@needle-tools/addressing 0.3.2 → 0.3.3

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package/Readme.md CHANGED
@@ -1,70 +1,70 @@
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- # @needle-tools/addressing
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-
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- Persistent addressing for glTF assets and three.js scene graphs: deterministic
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- `needle-id` computation, the `#needle` name-anchor scheme, and address resolution.
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-
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- Zero runtime dependencies, no three.js import (scene graphs are accessed structurally),
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- usable in browsers, node, and workers.
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-
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- ## Ids
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-
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- Every glTF root-collection element (nodes, scenes, animations, cameras, materials,
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- meshes, skins, textures, images, samplers) can carry a UUID in `extras["needle-id"]`:
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-
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- - **Anchored** — the element name ends with `#needle` (case-insensitive): the id derives
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- only from the text before the marker → it **survives any content change** as long as
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- the name stays. Spaces and underscores in the value are treated as equal (loaders
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- sanitize node names), so `Door Frame #needle` and `Door_Frame_#needle` share one id.
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- - **Unanchored**: the id derives from the element's type, name, and its occurrence among
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- same-named elements → uniquely named elements keep their ids across reorders and
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- content updates; duplicates disambiguate by position within their name group; unnamed
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- elements are positional.
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-
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- `ensureIds(gltfJson)` stamps a parsed glTF idempotently — existing ids are never
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- overwritten, and any tool stamping the same element mints the same id.
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-
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- `ensureIds(gltfJson, { baseHash })` optionally salts unanchored ids with a caller-supplied
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- identity (e.g. a stable asset id), scoping them to that identity.
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-
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- ## Addresses
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-
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- An address captures every fallback at creation time, while the target is known —
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- `{ id, anchor?, type?, name?, namePath? }`. Resolution order is strict:
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-
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- 1. `id` — exact match (`extras` in glTF JSON, `userData` in live scene graphs)
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- 2. `anchor` — survives asset updates
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- 3. `namePath` — best-effort structural match
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- 4. **reconciliation** — never automatic: `reconcileInGraph` returns ranked candidates
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- with confidence + reasons; the caller decides thresholds and whether to re-anchor.
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-
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- ## API
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-
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- ```ts
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- import {
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- ensureIds, computeElementId, computeFileHash, // write side
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- createGltfElementAddress, createObjectAddress, // address records
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- resolveInGltf, resolveInGraph, reconcileInGraph, // resolve side
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- parseAnchorValue, randomUuid, NEEDLE_ID_KEY,
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- } from "@needle-tools/addressing";
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-
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- // stamp a parsed glTF (idempotent, never overwrites existing ids)
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- const { fileHash, assigned } = ensureIds(gltfJson);
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-
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- // capture an address while the target is known
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- const address = createObjectAddress(sceneRoot, targetObject);
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-
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- // later / elsewhere: resolve — or reconcile when the asset changed
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- const hit = resolveInGraph(address, sceneRoot);
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- const candidates = hit ? [] : reconcileInGraph(address, sceneRoot);
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- ```
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-
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- Out of scope by design: GLB container parsing (this package takes parsed JSON), file
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- I/O, and any composition/override semantics.
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-
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- ## Development
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-
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- ```
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- npm install
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- npm test # vitest — includes golden-fixture id tests
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- npm run build # tsc → dist/
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- ```
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+ # @needle-tools/addressing
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+
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+ Persistent addressing for glTF assets and three.js scene graphs: deterministic
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+ `needle-id` computation, the `#needle` name-anchor scheme, and address resolution.
5
+
6
+ Zero runtime dependencies, no three.js import (scene graphs are accessed structurally),
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+ usable in browsers, node, and workers.
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+
9
+ ## Ids
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+
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+ Every glTF root-collection element (nodes, scenes, animations, cameras, materials,
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+ meshes, skins, textures, images, samplers) can carry a UUID in `extras["needle-id"]`:
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+
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+ - **Anchored** — the element name ends with `#needle` (case-insensitive): the id derives
15
+ only from the text before the marker → it **survives any content change** as long as
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+ the name stays. Spaces and underscores in the value are treated as equal (loaders
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+ sanitize node names), so `Door Frame #needle` and `Door_Frame_#needle` share one id.
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+ - **Unanchored**: the id derives from the element's type, name, and its occurrence among
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+ same-named elements → uniquely named elements keep their ids across reorders and
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+ content updates; duplicates disambiguate by position within their name group; unnamed
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+ elements are positional.
