@jgengine/react 0.18.1 → 0.21.0
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 +504 -7
- package/dist/actionHud.js +1 -1
- package/dist/bars.d.ts +1 -1
- package/dist/bars.js +1 -1
- package/dist/barsPreview.d.ts +1 -1
- package/dist/barsPreview.js +9 -2
- package/dist/browserLifecycle.d.ts +26 -0
- package/dist/browserLifecycle.js +42 -0
- package/dist/dialogBehavior.d.ts +22 -0
- package/dist/dialogBehavior.js +109 -0
- package/dist/dragLayer.d.ts +7 -0
- package/dist/dragLayer.js +156 -100
- package/dist/hooks.d.ts +10 -1
- package/dist/hooks.js +8 -1
- package/dist/hudTheme.d.ts +1 -1
- package/dist/hudTheme.js +3 -2
- package/dist/index.d.ts +3 -0
- package/dist/index.js +3 -0
- package/dist/map.js +106 -42
- package/dist/modals.js +8 -52
- package/dist/panels.js +45 -14
- package/dist/previewFixtures.js +3 -1
- package/dist/scrollRail.d.ts +18 -0
- package/dist/scrollRail.js +55 -0
- package/dist/scrollRailPreview.d.ts +4 -0
- package/dist/scrollRailPreview.js +8 -0
- package/dist/useServerSession.d.ts +1 -1
- package/dist/useServerSession.js +5 -3
- package/dist/voice.js +120 -13
- package/package.json +2 -2
- package/skills/ce-handoff/SKILL.md +2 -2
- package/skills/jgengine/SKILL.md +28 -6
- package/skills/jgengine/api.md +139 -99
- package/skills/jgengine/capabilities.md +28 -0
- package/skills/jgengine/recipes/minimal-game.md +10 -2
- package/skills/jgengine-ui/SKILL.md +16 -17
- package/skills/jgengine-ui/api.md +603 -365
- package/skills/jgengine-ui/capabilities.md +131 -1
- package/skills/jgengine-ui/reference-primitives.md +179 -0
- package/skills/jgengine-ui/reference.md +4 -81
package/skills/jgengine/api.md
CHANGED
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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: "0.21.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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## @jgengine/core/authoring
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- `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.
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- `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. In a `defineGame({ input })`, pressing an action runs the same-named command with `{ yaw, pitch, aim }`; `repeatMs` re-fires it while held (automatic weapons).
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- `AuthoredProvenance` (interface): interface AuthoredProvenance — A first-class entry in the scene document — the editor fully owns and persists it.
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- `Drop` (interface): interface Drop — A resolved loot outcome — one item or currency grant with its rolled count.
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- `GameDefinition` (interface): interface GameDefinition<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> — Fully-resolved game description produced by {@link defineGameDefinition} — assets, scene, and opted-in subsystems.
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- `CommandDecodeResult` (type): type CommandDecodeResult<TInput> = | { ok: true; value: TInput } | { ok: false; reason: string } — ⚠ undocumented
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- `CommandDecoder` (type): type CommandDecoder<TInput> = (input: unknown) => CommandDecodeResult<TInput> — Parses raw `unknown` transport input into `TInput`, rejecting anything that doesn't match the command's declared shape. Runs before `validate`/`apply`, so a malformed payload never reaches game logic.
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- `CommandDefinition` (interface): interface CommandDefinition<TState, TInput> — ⚠ undocumented
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- `CommandRegistry` (interface): interface CommandRegistry<TState> — ⚠ undocumented
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- `CommandRejection` (interface): interface CommandRejection — ⚠ undocumented
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- `CommandDefinition` (interface): interface CommandDefinition<TState, TInput> { decode?: CommandDecoder<TInput>; validate?(state: TState, input: TInput): CommandRejection | null; apply(state: TState, input: TInput): TState | void } — ⚠ undocumented
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- `CommandRegistry` (interface): interface CommandRegistry<TState> { define<TInput>(name: string, definition: CommandDefinition<TState, TInput>): void; has(name: string): boolean; names(): string[]; run(state: TState, name: string, input: unknown): CommandResult<TState> } — ⚠ undocumented
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- `CommandRejection` (interface): interface CommandRejection { reason: string } — ⚠ undocumented · used by `validateCommandInput` (@jgengine/ws): Validates a `runCommand` input against a declared catalog.
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- `CommandResult` (type): type CommandResult<TState> = | { status: "applied"; state: TState } | { status: "rejected"; reason: string } | { status: "unknown-command" } — ⚠ undocumented
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- `createCommandRegistry` (function): function createCommandRegistry<TState>(): CommandRegistry<TState> — ⚠ undocumented
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- `DevtoolsControlKind` (type): type DevtoolsControlKind = | "slider" | "toggle" | "color" | "select" | "text" | "vec2" | "vec3" | "vec4" | "interval" | "angle" | "enum" — ⚠ undocumented
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- `DevtoolsLogEntry` (interface): interface DevtoolsLogEntry — A single captured log line with timestamp, level, and formatted message.
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- `DevtoolsLogLevel` (type): type DevtoolsLogLevel = "log" | "info" | "warn" | "error" — Severity level for a captured devtools log entry.
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- `DevtoolsOverrides` (interface): interface DevtoolsOverrides — ⚠ undocumented
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- `DevtoolsOverrides` (interface): interface DevtoolsOverrides { version: number; enabled: string[]; values: Record<string, unknown>; schemas?: Record<string, {kind: DevtoolsControlKind; schemaVersion?: number}> } — ⚠ undocumented
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- `DevtoolsSnapshot` (interface): interface DevtoolsSnapshot — Serializable point-in-time snapshot of devtools state: frame, render, latency, logs, controls, and discovered fields.
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- `DiscoveredEntry` (interface): interface DiscoveredEntry — A control auto-discovered by scanning an object/table, with its binding metadata and current reader.
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- `DiscoverySkip` (interface): interface DiscoverySkip — ⚠ undocumented
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- `DiscoverySkip` (interface): interface DiscoverySkip { readonly path: string; readonly reason: string } — ⚠ undocumented
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- `FrameRecordSample` (interface): interface FrameRecordSample — Per-frame timing input recorded by callers: total frame time, sim time, and optional named phase durations.
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- `FrameStats` (interface): interface FrameStats — Aggregated frame-timing statistics over the recent sampling window, including per-phase breakdown.
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- `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).
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- `LatencyStats` (interface): interface LatencyStats — Aggregated latency statistics (last/avg/min/max) over recorded latency samples.
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- `LongFrameEvent` (interface): interface LongFrameEvent — Recorded spike event for a frame that exceeded the long-frame threshold, with culprit attribution.
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- `NormalizedColor` (interface): interface NormalizedColor — ⚠ undocumented
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- `NormalizedColor` (interface): interface NormalizedColor { readonly hex: string; readonly rgb: string; readonly alpha: number; readonly hasAlpha: boolean } — ⚠ undocumented
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- `OVERRIDES_FORMAT_VERSION` (const): const OVERRIDES_FORMAT_VERSION: 1 — ⚠ undocumented
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- `OverrideApplyDiagnostic` (interface): interface OverrideApplyDiagnostic — ⚠ undocumented
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- `OverrideApplyDiagnostic` (interface): interface OverrideApplyDiagnostic { readonly id: string; readonly reason: string } — ⚠ undocumented
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- `OverrideApplyResult` (interface): interface OverrideApplyResult — Outcome of applying a devtools overrides payload: counts of applied and skipped entries plus diagnostics.
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- `PhaseStats` (interface): interface PhaseStats — Timing summary for a single named profiling phase across the sampling window.
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- `RenderSample` (interface): interface RenderSample — Snapshot of renderer resource counts (draw calls, triangles, geometries, textures) for a frame.
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- `ScanFieldMeta` (interface): interface ScanFieldMeta extends TunableOptions — ⚠ undocumented
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- `ScanFieldMeta` (interface): interface ScanFieldMeta extends TunableOptions { kind?: DevtoolsControlKind } — ⚠ undocumented
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- `ScanMeta` (type): type ScanMeta = Readonly<Record<string, ScanFieldMeta>> — ⚠ undocumented
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- `Tunable` (interface): interface Tunable<T> — Typed handle to a registered control, exposing its live value and subscribe/set/reset operations.
