@typecaast/core 0.1.0 → 0.1.1
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/dist/{create-player-CEAzKJn1.d.cts → create-player-Bxb7m4yh.d.cts} +4 -0
- package/dist/{create-player-CEAzKJn1.d.ts → create-player-Bxb7m4yh.d.ts} +4 -0
- package/dist/index.cjs +8 -2
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +6 -2
- package/dist/index.d.ts +6 -2
- package/dist/index.js +8 -2
- package/dist/index.js.map +1 -1
- package/dist/mocks/index.cjs +1 -0
- package/dist/mocks/index.cjs.map +1 -1
- package/dist/mocks/index.d.cts +2 -2
- package/dist/mocks/index.d.ts +2 -2
- package/dist/mocks/index.js +1 -0
- package/dist/mocks/index.js.map +1 -1
- package/package.json +7 -1
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@@ -21,9 +21,13 @@ interface SystemCard {
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/** A reaction currently shown on a message. */
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interface RenderedReaction {
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emoji: string;
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/** Emoji shortcode without colons (e.g. `"eyes"`), for skin tooltips. */
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shortcode?: string;
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count: number;
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/** Participant ids who reacted (for grouping/tooltips). */
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by: string[];
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/** Display names of the reactors, resolved from participants (for tooltips). */
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byNames: string[];
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/** 0..1 pop-in progress. */
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progress: number;
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}
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@@ -21,9 +21,13 @@ interface SystemCard {
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/** A reaction currently shown on a message. */
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interface RenderedReaction {
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emoji: string;
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/** Emoji shortcode without colons (e.g. `"eyes"`), for skin tooltips. */
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shortcode?: string;
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count: number;
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/** Participant ids who reacted (for grouping/tooltips). */
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by: string[];
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/** Display names of the reactors, resolved from participants (for tooltips). */
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byNames: string[];
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/** 0..1 pop-in progress. */
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progress: number;
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}
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package/dist/index.cjs
CHANGED
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@@ -76,6 +76,7 @@ function compile(config) {
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const selfIds = new Set(
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config.participants.filter((p) => p.isSelf).map((p) => p.id)
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);
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const nameById = new Map(config.participants.map((p) => [p.id, p.name]));
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const messages = [];
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const typings = [];
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const composers = [];
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@@ -161,7 +162,7 @@ function compile(config) {
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if (lastComposer) {
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lastComposer.sendMs = sendAt;
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const id = nextId(step.id);
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-
const sendFrom =
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const sendFrom = lastComposer.from;
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const msg = {
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id,
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from: sendFrom,
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@@ -188,9 +189,12 @@ function compile(config) {
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if (target) {
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const delay = step.delay ?? withJitter(rng, pacing.reactionDelayMs, pacing.humanize);
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const appearAt = target.appearMs + target.revealMs + delay;
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const by = step.from ? [step.from] : [];
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target.reactions.push({
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emoji: step.emoji,
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-
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...step.shortcode ? { shortcode: step.shortcode } : {},
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by,
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byNames: by.map((id) => nameById.get(id) ?? id),
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appearMs: appearAt,
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popMs: REACTION_POP_MS
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});
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@@ -255,8 +259,10 @@ function sampleState(compiled, t, theme) {
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if (r.appearMs > t) continue;
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reactions.push({
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emoji: r.emoji,
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...r.shortcode ? { shortcode: r.shortcode } : {},
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count: r.by.length || 1,
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by: r.by,
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byNames: r.byNames,
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progress: r.popMs === 0 ? 1 : clamp01((t - r.appearMs) / r.popMs)
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});
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if (t - r.appearMs < SCROLL_FLAG_MS) reactionRecently = true;
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package/dist/index.cjs.map
CHANGED
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@@ -1 +1 @@
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1
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-
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The engine must never call `Math.random()` (PLAN §3) —\n * all jitter flows from the config `seed` through this, so `compile` is a pure\n * function of (config) and the same seed always yields the same timeline.\n */\n\n/** Mulberry32 — small, fast, fully deterministic. Returns floats in [0, 1). */\nexport function createRng(seed: number): () => number {\n let a = seed >>> 0;\n return function next(): number {\n a |= 0;\n a = (a + 0x6d2b79f5) | 0;\n let t = Math.imul(a ^ (a >>> 15), 1 | a);\n t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n/**\n * Apply ±`fraction` jitter to a value, consuming one RNG draw. With\n * `fraction = 0` the value is returned unchanged (no draw consumed) so disabling\n * humanization is exact.\n */\nexport function withJitter(\n rng: () => number,\n value: number,\n fraction: number,\n): number {\n if (fraction <= 0) return value;\n const delta = (rng() * 2 - 1) * fraction;\n return value * (1 + delta);\n}\n","/**\n * Pacing helpers: convert text into typing/reading durations. 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(node as TextNode).spans.map(inlineText).join(\"\")\n : \"\",\n )\n .join(\" \")\n .trim();\n}\n\nconst cache = new WeakMap<Config, CompiledTimeline>();\n\n/**\n * Resolve an authored, auto-paced config into an absolute timeline (PLAN §5).\n * Pure and memoized by config reference. Overrides (`delay`, `instant`,\n * `typingDuration`, `showTypingFor`, `holdAfter`) win over computed values; all\n * jitter is seeded from `meta.seed`.\n */\nexport function compile(config: Config): CompiledTimeline {\n const cached = cache.get(config);\n if (cached) return cached;\n\n const pacing = config.pacing;\n const rng = createRng(config.meta.seed);\n const selfIds = new Set(\n config.participants.filter((p) => p.isSelf).map((p) => p.id),\n );\n const messages: CompiledMessage[] = [];\n const typings: CompiledTimeline[\"typings\"] = [];\n const composers: CompiledComposer[] = [];\n const stepBoundaries: number[] = [];\n const byId = new Map<string, CompiledMessage>();\n\n let cursor = pacing.startDelayMs;\n let lastMessage: CompiledMessage | undefined;\n let lastComposer: CompiledComposer | undefined;\n let autoId = 0;\n const nextId = (explicit?: string): string => explicit ?? `auto-${autoId++}`;\n const resolveTarget = (target: string): CompiledMessage | undefined =>\n target === \"$prev\" ? lastMessage : byId.get(target);\n\n for (const step of config.timeline) {\n stepBoundaries.push(cursor);\n\n switch (step.type) {\n case \"message\":\n case \"system\": {\n let appearAt: number;\n if (step.delay != null) appearAt = cursor + step.delay;\n else if (step.instant) appearAt = cursor;\n else {\n let gap = pacing.interMessageGapMs;\n if (lastMessage) {\n gap += readingDelayMs(\n plainText(lastMessage.content),\n pacing.readingWpm,\n );\n }\n appearAt = cursor + withJitter(rng, gap, pacing.humanize);\n }\n\n if (step.type === \"message\" && step.typing) {\n const showFor =\n (typeof step.typing === \"object\"\n ? step.typing.showTypingFor\n : undefined) ??\n typingDurationMs(plainText(toContentNodes(step)), pacing.typingCps);\n typings.push({\n from: step.from,\n startMs: appearAt,\n endMs: appearAt + showFor,\n });\n appearAt += showFor;\n }\n\n const id = nextId(step.id);\n const reveal = step.instant ? 0 : REVEAL_MS;\n const from =\n step.type === \"system\" ? (step.from ?? \"system\") : step.from;\n const msg: CompiledMessage = {\n id,\n from,\n isSelf: selfIds.has(from),\n variant: step.type === \"system\" ? \"system\" : \"message\",\n content: toContentNodes(step),\n appearMs: appearAt,\n revealMs: reveal,\n atMs: appearAt,\n reactions: [],\n ...(step.type === \"system\"\n ? { system: { card: step.card, actions: step.actions } }\n : {}),\n };\n messages.push(msg);\n byId.set(id, msg);\n lastMessage = msg;\n cursor = appearAt + reveal + (step.holdAfter ?? 0);\n break;\n }\n\n case \"typing\": {\n const start = cursor + (step.delay ?? 0);\n const dur =\n step.showTypingFor ??\n withJitter(rng, DEFAULT_TYPING_MS, pacing.humanize);\n typings.push({ from: step.from, startMs: start, endMs: start + dur });\n cursor = start + dur + (step.holdAfter ?? 0);\n break;\n }\n\n case \"composerType\": {\n const start = cursor + (step.delay ?? 0);\n const dur =\n step.typingDuration ?? typingDurationMs(step.text, pacing.typingCps);\n const comp: CompiledComposer = {\n from: step.from,\n text: step.text,\n startMs: start,\n endMs: start + dur,\n };\n composers.push(comp);\n lastComposer = comp;\n cursor = start + dur + (step.holdAfter ?? 0);\n break;\n }\n\n case \"send\": {\n const sendAt = cursor + (step.delay ?? 0);\n if (lastComposer) {\n lastComposer.sendMs = sendAt;\n const id = nextId(step.id);\n const sendFrom = step.from ?? lastComposer.from;\n const msg: CompiledMessage = {\n id,\n from: sendFrom,\n isSelf: selfIds.has(sendFrom),\n variant: \"message\",\n content: toContentNodes({ text: lastComposer.text }),\n appearMs: sendAt,\n revealMs: SEND_REVEAL_MS,\n atMs: sendAt,\n reactions: [],\n };\n messages.push(msg);\n byId.set(id, msg);\n lastMessage = msg;\n cursor = sendAt + SEND_REVEAL_MS + (step.holdAfter ?? 0);\n lastComposer = undefined;\n } else {\n cursor = sendAt + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"reaction\": {\n const target = resolveTarget(step.target);\n if (target) {\n const delay =\n step.delay ??\n withJitter(rng, pacing.reactionDelayMs, pacing.humanize);\n const appearAt = target.appearMs + target.revealMs + delay;\n target.reactions.push({\n emoji: step.emoji,\n by: step.from ? [step.from] : [],\n appearMs: appearAt,\n popMs: REACTION_POP_MS,\n });\n cursor =\n Math.max(cursor, appearAt + REACTION_POP_MS) +\n (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"edit\": {\n const target = resolveTarget(step.target);\n if (target) {\n const editAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.editedAtMs = editAt;\n target.editedContent = toContentNodes(step);\n cursor = editAt + REVEAL_MS + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"delete\": {\n const target = resolveTarget(step.target);\n if (target) {\n const delAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.deletedAtMs = delAt;\n cursor = delAt + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"readReceipt\": {\n cursor += step.delay ?? 0;\n break;\n }\n\n case \"beat\": {\n cursor += step.duration;\n break;\n }\n }\n }\n\n const compiled: CompiledTimeline = {\n messages,\n typings,\n composers,\n durationMs: cursor + TAIL_PAD_MS,\n stepBoundaries,\n };\n cache.set(config, compiled);\n return compiled;\n}\n","import type { GetStateAt } from \"../player.js\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n TypingState,\n} from \"../sim-state.js\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** Approximate row height used for the scroll target (skins reflow on top). */\nconst ROW_HEIGHT = 64;\n/** Window after an event during which the scroll reason flags it. */\nconst SCROLL_FLAG_MS = 300;\n\n/**\n * Sample the complete renderable state at time `t` from a compiled timeline —\n * the engine's pure function of time (PLAN §3). No `Date.now()`, no mutation;\n * the same `(compiled, t, theme)` always yields a deep-equal `SimState`.\n */\nexport function sampleState(\n compiled: CompiledTimeline,\n t: number,\n theme: ResolvedTheme,\n): SimState {\n const messages: RenderedMessage[] = [];\n let lastAppear = 0;\n let reactionRecently = false;\n\n for (const m of compiled.messages) {\n if (m.appearMs > t) continue;\n if (m.deletedAtMs !== undefined && t >= m.deletedAtMs) continue;\n\n const edited =\n m.editedAtMs !== undefined &&\n m.editedContent !== undefined &&\n t >= m.editedAtMs;\n\n const reactions: RenderedReaction[] = [];\n for (const r of m.reactions) {\n if (r.appearMs > t) continue;\n reactions.push({\n emoji: r.emoji,\n count: r.by.length || 1,\n by: r.by,\n progress: r.popMs === 0 ? 