@jgengine/shell 0.18.1 → 0.21.0

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Files changed (261) hide show
  1. package/CHANGELOG.md +504 -7
  2. package/dist/GameHost.d.ts +12 -1
  3. package/dist/GameHost.js +14 -1
  4. package/dist/GamePlayerShell.js +132 -17
  5. package/dist/Shell3dPresentation.d.ts +5 -11
  6. package/dist/Shell3dPresentation.js +73 -11
  7. package/dist/ShellChrome.d.ts +2 -1
  8. package/dist/ShellChrome.js +22 -6
  9. package/dist/ShellHudPresentation.d.ts +20 -2
  10. package/dist/ShellHudPresentation.js +41 -6
  11. package/dist/audio/AudioComponents.js +6 -2
  12. package/dist/audio/audioEngine.d.ts +24 -0
  13. package/dist/audio/audioEngine.js +231 -83
  14. package/dist/audio/audioWire.d.ts +3 -0
  15. package/dist/audio/audioWire.js +9 -3
  16. package/dist/audio/loopParams.d.ts +39 -0
  17. package/dist/audio/loopParams.js +43 -0
  18. package/dist/audio/synthEngine.d.ts +7 -1
  19. package/dist/audio/synthEngine.js +103 -38
  20. package/dist/camera/GameCameraRig.js +3 -2
  21. package/dist/camera/GameFirstPersonCamera.d.ts +6 -4
  22. package/dist/camera/GameFirstPersonCamera.js +68 -27
  23. package/dist/camera/Viewports.d.ts +34 -0
  24. package/dist/camera/Viewports.js +123 -0
  25. package/dist/camera/cameraRigs.js +76 -62
  26. package/dist/camera/chaseHeading.d.ts +9 -0
  27. package/dist/camera/chaseHeading.js +10 -0
  28. package/dist/camera/customMuzzle.d.ts +14 -0
  29. package/dist/camera/customMuzzle.js +68 -0
  30. package/dist/camera/index.d.ts +1 -0
  31. package/dist/camera/index.js +1 -0
  32. package/dist/camera/orbitCameraMath.js +2 -2
  33. package/dist/camera/rigMath.d.ts +82 -4
  34. package/dist/camera/rigMath.js +133 -15
  35. package/dist/camera/rigResolve.d.ts +3 -0
  36. package/dist/camera/rigResolve.js +11 -0
  37. package/dist/combat/ProjectileModels.d.ts +31 -0
  38. package/dist/combat/ProjectileModels.js +70 -0
  39. package/dist/commandSink.d.ts +1 -2
  40. package/dist/commandSink.js +3 -2
  41. package/dist/defineGame.d.ts +19 -3
  42. package/dist/defineGame.js +39 -7
  43. package/dist/devtools/DevtoolsOverlay.d.ts +2 -69
  44. package/dist/devtools/DevtoolsOverlay.js +15 -167
  45. package/dist/devtools/DevtoolsRuntime.d.ts +7 -0
  46. package/dist/devtools/DevtoolsRuntime.js +61 -0
  47. package/dist/devtools/agentBridge.d.ts +6 -0
  48. package/dist/devtools/agentBridge.js +16 -2
  49. package/dist/devtools/devtoolsReports.d.ts +68 -0
  50. package/dist/devtools/devtoolsReports.js +100 -0
  51. package/dist/devtools/latencyInstrumentation.d.ts +3 -0
  52. package/dist/devtools/latencyInstrumentation.js +11 -0
  53. package/dist/devtools/playtestProbe.d.ts +4 -0
  54. package/dist/devtools/playtestProbe.js +22 -0
  55. package/dist/diagnostics/FpsCounter.d.ts +17 -0
  56. package/dist/diagnostics/FpsCounter.js +32 -0
  57. package/dist/drivers/FrameDriver.js +35 -20
  58. package/dist/drivers/FrameRateLimiter.d.ts +9 -0
  59. package/dist/drivers/FrameRateLimiter.js +39 -0
  60. package/dist/drivers/HudOnlyDriver.d.ts +6 -1
  61. package/dist/drivers/HudOnlyDriver.js +32 -14
  62. package/dist/environment/DayNightSky.js +5 -5
  63. package/dist/environment/Daylight.d.ts +35 -1
  64. package/dist/environment/Daylight.js +98 -28
  65. package/dist/environment/EnvironmentScene.js +11 -10
  66. package/dist/environment/VolumetricClouds.js +20 -2
  67. package/dist/environment/daylightCycle.d.ts +20 -0
  68. package/dist/environment/daylightCycle.js +59 -7
  69. package/dist/environment/sunShadowMath.d.ts +45 -0
  70. package/dist/environment/sunShadowMath.js +50 -0
  71. package/dist/input/gamepadPoll.d.ts +47 -0
  72. package/dist/input/gamepadPoll.js +142 -0
  73. package/dist/input/gamepadSource.d.ts +11 -1
  74. package/dist/input/gamepadSource.js +117 -71
  75. package/dist/input/mouseLook.js +2 -1
  76. package/dist/input/padHaptics.d.ts +17 -0
  77. package/dist/input/padHaptics.js +32 -0
  78. package/dist/input/pointerLock.d.ts +11 -0
  79. package/dist/input/pointerLock.js +19 -0
  80. package/dist/inputSink.d.ts +6 -6
  81. package/dist/inputSink.js +60 -21
  82. package/dist/lazyShell3dPresentation.d.ts +9 -0
  83. package/dist/lazyShell3dPresentation.js +24 -0
  84. package/dist/materialOverride.d.ts +42 -0
  85. package/dist/materialOverride.js +95 -36
  86. package/dist/multiplayer.d.ts +33 -3
  87. package/dist/multiplayer.js +105 -22
  88. package/dist/pointer/pointerService.d.ts +2 -0
  89. package/dist/pointer/pointerService.js +12 -2
  90. package/dist/postfx/PostProcessing.d.ts +11 -1
  91. package/dist/postfx/PostProcessing.js +14 -42
  92. package/dist/postfx/gradeShader.d.ts +1 -1
  93. package/dist/postfx/gradeShader.js +30 -2
  94. package/dist/postfx/shadowPrepass.d.ts +3 -0
  95. package/dist/postfx/shadowPrepass.js +18 -0
  96. package/dist/postfx/stylizePass.d.ts +23 -0
  97. package/dist/postfx/stylizePass.js +216 -0
  98. package/dist/presentationRecovery.d.ts +75 -0
  99. package/dist/presentationRecovery.js +204 -0
  100. package/dist/presentationRecovery3d.d.ts +4 -0
  101. package/dist/presentationRecovery3d.js +32 -0
  102. package/dist/presentationResolve.d.ts +8 -1
  103. package/dist/presentationResolve.js +5 -2
  104. package/dist/render/CascadedShadows.d.ts +7 -2
  105. package/dist/render/CascadedShadows.js +98 -20
  106. package/dist/render/EnvironmentLighting.js +74 -35
  107. package/dist/render/HairCards.d.ts +7 -0
  108. package/dist/render/HairCards.js +23 -0
  109. package/dist/render/SceneModels.js +52 -78
  110. package/dist/render/SkinnedInstances.d.ts +91 -0
  111. package/dist/render/SkinnedInstances.js +249 -0
  112. package/dist/render/TextureFiltering.d.ts +16 -0
  113. package/dist/render/TextureFiltering.js +64 -0
  114. package/dist/render/authoredSurfaceMaterial.d.ts +43 -0