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- `TunableAccessor` (interface): interface TunableAccessor — Get/set accessor pair plus initial value used to bind a discovered field to a control.
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- `TunableChoice` (interface): interface TunableChoice<T = unknown> — ⚠ undocumented
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- `TunableChoice` (interface): interface TunableChoice<T = unknown> { readonly value: T; readonly label?: string } — ⚠ undocumented
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- `TunableInterval` (type): type TunableInterval = { min: number; max: number } — ⚠ undocumented
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- `TunableOptions` (interface): interface TunableOptions<T = unknown> — ⚠ undocumented
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- `TunableOptions` (interface): interface TunableOptions<T = unknown> { min?: number; max?: number; step?: number; options?: readonly T[]; choices?: readonly TunableChoice<T>[]; label?: string; group?: string; onChange?: (value: T) => void; kind?: DevtoolsControlKind; unit?: AngleUnit; displayUnit?: AngleUnit… — ⚠ undocumented · used by `createDiscoverModule` (@jgengine/core/devtools/discover): Create the discovery subsystem that scans objects/tables for tunable fields and binds them as controls and probes.
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- `TunableVec2` (type): type TunableVec2 = [number, number] — ⚠ undocumented
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- `TunableVec3` (type): type TunableVec3 = [number, number, number] — ⚠ undocumented
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- `TunableVec4` (type): type TunableVec4 = [number, number, number, number] — ⚠ undocumented
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## @jgengine/core/devtools/transformTunables
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- `TunableTransformResult` (interface): interface TunableTransformResult — ⚠ undocumented
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- `TunableTransformResult` (interface): interface TunableTransformResult { code: string; bound: string[] } — ⚠ undocumented
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## @jgengine/core/devtools/tunableSchema
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- `AngleUnit` (type): type AngleUnit = "rad" | "deg" — ⚠ undocumented
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- `CONTROL_SCHEMA_VERSION` (const): const CONTROL_SCHEMA_VERSION: 1 — ⚠ undocumented
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- `DevtoolsControlKind` (type): type DevtoolsControlKind = | "slider" | "toggle" | "color" | "select" | "text" | "vec2" | "vec3" | "vec4" | "interval" | "angle" | "enum" — ⚠ undocumented
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- `DevtoolsOverrides` (interface): interface DevtoolsOverrides — ⚠ undocumented
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- `DiscoverySkip` (interface): interface DiscoverySkip — ⚠ undocumented
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- `DevtoolsOverrides` (interface): interface DevtoolsOverrides { version: number; enabled: string[]; values: Record<string, unknown>; schemas?: Record<string, {kind: DevtoolsControlKind; schemaVersion?: number}> } — ⚠ undocumented
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- `DiscoverySkip` (interface): interface DiscoverySkip { readonly path: string; readonly reason: string } — ⚠ undocumented
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- `MAX_SCAN_DEPTH` (const): const MAX_SCAN_DEPTH: 5 — ⚠ undocumented
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- `MAX_SCAN_TARGETS` (const): const MAX_SCAN_TARGETS: 512 — ⚠ undocumented
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- `MAX_TABLE_ENTRIES` (const): const MAX_TABLE_ENTRIES: 64 — ⚠ undocumented
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- `NormalizedColor` (interface): interface NormalizedColor — ⚠ undocumented
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- `NormalizedColor` (interface): interface NormalizedColor { readonly hex: string; readonly rgb: string; readonly alpha: number; readonly hasAlpha: boolean } — ⚠ undocumented
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- `OVERRIDES_FORMAT_VERSION` (const): const OVERRIDES_FORMAT_VERSION: 1 — ⚠ undocumented
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- `OverrideApplyDiagnostic` (interface): interface OverrideApplyDiagnostic — ⚠ undocumented
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- `ResolvedAxisBounds` (interface): interface ResolvedAxisBounds — ⚠ undocumented
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- `ScanFieldMeta` (interface): interface ScanFieldMeta extends TunableOptions — ⚠ undocumented
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- `OverrideApplyDiagnostic` (interface): interface OverrideApplyDiagnostic { readonly id: string; readonly reason: string } — ⚠ undocumented
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- `OverrideParseResult` (interface): interface OverrideParseResult { readonly overrides: DevtoolsOverrides | null; readonly diagnostics: readonly string[] } — ⚠ undocumented
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- `ResolvedAxisBounds` (interface): interface ResolvedAxisBounds { readonly labels: readonly string[]; readonly min: readonly number[]; readonly max: readonly number[]; readonly step: readonly number[] } — ⚠ undocumented
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- `ScanFieldMeta` (interface): interface ScanFieldMeta extends TunableOptions { kind?: DevtoolsControlKind } — ⚠ undocumented
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- `ScanMeta` (type): type ScanMeta = Readonly<Record<string, ScanFieldMeta>> — ⚠ undocumented
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- `TunableChoice` (interface): interface TunableChoice<T = unknown> — ⚠ undocumented
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- `TunableChoice` (interface): interface TunableChoice<T = unknown> { readonly value: T; readonly label?: string } — ⚠ undocumented
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- `TunableInterval` (type): type TunableInterval = { min: number; max: number } — ⚠ undocumented
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- `TunableOptions` (interface): interface TunableOptions<T = unknown> — ⚠ undocumented
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- `TunableOptions` (interface): interface TunableOptions<T = unknown> { min?: number; max?: number; step?: number; options?: readonly T[]; choices?: readonly TunableChoice<T>[]; label?: string; group?: string; onChange?: (value: T) => void; kind?: DevtoolsControlKind; unit?: AngleUnit; displayUnit?: AngleUnit… — ⚠ undocumented · used by `createDiscoverModule` (@jgengine/core/devtools/discover): Create the discovery subsystem that scans objects/tables for tunable fields and binds them as controls and probes.
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- `TunableVec2` (type): type TunableVec2 = [number, number] — ⚠ undocumented
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- `TunableVec3` (type): type TunableVec3 = [number, number, number] — ⚠ undocumented
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- `TunableVec4` (type): type TunableVec4 = [number, number, number, number] — ⚠ undocumented
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- `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.
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- `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.
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## @jgengine/core/devtools/warnOnce
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- `warnOnce` (function): function warnOnce(site: string, message: string): void — Logs a dev-mode `console.warn` once per `site`, and never in a production build. Reach for it where a permissive config would otherwise fail silently — a clipped sky dome, an ignored tint.
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## @jgengine/core/meta/changelog
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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: "0.21.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
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## @jgengine/core/runtime/adapter
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- `MultiplayerAdapterConfig` (type): type MultiplayerAdapterConfig = | { kind: "convex"; topology?: MultiplayerTopology; authority?: MultiplayerAuthority } | { kind: "ws"; topology?: MultiplayerTopology; url?: string; authority?: MultiplayerAuthority } | { kind: "socketio"; topology?: MultiplayerTopology; url?: string; authority?: Mult… — ⚠ undocumented
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- `MultiplayerAdapterConfig` (type): type MultiplayerAdapterConfig = | { kind: "convex"; topology?: MultiplayerTopology; authority?: MultiplayerAuthority } | { kind: "ws"; topology?: MultiplayerTopology; url?: string; authority?: MultiplayerAuthority } | { kind: "socketio"; topology?: MultiplayerTopology; url?: string; authority?: Mult… — ⚠ undocumented · used by `convex`: Convex transport.
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- `MultiplayerAuthority` (type): type MultiplayerAuthority = "server" | "client" — Where the world simulation is authoritative.
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- `MultiplayerTopology` (type): type MultiplayerTopology = "shared" | "lobbies" | "private" — ⚠ undocumented
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- `ServersPoolConfig` (type): type ServersPoolConfig = { minPlayersToStart?: number; adapter: MultiplayerAdapterConfig; } & ( | { topology: "shared"; maxServers?: number; slotsPerServer?: number } | { topology?: "rooms"; maxServers: number; slotsPerServer: number } ) — ⚠ undocumented
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- `MultiplayerTopology` (type): type MultiplayerTopology = "shared" | "lobbies" | "private" — ⚠ undocumented · used by `convex`: Convex transport.
