@jgengine/github 0.2.0 → 0.4.0
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 +62 -0
- package/package.json +1 -1
- package/skills/jgengine/api.md +38 -5
- package/skills/jgengine/capabilities.md +24 -0
package/CHANGELOG.md
CHANGED
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@@ -34,6 +34,68 @@ At publish, rename this heading to the new version and mirror the entries into
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### Fixed
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## 0.17.0
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### Migrate
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- **Bump lockstep SDK packages to `^0.17.0`:** `@jgengine/{core,react,ws,node,sql,convex,shell,editor,assets}`. CLI `jgengine` is `0.14.0`; `@jgengine/github` is `0.4.0`.
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- **A deleted player profile stays deleted.** When a game persists players (`save.scope` includes `player`), hydrating a member with no `jgPlayerProfiles` row no longer falls back to the copy of their state kept on the server row — that copy was resurrected and then written back as authoritative, so a world reset that cleared profiles but not servers silently restored every player's old balance. A game whose save scope excludes players (`"none"`, `"chunks"`) is unchanged: the server-row copy is still their state. If you seed members onto a server row without going through `joinServer`, write their profile row too.
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- **`slotsPerServer` is capped at 256** (`JG_MAX_MEMBERS_PER_SERVER`). `createGameServerFunctions` now throws at wiring time on a larger value instead of accepting it and failing at the write that overflows the document. One server is one Convex document holding the world row, the roster, and every member's session state; a bigger number was never a bigger world. Shard across servers, or move world state into `jgWorldChunks`.
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- **The tick cron only sweeps games that declare `loop.onTick`.** A game with no tick hook used to pay a full hydrate plus a full persist every second per running server, for a snapshot `runtime.tick` returned unchanged; it now costs nothing while idle. If you relied on the tick cron to autosave a hookless game, the 60s `flushDirtyServers` cron and the `flushSave` mutation still do it.
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### Changed
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- **Walking NPCs now stop at the geometry that stops the player.** `wander`, `patrol`, and `ctx.scene.entity.moveToward` consulted no obstacles at all, so a pedestrian walked through the building the player cannot enter. All three now slide their step against the scene's blocking physical colliders — the same query `stepPlayerMovement` reads. A patrol's path state still advances on its own clock (an authored route is not rewound by contact), but the entity can no longer end a tick inside a solid. Pass `avoidSolids: false` to `moveToward` for a mover meant to ignore the world (a flier, a camera rig).
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- **`@jgengine/assets` verify fails a model source that contributes no index entries.** A model pack that has never been pulled is a pin nothing has ever checked — that is how a Street Pack archive sat in the catalogue titled "Downtown City MegaKit". Record why a pack is not pulled in the new `AssetSource.unpulled` string; materials and sprites pull on demand and are exempt.
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- **`persistServerSnapshot` returns `boolean` and skips a write that would change nothing.** Every subscriber of a query that read a server row re-receives the whole result when that document changes, so an unconditional write on the 1 Hz tick re-pushed the entire world to every client once a second whether or not anything moved. `ServerPersistPlan` gains `changed` (`serverState` / `sessionPlayers` / `revision` / `any`) for hosts that write field-by-field.
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- **`sessionPlayers` is merged over the stored map, not rebuilt from the snapshot**, and entries for non-members are pruned. This is what makes a partially hydrated snapshot safe to persist.
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- **`tickActiveServers` is bounded** to `maxServersPerTick` (default 32) servers per transaction, oldest tick anchor first, instead of pulling every running server of every game into one transaction. `flushDirtyServers` is bounded the same way.
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### Added
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- **`solidObstaclesNear` / `resolveWalkerStep` (`@jgengine/core/movement/solidObstacles`)** — the engine's single answer to "what is solid here", now shared rather than re-derived per consumer. `solidObstaclesNear(ctx, position, reachX, reachZ)` returns the blocking physical colliders near a point through a bounded `inBox` broadphase; `resolveWalkerStep(ctx, position, stepX, stepZ)` slides a horizontal step against them with the player's axis-separated sliding. Reach for these instead of deriving obstacles from a game catalog's own solidity flags.
