@jgengine/github 0.1.0 → 0.2.0-next.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -6,32 +6,49 @@
6
6
 
7
7
  - `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
8
8
  - `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
9
- - `VERSION` (const): const VERSION: "0.10.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
9
+ - `VERSION` (const): const VERSION: "0.15.0-next.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
10
10
 
11
11
  ## @jgengine/core/authoring
12
12
 
13
13
  - `ActionCodesMap` (type): type ActionCodesMap<TAction extends string = string, TCode extends string = string> = Record< TAction, ActionCodes<TCode> > — Maps each game action name to the input codes (hold/toggle keys, repeat rate) that trigger it.
14
+ - `AuthoredProvenance` (interface): interface AuthoredProvenance — A first-class entry in the scene document — the editor fully owns and persists it.
14
15
  - `Drop` (interface): interface Drop — A resolved loot outcome — one item or currency grant with its rolled count.
15
- - `GameDefinition` (interface): interface GameDefinition<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> — Fully-resolved game description produced by {@link defineGame} — assets, scene, and opted-in subsystems.
16
- - `GameDefinitionConfig` (type): type GameDefinitionConfig<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> = Omit<GameDefinition<TAssetRef, TMultiplayer>, "scene" | "assets"> & { assets?: AssetCatalog<TAssetRef>; } — Input to {@link defineGame} — a `GameDefinition` with `scene` derived and `assets` optional.
16
+ - `GameDefinition` (interface): interface GameDefinition<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> — Fully-resolved game description produced by {@link defineGameDefinition} — assets, scene, and opted-in subsystems.
17
+ - `GameDefinitionConfig` (type): type GameDefinitionConfig<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> = Omit<GameDefinition<TAssetRef, TMultiplayer>, "scene" | "assets" | "lifecycle"> & { assets?: AssetCatalog<TAssetRef>; /** * The game's run-phase story — a {@link LifecycleConfig} or the `"always-live… — Input to {@link defineGameDefinition} — a `GameDefinition` with `scene` derived and `assets` optional.
17
18
  - `GameLoop` (interface): interface GameLoop<TContext = unknown> — Lifecycle hooks a game implements to drive init, per-tick simulation, and player join/leave.
18
19
  - `GameServerConfig` (type): type GameServerConfig = "persistent" | { mode: string; [key: string]: unknown } — Hosting mode for a game's multiplayer server: `"persistent"`, or a custom mode with its own options.
20
+ - `GeneratedProvenance` (interface): interface GeneratedProvenance — An object derived from an authored document object — instances scattered from a painted layer, walls extruded from an authored footprint. Edits belong on the source object, not the generated instance.
19
21
  - `InventoryDeclaration` (interface): interface InventoryDeclaration — Shape of one named inventory a game declares — slot count, accepted item types, HUD binding.
20
22
  - `LootEntry` (interface): interface LootEntry — One possible drop in a {@link LootTableDef} — an item, currency, or generated item, its count range, and its odds.
21
23
  - `LootTableDef` (interface): interface LootTableDef — A named, validated loot table — its roll count, weighted-vs-independent mode, and candidate entries.
24
+ - `OwnershipDecision` (type): type OwnershipDecision = "expose" | "bake" | "reject" — The boundary's resolution for one object.
25
+ - `OwnershipDiagnostic` (interface): interface OwnershipDiagnostic — One boundary problem found while auditing a set of declarations.
26
+ - `OwnershipVerdict` (interface): interface OwnershipVerdict — The full verdict for one object: its decision plus the flags and diagnostic the editor needs to act on it.
22
27
  - `PhysicsConfig` (interface): interface PhysicsConfig — World gravity and jump tuning, plus scene-object collision opt-ins, for the game's physics step.
28
+ - `ProviderCapabilities` (interface): interface ProviderCapabilities — What a provider lets the editor do with one of its objects. Absent flags default to `false`.
29
+ - `RuntimeProvenance` (interface): interface RuntimeProvenance — An object owned entirely by runtime or procedural code with no document entry. Not authorable unless its provider can bake it into schema-valid authored data.
30
+ - `SCENE_OWNERSHIP_MANIFEST_VERSION` (const): const SCENE_OWNERSHIP_MANIFEST_VERSION: 1 — Current {@link SceneOwnershipManifest} schema version.
31
+ - `SceneOwnershipDeclaration` (interface): interface SceneOwnershipDeclaration — A provider's explicit ownership declaration for one editor-visible object.
32
+ - `SceneOwnershipManifest` (interface): interface SceneOwnershipManifest — Serializable record of a world's ownership declarations — persisted next to the scene document or shipped by a game.
33
+ - `SceneProvenance` (type): type SceneProvenance = | AuthoredProvenance | GeneratedProvenance | RuntimeProvenance | TransientProvenance — The provenance of one editor-visible object — authored, generated, runtime, or transient.
34
+ - `SceneProvenanceKind` (type): type SceneProvenanceKind = "authored" | "generated" | "runtime" | "transient" — Scene ownership boundary — gives every editor-visible object an explicit provenance and a single verdict (expose / bake / reject) so the editor never presents unauthored content as broken authored content.
23
35
  - `SpawnPointDistanceBias` (type): type SpawnPointDistanceBias = "near" | "far" | "none" — Preference for picking a spawn point relative to `avoid` positions: closer, farther, or unweighted.
24
36
  - `SpawnPointSelectionOptions` (interface): interface SpawnPointSelectionOptions — Semantic options for selecting a spawn point without exposing weighting internals.
25
- - `WorldFeature` (type): type WorldFeature = | ({ kind: "biomes" } & BiomesWorldConfig) | ({ kind: "voxel" } & VoxelWorldConfig) | ({ kind: "plots" } & PlotsWorldConfig) | ({ kind: "tilemap" } & TilemapWorldConfig) | EnvironmentWorldFeature | { kind: "flat" } — A declared world shape — biomes, voxel grid, plots, tilemap, environment, or flat — passed to `defineGame`.
37
+ - `TransientProvenance` (interface): interface TransientProvenance — An ephemeral simulation object — a spawned agent, projectile, or particle that never persists.
38
+ - `WorldFeature` (type): type WorldFeature = | PlaceWorldFeature | ({ kind: "biomes" } & BiomesWorldConfig) | ({ kind: "voxel" } & VoxelWorldConfig) | ({ kind: "plots" } & PlotsWorldConfig) | ({ kind: "tilemap" } & TilemapWorldConfig) | EnvironmentWorldFeature | { kind: "flat" } — A declared world shape passed to `defineGame`. The preferred model is the place feature from `world()` (`@jgengine/core/world/place`): substrate + laws, with all dressing authored in the editor. The remaining members — biomes, voxel grid, plots, tilemap, environment, flat — are the legacy code-declared shapes kept for existing games.
39
+ - `auditManifest` (function): function auditManifest(manifest: SceneOwnershipManifest): OwnershipDiagnostic[] — Audit every declaration in a manifest, keying diagnostics by each object's provenance id. An empty result means the manifest declares all of its content cleanly — every object is authored, generated, bakeable, or a reasoned runtime/transient object.
26
40
  - `biomes` (function): function biomes(config: BiomesWorldConfig): WorldFeature — Declares a biome-painted world — the whole-world alternative to a single `environment()` terrain.
27
- - `building` (function): function building(config: BuildingEnvironmentConfig = {}): BuildingEnvironmentDescriptor — Declares a cluster of procedurally-massed buildings for `environment()` — count, footprint, stories, style.
41
+ - `building` (function): function building(config: BuildingEnvironmentConfig = {}): BuildingEnvironmentDescriptor — Declares a cluster of procedurally-massed buildings for `environment()` — count, footprint, stories, style. Pass `along` to line road frontage instead of gridding around `position`.
42
+ - `classifyOwnership` (function): function classifyOwnership(declaration: SceneOwnershipDeclaration): OwnershipVerdict — Resolve one declaration into a single boundary verdict.
43
+ - `collectOwnershipDiagnostics` (function): function collectOwnershipDiagnostics(entries: Iterable<readonly [string, SceneOwnershipDeclaration]>): OwnershipDiagnostic[] — Audit a keyed set of declarations and return one diagnostic per object that breaks the boundary contract (a `reject` verdict carrying a `violation`). Deterministic: diagnostics come back in the iteration order of `entries`.
28
44
  - `contextVerb` (function): function contextVerb(label: string, command: string, args?: Record<string, unknown>): ContextVerb — Builds a {@link ContextVerb} for a right-click menu entry.
29
- - `defineGame` (function): function defineGame<TAssetRef extends ModelAssetRef, TMultiplayer>(config: GameDefinitionConfig<TAssetRef, TMultiplayer>): GameDefinition<TAssetRef, TMultiplayer> — Task-first entry point for authoring a game: fills in `scene` and default `assets`, validates `name`, OR-merges `features` from installed systems, and composes `loop` from `systems` + any classic hooks.
30
- - `environment` (function): function environment(config: EnvironmentWorldConfig = {}): EnvironmentWorldFeature — Composes an `environment()` world feature from terrain, sky, weather, vegetation, water, structures, roads, and pads.
45
+ - `environment` (function): function environment(config: EnvironmentWorldConfig = {}): EnvironmentWorldFeature — Composes an `environment()` feature from terrain, sky, weather, vegetation, water, structures, roads, and pads.
31
46
  - `flat` (function): function flat(): WorldFeature — Declares an empty flat world — the minimal `WorldFeature` for games with no terrain of their own.
32
47
  - `grass` (function): function grass(config: GrassEnvironmentConfig = {}): GrassEnvironmentDescriptor — Declares a grass vegetation patch for `environment()` — area, blade sizing, density, and colors.
48
+ - `isSceneOwnershipManifest` (function): function isSceneOwnershipManifest(value: unknown): value is SceneOwnershipManifest — Narrow unknown parsed JSON to a {@link SceneOwnershipManifest}. Structural only — verifies the version, the declarations array, and each declaration's provenance shape; it does not judge whether declarations satisfy the boundary (use {@link auditManifest} for that).
33
49
  - `lootTable` (function): function lootTable(def: LootTableDef): LootTableDef — Validates a loot table definition and returns it unchanged, for use with {@link createLootRegistry}.
34
50
  - `ocean` (function): function ocean(config: OceanEnvironmentConfig = {}): OceanEnvironmentDescriptor — Declares an ocean water body for `environment()` — bounds, level, and wave tuning.
51
+ - `ownershipKey` (function): function ownershipKey(provenance: SceneProvenance): string — Stable identity string for a provenance (e.g. `runtime:town/building-3`), suitable for keying an object in an editor tree or a diagnostics table.
35
52
  - `plots` (function): function plots(config: PlotsWorldConfig = {}): WorldFeature — Declares a subdivided-plots world — farming, base-building, and other parcel-based layouts.
36
53
  - `rain` (function): function rain(config: RainEnvironmentConfig = {}): RainEnvironmentDescriptor — Declares a rainfall weather effect for `environment()` — area, density, speed, wind, and drop width/opacity.
37
54
  - `road` (function): function road(config: RoadEnvironmentConfig): RoadEnvironmentDescriptor — Declare a road ribbon for an `environment()` world; the shell drapes and renders it over the terrain.
@@ -52,34 +69,40 @@
52
69
  - `CommandResult` (type): type CommandResult<TState> = | { status: "applied"; state: TState } | { status: "rejected"; reason: string } | { status: "unknown-command" } — ⚠ undocumented
53
70
  - `createCommandRegistry` (function): function createCommandRegistry<TState>(): CommandRegistry<TState> — ⚠ undocumented
54
71
 