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- `ServersPoolConfig` (type): type ServersPoolConfig = { minPlayersToStart?: number; adapter: MultiplayerAdapterConfig; } & ( | { topology: "shared"; maxServers?: number; slotsPerServer?: number } | { topology?: "rooms"; maxServers: number; slotsPerServer: number } ) — ⚠ undocumented · used by `servers`: Resolve the shared-world pool to one unbounded world; room pools keep explicit capacities.
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- `adapterOf` (function): function adapterOf(multiplayer: unknown): MultiplayerAdapterConfig | null — ⚠ undocumented
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- `convex` (function): function convex(config?: { topology?: MultiplayerTopology; authority?: MultiplayerAuthority }): MultiplayerAdapterConfig — Convex transport. Omitting `authority` (or passing `"client"`) is **presence-only** — prefer `convexPresence()` to name that intent explicitly. Pass `{ authority: "server" }` for a shared, host-authoritative world — see `examples/HOSTED.md`.
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- `convexPresence` (function): function convexPresence(config?: { topology?: MultiplayerTopology }): MultiplayerAdapterConfig — Presence-only Convex transport — each client runs its own `onTick`; only presence/feeds/chat sync. Sugar for `convex({ ...config, authority: "client" })`.
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## @jgengine/core/runtime/cameraDirector
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- `CHASE_VIEWS` (const): const CHASE_VIEWS: readonly ChaseView[] — Default order {@link nextChaseView} cycles through.
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- `CameraDirector` (interface): interface CameraDirector { follow(entityId: string | null): void; followedEntityId(): string | null | undefined; setRig(kind: CameraRigKind | null, config?: CameraRigConfig): void; rig(): CameraRigOverride | null; setCinematic(config: CinematicCameraConfig | null):… — ⚠ undocumented
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- `CameraDirectorSnapshot` (type): type CameraDirectorSnapshot = CameraSerialized<CameraDirectorState> — JSON-safe camera policy; documented instant chase responses use an explicit Infinity marker.
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- `CameraDirectorState` (interface): interface CameraDirectorState — Camera policy state before the JSON-safe snapshot number encoding.
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- `CameraRigConfig` (type): type CameraRigConfig = Omit<GameCameraConfig, "rig" | "projection" | "pixelPerfect" | "frustum" | "playerFov" | "weapon" | "onCameraFollow"> — Data overlay for an existing rig; callbacks and Canvas projection/preferences remain configured by the game.
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- `CameraRigOverride` (interface): interface CameraRigOverride — Runtime rig selection and detached data overlay over the configured camera.
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- `ChaseCameraTuning` (type): type ChaseCameraTuning = Partial< Pick< ChaseCameraConfig, | "distance" | "height" | "lookHeight" | "springDamping" | "fov" | "lead" | "bank" | "shakePerSpeed" | "velocityYaw" | "yawResponse" | "headingSource" | "distanceBySpeed" | "pitchFollow" | "fovKick" | "lookBackAction" | "collision" | "view" … — Runtime patch over the static `camera.chase` config — distance/height/fov retuning from gameplay events (#286.11), a whole driving-feel overlay applied only while a vehicle is piloted (#1299), or a `view` switch between chase and seat cameras.
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- `nextChaseView` (function): function nextChaseView(current: ChaseView, views: readonly ChaseView[] = CHASE_VIEWS): ChaseView — The view after `current` in `views`, wrapping at the end; a view missing from the list starts the cycle over. Pair with `setChaseTuning` to bind a "change camera" key: `ctx.camera.setChaseTuning({ ...ctx.camera.chaseTuning(), view: nextChaseView(view) })`.
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- `bindCommandTransport` (function): function bindCommandTransport(ctx: GameContext, route: Route): () => void — Bind UI command dispatch to the host for this context. A missing join rejects; it never mutates the local replica.
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- `dispatchCommand` (function): function dispatchCommand(ctx: GameContext, name: string, input: unknown): DispatchedCommandResult — Dispatch a player's command through the bound host, or locally for an unbound offline context. Await the result before showing success.
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- `QuantityResult` (type): type QuantityResult = { ok: true; quantity: number } | { ok: false; reason: "invalid-quantity" } — Validated integer quantity or a stable input rejection.
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- `isInputRecord` (function): function isInputRecord(value: unknown): value is Record<string, unknown> — Narrow an untrusted value to a plain object, rejecting arrays and null.
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- `readInputArray` (function): function readInputArray<T>(value: unknown, readItem: (item: unknown) => T | null, options: { maxItems?: number } = {}): T[] | null — Read an array of at most `maxItems` entries, each accepted by `readItem`; any rejected entry rejects the whole array.
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- `readInputNumber` (function): function readInputNumber(value: unknown, options: { min?: number; max?: number; integer?: boolean } = {}): number | null — Read a finite number inside `[min, max]`, or `null`. `NaN` and `±Infinity` are always rejected, so a coordinate can never drive an unbounded loop; `integer` also rejects fractions instead of flooring them.
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- `readInputOneOf` (function): function readInputOneOf<const T extends string | number>(value: unknown, allowed: readonly T[]): T | null — Read one of a fixed set of values, or `null`.
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- `readInputPoint2` (function): function readInputPoint2(value: unknown, options: { maxAbs?: number } = {}): { x: number; z: number } | null — Read an `{ x, z }` ground point whose axes are finite and within `maxAbs`, or `null`.
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- `readInputPoint3` (function): function readInputPoint3(value: unknown, options: { maxAbs?: number } = {}): { x: number; y: number; z: number } | null — Read an `{ x, y, z }` point whose axes are finite and within `maxAbs`, or `null`.
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- `readInputString` (function): function readInputString(value: unknown, options: { maxLength?: number } = {}): string | null — Read a non-empty string of at most `maxLength` characters, or `null`.
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## @jgengine/core/runtime/commandRunner
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- `
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- `CommandAccess` (type): type CommandAccess = "client" | "server" — Who may send a command: any client through the public transport, or only trusted host code.
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- `CommandDef` (type): type CommandDef<TInput = unknown> = { /** * `"server"` when `input` carries facts only the host may decide (unlock state, prices, multipliers): * public transports then refuse it and only trusted host calls such as `helpers.runCommand` run it. * Defaults to `"client"`, so every field of `input` must… — ⚠ undocumented · used by `defineCommand`: Declare a command with a typed input: `parse` narrows the wire value once, and `scope`, `validate` and `apply` receive the parsed type.
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- `CommandScope` (type): type CommandScope = { /** Member ids to hydrate; omit for the whole roster. */ players?: readonly string[]; /** Chunk keys to hydrate; omit for every chunk of the server, `[]` for none. */ chunkKeys?: readonly string[]; } — Which slice of a server has to be hydrated before some work runs against it. Both fields default to "everything", which costs a read per member plus one per chunk — the cost that makes a large shared world unaffordable per mutation. Narrow them when the caller knows what it will touch.
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- `CommandScopeDefinition` (type): type CommandScopeDefinition = Omit<CommandScope, "players"> & { players?: readonly string[] | "actor" } — Declarative read scope; actor is resolved before host hydration.
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- `MALFORMED_COMMAND_INPUT_REASON` (const): const MALFORMED_COMMAND_INPUT_REASON: "Malformed command input" — Reason every host returns when a command's `parse` rejects its input.
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- `RunCommandResult` (type): type RunCommandResult = | { ok: true; snapshot: GameRuntimeSnapshot } | { ok: false; reason: string } — ⚠ undocumented
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- `SERVER_ONLY_COMMAND_REASON` (const): const SERVER_ONLY_COMMAND_REASON: "Command is server-only" — Reason a public transport returns for a {@link CommandDef} marked `access: "server"`.
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- `defineCommand` (function): function defineCommand<TInput>(definition: CommandDef<TInput> & { parse: (input: unknown) => TInput | null }): CommandDef — Declare a command with a typed input: `parse` narrows the wire value once, and `scope`, `validate` and `apply` receive the parsed type. Returns the untyped {@link CommandDef} a runtime's command table holds.
