlayableLocalEditorPaint;\n const waitForMilliseconds = options.waitForMilliseconds ?? waitForPlayableMilliseconds;\n const now = options.now ?? (() => Date.now());\n const minAssetLoadingOverlayMs = options.minAssetLoadingOverlayMs ?? 500;\n const viewportRevealReason = options.viewportRevealReason ?? 'editor-loading-overlay-hidden';\n const renderAfterEnter = options.renderAfterEnter ?? true;\n const initialUnsavedChanges = options.harness.getUnsavedChangesState?.();\n const initialCoordinatorProfile = options.initialMode === 'edit'\n && initialUnsavedChanges?.hasWorkingDocument === true\n ? initialUnsavedChanges.dirty ? 'editing-dirty' : 'editing-clean'\n : 'created';\n const coordinator = createFpsEditorLifecycleCoordinator({\n now,\n initialState: initialCoordinatorProfile,\n eventPublisher: options.eventPublisher,\n report: options.reportDiagnostic,\n });\n const lifecycle = Object.freeze({\n getSnapshot: coordinator.getSnapshot,\n subscribe: coordinator.subscribe,\n });\n const scopes = new Map<string, LifecycleScopeRecord>();\n const pendingScopeResources = new Map<string, Set<() => void | Promise<void>>>();\n const assertScopeCanOpen = (input: PlayableLocalEditorLifecycleScopeInput): void => {\n const lifecycleSnapshot = coordinator.getSnapshot();\n if (lifecycleSnapshot.transitioning || lifecycleSnapshot.application !== 'ready') {\n throw new Error(`Editor lifecycle cannot open a scope while application is ${lifecycleSnapshot.application}.`);\n }\n let parentId = input.parentId;\n while (parentId) {\n const parent = scopes.get(parentId);\n if (!parent || parent.closing || parent.failed) {\n throw new Error(`Editor lifecycle scope parent is not open: ${parentId}`);\n }\n parentId = parent.input.parentId;\n }\n };\n const openScope = async (input: PlayableLocalEditorLifecycleScopeInput): Promise<void> => {\n assertScopeCanOpen(input);\n const existing = scopes.get(input.id);\n if (existing) {\n if (existing.input.scope !== input.scope || existing.input.parentId !== input.parentId) {\n throw new Error(`Editor lifecycle scope identity conflicts with the existing scope: ${input.id}`);\n }\n if (existing.closing) throw new Error(`Editor lifecycle scope is closing: ${input.id}`);\n if (existing.failed) {\n await closeScope(input.id);\n return openScope(input);\n }\n return existing.ready;\n }\n const record: LifecycleScopeRecord = {\n input: Object.freeze({ ...input }),\n disposers: pendingScopeResources.get(input.id) ?? new Set(),\n ready: Promise.resolve(),\n closing: null,\n failed: false,\n backingOpened: false,\n lifecycleOpened: false,\n closeRequested: false,\n closeEventRoute: null,\n };\n pendingScopeResources.delete(input.id);\n scopes.set(input.id, record);\n record.ready = (async () => {\n if (input.parentId) {\n const parent = scopes.get(input.parentId);\n if (!parent) throw new Error(`Editor lifecycle scope parent is not open: ${input.parentId}`);\n await parent.ready;\n assertScopeCanOpen(input);\n }\n if (record.closeRequested) return;\n // A backing host may retain a partially-started scope when its rollback\n // cleanup fails. Reserve that ownership before awaiting so closeScope can\n // retry cleanup even when openScope rejects.\n record.backingOpened = options.scopeHost !== undefined;\n await options.scopeHost?.openScope(input);\n if (record.closeRequested) return;\n coordinator.openScope(input);\n record.lifecycleOpened = true;\n })();\n try {\n await record.ready;\n } catch (error) {\n let cleanupError: unknown;\n try { await closeScope(input.id); } catch (caught) { cleanupError = caught; }\n if (cleanupError) {\n const combined = new Error(`Editor lifecycle scope open and cleanup failed: ${input.id}`) as Error & { errors: unknown[] };\n combined.errors = [error, cleanupError];\n throw combined;\n }\n throw error;\n }\n };\n const addScopeResource = (scopeId: string, disposer: () => void | Promise<void>): (() => void) => {\n const record = scopes.get(scopeId);\n if (record?.closing || record?.failed) throw new Error(`Editor lifecycle scope is not open: ${scopeId}`);\n if (!record && scopeId !== PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID) {\n throw new Error(`Editor lifecycle scope is not open: ${scopeId}`);\n }\n const resources = record?.disposers ?? pendingScopeResources.get(scopeId) ?? new Set();\n if (!record) pendingScopeResources.set(scopeId, resources);\n resources.add(disposer);\n let active = true;\n return () => {\n if (!active) return;\n active = false;\n resources.delete(disposer);\n if (!record && resources.size === 0) pendingScopeResources.delete(scopeId);\n };\n };\n const closeScope = async (scopeId: string): Promise<void> => {\n const record = scopes.get(scopeId);\n if (!record) {\n const pendingResources = pendingScopeResources.get(scopeId);\n if (!pendingResources) return;\n for (const disposer of [...pendingResources].reverse()) {\n await disposer();\n pendingResources.delete(disposer);\n }\n pendingScopeResources.delete(scopeId);\n return;\n }\n if (record.closing) return record.closing;\n record.closeEventRoute ??= options.eventPublisher?.captureRoute({\n scope: record.input.scope,\n scopeId,\n }) ?? null;\n record.closeRequested = true;\n let backingReservationError: unknown;\n if (record.backingOpened) {\n try { options.scopeHost?.reserveScopeClose(scopeId); }\n catch (error) { backingReservationError = error; }\n }\n record.closing = (async () => {\n const errors: unknown[] = [];\n try { await record.ready; }\n catch { /* The open caller owns and reports setup failures. */ }\n if (backingReservationError) errors.push(backingReservationError);\n if (errors.length === 0) {\n const children = [...scopes.values()]\n .filter(candidate => candidate.input.parentId === scopeId)\n .reverse();\n for (const child of children) {\n try { await closeScope(child.input.id); }\n catch (error) {\n errors.push(error);\n break;\n }\n }\n }\n const remainingChildren = [...scopes.values()].filter(candidate => candidate.input.parentId === scopeId);\n if (errors.length === 0 && remainingChildren.length > 0) {\n errors.push(new Error(`Editor lifecycle scope still has open children: ${scopeId}`));\n }\n if (errors.length === 0 && record.backingOpened) {\n try {\n await options.scopeHost?.closeScope(scopeId);\n record.backingOpened = false;\n } catch (error) { errors.push(error); }\n }\n if (errors.length === 0 && remainingChildren.length === 0) {\n for (const disposer of [...record.disposers].reverse()) {\n try {\n await disposer();\n record.disposers.delete(disposer);\n }\n catch (error) {\n // Preserve dependency order: untouched earlier resources stay owned\n // until the failed later resource can be released on a retry.\n errors.push(error);\n break;\n }\n }\n }\n if (errors.length === 0 && record.lifecycleOpened) {\n try {\n coordinator.closeScope(scopeId, record.closeEventRoute ?? undefined);\n record.lifecycleOpened = false;\n } catch (error) { errors.push(error); }\n }\n if (errors.length > 0) {\n record.failed = true;\n coordinator.failScope(scopeId);\n const error = new Error(`Editor lifecycle scope cleanup failed: ${scopeId}`) as Error & { errors: unknown[] };\n error.errors = errors;\n throw error;\n }\n scopes.delete(scopeId);\n })().finally(() => {\n if (scopes.get(scopeId) === record) record.closing = null;\n });\n return record.closing;\n };\n let assetLoadingCount = 0;\n let assetLoadingOverlayOwned = false;\n let assetLoadingOverlayWaiting = false;\n let assetLoadingOverlayShownAt = 0;\n let preparationEpoch = 0;\n let lifecycleOverlayOwner: number | null = null;\n let pendingLifecycleOverlay: {\n epoch: number;\n content: PlayableLocalEditorLoadingOverlayContent;\n } | null = null;\n let pendingDocumentDirty: boolean | undefined;\n let documentSynchronization: Promise<void> | null = null;\n\n const readLifecycleRevision = (): number => coordinator.getSnapshot().revision;\n const readDocumentRevision = (): number => (\n options.harness.getDocumentRevision?.