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+
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+ `ensureIds(gltfJson)` stamps a parsed glTF idempotently — existing ids are never
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+ overwritten, and any tool stamping the same element mints the same id.
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+
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+ `ensureIds(gltfJson, { baseHash })` optionally salts unanchored ids with a caller-supplied
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+ identity (e.g. a stable asset id), scoping them to that identity.
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+
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+ ## Addresses
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+
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+ An address captures every fallback at creation time, while the target is known —
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+ `{ id, anchor?, type?, name?, namePath? }`. Resolution order is strict:
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+
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+ 1. `id` — exact match (`extras` in glTF JSON, `userData` in live scene graphs)
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+ 2. `anchor` — survives asset updates
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+ 3. `namePath` — best-effort structural match
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+ 4. **reconciliation** — never automatic: `reconcileInGraph` returns ranked candidates
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+ with confidence + reasons; the caller decides thresholds and whether to re-anchor.
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+
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+ ## API
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+
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+ ```ts
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+ import {
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+ ensureIds, computeElementId, computeFileHash, // write side
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+ createGltfElementAddress, createObjectAddress, // address records
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+ resolveInGltf, resolveInGraph, reconcileInGraph, // resolve side
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+ parseAnchorValue, randomUuid, NEEDLE_ID_KEY,
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+ } from "@needle-tools/addressing";
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+
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+ // stamp a parsed glTF (idempotent, never overwrites existing ids)
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+ const { fileHash, assigned } = ensureIds(gltfJson);
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+
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+ // capture an address while the target is known
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+ const address = createObjectAddress(sceneRoot, targetObject);
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+
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+ // later / elsewhere: resolve — or reconcile when the asset changed
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+ const hit = resolveInGraph(address, sceneRoot);
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+ const candidates = hit ? [] : reconcileInGraph(address, sceneRoot);
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+ ```
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+
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+ Out of scope by design: GLB container parsing (this package takes parsed JSON), file
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+ I/O, and any composition/override semantics.
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+
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+ ## Development
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+
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+ ```
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+ npm install
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+ npm test # vitest — includes golden-fixture id tests
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+ npm run build # tsc → dist/
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+ ```
package/dist/address.js CHANGED
@@ -16,7 +16,11 @@ export function createGltfElementAddress(json, type, index) {
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  const anchor = parseAnchorValue(name);
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  if (anchor)
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  address.anchor = anchor;
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- if (name !== undefined)
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+ // an empty name is non-information: resolution never reads `name` (id → anchor →
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+ // namePath) and reconciliation falls back to the last namePath segment ("" again).
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+ // NOTE: empty namePath SEGMENTS are load-bearing (positional child-walk) — only the
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+ // standalone `name` field is dropped when empty.
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+ if (name)
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  address.name = name;
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  if (type === "node") {
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  const path = gltfNodeNamePath(json, index);
@@ -37,7 +41,8 @@ export function createObjectAddress(root, target) {
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  const anchor = parseAnchorValue(target.name);
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  if (anchor)
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  address.anchor = anchor;
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- if (typeof target.name === "string")
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+ // empty name dropped — see createGltfElementAddress; namePath segments stay verbatim
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+ if (target.name)
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  address.name = target.name;
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  address.namePath = path.map(n => n.name ?? "");
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  return address;
package/dist/anchor.d.ts CHANGED
@@ -28,6 +28,18 @@ export type ParsedAnchor = {
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  * Returns null when no marker matches or the anchor value is empty.
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  */
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  export declare function parseAnchor(rawName: string | null | undefined): ParsedAnchor | null;
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+ /**
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+ * Names treat SPACES and UNDERSCORES as the same character (runs collapse to one space):
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+ * three's GLTFLoader sanitizes node names on load (whitespace becomes "_"), so
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+ * "Door Frame #needle" appears live as "Door_Frame_#needle" — without normalization a
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+ * stamped anchor and the live anchor would never match. Applied at PARSE time, so id
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+ * computation and resolution agree from one change point. Accepted trade: names differing
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+ * only by space-vs-underscore are one name.
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+ *
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+ * Exported because id derivation applies the SAME rule to unanchored names (see
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+ * {@link import("./id.js").idNameOf}) — one normalization, one change point.
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+ */
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+ export declare function normalizeName(value: string): string;
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  /**
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  * Extract the anchor value from an element name, or null when the name carries no anchor.