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- **Bounded hydration and a client chunk read** — `loadServerSnapshot(ctx, server, runtime, { players, chunkKeys })` hydrates only the members and chunks a mutation will touch instead of a document read per member plus one per chunk, and the generated `getChunks` query lets a client read chunk state by key (capped at `MAX_CHUNKS_PER_QUERY`). Chunks were the documented escape hatch for world state too large for one row, but reads were unbounded and clients could not see them at all, so moving geometry there made things worse. `getServerMeta` returns lobby state (status, member count, revision) without the world payload.
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- **`@jgengine/core/runtime/worldChunks`** — `chunkKeyAt` / `chunkCoordAt` / `chunkKeyOf` / `parseChunkKey` / `chunkKeysInRadius` at a declared cell size, plus `setChunk` / `updateChunk` / `deleteChunk`, which mark the key dirty so the host actually persists it. `chunkKey` was an opaque game-chosen string and the engine never wrote `dirty.chunks`, so every game reimplemented the coordinate mapping and a game that forgot to push a key silently never saved that chunk.
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- **Placed objects cull to `replication.aoiRadius`.** `objects` is the one large spatial replicated set and had no projector, so a world with a few thousand placements sent all of them to every viewer. It now joins the same area-of-interest policy as `entities` and `stats`. Unset `aoiRadius` still replicates everything.
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- **`createGameServerFunctions({ matchmaking: "singleton" })`** — one shared world per game: auto-match always targets the existing world and a join past capacity fails loudly, instead of quietly creating a second world the player would be alone in. `joinServer` also reconciles a stored `slotsPerServer`/`save` that has drifted from the host options, which previously made raising the option a no-op on worlds that already existed. `selectJoinTarget` (`@jgengine/core/runtime/hostPolicy`) is the pure decision behind it.
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- **`GameRuntime.hasTick`** reports whether a runtime declares `loop.onTick`, so any host's scheduler can skip a server whose tick is a no-op by construction.
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### Removed
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- **Asset source `quaternius-downtown-city`.** It was titled "Downtown City MegaKit" but pinned at the Street Pack archive, which ships Blends/FBX/OBJ only — a pull found no models. Nothing referenced it.
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## 0.16.0
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### Migrate
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- **Bump lockstep SDK packages to `^0.16.0`:** `@jgengine/{core,react,ws,node,sql,convex,shell,editor,assets}`. CLI `jgengine` is `0.13.0`; `@jgengine/github` is `0.3.0`.
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- **Placed objects now replicate.** `objects` joined the always-on baseline snapshot modules, so `ctx.hydrate` replaces the client's placed object set with the host's, the way `entities` already did. A game whose peers all run the same authored placement is unaffected; a game that places props on the client only, after hydrate, must move that placement to the host or keep it out of `ctx.scene.object`.
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### Changed
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- **`GeneratedBuilding`'s `kit` prop is now the `BuildingKit`**; the per-part React escape hatch it used to name moved to `partRenderer`, so `kit` means the same thing on `GeneratedBuilding` and `InstancedBuildings`. Rename the prop if you passed a `BuildingKitRenderer`.
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### Added
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- **`modelLoadFallbacks()` from `@jgengine/shell/render/modelLoad`** lists every model the shared loader diagnosed as broken and replaced with a magenta placeholder. A placeholder was only ever a console warning, so a shipped game could render one in its starting area and nobody found out until someone looked at a screenshot; a capture host or smoke test can now require the list to be empty. `clearModelLoadFallbacks()` resets it between runs.
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- **`worldHealthBars.occlude` / `WorldHealthBars`+`WorldNameplates` `occlude` prop.** World bars and nameplates are a screen-space overlay drawn outside the WebGL depth buffer, so nothing in the scene can hide them and an enemy's health bar reads straight through the building it stands behind. Set `occlude: true` to drop a bar when world geometry blocks the line from the player to the entity. Default `false` preserves the always-visible behaviour every shipped game currently relies on.