() ?? readLifecycleRevision()\n );\n\n const ensureApplicationAndProject = async (\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<void> => {\n let current = coordinator.getSnapshot();\n if (current.transitioning) throw new Error('Editor lifecycle transition already in progress.');\n if (current.application === 'created') {\n await coordinator.transition({ type: 'application.start', ...context });\n current = coordinator.getSnapshot();\n }\n if (current.application !== 'ready') {\n throw new Error(`Editor application is not ready: ${current.application}.`);\n }\n await openScope({ id: PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID, scope: 'application' });\n options.operations.attachApplicationAuthority?.();\n if (current.project === 'closed') {\n await coordinator.transition({ type: 'project.open', ...context });\n }\n await openScope({\n id: PLAYABLE_LOCAL_EDITOR_PROJECT_SCOPE_ID,\n scope: 'project',\n parentId: PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID,\n });\n };\n\n const ensureEditingState = async (\n load: (() => Promise<void>) | undefined = options.operations.loadDocument,\n enter: (() => Promise<void>) | undefined = options.operations.enterWorld,\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<void> => {\n await ensureApplicationAndProject(context);\n let current = coordinator.getSnapshot();\n const workingDocumentAvailable = readUnsavedChangesState().hasWorkingDocument;\n await openScope({\n id: PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID,\n scope: 'document',\n parentId: PLAYABLE_LOCAL_EDITOR_PROJECT_SCOPE_ID,\n });\n await openScope({\n id: PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID,\n scope: 'session',\n parentId: PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID,\n });\n if (current.document === 'unloaded' || (current.document === 'failed' && !workingDocumentAvailable)) {\n try {\n await coordinator.transition({ type: 'document.load', ...context, ...(load ? { operation: load } : {}) });\n options.operations.attachSessionAuthority?.();\n current = coordinator.getSnapshot();\n } catch (error) {\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID);\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID);\n throw error;\n }\n } else {\n options.operations.attachSessionAuthority?.();\n }\n try {\n await openScope({\n id: PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID,\n scope: 'preview',\n parentId: PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID,\n });\n } catch (error) {\n // A failed Preview rollback remains a child of Session and owns the\n // loaded document graph. Do not retry that same cleanup indirectly by\n // tearing down its ancestors in the same enter attempt.\n if (scopes.has(PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID)) throw error;\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID);\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID);\n throw error;\n }\n if (current.mode === 'failed') {\n try {\n if (current.preview === 'failed') await disposePreview(context);\n await coordinator.transition({ type: 'mode.recoverEdit', ...context, ...(enter ? { operation: enter } : {}) });\n } catch (error) {\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID);\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID);\n throw error;\n }\n current = coordinator.getSnapshot();\n }\n if (current.mode === 'play') {\n try {\n await coordinator.transition({ type: 'mode.enterEdit', ...context, ...