  115. package/dist/render/authoredSurfaceMaterial.js +108 -0
  116. package/dist/render/displayColor.d.ts +33 -0
  117. package/dist/render/displayColor.js +138 -0
  118. package/dist/render/materialAppearanceSignals.d.ts +23 -0
  119. package/dist/render/materialAppearanceSignals.js +58 -0
  120. package/dist/render/materialAsset.d.ts +98 -0
  121. package/dist/render/materialAsset.js +454 -0
  122. package/dist/render/measureBounds.js +16 -3
  123. package/dist/render/measureCollisionMesh.js +8 -1
  124. package/dist/render/modelAssets.d.ts +8 -0
  125. package/dist/render/modelAssets.js +43 -0
  126. package/dist/render/modelBindPose.d.ts +5 -0
  127. package/dist/render/modelBindPose.js +35 -0
  128. package/dist/render/modelLoad.d.ts +32 -0
  129. package/dist/render/modelLoad.js +70 -1
  130. package/dist/render/modelNodeVisibility.d.ts +6 -0
  131. package/dist/render/modelNodeVisibility.js +18 -0
  132. package/dist/render/modelRender.d.ts +18 -1
  133. package/dist/render/modelRender.js +81 -3
  134. package/dist/render/projectedOverdraw.d.ts +35 -0
  135. package/dist/render/projectedOverdraw.js +204 -0
  136. package/dist/render/resolveModel.d.ts +12 -2
  137. package/dist/render/resolveModel.js +25 -4
  138. package/dist/render/rigNode.d.ts +26 -0
  139. package/dist/render/rigNode.js +32 -0
  140. package/dist/render/spriteRender.d.ts +4 -0
  141. package/dist/render/spriteRender.js +5 -0
  142. package/dist/render/staticShapeInstances.d.ts +34 -0
  143. package/dist/render/staticShapeInstances.js +78 -0
  144. package/dist/render/useFootIk.d.ts +53 -4
  145. package/dist/render/useFootIk.js +262 -70
  146. package/dist/render/useModelAnimation.d.ts +50 -0
  147. package/dist/render/useModelAnimation.js +245 -99
  148. package/dist/render/useModelInstance.d.ts +25 -0
  149. package/dist/render/useModelInstance.js +43 -0
  150. package/dist/scatter/scatterModels.d.ts +3 -2
  151. package/dist/scatter/scatterModels.js +15 -7
  152. package/dist/scene/AuthoredScene.d.ts +23 -6
  153. package/dist/scene/AuthoredScene.js +46 -9
  154. package/dist/scene/CityRenderer.js +6 -6
  155. package/dist/scene/GeneratedAssetRenderer.js +11 -42
  156. package/dist/settings/QuickControls.js +1 -1
  157. package/dist/settings/SettingsMenu.js +11 -18
  158. package/dist/settings/SettingsRuntime.d.ts +5 -0
  159. package/dist/settings/SettingsRuntime.js +29 -2
  160. package/dist/settings/appliedSettings.d.ts +9 -3
  161. package/dist/settings/appliedSettings.js +6 -5
  162. package/dist/settings/settingsController.d.ts +3 -0
  163. package/dist/settings/settingsController.js +47 -3
  164. package/dist/shellControlSuspension.d.ts +18 -0
  165. package/dist/shellControlSuspension.js +28 -0
  166. package/dist/shellInputPublication.d.ts +28 -0
  167. package/dist/shellInputPublication.js +49 -0
  168. package/dist/shellPointerInput.d.ts +18 -0
  169. package/dist/shellPointerInput.js +49 -0
  170. package/dist/structures/BuildingKitBatch.d.ts +3 -1
  171. package/dist/structures/BuildingKitBatch.js +35 -56
  172. package/dist/structures/BuildingRenderBudget.d.ts +23 -0
  173. package/dist/structures/BuildingRenderBudget.js +54 -0
  174. package/dist/structures/GeneratedBuilding.d.ts +3 -15
  175. package/dist/structures/GeneratedBuilding.js +33 -22
  176. package/dist/structures/buildingKitMaterials.d.ts +20 -0
  177. package/dist/structures/buildingKitMaterials.js +70 -0
  178. package/dist/structures/buildingSpatialBatch.d.ts +11 -0
  179. package/dist/structures/buildingSpatialBatch.js +45 -0
  180. package/dist/structures/buildingSurface.d.ts +21 -0
  181. package/dist/structures/buildingSurface.js +134 -0
  182. package/dist/terrain/GrassField.d.ts +2 -1
  183. package/dist/terrain/GrassField.js +59 -5
  184. package/dist/terrain/grassGeometry.d.ts +10 -0
  185. package/dist/terrain/grassGeometry.js +55 -0
  186. package/dist/terrain/grassMaterial.js +2 -2
  187. package/dist/terrain/terrainDetailMaterial.d.ts +3 -3
  188. package/dist/terrain/terrainDetailMaterial.js +7 -7
  189. package/dist/touch/TouchControlsOverlay.js +4 -4
  190. package/dist/useShellMultiplayerSync.d.ts +1 -1
  191. package/dist/useShellMultiplayerSync.js +9 -3
  192. package/dist/vfx/ParticleField.d.ts +23 -20
  193. package/dist/vfx/ParticleField.js +168 -50
  194. package/dist/visibility/CullingProvider.js +2 -62
  195. package/dist/visibility/cullingDriver.d.ts +9 -0
  196. package/dist/visibility/cullingDriver.js +68 -0
  197. package/dist/weather/AuthoredWeatherLayer.d.ts +16 -0
  198. package/dist/weather/AuthoredWeatherLayer.js +31 -0
  199. package/dist/weather/DustField.d.ts +2 -1
  200. package/dist/weather/DustField.js +17 -3
  201. package/dist/weather/FireSpreadLayer.d.ts +4 -2
  202. package/dist/weather/FireSpreadLayer.js +5 -11
  203. package/dist/weather/LightningStrike.d.ts +4 -1
  204. package/dist/weather/LightningStrike.js +13 -17
  205. package/dist/weather/RainField.d.ts +2 -1
  206. package/dist/weather/RainField.js +17 -3
  207. package/dist/weather/RainImpactField.d.ts +16 -0
  208. package/dist/weather/RainImpactField.js +89 -0
  209. package/dist/weather/SnowField.d.ts +2 -1
  210. package/dist/weather/SnowField.js +17 -3
  211. package/dist/weather/WeatherLayer.d.ts +11 -2
  212. package/dist/weather/WeatherLayer.js +30 -6
  213. package/dist/weather/index.d.ts +2 -0
  214. package/dist/weather/index.js +2 -0
  215. package/dist/weather/weatherMath.d.ts +2 -0
  216. package/dist/weather/weatherMath.js +8 -0
  217. package/dist/weather/weatherShelter.d.ts +18 -0
  218. package/dist/weather/weatherShelter.js +75 -0
  219. package/dist/weather/weatherUniforms.d.ts +40 -1
  220. package/dist/weather/weatherUniforms.js +29 -9
  221. package/dist/world/AuthoredFlocks.d.ts +22 -0
  222. package/dist/world/AuthoredFlocks.js +87 -0