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- **`DustField` + `WeatherLayer` mode `"dust"` (`@jgengine/shell/weather`) — wind-borne particulate.** `WeatherLayer` could only do `clear`/`rain`/`snow`/`mixed`, so an arid, volcanic, ashen, or blown-out world had no way to put anything in the air. Dust drifts on horizontal wind with a slow vertical bob rather than falling; `groundBias` packs density toward the surface, motes fade near the top of the volume so recycled ones do not pop against the sky, and faster motes ride higher. Set `dustAlways` to keep it in the air alongside rain or snow instead of replacing them. Defaults `DEFAULT_DUST_COUNT`/`DEFAULT_DUST_DENSITY` sit beside the rain and snow pair.
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- **Authored `city` volumes render their near-LOD facades with a `BuildingKit`.** `CityRules.buildingKit` names a kit; a game registers the bound art with `registerBuildingKit(kit)` from `@jgengine/shell/structures/buildingKitRegistry` and the scene document carries only the name, so a city stays portable and free of model paths. Unset or unknown names keep the palette blocks. This puts the whole `city` primitive — not just the `building()` feature — on the kit path.
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- **`BuildingKit` from `@jgengine/core/world/buildingKit`** binds a generated building's facade part slots to real models, so procedural buildings render as an instanced asset kit instead of untextured blocks. `defineBuildingKit({ parts: { wall: ["Wall_A.glb", …] } })` maps a part kind — or a `${facade}.${kind}` slot — to ordered variants that `kit.variant` indexes, with `fit`/`offset`/`rotation`/`scale`/`tint`/`autoOrient` per variant. Kinds a kit leaves unbound keep rendering the palette block, so a partial kit is a valid kit, and `omit` drops a kind entirely. Pass one through `building({ kit })` or straight to `InstancedBuildings`; `buildingKitVariantCounts(kit)` feeds `generateBuilding` so its seeded picks span exactly the models the kit binds.
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- **`generateBuilding`, `generateBuildingDistrict`, and `createBuildingConfig` are now documented public API** (`@jgengine/core/world/buildings`) and appear in `capabilities.md` under `building-generator`.
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- **`capture.views` on `defineGame`** — named framings (`GameCaptureView`: `look`, `lookFrom`, `spawn`, `state`, `run`, `settleMs`) that `shoot <game> --view <name>` and `drive --view <name>` replay exactly, so a before/after pair is the same view by construction. `shoot <game> --list-views` prints what a game declares; an unknown name fails listing them, and any explicit capture flag still wins over the view's value.
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- **`modelLoadIdleMs()` from `@jgengine/shell/render/modelLoad`** reports how long the shared GLB loader has been idle (`0` while a model is in flight). Capture hosts wait on it instead of guessing a settle delay, so an establishing shot no longer races streaming models.
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- **Per-instance state on placed objects** — `SceneObject.state` (opaque `Record`), set through `ctx.scene.object.setState`/`patchState`/`place({ state })`. It survives move/rotate/setVisual, replicates and saves with the object, and round-trips as `RuntimeObjectRow.flags` via `toRuntimeObjectRow`/`fromRuntimeObjectRow` (`@jgengine/core/multiplayer`). A chest's locked flag or a machine's fill level no longer needs a game-owned map keyed by `instanceId`.
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- **`slotInventory` is a working feature** — `ctx.scene.object.slots` gives objects whose catalog entry declares it real per-instance container contents: `layout`/`state`/`count`, `put`/`take`, and `transferIn`/`transferOut` between a player inventory and the object, all validated against the declared slot count, `accepts` kind filter, and stack limits, with neither side mutated on a rejection. Contents live on `SceneObject.slots`, so they replicate and save with the placement.
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- **`loadServerSnapshot` and `persistServerSnapshot` are public** (`@jgengine/convex/server`), and `createGameServerFunctions` also returns `helpers` (`loadSnapshot`, `applyCommand`, `persistSnapshot`, `runCommand`) bound to the same runtimes and auth mode. A host mutation can now pair snapshot work with its own table writes in one transaction; the registered `runCommand` mutation delegates to `helpers.runCommand`, so there is one implementation.