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  * Convenience over {@link parseAnchor} for callers that only need the id input.
package/dist/anchor.js CHANGED
@@ -29,20 +29,23 @@ export function parseAnchor(rawName) {
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  for (const marker of byLengthDescending(ANCHOR_MARKERS)) {
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  if (!lower.endsWith(marker))
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  continue;
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- const value = normalizeAnchorValue(trimmed.substring(0, trimmed.length - marker.length));
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+ const value = normalizeName(trimmed.substring(0, trimmed.length - marker.length));
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  return value.length > 0 ? { marker, value } : null;
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  }
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  return null;
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  }
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  /**
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- * Anchor values treat SPACES and UNDERSCORES as the same character (runs collapse to
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- * one space): three's GLTFLoader sanitizes node names on load (whitespace becomes
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- * "_"), so "Door Frame #needle" appears live as "Door_Frame_#needle" — without
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- * normalization the stamped anchor and the live anchor would never match. Applied at
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- * PARSE time, so id computation and resolution agree from one change point. Accepted
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- * trade: names differing only by space-vs-underscore share one anchor.
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+ * Names treat SPACES and UNDERSCORES as the same character (runs collapse to one space):
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+ * three's GLTFLoader sanitizes node names on load (whitespace becomes "_"), so
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+ * "Door Frame #needle" appears live as "Door_Frame_#needle" — without normalization a
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+ * stamped anchor and the live anchor would never match. Applied at PARSE time, so id
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+ * computation and resolution agree from one change point. Accepted trade: names differing
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+ * only by space-vs-underscore are one name.
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+ *
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+ * Exported because id derivation applies the SAME rule to unanchored names (see
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+ * {@link import("./id.js").idNameOf}) — one normalization, one change point.
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  */
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- function normalizeAnchorValue(value) {
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+ export function normalizeName(value) {
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  return value.replace(/[\s_]+/g, " ").trim();
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  }
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  /**
package/dist/gltf.js CHANGED
@@ -1,4 +1,4 @@
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- import { computeElementId } from "./id.js";
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+ import { computeElementId, idNameOf } from "./id.js";
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  /** The glTF `extras` key carrying the persistent id. */
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  export const NEEDLE_ID_KEY = "needle-id";
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  /** All root-collection element types that receive ids, with their glTF collection key. */
@@ -30,15 +30,17 @@ export function ensureIds(json, options) {
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  continue;
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  // occurrence-of-name: the id input is the element's position among same-named
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  // elements, NOT its collection index — uniquely named elements keep their ids
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- // across reorders and asset updates
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+ // across reorders and asset updates. Grouping is by the DERIVATION name
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+ // (anchor marker stripped, normalized), matching occurrenceOfName.
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  const occurrences = new Map();
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  for (let index = 0; index < elements.length; index++) {
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  const element = elements[index];
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  if (element == null || typeof element !== "object")
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  continue;
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  const name = typeof element.name === "string" ? element.name : "";
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- const occurrence = occurrences.get(name) ?? 0;
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- occurrences.set(name, occurrence + 1);
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+ const group = idNameOf(name);
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+ const occurrence = occurrences.get(group) ?? 0;
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+ occurrences.set(group, occurrence + 1);
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  element.extras ?? (element.extras = {});
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  if (element.extras[NEEDLE_ID_KEY] === undefined) {
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  element.extras[NEEDLE_ID_KEY] = computeElementId(type, name, occurrence, baseHash);
package/dist/id.d.ts CHANGED
@@ -1,16 +1,32 @@
1
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  /**
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- * The deterministic needle-id of a glTF element.
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+ * The name an id is derived FROM: the anchor marker removed (if any) and space/underscore
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+ * runs collapsed.
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  *
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- * - Anchored name (`… #needle`): `uuidv5("<type>-<anchor>")` — survives ANY content
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- * change while the name stays.
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- * - Otherwise: `uuidv5("<type>-<name>-<occurrence>[-<baseHash>]")` where `occurrence`
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- * is the element's position among SAME-NAMED elements of its type. Uniquely named
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- * elements are therefore fully reorder-stable across file versions; duplicates shift
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- * only when reordered within their own name group; unnamed elements are positional
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- * among the unnamed.
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- * - `baseHash` is an optional consumer-supplied salt (e.g. an asset/content id) that
12
- * scopes ids to an external identity. Omitted by default, so any tool stamping the
13
- * same element mints the same id with no coordination.