72
+ ## @jgengine/core/devtools/controls
73
+
74
+ - `ControlRecord` (interface): interface ControlRecord — Internal mutable record backing a registered control: schema metadata, current value, and change listeners.
75
+ - `ControlsModule` (interface): interface ControlsModule — Controls subsystem: the public controls facade plus internal register/write helpers and the record map.
76
+ - `createControlsModule` (const): const createControlsModule: (deps: { signal: ChangeSignal; }) => ControlsModule — Create the controls subsystem that registers, validates, and mutates tunable controls, notifying on change.
77
+
55
78
  ## @jgengine/core/devtools/devtools
56
79
 
57
80
  - `AngleUnit` (type): type AngleUnit = "rad" | "deg" — ⚠ undocumented
58
81
  - `CONTROL_SCHEMA_VERSION` (const): const CONTROL_SCHEMA_VERSION: 1 — ⚠ undocumented
59
- - `Devtools` (interface): interface Devtools — ⚠ undocumented
60
- - `DevtoolsControl` (interface): interface DevtoolsControl — ⚠ undocumented
82
+ - `Devtools` (interface): interface Devtools — Top-level devtools facade aggregating frame, profile, render, logs, latency, controls, discover, overrides, and probes.
83
+ - `DevtoolsControl` (interface): interface DevtoolsControl — Registered tunable control with its resolved schema metadata and read/write/reset accessors.
61
84
  - `DevtoolsControlKind` (type): type DevtoolsControlKind = | "slider" | "toggle" | "color" | "select" | "text" | "vec2" | "vec3" | "vec4" | "interval" | "angle" | "enum" — ⚠ undocumented
62
- - `DevtoolsLogEntry` (interface): interface DevtoolsLogEntry — ⚠ undocumented
63
- - `DevtoolsLogLevel` (type): type DevtoolsLogLevel = "log" | "info" | "warn" | "error" — ⚠ undocumented
85
+ - `DevtoolsLogEntry` (interface): interface DevtoolsLogEntry — A single captured log line with timestamp, level, and formatted message.
86
+ - `DevtoolsLogLevel` (type): type DevtoolsLogLevel = "log" | "info" | "warn" | "error" — Severity level for a captured devtools log entry.
64
87
  - `DevtoolsOverrides` (interface): interface DevtoolsOverrides — ⚠ undocumented
65
- - `DevtoolsSnapshot` (interface): interface DevtoolsSnapshot — ⚠ undocumented
66
- - `DiscoveredEntry` (interface): interface DiscoveredEntry — ⚠ undocumented
88
+ - `DevtoolsSnapshot` (interface): interface DevtoolsSnapshot — Serializable point-in-time snapshot of devtools state: frame, render, latency, logs, controls, and discovered fields.
89
+ - `DiscoveredEntry` (interface): interface DiscoveredEntry — A control auto-discovered by scanning an object/table, with its binding metadata and current reader.
67
90
  - `DiscoverySkip` (interface): interface DiscoverySkip — ⚠ undocumented
68
- - `FrameRecordSample` (interface): interface FrameRecordSample — ⚠ undocumented
69
- - `FrameStats` (interface): interface FrameStats — ⚠ undocumented
70
- - `LONG_FRAME_MS` (const): const LONG_FRAME_MS: 33.4 — ⚠ undocumented
71
- - `LatencyStats` (interface): interface LatencyStats — ⚠ undocumented
72
- - `LongFrameEvent` (interface): interface LongFrameEvent — ⚠ undocumented
91
+ - `FrameRecordSample` (interface): interface FrameRecordSample — Per-frame timing input recorded by callers: total frame time, sim time, and optional named phase durations.
92
+ - `FrameStats` (interface): interface FrameStats — Aggregated frame-timing statistics over the recent sampling window, including per-phase breakdown.
93
+ - `LONG_FRAME_MS` (const): const LONG_FRAME_MS: 33.4 — Frame duration in milliseconds above which a frame is recorded as a long-frame spike (~30fps budget).
94
+ - `LatencyStats` (interface): interface LatencyStats — Aggregated latency statistics (last/avg/min/max) over recorded latency samples.
95
+ - `LongFrameEvent` (interface): interface LongFrameEvent — Recorded spike event for a frame that exceeded the long-frame threshold, with culprit attribution.
73
96
  - `NormalizedColor` (interface): interface NormalizedColor — ⚠ undocumented
74
97
  - `OVERRIDES_FORMAT_VERSION` (const): const OVERRIDES_FORMAT_VERSION: 1 — ⚠ undocumented
75
98
  - `OverrideApplyDiagnostic` (interface): interface OverrideApplyDiagnostic — ⚠ undocumented
76
- - `OverrideApplyResult` (interface): interface OverrideApplyResult — ⚠ undocumented
77
- - `PhaseStats` (interface): interface PhaseStats — ⚠ undocumented
78
- - `RenderSample` (interface): interface RenderSample — ⚠ undocumented
99
+ - `OverrideApplyResult` (interface): interface OverrideApplyResult — Outcome of applying a devtools overrides payload: counts of applied and skipped entries plus diagnostics.
100
+ - `PhaseStats` (interface): interface PhaseStats — Timing summary for a single named profiling phase across the sampling window.
101
+ - `RenderSample` (interface): interface RenderSample — Snapshot of renderer resource counts (draw calls, triangles, geometries, textures) for a frame.
79
102
  - `ScanFieldMeta` (interface): interface ScanFieldMeta extends TunableOptions — ⚠ undocumented
80
103
  - `ScanMeta` (type): type ScanMeta = Readonly<Record<string, ScanFieldMeta>> — ⚠ undocumented
81
- - `Tunable` (interface): interface Tunable<T> — ⚠ undocumented
82
- - `TunableAccessor` (interface): interface TunableAccessor — ⚠ undocumented
104
+ - `Tunable` (interface): interface Tunable<T> — Typed handle to a registered control, exposing its live value and subscribe/set/reset operations.
105
+ - `TunableAccessor` (interface): interface TunableAccessor — Get/set accessor pair plus initial value used to bind a discovered field to a control.
83
106
  - `TunableChoice` (interface): interface TunableChoice<T = unknown> — ⚠ undocumented
84
107
  - `TunableInterval` (type): type TunableInterval = { min: number; max: number } — ⚠ undocumented
85
108
  - `TunableOptions` (interface): interface TunableOptions<T = unknown> — ⚠ undocumented
@@ -88,12 +111,48 @@
88
111
  - `TunableVec4` (type): type TunableVec4 = [number, number, number, number] — ⚠ undocumented
89
112
  - `createDevtools` (function): function createDevtools(): Devtools — ⚠ undocumented
90
113
  - `devtools` (const): const devtools: Devtools — ⚠ undocumented
91
- - `formatLogMessage` (function): function formatLogMessage(args: readonly unknown[]): string — ⚠ undocumented
114
+ - `formatLogMessage` (function): function formatLogMessage(args: readonly unknown[]): string — Format an array of console arguments into a single truncated log message string.
92
115
  - `instrumentLatency` (function): function instrumentLatency<T extends object>(target: T, methods: readonly (keyof T)[], record: (ms: number) => void = devtools.latency.record): T — ⚠ undocumented
93
116
  - `measureProfile` (function): function measureProfile<T>(name: string, fn: () => T): T — ⚠ undocumented
94
117
  - `snapshotDevtools` (function): function snapshotDevtools(): DevtoolsSnapshot — ⚠ undocumented
95
118
  - `tunable` (function): function tunable<T>(name: string, initial: T, options?: TunableOptions<T>): Tunable<T> — ⚠ undocumented
96
119
 