  223. package/dist/world/StaticObjectModels.d.ts +8 -0
  224. package/dist/world/StaticObjectModels.js +75 -0
  225. package/dist/world/WorldHud.d.ts +14 -6
  226. package/dist/world/WorldHud.js +25 -12
  227. package/dist/world/WorldParticles.d.ts +10 -23
  228. package/dist/world/WorldParticles.js +210 -62
  229. package/dist/world/WorldScene.d.ts +3 -1
  230. package/dist/world/WorldScene.js +41 -26
  231. package/dist/world/staticObjectBatches.d.ts +35 -0
  232. package/dist/world/staticObjectBatches.js +163 -0
  233. package/dist/world/worldBarSamples.d.ts +37 -33
  234. package/dist/world/worldBarSamples.js +117 -75
  235. package/package.json +4 -4
  236. package/skills/ce-handoff/SKILL.md +2 -2
  237. package/skills/game-design/SKILL.md +2 -2
  238. package/skills/jgengine/SKILL.md +28 -6
  239. package/skills/jgengine/api.md +139 -99
  240. package/skills/jgengine/capabilities.md +28 -0
  241. package/skills/jgengine/recipes/minimal-game.md +10 -2
  242. package/skills/jgengine-ui/SKILL.md +16 -17
  243. package/skills/jgengine-ui/api.md +603 -365
  244. package/skills/jgengine-ui/capabilities.md +131 -1
  245. package/skills/jgengine-ui/reference-primitives.md +179 -0
  246. package/skills/jgengine-ui/reference.md +4 -81
  247. package/skills/jgengine-world/SKILL.md +25 -4
  248. package/skills/jgengine-world/api.md +1045 -655
  249. package/skills/jgengine-world/capabilities.md +246 -9
  250. package/skills/jgengine-world/recipes/character-animation.md +62 -0
  251. package/skills/jgengine-world/recipes/controls.md +48 -0
  252. package/skills/jgengine-world/recipes/flight-feel.md +76 -0
  253. package/skills/jgengine-world/recipes/npc-senses.md +55 -0
  254. package/skills/jgengine-world/recipes/vehicle-feel.md +87 -0
  255. package/skills/jgengine-world/reference.md +180 -4
  256. package/skills/jgengine-world/visibility.md +139 -0
  257. package/skills/level-design/SKILL.md +1 -1
  258. package/dist/render/testFixtures/proceduralSpriteAtlas.d.ts +0 -15
  259. package/dist/render/testFixtures/proceduralSpriteAtlas.js +0 -30
  260. package/dist/render/testFixtures/proceduralTileLayer.d.ts +0 -13
  261. package/dist/render/testFixtures/proceduralTileLayer.js +0 -30
@@ -0,0 +1,31 @@
1
+ import { type ReactElement } from "react";
2
+ import * as THREE from "three";
3
+ import type { LiveProjectile } from "@jgengine/core/combat/projectiles";
4
+ import type { ModelConfig } from "@jgengine/core/game/playableGame";
5
+ /** Explicit opt-in shaft/head geometry when a game has no projectile model. */
6
+ export interface ProjectileShaft {
7
+ length?: number;
8
+ radius?: number;
9
+ shaftColor?: THREE.ColorRepresentation;
10
+ headColor?: THREE.ColorRepresentation;
11
+ }
12
+ /** Render simulated flights without owning their travel or settlement. */
13
+ export interface ProjectileModelsProps {
14
+ model?: ModelConfig | ((projectile: LiveProjectile) => ModelConfig | undefined);
15
+ /** Defaults to no fallback geometry. */
16
+ fallback?: ProjectileShaft;
17
+ /** The model's nose axis. Default +Y, matching the shaft fallback. */
18
+ forward?: readonly [number, number, number];
19
+ maxInstances?: number;
20
+ /** An alternate authoritative source; otherwise uses the context's live flights. */
21
+ source?: () => readonly LiveProjectile[];
22
+ }
23
+ /** @internal Apply live position and full velocity orientation without frame allocations. */
24
+ export declare function applyProjectilePose(group: THREE.Group, projectile: Pick<LiveProjectile, "position" | "velocity">, forward: THREE.Vector3, direction: THREE.Vector3): void;
25
+ /**
26
+ * Mount caller-owned models at authoritative projectile positions. Flight ids
27
+ * determine lifetime; each frame only updates transforms, and settlement removes
28
+ * the model. Optional shaft/head geometry is enabled only by the caller.
29
+ * @capability projectile-models render authoritative projectile flights with caller models or opt-in shaft/head geometry, velocity orientation, bounded instances, and settlement cleanup
30
+ */
31
+ export declare function ProjectileModels({ model, fallback, forward, maxInstances, source }: ProjectileModelsProps): ReactElement;
@@ -0,0 +1,70 @@
1
+ import { Fragment as _Fragment, jsx as _jsx, jsxs as _jsxs } from "react/jsx-runtime";
2
+ import { useFrame } from "@react-three/fiber";
3
+ import { useRef, useState } from "react";
4
+ import * as THREE from "three";
5
+ import { useGameContext } from "@jgengine/react/provider";
6
+ import { IsolatedEntityModel } from "../render/SceneModels.js";
7
+ /** @internal Apply live position and full velocity orientation without frame allocations. */
8
+ export function applyProjectilePose(group, projectile, forward, direction) {
9
+ group.position.set(...projectile.position);
10
+ direction.set(...projectile.velocity);
11
+ if (direction.lengthSq() > 1e-12)
12
+ group.quaternion.setFromUnitVectors(forward, direction.normalize());
13
+ }
14
+ function Shaft({ length = 0.85, radius = 0.012, shaftColor = "#947044", headColor = "#b9c4d0" }) {
15
+ const headLength = length * 0.18;
16
+ return _jsxs(_Fragment, { children: [_jsxs("mesh", { position: [0, -(length + headLength) / 2, 0], children: [_jsx("cylinderGeometry", { args: [radius, radius, length - headLength, 6] }), _jsx("meshStandardMaterial", { color: shaftColor, roughness: 0.78 })] }), _jsxs("mesh", { position: [0, -headLength / 2, 0], children: [_jsx("coneGeometry", { args: [radius * 3.5, headLength, 6] }), _jsx("meshStandardMaterial", { color: headColor, metalness: 0.5, roughness: 0.38 })] })] });
17
+ }
18
+ /**
19
+ * Mount caller-owned models at authoritative projectile positions. Flight ids
20
+ * determine lifetime; each frame only updates transforms, and settlement removes
21
+ * the model. Optional shaft/head geometry is enabled only by the caller.
