@jgengine/github 0.1.0 → 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +599 -2
- package/package.json +1 -1
- package/skills/ce-handoff/SKILL.md +149 -0
- package/skills/jgengine/SKILL.md +38 -802
- package/skills/jgengine/api.md +213 -84
- package/skills/jgengine/capabilities.md +124 -2
- package/skills/jgengine/recipes/minimal-game.md +91 -0
- package/skills/jgengine/reference-cartridge.md +0 -72
- package/skills/jgengine/reference-orphans.md +0 -9
- package/skills/jgengine/reference-systems.md +0 -60
package/skills/jgengine/api.md
CHANGED
|
@@ -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.
|
|
9
|
+
- `VERSION` (const): const VERSION: "0.15.0" — 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
|
|
16
|
-
- `GameDefinitionConfig` (type): type GameDefinitionConfig<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> = Omit<GameDefinition<TAssetRef, TMultiplayer>, "scene" | "assets"> & { assets?: AssetCatalog<TAssetRef>; } — Input to {@link
|
|
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
|
-
- `
|
|
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
|
-
- `
|
|
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 —
|
|
60
|
-
- `DevtoolsControl` (interface): interface DevtoolsControl —
|
|
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 —
|
|
63
|
-
- `DevtoolsLogLevel` (type): type DevtoolsLogLevel = "log" | "info" | "warn" | "error" —
|
|
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 —
|
|
66
|
-
- `DiscoveredEntry` (interface): interface DiscoveredEntry —
|
|
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 —
|
|
69
|
-
- `FrameStats` (interface): interface FrameStats —
|
|
70
|
-
- `LONG_FRAME_MS` (const): const LONG_FRAME_MS: 33.4 —
|
|
71
|
-
- `LatencyStats` (interface): interface LatencyStats —
|
|
72
|
-
- `LongFrameEvent` (interface): interface LongFrameEvent —
|
|
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 —
|
|
77
|
-
- `PhaseStats` (interface): interface PhaseStats —
|
|
78
|
-
- `RenderSample` (interface): interface RenderSample —
|
|
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> —
|
|
82
|
-
- `TunableAccessor` (interface): interface TunableAccessor —
|
|
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 —
|
|
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.
|
|
231
|
+
- `VERSION` (const): const VERSION: "0.15.0" — 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 —
|
|
157
|
-
- `p2p` (function): function p2p(config?: { topology?: MultiplayerTopology; room?: string; authority?: MultiplayerAuthority }): MultiplayerAdapterConfig —
|
|
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 —
|
|
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
|
|
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
|
|
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
|
|
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/
|
|
367
|
-
|
|
368
|
-
- `
|
|
369
|
-
- `
|
|
370
|
-
- `
|
|
371
|
-
|
|
372
|
-
|
|
373
|
-
|
|
374
|
-
- `
|
|
375
|
-
- `
|
|
376
|
-
|
|
377
|
-
## @jgengine/shell/
|
|
378
|
-
|
|
379
|
-
- `
|
|
380
|
-
- `
|
|
381
|
-
|
|
382
|
-
|
|
383
|
-
|
|
384
|
-
- `
|
|
385
|
-
- `
|
|
386
|
-
- `
|
|
387
|
-
- `
|
|
388
|
-
- `
|
|
389
|
-
- `
|
|
390
|
-
- `
|
|
391
|
-
- `
|
|
392
|
-
- `
|
|
393
|
-
- `
|
|
394
|
-
- `
|
|
395
|
-
- `
|
|
396
|
-
- `
|
|
397
|
-
- `
|
|
398
|
-
- `
|
|
399
|
-
- `
|
|
400
|
-
- `
|
|
401
|
-
- `
|
|
402
|
-
- `
|
|
403
|
-
- `
|
|
404
|
-
- `
|
|
405
|
-
- `
|
|
406
|
-
|
|
407
|
-
|
|
408
|
-
|
|
409
|
-
- `
|
|
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.
|