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### Fixed
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- **Open storefronts are no longer holes through the building.** `generateBuilding` emitted an open ground-floor store as a lone `storefront` panel with no wall behind it, while every upper-floor window was correctly backed by one. Storefront and window materials render at 0.56 opacity and a generated building is a hollow shell, so those bays let you see straight through the building to the world beyond — and open stores only land on the street-facing facade, so a row of shops along a road was the worst case. The bay now emits its wall first, exactly as an upper floor does.
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- **`joinServer`, `flushSave`, `flushDirtyServers`, and the `auto` autosave can write player profiles again.** All four cleared the snapshot's dirty set before handing it to the persist plan, which gates profile writes on exactly that set — so the functions named "flush" flushed the server row and chunks only, and an `onNewPlayer` grant (starting money, starting items) never reached `jgPlayerProfiles`. `joinServer` now persists the snapshot it just marked; the flush paths mark every player dirty first, since hydrating from storage resets the dirty set. `planServerPersist` also clears `dirtyAt` once everything outstanding is written, so a successful flush stops autosave from re-firing forever, and a profile patch no longer clobbers a host-maintained `dirtyAt`.
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## 0.15.0
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### Migrate
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package/package.json
CHANGED
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{
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"name": "@jgengine/github",
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"version": "0.
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"version": "0.4.0",
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"description": "GitHub data source for JGengine: contribution calendar fetch (GraphQL + HTML-scrape) with a server proxy handler, plus a browser client and contribution analytics.",
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"license": "Apache-2.0",
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"type": "module",
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package/skills/jgengine/api.md
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- `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
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- `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
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- `VERSION` (const): const VERSION: "0.
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- `VERSION` (const): const VERSION: "0.17.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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## @jgengine/core/authoring
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- `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
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- `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
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- `VERSION` (const): const VERSION: "0.
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- `VERSION` (const): const VERSION: "0.17.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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## @jgengine/core/runtime/adapter
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- `CommandValidationError` (type): type CommandValidationError = { reason: string } — ⚠ undocumented
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- `RunCommandResult` (type): type RunCommandResult = | { ok: true; snapshot: GameRuntimeSnapshot } | { ok: false; reason: string } — ⚠ undocumented
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## @jgengine/core/runtime/context/objectSlots
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- `ObjectSlotRejection` (type): type ObjectSlotRejection = | "unknown-object" | "no-slot-inventory" | "unknown-inventory" | "no-space" | "wrong-kind" | "slot-occupied" | "invalid-slot" | "insufficient" — Why an object slot mutation was refused — the instance, its catalog entry, the player inventory, or the declared `accepts`/capacity.
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- `ObjectSlotResult` (type): type ObjectSlotResult = { status: "ok" } | { status: "rejected"; reason: ObjectSlotRejection } — Outcome of an object slot mutation: applied, or refused with a reason and no state change on either side.
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- `ObjectSlotTransfer` (interface): interface ObjectSlotTransfer — Which player inventory a transfer moves between, and what it moves.
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- `SceneObjectSlots` (interface): interface SceneObjectSlots — Per-instance container contents for placed objects whose catalog entry declares `slotInventory` — the engine side of "install a GPU into a rack", "put an item in a chest". Contents live on `SceneObject.slots`, so they replicate and save with the object rather than needing a game-owned table keyed by `instanceId`, and every mutation is validated against the declared `accepts` and stack limits.
