@jgengine/sql 0.18.0 → 0.19.0
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 +265 -2
- package/dist/index.d.ts +1 -0
- package/dist/index.js +1 -0
- package/dist/sqlPersistence.js +4 -0
- package/dist/sqlWorldStore.d.ts +6 -0
- package/dist/sqlWorldStore.js +18 -0
- package/package.json +2 -2
- package/skills/ce-handoff/SKILL.md +2 -2
- package/skills/jgengine/SKILL.md +9 -5
- package/skills/jgengine/api.md +205 -101
- package/skills/jgengine/capabilities.md +56 -0
- package/skills/jgengine/recipes/minimal-game.md +3 -0
- package/skills/jgengine-multiplayer/SKILL.md +25 -0
- package/skills/jgengine-multiplayer/api.md +159 -109
- package/skills/jgengine-multiplayer/capabilities.md +37 -0
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: "0.19.0" — 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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- `OwnershipDecision` (type): type OwnershipDecision = "expose" | "bake" | "reject" — The boundary's resolution for one object.
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- `OwnershipDiagnostic` (interface): interface OwnershipDiagnostic — One boundary problem found while auditing a set of declarations.
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- `OwnershipVerdict` (interface): interface OwnershipVerdict — The full verdict for one object: its decision plus the flags and diagnostic the editor needs to act on it.
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- `PhysicsConfig` (interface): interface PhysicsConfig — World gravity and jump tuning, plus
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- `PhysicsConfig` (interface): interface PhysicsConfig — World gravity and jump tuning, plus the optional rigid-body backend and character capsule.
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- `ProviderCapabilities` (interface): interface ProviderCapabilities — What a provider lets the editor do with one of its objects. Absent flags default to `false`.
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- `RuntimeProvenance` (interface): interface RuntimeProvenance — An object owned entirely by runtime or procedural code with no document entry. Not authorable unless its provider can bake it into schema-valid authored data.
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- `SCENE_OWNERSHIP_MANIFEST_VERSION` (const): const SCENE_OWNERSHIP_MANIFEST_VERSION: 1 — Current {@link SceneOwnershipManifest} schema version.
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- `plots` (function): function plots(config: PlotsWorldConfig = {}): WorldFeature — Declares a subdivided-plots world — farming, base-building, and other parcel-based layouts.
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- `rain` (function): function rain(config: RainEnvironmentConfig = {}): RainEnvironmentDescriptor — Declares a rainfall weather effect for `environment()` — area, density, speed, wind, and drop width/opacity.
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- `road` (function): function road(config: RoadEnvironmentConfig): RoadEnvironmentDescriptor — Declare a road ribbon for an `environment()` world; the shell drapes and renders it over the terrain.
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- `seededRng` (function): function seededRng(seed: string | number):
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- `seededRng` (function): function seededRng(seed: string | number): SeededRng — Deterministic pseudo-random generator seeded from a string or number — same seed, same sequence.
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- `seededStreams` (function): function seededStreams(seed: string | number): (stream: string) => () => number — Derives independent, deterministic {@link seededRng} streams from one base seed, keyed by stream name.
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- `snow` (function): function snow(config: SnowEnvironmentConfig = {}): SnowEnvironmentDescriptor — Declares a snowfall weather effect for `environment()` — area, density, drift, wind, and flake opacity.
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- `terrain` (function): function terrain(config: TerrainEnvironmentConfig = {}): TerrainEnvironmentDescriptor — Declares a heightfield terrain patch for `environment()` — bounds, noise, materials, and flatten masks.
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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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- `OverrideParseResult` (interface): interface OverrideParseResult — ⚠ 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.
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- `VERSION` (const): const VERSION: "0.19.0" — 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 = {
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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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- `offline` (function): function offline(): MultiplayerAdapterConfig — Explicit single-player adapter. Solo games never need this — omitting `multiplayer` in the shell `defineGame` already defaults to offline; pass it only where an adapter value is structurally required.
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- `p2p` (function): function p2p(config?: { topology?: MultiplayerTopology; room?: string; authority?: MultiplayerAuthority }): MultiplayerAdapterConfig — Serverless peer-to-peer (WebRTC) session — one peer hosts, friends join by room code.
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- `resolveAuthority` (function): function resolveAuthority(multiplayer: unknown): MultiplayerAuthority | null — Resolved authority for a multiplayer config. - `offline` / missing adapter → `null` (single-player; not multiplayer authority). - unset or `"client"` → `"client"` (presence-only; each client ticks). - `"server"` → host-authoritative shared sim.