5
+ * The marker is stripped because **ids are minted as if no anchor existed** — an anchor is
6
+ * a LABEL, not an identity, and the two must be able to change independently. Both halves
7
+ * of that are load-bearing:
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+ * - stripping the marker means ADDING or REMOVING `#needle` leaves the id untouched (under
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+ * the previous rule, anchoring an object CHANGED its id — so the very act recommended for
10
+ * making something stable orphaned every edit already addressed to it);
11
+ * - {@link occurrenceOfName} groups on this same value, so anchoring ONE of two `Door`s
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+ * does not shift the OTHER one's occurrence.
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+ *
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+ * Note what is decoupled: the id is independent of the anchor MARKER, not of the NAME.
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+ * Renaming `Door #needle` → `Entrance #needle` still changes a DERIVED id; a STAMPED id is
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+ * unaffected, since existing ids are never overwritten.
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+ */
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+ export declare function idNameOf(name: string | null | undefined): string;
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+ /**
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+ * The deterministic needle-id of a glTF element:
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+ * `uuidv5("<type>-<idName>-<occurrence>[-<baseHash>]")`, where `idName` is the name with
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+ * any anchor marker removed ({@link idNameOf}) and `occurrence` is the element's position
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+ * among same-named elements of its type. Uniquely named elements are therefore fully
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+ * reorder-stable across file versions; duplicates shift only when reordered within their
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+ * own name group; unnamed elements are positional among the unnamed.
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+ *
27
+ * `baseHash` is an optional consumer-supplied salt (e.g. an asset/content id) that scopes
28
+ * ids to an external identity. Omitted by default, so any tool stamping the same element
29
+ * mints the same id with no coordination.
14
30
  *
15
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  * Ids are persisted in `extras["needle-id"]` and never overwritten once present —
16
32
  * whoever stamps first wins; this rule only governs never-stamped elements.
@@ -20,6 +36,9 @@ export declare function computeElementId(type: string, name: string | null | und
20
36
  * The occurrence of the element at `index` among same-named elements of its collection —
21
37
  * the positional input of {@link computeElementId}. Exposed so consumers computing ids
22
38
  * for individual elements (instead of stamping whole files) use the identical rule.
39
+ *
40
+ * Grouping is by {@link idNameOf}, so an anchored element counts in the same group as its
41
+ * unanchored namesakes.
23
42
  */
24
43
  export declare function occurrenceOfName(elements: ReadonlyArray<{
25
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  name?: unknown;
package/dist/id.js CHANGED
@@ -1,43 +1,60 @@
1
- import { parseAnchorValue } from "./anchor.js";
1
+ import { normalizeName, parseAnchor } from "./anchor.js";
2
2
  import { uuidv5 } from "./uuid.js";
3
3
  /**
4
- * The deterministic needle-id of a glTF element.
4
+ * The name an id is derived FROM: the anchor marker removed (if any) and space/underscore
5
+ * runs collapsed.
5
6
  *
6
- * - Anchored name (`… #needle`): `uuidv5("<type>-<anchor>")` — survives ANY content
7
- * change while the name stays.
8
- * - Otherwise: `uuidv5("<type>-<name>-<occurrence>[-<baseHash>]")` where `occurrence`
9
- * is the element's position among SAME-NAMED elements of its type. Uniquely named
10
- * elements are therefore fully reorder-stable across file versions; duplicates shift
11
- * only when reordered within their own name group; unnamed elements are positional
12
- * among the unnamed.
13
- * - `baseHash` is an optional consumer-supplied salt (e.g. an asset/content id) that
14
- * scopes ids to an external identity. Omitted by default, so any tool stamping the
15
- * same element mints the same id with no coordination.
7
+ * The marker is stripped because **ids are minted as if no anchor existed** — an anchor is
8
+ * a LABEL, not an identity, and the two must be able to change independently. Both halves
9
+ * of that are load-bearing:
10
+ * - stripping the marker means ADDING or REMOVING `#needle` leaves the id untouched (under
11
+ * the previous rule, anchoring an object CHANGED its id — so the very act recommended for
12
+ * making something stable orphaned every edit already addressed to it);
13
+ * - {@link occurrenceOfName} groups on this same value, so anchoring ONE of two `Door`s
14
+ * does not shift the OTHER one's occurrence.
15
+ *
16
+ * Note what is decoupled: the id is independent of the anchor MARKER, not of the NAME.
17
+ * Renaming `Door #needle` → `Entrance #needle` still changes a DERIVED id; a STAMPED id is
18
+ * unaffected, since existing ids are never overwritten.
