@neocompose/cli 0.71.4 → 0.72.1
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 +19 -0
- package/README.md +13 -2
- package/dist/neo.mjs +114647 -110619
- package/dist/test-worker.mjs +2418 -483
- package/package.json +1 -1
- package/skills/neocompose-cli/SKILL.md +1 -1
- package/skills/neocompose-cli/references/cli-development.md +1 -1
- package/skills/neocompose-cli/references/commands-and-sync.md +9 -5
- package/skills/neocompose-cli/references/declarations-and-construction.md +18 -0
package/package.json
CHANGED
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@@ -118,7 +118,7 @@ wrappers.
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118
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The marker near the top of `SKILL.md` must exactly match the package version:
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```html
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-
<!-- reviewed-through-cli: 0.
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+
<!-- reviewed-through-cli: 0.72.1 -->
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```
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The quoted version above is checked too, so this instruction cannot go stale
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@@ -300,9 +300,11 @@ it into the directories the Unity project's `NeoComposeConfig` asset names:
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`project.json` with a partition index, `Partitions/*.json` holding value rows
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by storage partition, localization files, and generated C# under
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`<generatedTypesDirectory>/Generated/`. It writes only files whose bytes
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changed, skips codegen when
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-
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-
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changed, skips codegen when its schema inputs are unchanged, and writes
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`Library/NeoCompose/export.json` last for Unity to ingest. Repeated exports
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verify current inputs and output bytes before reusing the last successful
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export; changed or missing outputs are regenerated. Edited content is validated
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even when C# generation is skipped.
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- A clean working copy exports the pulled head. Diagnostic location differences
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alone, including line shifts after push inserts ids, do not make it local.
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@@ -313,8 +315,10 @@ Unity to ingest.
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- Ids minted for local declarations are kept in `.neo/export.json`'s
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`identityLedger`, so the push commits the ids Unity already saw. A push
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re-exports into the Unity project a local export went to.
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- `neo dev`
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-
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- `neo dev` watches before its initial export and batches relevant source,
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binary, ignore-rule, workspace-state, and config changes. It waits for a
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20 ms quiet period, capped at 250 ms, and processes edits made during an
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export in the next batch. It never pulls or pushes.
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- Pull, push, branch, merge, resolve, init and export take turns through
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`.neo/workspace.lock`; a lock whose process died is taken over.
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@@ -148,6 +148,24 @@ On a class, `@storage(allowed: .Writable)` means every placement must resolve
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to Save or Session. A subclass may narrow it to `.Save` or `.Session`. An
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undeclared static member of such a class is Session.
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`root.User` holds per-player data that every save shares, such as settings.
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Only User classes go under it. Declare one with `@storage(allowed: .User)` on
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the class; its subclasses and base must be User classes too:
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```neo
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@storage(allowed: .User)
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class AudioPrefs {
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public float Volume = 1;
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}
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```
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Members of a User class declare no `@storage` and no stored statics, and every
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type they name must be User-safe: primitives, enums, User classes, collections
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and delegates of those, and interfaces whose signatures are User-safe. Code in
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a User class reads only `root.User`. Other code reads `root.User` but can't
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assign, mutate, construct, or invoke User data. Lookups and listeners don't
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cross between User and Save data; Session lookups may target `root.User`.
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+
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`@index(member: Field, kind: .Unique)` and
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`@column(member: Field, width: ..., visibility: ..., pin: ..., overflow: ...)`
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are repeatable List annotations. `member:` is a bare field name on the entry
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