22
+ * @capability projectile-models render authoritative projectile flights with caller models or opt-in shaft/head geometry, velocity orientation, bounded instances, and settlement cleanup
23
+ */
24
+ export function ProjectileModels({ model, fallback, forward = [0, 1, 0], maxInstances = 256, source }) {
25
+ const ctx = useGameContext();
26
+ const entries = useRef(new Map());
27
+ const seen = useRef(new Set());
28
+ const direction = useRef(new THREE.Vector3());
29
+ const nose = useRef(new THREE.Vector3());
30
+ const [, setGeneration] = useState(0);
31
+ nose.current.set(...forward).normalize();
32
+ if (nose.current.lengthSq() === 0)
33
+ nose.current.set(0, 1, 0);
34
+ const limit = Number.isFinite(maxInstances) ? Math.max(0, Math.min(1024, Math.floor(maxInstances))) : 256;
35
+ useFrame(() => {
36
+ let changed = false;
37
+ const live = source?.() ?? ctx.scene.entity.activeProjectiles();
38
+ seen.current.clear();
39
+ for (let i = 0, n = Math.min(limit, live.length); i < n; i++) {
40
+ const flight = live[i];
41
+ const key = `${flight.shotId}:${flight.pellet}`;
42
+ seen.current.add(key);
43
+ const current = entries.current.get(key);
44
+ if (current === undefined) {
45
+ entries.current.set(key, { flight, group: null });
46
+ changed = true;
47
+ }
48
+ else {
49
+ current.flight = flight;
50
+ if (current.group !== null)
51
+ applyProjectilePose(current.group, flight, nose.current, direction.current);
52
+ }
53
+ }
54
+ for (const key of entries.current.keys())
55
+ if (!seen.current.has(key)) {
56
+ entries.current.delete(key);
57
+ changed = true;
58
+ }
59
+ if (changed)
60
+ setGeneration((n) => n + 1);
61
+ });
62
+ return _jsx(_Fragment, { children: Array.from(entries.current, ([key, entry]) => {
63
+ const selected = typeof model === "function" ? model(entry.flight) : model;
64
+ return _jsx("group", { ref: (group) => {
65
+ entry.group = group;
66
+ if (group !== null)
67
+ applyProjectilePose(group, entry.flight, nose.current, direction.current);
68
+ }, children: selected === undefined ? fallback === undefined ? null : _jsx(Shaft, { ...fallback }) : _jsx(IsolatedEntityModel, { model: selected, instanceId: key }) }, key);
69
+ }) });
70
+ }
@@ -14,8 +14,7 @@ export declare function localCommandSink(ctx: GameContext): CommandSink;
14
14
  export declare function remoteCommandSink(backend: Pick<LiveGameBackend, "transport">, serverId: string): CommandSink;
15
15
  /**
16
16
  * The sink a server-authoritative shell should dispatch gameplay commands through: remote when the game opts into
17
- * `authority: "server"` and a server is joined, local otherwise. Client-only UI commands (targeting, hotbar
18
- * scroll) keep calling `ctx.game.commands.run` directly — only authoritative gameplay verbs route to the host.
17
+ * `authority: "server"` and a server is joined. Before join it discards commands rather than mutating a replica.
19
18
  * @internal
20
19
  */
21
20
  export declare function resolveCommandSink(ctx: GameContext, opts: {
@@ -20,13 +20,14 @@ export function remoteCommandSink(backend, serverId) {
20
20
  }
21
21
  /**
22
22
  * The sink a server-authoritative shell should dispatch gameplay commands through: remote when the game opts into
23
- * `authority: "server"` and a server is joined, local otherwise. Client-only UI commands (targeting, hotbar
24
- * scroll) keep calling `ctx.game.commands.run` directly — only authoritative gameplay verbs route to the host.
23
+ * `authority: "server"` and a server is joined. Before join it discards commands rather than mutating a replica.
25
24
  * @internal
26
25
  */
27
26
  export function resolveCommandSink(ctx, opts) {
28
27
  if (opts.serverAuthoritative && opts.backend !== null && opts.serverId !== null) {
29
28
  return remoteCommandSink(opts.backend, opts.serverId);
30
29
  }
30
+ if (opts.serverAuthoritative)
31
+ return { run() { } };
31
32
  return localCommandSink(ctx);
32
33
  }
@@ -1,8 +1,12 @@
1
1
  import { type ComponentType } from "react";
2
+ import type { EditorDocument } from "@jgengine/core/editor/types";
2
3
  import { type GameDefinitionConfig, type GameLoop } from "@jgengine/core/game/defineGame";
4
+ import type { BackdropConfig } from "@jgengine/core/game/playableGame";
3
5
  import type { GameContext, GameContextContent } from "@jgengine/core/runtime/gameContext";
4
6
  import type { ModelAssetRef } from "@jgengine/core/scene/assetCatalog";
5
7
  import type { ModelConfig } from "@jgengine/core/game/playableGame";
8
+ import type { SkyEnvironmentConfig } from "@jgengine/core/world/features";
9
+ import type { ResolveAuthoredObjectsOptions } from "@jgengine/core/world/authoredObjects";
6
10
  import type { PlayableGame } from "./registry.js";
7
11
  type EngineFields<TAssetRef extends ModelAssetRef> = Omit<GameDefinitionConfig<TAssetRef>, "loop" | "ui" | "multiplayer"> & {
8
12
  multiplayer?: GameDefinitionConfig<TAssetRef>["multiplayer"];
@@ -11,14 +15,26 @@ type PresentationFields = Omit<PlayableGame, "game" | "content" | "loop" | "Game
11
15
  content?: GameContextContent;
12
16
  loop?: Partial<GameLoop<GameContext>>;
13
17
  GameUI?: ComponentType;
14
- /** Tunes how the auto-mounted `AuthoredScene` places the document's catalog-id markers into the object store. Default `true`; pass `false` when the game spawns its placed content as entities itself (`placeAuthoredObjects`) to avoid a double render. */
15
- scenePlacement?: boolean | {
18
+ /** Tunes how the auto-mounted `AuthoredScene` places catalog-id markers into the object store. Default `true`; `excludeKinds` replaces the resolver's mob/boss exclusions, so include those when adding game-owned spawn kinds. Pass `false` when the game places all content itself. */
19
+ scenePlacement?: boolean | ({
16
20
  verticalOffset?: number;
17
- };
21
+ } & ResolveAuthoredObjectsOptions);
18
22
  /** GLB models for the auto-mounted scene's scatter palette items, keyed by palette item id; string ids resolve through the game's asset catalog. Unmatched items keep the built-in proxy meshes. */
19
23
  sceneScatterModels?: Record<string, string | ModelConfig>;
24
+ /** Animated species models for cosmetic authored habitats; gameplay actors remain game-owned. */
25
+ sceneFlockModels?: Record<string, string | ModelConfig>;
26
+ /** Visible ground path kinds; omit to draw every non-scatter path, or restrict to keep flight/patrol guides out of world roads. */
27
+ scenePathKinds?: readonly string[];
20
28
  };
21
29
  export type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields;
30
+ /**
31
+ * The scene document's authored sky fills `backdrop.sky` when the game did not set one, so editor
32
+ * lighting-workspace edits render in `place()` worlds too. Defined document fields overlay the
33
+ * legacy world's sky, preserving settings the editor cannot represent. An environment carrying only
34
+ * point lights yields no sky fields and leaves the world's sky alone.