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## @jgengine/core/runtime/context/objectSlots
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- `CatalogEntityRole` (type): type CatalogEntityRole = "player" | "enemy" | "hostile" | "npc" | "vehicle" — ⚠ undocumented
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- `FloatTextInput` (interface): interface FloatTextInput — ⚠ undocumented
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- `FloatTextInput` (interface): interface FloatTextInput { instanceId?: string; position?: [number, number, number]; text?: string; kind?: string; amount?: number; hitType?: string; element?: string; crit?: boolean; scale?: number } — ⚠ undocumented
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- `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).
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- `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.
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- `GameContextCards` (interface): interface GameContextCards — ⚠ undocumented
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- `GameContextEntityEntry` (interface): interface GameContextEntityEntry — ⚠ undocumented
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- `GameContextFeed` (interface): interface GameContextFeed extends Omit<GameFeed, "bind"> — ⚠ undocumented
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- `GameContextItemEntry` (interface): interface GameContextItemEntry — ⚠ undocumented
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- `GameContextItemUse` (interface): interface GameContextItemUse — ⚠ undocumented
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- `GameContextLoot` (interface): interface GameContextLoot — ⚠ undocumented
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- `GameContextCards` (interface): interface GameContextCards { pile(id: string, config?: CardPileConfig): CardPile } — ⚠ undocumented
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- `GameContextCommands` (interface): interface GameContextCommands { define<TInput>(name: string, definition: CommandDefinition<GameContext, TInput>): void; has(name: string): boolean; names(): string[]; run(name: string, input: unknown): CommandResult<GameContext>; runAs(actorUserId: string, name: string,… — ⚠ undocumented
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- `GameContextContent` (interface): interface GameContextContent { itemById?(itemId: string): GameContextItemEntry | null | undefined; entityById?(catalogId: string): GameContextEntityEntry | null | undefined; objectById?(catalogId: string): GameContextObjectEntry | null | undefined } — ⚠ undocumented
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- `GameContextEconomy` (interface): interface GameContextEconomy { balance(userId: string, currencyId: string | CurrencyDefinition): number; grant(userId: string, currencyId: string | CurrencyDefinition, amount: number): void; charge(userId: string, currencyId: string | CurrencyDefinition, amount: number… — ⚠ undocumented
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- `GameContextEntityEntry` (interface): interface GameContextEntityEntry { stats?: StatCatalog; receive?: ReceiveMap; onDeath?: OnDeathSpec; movement?: PoseAllowedStates & {walkSpeed?: number}; role?: CatalogEntityRole; verbs?: readonly ContextVerb[]; colliders?: EntityColliderSet; scale?: number } — ⚠ undocumented · used by `entityEntryFromCatalog` (@jgengine/core/editor): Turns an authored entity row into the runtime {@link GameContextEntityEntry} a spawn consumes: looks up `entityId` in the document's {@link …
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- `GameContextFeed` (interface): interface GameContextFeed extends Omit<GameFeed, "bind"> { bind(action: keyof GameEventMap): () => void } — ⚠ undocumented
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- `GameContextItemEntry` (interface): interface GameContextItemEntry { use?: string; weapon?: Record<string, unknown>; trade?: TradeField; rarity?: string; baseType?: string } — ⚠ undocumented
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- `GameContextItemUse` (interface): interface GameContextItemUse { register(handlers: Record<string, ItemUseHandler<GameContext>>): void; registered(): string[]; can(input: ItemUseInput): ItemUseRejection | null; use(input: ItemUseInput): ItemUseResult<GameContext> } — ⚠ undocumented
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- `GameContextLoot` (interface): interface GameContextLoot { register(def: LootTableDef): void; has(id: string): boolean; roll(id: string, rng?: () => number): Drop[]; grantToPlayer(userId: string, drops: Drop[], source?: string): void } — ⚠ undocumented
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- `GameContextModels` (interface): interface GameContextModels — Per-kind render-model lookup for {@link GameContextOptions.models}; a resolved `ModelConfig` satisfies {@link ModelBodySource} structurally.
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- `GameContextObjectEntry` (interface): interface GameContextObjectEntry — ⚠ undocumented
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- `HitReactionInput` (interface): interface HitReactionInput — ⚠ undocumented
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- `GameContextObjectEntry` (interface): interface GameContextObjectEntry { proximityPrompt?: ProximityPrompt; breakable?: false | {baseBreakTime: number}; slotInventory?: InventoryLayout; verbs?: readonly ContextVerb[]; colliders?: EntityColliderSet; halfExtents?: readonly [number, number, number] } — ⚠ undocumented
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- `GameContextOptions` (interface): interface GameContextOptions<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> { definition: GameDefinition<TAssetRef, TMultiplayer>; content: GameContextContent; player: {userId: string; isNew: boolean}; territory?: Territory; now?: () => number; occluder?: (from: EntityPosition, to: EntityPosition) => boolean; seed?… — ⚠ undocumented
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- `GameContextRace` (interface): interface GameContextRace { state(id: string, config?: RaceStateConfig): RaceState } — ⚠ undocumented
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- `GameContextTurn` (interface): interface GameContextTurn { loop(id: string, config?: TurnLoopConfig): TurnLoop } — ⚠ undocumented
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- `GameContextWorld` (interface): interface GameContextWorld { ground: TerrainField; groundHeightAt(x: number, z: number): number; solids: WorldSolids } — ⚠ undocumented
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- `HitReactionInput` (interface): interface HitReactionInput — ⚠ undocumented · used by `resolveHitReaction` (@jgengine/core/combat): Resolves hit feel (hitstop, knockback impulse, camera shake) from either a named `impactPresets` event (`resolveHitReaction("explosion", inp…
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- `MoveTowardCommitOptions` (interface): interface MoveTowardCommitOptions extends MoveTowardOptions — Options for {@link SceneEntityContext.moveTowardCommit}: {@link MoveTowardOptions} plus an optional facing turn.
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- `SceneEntityContext` (interface): interface SceneEntityContext — ⚠ undocumented
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- `SceneObjectContext` (interface): interface SceneObjectContext extends ObjectStore — ⚠ undocumented
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- `TelegraphInput` (interface): interface TelegraphInput — ⚠ undocumented
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- `SceneEntityContext` (interface): interface SceneEntityContext { spawn(name: string, options?: SpawnOptions): string; despawn(instanceId: string): boolean; update: EntityStore["update"]; setPose(instanceId: string, pose: EntityPose): boolean; setVelocity: EntityStore["setVelocity"]; setPoseConstraint: … — ⚠ undocumented
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- `SceneObjectContext` (interface): interface SceneObjectContext extends ObjectStore { catalog(instanceId: string): GameContextObjectEntry | null; raycast(input: ObjectRaycastInput): ObjectRaycastHit | null; raycastAll(input: ObjectRaycastInput): readonly ObjectRaycastHit[]; setColliders(instanceId: string, colliders: Entit… — ⚠ undocumented
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- `SceneWorldItemContext` (interface): interface SceneWorldItemContext — `ctx.scene.worldItem`: items lying in the world — spawn, list, find the nearest, and pick up into a player's bag.
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- `TelegraphInput` (interface): interface TelegraphInput { from: string; shape: TelegraphShape; at: [number, number, number]; dir?: number; windupMs: number; kind?: string; effect?: {effect: string; via?: EffectVia; radius?: number; falloff?: "linear" | "none"; los?: boolean;} } — ⚠ undocumented
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- `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`.
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- `WorldItemPickupResult` (type): type WorldItemPickupResult = | { status: "ok"; record: WorldItemRecord } | { status: "rejected"; reason: string } — ⚠ undocumented
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- `createGameContext` (function): function createGameContext<TAssetRef extends ModelAssetRef, TMultiplayer>(options: GameContextOptions<TAssetRef, TMultiplayer>): GameContext — ⚠ undocumented
|
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@@ -312,36 +339,36 @@
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## @jgengine/core/runtime/gameContextTypes
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- `CatalogEntityRole` (type): type CatalogEntityRole = "player" | "enemy" | "hostile" | "npc" | "vehicle" — ⚠ undocumented
|
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|
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- `FloatTextInput` (interface): interface FloatTextInput — ⚠ undocumented
|
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|
+
- `FloatTextInput` (interface): interface FloatTextInput { instanceId?: string; position?: [number, number, number]; text?: string; kind?: string; amount?: number; hitType?: string; element?: string; crit?: boolean; scale?: number } — ⚠ undocumented
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- `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).