120
+ ## @jgengine/core/devtools/discover
121
+
122
+ - `DiscoverModule` (interface): interface DiscoverModule — Discovery subsystem: the public discover and probes facades plus internal record map and helpers.
123
+ - `DiscoveredRecord` (interface): interface DiscoveredRecord — Internal record for an auto-discovered field: identity, kind, initial value, source object, and get/set accessors.
124
+ - `createDiscoverModule` (const): const createDiscoverModule: (deps: { signal: ChangeSignal; register: <T>(name: string, initial: T, options?: TunableOptions<T> | undefined) => Tunable<T>; controlRecords: Map<string, ControlRecord>; }) => DiscoverModule — Create the discovery subsystem that scans objects/tables for tunable fields and binds them as controls and probes.
125
+
126
+ ## @jgengine/core/devtools/fallbackSeams
127
+
128
+ - `FallbackCause` (type): type FallbackCause = "omittedMapping" | "unpulledPack" | "noScene" | "renderError" — Why a seam fell back: `omittedMapping` (no mapping supplied — often intended), `unpulledPack` (a mapping was supplied but its asset pack is not pulled/indexed), `noScene` (nothing authored — e.g. no environment component), `renderError` (authored content was found but threw while rendering — always a defect).
129
+ - `FallbackSeam` (type): type FallbackSeam = "ground" | "entity" | "object" | "scatter" — Render seams that can resolve to a placeholder FALLBACK instead of authored content: `ground` (default green terrain), `entity`/`object` (primitive capsule/box actors), `scatter` (stylized proxy foliage).
130
+ - `FallbackSeamCounts` (type): type FallbackSeamCounts = Record<FallbackSeam, Record<FallbackCause, number>> — A per-seam, per-cause count table. Serializable, allocation-stable (keys never change).
131
+ - `FallbackSeamsReport` (type): type FallbackSeamsReport = Partial<Record<FallbackSeam, Partial<Record<FallbackCause, number>>>> — Non-zero-only view of {@link FallbackSeamCounts} returned by {@link fallbackSeamsSnapshot}.
132
+ - `armFallbackSeams` (function): function armFallbackSeams(on: boolean): void — Arm or disarm the fallback-seam diagnostic. Off by default; the shell arms it only when devtools is enabled (dev builds), so production is a pure no-op. Toggling clears all counts so a fresh observation starts empty and the opt-out path reports nothing.
133
+ - `beginFallbackPass` (function): function beginFallbackPass(): void — Zero every seam's tally. Used to bracket a whole observation batch (e.g. in tests). No-op when disarmed.
134
+ - `beginFallbackSeam` (function): function beginFallbackSeam(seam: FallbackSeam): void — Zero one seam's tally before it re-reports (per-seam frame boundary). No-op when disarmed.
135
+ - `endFallbackPass` (function): function endFallbackPass(): void — Close an observation pass: when the set of active fallbacks changes to a non-empty signature, emit ONE deduped warn line (never per-frame — the signature dedup suppresses repeats). No-op when disarmed.
136
+ - `fallbackSeamsSnapshot` (function): function fallbackSeamsSnapshot(): FallbackSeamsReport — Snapshot the current fallback tally as a compact, serializable object (non-zero entries only; empty when nothing fell back). Flows into the devtools `fallbacks` probe and the `debug_snapshot` RPC.
137
+ - `reportFallbackSeam` (function): function reportFallbackSeam(seam: FallbackSeam, cause: FallbackCause): void — Record that a render seam CHOSE a placeholder fallback (called at the choice site). A pure, allocation-free no-op when disarmed — the disarmed guard returns before touching any table.
138
+
139
+ ## @jgengine/core/devtools/frame
140
+
141
+ - `FrameModule` (interface): interface FrameModule — Frame subsystem exposing the frame-timing, profiling, and render-sample facades.
142
+ - `LONG_FRAME_MS` (const): const LONG_FRAME_MS: 33.4 — Frame duration in milliseconds above which a frame is recorded as a long-frame spike (~30fps budget).
143
+ - `createFrameModule` (const): const createFrameModule: (deps: { readProbes: () => Record<string, unknown>; }) => FrameModule — Create the frame subsystem that records frame/sim/phase timings, computes stats, and captures long-frame events.
144
+
145
+ ## @jgengine/core/devtools/logs
146
+
147
+ - `LogsModule` (interface): interface LogsModule — Logs subsystem exposing the log-capture and latency-tracking facades.
148
+ - `createLogsModule` (const): const createLogsModule: (deps: { signal: ChangeSignal; }) => LogsModule — Create the logs subsystem that buffers captured console output and records latency samples.
149
+ - `formatLogMessage` (function): function formatLogMessage(args: readonly unknown[]): string — Format an array of console arguments into a single truncated log message string.
150
+
151
+ ## @jgengine/core/devtools/overrides
152
+
153
+ - `OverridesModule` (interface): interface OverridesModule — Overrides subsystem exposing the export/apply facade for persisting and restoring control values.
154
+ - `createOverridesModule` (const): const createOverridesModule: (deps: { signal: ChangeSignal; controlRecords: Map<string, ControlRecord>; writeControl: (record: ControlRecord, raw: unknown) => boolean; discoveredRecords: Map<string, DiscoveredRecord>; enableDiscovered: (id: string) => void; }) => OverridesModule — Create the overrides subsystem that serializes changed control values and re-applies a saved overrides payload.
155
+
97
156
  ## @jgengine/core/devtools/rewriteTunables
98
157
 
99
158
  - `TunableDelta` (interface): interface TunableDelta — One changed tunable to write back into game source: which table, key path, and new value.
@@ -104,6 +163,14 @@
104
163
  - `SaveEndpointRequest` (type): type SaveEndpointRequest = | { kind: "editor-document"; gameId: string; json: string } | { kind: "tunables"; gameId: string; deltas: readonly { table: string; key: string; value: unknown }[]; } — One write request the dev save endpoint accepts: a scene document or tunable deltas.
105
164
  - `SaveEndpointResponse` (interface): interface SaveEndpointResponse — Result envelope the dev save endpoint returns for every write request.
106
165
 