35
+ * @internal
36
+ */
37
+ export declare function withDocumentSky(backdrop: BackdropConfig | undefined, doc: EditorDocument | undefined, worldSky?: SkyEnvironmentConfig): BackdropConfig | undefined;
22
38
  /**
23
39
  * The one public authoring entry point: compose engine fields (systems, world, physics, input) and
24
40
  * presentation fields (camera, HUD, audio, authored scene) into a `PlayableGame` ready for `GameHost`.
@@ -3,7 +3,7 @@ import { useMemo } from "react";
3
3
  import { defineGameDefinition as defineEngineGame, } from "@jgengine/core/game/defineGame";
4
4
  import { syncLifecyclePhase } from "@jgengine/core/game/gamePhase";
5
5
  import { offline } from "@jgengine/core/runtime/adapter";
6
- import { lightingFromDocument } from "@jgengine/core/editor/environment";
6
+ import { lightingFromDocument, skyFromDocument } from "@jgengine/core/editor/environment";
7
7
  import { resolveGameLook } from "@jgengine/core/render/lookPreset";
8
8
  import { EnvironmentScene } from "./environment.js";
9
9
  import { terrainGroundColorSampler } from "./environment/terrainGroundColor.js";
@@ -14,14 +14,36 @@ function worldBackdrop(feature) {
14
14
  return _jsx(EnvironmentScene, { feature: feature });
15
15
  };
16
16
  }
17
+ /**
18
+ * The scene document's authored sky fills `backdrop.sky` when the game did not set one, so editor
19
+ * lighting-workspace edits render in `place()` worlds too. Defined document fields overlay the
20
+ * legacy world's sky, preserving settings the editor cannot represent. An environment carrying only
21
+ * point lights yields no sky fields and leaves the world's sky alone.
22
+ * @internal
23
+ */
24
+ export function withDocumentSky(backdrop, doc, worldSky) {
25
+ if (backdrop?.sky !== undefined || doc === undefined)
26
+ return backdrop;
27
+ const sky = skyFromDocument(doc);
28
+ if (sky === undefined || Object.keys(sky).length === 0)
29
+ return backdrop;
30
+ return { ...backdrop, sky: {
31
+ ...worldSky,
32
+ ...sky,
33
+ ...(sky.sun === undefined ? {} : { sun: { ...worldSky?.sun,
34
+ ...Object.fromEntries(Object.entries(sky.sun).filter(([, value]) => value !== undefined)) } }),
35
+ ...(sky.fog === undefined ? {} : { fog: { ...worldSky?.fog,
36
+ ...Object.fromEntries(Object.entries(sky.fog).filter(([, value]) => value !== undefined)) } }),
37
+ } };
38
+ }
17
39
  function isEnvironmentSource(value) {
18
40
  return typeof value === "object" && value !== null && "kind" in value && ["gradient", "hdri", "cube"].includes(value.kind);
19
41
  }
20
- function authoredSceneOverlay(document, placement, scatterModels, assets, world, Vfx) {
42
+ function authoredSceneOverlay(document, diagnostics, placement, scatterModels, flockModels, pathKinds, assets, world, Vfx) {
21
43
  const terrain = world !== undefined && world.kind === "environment" ? world.terrain : undefined;
22
44
  return function AuthoredSceneOverlay(props) {
23
45
  const groundColorAt = useMemo(() => terrainGroundColorSampler(terrain, props.ctx.world.ground), [props.ctx.world.ground]);
24
- return (_jsxs(_Fragment, { children: [_jsx(AuthoredScene, { document: document, field: props.ctx.world.ground, placeObjects: placement, ...(scatterModels === undefined ? {} : { scatterModels, assets }), ...(groundColorAt === undefined ? {} : { groundColorAt }) }), Vfx === undefined ? null : _jsx(Vfx, { ...props })] }));
46
+ return (_jsxs(_Fragment, { children: [_jsx(AuthoredScene, { document: document, diagnostics: diagnostics, field: props.ctx.world.ground, placeObjects: placement, assets: assets, ...(scatterModels === undefined ? {} : { scatterModels }), ...(flockModels === undefined ? {} : { flockModels }), ...(pathKinds === undefined ? {} : { pathKinds }), ...(groundColorAt === undefined ? {} : { groundColorAt }) }), Vfx === undefined ? null : _jsx(Vfx, { ...props })] }));
25
47
  };
26
48
  }
27
49
  const emptyUi = () => null;
@@ -33,16 +55,22 @@ const emptyUi = () => null;
33
55
  * @capability define-game single public game-authoring path — compose systems, world, presentation, and authored scene in one definition
34
56
  */
35
57
  export function defineGame(config) {
36
- const { content, loop, GameUI, environment, camera, multiplayer, editorLayers, editorCatalogs, scenePlacement, sceneScatterModels, WorldOverlay, viewmodel, renderEntity, renderObject, entitySprites, entityModels, objectModels, hotbarSelection, prompts, pointer, touch, orientation, worldHealthBars, nameplates, presentationEffects, audio, entitySounds, objectSounds, worldItem, collision, movement, lighting: authoredLighting, environmentSource, backdrop, look, postProcessing, shadows, graphics, presentation, objectStyles, devtools, capture, platforms, hudFit, ...engineFields } = config;
58
+ const { content, loop, GameUI, environment, camera, multiplayer, editorLayers, editorCatalogs, scenePlacement, sceneScatterModels, sceneFlockModels, scenePathKinds, WorldOverlay, viewmodel, renderEntity, renderObject, entitySprites, entityModels, objectModels, hotbarSelection, prompts, pointer, touch, gamepad, localPlayers, viewports, orientation, worldHealthBars, nameplates, presentationEffects, audio, entitySounds, objectSounds, worldItem, collision, movement, lighting: authoredLighting, environmentSource, backdrop, look, postProcessing, shadows, graphics, presentation, settings, objectStyles, devtools, capture, platforms, hudFit, ...engineFields } = config;
37
59
  const game = defineEngineGame({
38
60
  ...engineFields,
61
+ ...(editorLayers === undefined ? {} : { authoredDocument: editorLayers }),
39
62