1 : clamp01((t - r.appearMs) / r.popMs),\n });\n if (t - r.appearMs < SCROLL_FLAG_MS) reactionRecently = true;\n }\n\n const previous = messages[messages.length - 1];\n messages.push({\n id: m.id,\n from: m.from,\n variant: m.variant,\n content: edited ? m.editedContent! : m.content,\n revealProgress:\n m.revealMs === 0 ? 1 : clamp01((t - m.appearMs) / m.revealMs),\n state: edited ? \"edited\" : \"sent\",\n reactions,\n isSelf: m.isSelf,\n isGrouped: previous !== undefined && previous.from === m.from,\n atMs: m.atMs,\n ...(m.system ? { system: m.system } : {}),\n });\n\n if (m.appearMs > lastAppear) lastAppear = m.appearMs;\n }\n\n const typingIndicators: TypingState[] = [];\n for (const ty of compiled.typings) {\n if (t >= ty.startMs && t < ty.endMs) {\n const span = ty.endMs - ty.startMs;\n typingIndicators.push({\n from: ty.from,\n progress: span <= 0 ? 1 : clamp01((t - ty.startMs) / span),\n });\n }\n }\n\n // Composer: the latest one whose window contains t and hasn't yet sent.\n let composer: SimState[\"composer\"] = {\n text: \"\",\n caret: 0,\n sending: false,\n };\n for (const c of compiled.composers) {\n const end = c.sendMs ?? Number.POSITIVE_INFINITY;\n if (t < c.startMs || t >= end) continue;\n const text =\n t >= c.endMs\n ? c.text\n : c.text.slice(\n 0,\n Math.round(\n clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) *\n c.text.length,\n ),\n );\n composer = {\n from: c.from,\n text,\n caret: text.length,\n sending: c.sendMs !== undefined && t >= c.endMs,\n };\n }\n\n const reason: SimState[\"scroll\"][\"reason\"] =\n messages.length > 0 && t - lastAppear < SCROLL_FLAG_MS\n ? \"new-message\"\n : reactionRecently\n ? \"reaction\"\n : \"none\";\n\n return {\n messages,\n typingIndicators,\n composer,\n scroll: { targetOffset: messages.length * ROW_HEIGHT, reason },\n durationMs: compiled.durationMs,\n theme,\n };\n}\n\n/** Bind a compiled timeline + theme into a `GetStateAt` closure. */\nexport function createGetStateAt(\n compiled: CompiledTimeline,\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => sampleState(compiled, t, theme);\n}\n","import type { StepType } from \"@typecaast/schema\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\n/**\n * How a skin represents a given event type:\n * - `native`: a first-class affordance.\n * - `fallback`: a degraded but present form.\n * - `unsupported`: dropped from this skin's render (kept in the config).\n */\nexport type EventCapability = \"native\" | \"fallback\" | \"unsupported\";\n\n/** What a skin supports and how it represents each event/content type. */\nexport interface Capabilities {\n events: Partial<Record<StepType, EventCapability>>;\n /** Keyed by content node type (e.g. `image: true`, `videoEmbed: false`). */\n content: Partial<Record<string, boolean>>;\n reactions: boolean;\n threads: boolean;\n readReceipts: boolean;\n}\n\n/**\n * Apply a skin's capabilities to a compiled timeline: drop the events/content\n * the skin can't render, returning a new timeline (the original config is\n * untouched, so switching skins restores everything — PLAN §7). Timing is\n * preserved; only what's shown changes.\n */\nexport function resolveCapabilities(\n compiled: CompiledTimeline,\n caps: Capabilities,\n): CompiledTimeline {\n const ev = caps.events ?? {};\n const dropTyping = ev.typing === \"unsupported\";\n const dropReactions =\n caps.reactions === false || ev.reaction === \"unsupported\";\n const dropSystem = ev.system === \"unsupported\";\n const allowed = (type: string): boolean => caps.content?.[type] !== false;\n\n const messages = compiled.messages\n .filter((m) => !(dropSystem && m.variant === \"system\"))\n .map((m) => ({\n ...m,\n reactions: dropReactions ? [] : m.reactions,\n content: m.content.filter((n) => allowed(n.type)),\n ...(m.editedContent\n ? { editedContent: m.editedContent.filter((n) => allowed(n.type)) }\n : {}),\n }));\n\n return {\n ...compiled,\n messages,\n typings: dropTyping ? [] : compiled.typings,\n };\n}\n","import type {\n GetStateAt,\n Player,\n PlayerEvent,\n PlayerEventMap,\n} from \"../player.js\";\nimport type { SimState } from \"../sim-state.js\";\n\nexport interface PlayerOptions {\n durationMs: number;\n /** Step boundaries (ms) for stepNext/stepPrev. */\n steps?: number[];\n autoplay?: boolean;\n loop?: boolean;\n rate?: number;\n}\n\n/** A monotonic time source; reading it doesn't affect `getStateAt` determinism. */\nfunction now(): number {\n const perf = (globalThis as unknown as { performance?: { now(): number } })\n .performance;\n return perf ? perf.now() : Date.now();\n}\n\ntype FrameHandle = number;\n\ninterface SchedulerGlobals {\n requestAnimationFrame?: (cb: (time: number) => void) => number;\n cancelAnimationFrame?: (handle: number) => void;\n setTimeout?: (cb: () => void, ms: number) => number;\n clearTimeout?: (handle: number) => void;\n}\n\nfunction schedule(cb: () => void): FrameHandle {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.requestAnimationFrame) return g.requestAnimationFrame(() => cb());\n return g.setTimeout ? g.setTimeout(cb, 16) : 0;\n}\nfunction unschedule(handle: FrameHandle): void {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.cancelAnimationFrame) g.cancelAnimationFrame(handle);\n else if (g.clearTimeout) g.clearTimeout(handle);\n}\n\n/**\n * The real-time `Player`: a thin clock wrapper around a pure `GetStateAt`\n * (PLAN §5). It owns the only wall-clock in the system (rAF in the browser, a\n * timeout fallback elsewhere) and samples the engine each tick. The same class\n * drove the UI over the mock and now drives it over the real engine — identical\n * surface, so swapping the engine changes nothing here.\n */\nexport class TimelinePlayer implements Player {\n private readonly getStateAt: GetStateAt;\n private readonly _durationMs: number;\n private readonly steps: number[];\n private _currentMs = 0;\n private _rate: number;\n private _loop: boolean;\n private _playing = false;\n private _state: SimState;\n private anchor = 0;\n private frame: FrameHandle | null = null;\n private listeners = new Map<PlayerEvent, Set<(payload: never) => void>>();\n\n constructor(getStateAt: GetStateAt, options: PlayerOptions) {\n this.getStateAt = getStateAt;\n this._durationMs = options.durationMs;\n this.steps = (options.steps ?? [0, options.durationMs])\n .slice()\n .sort((a, b) => a - b);\n this._rate = options.rate ?? 1;\n this._loop = options.loop ?? false;\n this._state = getStateAt(0);\n if (options.autoplay) this.play();\n }\n\n get state(): SimState {\n return this._state;\n }\n get durationMs(): number {\n return this._durationMs;\n }\n get currentMs(): number {\n return this._currentMs;\n }\n get rate(): number {\n return this._rate;\n }\n get playing(): boolean {\n return this._playing;\n }\n get loop(): boolean {\n return this._loop;\n }\n\n play(): void {\n if (this._playing) return;\n this._playing = true;\n this.anchor = now() - this._currentMs / this._rate;\n this.emit(\"play\", undefined);\n this.tick();\n }\n\n pause(): void {\n if (!this._playing) return;\n this._playing = false;\n if (this.frame !== null) {\n unschedule(this.frame);\n this.frame = null;\n }\n this.emit(\"pause\", undefined);\n }\n\n private tick = (): void => {\n if (!this._playing) return;\n const elapsed = (now() - this.anchor) * this._rate;\n if (elapsed >= this._durationMs) {\n if (this._loop) {\n this._currentMs = 0;\n this.anchor = now();\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n return;\n }\n this._currentMs = this._durationMs;\n this.sampleAndEmit();\n this.pause();\n this.emit(\"end\", undefined);\n return;\n }\n this._currentMs = elapsed;\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n };\n\n private sampleAndEmit(): void {\n this._state = this.getStateAt(this._currentMs);\n this.emit(\"tick\", this._state);\n }\n\n private clamp(t: number): number {\n return t < 0 ? 0 : t > this._durationMs ? this._durationMs : t;\n }\n\n seek(timeMs: number): void {\n this._currentMs = this.clamp(timeMs);\n this.anchor = now() - this._currentMs / this._rate;\n this.sampleAndEmit();\n this.emit(\"seek\", this._currentMs);\n }\n\n scrubTo(timeMs: number): void {\n this.seek(timeMs);\n }\n\n setRate(rate: number): void {\n this._rate = rate <= 0 ? 1 : rate;\n this.anchor = now() - this._currentMs / this._rate;\n }\n\n setLoop(loop: boolean): void {\n this._loop = loop;\n }\n\n stepNext(): void {\n const next = this.steps.find((s) => s > this._currentMs + 1e-6);\n this.seek(next ?? this._durationMs);\n }\n\n stepPrev(): void {\n const prev = [...this.steps]\n .reverse()\n .find((s) => s < this._currentMs - 1e-6);\n this.seek(prev ?? 0);\n }\n\n on<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): () => void {\n let set = this.listeners.get(event);\n if (!set) {\n set = new Set();\n this.listeners.set(event, set);\n }\n set.add(listener as (payload: never) => void);\n return () => this.off(event, listener);\n }\n\n off<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): void {\n this.listeners.get(event)?.delete(listener as (payload: never) => void);\n }\n\n private emit<E extends PlayerEvent>(\n event: E,\n payload: PlayerEventMap[E],\n ): void {\n const set = this.listeners.get(event);\n if (!set) return;\n for (const listener of set)\n (listener as (p: PlayerEventMap[E]) => void)(payload);\n }\n\n destroy(): void {\n this.pause();\n this.listeners.clear();\n }\n}\n\n/** Create a real-time player over a `GetStateAt`. */\nexport function createPlayer(\n getStateAt: GetStateAt,\n options: PlayerOptions,\n): Player {\n return new TimelinePlayer(getStateAt, options);\n}\n","import type { Config } from \"@typecaast/schema\";\nimport type { GetStateAt } from \"../player.js\";\nimport type { ResolvedTheme } from \"../sim-state.js\";\nimport type { Capabilities } from \"./capabilities.js\";\nimport { compile } from \"./compile.js\";\nimport { createGetStateAt } from \"./get-state-at.js\";\nimport { resolveCapabilities } from \"./capabilities.js\";\n\nexport { compile } from \"./compile.js\";\nexport { sampleState, createGetStateAt } from \"./get-state-at.js\";\nexport {\n createPlayer,\n TimelinePlayer,\n type PlayerOptions,\n} from \"./create-player.js\";\nexport { createRng, withJitter } from \"./rng.js\";\nexport { graphemeCount, typingDurationMs, readingDelayMs } from \"./pacing.js\";\nexport {\n resolveCapabilities,\n type Capabilities,\n type EventCapability,\n} from \"./capabilities.js\";\nexport type * from \"./compiled.js\";\n\n/** A ready-to-drive engine: a sampler plus what a player needs. */\nexport interface EngineHandle {\n getStateAt: GetStateAt;\n durationMs: number;\n /** Step boundaries for stepNext/stepPrev. */\n steps: number[];\n}\n\n/**\n * Compile a config and bind a theme into a ready engine — the one call a\n * renderer needs. `compile` is memoized, so re-creating an engine for the same\n * config (e.g. only the theme changed) is cheap.\n */\nexport function createEngine(\n config: Config,\n theme: ResolvedTheme = \"light\",\n capabilities?: Capabilities,\n): EngineHandle {\n let compiled = compile(config);\n if (capabilities) compiled = resolveCapabilities(compiled, capabilities);\n return {\n getStateAt: createGetStateAt(compiled, theme),\n durationMs: compiled.durationMs,\n steps: compiled.stepBoundaries,\n };\n}\n","/**\n * `@typecaast/core` — the framework-agnostic engine and, locked first, the\n * contracts the rest of the system builds against: `SimState` (the renderable\n * state), the skin-prop data types, and the `Player` interface.\n *\n * The engine implementation (`compile` + `getStateAt`) lands in M1-engine,\n * behind these same contracts.\n */\n\n/** Contract version for the SimState/Player/skin-prop surface. */\nexport const CORE_CONTRACT_VERSION = 1;\n\nexport type * from \"./sim-state.js\";\nexport type * from \"./skin-props.js\";\nexport type * from \"./player.js\";\n\n/** The engine: compile() + getStateAt() + createEngine(). */\nexport * from \"./engine/index.js\";\n"]}
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+
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The engine must never call `Math.random()` (PLAN §3) —\n * all jitter flows from the config `seed` through this, so `compile` is a pure\n * function of (config) and the same seed always yields the same timeline.\n */\n\n/** Mulberry32 — small, fast, fully deterministic. Returns floats in [0, 1). */\nexport function createRng(seed: number): () => number {\n let a = seed >>> 0;\n return function next(): number {\n a |= 0;\n a = (a + 0x6d2b79f5) | 0;\n let t = Math.imul(a ^ (a >>> 15), 1 | a);\n t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n/**\n * Apply ±`fraction` jitter to a value, consuming one RNG draw. With\n * `fraction = 0` the value is returned unchanged (no draw consumed) so disabling\n * humanization is exact.\n */\nexport function withJitter(\n rng: () => number,\n value: number,\n fraction: number,\n): number {\n if (fraction <= 0) return value;\n const delta = (rng() * 2 - 1) * fraction;\n return value * (1 + delta);\n}\n","/**\n * Pacing helpers: convert text into typing/reading durations. 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(node as TextNode).spans.map(inlineText).join(\"\")\n : \"\",\n )\n .join(\" \")\n .trim();\n}\n\nconst cache = new WeakMap<Config, CompiledTimeline>();\n\n/**\n * Resolve an authored, auto-paced config into an absolute timeline (PLAN §5).\n * Pure and memoized by config reference. Overrides (`delay`, `instant`,\n * `typingDuration`, `showTypingFor`, `holdAfter`) win over computed values; all\n * jitter is seeded from `meta.seed`.\n */\nexport function compile(config: Config): CompiledTimeline {\n const cached = cache.get(config);\n if (cached) return cached;\n\n const pacing = config.pacing;\n const rng = createRng(config.meta.seed);\n const selfIds = new Set(\n config.participants.filter((p) => p.isSelf).map((p) => p.id),\n );\n const nameById = new Map(config.participants.map((p) => [p.id, p.name]));\n const messages: CompiledMessage[] = [];\n const typings: CompiledTimeline[\"typings\"] = [];\n const composers: CompiledComposer[] = [];\n const stepBoundaries: number[] = [];\n const byId = new Map<string, CompiledMessage>();\n\n let cursor = pacing.startDelayMs;\n let lastMessage: CompiledMessage | undefined;\n let lastComposer: CompiledComposer | undefined;\n let autoId = 0;\n const nextId = (explicit?: string): string => explicit ?? `auto-${autoId++}`;\n const resolveTarget = (target: string): CompiledMessage | undefined =>\n target === \"$prev\" ? lastMessage : byId.get(target);\n\n for (const step of config.timeline) {\n stepBoundaries.push(cursor);\n\n switch (step.type) {\n case \"message\":\n case \"system\": {\n let appearAt: number;\n if (step.delay != null) appearAt = cursor + step.delay;\n else if (step.instant) appearAt = cursor;\n else {\n let gap = pacing.interMessageGapMs;\n if (lastMessage) {\n gap += readingDelayMs(\n plainText(lastMessage.content),\n pacing.readingWpm,\n );\n }\n appearAt = cursor + withJitter(rng, gap, pacing.humanize);\n }\n\n if (step.type === \"message\" && step.typing) {\n const showFor =\n (typeof step.typing === \"object\"\n ? step.typing.showTypingFor\n : undefined) ??