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## @jgengine/core/runtime/gameContext
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- `CatalogEntityRole` (type): type CatalogEntityRole = "player" | "enemy" | "hostile" | "npc" | "vehicle" — ⚠ undocumented
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## @jgengine/core/runtime/gameRuntime
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- `GameRuntime` (type): type GameRuntime = { gameId: string; save: SaveConfig;
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- `GameRuntime` (type): type GameRuntime = { gameId: string; save: SaveConfig; /** * Whether this runtime declares `loop.onTick`. A host's tick cron reads it to skip hydrating and * persisting a server whose `tick` is a no-op by construction — the difference between a world that * costs a full read/write every second while… — ⚠ undocumented
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- `GameRuntimeDefinition` (type): type GameRuntimeDefinition = { gameId: string; save: SaveConfig; commands: Record<string, CommandDef>; loop?: ServerLoopHooks; } — ⚠ undocumented
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- `HydrateInput` (type): type HydrateInput = { gameId: string; serverId: string; serverRow: RuntimeServerRow; playersByUserId: Record<string, RuntimePlayerRow>; chunksByKey: Record<string, RuntimeChunkRow>; revision?: number; } — ⚠ undocumented
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- `RuntimeInitContext` (type): type RuntimeInitContext = { snapshot: GameRuntimeSnapshot; setSnapshot: (snapshot: GameRuntimeSnapshot) => void; } — ⚠ undocumented
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- `OPEN_SERVER_LISTING_MAX` (const): const OPEN_SERVER_LISTING_MAX: 100 — ⚠ undocumented
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- `PlayerProfileRecord` (type): type PlayerProfileRecord = { userId: string; gameId: string; playerState: RuntimePlayerRow; revision: number; updatedAt: number; } — ⚠ undocumented
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- `ServerListing` (type): type ServerListing = { serverId: string; status: GameServerStatus; memberCount: number; slotsPerServer: number; mode?: string; label?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; updatedAt: number; } — ⚠ undocumented
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- `ServerPersistPlan` (type): type ServerPersistPlan = { server: GameServerRecord; profiles: PlayerProfileRecord[]; chunks: WorldChunkRecord[]; deletedChunks: string[]; leaderboard: LeaderboardIncrement[];
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- `ServerPersistPlan` (type): type ServerPersistPlan = { server: GameServerRecord; profiles: PlayerProfileRecord[]; chunks: WorldChunkRecord[]; deletedChunks: string[]; leaderboard: LeaderboardIncrement[]; /** * Which fields of the server row the plan actually moved. A store that pays per written field — * or whose subscribers r… — ⚠ undocumented
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- `SessionAttributes` (type): type SessionAttributes = { label?: string; mode?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; } — ⚠ undocumented
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- `SessionVisibility` (type): type SessionVisibility = "public" | "private" — ⚠ undocumented
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- `ToServerListingOptions` (type): type ToServerListingOptions = { includeJoinCode?: boolean; } — ⚠ undocumented
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- `WorldChunkRecord` (type): type WorldChunkRecord = { serverId: string; chunkKey: string; snapshot: RuntimeChunkRow; updatedAt: number; } — ⚠ undocumented
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- `isSnapshotClean` (function): function isSnapshotClean(snapshot: GameRuntimeSnapshot): boolean — True when a snapshot carries no unwritten mutation — nothing for a persist to do.
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## @jgengine/core/runtime/hostPolicy
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- `JG_MAX_MEMBERS_PER_SERVER` (const): const JG_MAX_MEMBERS_PER_SERVER: 256 — Hard ceiling on `slotsPerServer` for a single hosted server row.
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- `JoinCandidate` (type): type JoinCandidate = { memberUserIds: readonly string[]; slotsPerServer: number; visibility?: SessionVisibility | undefined; createdAt: number; } — A row `selectJoinTarget` can choose between — the matchmaking-relevant fields of a server record.
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- `JoinTarget` (type): type JoinTarget<T extends JoinCandidate> = | { kind: "join"; row: T } | { kind: "create" } | { kind: "refuse"; reason: string } — What a join should do with the candidate rows it found.
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- `MatchmakingMode` (type): type MatchmakingMode = "auto" | "singleton" — How auto-match behaves when no `serverId` is supplied.
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- `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.
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- `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).
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- `isListablePublicly` (function): function isListablePublicly(visibility: SessionVisibility | undefined): boolean — True when a server's `visibility` should surface in public listings / browse results.