166
+ ## @jgengine/core/devtools/textureErrors
167
+
168
+ - `TextureLoadError` (interface): interface TextureLoadError — One texture (or other GLB sub-resource) that failed to load, plus how many times a load for that URL errored. Serializable so it flows through the `debug_snapshot` RPC exactly like {@link import("./fallbackSeams").FallbackSeamsReport}.
169
+ - `armTextureErrors` (function): function armTextureErrors(on: boolean): void — Arm or disarm the texture-load-error diagnostic. Off by default; the shell arms it only when devtools is enabled (dev builds), so production is a pure no-op. Toggling clears the tally so a fresh observation starts empty and the opt-out path reports nothing.
170
+ - `reportTextureLoadError` (function): function reportTextureLoadError(url: string): void — Record that a sub-resource load ERRORED for `url` (called from the shared GLB loading manager's `onError`, which fires for GLTF textures/images whose fetch 404s or otherwise fails — the failure the whole-model fallback probe never sees because the model itself still resolves). A pure, allocation-free no-op when disarmed. On the armed path it also emits ONE deduped devtools warn line per newly-seen failure set so a texture-404'd scene is loud, not silent.
171
+ - `resetTextureErrors` (function): function resetTextureErrors(): void — Clear the texture-error tally without changing the armed state. Used to bracket a fresh observation (e.g. between scenes or in tests). No-op when disarmed.
172
+ - `textureErrorsSnapshot` (function): function textureErrorsSnapshot(): TextureLoadError[] — Snapshot the current texture-load-error tally as a compact, serializable list (empty when nothing failed). Flows into the devtools `textureErrors` probe and the `debug_snapshot` RPC so `jgengine-verify` can treat a non-empty set exactly like a model fallback: content that resolved but is visibly broken.
173
+
107
174
  ## @jgengine/core/devtools/transformTunables
108
175
 
109
176
  - `TunableTransformResult` (interface): interface TunableTransformResult — ⚠ undocumented
@@ -132,11 +199,36 @@
132
199
  - `TunableVec3` (type): type TunableVec3 = [number, number, number] — ⚠ undocumented
133
200
  - `TunableVec4` (type): type TunableVec4 = [number, number, number, number] — ⚠ undocumented
134
201
 
202
+ ## @jgengine/core/devtools/types
203
+
204
+ - `Devtools` (interface): interface Devtools — Top-level devtools facade aggregating frame, profile, render, logs, latency, controls, discover, overrides, and probes.
205
+ - `DevtoolsControl` (interface): interface DevtoolsControl — Registered tunable control with its resolved schema metadata and read/write/reset accessors.
206
+ - `DevtoolsLogEntry` (interface): interface DevtoolsLogEntry — A single captured log line with timestamp, level, and formatted message.
207
+ - `DevtoolsLogLevel` (type): type DevtoolsLogLevel = "log" | "info" | "warn" | "error" — Severity level for a captured devtools log entry.
208
+ - `DevtoolsSnapshot` (interface): interface DevtoolsSnapshot — Serializable point-in-time snapshot of devtools state: frame, render, latency, logs, controls, and discovered fields.
209
+ - `DiscoveredEntry` (interface): interface DiscoveredEntry — A control auto-discovered by scanning an object/table, with its binding metadata and current reader.
210
+ - `FrameRecordSample` (interface): interface FrameRecordSample — Per-frame timing input recorded by callers: total frame time, sim time, and optional named phase durations.
211
+ - `FrameStats` (interface): interface FrameStats — Aggregated frame-timing statistics over the recent sampling window, including per-phase breakdown.
212
+ - `LatencyStats` (interface): interface LatencyStats — Aggregated latency statistics (last/avg/min/max) over recorded latency samples.
213
+ - `LongFrameEvent` (interface): interface LongFrameEvent — Recorded spike event for a frame that exceeded the long-frame threshold, with culprit attribution.
214
+ - `OverrideApplyResult` (interface): interface OverrideApplyResult — Outcome of applying a devtools overrides payload: counts of applied and skipped entries plus diagnostics.
215
+ - `PhaseStats` (interface): interface PhaseStats — Timing summary for a single named profiling phase across the sampling window.
216
+ - `RenderSample` (interface): interface RenderSample — Snapshot of renderer resource counts (draw calls, triangles, geometries, textures) for a frame.
217
+ - `Tunable` (interface): interface Tunable<T> — Typed handle to a registered control, exposing its live value and subscribe/set/reset operations.
218
+ - `TunableAccessor` (interface): interface TunableAccessor — Get/set accessor pair plus initial value used to bind a discovered field to a control.
219
+
220
+ ## @jgengine/core/devtools/urlFlags
221
+
222
+ - `readUrlFlag` (function): function readUrlFlag(param: string): boolean — True when `param` is present and not an explicit off value (`0`/`false`/`off`/`no`).
223
+ - `readUrlParam` (function): function readUrlParam(param: string): string | null — The current query value of `param`, or null when absent (or no DOM).
224
+ - `subscribeUrlChange` (function): function subscribeUrlChange(listener: () => void): () => void — Fires `listener` whenever the query string may have changed out from under a flag — browser back/forward (`popstate`). Manual address-bar edits reload the page, so initial reads cover those; this keeps in-app state honest across history navigation. Returns an unsubscribe.
225
+ - `writeUrlParam` (function): function writeUrlParam(param: string, value: string | null): void — Sets `param` to `value`, or removes it when `value` is null, rewriting the URL in place with `history.replaceState` so the rest of the query and the hash survive and no history entry is pushed. No-ops without a DOM, and skips the write when the URL already matches.
226
+
135
227
  ## @jgengine/core/meta/changelog
136
228
 
137
229
  - `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
138
230
  - `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
139
- - `VERSION` (const): const VERSION: "0.10.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
231
+ - `VERSION` (const): const VERSION: "0.15.0-next.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
140
232
 
141
233
  ## @jgengine/core/runtime/adapter
142
234
 
@@ -153,8 +245,8 @@
153
245
  - `isServerAuthoritative` (function): function isServerAuthoritative(multiplayer: unknown): boolean — True when the adapter opts into host-authoritative world replication (`authority: "server"`).
154
246
  - `lan` (function): function lan(config?: { topology?: MultiplayerTopology; port?: number; path?: string; authority?: MultiplayerAuthority; }): MultiplayerAdapterConfig — ⚠ undocumented
155
247
  - `multiplayerAdapterKind` (function): function multiplayerAdapterKind(multiplayer: unknown): string | null — ⚠ undocumented
156
- - `offline` (function): function offline(): MultiplayerAdapterConfig — ⚠ undocumented
157
- - `p2p` (function): function p2p(config?: { topology?: MultiplayerTopology; room?: string; authority?: MultiplayerAuthority }): MultiplayerAdapterConfig — ⚠ undocumented
248
+ - `offline` (function): function offline(): MultiplayerAdapterConfig — Explicit single-player adapter. Solo games never need this — omitting `multiplayer` in the shell `defineGame` already defaults to offline; pass it only where an adapter value is structurally required.
249
+ - `p2p` (function): function p2p(config?: { topology?: MultiplayerTopology; room?: string; authority?: MultiplayerAuthority }): MultiplayerAdapterConfig — Serverless peer-to-peer (WebRTC) session — one peer hosts, friends join by room code.
158
250
  - `resolveAuthority` (function): function resolveAuthority(multiplayer: unknown): MultiplayerAuthority | null — Resolved authority for a multiplayer config. - `offline` / missing adapter → `null` (single-player; not multiplayer authority). - unset or `"client"` → `"client"` (presence-only; each client ticks). - `"server"` → host-authoritative shared sim.
159
251
  - `servers` (function): function servers(config: ServersPoolConfig): ServersPoolConfig — ⚠ undocumented
160
252
  - `socketIo` (function): function socketIo(config?: { topology?: MultiplayerTopology; url?: string; authority?: MultiplayerAuthority }): MultiplayerAdapterConfig — ⚠ undocumented
@@ -164,7 +256,7 @@
164
256
  ## @jgengine/core/runtime/cameraDirector
165
257
 
166
258
  - `CameraDirector` (interface): interface CameraDirector — ⚠ undocumented
167
- - `ChaseCameraTuning` (type): type ChaseCameraTuning = Partial< Pick<ChaseCameraConfig, "distance" | "height" | "lookHeight" | "springDamping" | "fov" | "lead" | "bank"> > — Runtime patch over the static `camera.chase` config — distance/height/fov retuning from gameplay events (#286.11).
259
+ - `ChaseCameraTuning` (type): type ChaseCameraTuning = Partial< Pick<ChaseCameraConfig, "distance" | "height" | "lookHeight" | "springDamping" | "fov" | "lead" | "bank" | "shakePerSpeed" | "velocityYaw" | "yawResponse"> > — Runtime patch over the static `camera.chase` config — distance/height/fov retuning from gameplay events (#286.11), or a whole driving-feel overlay (speed→FOV, lead, bank, speed shake, drift-lag) applied only while a vehicle is piloted (#1299).
168
260
 