\n typingDurationMs(plainText(toContentNodes(step)), pacing.typingCps);\n typings.push({\n from: step.from,\n startMs: appearAt,\n endMs: appearAt + showFor,\n });\n appearAt += showFor;\n }\n\n const id = nextId(step.id);\n const reveal = step.instant ? 0 : REVEAL_MS;\n const from =\n step.type === \"system\" ? (step.from ?? \"system\") : step.from;\n const msg: CompiledMessage = {\n id,\n from,\n isSelf: selfIds.has(from),\n variant: step.type === \"system\" ? \"system\" : \"message\",\n content: toContentNodes(step),\n appearMs: appearAt,\n revealMs: reveal,\n atMs: appearAt,\n reactions: [],\n ...(step.type === \"system\"\n ? { system: { card: step.card, actions: step.actions } }\n : {}),\n };\n messages.push(msg);\n byId.set(id, msg);\n lastMessage = msg;\n cursor = appearAt + reveal + (step.holdAfter ?? 0);\n break;\n }\n\n case \"typing\": {\n const start = cursor + (step.delay ?? 0);\n const dur =\n step.showTypingFor ??\n withJitter(rng, DEFAULT_TYPING_MS, pacing.humanize);\n typings.push({ from: step.from, startMs: start, endMs: start + dur });\n cursor = start + dur + (step.holdAfter ?? 0);\n break;\n }\n\n case \"composerType\": {\n const start = cursor + (step.delay ?? 0);\n const dur =\n step.typingDuration ?? typingDurationMs(step.text, pacing.typingCps);\n const comp: CompiledComposer = {\n from: step.from,\n text: step.text,\n startMs: start,\n endMs: start + dur,\n };\n composers.push(comp);\n lastComposer = comp;\n cursor = start + dur + (step.holdAfter ?? 0);\n break;\n }\n\n case \"send\": {\n const sendAt = cursor + (step.delay ?? 0);\n if (lastComposer) {\n lastComposer.sendMs = sendAt;\n const id = nextId(step.id);\n // A send commits whatever's in the composer, so the message is always\n // from whoever was typing — never the step's own `from` (a stray\n // self-default there used to mis-attribute the sent message).\n const sendFrom = lastComposer.from;\n const msg: CompiledMessage = {\n id,\n from: sendFrom,\n isSelf: selfIds.has(sendFrom),\n variant: \"message\",\n content: toContentNodes({ text: lastComposer.text }),\n appearMs: sendAt,\n revealMs: SEND_REVEAL_MS,\n atMs: sendAt,\n reactions: [],\n };\n messages.push(msg);\n byId.set(id, msg);\n lastMessage = msg;\n cursor = sendAt + SEND_REVEAL_MS + (step.holdAfter ?? 0);\n lastComposer = undefined;\n } else {\n cursor = sendAt + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"reaction\": {\n const target = resolveTarget(step.target);\n if (target) {\n const delay =\n step.delay ??\n withJitter(rng, pacing.reactionDelayMs, pacing.humanize);\n const appearAt = target.appearMs + target.revealMs + delay;\n const by = step.from ? [step.from] : [];\n target.reactions.push({\n emoji: step.emoji,\n ...(step.shortcode ? { shortcode: step.shortcode } : {}),\n by,\n byNames: by.map((id) => nameById.get(id) ?? id),\n appearMs: appearAt,\n popMs: REACTION_POP_MS,\n });\n cursor =\n Math.max(cursor, appearAt + REACTION_POP_MS) +\n (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"edit\": {\n const target = resolveTarget(step.target);\n if (target) {\n const editAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.editedAtMs = editAt;\n target.editedContent = toContentNodes(step);\n cursor = editAt + REVEAL_MS + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"delete\": {\n const target = resolveTarget(step.target);\n if (target) {\n const delAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.deletedAtMs = delAt;\n cursor = delAt + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"readReceipt\": {\n cursor += step.delay ?? 0;\n break;\n }\n\n case \"beat\": {\n cursor += step.duration;\n break;\n }\n }\n }\n\n const compiled: CompiledTimeline = {\n messages,\n typings,\n composers,\n durationMs: cursor + TAIL_PAD_MS,\n stepBoundaries,\n };\n cache.set(config, compiled);\n return compiled;\n}\n","import type { GetStateAt } from \"../player.js\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n TypingState,\n} from \"../sim-state.js\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** Approximate row height used for the scroll target (skins reflow on top). */\nconst ROW_HEIGHT = 64;\n/** Window after an event during which the scroll reason flags it. */\nconst SCROLL_FLAG_MS = 300;\n\n/**\n * Sample the complete renderable state at time `t` from a compiled timeline —\n * the engine's pure function of time (PLAN §3). No `Date.now()`, no mutation;\n * the same `(compiled, t, theme)` always yields a deep-equal `SimState`.\n */\nexport function sampleState(\n compiled: CompiledTimeline,\n t: number,\n theme: ResolvedTheme,\n): SimState {\n const messages: RenderedMessage[] = [];\n let lastAppear = 0;\n let reactionRecently = false;\n\n for (const m of compiled.messages) {\n if (m.appearMs > t) continue;\n if (m.deletedAtMs !== undefined && t >= m.deletedAtMs) continue;\n\n const edited =\n m.editedAtMs !== undefined &&\n m.editedContent !== undefined &&\n t >= m.editedAtMs;\n\n const reactions: RenderedReaction[] = [];\n for (const r of m.reactions) {\n if (r.appearMs > t) continue;\n reactions.push({\n emoji: r.emoji,\n ...(r.shortcode ? { shortcode: r.shortcode } : {}),\n count: r.by.length || 1,\n by: r.by,\n byNames: r.byNames,\n progress: r.popMs === 0 ? 1 : clamp01((t - r.appearMs) / r.popMs),\n });\n if (t - r.appearMs < SCROLL_FLAG_MS) reactionRecently = true;\n }\n\n const previous = messages[messages.length - 1];\n messages.push({\n id: m.id,\n from: m.from,\n variant: m.variant,\n content: edited ? m.editedContent! : m.content,\n revealProgress:\n m.revealMs === 0 ? 1 : clamp01((t - m.appearMs) / m.revealMs),\n state: edited ? \"edited\" : \"sent\",\n reactions,\n isSelf: m.isSelf,\n isGrouped: previous !== undefined && previous.from === m.from,\n atMs: m.atMs,\n ...(m.system ? { system: m.system } : {}),\n });\n\n if (m.appearMs > lastAppear) lastAppear = m.appearMs;\n }\n\n const typingIndicators: TypingState[] = [];\n for (const ty of compiled.typings) {\n if (t >= ty.startMs && t < ty.endMs) {\n const span = ty.endMs - ty.startMs;\n typingIndicators.push({\n from: ty.from,\n progress: span <= 0 ? 1 : clamp01((t - ty.startMs) / span),\n });\n }\n }\n\n // Composer: the latest one whose window contains t and hasn't yet sent.\n let composer: SimState[\"composer\"] = {\n text: \"\",\n caret: 0,\n sending: false,\n };\n for (const c of compiled.composers) {\n const end = c.sendMs ?? Number.POSITIVE_INFINITY;\n if (t < c.startMs || t >= end) continue;\n const text =\n t >= c.endMs\n ? c.text\n : c.text.slice(\n 0,\n Math.round(\n clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) *\n c.text.length,\n ),\n );\n composer = {\n from: c.from,\n text,\n caret: text.length,\n sending: c.sendMs !== undefined && t >= c.endMs,\n };\n }\n\n const reason: SimState[\"scroll\"][\"reason\"] =\n messages.length > 0 && t - lastAppear < SCROLL_FLAG_MS\n ? \"new-message\"\n : reactionRecently\n ? \"reaction\"\n : \"none\";\n\n return {\n messages,\n typingIndicators,\n composer,\n scroll: { targetOffset: messages.length * ROW_HEIGHT, reason },\n durationMs: compiled.durationMs,\n theme,\n };\n}\n\n/** Bind a compiled timeline + theme into a `GetStateAt` closure. */\nexport function createGetStateAt(\n compiled: CompiledTimeline,\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => sampleState(compiled, t, theme);\n}\n","import type { StepType } from \"@typecaast/schema\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\n/**\n * How a skin represents a given event type:\n * - `native`: a first-class affordance.\n * - `fallback`: a degraded but present form.\n * - `unsupported`: dropped from this skin's render (kept in the config).\n */\nexport type EventCapability = \"native\" | \"fallback\" | \"unsupported\";\n\n/** What a skin supports and how it represents each event/content type. */\nexport interface Capabilities {\n events: Partial<Record<StepType, EventCapability>>;\n /** Keyed by content node type (e.g. `image: true`, `videoEmbed: false`). */\n content: Partial<Record<string, boolean>>;\n reactions: boolean;\n threads: boolean;\n readReceipts: boolean;\n}\n\n/**\n * Apply a skin's capabilities to a compiled timeline: drop the events/content\n * the skin can't render, returning a new timeline (the original config is\n * untouched, so switching skins restores everything — PLAN §7). Timing is\n * preserved; only what's shown changes.\n */\nexport function resolveCapabilities(\n compiled: CompiledTimeline,\n caps: Capabilities,\n): CompiledTimeline {\n const ev = caps.events ?? {};\n const dropTyping = ev.typing === \"unsupported\";\n const dropReactions =\n caps.reactions === false || ev.reaction === \"unsupported\";\n const dropSystem = ev.system === \"unsupported\";\n const allowed = (type: string): boolean => caps.content?.[type] !== false;\n\n const messages = compiled.messages\n .filter((m) => !(dropSystem && m.variant === \"system\"))\n .map((m) => ({\n ...m,\n reactions: dropReactions ? [] : m.reactions,\n content: m.content.filter((n) => allowed(n.type)),\n ...(m.editedContent\n ? { editedContent: m.editedContent.filter((n) => allowed(n.type)) }\n : {}),\n }));\n\n return {\n ...compiled,\n messages,\n typings: dropTyping ? [] : compiled.typings,\n };\n}\n","import type {\n GetStateAt,\n Player,\n PlayerEvent,\n PlayerEventMap,\n} from \"../player.js\";\nimport type { SimState } from \"../sim-state.js\";\n\nexport interface PlayerOptions {\n durationMs: number;\n /** Step boundaries (ms) for stepNext/stepPrev. */\n steps?: number[];\n autoplay?: boolean;\n loop?: boolean;\n rate?: number;\n}\n\n/** A monotonic time source; reading it doesn't affect `getStateAt` determinism. */\nfunction now(): number {\n const perf = (globalThis as unknown as { performance?: { now(): number } })\n .performance;\n return perf ? perf.now() : Date.now();\n}\n\ntype FrameHandle = number;\n\ninterface SchedulerGlobals {\n requestAnimationFrame?: (cb: (time: number) => void) => number;\n cancelAnimationFrame?: (handle: number) => void;\n setTimeout?: (cb: () => void, ms: number) => number;\n clearTimeout?: (handle: number) => void;\n}\n\nfunction schedule(cb: () => void): FrameHandle {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.requestAnimationFrame) return g.requestAnimationFrame(() => cb());\n return g.setTimeout ? g.setTimeout(cb, 16) : 0;\n}\nfunction unschedule(handle: FrameHandle): void {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.cancelAnimationFrame) g.cancelAnimationFrame(handle);\n else if (g.clearTimeout) g.clearTimeout(handle);\n}\n\n/**\n * The real-time `Player`: a thin clock wrapper around a pure `GetStateAt`\n * (PLAN §5). It owns the only wall-clock in the system (rAF in the browser, a\n * timeout fallback elsewhere) and samples the engine each tick. The same class\n * drove the UI over the mock and now drives it over the real engine — identical\n * surface, so swapping the engine changes nothing here.\n */\nexport class TimelinePlayer implements Player {\n private readonly getStateAt: GetStateAt;\n private readonly _durationMs: number;\n private readonly steps: number[];\n private _currentMs = 0;\n private _rate: number;\n private _loop: boolean;\n private _playing = false;\n private _state: SimState;\n private anchor = 0;\n private frame: FrameHandle | null = null;\n private listeners = new Map<PlayerEvent, Set<(payload: never) => void>>();\n\n constructor(getStateAt: GetStateAt, options: PlayerOptions) {\n this.getStateAt = getStateAt;\n this._durationMs = options.durationMs;\n this.steps = (options.steps ?? [0, options.durationMs])\n .slice()\n .sort((a, b) => a - b);\n this._rate = options.rate ?? 1;\n this._loop = options.loop ?? false;\n this._state = getStateAt(0);\n if (options.autoplay) this.play();\n }\n\n get state(): SimState {\n return this._state;\n }\n get durationMs(): number {\n return this._durationMs;\n }\n get currentMs(): number {\n return this._currentMs;\n }\n get rate(): number {\n return this._rate;\n }\n get playing(): boolean {\n return this._playing;\n }\n get loop(): boolean {\n return this._loop;\n }\n\n play(): void {\n if (this._playing) return;\n this._playing = true;\n this.anchor = now() - this._currentMs / this._rate;\n this.emit(\"play\", undefined);\n this.tick();\n }\n\n pause(): void {\n if (!this._playing) return;\n this._playing = false;\n if (this.frame !== null) {\n unschedule(this.frame);\n this.frame = null;\n }\n this.emit(\"pause\", undefined);\n }\n\n private tick = (): void => {\n if (!this._playing) return;\n const elapsed = (now() - this.anchor) * this._rate;\n if (elapsed >= this._durationMs) {\n if (this._loop) {\n this._currentMs = 0;\n this.anchor = now();\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n return;\n }\n this._currentMs = this._durationMs;\n this.sampleAndEmit();\n this.pause();\n this.emit(\"end\", undefined);\n return;\n }\n this._currentMs = elapsed;\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n };\n\n private sampleAndEmit(): void {\n this._state = this.getStateAt(this._currentMs);\n this.emit(\"tick\", this._state);\n }\n\n private clamp(t: number): number {\n return t < 0 ? 0 : t > this._durationMs ? this._durationMs : t;\n }\n\n seek(timeMs: number): void {\n this._currentMs = this.clamp(timeMs);\n this.anchor = now() - this._currentMs / this._rate;\n this.sampleAndEmit();\n this.emit(\"seek\", this._currentMs);\n }\n\n scrubTo(timeMs: number): void {\n this.seek(timeMs);\n }\n\n setRate(rate: number): void {\n this._rate = rate <= 0 ? 1 : rate;\n this.anchor = now() - this._currentMs / this._rate;\n }\n\n setLoop(loop: boolean): void {\n this._loop = loop;\n }\n\n stepNext(): void {\n const next = this.steps.find((s) => s > this._currentMs + 1e-6);\n this.seek(next ?? this._durationMs);\n }\n\n stepPrev(): void {\n const prev = [...this.steps]\n .reverse()\n .find((s) => s < this._currentMs - 1e-6);\n this.seek(prev ?? 