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- `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.
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- `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.
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- `isServerMember` (function): function isServerMember(memberUserIds: readonly string[], userId: string): boolean — Whether `userId` is already on the server's member roster.
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- `selectJoinTarget` (function): function selectJoinTarget<T extends JoinCandidate>(rows: readonly T[], args: { userId: string; mode?: MatchmakingMode; /** Capacity to judge rows against — the host's current option, when it supersedes the stored value. */ slotsPerServer?: number; }): JoinTarget<T> — Resolve an auto-match join against the game's joinable rows under a {@link MatchmakingMode}. Reach for it instead of hand-rolling the "find a room with space, else make one" scan, which is where a singleton world silently shards into per-player copies.
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- `statusAfterLeave` (function): function statusAfterLeave(remainingMemberCount: number, currentStatus: GameServerStatus): GameServerStatus — Status after a leave: empty rooms reopen; non-empty rooms keep their current status.
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- `validateSlotsPerServer` (function): function validateSlotsPerServer(slotsPerServer: number): { ok: true } | { ok: false; reason: string } — Whether a `slotsPerServer` value is a capacity a single hosted server row can actually hold.
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- `withJoinedMember` (function): function withJoinedMember(memberUserIds: readonly string[], userId: string): string[] — Roster after a successful join: unchanged when already a member, else appended.
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- `withoutMember` (function): function withoutMember(memberUserIds: readonly string[], userId: string): string[] — Roster after a leave: `userId` removed; order of remaining members preserved.
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- `MotionIntentBatch` (interface): interface MotionIntentBatch — ⚠ undocumented
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- `MotionIntents` (interface): interface MotionIntents — Seam for game code to reach the motion the shell's FrameDriver otherwise owns privately (#162.4). Game code calls `impulse`, `pushHorizontal`, `setVerticalVelocity`, and/or `setY` from `onTick` or commands; the shell calls `takePending()` once per frame, before integrating gravity, to drain what accumulated. `setY` wins over physics for that frame; impulses add to the velocity the driver is about to integrate; a later `setVerticalVelocity` replaces that velocity outright. Horizontal pushes compose with the walk controller (#282.4): they add to its horizontal velocity and decay naturally as it re-blends toward input — knockback, dashes, explosion shoves without raw `setPose` offsets.
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## @jgengine/core/runtime/objectRows
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- `fromRuntimeObjectRow` (function): function fromRuntimeObjectRow(row: RuntimeObjectRow): SceneObject — Inverse of {@link toRuntimeObjectRow}: rebuild the live placed object a host persisted.
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- `toRuntimeObjectRow` (function): function toRuntimeObjectRow(object: SceneObject): RuntimeObjectRow — Convert a live placed object into its persisted row — the bridge between `ctx.scene.object` and `GameRuntimeSnapshot.server.objects`/`chunks[].objects`. Per-instance `state` is carried as `flags`. Presentation overrides (`visual`, `animation`) are catalog- and authoring-resolved and deliberately stay off the persisted row — put anything a command must own in `state`.
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## @jgengine/core/runtime/perContext
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- `perContext` (function): function perContext<T>(init: (ctx: GameContext) => T): (ctx: GameContext) => T — Per-`GameContext` lazy state, keyed by context identity through a `WeakMap` so it is reclaimed when the context is — the seam a game uses instead of a module-global `Map`, which is process-global and bleeds across worlds when one host serves several `serverId`s (#632). `init` runs once per distinct context on first access; the same context always resolves to the same value. This mirrors the engine's built-in per-ctx pattern (`ctx.player.motion`, `stepPlayerMovement`).