  multiplayer: multiplayer ?? offline(),
40
- loop,
63
+ loop: { ...loop, onDispose(ctx) { try {
64
+ loop?.onDispose?.(ctx);
65
+ }
66
+ finally {
67
+ ctx.environment.dispose();
68
+ } } },
41
69
  });
42
70
  const resolvedLook = resolveGameLook({
43
71
  look,
44
72
  lighting: authoredLighting,
45
- backdrop,
73
+ backdrop: withDocumentSky(backdrop, editorLayers, engineFields.world?.kind === "environment" ? engineFields.world.sky : undefined),
46
74
  postProcessing,
47
75
  hasWorldSky: editorLayers?.environment?.preset !== undefined,
48
76
  });
@@ -73,7 +101,7 @@ export function defineGame(config) {
73
101
  editorCatalogs,
74
102
  WorldOverlay: editorLayers === undefined
75
103
  ? WorldOverlay
76
- : authoredSceneOverlay(editorLayers, scenePlacement ?? true, sceneScatterModels, game.assets, game.world, WorldOverlay),
104
+ : authoredSceneOverlay(editorLayers, devtools !== false, scenePlacement ?? true, sceneScatterModels, sceneFlockModels, scenePathKinds, game.assets, game.world, WorldOverlay),
77
105
  viewmodel,
78
106
  renderEntity,
79
107
  renderObject,
@@ -84,6 +112,9 @@ export function defineGame(config) {
84
112
  prompts,
85
113
  pointer,
86
114
  touch,
115
+ gamepad,
116
+ localPlayers,
117
+ viewports,
87
118
  orientation,
88
119
  worldHealthBars,
89
120
  nameplates,
@@ -101,6 +132,7 @@ export function defineGame(config) {
101
132
  shadows,
102
133
  graphics,
103
134
  presentation,
135
+ settings,
104
136
  objectStyles,
105
137
  devtools,
106
138
  capture,
@@ -1,78 +1,11 @@
1
- import { type DevtoolsSnapshot } from "@jgengine/core/devtools/devtools";
2
1
  import type { GameContext } from "@jgengine/core/runtime/gameContext";
3
2
  import type { ShellMultiplayer } from "../multiplayer.js";
4
3
  import type { PlayableGame } from "../registry.js";
5
4
  export { applyStoredDevtoolsOverrides, persistDevtoolsOverrides } from "./devtoolsOverrides.js";
6
- /** @internal */
7
- export declare function withDevtoolsLatency(multiplayer: ShellMultiplayer): ShellMultiplayer;
5
+ export { withDevtoolsLatency } from "./latencyInstrumentation.js";
8
6
  /** @internal */
9
7
  export declare function DevtoolsRendererProbe(): null;
10
- /** @internal */
11
- export declare function buildLeanReport(playable: PlayableGame): {
12
- game: string;
13
- at: number;
14
- why: string | null;
15
- frame: {
16
- fps: number;
17
- avgFrameMs: number;
18
- p95FrameMs: number;
19
- maxFrameMs: number;
20
- avgSimMs: number;
21
- maxSimMs: number;
22
- avgOutsideMs: number;
23
- maxOutsideMs: number;
24
- longFrames: number;
25
- samples: number;
26
- phases: {
27
- name: string;
28
- avgMs: number;
29
- maxMs: number;
30
- pctOfSim: number;
31
- }[];
32
- } | null;
33
- render: import("@jgengine/core/devtools/types").RenderSample | null;
34
- latency: import("@jgengine/core/devtools/types").LatencyStats | null;
35
- longFrameSummary: {
36
- count: number;
37
- culprits: {
38
- culprit: string;
39
- count: number;
40
- }[];
41
- maxFrameMs: number;
42
- maxDrawCalls: number | undefined;
43
- maxGeometries: number | undefined;
44
- } | null;
45
- longFrames: {
46
- at: number;
47
- frameMs: number;
48
- simMs: number;
49
- outsideMs: number;
50
- culprit: string;
51
- reason: string;
52
- phases: {
53
- name: string;
54
- ms: number;
55
- }[];
56
- probes: Record<string, unknown>;
57
- render: import("@jgengine/core/devtools/types").RenderSample | null;
58
- }[];
59
- probes: Record<string, unknown>;
60
- logs: import("@jgengine/core/devtools/types").DevtoolsLogEntry[] | undefined;
61
- controls: {
62
- name: string;
63
- value: unknown;
64
- initial: unknown;
65
- }[] | undefined;
66
- discovered: {
67
- id: string;
68
- value: unknown;
69
- }[] | undefined;
70
- discoveredCount: number;
71
- };
72
- /** @internal */
73
- export declare function buildFullReport(playable: PlayableGame): DevtoolsSnapshot & {
74
- game: string;
75
- };
8
+ export { buildLeanReport, buildFullReport } from "./devtoolsReports.js";
76
9
  /** @internal */
77
10
  export declare function DevtoolsOverlay({ open, ctx, playable, multiplayer, }: {
78
11
  open: boolean;
@@ -1,13 +1,9 @@
1
1
  import { jsx as _jsx, jsxs as _jsxs } from "react/jsx-runtime";
2
2
  import { useFrame, useThree } from "@react-three/fiber";
3
3
  import { useEffect, useRef, useState, useSyncExternalStore } from "react";
4
- import { devtools, instrumentLatency, } from "@jgengine/core/devtools/devtools";
5
- import { fallbackSeamsSnapshot } from "@jgengine/core/devtools/fallbackSeams";
6
- import { textureErrorsSnapshot } from "@jgengine/core/devtools/textureErrors";
7
- import { MOVEMENT_TUNING } from "@jgengine/core/movement/movementModel";
8
- import { collisionDebug } from "./collisionDebug.js";
9
- import { readStoredOverrides } from "./devtoolsOverrides.js";
10
- import { diagnose } from "./perfDiagnose.js";
4
+ import { devtools, } from "@jgengine/core/devtools/devtools";
5
+ import { heavyModels } from "../render/modelLoad.js";
6
+ import { buildLeanReport } from "./devtoolsReports.js";
11
7
  import { PerfPanel } from "./PerfPanel.js";
12
8
  import { LogsPanel } from "./LogsPanel.js";
13
9
  import { NetPanel } from "./NetPanel.js";
@@ -16,20 +12,12 @@ import { ColPanel } from "./ColPanel.js";
16
12
  import { TunePanel } from "./TunePanel.js";
17
13
  export { applyStoredDevtoolsOverrides, persistDevtoolsOverrides } from "./devtoolsOverrides.js";
18
14
  const REFRESH_MS = 250;
19
- /** @internal */
20
- export function withDevtoolsLatency(multiplayer) {
21
- return {
22
- ...multiplayer,
23
- backend: {
24