0);\n }\n\n on<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): () => void {\n let set = this.listeners.get(event);\n if (!set) {\n set = new Set();\n this.listeners.set(event, set);\n }\n set.add(listener as (payload: never) => void);\n return () => this.off(event, listener);\n }\n\n off<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): void {\n this.listeners.get(event)?.delete(listener as (payload: never) => void);\n }\n\n private emit<E extends PlayerEvent>(\n event: E,\n payload: PlayerEventMap[E],\n ): void {\n const set = this.listeners.get(event);\n if (!set) return;\n for (const listener of set)\n (listener as (p: PlayerEventMap[E]) => void)(payload);\n }\n\n destroy(): void {\n this.pause();\n this.listeners.clear();\n }\n}\n\n/** Create a real-time player over a `GetStateAt`. */\nexport function createPlayer(\n getStateAt: GetStateAt,\n options: PlayerOptions,\n): Player {\n return new TimelinePlayer(getStateAt, options);\n}\n","import type { Config } from \"@typecaast/schema\";\nimport type { GetStateAt } from \"../player.js\";\nimport type { ResolvedTheme } from \"../sim-state.js\";\nimport type { Capabilities } from \"./capabilities.js\";\nimport { compile } from \"./compile.js\";\nimport { createGetStateAt } from \"./get-state-at.js\";\nimport { resolveCapabilities } from \"./capabilities.js\";\n\nexport { compile } from \"./compile.js\";\nexport { sampleState, createGetStateAt } from \"./get-state-at.js\";\nexport {\n createPlayer,\n TimelinePlayer,\n type PlayerOptions,\n} from \"./create-player.js\";\nexport { createRng, withJitter } from \"./rng.js\";\nexport { graphemeCount, typingDurationMs, readingDelayMs } from \"./pacing.js\";\nexport {\n resolveCapabilities,\n type Capabilities,\n type EventCapability,\n} from \"./capabilities.js\";\nexport type * from \"./compiled.js\";\n\n/** A ready-to-drive engine: a sampler plus what a player needs. */\nexport interface EngineHandle {\n getStateAt: GetStateAt;\n durationMs: number;\n /** Step boundaries for stepNext/stepPrev. */\n steps: number[];\n}\n\n/**\n * Compile a config and bind a theme into a ready engine — the one call a\n * renderer needs. `compile` is memoized, so re-creating an engine for the same\n * config (e.g. only the theme changed) is cheap.\n */\nexport function createEngine(\n config: Config,\n theme: ResolvedTheme = \"light\",\n capabilities?: Capabilities,\n): EngineHandle {\n let compiled = compile(config);\n if (capabilities) compiled = resolveCapabilities(compiled, capabilities);\n return {\n getStateAt: createGetStateAt(compiled, theme),\n durationMs: compiled.durationMs,\n steps: compiled.stepBoundaries,\n };\n}\n","/**\n * `@typecaast/core` — the framework-agnostic engine and, locked first, the\n * contracts the rest of the system builds against: `SimState` (the renderable\n * state), the skin-prop data types, and the `Player` interface.\n *\n * The engine implementation (`compile` + `getStateAt`) lands in M1-engine,\n * behind these same contracts.\n */\n\n/** Contract version for the SimState/Player/skin-prop surface. */\nexport const CORE_CONTRACT_VERSION = 1;\n\nexport type * from \"./sim-state.js\";\nexport type * from \"./skin-props.js\";\nexport type * from \"./player.js\";\n\n/** The engine: compile() + getStateAt() + createEngine(). */\nexport * from \"./engine/index.js\";\n"]}
|
package/dist/index.d.cts
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
|
-
import { R as ResolvedTheme, C as ComposerState, a as RenderedMessage, b as RenderedReaction, T as TypingState, M as MessageVariant, S as SystemCard, G as GetStateAt, c as SimState } from './create-player-
|
|
2
|
-
export { d as MessageState, P as Player, e as PlayerEvent, f as PlayerEventMap, g as PlayerOptions, h as ScrollReason, i as ScrollState, j as TimelinePlayer, k as createPlayer } from './create-player-
|
|
1
|
+
import { R as ResolvedTheme, C as ComposerState, a as RenderedMessage, b as RenderedReaction, T as TypingState, M as MessageVariant, S as SystemCard, G as GetStateAt, c as SimState } from './create-player-Bxb7m4yh.cjs';
|
|
2
|
+
export { d as MessageState, P as Player, e as PlayerEvent, f as PlayerEventMap, g as PlayerOptions, h as ScrollReason, i as ScrollState, j as TimelinePlayer, k as createPlayer } from './create-player-Bxb7m4yh.cjs';
|
|
3
3
|
import { Participant, ContentNode, StepType, Config } from '@typecaast/schema';
|
|
4
4
|
|
|
5
5
|
/**
|
|
@@ -54,7 +54,11 @@ interface AvatarProps {
|
|
|
54
54
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/** A reaction baked onto a message with absolute timing. */
|
|
55
55
|
interface CompiledReaction {
|
|
56
56
|
emoji: string;
|
|
57
|
+
/** Emoji shortcode (no colons), for tooltips. */
|
|
58
|
+
shortcode?: string;
|
|
57
59
|
by: string[];
|
|
60
|
+
/** Reactor display names, resolved from participants at compile time. */
|
|
61
|
+
byNames: string[];
|
|
58
62
|
appearMs: number;
|
|
59
63
|
popMs: number;
|
|
60
64
|
}
|
package/dist/index.d.ts
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
|
-
import { R as ResolvedTheme, C as ComposerState, a as RenderedMessage, b as RenderedReaction, T as TypingState, M as MessageVariant, S as SystemCard, G as GetStateAt, c as SimState } from './create-player-
|
|
2
|
-
export { d as MessageState, P as Player, e as PlayerEvent, f as PlayerEventMap, g as PlayerOptions, h as ScrollReason, i as ScrollState, j as TimelinePlayer, k as createPlayer } from './create-player-
|
|
1
|
+
import { R as ResolvedTheme, C as ComposerState, a as RenderedMessage, b as RenderedReaction, T as TypingState, M as MessageVariant, S as SystemCard, G as GetStateAt, c as SimState } from './create-player-Bxb7m4yh.js';
|
|
2
|
+
export { d as MessageState, P as Player, e as PlayerEvent, f as PlayerEventMap, g as PlayerOptions, h as ScrollReason, i as ScrollState, j as TimelinePlayer, k as createPlayer } from './create-player-Bxb7m4yh.js';
|
|
3
3
|
import { Participant, ContentNode, StepType, Config } from '@typecaast/schema';
|
|
4
4
|
|
|
5
5
|
/**
|
|
@@ -54,7 +54,11 @@ interface AvatarProps {
|
|
|
54
54
|
/** A reaction baked onto a message with absolute timing. */
|
|
55
55
|
interface CompiledReaction {
|
|
56
56
|
emoji: string;
|
|
57
|
+
/** Emoji shortcode (no colons), for tooltips. */
|
|
58
|
+
shortcode?: string;
|
|
57
59
|
by: string[];
|
|
60
|
+
/** Reactor display names, resolved from participants at compile time. */
|
|
61
|
+
byNames: string[];
|
|
58
62
|
appearMs: number;
|
|
59
63
|
popMs: number;
|
|
60
64
|
}
|
package/dist/index.js
CHANGED
|
@@ -73,6 +73,7 @@ function compile(config) {
|
|
|
73
73
|
const selfIds = new Set(
|
|
74
74
|
config.participants.filter((p) => p.isSelf).map((p) => p.id)
|
|
75
75
|
);
|
|
76
|
+
const nameById = new Map(config.participants.map((p) => [p.id, p.name]));
|
|
76
77
|
const messages = [];
|
|
77
78
|
const typings = [];
|
|
78
79
|
const composers = [];
|
|
@@ -158,7 +159,7 @@ function compile(config) {
|
|
|
158
159
|
if (lastComposer) {
|
|
159
160
|
lastComposer.sendMs = sendAt;
|
|
160
161
|
const id = nextId(step.id);
|
|
161
|
-
const sendFrom =
|
|
162
|
+
const sendFrom = lastComposer.from;
|
|
162
163
|
const msg = {
|
|
163
164
|
id,
|
|
164
165
|
from: sendFrom,
|
|
@@ -185,9 +186,12 @@ function compile(config) {
|
|
|
185
186
|
if (target) {
|
|
186
187
|
const delay = step.delay ?? withJitter(rng, pacing.reactionDelayMs, pacing.humanize);
|
|
187
188
|
const appearAt = target.appearMs + target.revealMs + delay;
|
|
189
|
+
const by = step.from ? [step.from] : [];
|
|
188
190
|
target.reactions.push({
|
|
189
191
|
emoji: step.emoji,
|
|
190
|
-
|
|
192
|
+
...step.shortcode ? { shortcode: step.shortcode } : {},
|
|
193
|
+
by,
|
|
194
|
+
byNames: by.map((id) => nameById.get(id) ?? id),
|
|
191
195
|
appearMs: appearAt,
|
|
192
196
|
popMs: REACTION_POP_MS
|
|
193
197
|
});
|
|
@@ -252,8 +256,10 @@ function sampleState(compiled, t, theme) {
|
|
|
252
256
|
if (r.appearMs > t) continue;
|
|
253
257
|
reactions.push({
|
|
254
258
|
emoji: r.emoji,
|
|
259
|
+
...r.shortcode ? { shortcode: r.shortcode } : {},
|
|
255
260
|
count: r.by.length || 1,
|
|
256
261
|
by: r.by,
|
|
262
|
+
byNames: r.byNames,
|
|
257
263
|
progress: r.popMs === 0 ? 1 : clamp01((t - r.appearMs) / r.popMs)
|
|
258
264
|
});
|
|
259
265
|
if (t - r.appearMs < SCROLL_FLAG_MS) reactionRecently = true;
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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The engine must never call `Math.random()` (PLAN §3) —\n * all jitter flows from the config `seed` through this, so `compile` is a pure\n * function of (config) and the same seed always yields the same timeline.\n */\n\n/** Mulberry32 — small, fast, fully deterministic. Returns floats in [0, 1). */\nexport function createRng(seed: number): () => number {\n let a = seed >>> 0;\n return function next(): number {\n a |= 0;\n a = (a + 0x6d2b79f5) | 0;\n let t = Math.imul(a ^ (a >>> 15), 1 | a);\n t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n/**\n * Apply ±`fraction` jitter to a value, consuming one RNG draw. With\n * `fraction = 0` the value is returned unchanged (no draw consumed) so disabling\n * humanization is exact.\n */\nexport function withJitter(\n rng: () => number,\n value: number,\n fraction: number,\n): number {\n if (fraction <= 0) return value;\n const delta = (rng() * 2 - 1) * fraction;\n return value * (1 + delta);\n}\n","/**\n * Pacing helpers: convert text into typing/reading durations. 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Overrides (`delay`, `instant`,\n * `typingDuration`, `showTypingFor`, `holdAfter`) win over computed values; all\n * jitter is seeded from `meta.seed`.\n */\nexport function compile(config: Config): CompiledTimeline {\n const cached = cache.get(config);\n if (cached) return cached;\n\n const pacing = config.pacing;\n const rng = createRng(config.meta.seed);\n const selfIds = new Set(\n config.participants.filter((p) => p.isSelf).map((p) => p.id),\n );\n const messages: CompiledMessage[] = [];\n const typings: CompiledTimeline[\"typings\"] = [];\n const composers: CompiledComposer[] = [];\n const stepBoundaries: number[] = [];\n const byId = new Map<string, CompiledMessage>();\n\n let cursor = pacing.startDelayMs;\n let lastMessage: CompiledMessage | undefined;\n let lastComposer: CompiledComposer | undefined;\n let autoId = 0;\n const nextId = (explicit?: string): string => explicit ?? `auto-${autoId++}`;\n const resolveTarget = (target: string): CompiledMessage | undefined =>\n target === \"$prev\" ? lastMessage : byId.get(target);\n\n for (const step of config.timeline) {\n stepBoundaries.push(cursor);\n\n switch (step.type) {\n case \"message\":\n case \"system\": {\n let appearAt: number;\n if (step.delay != null) appearAt = cursor + step.delay;\n else if (step.instant) appearAt = cursor;\n else {\n let gap = pacing.interMessageGapMs;\n if (lastMessage) {\n gap += readingDelayMs(\n plainText(lastMessage.content),\n pacing.readingWpm,\n );\n }\n appearAt = cursor + withJitter(rng, gap, pacing.humanize);\n }\n\n if (step.type === \"message\" && step.typing) {\n const showFor =\n (typeof step.typing === \"object\"\n ? step.typing.showTypingFor\n : undefined) ??\n typingDurationMs(plainText(toContentNodes(step)), pacing.typingCps);\n typings.push({\n from: step.from,\n startMs: appearAt,\n endMs: appearAt + showFor,\n });\n appearAt += showFor;\n }\n\n const id = nextId(step.id);\n const reveal = step.instant ? 0 : REVEAL_MS;\n const from =\n step.type === \"system\" ? 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[step.from] : [],\n appearMs: appearAt,\n popMs: REACTION_POP_MS,\n });\n cursor =\n Math.max(cursor, appearAt + REACTION_POP_MS) +\n (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"edit\": {\n const target = resolveTarget(step.target);\n if (target) {\n const editAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.editedAtMs = editAt;\n target.editedContent = toContentNodes(step);\n cursor = editAt + REVEAL_MS + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"delete\": {\n const target = resolveTarget(step.target);\n if (target) {\n const delAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.deletedAtMs = delAt;\n cursor = delAt + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"readReceipt\": {\n cursor += step.delay ?? 0;\n break;\n }\n\n case \"beat\": {\n cursor += step.duration;\n break;\n }\n }\n }\n\n const compiled: CompiledTimeline = {\n messages,\n typings,\n composers,\n durationMs: cursor + TAIL_PAD_MS,\n stepBoundaries,\n };\n cache.set(config, compiled);\n return compiled;\n}\n","import type { GetStateAt } from \"../player.js\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n TypingState,\n} from \"../sim-state.js\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** Approximate row height used for the scroll target (skins reflow on top). */\nconst ROW_HEIGHT = 64;\n/** Window after an event during which the scroll reason flags it. */\nconst SCROLL_FLAG_MS = 300;\n\n/**\n * Sample the complete renderable state at time `t` from a compiled timeline —\n * the engine's pure function of time (PLAN §3). No `Date.now()`, no mutation;\n * the same `(compiled, t, theme)` always yields a deep-equal `SimState`.\n */\nexport function sampleState(\n compiled: CompiledTimeline,\n t: number,\n theme: ResolvedTheme,\n): SimState {\n const messages: RenderedMessage[] = [];\n let lastAppear = 0;\n let reactionRecently = false;\n\n for (const m of compiled.messages) {\n if (m.appearMs > t) continue;\n if (m.deletedAtMs !== undefined && t >= m.deletedAtMs) continue;\n\n const edited =\n m.editedAtMs !== undefined &&\n m.editedContent !== undefined &&\n t >= m.editedAtMs;\n\n const reactions: RenderedReaction[] = [];\n for (const r of m.reactions) {\n if (r.appearMs > t) continue;\n reactions.push({\n emoji: r.emoji,\n count: r.by.length || 1,\n by: r.by,\n progress: r.popMs === 0 ? 1 : clamp01((t - r.appearMs) / r.popMs),\n });\n if (t - r.appearMs < SCROLL_FLAG_MS) reactionRecently = true;\n }\n\n const previous = messages[messages.length - 1];\n messages.push({\n id: m.id,\n from: m.from,\n variant: m.variant,\n content: edited ? m.editedContent! : m.content,\n revealProgress:\n m.revealMs === 0 ? 1 : clamp01((t - m.appearMs) / m.revealMs),\n state: edited ? \"edited\" : \"sent\",\n reactions,\n isSelf: m.isSelf,\n isGrouped: previous !== undefined && previous.from === m.from,\n atMs: m.atMs,\n ...(m.system ? { system: m.system } : {}),\n });\n\n if (m.appearMs > lastAppear) lastAppear = m.appearMs;\n }\n\n const typingIndicators: TypingState[] = [];\n for (const ty of compiled.typings) {\n if (t >= ty.startMs && t < ty.endMs) {\n const span = ty.endMs - ty.startMs;\n typingIndicators.push({\n from: ty.from,\n progress: span <= 0 ? 1 : clamp01((t - ty.startMs) / span),\n });\n }\n }\n\n // Composer: the latest one whose window contains t and hasn't yet sent.\n let composer: SimState[\"composer\"] = {\n text: \"\",\n caret: 0,\n sending: false,\n };\n for (const c of compiled.composers) {\n const end = c.sendMs ?? Number.POSITIVE_INFINITY;\n if (t < c.startMs || t >= end) continue;\n const text =\n t >= c.endMs\n ? c.text\n : c.text.slice(\n 0,\n Math.round(\n clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) *\n c.text.length,\n ),\n );\n composer = {\n from: c.from,\n text,\n caret: text.length,\n sending: c.sendMs !