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- `servers` (function): function servers(config: ServersPoolConfig):
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- `servers` (function): function servers(config: ServersPoolConfig): { topology: "shared" | "rooms"; maxServers: number; slotsPerServer: number; minPlayersToStart?: number | undefined; adapter: MultiplayerAdapterConfig; } | { topology: "shared" | "rooms"; maxServers: number; slotsPerServer: number; minPlayersToStart?: numb… — Resolve the shared-world pool to one unbounded world; room pools keep explicit capacities.
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- `wsPresence` (function): function wsPresence(config?: { topology?: MultiplayerTopology; url?: string }): MultiplayerAdapterConfig — Presence-only WebSocket transport — each client runs its own `onTick`; only presence/feeds/chat sync. Sugar for `ws({ ...config, authority: "client" })`.
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- `ChaseCameraTuning` (type): type ChaseCameraTuning = Partial< Pick< ChaseCameraConfig, | "distance" | "height" | "lookHeight" | "springDamping" | "fov" | "lead" | "bank" | "shakePerSpeed" | "velocityYaw" | "yawResponse" | "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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- `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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- `readQuantity` (function): function readQuantity(value: unknown, options: { min?: number; max?: number } = {}): QuantityResult — Read an untrusted whole-item quantity without coercion, truncation, or clamping.
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## @jgengine/core/runtime/commandRunner
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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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- `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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- `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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- `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; setPoseConstraint: EntityStore["setPoseConstraint"]; get(ins… — ⚠ 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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- `createGameContext` (function): function createGameContext<TAssetRef extends ModelAssetRef, TMultiplayer>(options: GameContextOptions<TAssetRef, TMultiplayer>): GameContext — ⚠ undocumented
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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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- `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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- `GameContextItemUse` (interface): interface GameContextItemUse — ⚠ undocumented
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- `GameContextLoot` (interface): interface GameContextLoot — ⚠ 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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- `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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- `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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- `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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- `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; setPoseConstraint: EntityStore["setPoseConstraint"]; get(ins… — ⚠ 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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## @jgengine/core/runtime/gameRuntime
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- `GameRuntime` (type): type GameRuntime = { gameId: string; save: SaveConfig; /** * Whether this runtime declares `loop.onTick`. A host's tick cron reads it to skip hydrating and * persisting a server whose `tick` is a no-op by construction — the difference between a world that * costs a
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- `GameRuntimeDefinition` (type): type GameRuntimeDefinition = { gameId: string; save: SaveConfig; commands: Record<string, CommandDef>; loop?: ServerLoopHooks; } — ⚠ undocumented
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- `HydrateInput` (type): type HydrateInput = { gameId: string; serverId: string; serverRow: RuntimeServerRow; playersByUserId: Record<string, RuntimePlayerRow>; chunksByKey: Record<string, RuntimeChunkRow>; revision?: number; } — ⚠ undocumented
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- `RuntimeInitContext` (type): type RuntimeInitContext = { snapshot: GameRuntimeSnapshot; setSnapshot: (snapshot: GameRuntimeSnapshot) => void;
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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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- `RuntimeLoopContext` (type): type RuntimeLoopContext = RuntimeInitContext & { player: { userId: string; isNew: boolean; }; } — ⚠ undocumented
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- `RuntimeWorldContext` (type): type RuntimeWorldContext = RuntimeInitContext & { playerIds: readonly string[]; } — ⚠ undocumented
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- `ServerLoopHooks` (type): type ServerLoopHooks = { onInit?: (ctx: RuntimeInitContext) => void; onNewPlayer?: (ctx: RuntimeLoopContext) => void; onTick?: (ctx: RuntimeWorldContext, dtSeconds: number) => void; /** * What `onNewPlayer` touches, so a join hydrates that instead of the whole world. Only consulted * when `onNewPlay… — ⚠ undocumented
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+
- `initialPlayerState` (function): function initialPlayerState(runtime: GameRuntime, userId: string, nowMs: number = Date.now()): RuntimePlayerRow — Seed a fresh player through the same onNewPlayer hook as joining, without hydrating or modifying a world.