- ...instrumentLatency(multiplayer.backend, ["pushFeedEntry"]),
25
- transport: instrumentLatency(multiplayer.backend.transport, ["joinServer", "leaveServer", "runCommand"]),
26
- },
27
- };
28
- }
15
+ export { withDevtoolsLatency } from "./latencyInstrumentation.js";
29
16
  const RENDER_SAMPLE_MS = 500;
30
17
  const RENDER_PROBE_FRAME_PRIORITY = -10;
31
18
  /** @internal */
32
19
  export function DevtoolsRendererProbe() {
20
+ useEffect(() => devtools.probes.register("heavyModels", () => heavyModels()), []);
33
21
  const gl = useThree((state) => state.gl);
34
22
  const lastSampleAt = useRef(0);
35
23
  useEffect(() => {
@@ -65,165 +53,25 @@ const TABS = [
65
53
  { id: "net", label: "Net" },
66
54
  { id: "keys", label: "Keys" },
67
55
  ];
68
- function roundMs(value, digits = 1) {
69
- const scale = 10 ** digits;
70
- return Math.round(value * scale) / scale;
71
- }
72
- function compactLongFrame(event) {
73
- return {
74
- at: event.at,
75
- frameMs: roundMs(event.frameMs),
76
- simMs: roundMs(event.simMs),
77
- outsideMs: roundMs(event.outsideMs),
78
- culprit: event.culprit,
79
- reason: event.reason,
80
- phases: event.phases.slice(0, 4).map((phase) => ({
81
- name: phase.name,
82
- ms: roundMs(phase.ms),
83
- })),
84
- probes: event.probes,
85
- render: event.render,
86
- };
87
- }
88
- function summarizeLongFrames(events) {
89
- if (events.length === 0)
90
- return null;
91
- const byCulprit = new Map();
92
- let maxFrameMs = 0;
93
- let maxDraws = 0;
94
- let maxGeometries = 0;
95
- for (const event of events) {
96
- byCulprit.set(event.culprit, (byCulprit.get(event.culprit) ?? 0) + 1);
97
- maxFrameMs = Math.max(maxFrameMs, event.frameMs);
98
- if (event.render !== null) {
99
- maxDraws = Math.max(maxDraws, event.render.drawCalls);
100
- maxGeometries = Math.max(maxGeometries, event.render.geometries);
101
- }
102
- }
103
- const culprits = [...byCulprit.entries()]
104
- .sort((a, b) => b[1] - a[1])
105
- .map(([culprit, count]) => ({ culprit, count }));
106
- return {
107
- count: events.length,
108
- culprits,
109
- maxFrameMs: roundMs(maxFrameMs),
110
- maxDrawCalls: maxDraws > 0 ? maxDraws : undefined,
111
- maxGeometries: maxGeometries > 0 ? maxGeometries : undefined,
112
- };
113
- }
114
- /** @internal */
115
- export function buildLeanReport(playable) {
116
- const snap = devtools.snapshot();
117
- const frame = snap.frame;
118
- const longs = snap.longFrames;
119
- const why = frame !== null ? diagnose(frame, longs) : null;
120
- const changedControls = snap.controls
121
- .filter((control) => !Object.is(control.value, control.initial))
122
- .map((control) => ({ name: control.name, value: control.value, initial: control.initial }));
123
- const enabledDiscovered = snap.discovered
124
- .filter((entry) => entry.enabled)
125
- .map((entry) => ({ id: entry.id, value: entry.value }));
126
- const hotLogs = snap.logs.filter((entry) => entry.level === "warn" || entry.level === "error").slice(-20);
127
- return {
128
- game: playable.game.name,
129
- at: snap.at,
130
- why,
131
- frame: frame === null
132
- ? null
133
- : {
134
- fps: roundMs(frame.fps, 1),
135
- avgFrameMs: roundMs(frame.avgFrameMs),
136
- p95FrameMs: roundMs(frame.p95FrameMs),
137
- maxFrameMs: roundMs(frame.maxFrameMs),
138
- avgSimMs: roundMs(frame.avgSimMs),
139
- maxSimMs: roundMs(frame.maxSimMs),
140
- avgOutsideMs: roundMs(frame.avgOutsideMs),
141
- maxOutsideMs: roundMs(frame.maxOutsideMs),
142
- longFrames: frame.longFrames,
143
- samples: frame.samples,
144
- phases: frame.phases.slice(0, 8).map((phase) => ({
145
- name: phase.name,
146
- avgMs: roundMs(phase.avgMs),
147
- maxMs: roundMs(phase.maxMs),
148
- pctOfSim: Math.round(phase.pctOfSim),
149
- })),
150
- },
151
- render: snap.render,
152
- latency: snap.latency,
153
- longFrameSummary: summarizeLongFrames(longs),
154
- longFrames: longs.slice(-6).map(compactLongFrame),
155
- probes: snap.probes,
156
- logs: hotLogs.length > 0 ? hotLogs : undefined,
157
- controls: changedControls.length > 0 ? changedControls : undefined,
158
- discovered: enabledDiscovered.length > 0 ? enabledDiscovered : undefined,
159
- discoveredCount: snap.discovered.length,
160
- };
161
- }
162
- /** @internal */
163
- export function buildFullReport(playable) {
164
- return { game: playable.game.name, ...devtools.snapshot() };
165
- }
56
+ export { buildLeanReport, buildFullReport } from "./devtoolsReports.js";
166
57
  /** @internal */
167
58
  export function DevtoolsOverlay({ open, ctx, playable, multiplayer, }) {
168
59
  const [tab, setTab] = useState("perf");
169
60
  const [, setTick] = useState(0);
170
61
  const [copied, setCopied] = useState(false);
171
62
  useSyncExternalStore(devtools.signal.subscribe, devtools.signal.version, devtools.signal.version);
172
- useEffect(() => {
173
- devtools.logs.captureConsole();
174
- globalThis.__JG_DEVTOOLS = {
175
- snapshot: () => buildLeanReport(playable),
176
- snapshotFull: () => buildFullReport(playable),
177
- controls: devtools.controls,
178
- discover: devtools.discover,
179
- frame: devtools.frame,
180
- profile: devtools.profile,
181
- collisionDebug,
182
- };
183
- }, [playable]);
184
- useEffect(() => {
185
- devtools.discover.scanTable("game", playable);
186
- devtools.discover.scanTable("engine", { movement: MOVEMENT_TUNING });
187
- }, [playable]);
188
- useEffect(() => {
189
- const stored = readStoredOverrides(playable.game.name);
190
- if (stored === null)
191
- return;
192
- const appliedEnables = new Set();
193
- const appliedValues = new Set();
194
- const applyLateRegistrations = () => {
195