19
+ */
20
+ export function idNameOf(name) {
21
+ if (typeof name !== "string")
22
+ return "";
23
+ // an anchor's value is already marker-stripped and normalized
24
+ return parseAnchor(name)?.value ?? normalizeName(name);
25
+ }
26
+ /**
27
+ * The deterministic needle-id of a glTF element:
28
+ * `uuidv5("<type>-<idName>-<occurrence>[-<baseHash>]")`, where `idName` is the name with
29
+ * any anchor marker removed ({@link idNameOf}) and `occurrence` is the element's position
30
+ * among same-named elements of its type. Uniquely named elements are therefore fully
31
+ * reorder-stable across file versions; duplicates shift only when reordered within their
32
+ * own name group; unnamed elements are positional among the unnamed.
33
+ *
34
+ * `baseHash` is an optional consumer-supplied salt (e.g. an asset/content id) that scopes
35
+ * ids to an external identity. Omitted by default, so any tool stamping the same element
36
+ * mints the same id with no coordination.
16
37
  *
17
38
  * Ids are persisted in `extras["needle-id"]` and never overwritten once present —
18
39
  * whoever stamps first wins; this rule only governs never-stamped elements.
19
40
  */
20
41
  export function computeElementId(type, name, occurrence, baseHash) {
21
- const anchor = parseAnchorValue(name);
22
- const str = anchor !== null
23
- ? `${type}-${anchor}`
24
- : `${type}-${name ? name : ""}-${occurrence}${baseHash ? `-${baseHash}` : ""}`;
25
- return uuidv5(str);
42
+ return uuidv5(`${type}-${idNameOf(name)}-${occurrence}${baseHash ? `-${baseHash}` : ""}`);
26
43
  }
27
44
  /**
28
45
  * The occurrence of the element at `index` among same-named elements of its collection —
29
46
  * the positional input of {@link computeElementId}. Exposed so consumers computing ids
30
47
  * for individual elements (instead of stamping whole files) use the identical rule.
48
+ *
49
+ * Grouping is by {@link idNameOf}, so an anchored element counts in the same group as its
50
+ * unanchored namesakes.
31
51
  */
32
52
  export function occurrenceOfName(elements, index) {
33
- const name = normalizedName(elements[index]);
53
+ const name = idNameOf(elements[index]?.name);
34
54
  let occurrence = 0;
35
55
  for (let i = 0; i < index; i++) {
36
- if (normalizedName(elements[i]) === name)
56
+ if (idNameOf(elements[i]?.name) === name)
37
57
  occurrence++;
38
58
  }
39
59
  return occurrence;
40
60
  }
41
- function normalizedName(element) {
42
- return typeof element?.name === "string" ? element.name : "";
43
- }
package/dist/index.d.ts CHANGED
@@ -2,5 +2,5 @@ export { ANCHOR_MARKER, ANCHOR_MARKERS, parseAnchor, parseAnchorValue, type Pars
2
2
  export { computeElementId, occurrenceOfName } from "./id.js";
3
3
  export { ensureIds, getElementId, NEEDLE_ID_KEY, STAMPED_COLLECTIONS, type EnsureIdsOptions, type EnsureIdsResult, type GltfElement, type GltfJson, type StampedElementType, } from "./gltf.js";
4
4
  export { collectionKeyForType, createGltfElementAddress, createObjectAddress, findPath, type GraphNode, type NeedleAddress, } from "./address.js";
5
- export { reconcileInGraph, resolveInGltf, resolveInGraph, type GltfResolveResult, type ReconcileCandidate, } from "./resolve.js";
5
+ export { reconcileInGraph, resolveInCollection, resolveInGltf, resolveInGraph, type AddressableElement, type GltfResolveResult, type ReconcileCandidate, type ResolutionIssue, type ResolutionRung, type ResolveOptions, } from "./resolve.js";
6
6
  export { randomUuid, uuidv5, UUID_NAMESPACE_URL } from "./uuid.js";
package/dist/index.js CHANGED
@@ -2,5 +2,5 @@ export { ANCHOR_MARKER, ANCHOR_MARKERS, parseAnchor, parseAnchorValue } from "./
2
2
  export { computeElementId, occurrenceOfName } from "./id.js";
3
3
  export { ensureIds, getElementId, NEEDLE_ID_KEY, STAMPED_COLLECTIONS, } from "./gltf.js";
4
4
  export { collectionKeyForType, createGltfElementAddress, createObjectAddress, findPath, } from "./address.js";
5
- export { reconcileInGraph, resolveInGltf, resolveInGraph, } from "./resolve.js";
5
+ export { reconcileInGraph, resolveInCollection, resolveInGltf, resolveInGraph, } from "./resolve.js";
6
6
  export { randomUuid, uuidv5, UUID_NAMESPACE_URL } from "./uuid.js";
package/dist/resolve.d.ts CHANGED
@@ -6,16 +6,72 @@ export type GltfResolveResult = {
6
6
  element: Record<string, unknown>;
7
7
  };
8
8
  /**
9
- * Resolve an address inside glTF JSON. Tries id → anchor → namePath (nodes), in that
10
- * order; returns null when nothing matches exactly (reconciliation is a separate,
11
- * explicit step — resolution never guesses).