== undefined && t >= c.endMs,\n };\n }\n\n const reason: SimState[\"scroll\"][\"reason\"] =\n messages.length > 0 && t - lastAppear < SCROLL_FLAG_MS\n ? \"new-message\"\n : reactionRecently\n ? \"reaction\"\n : \"none\";\n\n return {\n messages,\n typingIndicators,\n composer,\n scroll: { targetOffset: messages.length * ROW_HEIGHT, reason },\n durationMs: compiled.durationMs,\n theme,\n };\n}\n\n/** Bind a compiled timeline + theme into a `GetStateAt` closure. */\nexport function createGetStateAt(\n compiled: CompiledTimeline,\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => sampleState(compiled, t, theme);\n}\n","import type { StepType } from \"@typecaast/schema\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\n/**\n * How a skin represents a given event type:\n * - `native`: a first-class affordance.\n * - `fallback`: a degraded but present form.\n * - `unsupported`: dropped from this skin's render (kept in the config).\n */\nexport type EventCapability = \"native\" | \"fallback\" | \"unsupported\";\n\n/** What a skin supports and how it represents each event/content type. */\nexport interface Capabilities {\n events: Partial<Record<StepType, EventCapability>>;\n /** Keyed by content node type (e.g. `image: true`, `videoEmbed: false`). */\n content: Partial<Record<string, boolean>>;\n reactions: boolean;\n threads: boolean;\n readReceipts: boolean;\n}\n\n/**\n * Apply a skin's capabilities to a compiled timeline: drop the events/content\n * the skin can't render, returning a new timeline (the original config is\n * untouched, so switching skins restores everything — PLAN §7). Timing is\n * preserved; only what's shown changes.\n */\nexport function resolveCapabilities(\n compiled: CompiledTimeline,\n caps: Capabilities,\n): CompiledTimeline {\n const ev = caps.events ?? {};\n const dropTyping = ev.typing === \"unsupported\";\n const dropReactions =\n caps.reactions === false || ev.reaction === \"unsupported\";\n const dropSystem = ev.system === \"unsupported\";\n const allowed = (type: string): boolean => caps.content?.[type] !== false;\n\n const messages = compiled.messages\n .filter((m) => !(dropSystem && m.variant === \"system\"))\n .map((m) => ({\n ...m,\n reactions: dropReactions ? [] : m.reactions,\n content: m.content.filter((n) => allowed(n.type)),\n ...(m.editedContent\n ? { editedContent: m.editedContent.filter((n) => allowed(n.type)) }\n : {}),\n }));\n\n return {\n ...compiled,\n messages,\n typings: dropTyping ? [] : compiled.typings,\n };\n}\n","import type { Config } from \"@typecaast/schema\";\nimport type { GetStateAt } from \"../player.js\";\nimport type { ResolvedTheme } from \"../sim-state.js\";\nimport type { Capabilities } from \"./capabilities.js\";\nimport { compile } from \"./compile.js\";\nimport { createGetStateAt } from \"./get-state-at.js\";\nimport { resolveCapabilities } from \"./capabilities.js\";\n\nexport { compile } from \"./compile.js\";\nexport { sampleState, createGetStateAt } from \"./get-state-at.js\";\nexport {\n createPlayer,\n TimelinePlayer,\n type PlayerOptions,\n} from \"./create-player.js\";\nexport { createRng, withJitter } from \"./rng.js\";\nexport { graphemeCount, typingDurationMs, readingDelayMs } from \"./pacing.js\";\nexport {\n resolveCapabilities,\n type Capabilities,\n type EventCapability,\n} from \"./capabilities.js\";\nexport type * from \"./compiled.js\";\n\n/** A ready-to-drive engine: a sampler plus what a player needs. */\nexport interface EngineHandle {\n getStateAt: GetStateAt;\n durationMs: number;\n /** Step boundaries for stepNext/stepPrev. */\n steps: number[];\n}\n\n/**\n * Compile a config and bind a theme into a ready engine — the one call a\n * renderer needs. `compile` is memoized, so re-creating an engine for the same\n * config (e.g. only the theme changed) is cheap.\n */\nexport function createEngine(\n config: Config,\n theme: ResolvedTheme = \"light\",\n capabilities?: Capabilities,\n): EngineHandle {\n let compiled = compile(config);\n if (capabilities) compiled = resolveCapabilities(compiled, capabilities);\n return {\n getStateAt: createGetStateAt(compiled, theme),\n durationMs: compiled.durationMs,\n steps: compiled.stepBoundaries,\n };\n}\n","/**\n * `@typecaast/core` — the framework-agnostic engine and, locked first, the\n * contracts the rest of the system builds against: `SimState` (the renderable\n * state), the skin-prop data types, and the `Player` interface.\n *\n * The engine implementation (`compile` + `getStateAt`) lands in M1-engine,\n * behind these same contracts.\n */\n\n/** Contract version for the SimState/Player/skin-prop surface. */\nexport const CORE_CONTRACT_VERSION = 1;\n\nexport type * from \"./sim-state.js\";\nexport type * from \"./skin-props.js\";\nexport type * from \"./player.js\";\n\n/** The engine: compile() + getStateAt() + createEngine(). */\nexport * from \"./engine/index.js\";\n"]}
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Overrides (`delay`, `instant`,\n * `typingDuration`, `showTypingFor`, `holdAfter`) win over computed values; all\n * jitter is seeded from `meta.seed`.\n */\nexport function compile(config: Config): CompiledTimeline {\n const cached = cache.get(config);\n if (cached) return cached;\n\n const pacing = config.pacing;\n const rng = createRng(config.meta.seed);\n const selfIds = new Set(\n config.participants.filter((p) => p.isSelf).map((p) => p.id),\n );\n const nameById = new Map(config.participants.map((p) => [p.id, p.name]));\n const messages: CompiledMessage[] = [];\n const typings: CompiledTimeline[\"typings\"] = [];\n const composers: CompiledComposer[] = [];\n const stepBoundaries: number[] = [];\n const byId = new Map<string, CompiledMessage>();\n\n let cursor = pacing.startDelayMs;\n let lastMessage: CompiledMessage | undefined;\n let lastComposer: CompiledComposer | undefined;\n let autoId = 0;\n const nextId = (explicit?: string): string => explicit ?? `auto-${autoId++}`;\n const resolveTarget = (target: string): CompiledMessage | undefined =>\n target === \"$prev\" ? lastMessage : byId.get(target);\n\n for (const step of config.timeline) {\n stepBoundaries.push(cursor);\n\n switch (step.type) {\n case \"message\":\n case \"system\": {\n let appearAt: number;\n if (step.delay != null) appearAt = cursor + step.delay;\n else if (step.instant) appearAt = cursor;\n else {\n let gap = pacing.interMessageGapMs;\n if (lastMessage) {\n gap += readingDelayMs(\n plainText(lastMessage.content),\n pacing.readingWpm,\n );\n }\n appearAt = cursor + withJitter(rng, gap, pacing.humanize);\n }\n\n if (step.type === \"message\" && step.typing) {\n const showFor =\n (typeof step.typing === \"object\"\n ? step.typing.showTypingFor\n : undefined) ??\n typingDurationMs(plainText(toContentNodes(step)), pacing.typingCps);\n typings.push({\n from: step.from,\n startMs: appearAt,\n endMs: appearAt + showFor,\n });\n appearAt += showFor;\n }\n\n const id = nextId(step.id);\n const reveal = step.instant ? 0 : REVEAL_MS;\n const from =\n step.type === \"system\" ? 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[step.from] : [];\n target.reactions.push({\n emoji: step.emoji,\n ...(step.shortcode ? { shortcode: step.shortcode } : {}),\n by,\n byNames: by.map((id) => nameById.get(id) ?? id),\n appearMs: appearAt,\n popMs: REACTION_POP_MS,\n });\n cursor =\n Math.max(cursor, appearAt + REACTION_POP_MS) +\n (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"edit\": {\n const target = resolveTarget(step.target);\n if (target) {\n const editAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.editedAtMs = editAt;\n target.editedContent = toContentNodes(step);\n cursor = editAt + REVEAL_MS + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"delete\": {\n const target = resolveTarget(step.target);\n if (target) {\n const delAt = cursor + (step.delay ?? pacing.interMessageGapMs);\n target.deletedAtMs = delAt;\n cursor = delAt + (step.holdAfter ?? 0);\n }\n break;\n }\n\n case \"readReceipt\": {\n cursor += step.delay ?? 0;\n break;\n }\n\n case \"beat\": {\n cursor += step.duration;\n break;\n }\n }\n }\n\n const compiled: CompiledTimeline = {\n messages,\n typings,\n composers,\n durationMs: cursor + TAIL_PAD_MS,\n stepBoundaries,\n };\n cache.set(config, compiled);\n return compiled;\n}\n","import type { GetStateAt } from \"../player.js\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n TypingState,\n} from \"../sim-state.js\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** Approximate row height used for the scroll target (skins reflow on top). */\nconst ROW_HEIGHT = 64;\n/** Window after an event during which the scroll reason flags it. */\nconst SCROLL_FLAG_MS = 300;\n\n/**\n * Sample the complete renderable state at time `t` from a compiled timeline —\n * the engine's pure function of time (PLAN §3). No `Date.now()`, no mutation;\n * the same `(compiled, t, theme)` always yields a deep-equal `SimState`.\n */\nexport function sampleState(\n compiled: CompiledTimeline,\n t: number,\n theme: ResolvedTheme,\n): SimState {\n const messages: RenderedMessage[] = [];\n let lastAppear = 0;\n let reactionRecently = false;\n\n for (const m of compiled.messages) {\n if (m.appearMs > t) continue;\n if (m.deletedAtMs !== undefined && t >= m.deletedAtMs) continue;\n\n const edited =\n m.editedAtMs !== undefined &&\n m.editedContent !== undefined &&\n t >= m.editedAtMs;\n\n const reactions: RenderedReaction[] = [];\n for (const r of m.reactions) {\n if (r.appearMs > t) continue;\n reactions.push({\n emoji: r.emoji,\n ...(r.shortcode ? { shortcode: r.shortcode } : {}),\n count: r.by.length || 1,\n by: r.by,\n byNames: r.byNames,\n progress: r.popMs === 0 ? 1 : clamp01((t - r.appearMs) / r.popMs),\n });\n if (t - r.appearMs < SCROLL_FLAG_MS) reactionRecently = true;\n }\n\n const previous = messages[messages.length - 1];\n messages.push({\n id: m.id,\n from: m.from,\n variant: m.variant,\n content: edited ? m.editedContent! : m.content,\n revealProgress:\n m.revealMs === 0 ? 1 : clamp01((t - m.appearMs) / m.revealMs),\n state: edited ? \"edited\" : \"sent\",\n reactions,\n isSelf: m.isSelf,\n isGrouped: previous !== undefined && previous.from === m.from,\n atMs: m.atMs,\n ...(m.system ? { system: m.system } : {}),\n });\n\n if (m.appearMs > lastAppear) lastAppear = m.appearMs;\n }\n\n const typingIndicators: TypingState[] = [];\n for (const ty of compiled.typings) {\n if (t >= ty.startMs && t < ty.endMs) {\n const span = ty.endMs - ty.startMs;\n typingIndicators.push({\n from: ty.from,\n progress: span <= 0 ? 1 : clamp01((t - ty.startMs) / span),\n });\n }\n }\n\n // Composer: the latest one whose window contains t and hasn't yet sent.\n let composer: SimState[\"composer\"] = {\n text: \"\",\n caret: 0,\n sending: false,\n };\n for (const c of compiled.composers) {\n const end = c.sendMs ?? Number.POSITIVE_INFINITY;\n if (t < c.startMs || t >= end) continue;\n const text =\n t >= c.endMs\n ? c.text\n : c.text.slice(\n 0,\n Math.round(\n clamp01((t - c.startMs) / Math.max(1, c.endMs - c.startMs)) *\n c.text.length,\n ),\n );\n composer = {\n from: c.from,\n text,\n caret: text.length,\n sending: c.sendMs !== undefined && t >= c.endMs,\n };\n }\n\n const reason: SimState[\"scroll\"][\"reason\"] =\n messages.length > 0 && t - lastAppear < SCROLL_FLAG_MS\n ? \"new-message\"\n : reactionRecently\n ? \"reaction\"\n : \"none\";\n\n return {\n messages,\n typingIndicators,\n composer,\n scroll: { targetOffset: messages.length * ROW_HEIGHT, reason },\n durationMs: compiled.durationMs,\n theme,\n };\n}\n\n/** Bind a compiled timeline + theme into a `GetStateAt` closure. */\nexport function createGetStateAt(\n compiled: CompiledTimeline,\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => sampleState(compiled, t, theme);\n}\n","import type { StepType } from \"@typecaast/schema\";\nimport type { CompiledTimeline } from \"./compiled.js\";\n\n/**\n * How a skin represents a given event type:\n * - `native`: a first-class affordance.\n * - `fallback`: a degraded but present form.\n * - `unsupported`: dropped from this skin's render (kept in the config).\n */\nexport type EventCapability = \"native\" | \"fallback\" | \"unsupported\";\n\n/** What a skin supports and how it represents each event/content type. */\nexport interface Capabilities {\n events: Partial<Record<StepType, EventCapability>>;\n /** Keyed by content node type (e.g. `image: true`, `videoEmbed: false`). */\n content: Partial<Record<string, boolean>>;\n reactions: boolean;\n threads: boolean;\n readReceipts: boolean;\n}\n\n/**\n * Apply a skin's capabilities to a compiled timeline: drop the events/content\n * the skin can't render, returning a new timeline (the original config is\n * untouched, so switching skins restores everything — PLAN §7). Timing is\n * preserved; only what's shown changes.\n */\nexport function resolveCapabilities(\n compiled: CompiledTimeline,\n caps: Capabilities,\n): CompiledTimeline {\n const ev = caps.events ?? {};\n const dropTyping = ev.typing === \"unsupported\";\n const dropReactions =\n caps.reactions === false || ev.reaction === \"unsupported\";\n const dropSystem = ev.system === \"unsupported\";\n const allowed = (type: string): boolean => caps.content?.[type] !== false;\n\n const messages = compiled.messages\n .filter((m) => !(dropSystem && m.variant === \"system\"))\n .map((m) => ({\n ...m,\n reactions: dropReactions ? [] : m.reactions,\n content: m.content.filter((n) => allowed(n.type)),\n ...(m.editedContent\n ? { editedContent: m.editedContent.filter((n) => allowed(n.type)) }\n : {}),\n }));\n\n return {\n ...compiled,\n messages,\n typings: dropTyping ? [] : compiled.typings,\n };\n}\n","import type { Config } from \"@typecaast/schema\";\nimport type { GetStateAt } from \"../player.js\";\nimport type { ResolvedTheme } from \"../sim-state.js\";\nimport type { Capabilities } from \"./capabilities.js\";\nimport { compile } from \"./compile.js\";\nimport { createGetStateAt } from \"./get-state-at.js\";\nimport { resolveCapabilities } from \"./capabilities.js\";\n\nexport { compile } from \"./compile.js\";\nexport { sampleState, createGetStateAt } from \"./get-state-at.js\";\nexport {\n createPlayer,\n TimelinePlayer,\n type PlayerOptions,\n} from \"./create-player.js\";\nexport { createRng, withJitter } from \"./rng.js\";\nexport { graphemeCount, typingDurationMs, readingDelayMs } from \"./pacing.js\";\nexport {\n resolveCapabilities,\n type Capabilities,\n type EventCapability,\n} from \"./capabilities.js\";\nexport type * from \"./compiled.js\";\n\n/** A ready-to-drive engine: a sampler plus what a player needs. */\nexport interface EngineHandle {\n getStateAt: GetStateAt;\n durationMs: number;\n /** Step boundaries for stepNext/stepPrev. */\n steps: number[];\n}\n\n/**\n * Compile a config and bind a theme into a ready engine — the one call a\n * renderer needs. `compile` is memoized, so re-creating an engine for the same\n * config (e.g. only the theme changed) is cheap.\n */\nexport function createEngine(\n config: Config,\n theme: ResolvedTheme = \"light\",\n capabilities?: Capabilities,\n): EngineHandle {\n let compiled = compile(config);\n if (capabilities) compiled = resolveCapabilities(compiled, capabilities);\n return {\n getStateAt: createGetStateAt(compiled, theme),\n durationMs: compiled.durationMs,\n steps: compiled.stepBoundaries,\n };\n}\n","/**\n * `@typecaast/core` — the framework-agnostic engine and, locked first, the\n * contracts the rest of the system builds against: `SimState` (the renderable\n * state), the skin-prop data types, and the `Player` interface.\n *\n * The engine implementation (`compile` + `getStateAt`) lands in M1-engine,\n * behind these same contracts.\n */\n\n/** Contract version for the SimState/Player/skin-prop surface. */\nexport const CORE_CONTRACT_VERSION = 1;\n\nexport type * from \"./sim-state.js\";\nexport type * from \"./skin-props.js\";\nexport type * from \"./player.js\";\n\n/** The engine: compile() + getStateAt() + createEngine(). */\nexport * from \"./engine/index.js\";\n"]}