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## @jgengine/core/runtime/headlessRunner
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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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- `createHeadlessRunner` (function): function createHeadlessRunner<TAssetRef extends ModelAssetRef, TMultiplayer>(options: HeadlessRunnerOptions<TAssetRef, TMultiplayer>): HeadlessRunner — ⚠ undocumented
|
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## @jgengine/core/runtime/hostPersistence
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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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- `GameServerStatus` (type): type GameServerStatus = "open" | "running" | "closed" — ⚠ 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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382
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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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- `LEADERBOARD_TOP_LIMIT` (const): const LEADERBOARD_TOP_LIMIT: 100 — ⚠ undocumented
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- `LeaderboardEntry` (type): type LeaderboardEntry = { userId: string; value: number; } — ⚠ undocumented
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- `LeaderboardIncrement` (type): type LeaderboardIncrement = { userId: string; stat: string; scope: LeaderboardScope; serverId?: string; by: number; } — ⚠ undocumented
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- `LeaderboardRow` (type): type LeaderboardRow = { gameId: string; stat: string; scope: LeaderboardScope; serverId?: string; userId: string; value: number; updatedAt: number; } — ⚠ 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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- `PlayerProfileRecord` (type): type PlayerProfileRecord = { userId: string; gameId: string; playerState: RuntimePlayerRow; revision: number; updatedAt: number; } — ⚠ undocumented
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- `ServerListing` (type): type ServerListing = { serverId: string; status: GameServerStatus; memberCount: number; slotsPerServer: number; mode?: string; label?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; updatedAt: number; } — ⚠ undocumented
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- `ServerPersistPlan` (type): type ServerPersistPlan = { server: GameServerRecord; profiles: PlayerProfileRecord[]; chunks: WorldChunkRecord[]; deletedChunks: string[]; leaderboard: LeaderboardIncrement[]; /** * 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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- `WorldChunkRecord` (type): type WorldChunkRecord = { serverId: string; chunkKey: string; snapshot: RuntimeChunkRow; updatedAt: number; } — ⚠ undocumented
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- `isSnapshotClean` (function): function isSnapshotClean(snapshot: GameRuntimeSnapshot): boolean — True when a snapshot carries no unwritten mutation — nothing for a persist to do.
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## @jgengine/core/runtime/hostPolicy
|
|
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|
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|
-
- `JG_MAX_MEMBERS_PER_SERVER` (const): const JG_MAX_MEMBERS_PER_SERVER: 256 —
|
|
402
|
+
- `JG_MAX_MEMBERS_PER_SERVER` (const): const JG_MAX_MEMBERS_PER_SERVER: 256 — Room-topology ceiling on `slotsPerServer`; shared membership uses indexed rows instead.
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379
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- `JoinCandidate` (type): type JoinCandidate = { memberUserIds: readonly string[]; slotsPerServer: number; visibility?: SessionVisibility | undefined; createdAt: number; } — A row `selectJoinTarget` can choose between — the matchmaking-relevant fields of a server record.
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- `JoinTarget` (type): type JoinTarget<T extends JoinCandidate> = | { kind: "join"; row: T } | { kind: "create" } | { kind: "refuse"; reason: string } — What a join should do with the candidate rows it found.
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- `MatchmakingMode` (type): type MatchmakingMode = "auto" | "singleton" — How auto-match behaves when no `serverId` is supplied.
|
|
@@ -383,11 +407,11 @@
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- `isAutoJoinCandidate` (function): function isAutoJoinCandidate(args: { memberUserIds: readonly string[]; slotsPerServer: number; visibility: SessionVisibility | undefined; userId: string; }): boolean — Auto-match candidate when no `serverId` is supplied: already a member, or a public room with free capacity. Private rooms are never auto-picked (join-by-code / direct id only).
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384
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- `isListablePublicly` (function): function isListablePublicly(visibility: SessionVisibility | undefined): boolean — True when a server's `visibility` should surface in public listings / browse results.
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- `isPrivateJoinBlocked` (function): function isPrivateJoinBlocked(args: { visibility: SessionVisibility | undefined; memberUserIds: readonly string[]; userId: string; joinCode: string | undefined; suppliedCode: string | undefined; }): boolean — Whether a private-visibility server blocks this join (non-member without a matching code). Public / undefined visibility never blocks.
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386
|
-
- `isServerFull` (function): function isServerFull(
|
|
410
|
+
- `isServerFull` (function): function isServerFull(memberCount: number, slotsPerServer: number, isMember: boolean): boolean — True when the server has no free slots for a non-member. Existing members never count as "full" so rejoin/leave cycles keep working.