9
+ * Resolve an address inside glTF JSON. Same ladder as the live graph —
10
+ * **anchor → id → namePath** (nodes) — with the anchor winning only when it matches
11
+ * exactly one element. Returns null when nothing matches exactly (reconciliation is a
12
+ * separate, explicit step — resolution never guesses).
12
13
  */
13
- export declare function resolveInGltf(address: NeedleAddress, json: GltfJson): GltfResolveResult | null;
14
+ export declare function resolveInGltf(address: NeedleAddress, json: GltfJson, options?: ResolveOptions): GltfResolveResult | null;
15
+ /** which rung of the ladder produced (or could have produced) a match */
16
+ export type ResolutionRung = "id" | "anchor" | "namePath" | "name";
17
+ /**
18
+ * Something a caller may want to show a human. Never an error — resolution still returns
19
+ * its best answer; these say the answer was not the only defensible one.
20
+ */
21
+ export type ResolutionIssue =
22
+ /** an anchor matched several elements, so it could not outrank an exact key */
23
+ {
24
+ kind: "ambiguous-anchor";
25
+ anchor: string;
26
+ count: number;
27
+ }
28
+ /** a name matched several elements in a flat collection */
29
+ | {
30
+ kind: "ambiguous-name";
31
+ name: string;
32
+ count: number;
33
+ }
34
+ /** two rungs resolved to DIFFERENT elements — the content changed underneath */
35
+ | {
36
+ kind: "conflict";
37
+ preferred: ResolutionRung;
38
+ other: ResolutionRung;
39
+ };
40
+ export type ResolveOptions = {
41
+ /**
42
+ * Collect ambiguity/conflict evidence. OPT-IN because it costs extra traversals:
43
+ * detecting that two rungs disagree means evaluating both instead of stopping at the
44
+ * first hit, and resolution already walks from the root per address. The runtime
45
+ * short-circuits and pays nothing; the editor asks for evidence so it can surface
46
+ * drift to the user.
47
+ */
48
+ report?: (issue: ResolutionIssue) => void;
49
+ };
14
50
  /**
15
51
  * Resolve an address inside a live scene graph (duck-typed — any three.js).
16
- * Same order as glTF resolution: id → anchor → namePath.
52
+ *
53
+ * Ladder: **anchor → id → namePath**. The anchor comes first because it is a deliberate,
54
+ * human-authored declaration, while an id may be a derived value whose basis shifted when
55
+ * the content changed. It only wins when it resolves UNIQUELY: anchors are labels and may
56
+ * legally repeat, and an ambiguous label must never outrank an exact key.
57
+ */
58
+ export declare function resolveInGraph(address: NeedleAddress, root: GraphNode, options?: ResolveOptions): GraphNode | null;
59
+ /** duck-typed view of an element that is not a graph node (a material, texture, …) */
60
+ export type AddressableElement = {
61
+ name?: string;
62
+ userData?: Record<string, unknown>;
63
+ };
64
+ /**
65
+ * Resolve an address against a FLAT collection of live elements — materials, textures and
66
+ * anything else that carries a name and `userData` but is not part of the scene graph.
67
+ *
68
+ * Same ladder as the graph, minus `namePath` (there is no hierarchy to walk) plus `name`
69
+ * as the final rung, since a flat collection has no positional fallback. This exists so
70
+ * every element type resolves through ONE implementation: materials previously had their
71
+ * own ladders, could not be anchored at all, and disagreed with each other about whether a
72
+ * name match had to be unique.
17
73
  */
18
- export declare function resolveInGraph(address: NeedleAddress, root: GraphNode): GraphNode | null;
74
+ export declare function resolveInCollection<T extends AddressableElement>(address: NeedleAddress, elements: readonly T[], options?: ResolveOptions): T | null;
19
75
  export type ReconcileCandidate = {
20
76
  object: GraphNode;
21
77
  /** 0..1 — heuristic, for ranking and thresholds; 1.0 is reserved for exact resolution */