(enter ? { operation: enter } : {}) });\n } catch (error) {\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID);\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID);\n throw error;\n }\n current = coordinator.getSnapshot();\n }\n if (current.mode !== 'edit') throw new Error(`Editor mode is not ready: ${current.mode}.`);\n if (current.preview === 'absent') {\n await coordinator.transition({ type: 'preview.create', ...context });\n current = coordinator.getSnapshot();\n }\n if (current.document === 'failed') {\n await coordinator.transition({\n type: readUnsavedChangesState().dirty ? 'document.markDirty' : 'document.markClean',\n ...context,\n });\n }\n };\n\n const disposePreview = async (\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<void> => {\n const current = coordinator.getSnapshot();\n if (current.preview === 'active' || current.preview === 'failed') {\n await coordinator.transition({\n type: 'preview.dispose',\n ...context,\n operation: () => closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID),\n });\n return;\n }\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_PREVIEW_SCOPE_ID);\n };\n\n const closeEditingScopes = async (): Promise<void> => {\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_SESSION_SCOPE_ID);\n await closeScope(PLAYABLE_LOCAL_EDITOR_MAIN_DOCUMENT_SCOPE_ID);\n };\n\n const runGameAfterReleasingPluginScopes = async (reason: 'save' | 'discard'): Promise<void> => {\n // Replacement runtimes use the same stable Plugin scope ids. Release the\n // complete old scope tree before restart can mount the replacement editor.\n await closeScope(PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID);\n await options.operations.runGame(reason);\n };\n\n const validateRun = async (): Promise<boolean> => (\n options.operations.validateRun ? options.operations.validateRun() : true\n );\n const runExclusiveDocumentOperation = <T>(\n operation: (executor: PlayableLocalEditorDocumentOperationExecutor) => Promise<T>,\n executor?: PlayableLocalEditorDocumentOperationExecutor,\n ): Promise<T> => (\n options.harness.runExclusiveDocumentOperation(operation, executor)\n );\n\n const preflightRun = (): Promise<boolean> => runExclusiveDocumentOperation(async () => {\n const preparation = beginPreparation();\n return await validateRun() && isPreparationCurrent(preparation);\n });\n\n const waitForLifecycleIdle = async (): Promise<void> => {\n if (!coordinator.getSnapshot().transitioning) return;\n await new Promise<void>(resolve => {\n const dispose = coordinator.subscribe(snapshot => {\n if (snapshot.transitioning) return;\n dispose();\n resolve();\n });\n if (!coordinator.getSnapshot().transitioning) {\n dispose();\n resolve();\n }\n });\n };\n\n const reconcileDocumentState = async (dirty: boolean): Promise<void> => {\n await waitForLifecycleIdle();\n const current = coordinator.getSnapshot();\n if (current.project !== 'open' || current.mode !== 'edit') return;\n if (dirty && current.document !== 'dirty') {\n if (current.document === 'clean' || current.document === 'committing') {\n await coordinator.transition({ type: 'document.markDirty' });\n }\n return;\n }\n if (!dirty && current.document === 'dirty') {\n await coordinator.transition({ type: 'document.markClean' });\n }\n };\n\n const drainDocumentSynchronization = async (): Promise<void> => {\n while (pendingDocumentDirty !== undefined) {\n const dirty = pendingDocumentDirty;\n pendingDocumentDirty = undefined;\n try {\n await reconcileDocumentState(dirty);\n } catch (error) {\n if (!coordinator.getSnapshot().transitioning) throw error;\n pendingDocumentDirty = dirty;\n }\n }\n };\n\n const synchronizeDocumentState = (dirty: boolean): Promise<void> => {\n pendingDocumentDirty = dirty;\n if (!documentSynchronization) {\n documentSynchronization = drainDocumentSynchronization().finally(() => {\n documentSynchronization = null;\n if (pendingDocumentDirty !