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- `isServerMember` (function): function isServerMember(memberUserIds: readonly string[], userId: string): boolean — Whether `userId` is already on the server's member roster.
|
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388
412
|
- `selectJoinTarget` (function): function selectJoinTarget<T extends JoinCandidate>(rows: readonly T[], args: { userId: string; mode?: MatchmakingMode; /** Capacity to judge rows against — the host's current option, when it supersedes the stored value. */ slotsPerServer?: number; }): JoinTarget<T> — Resolve an auto-match join against the game's joinable rows under a {@link MatchmakingMode}. Reach for it instead of hand-rolling the "find a room with space, else make one" scan, which is where a singleton world silently shards into per-player copies.
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389
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- `statusAfterLeave` (function): function statusAfterLeave(remainingMemberCount: number, currentStatus: GameServerStatus): GameServerStatus — Status after a leave: empty rooms reopen; non-empty rooms keep their current status.
|
|
390
|
-
- `validateSlotsPerServer` (function): function validateSlotsPerServer(slotsPerServer: number): { ok: true } | { ok: false; reason: string } — Whether a `slotsPerServer` value is a capacity a single hosted server row can actually hold.
|
|
414
|
+
- `validateSlotsPerServer` (function): function validateSlotsPerServer(slotsPerServer: number, topology: "rooms" | "shared" = "rooms"): { ok: true } | { ok: false; reason: string } — Whether a `slotsPerServer` value is a capacity a single hosted server row can actually hold.
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391
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|
- `withJoinedMember` (function): function withJoinedMember(memberUserIds: readonly string[], userId: string): string[] — Roster after a successful join: unchanged when already a member, else appended.
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|
- `withoutMember` (function): function withoutMember(memberUserIds: readonly string[], userId: string): string[] — Roster after a leave: `userId` removed; order of remaining members preserved.
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|
|
@@ -405,16 +429,43 @@
|
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405
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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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406
430
|
- `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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407
431
|
- `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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432
|
+
- `SyncHostedWorldStore` (interface): interface SyncHostedWorldStore — Synchronous store adapter retained for deterministic in-process tests.
|
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433
|
+
- `asyncMemoryWorldStore` (function): function asyncMemoryWorldStore(seed?: HostedWorldRecord): HostedWorldStore — Async in-process store for callers exercising the production persistence contract.
|
|
434
|
+
- `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.
|
|
435
|
+
|
|
436
|
+
## @jgengine/core/runtime/hostedWorldStore
|
|
437
|
+
|
|
438
|
+
- `HostedWorldRecord` (interface): interface HostedWorldRecord — One hosted world's persisted authoritative state — the unit a {@link HostedWorldStore} loads and saves.
|
|
439
|
+
- `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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440
|
+
- `SyncHostedWorldStore` (interface): interface SyncHostedWorldStore — Synchronous store adapter retained for deterministic in-process tests.
|
|
441
|
+
|
|
442
|
+
## @jgengine/core/runtime/inputRecorder
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|
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|
+
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+
- `InputRecorder` (interface): interface InputRecorder — Tick-indexed input log: record per tick, look up the frame in force at any tick.
|
|
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|
+
- `InputRecorderState` (interface): interface InputRecorderState — Serializable recorder contents, sorted by tick.
|
|
446
|
+
- `RecordedInput` (interface): interface RecordedInput — An input frame and the first tick it applies to.
|
|
447
|
+
- `createInputRecorder` (function): function createInputRecorder(): InputRecorder — Tick-indexed input log for deterministic replay: record what each tick saw, then feed {@link frameAt} back into a runner stepping from a matching {@link createSimSnapshotRegistry} snapshot.
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## @jgengine/core/runtime/inputSnapshot
|
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- `InputFrame` (interface): interface InputFrame — One client's input for a tick — the semantic held-action set plus pointer state, the serializable, over-the-wire counterpart of {@link InputSnapshot} the host stores per connected player.
|
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412
|
-
- `InputSnapshot` (interface): interface InputSnapshot — ⚠ undocumented
|
|
452
|
+
- `InputSnapshot` (interface): interface InputSnapshot { rumble(userId: string, options: {strong: number; weak: number; ms: number}): Promise<boolean>; haptics(userId: string): HapticChannels; publish(held: readonly string[]): void; publishPointer(state: PointerAxisState | null): void; publishA… — ⚠ undocumented · used by `GamepadSource` (@jgengine/shell/input/gamepadSource): Poll browser gamepads and feed semantic actions into the shell tracker.