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- `RuntimeChunkRow` (type): type RuntimeChunkRow = { chunkKey: string; objects: RuntimeObjectRow[]; entities: RuntimeEntityRow[]; flags?: Record<string, unknown>; } — ⚠ undocumented
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- `RuntimeEntityRow` (type): type RuntimeEntityRow = { instanceId: string; catalogId: string; position?: [number, number, number]; rotationY?: number; parentSpace?: string; group?: string; stats?: Record<string, { current: number; max: number; min?: number }>; targetInstanceId?: string | null; userId?: string; } — ⚠ undocumented
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- `RuntimeInventorySlot` (type): type RuntimeInventorySlot = { item: string; count: number; slot?: number; } — ⚠ undocumented
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- `RuntimeObjectRow` (type): type RuntimeObjectRow = { instanceId: string; catalogId: string; position: [number, number, number]; rotationY?: number; parentSpace?: string; flags?: Record<string, unknown>;
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- `RuntimeObjectRow` (type): type RuntimeObjectRow = { instanceId: string; catalogId: string; position: [number, number, number]; rotationY?: number; parentSpace?: string; /** Opaque per-instance state; the persisted name for `SceneObject.state`. */ flags?: Record<string, unknown>; /** Container contents for a catalog `slotInve… — The persisted form of a placed `SceneObject`: identity, placement, per-instance state, and slot contents. Convert with `toRuntimeObjectRow`/`fromRuntimeObjectRow` (`runtime/objectRows`).
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- `RuntimePlayerRow` (type): type RuntimePlayerRow = { userId: string; inventories: Record<string, RuntimeInventorySlot[]>; economy: Record<string, number>; unlocks: string[]; quests?: unknown; social?: unknown; leaderboard?: Record<string, number>; session?: Record<string, unknown>; } — ⚠ undocumented
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- `RuntimeProfileRow` (type): type RuntimeProfileRow = { userId: string; gameId: string; player: RuntimePlayerRow; updatedAt: number; } — ⚠ undocumented
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- `RuntimeServerRow` (type): type RuntimeServerRow = { entities: RuntimeEntityRow[]; objects: RuntimeObjectRow[]; session: Record<string, unknown>; feeds?: Record<string, unknown[]>; } — ⚠ undocumented
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- `WorldHostConnection` (interface): interface WorldHostConnection — One client's link on the host side: routes its upstream frames into the shared session, pushes it sync frames.
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- `WorldServerFrame` (type): type WorldServerFrame = | { t: "baseline"; revision: number; snapshot: WorldSnapshot } | { t: "diff"; diff: WorldDiff } — Host→client frame: the full baseline a joiner needs, then per-tick diffs. What a transport marshals downstream.
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## @jgengine/core/runtime/worldChunks
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- `ChunkCoord` (type): type ChunkCoord = { cx: number; cz: number } — Integer cell coordinates of a chunk on the ground plane.
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- `DEFAULT_CHUNK_SIZE` (const): const DEFAULT_CHUNK_SIZE: 64 — Default edge length, in world units, of one persisted world chunk.
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- `chunkCoordAt` (function): function chunkCoordAt(position: readonly [number, number, number], size: number = DEFAULT_CHUNK_SIZE): ChunkCoord — Chunk coordinates containing a world position at `size` units per cell.
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- `chunkKeyAt` (function): function chunkKeyAt(position: readonly [number, number, number], size: number = DEFAULT_CHUNK_SIZE): string — Chunk key containing a world position at `size` units per cell.
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- `chunkKeyOf` (function): function chunkKeyOf(coord: ChunkCoord): string — Chunk key for a cell — the canonical `"cx,cz"` string a `jgWorldChunks` row is stored under. Games used to invent this mapping each time, which made two systems in one game disagree about which row a position belongs to.
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- `chunkKeysInRadius` (function): function chunkKeysInRadius(center: readonly [number, number, number], radius: number, size: number = DEFAULT_CHUNK_SIZE): string[] — Every chunk key whose cell intersects a radius around a world position — the key list a viewer's bounded hydration or client chunk query asks for, instead of loading a whole world.
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- `createEmptyChunkRow` (function): function createEmptyChunkRow(chunkKey: string): RuntimeChunkRow — An empty chunk row for `chunkKey` — the starting value for a cell nothing has been placed in yet.