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- `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.
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- `GameContextCards` (interface): interface GameContextCards — ⚠ undocumented
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- `GameContextCommands` (interface): interface GameContextCommands — ⚠ undocumented
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- `GameContextContent` (interface): interface GameContextContent — ⚠ undocumented
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- `GameContextEconomy` (interface): interface GameContextEconomy — ⚠ undocumented
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- `GameContextEntityEntry` (interface): interface GameContextEntityEntry — ⚠ undocumented
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- `GameContextFeed` (interface): interface GameContextFeed extends Omit<GameFeed, "bind"> — ⚠ undocumented
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- `GameContextItemEntry` (interface): interface GameContextItemEntry — ⚠ undocumented
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- `GameContextItemUse` (interface): interface GameContextItemUse — ⚠ undocumented
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- `GameContextLoot` (interface): interface GameContextLoot — ⚠ undocumented
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- `GameContextCards` (interface): interface GameContextCards { pile(id: string, config?: CardPileConfig): CardPile } — ⚠ undocumented
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- `GameContextCommands` (interface): interface GameContextCommands { define<TInput>(name: string, definition: CommandDefinition<GameContext, TInput>): void; has(name: string): boolean; names(): string[]; run(name: string, input: unknown): CommandResult<GameContext>; runAs(actorUserId: string, name: string,… — ⚠ undocumented
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+
- `GameContextContent` (interface): interface GameContextContent { itemById?(itemId: string): GameContextItemEntry | null | undefined; entityById?(catalogId: string): GameContextEntityEntry | null | undefined; objectById?(catalogId: string): GameContextObjectEntry | null | undefined } — ⚠ undocumented
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- `GameContextEconomy` (interface): interface GameContextEconomy { balance(userId: string, currencyId: string | CurrencyDefinition): number; grant(userId: string, currencyId: string | CurrencyDefinition, amount: number): void; charge(userId: string, currencyId: string | CurrencyDefinition, amount: number… — ⚠ undocumented
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+
- `GameContextEntityEntry` (interface): interface GameContextEntityEntry { stats?: StatCatalog; receive?: ReceiveMap; onDeath?: OnDeathSpec; movement?: PoseAllowedStates & {walkSpeed?: number}; role?: CatalogEntityRole; verbs?: readonly ContextVerb[]; colliders?: EntityColliderSet; scale?: number } — ⚠ undocumented · used by `entityEntryFromCatalog` (@jgengine/core/editor): Turns an authored entity row into the runtime {@link GameContextEntityEntry} a spawn consumes: looks up `entityId` in the document's {@link …
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+
- `GameContextFeed` (interface): interface GameContextFeed extends Omit<GameFeed, "bind"> { bind(action: keyof GameEventMap): () => void } — ⚠ undocumented
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+
- `GameContextItemEntry` (interface): interface GameContextItemEntry { use?: string; weapon?: Record<string, unknown>; trade?: TradeField; rarity?: string; baseType?: string } — ⚠ undocumented
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+
- `GameContextItemUse` (interface): interface GameContextItemUse { register(handlers: Record<string, ItemUseHandler<GameContext>>): void; registered(): string[]; can(input: ItemUseInput): ItemUseRejection | null; use(input: ItemUseInput): ItemUseResult<GameContext> } — ⚠ undocumented
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+
- `GameContextLoot` (interface): interface GameContextLoot { register(def: LootTableDef): void; has(id: string): boolean; roll(id: string, rng?: () => number): Drop[]; grantToPlayer(userId: string, drops: Drop[], source?: string): void } — ⚠ undocumented
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- `GameContextModels` (interface): interface GameContextModels — Per-kind render-model lookup for {@link GameContextOptions.models}; a resolved `ModelConfig` satisfies {@link ModelBodySource} structurally.
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- `GameContextObjectEntry` (interface): interface GameContextObjectEntry — ⚠ undocumented
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- `GameContextOptions` (interface): interface GameContextOptions<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> — ⚠ undocumented
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- `GameContextRace` (interface): interface GameContextRace — ⚠ undocumented
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- `GameContextTurn` (interface): interface GameContextTurn — ⚠ undocumented
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- `GameContextWorld` (interface): interface GameContextWorld — ⚠ undocumented
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- `HitReactionInput` (interface): interface HitReactionInput — ⚠ undocumented
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+
- `GameContextObjectEntry` (interface): interface GameContextObjectEntry { proximityPrompt?: ProximityPrompt; breakable?: false | {baseBreakTime: number}; slotInventory?: InventoryLayout; verbs?: readonly ContextVerb[]; colliders?: EntityColliderSet; halfExtents?: readonly [number, number, number] } — ⚠ undocumented
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+
- `GameContextOptions` (interface): interface GameContextOptions<TAssetRef extends ModelAssetRef = ModelAssetRef, TMultiplayer = unknown> { definition: GameDefinition<TAssetRef, TMultiplayer>; content: GameContextContent; player: {userId: string; isNew: boolean}; territory?: Territory; now?: () => number; occluder?: (from: EntityPosition, to: EntityPosition) => boolean; seed?… — ⚠ undocumented
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- `GameContextRace` (interface): interface GameContextRace { state(id: string, config?: RaceStateConfig): RaceState } — ⚠ undocumented
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- `GameContextTurn` (interface): interface GameContextTurn { loop(id: string, config?: TurnLoopConfig): TurnLoop } — ⚠ undocumented
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+
- `GameContextWorld` (interface): interface GameContextWorld { ground: TerrainField; groundHeightAt(x: number, z: number): number; solids: WorldSolids } — ⚠ undocumented
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+
- `HitReactionInput` (interface): interface HitReactionInput { from: string; to: string; config: HitReactionConfig | ImpactPresetName; power?: number } — ⚠ undocumented · used by `resolveHitReaction` (@jgengine/core/combat): Resolves hit feel (hitstop, knockback impulse, camera shake) from either a named `impactPresets` event (`resolveHitReaction("explosion", inp…
|
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334
361
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- `MoveTowardCommitOptions` (interface): interface MoveTowardCommitOptions extends MoveTowardOptions — Options for {@link SceneEntityContext.moveTowardCommit}: {@link MoveTowardOptions} plus an optional facing turn.
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335
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- `SceneEntityContext` (interface): interface SceneEntityContext — ⚠ undocumented
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336
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- `SceneObjectContext` (interface): interface SceneObjectContext extends ObjectStore — ⚠ undocumented
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- `SceneWorldItemContext` (interface): interface SceneWorldItemContext —
|
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- `TelegraphInput` (interface): interface TelegraphInput — ⚠ undocumented
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+
- `SceneEntityContext` (interface): interface SceneEntityContext { spawn(name: string, options?: SpawnOptions): string; despawn(instanceId: string): boolean; update: EntityStore["update"]; setPose(instanceId: string, pose: EntityPose): boolean; setVelocity: EntityStore["setVelocity"]; setPoseConstraint: … — ⚠ undocumented
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363
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+
- `SceneObjectContext` (interface): interface SceneObjectContext extends ObjectStore { catalog(instanceId: string): GameContextObjectEntry | null; raycast(input: ObjectRaycastInput): ObjectRaycastHit | null; raycastAll(input: ObjectRaycastInput): readonly ObjectRaycastHit[]; setColliders(instanceId: string, colliders: Entit… — ⚠ undocumented
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364
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+
- `SceneWorldItemContext` (interface): interface SceneWorldItemContext — `ctx.scene.worldItem`: items lying in the world — spawn, list, find the nearest, and pick up into a player's bag.
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365
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- `TelegraphInput` (interface): interface TelegraphInput { from: string; shape: TelegraphShape; at: [number, number, number]; dir?: number; windupMs: number; kind?: string; effect?: {effect: string; via?: EffectVia; radius?: number; falloff?: "linear" | "none"; los?: boolean;} } — ⚠ undocumented
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- `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`.