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413
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|
- `createInputSnapshot` (function): function createInputSnapshot(): InputSnapshot — ⚠ undocumented
|
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455
|
+
## @jgengine/core/runtime/localPlayers
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+
|
|
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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}.
|
|
462
|
+
- `LocalPlayersSnapshot` (interface): interface LocalPlayersSnapshot — Serializable seat table.
|
|
463
|
+
- `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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+
|
|
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## @jgengine/core/runtime/motionIntents
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|
|
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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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@@ -428,11 +479,11 @@
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## @jgengine/core/runtime/persistenceScope
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481
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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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@@ -440,6 +491,22 @@
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- `planScenarioReset` (function): function planScenarioReset(reset: ScenarioReset): NormalizedScenarioReset — ⚠ undocumented
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- `resetRun` (function): function resetRun<T extends Record<string, unknown>>(scoped: ScopedState<T>): ScopedState<T> — ⚠ undocumented
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+
## @jgengine/core/runtime/poseInterpolation
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- `PoseHistory` (interface): interface PoseHistory — Previous-step pose buffer: capture at each fixed step, sample between steps for rendering.
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- `PoseHistoryState` (interface): interface PoseHistoryState — Serializable previous-step poses keyed by entity id.
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- `RenderPose` (type): type RenderPose = [x: number, y: number, z: number, rotationY: number] — A render pose sampled between two simulation steps: `[x, y, z, rotationY]`.
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+
- `createPoseHistory` (function): function createPoseHistory(options?: { snapDistance?: number }): PoseHistory — Previous-step pose buffer for render interpolation under a fixed-step loop. Reuses one 4-slot array per entity so a step over N entities allocates only for entities seen for the first time.
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+
- `lerpAngle` (function): function lerpAngle(from: number, to: number, t: number): number — Shortest-arc interpolation between two yaw angles.
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+
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+
## @jgengine/core/runtime/prediction
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+
- `PredictionBuffer` (type): type PredictionBuffer<S> = { record(input: InputFrame, dt?: number, observedState?: S): S; reconcile(tick: number, authoritative: S): { error: number; replayed: number; snapped: boolean; state: S }; state(): S; snapshot(): PredictionSnapshot<S>; restore(next: PredictionSnapshot<S>): void; } — Stateful prediction handle supporting recording, reconciliation, inspection, and restoration.
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+
- `PredictionRecord` (type): type PredictionRecord<S> = { tick: number; input: InputFrame; state: S; dt: number } — One input, tick, and resulting state retained for authoritative replay.
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+
- `PredictionSnapshot` (type): type PredictionSnapshot<S> = { confirmedTick: number; confirmed: S; predicted: S; records: PredictionRecord<S>[]; } — Serializable prediction state containing the confirmation baseline and pending input history.
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+
- `PredictionStep` (type): type PredictionStep<S> = (state: S, input: InputFrame, dt: number) => S — Deterministic state transition used to advance one predicted input frame.
|
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+
- `createPredictionBuffer` (function): function createPredictionBuffer<S>(config: { initial: S; step: PredictionStep<S>; maxTicks: number; startTick?: number; dt?: number; /** Error above which a caller should snap its rendered pose to the reconciled result. */ snapThreshold?: number; }): PredictionBuffer<S> — Keeps local input predictions ahead of the last server confirmation. Reconciliation replaces the confirmed state and deterministically replays unconfirmed inputs through the supplied step function. `maxTicks` bounds retained work and memory; dropped inputs are folded into the confirmed baseline.
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+
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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.snapshot()` and writes it; `load()` reads it back and `target.hydrate()`s the whole world. In `autosave` mode it also writes on a trailing timer while the world keeps changing. Named slots, versioned migration, and offline↔cloud (backend swap) all come for free from the underlying save store.
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@@ -451,21 +518,52 @@
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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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521
|
+
- `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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522
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- `SaveScope` (type): type SaveScope = "player" | "chunks" | "player+chunks" — ⚠ undocumented
|
|
456
523
|
|
|
524
|
+
## @jgengine/core/runtime/simContext
|
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+
|
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526
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+
- `SimContext` (interface): interface SimContext — `ctx.sim`: the simulation stepper shared by every driver plus the render-side interpolation it enables. Drivers call {@link advance} with real elapsed seconds and do their per-step work inside the callback; renderers call {@link renderPose} each frame.
|
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527
|
+
- `SimContextState` (interface): interface SimContextState — Serializable `ctx.sim` state: loop position plus the interpolation pose history.