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-
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{ toContentNodes, type Participant } from \"@typecaast/schema\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n} from \"../sim-state.js\";\nimport type { GetStateAt } from \"../player.js\";\n\n/**\n * A hand-authored, faked playback of the spec's Slack billing-toast thread —\n * **no engine**. It exists so the UI (skins, player, builder) can be built and\n * validated against the locked `SimState` contract before `compile`/\n * `getStateAt` exist (UI-first, PLAN §14). Building it by hand is also how we\n * pressure-test what the real engine + schema must produce.\n *\n * `buildMockBillingToastState(t)` is a pure function of time — same `t` always\n * yields a deep-equal state — so it stands in for the engine's determinism too.\n */\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** ms a message takes to reveal (fade/slide-in) once it appears. */\nconst REVEAL_MS = 280;\n/** ms a reaction takes to pop in. */\nconst REACTION_MS = 200;\n\nexport const mockParticipants: Participant[] = [\n { id: \"cory\", name: \"Cory Watilo\", isSelf: true, kind: \"person\" },\n { id: \"paul\", name: \"Paul D'Ambra\", color: \"#5b3a8e\", kind: \"person\" },\n { id: \"posthog-bot\", name: \"PostHog\", kind: \"app\" },\n];\n\nconst COMPOSER_TEXT =\n \"Let me check how exceptions are captured in the frontend.\";\n\ninterface MockMessageEvent {\n kind: \"message\" | \"system\";\n id: string;\n from: string;\n start: number;\n content: ReturnType<typeof toContentNodes>;\n card?: string;\n actions?: { label: string; href?: string }[];\n}\n\ninterface MockReactionEvent {\n target: string;\n emoji: string;\n by: string[];\n start: number;\n}\n\ninterface MockTypingEvent {\n from: string;\n start: number;\n end: number;\n}\n\ninterface MockComposerEvent {\n from: string;\n text: string;\n start: number;\n end: number;\n}\n\nconst messageEvents: MockMessageEvent[] = [\n {\n kind: \"message\",\n id: \"m1\",\n from: \"cory\",\n start: 600,\n content: toContentNodes({\n text: \"i got a billing toast error on the dashboard but i think it's a bug?\",\n }),\n },\n {\n kind: \"message\",\n id: \"m2\",\n from: \"paul\",\n start: 4300,\n content: toContentNodes({\n text: \"@PostHog the billing/spend API call shouldn't show an error toast to the user…\",\n }),\n },\n {\n kind: \"message\",\n id: \"m3\",\n from: \"cory\",\n start: 6000,\n content: toContentNodes({\n text: \"here's the toast:\",\n images: [{ src: \"./toast.png\", alt: \"billing error toast\", width: 320 }],\n }),\n },\n {\n kind: \"system\",\n id: \"s1\",\n from: \"posthog-bot\",\n start: 7500,\n content: toContentNodes({ text: \"Pull request opened.\" }),\n card: \"pr-opened\",\n actions: [{ label: \"View PR\" }, { label: \"Open in PostHog Code\" }],\n },\n {\n kind: \"message\",\n id: \"m4\",\n from: \"cory\",\n start: 11200,\n content: toContentNodes({ text: COMPOSER_TEXT }),\n },\n];\n\nconst reactionEvents: MockReactionEvent[] = [\n { target: \"m1\", emoji: \"🦔\", by: [\"paul\"], start: 2000 },\n];\n\nconst typingEvents: MockTypingEvent[] = [\n { from: \"paul\", start: 2600, end: 4300 },\n];\n\nconst composerEvents: MockComposerEvent[] = [\n { from: \"cory\", text: COMPOSER_TEXT, start: 8500, end: 11000 },\n];\n\n/** Total faked timeline length. */\nexport const MOCK_BILLING_TOAST_DURATION_MS = 12000;\n\n/** Step boundaries (event start times) for stepNext/stepPrev in the player. */\nexport const MOCK_BILLING_TOAST_STEPS: number[] = [\n 0,\n ...messageEvents.map((e) => e.start),\n ...reactionEvents.map((e) => e.start),\n ...typingEvents.map((e) => e.start),\n ...composerEvents.map((e) => e.start),\n MOCK_BILLING_TOAST_DURATION_MS,\n]\n .sort((a, b) => a - b)\n .filter((t, i, arr) => arr.indexOf(t) === i);\n\nfunction reactionsFor(targetId: string, t: number): RenderedReaction[] {\n return reactionEvents\n .filter((r) => r.target === targetId && r.start <= t)\n .map((r) => ({\n emoji: r.emoji,\n count: r.by.length,\n by: r.by,\n progress: clamp01((t - r.start) / REACTION_MS),\n }));\n}\n\n/** Build the complete faked state at time `t` (pure). */\nexport function buildMockBillingToastState(\n t: number,\n theme: ResolvedTheme = \"light\",\n): SimState {\n // Composer: typing in progress until a send commits the message.\n const composerEvent = composerEvents[0];\n const sendEvent = messageEvents.find((e) => e.id === \"m4\");\n let composerText = \"\";\n let composerCaret = 0;\n let sending = false;\n let composerFrom: string | undefined;\n if (composerEvent && sendEvent && t < sendEvent.start) {\n if (t >= composerEvent.start) {\n composerFrom = composerEvent.from;\n const frac = clamp01(\n (t - composerEvent.start) / (composerEvent.end - composerEvent.start),\n );\n const chars = Math.round(frac * composerEvent.text.length);\n composerText = composerEvent.text.slice(0, chars);\n composerCaret = composerText.length;\n sending = t >= composerEvent.end;\n }\n }\n\n const visible = messageEvents.filter((e) => e.start <= t);\n const messages: RenderedMessage[] = visible.map((e, i) => {\n const previous = visible[i - 1];\n return {\n id: e.id,\n from: e.from,\n variant: e.kind,\n content: e.content,\n revealProgress: clamp01((t - e.start) / REVEAL_MS),\n state: \"sent\",\n reactions: reactionsFor(e.id, t),\n isSelf: e.from === \"cory\",\n isGrouped: previous !== undefined && previous.from === e.from,\n atMs: e.start,\n ...(e.kind === \"system\"\n ? { system: { card: e.card, actions: e.actions } }\n : {}),\n };\n });\n\n const typingIndicators = typingEvents\n .filter((e) => t >= e.start && t < e.end)\n .map((e) => ({\n from: e.from,\n progress: clamp01((t - e.start) / (e.end - e.start)),\n }));\n\n // Scroll: target grows with the thread; flag a reason when something landed recently.\n const lastAppear = Math.max(0, ...visible.map((e) => e.start));\n const recentReaction = reactionEvents.some(\n (r) => r.start <= t && t - r.start < 300,\n );\n const scroll = {\n targetOffset: messages.length * 64,\n reason: (t - lastAppear < 300 && messages.length > 0\n ? \"new-message\"\n : recentReaction\n ? \"reaction\"\n : \"none\") as SimState[\"scroll\"][\"reason\"],\n };\n\n return {\n messages,\n typingIndicators,\n composer: {\n from: composerFrom,\n text: composerText,\n caret: composerCaret,\n sending,\n },\n scroll,\n durationMs: MOCK_BILLING_TOAST_DURATION_MS,\n theme,\n };\n}\n\n/** A `GetStateAt` over the faked billing-toast thread, fixed to one theme. */\nexport function createMockBillingToastGetStateAt(\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => buildMockBillingToastState(t, theme);\n}\n\n/** Hand-picked snapshots at representative moments (for stories/tests). */\nexport const mockBillingToastSnapshots = {\n empty: buildMockBillingToastState(0),\n firstMessage: buildMockBillingToastState(900),\n paulTyping: buildMockBillingToastState(3000),\n withSystemCard: buildMockBillingToastState(7800),\n composerTyping: buildMockBillingToastState(9800),\n complete: buildMockBillingToastState(MOCK_BILLING_TOAST_DURATION_MS),\n} satisfies Record<string, SimState>;\n","import type {\n GetStateAt,\n Player,\n PlayerEvent,\n PlayerEventMap,\n} from \"../player.js\";\nimport type { SimState } from \"../sim-state.js\";\n\nexport interface PlayerOptions {\n durationMs: number;\n /** Step boundaries (ms) for stepNext/stepPrev. */\n steps?: number[];\n autoplay?: boolean;\n loop?: boolean;\n rate?: number;\n}\n\n/** A monotonic time source; reading it doesn't affect `getStateAt` determinism. */\nfunction now(): number {\n const perf = (globalThis as unknown as { performance?: { now(): number } })\n .performance;\n return perf ? perf.now() : Date.now();\n}\n\ntype FrameHandle = number;\n\ninterface SchedulerGlobals {\n requestAnimationFrame?: (cb: (time: number) => void) => number;\n cancelAnimationFrame?: (handle: number) => void;\n setTimeout?: (cb: () => void, ms: number) => number;\n clearTimeout?: (handle: number) => void;\n}\n\nfunction schedule(cb: () => void): FrameHandle {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.requestAnimationFrame) return g.requestAnimationFrame(() => cb());\n return g.setTimeout ? g.setTimeout(cb, 16) : 0;\n}\nfunction unschedule(handle: FrameHandle): void {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.cancelAnimationFrame) g.cancelAnimationFrame(handle);\n else if (g.clearTimeout) g.clearTimeout(handle);\n}\n\n/**\n * The real-time `Player`: a thin clock wrapper around a pure `GetStateAt`\n * (PLAN §5). It owns the only wall-clock in the system (rAF in the browser, a\n * timeout fallback elsewhere) and samples the engine each tick. The same class\n * drove the UI over the mock and now drives it over the real engine — identical\n * surface, so swapping the engine changes nothing here.\n */\nexport class TimelinePlayer implements Player {\n private readonly getStateAt: GetStateAt;\n private readonly _durationMs: number;\n private readonly steps: number[];\n private _currentMs = 0;\n private _rate: number;\n private _loop: boolean;\n private _playing = false;\n private _state: SimState;\n private anchor = 0;\n private frame: FrameHandle | null = null;\n private listeners = new Map<PlayerEvent, Set<(payload: never) => void>>();\n\n constructor(getStateAt: GetStateAt, options: PlayerOptions) {\n this.getStateAt = getStateAt;\n this._durationMs = options.durationMs;\n this.steps = (options.steps ?? [0, options.durationMs])\n .slice()\n .sort((a, b) => a - b);\n this._rate = options.rate ?? 1;\n this._loop = options.loop ?? false;\n this._state = getStateAt(0);\n if (options.autoplay) this.play();\n }\n\n get state(): SimState {\n return this._state;\n }\n get durationMs(): number {\n return this._durationMs;\n }\n get currentMs(): number {\n return this._currentMs;\n }\n get rate(): number {\n return this._rate;\n }\n get playing(): boolean {\n return this._playing;\n }\n get loop(): boolean {\n return this._loop;\n }\n\n play(): void {\n if (this._playing) return;\n this._playing = true;\n this.anchor = now() - this._currentMs / this._rate;\n this.emit(\"play\", undefined);\n this.tick();\n }\n\n pause(): void {\n if (!this._playing) return;\n this._playing = false;\n if (this.frame !== null) {\n unschedule(this.frame);\n this.frame = null;\n }\n this.emit(\"pause\", undefined);\n }\n\n private tick = (): void => {\n if (!this._playing) return;\n const elapsed = (now() - this.anchor) * this._rate;\n if (elapsed >= this._durationMs) {\n if (this._loop) {\n this._currentMs = 0;\n this.anchor = now();\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n return;\n }\n this._currentMs = this._durationMs;\n this.sampleAndEmit();\n this.pause();\n this.emit(\"end\", undefined);\n return;\n }\n this._currentMs = elapsed;\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n };\n\n private sampleAndEmit(): void {\n this._state = this.getStateAt(this._currentMs);\n this.emit(\"tick\", this._state);\n }\n\n private clamp(t: number): number {\n return t < 0 ? 0 : t > this._durationMs ? this._durationMs : t;\n }\n\n seek(timeMs: number): void {\n this._currentMs = this.clamp(timeMs);\n this.anchor = now() - this._currentMs / this._rate;\n this.sampleAndEmit();\n this.emit(\"seek\", this._currentMs);\n }\n\n scrubTo(timeMs: number): void {\n this.seek(timeMs);\n }\n\n setRate(rate: number): void {\n this._rate = rate <= 0 ? 1 : rate;\n this.anchor = now() - this._currentMs / this._rate;\n }\n\n setLoop(loop: boolean): void {\n this._loop = loop;\n }\n\n stepNext(): void {\n const next = this.steps.find((s) => s > this._currentMs + 1e-6);\n this.seek(next ?? this._durationMs);\n }\n\n stepPrev(): void {\n const prev = [...this.steps]\n .reverse()\n .find((s) => s < this._currentMs - 1e-6);\n this.seek(prev ?? 0);\n }\n\n on<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): () => void {\n let set = this.listeners.get(event);\n if (!set) {\n set = new Set();\n this.listeners.set(event, set);\n }\n set.add(listener as (payload: never) => void);\n return () => this.off(event, listener);\n }\n\n off<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): void {\n this.listeners.get(event)?.delete(listener as (payload: never) => void);\n }\n\n private emit<E extends PlayerEvent>(\n event: E,\n payload: PlayerEventMap[E],\n ): void {\n const set = this.listeners.get(event);\n if (!set) return;\n for (const listener of set)\n (listener as (p: PlayerEventMap[E]) => void)(payload);\n }\n\n destroy(): void {\n this.pause();\n this.listeners.clear();\n }\n}\n\n/** Create a real-time player over a `GetStateAt`. */\nexport function createPlayer(\n getStateAt: GetStateAt,\n options: PlayerOptions,\n): Player {\n return new TimelinePlayer(getStateAt, options);\n}\n"]}