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- `GameRuntime` (type): type GameRuntime = { gameId: string; topology?: "shared" | "rooms"; 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 ful… — ⚠ undocumented · used by `initialPlayerState`: Seed a fresh player through the same onNewPlayer hook as joining, without hydrating or modifying a world.
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- `GameRuntimeDefinition` (type): type GameRuntimeDefinition = { gameId: string; topology?: "shared" | "rooms"; 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; /** Host wall clock for `onInit`, in ms. Defaults to `Date.now()`. */ nowMs?: number; } — ⚠ undocumented
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- `RuntimeInitContext` (type): type RuntimeInitContext = { snapshot: GameRuntimeSnapshot; setSnapshot: (snapshot: GameRuntimeSnapshot) => void; /** * Host wall clock at the start of this call, in ms. The host already knows it, so anything keyed to * real time — a UTC date rollover, a `lastTickAt` anchor other code paths read, a s… — ⚠ undocumented
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- `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`.
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- `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.
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- `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.
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- `HeadlessRunnerOptions` (interface): interface HeadlessRunnerOptions<TAssetRef extends ModelAssetRef, TMultiplayer> — ⚠ undocumented
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- `HeadlessRunnerOptions` (interface): interface HeadlessRunnerOptions<TAssetRef extends ModelAssetRef, TMultiplayer> { definition: GameDefinition<TAssetRef, TMultiplayer>; content?: GameContextContent; loop?: GameLoop<GameContext>; player?: {userId: string; isNew: boolean}; now?: () => number; maxStepSeconds?: number; playerMovement?: boolean; movement?: … — ⚠ undocumented
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- `FEED_RING_LIMIT` (const): const FEED_RING_LIMIT: 20 — ⚠ undocumented
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- `GameServerRecord` (type): type GameServerRecord = { serverId: string; gameId: string; status: GameServerStatus; mode?: string; modeConfig?: unknown; label?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; memberUserIds: string[]; slotsPerServer: number; save: SaveConfig; serverState: RuntimeServer… — ⚠ undocumented
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- `HostPersistence` (type): type HostPersistence = { savePlan?: (plan: ServerPersistPlan) => Promise<void>; resetScenario?: (reset: NormalizedScenarioReset) => Promise<void>; loadServer: (serverId: string) => Promise<GameServerRecord | null>; saveServer: (record: GameServerRecord) => Promise<void>; listServers: (gameId: string… — ⚠ undocumented
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- `GameServerStatus` (type): type GameServerStatus = "open" | "running" | "closed" — ⚠ undocumented · used by `statusAfterLeave` (@jgengine/core/runtime/hostPolicy): Status after a leave: empty rooms reopen; non-empty rooms keep their current status.
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- `HostPersistence` (type): type HostPersistence = { savePlan?: (plan: ServerPersistPlan) => Promise<void>; resetScenario?: (reset: NormalizedScenarioReset) => Promise<void>; loadServer: (serverId: string) => Promise<GameServerRecord | null>; saveServer: (record: GameServerRecord) => Promise<void>; listServers: (gameId: string… — ⚠ undocumented · used by `memoryPersistence` (@jgengine/node): Creates an in-memory `HostPersistence` implementation, useful for tests and ephemeral hosts.
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- `LEADERBOARD_PENDING_KEY` (const): const LEADERBOARD_PENDING_KEY: "leaderboardPending" — ⚠ undocumented
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- `LeaderboardRow` (type): type LeaderboardRow = { gameId: string; stat: string; scope: LeaderboardScope; serverId?: string; userId: string; value: number; updatedAt: number; } — ⚠ undocumented · used by `createLeaderboard` (@jgengine/core/game/leaderboard): Ranked score tracking across global, server, and per-profile scopes, with top-N queries and per-profile lookups.
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- `OPEN_SERVER_LISTING_LIMIT` (const): const OPEN_SERVER_LISTING_LIMIT: 20 — ⚠ undocumented
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- `OPEN_SERVER_LISTING_MAX` (const): const OPEN_SERVER_LISTING_MAX: 100 — ⚠ 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[]; /** * 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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- `SessionVisibility` (type): type SessionVisibility = "public" | "private" — ⚠ undocumented · used by `isAutoJoinCandidate` (@jgengine/core/runtime/hostPolicy): Auto-match candidate when no `serverId` is supplied: already a member, or a public room with free capacity.
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- `ToServerListingOptions` (type): type ToServerListingOptions = { includeJoinCode?: boolean; } — ⚠ undocumented
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- `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.
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- `HostedGameRunnerOptions` (interface): interface HostedGameRunnerOptions<TAssetRef extends ModelAssetRef, TMultiplayer> — Config for {@link createHostedGameRunner}: the game definition, its content lookup, and an optional host identity.
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- `INPUT_COMMAND` (const): const INPUT_COMMAND: "engine.input" — Reserved command name the authoritative host intercepts on the existing `runCommand` transport to route a client's {@link InputFrame} to `session.input`, so per-tick input needs no separate wire.
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- `InputFrame` (interface): interface InputFrame — One client's
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- `InputFrame` (interface): interface InputFrame — One client's serializable held state and discrete edges for a simulation tick.
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## @jgengine/core/runtime/hostedWorldSession
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- `HostedWorldSessionOptions` (interface): interface HostedWorldSessionOptions<TAssetRef extends ModelAssetRef, TMultiplayer> — Config for {@link createHostedWorldSession}: the game, its persistence store, and the auto-save cadence.
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- `HostedWorldStore` (interface): interface HostedWorldStore — Narrow persistence seam for a hosted world — the {@link HostedWorldRecord} counterpart of `HostPersistence`. Backends implement it (memory/file/sql/convex); the session never names one. A stateful host loads once and saves on a cadence; a stateless host reconstructs from `load()` each invocation.
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- `HostedWorldSync` (type): type HostedWorldSync = | { kind: "baseline"; revision: number; snapshot: WorldSnapshot } | { kind: "diff"; diff: WorldDiff } — A client replication pull: a full baseline (first sync / fell behind) or a diff since the client's cursor.
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- `SyncHostedWorldStore` (interface): interface SyncHostedWorldStore —
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- `SyncHostedWorldStore` (interface): interface SyncHostedWorldStore — Already-loaded store adapter: synchronous reads, with synchronous or asynchronous writes.
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- `asyncMemoryWorldStore` (function): function asyncMemoryWorldStore(seed?: HostedWorldRecord): HostedWorldStore — Async in-process store for callers exercising the production persistence contract.
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- `createHostedWorldSessionAsync` (function): function createHostedWorldSessionAsync<TAssetRef extends ModelAssetRef, TMultiplayer>(options: Omit<HostedWorldSessionOptions<TAssetRef, TMultiplayer>, "store"> & { store: HostedWorldStore }): Promise<HostedWorldSession> — Build a hosted session from an asynchronous persistence backend.
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- `HostedWorldRecord` (interface): interface HostedWorldRecord — One hosted world's persisted authoritative state — the unit a {@link HostedWorldStore} loads and saves.
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- `HostedWorldStore` (interface): interface HostedWorldStore — Narrow persistence seam for a hosted world — the {@link HostedWorldRecord} counterpart of `HostPersistence`. Backends implement it (memory/file/sql/convex); the session never names one. A stateful host loads once and saves on a cadence; a stateless host reconstructs from `load()` each invocation.
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- `SyncHostedWorldStore` (interface): interface SyncHostedWorldStore —
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- `SyncHostedWorldStore` (interface): interface SyncHostedWorldStore — Already-loaded store adapter: synchronous reads, with synchronous or asynchronous writes.
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## @jgengine/core/runtime/inputRecorder
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## @jgengine/core/runtime/inputSnapshot
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- `InputFrame` (interface): interface InputFrame — One client's
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- `
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- `InputFrame` (interface): interface InputFrame — One client's serializable held state and discrete edges for a simulation tick.
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- `InputPress` (interface): interface InputPress — One discrete press, identified across retransmitted live input frames.
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- `InputSnapshot` (interface): interface InputSnapshot { rumble(userId: string, options: {strong: number; weak: number; ms: number}): Promise<boolean>; haptics(userId: string): HapticChannels; publish(held: readonly string[], edges?: {pressed?: readonly string[]; reset?: boolean}): void; beginS… — ⚠ undocumented · used by `GamepadSource` (@jgengine/shell/input/gamepadSource): Poll browser gamepads and feed semantic actions into the shell tracker.