== undefined) void synchronizeDocumentState(pendingDocumentDirty);\n });\n }\n return documentSynchronization;\n };\n\n const waitForDocumentSynchronization = async (): Promise<void> => {\n if (documentSynchronization) await documentSynchronization;\n };\n\n const notifySaveFailed = async (\n operation: PlayableLocalEditorDataSafetyOperation,\n error?: unknown,\n ): Promise<void> => {\n const notify = options.interactions?.notifySaveFailed;\n if (!notify) return;\n let state: PlayableLocalEditorSaveFailureState | null | undefined;\n try {\n state = options.harness.getSaveFailureState?.();\n } catch (stateError) {\n console.error('[PlayableLocalEditorLifecycle] save failure state unavailable', stateError);\n }\n const input: PlayableLocalEditorSaveFailureInput = {\n operation,\n status: state?.status ?? (error instanceof Error ? error.message : undefined),\n details: state?.details,\n error: error ?? state?.error,\n };\n try {\n await notify(input);\n } catch (notifyError) {\n console.error('[PlayableLocalEditorLifecycle] save failure notification failed', notifyError);\n }\n };\n\n const prepareDocumentSave = async (\n save: () => Promise<void>,\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<void> => {\n await waitForDocumentSynchronization();\n await ensureEditingState(undefined, undefined, context);\n await synchronizeDocumentState(readUnsavedChangesState().dirty);\n await coordinator.transition({ type: 'document.prepareSave', ...context, operation: save });\n };\n\n const commitDocumentSave = async (\n commit?: () => Promise<void>,\n context?: PlayableLocalEditorLifecycleOperationContext,\n ): Promise<void> => {\n await coordinator.transition({ type: 'document.commit', ...context, ...(commit ? { operation: commit } : {}) });\n };\n\n const saveScene = async (\n operation: PlayableLocalEditorDataSafetyOperation = 'save-scene',\n context?: PlayableLocalEditorLifecycleOperationContext,\n executor?: PlayableLocalEditorDocumentOperationExecutor,\n saveOptions?: PlayableLocalEditorSaveOptions,\n ): Promise<boolean> => {\n let saved = false;\n try {\n await prepareDocumentSave(async () => {\n saved = await options.harness.saveScene(executor, saveOptions);\n if (!saved) throw new PlayableLocalEditorSaveRejectedError();\n }, context);\n await commitDocumentSave(undefined, context);\n return true;\n } catch (error) {\n if (error instanceof PlayableLocalEditorSaveRejectedError) {\n await notifySaveFailed(operation);\n return false;\n }\n await notifySaveFailed(operation, error);\n throw error;\n }\n };\n\n const readUnsavedChangesState = (): PlayableLocalEditorUnsavedChangesState => (\n options.harness.getUnsavedChangesState?.() ?? {\n dirty: false,\n hasWorkingDocument: false,\n }\n );\n\n const confirmDiscardIfNeeded = async (\n operation: PlayableLocalEditorDataSafetyOperation,\n ): Promise<boolean> => {\n const unsavedChanges = readUnsavedChangesState();\n if (!unsavedChanges.dirty || !unsavedChanges.hasWorkingDocument) return true;\n try {\n return await options.interactions?.confirmDiscardUnsavedChanges?.({\n operation,\n unsavedChanges,\n }) !== false;\n } catch (error) {\n console.error('[PlayableLocalEditorLifecycle] discard confirmation failed', error);\n return false;\n }\n };\n\n const beginPreparation = (): { epoch: number; revision: number; authoredVersion: number } => {\n pendingLifecycleOverlay = null;\n if (lifecycleOverlayOwner !== null) {\n lifecycleOverlayOwner = null;\n const ownsOverlay = options.loadingOverlay.isOwned?.() !