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- `deleteChunk` (function): function deleteChunk(snapshot: GameRuntimeSnapshot, chunkKey: string): GameRuntimeSnapshot — Drop a chunk from a snapshot and mark the key dirty so the host deletes its stored row.
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- `parseChunkKey` (function): function parseChunkKey(key: string): ChunkCoord | null — Parse a `chunkKeyOf` string back to coordinates; `null` for anything not in that form.
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- `setChunk` (function): function setChunk(snapshot: GameRuntimeSnapshot, chunkKey: string, chunk: RuntimeChunkRow): GameRuntimeSnapshot — Write a chunk into a snapshot and mark it dirty, so the next persist actually stores it. The engine never writes `dirty.chunks` for a raw `snapshot.chunks[key] = …` assignment, so a command that mutated the map by hand silently never saved that chunk.
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- `updateChunk` (function): function updateChunk(snapshot: GameRuntimeSnapshot, chunkKey: string, update: (chunk: RuntimeChunkRow) => RuntimeChunkRow): GameRuntimeSnapshot — Read-modify-write a chunk (creating it empty when absent), marking it dirty.
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## @jgengine/core/runtime/worldMirror
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- `WorldMirror` (interface): interface WorldMirror — The client end of host-authoritative replication: folds a host's baseline + {@link WorldDiff} stream onto a local {@link GameContext}. It keeps the last full {@link WorldSnapshot}, advances it with each diff, and pushes the result through `ctx.hydrate` — so the client mirrors exactly the subsystems its own game opted into and silently ignores host modules it lacks. This is the inverse of a {@link HostedWorldSession}; the transport in between (loopback, ws, Convex) is irrelevant.
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@@ -48,6 +48,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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- `canJoinPrivateServer` (function) · `import { canJoinPrivateServer } from "@jgengine/core/runtime/hostPolicy"`
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## host-join-target — choose or refuse an auto-matched server under a matchmaking mode
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- `selectJoinTarget` (function) · `import { selectJoinTarget } from "@jgengine/core/runtime/hostPolicy"`
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## host-listing-filter — exclude private sessions from public browse results
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- `isListablePublicly` (function) · `import { isListablePublicly } from "@jgengine/core/runtime/hostPolicy"`
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@@ -100,6 +104,18 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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- `ws` (function) · `import { ws } from "@jgengine/core/runtime/adapter"`
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## object-slot-inventory — placed objects hold validated per-instance container contents that replicate and save with the placement
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- `SceneObjectSlots` (interface) · `import { SceneObjectSlots } from "@jgengine/core/runtime/context/objectSlots"`
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+
## placed-object-rehydrate — rebuild live placed objects, with their state and slot contents, from persisted snapshot rows
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- `fromRuntimeObjectRow` (function) · `import { fromRuntimeObjectRow } from "@jgengine/core/runtime/objectRows"`
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## placed-object-rows — a placed object's per-instance state and container contents convert to and from the persisted snapshot row a host stores
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- `toRuntimeObjectRow` (function) · `import { toRuntimeObjectRow } from "@jgengine/core/runtime/objectRows"`
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## render-fallback-diagnostics — Enable/disable the dev-only placeholder-fallback probe.
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- `armFallbackSeams` (function) · `import { armFallbackSeams } from "@jgengine/core/devtools/fallbackSeams"`
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@@ -134,6 +150,14 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
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- `defineStore` (function) · `import { defineStore } from "@jgengine/shell/gameKit"`
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+
## world-chunk-key — map world positions to persisted chunk keys at a declared cell size
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- `chunkKeyOf` (function) · `import { chunkKeyOf } from "@jgengine/core/runtime/worldChunks"`
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## world-chunk-write — mutate a snapshot's chunk and have the host persist it
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- `setChunk` (function) · `import { setChunk } from "@jgengine/core/runtime/worldChunks"`
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+
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## world-convergence — derive environment coordinate content from the scene document
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- `environmentContentFromDocument` (function) · `import { environmentContentFromDocument } from "@jgengine/shell/gameKit"`
|