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- `createInputSnapshot` (function): function createInputSnapshot(): InputSnapshot — ⚠ undocumented
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+
## @jgengine/core/runtime/localPlayers
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- `LocalPlayerAssignment` (interface): interface LocalPlayerAssignment — Result of {@link LocalPlayers.assign}.
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- `LocalPlayerSlot` (interface): interface LocalPlayerSlot — One local seat on a shared screen: a stable slot id, the user id the game spawns for it, and the device driving it.
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- `LocalPlayers` (interface): interface LocalPlayers — Seats for couch co-op: devices hot-join into slots, each slot has its own input.
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- `LocalPlayersConfig` (interface): interface LocalPlayersConfig — Retunable seat policy.
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- `LocalPlayersOptions` (interface): interface LocalPlayersOptions extends LocalPlayersConfig — Options for {@link createLocalPlayers}.
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+
- `LocalPlayersSnapshot` (interface): interface LocalPlayersSnapshot — Serializable seat table.
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- `createLocalPlayers` (function): function createLocalPlayers(options: LocalPlayersOptions): LocalPlayers — Seat table for local multiplayer on one screen.
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+
- `localPlayers` (function): function localPlayers(ctx: GameContext): LocalPlayers — The seat table of a game context, created on first use with one seat for `ctx.player` and `ctx.input`. The shell retunes it from `defineGame({ localPlayers })` and hot-joins pads into it.
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## @jgengine/core/runtime/motionIntents
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- `MotionIntentBatch` (interface): interface MotionIntentBatch — ⚠ undocumented
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- `MotionIntentBatch` (interface): interface MotionIntentBatch { impulses: readonly number[]; horizontalImpulses: readonly (readonly [number, number])[]; verticalVelocity: number | null; y: number | null } — ⚠ 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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## @jgengine/core/runtime/persistenceScope
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- `NormalizedScenarioReset` (interface): interface NormalizedScenarioReset — ⚠ undocumented
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+
- `NormalizedScenarioReset` (interface): interface NormalizedScenarioReset { gameId: string; serverId: string | null; wipeChunks: boolean; wipeServerSession: boolean; resetPlayers: "run" | "none"; runFields: readonly string[] } — ⚠ undocumented
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- `PersistenceScope` (type): type PersistenceScope = "run" | "meta" — ⚠ undocumented
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- `ScenarioReset` (interface): interface ScenarioReset — ⚠ undocumented
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- `ScopeSchema` (interface): interface ScopeSchema — ⚠ undocumented
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- `ScopedState` (interface): interface ScopedState<T = Record<string, unknown>> — ⚠ undocumented
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+
- `ScenarioReset` (interface): interface ScenarioReset { gameId: string; serverId?: string; wipeChunks?: boolean; wipeServerSession?: boolean; resetPlayers?: PersistenceScope | "none"; runFields?: readonly string[] } — ⚠ undocumented
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- `ScopeSchema` (interface): interface ScopeSchema { run: readonly string[] } — ⚠ undocumented
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- `ScopedState` (interface): interface ScopedState<T = Record<string, unknown>> { meta: Partial<T>; run: Partial<T> } — ⚠ undocumented
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- `applyRunReset` (function): function applyRunReset(profile: PlayerProfileRecord, runFields: readonly string[], now: number): PlayerProfileRecord — ⚠ undocumented
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- `clearRunFields` (function): function clearRunFields(player: RuntimePlayerRow, runFields: readonly string[]): RuntimePlayerRow — ⚠ undocumented
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- `mergeScopes` (function): function mergeScopes<T extends Record<string, unknown>>(scoped: ScopedState<T>): Partial<T> — ⚠ undocumented
|
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## @jgengine/core/runtime/runtimeSave
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- `RuntimeSave` (interface): interface RuntimeSave — Whole-world save/load bound to a live world and a pluggable backend. `save()` captures `target.
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- `RuntimeSave` (interface): interface RuntimeSave — Whole-world save/load bound to a live world and a pluggable backend. `save()` captures `target.state()` and writes it; `load()` reads it back and calls `target.restore()`. Older targets use `snapshot()`/`hydrate()`. 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.
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- `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.
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- `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.
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- `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.
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- `RuntimeSaveTarget` (interface): interface RuntimeSaveTarget — The narrow slice of a live `GameContext` a runtime save reads and writes — a `GameContext` satisfies it directly (`ctx.
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+
- `RuntimeSaveTarget` (interface): interface RuntimeSaveTarget — The narrow slice of a live `GameContext` a runtime save reads and writes — a `GameContext` satisfies it directly (`ctx.state`/`ctx.restore`/`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.
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- `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.
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## @jgengine/core/runtime/save
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- `SaveConfig` (type): type SaveConfig = | "none" | { auto: string; scope: SaveScope; } — ⚠ undocumented
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+
- `SaveConfig` (type): type SaveConfig = | "none" | { auto: string; scope: SaveScope; } — ⚠ undocumented · used by `persistServerSnapshot` (@jgengine/convex): Write a snapshot back: server row, dirty player profiles, dirty chunks, and drained leaderboard increments, all under `save`.
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- `SaveScope` (type): type SaveScope = "player" | "chunks" | "player+chunks" — ⚠ undocumented
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## @jgengine/core/runtime/simContext
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- `SimContextState` (interface): interface SimContextState — Serializable `ctx.sim` state: loop position plus the interpolation pose history.
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- `SimStage` (interface): interface SimStage — Extra work a game or engine seam (a physics backend, a netcode buffer) runs inside every simulation step.
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- `SimStagePhase` (type): type SimStagePhase = "beforeMovement" | "afterMovement" | "afterTick" — Where a registered stage runs inside one simulation step.
|
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- `createSimContext` (function): function createSimContext(options: { config?: SimulationConfig; entities: EntityStore }): SimContext — Build `ctx.sim` for a context; `createGameContext` calls this from `definition.simulation`.
|
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- `createSimContext` (function): function createSimContext(options: { config?: SimulationConfig; entities: EntityStore; time?: Pick<SimClock, "advance"> }): SimContext — Build `ctx.sim` for a context; `createGameContext` calls this from `definition.simulation`.
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## @jgengine/core/runtime/simLoop
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## @jgengine/core/runtime/snapshot
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-
- `GameRuntimeSnapshot` (type): type GameRuntimeSnapshot = { version: number; gameId: string; serverId: string; server: RuntimeServerRow; players: Record<string, RuntimePlayerRow>; chunks: Record<string, RuntimeChunkRow>; revision: number; dirty: { server: boolean; players: string[]; chunks: string[]; }; } — ⚠ undocumented
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+
- `GameRuntimeSnapshot` (type): type GameRuntimeSnapshot = { version: number; gameId: string; serverId: string; server: RuntimeServerRow; players: Record<string, RuntimePlayerRow>; chunks: Record<string, RuntimeChunkRow>; revision: number; dirty: { server: boolean; players: string[]; chunks: string[]; }; } — ⚠ undocumented · used by `isSnapshotClean` (@jgengine/core/runtime/hostPersistence): True when a snapshot carries no unwritten mutation — nothing for a persist to do.
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- `RUNTIME_SNAPSHOT_VERSION` (const): const RUNTIME_SNAPSHOT_VERSION: 1 — ⚠ undocumented
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- `RuntimeChunkRow` (type): type RuntimeChunkRow = { /** Cell key to owner id, persisted with its spatial chunk. */ territory?: Record<string, string>; territoryReceipts?: Record<string, { claimedAt: number; costPaid: number }>; chunkKey: string; objects: RuntimeObjectRow[]; entities: RuntimeEntityRow[]; flags?: Record<string,… — ⚠ undocumented
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+
- `RuntimeChunkRow` (type): type RuntimeChunkRow = { /** Cell key to owner id, persisted with its spatial chunk. */ territory?: Record<string, string>; territoryReceipts?: Record<string, { claimedAt: number; costPaid: number }>; chunkKey: string; objects: RuntimeObjectRow[]; entities: RuntimeEntityRow[]; flags?: Record<string,… — ⚠ undocumented · used by `createEmptyChunkRow` (@jgengine/core/runtime/worldChunks): An empty chunk row for `chunkKey` — the starting value for a cell nothing has been placed in yet.