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{ toContentNodes, type Participant } from \"@typecaast/schema\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n} from \"../sim-state.js\";\nimport type { GetStateAt } from \"../player.js\";\n\n/**\n * A hand-authored, faked playback of the spec's Slack billing-toast thread —\n * **no engine**. It exists so the UI (skins, player, builder) can be built and\n * validated against the locked `SimState` contract before `compile`/\n * `getStateAt` exist (UI-first, PLAN §14). Building it by hand is also how we\n * pressure-test what the real engine + schema must produce.\n *\n * `buildMockBillingToastState(t)` is a pure function of time — same `t` always\n * yields a deep-equal state — so it stands in for the engine's determinism too.\n */\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** ms a message takes to reveal (fade/slide-in) once it appears. */\nconst REVEAL_MS = 280;\n/** ms a reaction takes to pop in. */\nconst REACTION_MS = 200;\n\nexport const mockParticipants: Participant[] = [\n { id: \"cory\", name: \"Cory Watilo\", isSelf: true, kind: \"person\" },\n { id: \"paul\", name: \"Paul D'Ambra\", color: \"#5b3a8e\", kind: \"person\" },\n { id: \"posthog-bot\", name: \"PostHog\", kind: \"app\" },\n];\n\nconst COMPOSER_TEXT =\n \"Let me check how exceptions are captured in the frontend.\";\n\ninterface MockMessageEvent {\n kind: \"message\" | \"system\";\n id: string;\n from: string;\n start: number;\n content: ReturnType<typeof toContentNodes>;\n card?: string;\n actions?: { label: string; href?: string }[];\n}\n\ninterface MockReactionEvent {\n target: string;\n emoji: string;\n by: string[];\n start: number;\n}\n\ninterface MockTypingEvent {\n from: string;\n start: number;\n end: number;\n}\n\ninterface MockComposerEvent {\n from: string;\n text: string;\n start: number;\n end: number;\n}\n\nconst messageEvents: MockMessageEvent[] = [\n {\n kind: \"message\",\n id: \"m1\",\n from: \"cory\",\n start: 600,\n content: toContentNodes({\n text: \"i got a billing toast error on the dashboard but i think it's a bug?\",\n }),\n },\n {\n kind: \"message\",\n id: \"m2\",\n from: \"paul\",\n start: 4300,\n content: toContentNodes({\n text: \"@PostHog the billing/spend API call shouldn't show an error toast to the user…\",\n }),\n },\n {\n kind: \"message\",\n id: \"m3\",\n from: \"cory\",\n start: 6000,\n content: toContentNodes({\n text: \"here's the toast:\",\n images: [{ src: \"./toast.png\", alt: \"billing error toast\", width: 320 }],\n }),\n },\n {\n kind: \"system\",\n id: \"s1\",\n from: \"posthog-bot\",\n start: 7500,\n content: toContentNodes({ text: \"Pull request opened.\" }),\n card: \"pr-opened\",\n actions: [{ label: \"View PR\" }, { label: \"Open in PostHog Code\" }],\n },\n {\n kind: \"message\",\n id: \"m4\",\n from: \"cory\",\n start: 11200,\n content: toContentNodes({ text: COMPOSER_TEXT }),\n },\n];\n\nconst reactionEvents: MockReactionEvent[] = [\n { target: \"m1\", emoji: \"🦔\", by: [\"paul\"], start: 2000 },\n];\n\nconst typingEvents: MockTypingEvent[] = [\n { from: \"paul\", start: 2600, end: 4300 },\n];\n\nconst composerEvents: MockComposerEvent[] = [\n { from: \"cory\", text: COMPOSER_TEXT, start: 8500, end: 11000 },\n];\n\n/** Total faked timeline length. */\nexport const MOCK_BILLING_TOAST_DURATION_MS = 12000;\n\n/** Step boundaries (event start times) for stepNext/stepPrev in the player. */\nexport const MOCK_BILLING_TOAST_STEPS: number[] = [\n 0,\n ...messageEvents.map((e) => e.start),\n ...reactionEvents.map((e) => e.start),\n ...typingEvents.map((e) => e.start),\n ...composerEvents.map((e) => e.start),\n MOCK_BILLING_TOAST_DURATION_MS,\n]\n .sort((a, b) => a - b)\n .filter((t, i, arr) => arr.indexOf(t) === i);\n\nfunction reactionsFor(targetId: string, t: number): RenderedReaction[] {\n return reactionEvents\n .filter((r) => r.target === targetId && r.start <= t)\n .map((r) => ({\n emoji: r.emoji,\n count: r.by.length,\n by: r.by,\n byNames: r.by,\n progress: clamp01((t - r.start) / REACTION_MS),\n }));\n}\n\n/** Build the complete faked state at time `t` (pure). */\nexport function buildMockBillingToastState(\n t: number,\n theme: ResolvedTheme = \"light\",\n): SimState {\n // Composer: typing in progress until a send commits the message.\n const composerEvent = composerEvents[0];\n const sendEvent = messageEvents.find((e) => e.id === \"m4\");\n let composerText = \"\";\n let composerCaret = 0;\n let sending = false;\n let composerFrom: string | undefined;\n if (composerEvent && sendEvent && t < sendEvent.start) {\n if (t >= composerEvent.start) {\n composerFrom = composerEvent.from;\n const frac = clamp01(\n (t - composerEvent.start) / (composerEvent.end - composerEvent.start),\n );\n const chars = Math.round(frac * composerEvent.text.length);\n composerText = composerEvent.text.slice(0, chars);\n composerCaret = composerText.length;\n sending = t >= composerEvent.end;\n }\n }\n\n const visible = messageEvents.filter((e) => e.start <= t);\n const messages: RenderedMessage[] = visible.map((e, i) => {\n const previous = visible[i - 1];\n return {\n id: e.id,\n from: e.from,\n variant: e.kind,\n content: e.content,\n revealProgress: clamp01((t - e.start) / REVEAL_MS),\n state: \"sent\",\n reactions: reactionsFor(e.id, t),\n isSelf: e.from === \"cory\",\n isGrouped: previous !== undefined && previous.from === e.from,\n atMs: e.start,\n ...(e.kind === \"system\"\n ? { system: { card: e.card, actions: e.actions } }\n : {}),\n };\n });\n\n const typingIndicators = typingEvents\n .filter((e) => t >= e.start && t < e.end)\n .map((e) => ({\n from: e.from,\n progress: clamp01((t - e.start) / (e.end - e.start)),\n }));\n\n // Scroll: target grows with the thread; flag a reason when something landed recently.\n const lastAppear = Math.max(0, ...visible.map((e) => e.start));\n const recentReaction = reactionEvents.some(\n (r) => r.start <= t && t - r.start < 300,\n );\n const scroll = {\n targetOffset: messages.length * 64,\n reason: (t - lastAppear < 300 && messages.length > 0\n ? \"new-message\"\n : recentReaction\n ? \"reaction\"\n : \"none\") as SimState[\"scroll\"][\"reason\"],\n };\n\n return {\n messages,\n typingIndicators,\n composer: {\n from: composerFrom,\n text: composerText,\n caret: composerCaret,\n sending,\n },\n scroll,\n durationMs: MOCK_BILLING_TOAST_DURATION_MS,\n theme,\n };\n}\n\n/** A `GetStateAt` over the faked billing-toast thread, fixed to one theme. */\nexport function createMockBillingToastGetStateAt(\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => buildMockBillingToastState(t, theme);\n}\n\n/** Hand-picked snapshots at representative moments (for stories/tests). */\nexport const mockBillingToastSnapshots = {\n empty: buildMockBillingToastState(0),\n firstMessage: buildMockBillingToastState(900),\n paulTyping: buildMockBillingToastState(3000),\n withSystemCard: buildMockBillingToastState(7800),\n composerTyping: buildMockBillingToastState(9800),\n complete: buildMockBillingToastState(MOCK_BILLING_TOAST_DURATION_MS),\n} satisfies Record<string, SimState>;\n","import type {\n GetStateAt,\n Player,\n PlayerEvent,\n PlayerEventMap,\n} from \"../player.js\";\nimport type { SimState } from \"../sim-state.js\";\n\nexport interface PlayerOptions {\n durationMs: number;\n /** Step boundaries (ms) for stepNext/stepPrev. */\n steps?: number[];\n autoplay?: boolean;\n loop?: boolean;\n rate?: number;\n}\n\n/** A monotonic time source; reading it doesn't affect `getStateAt` determinism. */\nfunction now(): number {\n const perf = (globalThis as unknown as { performance?: { now(): number } })\n .performance;\n return perf ? perf.now() : Date.now();\n}\n\ntype FrameHandle = number;\n\ninterface SchedulerGlobals {\n requestAnimationFrame?: (cb: (time: number) => void) => number;\n cancelAnimationFrame?: (handle: number) => void;\n setTimeout?: (cb: () => void, ms: number) => number;\n clearTimeout?: (handle: number) => void;\n}\n\nfunction schedule(cb: () => void): FrameHandle {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.requestAnimationFrame) return g.requestAnimationFrame(() => cb());\n return g.setTimeout ? g.setTimeout(cb, 16) : 0;\n}\nfunction unschedule(handle: FrameHandle): void {\n const g = globalThis as unknown as SchedulerGlobals;\n if (g.cancelAnimationFrame) g.cancelAnimationFrame(handle);\n else if (g.clearTimeout) g.clearTimeout(handle);\n}\n\n/**\n * The real-time `Player`: a thin clock wrapper around a pure `GetStateAt`\n * (PLAN §5). It owns the only wall-clock in the system (rAF in the browser, a\n * timeout fallback elsewhere) and samples the engine each tick. The same class\n * drove the UI over the mock and now drives it over the real engine — identical\n * surface, so swapping the engine changes nothing here.\n */\nexport class TimelinePlayer implements Player {\n private readonly getStateAt: GetStateAt;\n private readonly _durationMs: number;\n private readonly steps: number[];\n private _currentMs = 0;\n private _rate: number;\n private _loop: boolean;\n private _playing = false;\n private _state: SimState;\n private anchor = 0;\n private frame: FrameHandle | null = null;\n private listeners = new Map<PlayerEvent, Set<(payload: never) => void>>();\n\n constructor(getStateAt: GetStateAt, options: PlayerOptions) {\n this.getStateAt = getStateAt;\n this._durationMs = options.durationMs;\n this.steps = (options.steps ?? [0, options.durationMs])\n .slice()\n .sort((a, b) => a - b);\n this._rate = options.rate ?? 1;\n this._loop = options.loop ?? false;\n this._state = getStateAt(0);\n if (options.autoplay) this.play();\n }\n\n get state(): SimState {\n return this._state;\n }\n get durationMs(): number {\n return this._durationMs;\n }\n get currentMs(): number {\n return this._currentMs;\n }\n get rate(): number {\n return this._rate;\n }\n get playing(): boolean {\n return this._playing;\n }\n get loop(): boolean {\n return this._loop;\n }\n\n play(): void {\n if (this._playing) return;\n this._playing = true;\n this.anchor = now() - this._currentMs / this._rate;\n this.emit(\"play\", undefined);\n this.tick();\n }\n\n pause(): void {\n if (!this._playing) return;\n this._playing = false;\n if (this.frame !== null) {\n unschedule(this.frame);\n this.frame = null;\n }\n this.emit(\"pause\", undefined);\n }\n\n private tick = (): void => {\n if (!this._playing) return;\n const elapsed = (now() - this.anchor) * this._rate;\n if (elapsed >= this._durationMs) {\n if (this._loop) {\n this._currentMs = 0;\n this.anchor = now();\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n return;\n }\n this._currentMs = this._durationMs;\n this.sampleAndEmit();\n this.pause();\n this.emit(\"end\", undefined);\n return;\n }\n this._currentMs = elapsed;\n this.sampleAndEmit();\n this.frame = schedule(this.tick);\n };\n\n private sampleAndEmit(): void {\n this._state = this.getStateAt(this._currentMs);\n this.emit(\"tick\", this._state);\n }\n\n private clamp(t: number): number {\n return t < 0 ? 0 : t > this._durationMs ? this._durationMs : t;\n }\n\n seek(timeMs: number): void {\n this._currentMs = this.clamp(timeMs);\n this.anchor = now() - this._currentMs / this._rate;\n this.sampleAndEmit();\n this.emit(\"seek\", this._currentMs);\n }\n\n scrubTo(timeMs: number): void {\n this.seek(timeMs);\n }\n\n setRate(rate: number): void {\n this._rate = rate <= 0 ? 1 : rate;\n this.anchor = now() - this._currentMs / this._rate;\n }\n\n setLoop(loop: boolean): void {\n this._loop = loop;\n }\n\n stepNext(): void {\n const next = this.steps.find((s) => s > this._currentMs + 1e-6);\n this.seek(next ?? this._durationMs);\n }\n\n stepPrev(): void {\n const prev = [...this.steps]\n .reverse()\n .find((s) => s < this._currentMs - 1e-6);\n this.seek(prev ?? 0);\n }\n\n on<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): () => void {\n let set = this.listeners.get(event);\n if (!set) {\n set = new Set();\n this.listeners.set(event, set);\n }\n set.add(listener as (payload: never) => void);\n return () => this.off(event, listener);\n }\n\n off<E extends PlayerEvent>(\n event: E,\n listener: (payload: PlayerEventMap[E]) => void,\n ): void {\n this.listeners.get(event)?.delete(listener as (payload: never) => void);\n }\n\n private emit<E extends PlayerEvent>(\n event: E,\n payload: PlayerEventMap[E],\n ): void {\n const set = this.listeners.get(event);\n if (!set) return;\n for (const listener of set)\n (listener as (p: PlayerEventMap[E]) => void)(payload);\n }\n\n destroy(): void {\n this.pause();\n this.listeners.clear();\n }\n}\n\n/** Create a real-time player over a `GetStateAt`. */\nexport function createPlayer(\n getStateAt: GetStateAt,\n options: PlayerOptions,\n): Player {\n return new TimelinePlayer(getStateAt, options);\n}\n"]}
|
package/dist/mocks/index.d.cts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { Participant } from '@typecaast/schema';
|
|
2
|
-
import { R as ResolvedTheme, c as SimState, G as GetStateAt } from '../create-player-
|
|
3
|
-
export { j as MockPlayer, g as MockPlayerOptions, k as createMockPlayer } from '../create-player-
|
|
2
|
+
import { R as ResolvedTheme, c as SimState, G as GetStateAt } from '../create-player-Bxb7m4yh.cjs';
|
|
3
|
+
export { j as MockPlayer, g as MockPlayerOptions, k as createMockPlayer } from '../create-player-Bxb7m4yh.cjs';
|
|
4
4
|
|
|
5
5
|
declare const mockParticipants: Participant[];
|
|
6
6
|
/** Total faked timeline length. */
|
package/dist/mocks/index.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
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|
1
1
|
import { Participant } from '@typecaast/schema';
|
|
2
|
-
import { R as ResolvedTheme, c as SimState, G as GetStateAt } from '../create-player-
|
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3
|
-
export { j as MockPlayer, g as MockPlayerOptions, k as createMockPlayer } from '../create-player-
|
|
2
|
+
import { R as ResolvedTheme, c as SimState, G as GetStateAt } from '../create-player-Bxb7m4yh.js';
|
|
3
|
+
export { j as MockPlayer, g as MockPlayerOptions, k as createMockPlayer } from '../create-player-Bxb7m4yh.js';
|
|
4
4
|
|
|
5
5
|
declare const mockParticipants: Participant[];
|
|
6
6
|
/** Total faked timeline length. */
|
package/dist/mocks/index.js
CHANGED
package/dist/mocks/index.js.map
CHANGED
|
@@ -1 +1 @@
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1