== false;\n if (ownsOverlay && assetLoadingCount > 0 && assetLoadingOverlayWaiting) {\n assetLoadingOverlayWaiting = false;\n assetLoadingOverlayOwned = true;\n assetLoadingOverlayShownAt = now();\n options.loadingOverlay.show(options.content.assetImport);\n } else if (ownsOverlay) {\n options.loadingOverlay.hide();\n }\n }\n return {\n epoch: ++preparationEpoch,\n revision: readLifecycleRevision(),\n authoredVersion: readDocumentRevision(),\n };\n };\n\n const showLifecycleOverlay = (\n preparation: { epoch: number },\n content: PlayableLocalEditorLoadingOverlayContent,\n ): void => {\n if (options.loadingOverlay.isVisible()) {\n if (options.loadingOverlay.isOwned?.() !== false) {\n pendingLifecycleOverlay = { epoch: preparation.epoch, content };\n }\n return;\n }\n options.loadingOverlay.show(content);\n lifecycleOverlayOwner = preparation.epoch;\n };\n\n const hideLifecycleOverlay = (epoch: number): void => {\n if (pendingLifecycleOverlay?.epoch === epoch) pendingLifecycleOverlay = null;\n if (lifecycleOverlayOwner !== epoch) return;\n lifecycleOverlayOwner = null;\n if (options.loadingOverlay.isOwned?.() === false) return;\n if (assetLoadingCount > 0 && assetLoadingOverlayWaiting) {\n assetLoadingOverlayWaiting = false;\n assetLoadingOverlayOwned = true;\n assetLoadingOverlayShownAt = now();\n options.loadingOverlay.show(options.content.assetImport);\n return;\n }\n options.loadingOverlay.hide();\n };\n\n const isPreparationCurrent = (preparation: {\n epoch: number;\n revision: number;\n authoredVersion: number;\n }): boolean => (\n preparation.epoch === preparationEpoch\n && preparation.revision === readLifecycleRevision()\n && preparation.authoredVersion === readDocumentRevision()\n );\n\n const createPreparedRun = (\n preparation: { epoch: number; revision: number; authoredVersion: number },\n run: () => Promise<void>,\n ): PlayableLocalEditorPreparedRun => {\n let consumed = false;\n return {\n accepted: true,\n async run(executor) {\n if (consumed) throw new Error('Prepared editor lifecycle operation was already consumed.');\n consumed = true;\n try {\n await runExclusiveDocumentOperation(async () => {\n if (!isPreparationCurrent(preparation)) {\n throw new Error('Prepared editor lifecycle operation is stale.');\n }\n if (!await validateRun() || !isPreparationCurrent(preparation)) {\n throw new PlayableLocalEditorRunRejectedError();\n }\n await run();\n }, executor);\n } catch (error) {\n hideLifecycleOverlay(preparation.epoch);\n throw error;\n }\n },\n };\n };\n\n const prepareSaveAndRunGame = async (\n context?: PlayableLocalEditorLifecycleOperationContext,\n executor?: PlayableLocalEditorDocumentOperationExecutor,\n ): Promise<PlayableLocalEditorPreparedRun> => {\n const preparation = beginPreparation();\n showLifecycleOverlay(preparation, options.content.saveAndRunGame);\n try {\n return await runExclusiveDocumentOperation(async transactionExecutor => {\n await waitForPaint();\n if (!await validateRun() || !isPreparationCurrent(preparation)) {\n hideLifecycleOverlay(preparation.epoch);\n return { accepted: false };\n }\n const saved = await saveScene(\n 'save-and-run-game',\n context,\n transactionExecutor,\n { validationPhases: ['run', 'save'] },\n );\n if (!saved || preparation.epoch !== preparationEpoch) {\n hideLifecycleOverlay(preparation.epoch);\n return { accepted: false };\n }\n preparation.revision = readLifecycleRevision();\n preparation.authoredVersion = readDocumentRevision();\n if (!await validateRun() || !isPreparationCurrent(preparation)) {\n hideLifecycleOverlay(preparation.epoch);\n return { accepted: false };\n }\n return createPreparedRun(preparation, async () => {\n try {\n await disposePreview(context);\n await coordinator.transition({\n type: 'mode.exitEdit',\n ...context,\n operation: () => runGameAfterReleasingPluginScopes('save'),\n });\n await closeEditingScopes();\n } finally {\n hideLifecycleOverlay(preparation.epoch);\n }\n });\n }, executor);\n } catch (error) {\n