|
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528
|
+
- `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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529
|
+
- `SimStagePhase` (type): type SimStagePhase = "beforeMovement" | "afterMovement" | "afterTick" — Where a registered stage runs inside one simulation step.
|
|
530
|
+
- `createSimContext` (function): function createSimContext(options: { config?: SimulationConfig; entities: EntityStore }): SimContext — Build `ctx.sim` for a context; `createGameContext` calls this from `definition.simulation`.
|
|
531
|
+
|
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532
|
+
## @jgengine/core/runtime/simLoop
|
|
533
|
+
|
|
534
|
+
- `SimAdvanceResult` (interface): interface SimAdvanceResult — What one {@link SimLoop.advance} did.
|
|
535
|
+
- `SimLoop` (interface): interface SimLoop — The stepper handle: advance with real time, read the tick and interpolation alpha, retune the rate, snapshot and restore.
|
|
536
|
+
- `SimLoopState` (interface): interface SimLoopState — Serializable loop position: the tick count and the real seconds accumulated toward the next fixed step.
|
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537
|
+
- `SimulationConfig` (interface): interface SimulationConfig — How the simulation is stepped: a fixed rate with a catch-up cap, or once per frame with the frame's dt.
|
|
538
|
+
- `createSimLoop` (function): function createSimLoop(initial?: SimulationConfig): SimLoop — The simulation stepper every driver (shell frame, headless runner, authoritative host) advances through, so the sim sees the same dt sequence regardless of who drives it. Fixed mode accumulates real time and steps in equal slices with a catch-up cap; variable mode steps once per advance.
|
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539
|
+
|
|
540
|
+
## @jgengine/core/runtime/simSnapshot
|
|
541
|
+
|
|
542
|
+
- `SimSnapshot` (type): type SimSnapshot = Record<string, unknown> — Captured contributor data keyed by contributor id.
|
|
543
|
+
- `SimSnapshotContributor` (interface): interface SimSnapshotContributor<T = unknown> — One piece of simulation state that can be captured and restored by id.
|
|
544
|
+
- `SimSnapshotRegistry` (interface): interface SimSnapshotRegistry — Registry of {@link SimSnapshotContributor}s that captures and restores them together.
|
|
545
|
+
- `createContextSimSnapshot` (function): function createContextSimSnapshot(ctx: GameContext): SimSnapshotRegistry — The engine's own contributors for a context: replicated world state, the sim clock, the loop and pose history, and the rng cursor when `ctx.rng` is a seeded stream. Games register theirs on the same registry.
|
|
546
|
+
- `createSimSnapshotRegistry` (function): function createSimSnapshotRegistry(): SimSnapshotRegistry — A registry of everything that must round-trip for a simulation to resume bit-for-bit: world state, the clock, the rng cursor, the loop accumulator, and whatever a physics backend or game adds. Pair with {@link createInputRecorder} for replay.
|
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+
|
|
457
548
|
## @jgengine/core/runtime/snapshot
|
|
458
549
|
|
|
459
|
-
- `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
|
|
550
|
+
- `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.
|
|
460
551
|
- `RUNTIME_SNAPSHOT_VERSION` (const): const RUNTIME_SNAPSHOT_VERSION: 1 — ⚠ undocumented
|
|
461
|
-
- `RuntimeChunkRow` (type): type RuntimeChunkRow = { chunkKey: string; objects: RuntimeObjectRow[]; entities: RuntimeEntityRow[]; flags?: Record<string
|
|
552
|
+
- `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.
|
|
462
553
|
- `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
|
|
463
554
|
- `RuntimeInventorySlot` (type): type RuntimeInventorySlot = { item: string; count: number; slot?: number; } — ⚠ undocumented
|
|
464
555
|
- `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`).
|
|
465
|
-
- `RuntimePlayerRow` (type): type RuntimePlayerRow = { userId: string; inventories: Record<string, RuntimeInventorySlot[]>; economy: Record<string, number>; unlocks: string[]; quests?: unknown; social?: unknown; leaderboard?: Record<string, number>; session?:
|
|
556
|
+
- `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.