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It exists so the UI (skins, player, builder) can be built and\n * validated against the locked `SimState` contract before `compile`/\n * `getStateAt` exist (UI-first, PLAN §14). Building it by hand is also how we\n * pressure-test what the real engine + schema must produce.\n *\n * `buildMockBillingToastState(t)` is a pure function of time — same `t` always\n * yields a deep-equal state — so it stands in for the engine's determinism too.\n */\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** ms a message takes to reveal (fade/slide-in) once it appears. */\nconst REVEAL_MS = 280;\n/** ms a reaction takes to pop in. */\nconst REACTION_MS = 200;\n\nexport const mockParticipants: Participant[] = [\n { id: \"cory\", name: \"Cory Watilo\", isSelf: true, kind: \"person\" },\n { id: \"paul\", name: \"Paul D'Ambra\", color: \"#5b3a8e\", kind: \"person\" },\n { id: \"posthog-bot\", name: \"PostHog\", kind: \"app\" },\n];\n\nconst COMPOSER_TEXT =\n \"Let me check how exceptions are captured in the frontend.\";\n\ninterface MockMessageEvent {\n kind: \"message\" | \"system\";\n id: string;\n from: string;\n start: number;\n content: ReturnType<typeof toContentNodes>;\n card?: string;\n actions?: { label: string; href?: string }[];\n}\n\ninterface MockReactionEvent {\n target: string;\n emoji: string;\n by: string[];\n start: number;\n}\n\ninterface MockTypingEvent {\n from: string;\n start: number;\n end: number;\n}\n\ninterface MockComposerEvent {\n from: string;\n text: string;\n start: number;\n end: number;\n}\n\nconst messageEvents: MockMessageEvent[] = [\n {\n kind: \"message\",\n id: \"m1\",\n from: \"cory\",\n start: 600,\n content: toContentNodes({\n text: \"i got a billing toast error on the dashboard but i think it's a bug?\",\n }),\n },\n {\n kind: \"message\",\n id: \"m2\",\n from: \"paul\",\n start: 4300,\n content: toContentNodes({\n text: \"@PostHog the billing/spend API call shouldn't show an error toast to the user…\",\n }),\n },\n {\n kind: \"message\",\n id: \"m3\",\n from: \"cory\",\n start: 6000,\n content: toContentNodes({\n text: \"here's the toast:\",\n images: [{ src: \"./toast.png\", alt: \"billing error toast\", width: 320 }],\n }),\n },\n {\n kind: \"system\",\n id: \"s1\",\n from: \"posthog-bot\",\n start: 7500,\n content: toContentNodes({ text: \"Pull request opened.\" }),\n card: \"pr-opened\",\n actions: [{ label: \"View PR\" }, { label: \"Open in PostHog Code\" }],\n },\n {\n kind: \"message\",\n id: \"m4\",\n from: \"cory\",\n start: 11200,\n content: toContentNodes({ text: COMPOSER_TEXT }),\n },\n];\n\nconst reactionEvents: MockReactionEvent[] = [\n { target: \"m1\", emoji: \"🦔\", by: [\"paul\"], start: 2000 },\n];\n\nconst typingEvents: MockTypingEvent[] = [\n { from: \"paul\", start: 2600, end: 4300 },\n];\n\nconst composerEvents: MockComposerEvent[] = [\n { from: \"cory\", text: COMPOSER_TEXT, start: 8500, end: 11000 },\n];\n\n/** Total faked timeline length. */\nexport const MOCK_BILLING_TOAST_DURATION_MS = 12000;\n\n/** Step boundaries (event start times) for stepNext/stepPrev in the player. */\nexport const MOCK_BILLING_TOAST_STEPS: number[] = [\n 0,\n ...messageEvents.map((e) => e.start),\n ...reactionEvents.map((e) => e.start),\n ...typingEvents.map((e) => e.start),\n ...composerEvents.map((e) => e.start),\n MOCK_BILLING_TOAST_DURATION_MS,\n]\n .sort((a, b) => a - b)\n .filter((t, i, arr) => arr.indexOf(t) === i);\n\nfunction reactionsFor(targetId: string, t: number): RenderedReaction[] {\n return reactionEvents\n .filter((r) => r.target === targetId && r.start <= t)\n .map((r) => ({\n emoji: r.emoji,\n count: r.by.length,\n by: r.by,\n progress: clamp01((t - r.start) / REACTION_MS),\n }));\n}\n\n/** Build the complete faked state at time `t` (pure). */\nexport function buildMockBillingToastState(\n t: number,\n theme: ResolvedTheme = \"light\",\n): SimState {\n // Composer: typing in progress until a send commits the message.\n const composerEvent = composerEvents[0];\n const sendEvent = messageEvents.find((e) => e.id === \"m4\");\n let composerText = \"\";\n let composerCaret = 0;\n let sending = false;\n let composerFrom: string | undefined;\n if (composerEvent && sendEvent && t < sendEvent.start) {\n if (t >= composerEvent.start) {\n composerFrom = composerEvent.from;\n const frac = clamp01(\n (t - composerEvent.start) / (composerEvent.end - composerEvent.start),\n );\n const chars = Math.round(frac * composerEvent.text.length);\n composerText = composerEvent.text.slice(0, chars);\n composerCaret = composerText.length;\n sending = t >= composerEvent.end;\n }\n }\n\n const visible = messageEvents.filter((e) => e.start <= t);\n const messages: RenderedMessage[] = visible.map((e, i) => {\n const previous = visible[i - 1];\n return {\n id: e.id,\n from: e.from,\n variant: e.kind,\n content: e.content,\n revealProgress: clamp01((t - e.start) / REVEAL_MS),\n state: \"sent\",\n reactions: reactionsFor(e.id, t),\n isSelf: e.from === \"cory\",\n isGrouped: previous !== undefined && previous.from === e.from,\n atMs: e.start,\n ...(e.kind === \"system\"\n ? { system: { card: e.card, actions: e.actions } }\n : {}),\n };\n });\n\n const typingIndicators = typingEvents\n .filter((e) => t >= e.start && t < e.end)\n .map((e) => ({\n from: e.from,\n progress: clamp01((t - e.start) / (e.end - e.start)),\n }));\n\n // Scroll: target grows with the thread; flag a reason when something landed recently.\n const lastAppear = Math.max(0, ...visible.map((e) => e.start));\n const recentReaction = reactionEvents.some(\n (r) => r.start <= t && t - r.start < 300,\n );\n const scroll = {\n targetOffset: messages.length * 64,\n reason: (t - lastAppear < 300 && messages.length > 0\n ? \"new-message\"\n : recentReaction\n ? \"reaction\"\n : \"none\") as SimState[\"scroll\"][\"reason\"],\n };\n\n return {\n messages,\n typingIndicators,\n composer: {\n from: composerFrom,\n text: composerText,\n caret: composerCaret,\n sending,\n },\n scroll,\n durationMs: MOCK_BILLING_TOAST_DURATION_MS,\n theme,\n };\n}\n\n/** A `GetStateAt` over the faked billing-toast thread, fixed to one theme. */\nexport function createMockBillingToastGetStateAt(\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => buildMockBillingToastState(t, theme);\n}\n\n/** Hand-picked snapshots at representative moments (for stories/tests). */\nexport const mockBillingToastSnapshots = {\n empty: buildMockBillingToastState(0),\n firstMessage: buildMockBillingToastState(900),\n paulTyping: buildMockBillingToastState(3000),\n withSystemCard: buildMockBillingToastState(7800),\n composerTyping: buildMockBillingToastState(9800),\n complete: buildMockBillingToastState(MOCK_BILLING_TOAST_DURATION_MS),\n} satisfies Record<string, SimState>;\n"]}
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{ toContentNodes, type Participant } from \"@typecaast/schema\";\nimport type {\n RenderedMessage,\n RenderedReaction,\n ResolvedTheme,\n SimState,\n} from \"../sim-state.js\";\nimport type { GetStateAt } from \"../player.js\";\n\n/**\n * A hand-authored, faked playback of the spec's Slack billing-toast thread —\n * **no engine**. It exists so the UI (skins, player, builder) can be built and\n * validated against the locked `SimState` contract before `compile`/\n * `getStateAt` exist (UI-first, PLAN §14). Building it by hand is also how we\n * pressure-test what the real engine + schema must produce.\n *\n * `buildMockBillingToastState(t)` is a pure function of time — same `t` always\n * yields a deep-equal state — so it stands in for the engine's determinism too.\n */\n\nconst clamp01 = (x: number): number => (x < 0 ? 0 : x > 1 ? 1 : x);\n\n/** ms a message takes to reveal (fade/slide-in) once it appears. */\nconst REVEAL_MS = 280;\n/** ms a reaction takes to pop in. */\nconst REACTION_MS = 200;\n\nexport const mockParticipants: Participant[] = [\n { id: \"cory\", name: \"Cory Watilo\", isSelf: true, kind: \"person\" },\n { id: \"paul\", name: \"Paul D'Ambra\", color: \"#5b3a8e\", kind: \"person\" },\n { id: \"posthog-bot\", name: \"PostHog\", kind: \"app\" },\n];\n\nconst COMPOSER_TEXT =\n \"Let me check how exceptions are captured in the frontend.\";\n\ninterface MockMessageEvent {\n kind: \"message\" | \"system\";\n id: string;\n from: string;\n start: number;\n content: ReturnType<typeof toContentNodes>;\n card?: string;\n actions?: { label: string; href?: string }[];\n}\n\ninterface MockReactionEvent {\n target: string;\n emoji: string;\n by: string[];\n start: number;\n}\n\ninterface MockTypingEvent {\n from: string;\n start: number;\n end: number;\n}\n\ninterface MockComposerEvent {\n from: string;\n text: string;\n start: number;\n end: number;\n}\n\nconst messageEvents: MockMessageEvent[] = [\n {\n kind: \"message\",\n id: \"m1\",\n from: \"cory\",\n start: 600,\n content: toContentNodes({\n text: \"i got a billing toast error on the dashboard but i think it's a bug?\",\n }),\n },\n {\n kind: \"message\",\n id: \"m2\",\n from: \"paul\",\n start: 4300,\n content: toContentNodes({\n text: \"@PostHog the billing/spend API call shouldn't show an error toast to the user…\",\n }),\n },\n {\n kind: \"message\",\n id: \"m3\",\n from: \"cory\",\n start: 6000,\n content: toContentNodes({\n text: \"here's the toast:\",\n images: [{ src: \"./toast.png\", alt: \"billing error toast\", width: 320 }],\n }),\n },\n {\n kind: \"system\",\n id: \"s1\",\n from: \"posthog-bot\",\n start: 7500,\n content: toContentNodes({ text: \"Pull request opened.\" }),\n card: \"pr-opened\",\n actions: [{ label: \"View PR\" }, { label: \"Open in PostHog Code\" }],\n },\n {\n kind: \"message\",\n id: \"m4\",\n from: \"cory\",\n start: 11200,\n content: toContentNodes({ text: COMPOSER_TEXT }),\n },\n];\n\nconst reactionEvents: MockReactionEvent[] = [\n { target: \"m1\", emoji: \"🦔\", by: [\"paul\"], start: 2000 },\n];\n\nconst typingEvents: MockTypingEvent[] = [\n { from: \"paul\", start: 2600, end: 4300 },\n];\n\nconst composerEvents: MockComposerEvent[] = [\n { from: \"cory\", text: COMPOSER_TEXT, start: 8500, end: 11000 },\n];\n\n/** Total faked timeline length. */\nexport const MOCK_BILLING_TOAST_DURATION_MS = 12000;\n\n/** Step boundaries (event start times) for stepNext/stepPrev in the player. */\nexport const MOCK_BILLING_TOAST_STEPS: number[] = [\n 0,\n ...messageEvents.map((e) => e.start),\n ...reactionEvents.map((e) => e.start),\n ...typingEvents.map((e) => e.start),\n ...composerEvents.map((e) => e.start),\n MOCK_BILLING_TOAST_DURATION_MS,\n]\n .sort((a, b) => a - b)\n .filter((t, i, arr) => arr.indexOf(t) === i);\n\nfunction reactionsFor(targetId: string, t: number): RenderedReaction[] {\n return reactionEvents\n .filter((r) => r.target === targetId && r.start <= t)\n .map((r) => ({\n emoji: r.emoji,\n count: r.by.length,\n by: r.by,\n byNames: r.by,\n progress: clamp01((t - r.start) / REACTION_MS),\n }));\n}\n\n/** Build the complete faked state at time `t` (pure). */\nexport function buildMockBillingToastState(\n t: number,\n theme: ResolvedTheme = \"light\",\n): SimState {\n // Composer: typing in progress until a send commits the message.\n const composerEvent = composerEvents[0];\n const sendEvent = messageEvents.find((e) => e.id === \"m4\");\n let composerText = \"\";\n let composerCaret = 0;\n let sending = false;\n let composerFrom: string | undefined;\n if (composerEvent && sendEvent && t < sendEvent.start) {\n if (t >= composerEvent.start) {\n composerFrom = composerEvent.from;\n const frac = clamp01(\n (t - composerEvent.start) / (composerEvent.end - composerEvent.start),\n );\n const chars = Math.round(frac * composerEvent.text.length);\n composerText = composerEvent.text.slice(0, chars);\n composerCaret = composerText.length;\n sending = t >= composerEvent.end;\n }\n }\n\n const visible = messageEvents.filter((e) => e.start <= t);\n const messages: RenderedMessage[] = visible.map((e, i) => {\n const previous = visible[i - 1];\n return {\n id: e.id,\n from: e.from,\n variant: e.kind,\n content: e.content,\n revealProgress: clamp01((t - e.start) / REVEAL_MS),\n state: \"sent\",\n reactions: reactionsFor(e.id, t),\n isSelf: e.from === \"cory\",\n isGrouped: previous !== undefined && previous.from === e.from,\n atMs: e.start,\n ...(e.kind === \"system\"\n ? { system: { card: e.card, actions: e.actions } }\n : {}),\n };\n });\n\n const typingIndicators = typingEvents\n .filter((e) => t >= e.start && t < e.end)\n .map((e) => ({\n from: e.from,\n progress: clamp01((t - e.start) / (e.end - e.start)),\n }));\n\n // Scroll: target grows with the thread; flag a reason when something landed recently.\n const lastAppear = Math.max(0, ...visible.map((e) => e.start));\n const recentReaction = reactionEvents.some(\n (r) => r.start <= t && t - r.start < 300,\n );\n const scroll = {\n targetOffset: messages.length * 64,\n reason: (t - lastAppear < 300 && messages.length > 0\n ? \"new-message\"\n : recentReaction\n ? \"reaction\"\n : \"none\") as SimState[\"scroll\"][\"reason\"],\n };\n\n return {\n messages,\n typingIndicators,\n composer: {\n from: composerFrom,\n text: composerText,\n caret: composerCaret,\n sending,\n },\n scroll,\n durationMs: MOCK_BILLING_TOAST_DURATION_MS,\n theme,\n };\n}\n\n/** A `GetStateAt` over the faked billing-toast thread, fixed to one theme. */\nexport function createMockBillingToastGetStateAt(\n theme: ResolvedTheme = \"light\",\n): GetStateAt {\n return (t: number) => buildMockBillingToastState(t, theme);\n}\n\n/** Hand-picked snapshots at representative moments (for stories/tests). */\nexport const mockBillingToastSnapshots = {\n empty: buildMockBillingToastState(0),\n firstMessage: buildMockBillingToastState(900),\n paulTyping: buildMockBillingToastState(3000),\n withSystemCard: buildMockBillingToastState(7800),\n composerTyping: buildMockBillingToastState(9800),\n complete: buildMockBillingToastState(MOCK_BILLING_TOAST_DURATION_MS),\n} satisfies Record<string, SimState>;\n"]}
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package/package.json
CHANGED
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@@ -1,8 +1,13 @@
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1
1
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{
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2
2
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"name": "@typecaast/core",
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3
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-
"version": "0.1.
|
|
3
|
+
"version": "0.1.1",
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4
4
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"description": "Framework-agnostic Typecaast engine + the SimState/Player/skin-prop contracts.",
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|
5
5
|
"license": "Apache-2.0",
|
|
6
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+
"repository": {
|
|
7
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+
"type": "git",
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|
8
|
+
"url": "git+https://github.com/corywatilo/typecaast.git",
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9
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+
"directory": "packages/core"
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|
10
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+
},
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6
11
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"type": "module",
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|
7
12
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"sideEffects": false,
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8
13
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"files": [
|
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@@ -32,6 +37,7 @@
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32
37
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"typecheck": "tsc --noEmit",
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|
33
38
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"lint": "eslint src",
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|
34
39
|
"test": "vitest run",
|
|
40
|
+
"bench": "vitest bench --run",
|
|
35
41
|
"clean": "rm -rf dist .turbo"
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|
36
42
|
}
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|
37
43
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}
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