hideLifecycleOverlay(preparation.epoch);\n throw error;\n }\n };\n\n const prepareDiscardAndRunGame = async (\n context?: PlayableLocalEditorLifecycleOperationContext,\n executor?: PlayableLocalEditorDocumentOperationExecutor,\n ): Promise<PlayableLocalEditorPreparedRun> => {\n await waitForDocumentSynchronization();\n await ensureEditingState(undefined, undefined, context);\n await synchronizeDocumentState(readUnsavedChangesState().dirty);\n const preparation = beginPreparation();\n if (!await confirmDiscardIfNeeded('discard-and-run-game')\n || !isPreparationCurrent(preparation)) return { accepted: false };\n showLifecycleOverlay(preparation, options.content.discardAndRunGame);\n try {\n return await runExclusiveDocumentOperation(async () => {\n await waitForPaint();\n if (!isPreparationCurrent(preparation)) {\n hideLifecycleOverlay(preparation.epoch);\n return { accepted: false };\n }\n if (!await validateRun() || !isPreparationCurrent(preparation)) {\n hideLifecycleOverlay(preparation.epoch);\n return { accepted: false };\n }\n return createPreparedRun(preparation, async () => {\n try {\n await coordinator.transition({\n type: 'document.discard',\n ...context,\n ...(options.operations?.restoreDocument\n ? { operation: options.operations.restoreDocument }\n : {}),\n });\n await disposePreview(context);\n await coordinator.transition({\n type: 'mode.exitEdit',\n ...context,\n operation: () => runGameAfterReleasingPluginScopes('discard'),\n });\n await closeEditingScopes();\n } finally {\n hideLifecycleOverlay(preparation.epoch);\n }\n });\n }, executor);\n } catch (error) {\n hideLifecycleOverlay(preparation.epoch);\n throw error;\n }\n };\n\n return {\n lifecycle,\n registerParticipant: coordinator.registerParticipant,\n async enterEditor(context) {\n const preparation = beginPreparation();\n showLifecycleOverlay(preparation, {\n ...options.content.enter,\n presentation: 'editor-shell',\n });\n let entered = false;\n try {\n await waitForPaint();\n const before = coordinator.getSnapshot();\n const load = options.operations.loadDocument;\n const enter = options.operations.enterWorld\n ?? options.harness.enterEditor.bind(options.harness);\n await ensureEditingState(load, enter, context);\n entered = before.mode !== 'edit';\n if (renderAfterEnter) options.harness.render();\n await waitForPaint();\n } finally {\n hideLifecycleOverlay(preparation.epoch);\n if (entered) options.harness.notifyViewportRevealed?.(viewportRevealReason);\n }\n },\n saveScene,\n synchronizeDocumentState,\n prepareDocumentSave,\n commitDocumentSave,\n preflightRun,\n async runCommittedDocument(context) {\n await ensureEditingState(undefined, undefined, context);\n await synchronizeDocumentState(readUnsavedChangesState().dirty);\n const current = coordinator.getSnapshot();\n if (current.document !== 'clean') {\n throw new Error(`Cannot run an uncommitted editor document: ${current.document}.`);\n }\n return runExclusiveDocumentOperation(async () => {\n const preparation = beginPreparation();\n if (!await validateRun() || !isPreparationCurrent(preparation)) return false;\n if (!isPreparationCurrent(preparation)) {\n throw new Error('Prepared editor lifecycle operation is stale.');\n }\n await disposePreview(context);\n await coordinator.transition({\n type: 'mode.exitEdit',\n ...context,\n operation: () => runGameAfterReleasingPluginScopes('save'),\n });\n await closeEditingScopes();\n return true;\n });\n },\n prepareSaveAndRunGame,\n prepareDiscardAndRunGame,\n async saveAndRunGame(context, executor) {\n const prepared = await prepareSaveAndRunGame(context, executor);\n if (!prepared.accepted) return false;\n try {\n await prepared.run(executor);\n return true;\n } catch (error) {\n if (error instanceof PlayableLocalEditorRunRejectedError) return false;\n throw error;\n }\n },\n async discardAndRunGame(context, executor) {\n const prepared = await prepareDiscardAndRunGame(context, executor);\n if (prepared.accepted) {\n try {\n await prepared.run(executor);\n } catch (error) {\n if (error instanceof PlayableLocalEditorRunRejectedError) return false;\n throw error;\n }\n }\n return prepared.accepted;\n },\n openScope,\n addScopeResource,\n closeScope,\n async dispose(context) {\n if (coordinator.getSnapshot().application === 'disposed') return;\n await coordinator.transition({\n type: 'application.dispose',\n ...context,\n operation: () => closeScope(PLAYABLE_LOCAL_EDITOR_APPLICATION_SCOPE_ID),\n });\n },\n async runWithAssetLoadingOverlay(operation) {\n const shouldShowAssetLoading = !options.loadingOverlay.isVisible() && !assetLoadingOverlayOwned;\n assetLoadingCount += 1;\n if (shouldShowAssetLoading) {\n assetLoadingOverlayOwned = true;\n assetLoadingOverlayShownAt = now();\n options.loadingOverlay.show(options.content.assetImport);\n await waitForPaint();\n } else if (options.loadingOverlay.isVisible() && !assetLoadingOverlayOwned) {\n assetLoadingOverlayWaiting = true;\n }\n\n try {\n return await operation();\n } finally {\n assetLoadingCount = Math.max(0, assetLoadingCount - 1);\n if (assetLoadingCount === 0 && assetLoadingOverlayOwned) {\n const remaining = minAssetLoadingOverlayMs - (now() - assetLoadingOverlayShownAt);\n if (remaining > 0) await waitForMilliseconds(remaining);\n if (assetLoadingCount === 0 && assetLoadingOverlayOwned) {\n assetLoadingOverlayOwned = false;\n if (options.loadingOverlay.isOwned?.() === false) {\n pendingLifecycleOverlay = null;\n } else if (pendingLifecycleOverlay) {\n const pending = pendingLifecycleOverlay;\n pendingLifecycleOverlay = null;\n lifecycleOverlayOwner = pending.epoch;\n options.loadingOverlay.show(pending.content);\n } else {\n options.loadingOverlay.hide();\n }\n }\n }\n if (assetLoadingCount === 0) assetLoadingOverlayWaiting = false;\n }\n },\n };\n}\n"]}
@@ -1,5 +1,6 @@
1
1
  import type { PlayablePlatformAssetExternal, PlayablePlatformAssetPlacementOptions } from '../asset-bridge/index';
2
2
  import type { PlayableLocalEditorHostBridgeContext, PlayableLocalEditorHostHarness } from './host-controller';
3
+ import type { PlayableLocalEditorDocumentOperationExecutor } from './types';
3
4
  export interface PlayableProjectAssetCommandAsset {
4
5
  guid?: string;
5
6
  assetId: string;
@@ -10,6 +11,7 @@ export interface PlayableProjectAssetCommandReloadResult {
10
11
  ok: boolean;
11
12
  assetCount: number;
12
13
  status: string;
14
+ error?: string;
13
15
  }
14
16
  export interface PlayableProjectAssetCommandUpdateRefreshResult extends PlayableProjectAssetCommandReloadResult {
15
17
  assetId: string;
@@ -32,6 +34,7 @@ export interface PlayableProjectAssetCommandCreateResult {
32
34
  error?: string;
33
35
  }
34
36
  export interface PlayableProjectAssetCommandHarness extends PlayableLocalEditorHostHarness {
37
+ runExclusiveDocumentOperation<TResult>(operation: (executor: PlayableLocalEditorDocumentOperationExecutor) => Promise<TResult>): Promise<TResult>;
35
38
  reloadAssets(): Promise<PlayableProjectAssetCommandReloadResult>;
36
39
  refreshUpdatedAsset(input: {
37
40
  assetId: string;
@@ -40,6 +43,14 @@ export interface PlayableProjectAssetCommandHarness extends PlayableLocalEditorH
40
43
  createAssetFromAssetId(assetId: string, options?: {
41
44
  placement?: unknown;
42
45
  }): PlayableProjectAssetCommandCreateResult;
46
+ projectAssetDropPoint?(point: {
47
+ x: number;
48
+ y: number;
49
+ } | null): {
50
+ x: number;
51
+ y: number;
52
+ z: number;
53
+ } | null;
43
54
  }
44
55
  export interface PlayableProjectAssetCommandHandlerOptions {
45
56
  normalizePayload?: (payload: Record<string, unknown>) => Record<string, unknown>;