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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; /** 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 = { territoryOwnedCount?: number; ownedTerritoryChunkKeys?: string[]; userId: string; inventories: Record<string, RuntimeInventorySlot[]>; economy: Record<string, number>; unlocks: string[]; quests?: unknown; social?: unknown; leaderboard?: Record<string, number>; session?: Rec… — ⚠ undocumented
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+
- `RuntimePlayerRow` (type): type RuntimePlayerRow = { territoryOwnedCount?: number; ownedTerritoryChunkKeys?: string[]; userId: string; inventories: Record<string, RuntimeInventorySlot[]>; economy: Record<string, number>; unlocks: string[]; quests?: unknown; social?: unknown; leaderboard?: Record<string, number>; session?: Rec… — ⚠ undocumented · used by `initialPlayerState` (@jgengine/core/runtime/gameRuntime): Seed a fresh player through the same onNewPlayer hook as joining, without hydrating or modifying a world.
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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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@@ -544,18 +583,19 @@
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- `GameRuntimeFeeds` (type): type GameRuntimeFeeds = { subscribeServer: ( serverId: string, onChange: (view: GameRuntimeServerView | null) => void, ) => FeedUnsubscribe; subscribePlayer: ( args: { serverId: string }, onChange: (view: GameRuntimePlayerView | null) => void, ) => FeedUnsubscribe; subscribeFeed: ( args: { serverId:… — ⚠ undocumented
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- `GameRuntimePlayerView` (type): type GameRuntimePlayerView = { userId: string; gameId: string; playerState: unknown; updatedAt: number; } — ⚠ undocumented
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- `GameRuntimeServerView` (type): type GameRuntimeServerView = { serverId: string; gameId: string; revision: number; memberUserIds: string[]; serverState: unknown | WorldSyncFrame; updatedAt: number; } — ⚠ undocumented
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-
- `GameRuntimeTransport` (type): type GameRuntimeTransport = { joinServer: (args: { gameId: string; serverId?: string; role?: MultiplayerRole
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+
- `GameRuntimeTransport` (type): type GameRuntimeTransport = { /** * Join a server. `sessionId` names this client session (one tab, one mounted view) so the host keeps * the user a member while any of their sessions is still live. */ joinServer: (args: { gameId: string; serverId?: string; role?: MultiplayerRole; sessionId?: string … — ⚠ undocumented · used by `useServerSession` (@jgengine/react/useServerSession): Joins a host and exposes a retryable blocking state until membership is confirmed.
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- `JoinServerOutcome` (type): type JoinServerOutcome = | (JoinServerResult & { ok: true }) | { ok: false; reason: "full" | "closed" | "unauthorized" } — Join failures are returned to the caller so the triggering surface can offer retry.
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- `JoinServerResult` (type): type JoinServerResult = { serverId: string; isNew: boolean; resumeTicket?: ResumeTicket; } — ⚠ undocumented
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- `LiveGameBackend` (type): type LiveGameBackend<TPresenceRow = unknown, TPresenceLocation = unknown, TGameId extends string = string> = GameBackend<TPresenceRow, TPresenceLocation, TGameId> & { presenceSync: PresenceSync; pushFeedEntry: (args: { serverId: string; action: string; entry: unknown }) => Promise<void>; chatSyncFor… — ⚠ undocumented
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- `MultiplayerRole` (type): type MultiplayerRole = "player" | "spectator" — Connection role used for authoritative world access; spectators are read-only.
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- `MultiplayerSession` (type): type MultiplayerSession = { gameId: string; userId: string; backend: LiveGameBackend; feedActions: string[]; } — ⚠ undocumented
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-
- `PresencePoseRow` (type): type PresencePoseRow = { userId: string; /** Set when the host tracks presence per session, so one user can hold two rows. */ sessionId?: string; /** Actor class, e.g. `"player"` / `"agent"` — a host may clamp each differently. */ kind?: string; /** Display name carried on the row, so a nameplate ne… — ⚠ undocumented
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+
- `PresencePoseRow` (type): type PresencePoseRow = { userId: string; /** Set when the host tracks presence per session, so one user can hold two rows. */ sessionId?: string; /** Actor class, e.g. `"player"` / `"agent"` — a host may clamp each differently. */ kind?: string; /** Display name carried on the row, so a nameplate ne… — ⚠ undocumented · used by `useShellMultiplayerSync` (@jgengine/shell/useShellMultiplayerSync): Joins the multiplayer server for the live context and wires presence, feed relay, and chat sync until teardown.
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- `PresenceSync` (type): type PresenceSync = { subscribe: (serverId: string, onChange: (rows: PresencePoseRow[]) => void) => FeedUnsubscribe; syncPose: (serverId: string, pose: PlayerPose) => void; } — ⚠ undocumented
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- `ResumeTicket` (type): type ResumeTicket = { userId: string; serverId: string; token: string; } — A short-lived credential allowing a disconnected client to reclaim one server membership.
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- `RunCommandArgs` (type): type RunCommandArgs = { serverId: string; command: string; input: unknown; } — ⚠ undocumented
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- `TransportRunCommandResult` (type): type TransportRunCommandResult = | { ok: true } | { ok: false; reason: string } — ⚠ undocumented
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- `WorldSyncFrame` (type): type WorldSyncFrame = | { kind: "baseline"; revision: number; snapshot: WorldSnapshot } | { kind: "diff"; revision: number; diff: WorldDiff } — A revision-stamped world baseline or compact diff sent to a server-authoritative client.
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+
- `createTransportSessionId` (function): function createTransportSessionId(): string — Fresh id for one client session's join/leave pair (see {@link GameRuntimeTransport.joinServer}).
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## @jgengine/core/runtime/visibility
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## @jgengine/shell/GameHost
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- `EditorSummonModule` (interface): interface EditorSummonModule — Structural shape of the module `GameHost`'s `editor` loader resolves — `import("@jgengine/editor")` satisfies it.
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- `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).
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+
- `GameHost` (function): function GameHost({ playable, gameId, wsUrl, multiplayer, resolveMultiplayer, editor, creator, creatorOpen = false, onCreatorOpenChange }: 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).
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- `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.
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## @jgengine/shell/defineGame
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- `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented
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+
- `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented · used by `defineGame`: The one public authoring entry point: compose engine fields (systems, world, physics, input) and presentation fields (camera, HUD, audio, au…
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- `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.
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## @jgengine/shell/gameKit
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@@ -628,9 +668,9 @@
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- `EditorDocument` (interface): interface EditorDocument — The full authored scene: every marker, volume, path, note, and sculpted terrain for a game.
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- `EditorSummonModule` (interface): interface EditorSummonModule — Structural shape of the module `GameHost`'s `editor` loader resolves — `import("@jgengine/editor")` satisfies it.
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- `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.
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- `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented
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+
- `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented · used by `defineGame`: The one public authoring entry point: compose engine fields (systems, world, physics, input) and presentation fields (camera, HUD, audio, au…
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- `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.
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- `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).
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+
- `GameHost` (function): function GameHost({ playable, gameId, wsUrl, multiplayer, resolveMultiplayer, editor, creator, creatorOpen = false, onCreatorOpenChange }: 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).
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- `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.
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- `GameLoop` (interface): interface GameLoop<TContext = unknown> — Lifecycle hooks a game implements to drive init, per-tick simulation, and player join/leave.
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- `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.
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@@ -644,7 +684,7 @@
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- `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.
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- `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.
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- `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.
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-
- `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).
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+
- `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). A value that carries functions (a closure-based run store, an input handle) is runtime-only: snapshots, saves and replication skip it and hydration keeps it in place. Hold such objects with `perContext` when they need no store notifications.
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- `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.
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- `environment` (function): function environment(config?: EnvironmentWorldConfig): EnvironmentWorldFeature — Composes an `environment()` feature from terrain, sky, weather, vegetation, water, structures, roads, and pads.
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- `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.
|