169
261
  ## @jgengine/core/runtime/commandRunner
170
262
 
@@ -176,8 +268,8 @@
176
268
 
177
269
  - `CatalogEntityRole` (type): type CatalogEntityRole = "player" | "enemy" | "hostile" | "npc" | "vehicle" — ⚠ undocumented
178
270
  - `FloatTextInput` (interface): interface FloatTextInput — ⚠ undocumented
179
- - `GameAudio` (interface): interface GameAudio — Reachable audio seam on `ctx.game`: `play`, `music`, and `resume` route through the `audio.play`/`audio.music`/`audio.resume` events the shell's audio engine listens on, so game code triggers sound without importing the shell.
180
- - `GameContext` (interface): interface GameContext — ⚠ undocumented
271
+ - `GameAudio` (interface): interface GameAudio — Reachable audio seam on `ctx.game`: `play`, `music`, and `resume` route through the `audio.play`/`audio.music`/`audio.resume` events the shell's audio engine listens on, so game code triggers sound without importing the shell. Retained `loop`/`setLoop`/`stopLoop` add id-keyed loops with live pitch/gain control over `audio.loopStart`/`audio.loopSet`/`audio.loopStop` (#1051).
272
+ - `GameContext` (interface): interface GameContext — The live engine handle a game's loop, systems, commands, and UI read and mutate — entities, objects, the reactive store, opted-in `game.*` subsystems, world queries, and the sim clock. One context = one running world.
181
273
  - `GameContextCards` (interface): interface GameContextCards — ⚠ undocumented
182
274
  - `GameContextCommands` (interface): interface GameContextCommands — ⚠ undocumented
183
275
  - `GameContextContent` (interface): interface GameContextContent — ⚠ undocumented
@@ -187,6 +279,7 @@
187
279
  - `GameContextItemEntry` (interface): interface GameContextItemEntry — ⚠ undocumented
188
280
  - `GameContextItemUse` (interface): interface GameContextItemUse — ⚠ undocumented
189
281
  - `GameContextLoot` (interface): interface GameContextLoot — ⚠ undocumented
282
+ - `GameContextModels` (interface): interface GameContextModels — Per-kind render-model lookup for {@link GameContextOptions.models}; a resolved `ModelConfig` satisfies {@link ModelBodySource} structurally.
190
283
  - `GameContextObjectEntry` (interface): interface GameContextObjectEntry — ⚠ undocumented
191
284
  - `GameContextOptions` (interface): interface GameContextOptions<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> — ⚠ undocumented
192
285
  - `GameContextRace` (interface): interface GameContextRace — ⚠ undocumented
@@ -198,10 +291,40 @@
198
291
  - `SceneObjectContext` (interface): interface SceneObjectContext extends ObjectStore — ⚠ undocumented
199
292
  - `SceneWorldItemContext` (interface): interface SceneWorldItemContext — ⚠ undocumented
200
293
  - `TelegraphInput` (interface): interface TelegraphInput — ⚠ undocumented
201
- - `VfxInput` (interface): interface VfxInput — Request a transient spell/ability VFX burst; `from`/`to` accept an instance id or a world point, `color` is a `0xRRGGBB` tint, and `durationMs` defaults per `kind`.
294
+ - `VfxInput` (interface): interface VfxInput — Request a transient spell/ability VFX burst. The easy path is a named `preset` — `vfx({ preset: "arrow", from: caster, to: enemy })` renders a visible bolt with no color or archetype tuning; `"lightning"`, `"web"`, `"slash"`, `"shield"`, `"heal"`, `"explosion"` and the rest of {@link vfxPresets} likewise just work. `from`/`to` accept an instance id (the shell follows its live pose) or a fixed world point. Anything you also pass — `kind`, `color` (`0xRRGGBB`), `radius`, `durationMs` — overrides the preset; supply `kind` + `color` yourself for a fully custom burst with no preset. `durationMs` defaults per `kind`.
202
295
  - `WorldItemPickupResult` (type): type WorldItemPickupResult = | { status: "ok"; record: WorldItemRecord } | { status: "rejected"; reason: string } — ⚠ undocumented
203
296
  - `createGameContext` (function): function createGameContext<TAssetRef extends ModelAssetRef, TMultiplayer>(options: GameContextOptions<TAssetRef, TMultiplayer>): GameContext — ⚠ undocumented
204
297
 
298
+ ## @jgengine/core/runtime/gameContextTypes
299
+
300
+ - `CatalogEntityRole` (type): type CatalogEntityRole = "player" | "enemy" | "hostile" | "npc" | "vehicle" — ⚠ undocumented
301
+ - `FloatTextInput` (interface): interface FloatTextInput — ⚠ undocumented
302
+ - `GameAudio` (interface): interface GameAudio — Reachable audio seam on `ctx.game`: `play`, `music`, and `resume` route through the `audio.play`/`audio.music`/`audio.resume` events the shell's audio engine listens on, so game code triggers sound without importing the shell. Retained `loop`/`setLoop`/`stopLoop` add id-keyed loops with live pitch/gain control over `audio.loopStart`/`audio.loopSet`/`audio.loopStop` (#1051).
303
+ - `GameContext` (interface): interface GameContext — The live engine handle a game's loop, systems, commands, and UI read and mutate — entities, objects, the reactive store, opted-in `game.*` subsystems, world queries, and the sim clock. One context = one running world.
304
+ - `GameContextCards` (interface): interface GameContextCards — ⚠ undocumented
305
+ - `GameContextCommands` (interface): interface GameContextCommands — ⚠ undocumented
306
+ - `GameContextContent` (interface): interface GameContextContent — ⚠ undocumented
307
+ - `GameContextEconomy` (interface): interface GameContextEconomy — ⚠ undocumented
308
+ - `GameContextEntityEntry` (interface): interface GameContextEntityEntry — ⚠ undocumented
309
+ - `GameContextFeed` (interface): interface GameContextFeed extends Omit<GameFeed, "bind"> — ⚠ undocumented
310
+ - `GameContextItemEntry` (interface): interface GameContextItemEntry — ⚠ undocumented
311
+ - `GameContextItemUse` (interface): interface GameContextItemUse — ⚠ undocumented
312
+ - `GameContextLoot` (interface): interface GameContextLoot — ⚠ undocumented
313
+ - `GameContextModels` (interface): interface GameContextModels — Per-kind render-model lookup for {@link GameContextOptions.models}; a resolved `ModelConfig` satisfies {@link ModelBodySource} structurally.
314
+ - `GameContextObjectEntry` (interface): interface GameContextObjectEntry — ⚠ undocumented
315
+ - `GameContextOptions` (interface): interface GameContextOptions<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> — ⚠ undocumented
316
+ - `GameContextRace` (interface): interface GameContextRace — ⚠ undocumented
317
+ - `GameContextTurn` (interface): interface GameContextTurn — ⚠ undocumented
318
+ - `GameContextWorld` (interface): interface GameContextWorld — ⚠ undocumented
319
+ - `HitReactionInput` (interface): interface HitReactionInput — ⚠ undocumented
320
+ - `MoveTowardCommitOptions` (interface): interface MoveTowardCommitOptions extends MoveTowardOptions — Options for {@link SceneEntityContext.moveTowardCommit}: {@link MoveTowardOptions} plus an optional facing turn.
321
+ - `SceneEntityContext` (interface): interface SceneEntityContext — ⚠ undocumented
322
+ - `SceneObjectContext` (interface): interface SceneObjectContext extends ObjectStore — ⚠ undocumented
323
+ - `SceneWorldItemContext` (interface): interface SceneWorldItemContext — ⚠ undocumented
324
+ - `TelegraphInput` (interface): interface TelegraphInput — ⚠ undocumented
325
+ - `VfxInput` (interface): interface VfxInput — Request a transient spell/ability VFX burst. The easy path is a named `preset` — `vfx({ preset: "arrow", from: caster, to: enemy })` renders a visible bolt with no color or archetype tuning; `"lightning"`, `"web"`, `"slash"`, `"shield"`, `"heal"`, `"explosion"` and the rest of {@link vfxPresets} likewise just work. `from`/`to` accept an instance id (the shell follows its live pose) or a fixed world point. Anything you also pass — `kind`, `color` (`0xRRGGBB`), `radius`, `durationMs` — overrides the preset; supply `kind` + `color` yourself for a fully custom burst with no preset. `durationMs` defaults per `kind`.
326
+ - `WorldItemPickupResult` (type): type WorldItemPickupResult = | { status: "ok"; record: WorldItemRecord } | { status: "rejected"; reason: string } — ⚠ undocumented
327
+
205
328
  ## @jgengine/core/runtime/gameRuntime
206
329
 
207
330
  - `GameRuntime` (type): type GameRuntime = { gameId: string; save: SaveConfig; hydrate: (input: HydrateInput) => GameRuntimeSnapshot; runCommand: ( snapshot: GameRuntimeSnapshot, actorUserId: string, commandName: string, input: unknown, ) => ReturnType<typeof runCommand>; tick: (snapshot: GameRuntimeSnapshot, dtSeconds: nu… — ⚠ undocumented
@@ -214,6 +337,7 @@
214
337
 