|
|
466
557
|
- `RuntimeProfileRow` (type): type RuntimeProfileRow = { userId: string; gameId: string; player: RuntimePlayerRow; updatedAt: number; } — ⚠ undocumented
|
|
467
558
|
- `RuntimeServerRow` (type): type RuntimeServerRow = { entities: RuntimeEntityRow[]; objects: RuntimeObjectRow[]; session: Record<string, unknown>; feeds?: Record<string, unknown[]>; } — ⚠ undocumented
|
|
468
559
|
|
|
560
|
+
## @jgengine/core/runtime/snapshotBuffer
|
|
561
|
+
|
|
562
|
+
- `SnapshotBuffer` (type): type SnapshotBuffer<T> = { push(atMs: number, value: T): void; sampleAt(nowMs: number): SnapshotBufferSample<T> | null; snapshot(): SnapshotBufferState<T>; restore(next: SnapshotBufferState<T>): void; retune(config: { delayMs?: number; capacity?: number }): void; } — Handle for a timestamped delayed snapshot buffer.
|
|
563
|
+
- `SnapshotBufferSample` (type): type SnapshotBufferSample<T> = { before: T; after: T; alpha: number; } — A sampled pair of snapshots and interpolation factor.
|
|
564
|
+
- `SnapshotBufferState` (type): type SnapshotBufferState<T> = { delayMs: number; capacity: number; entries: Array<{ atMs: number; value: T }>; } — Serializable snapshot-buffer state.
|
|
565
|
+
- `createSnapshotBuffer` (function): function createSnapshotBuffer<T>(config: { delayMs: number; capacity: number; }): SnapshotBuffer<T> — Stores timestamped snapshots and samples a delayed, interpolatable pair.
|
|
566
|
+
|
|
469
567
|
## @jgengine/core/runtime/transport
|
|
470
568
|
|
|
471
569
|
- `FeedUnsubscribe` (type): type FeedUnsubscribe = () => void — ⚠ undocumented
|
|
@@ -473,15 +571,20 @@
|
|
|
473
571
|
- `GameRuntimeFeedView` (type): type GameRuntimeFeedView = { action: string; entries: unknown[]; } — ⚠ undocumented
|
|
474
572
|
- `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
|
|
475
573
|
- `GameRuntimePlayerView` (type): type GameRuntimePlayerView = { userId: string; gameId: string; playerState: unknown; updatedAt: number; } — ⚠ undocumented
|
|
476
|
-
- `GameRuntimeServerView` (type): type GameRuntimeServerView = { serverId: string; gameId: string; revision: number; memberUserIds: string[]; serverState: unknown; updatedAt: number; } — ⚠ undocumented
|
|
477
|
-
- `GameRuntimeTransport` (type): type GameRuntimeTransport = { joinServer: (args: { gameId: string; serverId?: string
|
|
478
|
-
- `
|
|
574
|
+
- `GameRuntimeServerView` (type): type GameRuntimeServerView = { serverId: string; gameId: string; revision: number; memberUserIds: string[]; serverState: unknown | WorldSyncFrame; updatedAt: number; } — ⚠ undocumented
|
|
575
|
+
- `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.
|
|
576
|
+
- `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.
|
|
577
|
+
- `JoinServerResult` (type): type JoinServerResult = { serverId: string; isNew: boolean; resumeTicket?: ResumeTicket; } — ⚠ undocumented
|
|
479
578
|
- `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
|
|
579
|
+
- `MultiplayerRole` (type): type MultiplayerRole = "player" | "spectator" — Connection role used for authoritative world access; spectators are read-only.
|
|
480
580
|
- `MultiplayerSession` (type): type MultiplayerSession = { gameId: string; userId: string; backend: LiveGameBackend; feedActions: string[]; } — ⚠ undocumented
|
|
481
|
-
- `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
|
|
581
|
+
- `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.
|
|
482
582
|
- `PresenceSync` (type): type PresenceSync = { subscribe: (serverId: string, onChange: (rows: PresencePoseRow[]) => void) => FeedUnsubscribe; syncPose: (serverId: string, pose: PlayerPose) => void; } — ⚠ undocumented
|
|
583
|
+
- `ResumeTicket` (type): type ResumeTicket = { userId: string; serverId: string; token: string; } — A short-lived credential allowing a disconnected client to reclaim one server membership.
|
|
483
584
|
- `RunCommandArgs` (type): type RunCommandArgs = { serverId: string; command: string; input: unknown; } — ⚠ undocumented
|
|
484
585
|
- `TransportRunCommandResult` (type): type TransportRunCommandResult = | { ok: true } | { ok: false; reason: string } — ⚠ undocumented
|
|
586
|
+
- `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.