- const discovered = new Map(devtools.discover.list().map((entry) => [entry.id, entry]));
196
- const needEnable = stored.enabled.filter((id) => !appliedEnables.has(id) && discovered.get(id)?.enabled === false);
197
- const needValue = Object.entries(stored.values).filter(([name]) => !appliedValues.has(name) && devtools.controls.get(name) !== null);
198
- if (needEnable.length === 0 && needValue.length === 0)
199
- return;
200
- for (const id of needEnable)
201
- appliedEnables.add(id);
202
- for (const [name] of needValue)
203
- appliedValues.add(name);
204
- devtools.overrides.apply({ enabled: needEnable, values: Object.fromEntries(needValue) });
205
- };
206
- applyLateRegistrations();
207
- return devtools.signal.subscribe(applyLateRegistrations);
208
- }, [playable]);
209
- useEffect(() => {
210
- const disposers = [
211
- devtools.probes.register("entities", () => ctx.scene.entity.list().length),
212
- devtools.probes.register("objects", () => ctx.scene.object.list().length),
213
- devtools.probes.register("fallbacks", () => fallbackSeamsSnapshot()),
214
- devtools.probes.register("textureErrors", () => textureErrorsSnapshot()),
215
- ];
216
- return () => {
217
- for (const dispose of disposers)
218
- dispose();
219
- };
220
- }, [ctx]);
221
63
  useEffect(() => {
222
64
  if (!open)
223
65
  return;
224
- const interval = setInterval(() => setTick((current) => current + 1), REFRESH_MS);
225
- return () => clearInterval(interval);
226
- }, [open]);
66
+ let lastRefresh = 0;
67
+ return ctx.subscribe(() => {
68
+ const now = performance.now();
69
+ if (now - lastRefresh < REFRESH_MS)
70
+ return;
71
+ lastRefresh = now;
72
+ setTick((current) => current + 1);
73
+ });
74
+ }, [ctx, open]);
227
75
  if (!open)
228
76
  return null;
229
77
  const copyReport = () => {
@@ -0,0 +1,7 @@
1
+ import type { GameContext } from "@jgengine/core/runtime/gameContext";
2
+ import type { PlayableGame } from "../registry.js";
3
+ /** Keeps saved overrides and diagnostic registration live while the visual panel is closed. @internal */
4
+ export declare function DevtoolsRuntime({ ctx, playable }: {
5
+ ctx: GameContext;
6
+ playable: PlayableGame;
7
+ }): null;
@@ -0,0 +1,61 @@
1
+ import { useEffect } from "react";
2
+ import { devtools } from "@jgengine/core/devtools/devtools";
3
+ import { fallbackSeamsSnapshot } from "@jgengine/core/devtools/fallbackSeams";
4
+ import { textureErrorsSnapshot } from "@jgengine/core/devtools/textureErrors";
5
+ import { MOVEMENT_TUNING } from "@jgengine/core/movement/movementModel";
6
+ import { collisionDebug } from "./collisionDebug.js";
7
+ import { readStoredOverrides } from "./devtoolsOverrides.js";
8
+ import { buildLeanReport, buildFullReport } from "./devtoolsReports.js";
9
+ /** Keeps saved overrides and diagnostic registration live while the visual panel is closed. @internal */
10
+ export function DevtoolsRuntime({ ctx, playable }) {
11
+ useEffect(() => {
12
+ devtools.logs.captureConsole();
13
+ globalThis.__JG_DEVTOOLS = {
14
+ snapshot: () => buildLeanReport(playable),
15
+ snapshotFull: () => buildFullReport(playable),
16
+ controls: devtools.controls,
17
+ discover: devtools.discover,
18
+ frame: devtools.frame,
19
+ profile: devtools.profile,
20
+ collisionDebug,
21
+ };
22
+ }, [playable]);
23
+ useEffect(() => {
24
+ devtools.discover.scanTable("game", playable);
25
+ devtools.discover.scanTable("engine", { movement: MOVEMENT_TUNING });
26
+ }, [playable]);
27
+ useEffect(() => {
28
+ const stored = readStoredOverrides(playable.game.name);
29
+ if (stored === null)
30
+ return;
31
+ const appliedEnables = new Set();
32
+ const appliedValues = new Set();
33
+ const applyLateRegistrations = () => {
34
+ const discovered = new Map(devtools.discover.list().map((entry) => [entry.id, entry]));
35
+ const needEnable = stored.enabled.filter((id) => !appliedEnables.has(id) && discovered.get(id)?.enabled === false);
36
+ const needValue = Object.entries(stored.values).filter(([name]) => !appliedValues.has(name) && devtools.controls.get(name) !== null);
37
+ if (needEnable.length === 0 && needValue.length === 0)
38
+ return;
39
+ for (const id of needEnable)
40
+ appliedEnables.add(id);
41
+ for (const [name] of needValue)
42
+ appliedValues.add(name);
43
+ devtools.overrides.apply({ enabled: needEnable, values: Object.fromEntries(needValue) });
44
+ };
45
+ applyLateRegistrations();
46
+ return devtools.signal.subscribe(applyLateRegistrations);
47
+ }, [playable]);
48
+ useEffect(() => {
49
+ const disposers = [
50
+ devtools.probes.register("entities", () => ctx.scene.entity.list().length),
51
+ devtools.probes.register("objects", () => ctx.scene.object.list().length),
52
+ devtools.probes.register("fallbacks", () => fallbackSeamsSnapshot()),
53
+ devtools.probes.register("textureErrors", () => textureErrorsSnapshot()),
54
+ ];
55
+ return () => {
56
+ for (const dispose of disposers)
57
+ dispose();
58
+ };
59
+ }, [ctx]);
60
+ return null;
61
+ }
@@ -15,6 +15,12 @@ type EditorHost = {
15
15
  gameId: string;
16
16
  handle(request: AgentBridgeRequest): unknown;
17
17
  };
18
+ /**
19
+ * @internal
20
+ * Resolves true once `isLive()` reports a mounted editor host, polling every `intervalMs` up to
21
+ * `timeoutMs`. `editor_summon` awaits this so the next RPC verb in a `drive` batch finds the editor.
22
+ */
23
+ export declare function waitForEditorHost(isLive: () => boolean, timeoutMs?: number, intervalMs?: number, sleep?: (ms: number) => Promise<void>): Promise<boolean>;
18
24
  declare global {
19
25
  interface Window {
20
26
  __jgengineAgent?: {