215
338
  ## @jgengine/core/runtime/headlessRunner
216
339
 
340
+ - `HeadlessCommandInterface` (interface): interface HeadlessCommandInterface — Canvas-free command/intent surface for {@link HeadlessRunner} — invoke a game's registered UI commands and read the resulting reactive state off `ctx`.
217
341
  - `HeadlessInput` (interface): interface HeadlessInput — One step's worth of player intent handed to {@link HeadlessRunner.step} — the held-action set and pointer state the shell would otherwise publish from the browser each frame.
218
342
  - `HeadlessRunner` (interface): interface HeadlessRunner — A renderer-free driver for a game loop: builds a {@link GameContext} from a {@link GameDefinition}, runs the init hooks, then advances the simulation one step at a time from injected input. No React, R3F, or three.js — the whole play path (time, input, `onTick`, behaviour nav, optional player movement) runs from `core` primitives alone, so a non-React host (a server tick, a test, a CLI replay) can play a real game and read its world snapshot. The shell's FrameDriver is one such driver bolted to `useFrame`; this is the same step distilled out of the render tree.
219
343
  - `HeadlessRunnerOptions` (interface): interface HeadlessRunnerOptions<TAssetRef extends ModelAssetRef, TMultiplayer> — ⚠ undocumented
@@ -240,6 +364,18 @@
240
364
  - `ToServerListingOptions` (type): type ToServerListingOptions = { includeJoinCode?: boolean; } — ⚠ undocumented
241
365
  - `WorldChunkRecord` (type): type WorldChunkRecord = { serverId: string; chunkKey: string; snapshot: RuntimeChunkRow; updatedAt: number; } — ⚠ undocumented
242
366
 
367
+ ## @jgengine/core/runtime/hostPolicy
368
+
369
+ - `canJoinPrivateServer` (function): function canJoinPrivateServer(args: { isMember: boolean; joinCode: string | undefined; suppliedCode: string | undefined; }): boolean — Private-server join-code gate. Existing members always pass; non-members must present a matching `joinCode` (loose-normalized via {@link normalizeJoinCode}). Callers still decide whether the server is private — this only answers the code/membership half.
370
+ - `isAutoJoinCandidate` (function): function isAutoJoinCandidate(args: { memberUserIds: readonly string[]; slotsPerServer: number; visibility: SessionVisibility | undefined; userId: string; }): boolean — Auto-match candidate when no `serverId` is supplied: already a member, or a public room with free capacity. Private rooms are never auto-picked (join-by-code / direct id only).
371
+ - `isListablePublicly` (function): function isListablePublicly(visibility: SessionVisibility | undefined): boolean — True when a server's `visibility` should surface in public listings / browse results.
372
+ - `isPrivateJoinBlocked` (function): function isPrivateJoinBlocked(args: { visibility: SessionVisibility | undefined; memberUserIds: readonly string[]; userId: string; joinCode: string | undefined; suppliedCode: string | undefined; }): boolean — Whether a private-visibility server blocks this join (non-member without a matching code). Public / undefined visibility never blocks.
373
+ - `isServerFull` (function): function isServerFull(memberUserIds: readonly string[], slotsPerServer: number, userId: string): boolean — True when the server has no free slots for a non-member. Existing members never count as "full" so rejoin/leave cycles keep working.
374
+ - `isServerMember` (function): function isServerMember(memberUserIds: readonly string[], userId: string): boolean — Whether `userId` is already on the server's member roster.
375
+ - `statusAfterLeave` (function): function statusAfterLeave(remainingMemberCount: number, currentStatus: GameServerStatus): GameServerStatus — Status after a leave: empty rooms reopen; non-empty rooms keep their current status.
376
+ - `withJoinedMember` (function): function withJoinedMember(memberUserIds: readonly string[], userId: string): string[] — Roster after a successful join: unchanged when already a member, else appended.
377
+ - `withoutMember` (function): function withoutMember(memberUserIds: readonly string[], userId: string): string[] — Roster after a leave: `userId` removed; order of remaining members preserved.
378
+
243
379
  ## @jgengine/core/runtime/hostedGameRunner
244
380
 
245
381
  - `HostedGameRunner` (interface): interface HostedGameRunner — The GameContext-loop equivalent of the pure-reducer `createGameHost`: one authoritative `createGameContext` per world, driven server-side. `onInit` runs once at construction; `onNewPlayer`/`onPlayerLeave` fire per join/leave; `tick` advances `onTick` then commits a revision. Clients pull a full {@link WorldSnapshot} baseline once, then per-tick {@link WorldDiff}s from their last revision. Games ship only normal GameContext code — the runner adds no per-game surface.
@@ -286,9 +422,9 @@
286
422
 
287
423
  ## @jgengine/core/runtime/runtimeSave
288
424
 
289
- - `RuntimeSave` (interface): interface RuntimeSave — Whole-world save/load bound to a live world and a pluggable backend. `save()` captures `target.snapshot()` and writes it; `load()` reads it back and `target.hydrate()`s the whole world. In `autosave` mode it also writes on a debounce after any change. Named slots, versioned migration, and offline↔cloud (backend swap) all come for free from the underlying save store.
425
+ - `RuntimeSave` (interface): interface RuntimeSave — Whole-world save/load bound to a live world and a pluggable backend. `save()` captures `target.snapshot()` and writes it; `load()` reads it back and `target.hydrate()`s the whole world. In `autosave` mode it also writes on a trailing timer while the world keeps changing. Named slots, versioned migration, and offline↔cloud (backend swap) all come for free from the underlying save store.
290
426
  - `RuntimeSaveConfig` (interface): interface RuntimeSaveConfig — How {@link createRuntimeSave} is wired — the live world `target`, the `backend` it persists through, and optional mode/slot/versioning/cadence knobs.
291
- - `RuntimeSaveMode` (type): type RuntimeSaveMode = "autosave" | "manual" — `"autosave"` writes a fresh capture on a debounce after any world change; `"manual"` writes only on an explicit `save()`/`checkpoint()` — the save-point / quest-trigger model.
427
+ - `RuntimeSaveMode` (type): type RuntimeSaveMode = "autosave" | "manual" — `"autosave"` writes a fresh capture on a trailing timer while the world changes (at most once per `autosaveMs`, so a never-idle world still persists); `"manual"` writes only on an explicit `save()`/`checkpoint()` — the save-point / quest-trigger model.
292
428
  - `RuntimeSaveOptions` (type): type RuntimeSaveOptions = Omit<RuntimeSaveConfig, "target"> — {@link RuntimeSaveConfig} without `target` — what a host (`createGameContext`) accepts to build `ctx.game.save` and bind it to the context itself.
293
429
  - `RuntimeSaveTarget` (interface): interface RuntimeSaveTarget — The narrow slice of a live `GameContext` a runtime save reads and writes — a `GameContext` satisfies it directly (`ctx.snapshot`/`ctx.hydrate`/`ctx.subscribe`). Depending on this instead of the full context keeps the save controller a deep, decoupled module: it captures and restores the *whole* opted-in world without knowing any subsystem.
294
430
  - `createRuntimeSave` (function): function createRuntimeSave(config: RuntimeSaveConfig): RuntimeSave — Bridge a live world to a pluggable save backend: whole-state capture/restore with autosave, save points, named slots, and versioned migration — the same call for offline (localStorage) and cloud (Convex), only the `backend` differs. The game keeps control of *when* it saves (the `mode` plus explicit `checkpoint()` calls from quests/areas) and *when* it restores (`load()` on boot), so any save mechanic — continuous autosave, manual save points, checkpoint triggers — is expressible without new engine code.
@@ -363,54 +499,47 @@
363
499
  - `SnapshotViewer` (interface): interface SnapshotViewer — Who a host→client snapshot is being projected for — the identity a {@link SnapshotModule.project} filters against.
364
500
  - `WorldSnapshot` (type): type WorldSnapshot = Record<string, unknown> — Full world baseline keyed by {@link SnapshotModule.key} — one entry per opted-in subsystem.
365
501
 