|
|
587
|
+
- `createTransportSessionId` (function): function createTransportSessionId(): string — Fresh id for one client session's join/leave pair (see {@link GameRuntimeTransport.joinServer}).
|
|
485
588
|
|
|
486
589
|
## @jgengine/core/runtime/visibility
|
|
487
590
|
|
|
@@ -510,6 +613,7 @@
|
|
|
510
613
|
- `chunkCoordAt` (function): function chunkCoordAt(position: readonly [number, number, number], size: number = DEFAULT_CHUNK_SIZE): ChunkCoord — Chunk coordinates containing a world position at `size` units per cell.
|
|
511
614
|
- `chunkKeyAt` (function): function chunkKeyAt(position: readonly [number, number, number], size: number = DEFAULT_CHUNK_SIZE): string — Chunk key containing a world position at `size` units per cell.
|
|
512
615
|
- `chunkKeyOf` (function): function chunkKeyOf(coord: ChunkCoord): string — Chunk key for a cell — the canonical `"cx,cz"` string a `jgWorldChunks` row is stored under. Games used to invent this mapping each time, which made two systems in one game disagree about which row a position belongs to.
|
|
616
|
+
- `chunkKeysAround` (function): function chunkKeysAround(position: readonly [number, number, number], rings = 1, size = DEFAULT_CHUNK_SIZE): string[] — Square chunk neighborhood around a world position, including its own chunk.
|
|
513
617
|
- `chunkKeysInRadius` (function): function chunkKeysInRadius(center: readonly [number, number, number], radius: number, size: number = DEFAULT_CHUNK_SIZE): string[] — Every chunk key whose cell intersects a radius around a world position — the key list a viewer's bounded hydration or client chunk query asks for, instead of loading a whole world.
|
|
514
618
|
- `createEmptyChunkRow` (function): function createEmptyChunkRow(chunkKey: string): RuntimeChunkRow — An empty chunk row for `chunkKey` — the starting value for a cell nothing has been placed in yet.
|
|
515
619
|
- `deleteChunk` (function): function deleteChunk(snapshot: GameRuntimeSnapshot, chunkKey: string): GameRuntimeSnapshot — Drop a chunk from a snapshot and mark the key dirty so the host deletes its stored row.
|
|
@@ -541,7 +645,7 @@
|
|
|
541
645
|
|
|
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646
|
## @jgengine/shell/defineGame
|
|
543
647
|
|
|
544
|
-
- `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented
|
|
648
|
+
- `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…
|
|
545
649
|
- `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.
|
|
546
650
|
|
|
547
651
|
## @jgengine/shell/gameKit
|
|
@@ -553,7 +657,7 @@
|
|
|
553
657
|
- `EditorDocument` (interface): interface EditorDocument — The full authored scene: every marker, volume, path, note, and sculpted terrain for a game.
|
|
554
658
|
- `EditorSummonModule` (interface): interface EditorSummonModule — Structural shape of the module `GameHost`'s `editor` loader resolves — `import("@jgengine/editor")` satisfies it.
|
|
555
659
|
- `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.
|
|
556
|
-
- `GameConfig` (type): type GameConfig<TAssetRef extends ModelAssetRef = ModelAssetRef> = EngineFields<TAssetRef> & PresentationFields — ⚠ undocumented
|
|
660
|
+
- `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…
|
|
557
661
|
- `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.
|
|
558
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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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- `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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@@ -575,5 +679,5 @@
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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.
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- `grounded` (function): function grounded(ctx: Pick<GameContext, "world">, x: number, z: number): readonly [number, number, number] — Ground an XZ point onto the live world surface as `[x, groundY, z]`.
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- `offline` (function): function offline(): MultiplayerAdapterConfig — Explicit single-player adapter. Solo games never need this — omitting `multiplayer` in the shell `defineGame` already defaults to offline; pass it only where an adapter value is structurally required.
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- `seededRng` (function): function seededRng(seed: string | number):
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- `seededRng` (function): function seededRng(seed: string | number): SeededRng — Deterministic pseudo-random generator seeded from a string or number — same seed, same sequence.
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- `useHudLayout` (function): function useHudLayout(options?: { storageKey?: string; snap?: number; locked?: boolean; /** * Scene-document `ui` section — source of truth for panel placement/size. * When provided, hydrates the layout store (and wins over legacy localStorage). */ documentUi?: EditorUiDocument; /** * When true (def… — Layout state for `HudCanvas` — panel placements, edit-mode drag/resize, and per-game persistence.
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