366
- ## @jgengine/shell/cartridge
367
-
368
- - `CartridgeAbilitySlot` (interface): interface CartridgeAbilitySlot — ⚠ undocumented
369
- - `CartridgeConfig` (type): type CartridgeConfig = CartridgeSpec & { name: string; panels: CartridgePanels; hud: { storageKey?: string; panels: readonly CartridgeHudPanelSpec[] }; screens: CartridgeScreens; theme?: Record<string, string>; world?: GameConfig["world"]; physics?: GameConfig["physics"]; assets?: GameConfig["assets… — ⚠ undocumented
370
- - `CartridgeHudPanelSpec` (interface): interface CartridgeHudPanelSpec — ⚠ undocumented
371
- - `CartridgePanelItem` (type): type CartridgePanelItem = | { kind: "vital"; stat: string; label: string; tone?: string; width?: number } | { kind: "xp"; width?: number } | { kind: "timer"; label: string } | { kind: "score"; source: "kills"; label: string; digits?: number } | { kind: "abilityBar"; icons: Record<string, string> } |… — ⚠ undocumented
372
- - `CartridgePanels` (interface): interface CartridgePanels — ⚠ undocumented
373
- - `CartridgeResultLine` (type): type CartridgeResultLine = { label: string; accent?: boolean } & ( | { source: "kills" | "level" } | { value: string | number } ) — ⚠ undocumented
374
- - `CartridgeScreens` (interface): interface CartridgeScreens — ⚠ undocumented
375
- - `cartridge` (function): function cartridge(config: CartridgeConfig): PlayableGame — ⚠ undocumented
376
-
377
- ## @jgengine/shell/cartridge/runtime
378
-
379
- - `CartridgeRuntime` (interface): interface CartridgeRuntime — ⚠ undocumented
380
- - `createCartridge` (function): function createCartridge(spec: CartridgeSpec): CartridgeRuntime — ⚠ undocumented
381
-
382
- ## @jgengine/shell/cartridge/spec
383
-
384
- - `BoltFx` (interface): interface BoltFx — ⚠ undocumented
385
- - `CartridgeEnemy` (interface): interface CartridgeEnemy — ⚠ undocumented
386
- - `CartridgeFlow` (interface): interface CartridgeFlow — ⚠ undocumented
387
- - `CartridgePhase` (type): type CartridgePhase = "start" | "countdown" | "playing" | "won" | "lost" — ⚠ undocumented
388
- - `CartridgePlayer` (interface): interface CartridgePlayer — ⚠ undocumented
389
- - `CartridgeProgression` (interface): interface CartridgeProgression — ⚠ undocumented
390
- - `CartridgeRules` (interface): interface CartridgeRules — ⚠ undocumented
391
- - `CartridgeRun` (interface): interface CartridgeRun — ⚠ undocumented
392
- - `CartridgeSpawning` (interface): interface CartridgeSpawning — ⚠ undocumented
393
- - `CartridgeSpec` (interface): interface CartridgeSpec — ⚠ undocumented
394
- - `CartridgeUpgrade` (interface): interface CartridgeUpgrade — ⚠ undocumented
395
- - `CartridgeWeapon` (type): type CartridgeWeapon = | (WeaponCommon & { kind: "projectile"; range: number; speed: number }) | (WeaponCommon & { kind: "orbit"; blades: Leveled; radius: Leveled; hitRadius: number; angularSpeed: number; }) | (WeaponCommon & { kind: "pulse"; radius: Leveled; durationSeconds: number }) | (WeaponComm… — ⚠ undocumented
396
- - `CartridgeXpGems` (interface): interface CartridgeXpGems — ⚠ undocumented
397
- - `HIT_EFFECT` (const): const HIT_EFFECT: "hit" — ⚠ undocumented
398
- - `Leveled` (type): type Leveled = | number | { base: number; perLevel: number; min?: number; max?: number } | { table: readonly number[] } — ⚠ undocumented
399
- - `PulseFx` (interface): interface PulseFx — ⚠ undocumented
400
- - `UpgradeEffect` (type): type UpgradeEffect = | { kind: "weaponLevel"; weapon: string } | { kind: "statBonus"; stat: string; amount: number } | { kind: "fieldAdd"; field: string; amount: number } | { kind: "fieldMultiply"; field: string; factor: number } | { kind: "custom"; apply(ctx: GameContext, run: CartridgeRun, stacks:… — ⚠ undocumented
401
- - `WASD_KEYBINDS` (const): const WASD_KEYBINDS: ActionCodesMap — ⚠ undocumented
402
- - `WeaponCommon` (interface): interface WeaponCommon — ⚠ undocumented
403
- - `WeaponFireArgs` (interface): interface WeaponFireArgs — ⚠ undocumented
404
- - `XP_GEM_BASE_TYPE` (const): const XP_GEM_BASE_TYPE: "xp_gem" — ⚠ undocumented
405
- - `leveled` (function): function leveled(value: Leveled, level: number): number — ⚠ undocumented
406
-
407
- ## @jgengine/shell/cartridge/testkit
408
-
409
- - `CartridgeSmokeOptions` (interface): interface CartridgeSmokeOptions — ⚠ undocumented
410
- - `bootCartridge` (function): function bootCartridge(spec: CartridgeSpec & { name?: string; world?: WorldFeature; physics?: PhysicsConfig }): { ctx: GameContext; cart: CartridgeRuntime } — ⚠ undocumented
411
- - `cartridgeSmokeTest` (function): function cartridgeSmokeTest(spec: CartridgeSpec & { name?: string; world?: WorldFeature; physics?: PhysicsConfig }, options?: CartridgeSmokeOptions): void — ⚠ undocumented
412
- - `tickCartridge` (function): function tickCartridge(ctx: GameContext, cart: CartridgeRuntime, seconds: number, step = 0.1): void — ⚠ undocumented
413
-
414
- ## @jgengine/shell/cartridge/validate
415
-
416
- - `validateCartridge` (function): function validateCartridge(spec: CartridgeSpec): string[] — ⚠ undocumented
502
+ ## @jgengine/shell/GameHost
503
+
504
+ - `EditorSummonModule` (interface): interface EditorSummonModule — Structural shape of the module `GameHost`'s `editor` loader resolves — `import("@jgengine/editor")` satisfies it.
505
+ - `GameHost` (function): function GameHost({ playable, gameId, wsUrl, multiplayer, resolveMultiplayer, editor }: GameHostProps): React.JSX.Element — The one documented mount: resolves multiplayer for the playable and renders the shell. With the `editor` loader prop it also owns the whole editor summon (F2+E, `?mode=editor`, dev save endpoint).
506
+ - `GameHostProps` (interface): interface GameHostProps — Props for {@link GameHost}: the playable, optional multiplayer overrides, and the optional editor loader that enables the engine-owned F2+E summon.
507
+
508
+ ## @jgengine/shell/defineGame
509
+
510
+ - `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented
511
+ - `defineGame` (function): function defineGame<TAssetRef extends ModelAssetRef = ModelAssetRef>(config: GameConfig<TAssetRef>): PlayableGame — The one public authoring entry point: compose engine fields (systems, world, physics, input) and presentation fields (camera, HUD, audio, authored scene) into a `PlayableGame` ready for `GameHost`. Defaults to solo/offline multiplayer; `editorLayers` auto-mounts the authored scene document.
512
+
513
+ ## @jgengine/shell/gameKit
514
+
515
+ - `Clock` (function): function Clock({ format, showDay, controls, style, className, }: { format?: "24h" | "12h"; showDay?: boolean; controls?: boolean; style?: CSSProperties; className?: string; }): JSX.Element — A time-of-day clock reading the sim calendar — `Day N · HH:MM`, 24h or 12h. `controls` adds pause + the game's speed multipliers as clickable pills (the "fast-forward" bar), off by default so a game opts into letting the player scrub time.
516
+ - `Coins` (function): function Coins({ currencyId, icon, style, className, }: { currencyId: string; icon?: ReactNode; style?: CSSProperties; className?: string; }): JSX.Element — A currency counter — an icon (emoji/char, default a coin) plus the live amount for `currencyId`. *
517
+ - `DEFAULT_WALK_CODES` (const): const DEFAULT_WALK_CODES: { readonly moveForward: readonly ["KeyW"]; readonly moveBack: readonly ["KeyS"]; readonly moveLeft: readonly ["KeyA"]; readonly moveRight: readonly ["KeyD"]; readonly jump: readonly ["Space"]; } — Default keyboard codes for the shell walk controller (WASD + Space). Use as the base of `defineGame({ input: { ...DEFAULT_WALK_CODES, interact: ["KeyE"] } })` instead of re-typing the same five bindings in every game.
518
+ - `EditorCatalogDefinition` (interface): interface EditorCatalogDefinition — Game-exported catalog definition: a `ParamSchema` plus default entries. Schemas stay in code; entry values merge into `document.catalogs` and are what the editor/RPC edits and saves.
519
+ - `EditorDocument` (interface): interface EditorDocument — The full authored scene: every marker, volume, path, note, and sculpted terrain for a game.
520
+ - `EditorSummonModule` (interface): interface EditorSummonModule — Structural shape of the module `GameHost`'s `editor` loader resolves — `import("@jgengine/editor")` satisfies it.
521
+ - `GameCameraConfig` (interface): interface GameCameraConfig — Camera tuning for the shell's rig stack: pick the rig via `rig`, then tune it through its matching config block. All fields optional — the default is the third-person orbit rig.
522
+ - `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented
523
+ - `GameContext` (interface): interface GameContext — The live engine handle a game's loop, systems, commands, and UI read and mutate — entities, objects, the reactive store, opted-in `game.*` subsystems, world queries, and the sim clock. One context = one running world.
524
+ - `GameHost` (function): function GameHost({ playable, gameId, wsUrl, multiplayer, resolveMultiplayer, editor }: GameHostProps): React.JSX.Element — The one documented mount: resolves multiplayer for the playable and renders the shell. With the `editor` loader prop it also owns the whole editor summon (F2+E, `?mode=editor`, dev save endpoint).
525
+ - `GameHostProps` (interface): interface GameHostProps — Props for {@link GameHost}: the playable, optional multiplayer overrides, and the optional editor loader that enables the engine-owned F2+E summon.
526
+ - `GameLoop` (interface): interface GameLoop<TContext = unknown> — Lifecycle hooks a game implements to drive init, per-tick simulation, and player join/leave.
527
+ - `Hotbar` (function): function Hotbar({ inventoryId, activeSlot, keys, slotSize, itemIcon, style, className, }: { inventoryId: string; activeSlot?: number; keys?: readonly string[]; slotSize?: number; /** Caller-supplied item id → icon registry; return null/undefined to fall back to the default glyph. */ itemIcon?: (item… — A numbered hotbar bound to an inventory — painted iconed slots (a `GameIcon` glyph over a school-keyed gradient with a count badge, #1035), an active-slot highlight, and a keycap per slot. Place it and pass the `inventoryId`; `activeSlot` highlights the equipped one. Supply `itemIcon` to map your item ids to your own glyphs — the default resolves a `GameIcon` from the item id.
528
+ - `HudCanvas` (function): function HudCanvas({ layout, editChord, compactScale, showDuring, className, style, children, }: { layout: HudLayoutStore; editChord?: HudEditChord | false; /** Zoom applied to the whole HUD on compact displays. Default 0.85. */ compactScale?: number; /** Opt-in play-phase gate: render the HUD only … — Full-viewport HUD surface. Panels declared with `HudPanel` flow into nine anchor regions and stack automatically with a gap — no per-panel pixel offsets, no manual clearance for sibling panels, the touch-control dock (`--jg-hud-dock-clearance`), or device safe areas. On compact displays the whole surface scales down and each panel applies its `compact` behavior.
529
+ - `HudPanel` (function): function HudPanel({ id, anchor, order, compact: compactMode, chip, interactive, inset, locked, showDuring, priority, mobileBehavior, allowOverlapWith, collisionGroup, region, width, height, type, className, style, children, }: { id: string; anchor?: HudAnchor; /** Stack position within the region, a… — A HUD block that lives in one of the nine anchor regions. Panels sharing a region stack outward from the screen edge in ascending `order`. On fine pointers panels stay draggable through the edit chord; a dragged panel leaves the flow and keeps its custom placement. On compact displays custom placements are ignored and the `compact` behavior applies.
530
+ - `PlayableGame` (type): type PlayableGame = EnginePlayableGame< ComponentType, ComponentType, RenderEntity, RenderObject, ComponentType<ViewmodelProps>, ComponentType<WorldOverlayProps> > — The concrete React-bound playable a shell `defineGame` returns and `GameHost` mounts — the one PlayableGame games handle.
531
+ - `StatBar` (function): function StatBar({ statId, entityId, tone, label, showValue, width, icon, style, className, }: { statId?: string; entityId?: string; tone?: StatTone; label?: string; showValue?: boolean; width?: number; icon?: ReactNode; style?: CSSProperties; className?: string; }): JSX.Element | null — A polished stat bar (health/mana/stamina/shield/xp) — a rounded, glassy meter with a tone-colored fill and an optional value readout. Reads `statId` off `entityId` (defaults to the local player). Renders nothing until the stat exists.
532
+ - `StoreHandle` (interface): interface StoreHandle<T> — A typed, cast-free handle onto one slot of the reactive game store (`ctx.game.store`). The single type parameter is fixed at definition; `read`/`write`/`update` never widen to `unknown`, so no call site repeats `store.get(key) as T`. Writes flow through the engine store, so they bump `ctx.version()`, serialize into a {@link WorldSnapshot}, and replay under host authority — the same guarantees a hand-rolled `store.get`/`store.set` pair gives up the moment it forks run state into a module-level singleton.
533
+ - `SystemDefinition` (interface): interface SystemDefinition — A reusable game capability — lifecycle, timing, events, and optional save / replication / reset / disposal. Pass instances via `defineGame({ systems })`. Prefer one system per meaningful capability (`combat`, `quests`), not per micro-tick.
534
+ - `authoredSpawnPosition` (function): function authoredSpawnPosition(document: AuthoredSpawnDocumentLike, options?: AuthoredSpawnOptions): [number, number, number] | null — Position of the authored spawn marker as a spawn-ready `[x, y, z]` tuple, or null when the document has none. Reads the first `player_spawn` marker by default, so dragging the marker in the editor moves where players spawn — no coordinates copied into game code.
535
+ - `collectAuthoredTriggers` (function): function collectAuthoredTriggers(document: SceneDocumentLike): AuthoredTrigger[] — Collect every authored trigger on a document's markers and volumes. Pure — no runtime state. Action params use the live {@link registerTriggerAction} registry when present.
536
+ - `defineGame` (function): function defineGame<TAssetRef extends ModelAssetRef = ModelAssetRef>(config: GameConfig<TAssetRef>): PlayableGame — The one public authoring entry point: compose engine fields (systems, world, physics, input) and presentation fields (camera, HUD, audio, authored scene) into a `PlayableGame` ready for `GameHost`. Defaults to solo/offline multiplayer; `editorLayers` auto-mounts the authored scene document.
537
+ - `defineKeyedStore` (function): function defineKeyedStore<T>(keyFor: (id: string) => string, initial: T | (() => T)): KeyedStoreHandle<T> — Define a typed per-owner keyed family on the game store: game code expresses `read(ctx, userId)`/`write(ctx, userId, v)`/`update(...)` with the value type it means, and both the `` `prefix:${id}` `` key composition and the `unknown → T` cast live once, here, behind the boundary. Reach for this over N separate `defineStore` calls whenever the owning id varies at runtime (per-user class, per-instance auras) — `defineStore` stays the right call for a single fixed slot.
538
+ - `defineStore` (function): function defineStore<T>(key: string, initial: T | (() => T)): StoreHandle<T> — Define a typed slot on the game store: game code expresses `read(ctx)`/`write(ctx, v)`/`update(...)` with the value type it means, and the `unknown → T` cast lives once, here, behind the boundary. Pass a factory for `initial` when the fallback is a fresh mutable object; the factory runs at most once and its result is reused, so an unwritten slot keeps a stable identity across reads (no per-read churn for a React selector, no allocation on a hot path).
539
+ - `defineSystem` (function): function defineSystem(definition: SystemDefinition): SystemDefinition — Declare a composable game system. Pure data + hooks — the engine compiles the schedule and installs lifecycle when the game boots.
540
+ - `environment` (function): function environment(config?: EnvironmentWorldConfig): EnvironmentWorldFeature — Composes an `environment()` feature from terrain, sky, weather, vegetation, water, structures, roads, and pads.
541
+ - `environmentContentFromDocument` (function): function environmentContentFromDocument(doc: EditorDocument, options?: EnvironmentContentOptions): EnvironmentContent — Derives the coordinate/placement content of an `environment()` world from its scene document: terrain footprint (via {@link terrainBoundsFromDocument}), ground clearings under authored spawns/POIs (via `clearanceZonesFrom`), and the document's sculpt snapshot. This is the seam that lets a game author its world footprint and flatten regions in the editor instead of hardcoding them — the `world.ts` that consumes it carries only engine tuning.
542
+ - `grounded` (function): function grounded(ctx: Pick<GameContext, "world">, x: number, z: number): readonly [number, number, number] — Ground an XZ point onto the live world surface as `[x, groundY, z]`.
543
+ - `offline` (function): function offline(): MultiplayerAdapterConfig — Explicit single-player adapter. Solo games never need this — omitting `multiplayer` in the shell `defineGame` already defaults to offline; pass it only where an adapter value is structurally required.
544
+ - `seededRng` (function): function seededRng(seed: string | number): () => number — Deterministic pseudo-random generator seeded from a string or number — same seed, same sequence.
545
+ - `useHudLayout` (function): function useHudLayout(options?: { storageKey?: string; snap?: number; locked?: boolean; /** * Scene-document `ui` section — source of truth for panel placement/size. * When provided, hydrates the layout store (and wins over legacy localStorage). */ documentUi?: EditorUiDocument; /** * When true (def… — Layout state for `HudCanvas` — panel placements, edit-mode drag/resize, and per-game persistence.