@vgai/editor 0.2.0

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Files changed (519) hide show
  1. package/LICENSE +661 -0
  2. package/README.md +35 -0
  3. package/dist/a/b/c/test-nested.json +1 -0
  4. package/dist/assets/CCDIKSolver-Dz-ysxZF.js +1 -0
  5. package/dist/assets/SelectionBox-BXsv_6aH.js +1 -0
  6. package/dist/assets/browser-project-scripts-DOru4L1x.js +2 -0
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  101. package/dist/ingest/racing-game/three-r139.module.js +50617 -0
  102. package/dist/ingest/racing-game/vendor.js +179 -0
  103. package/dist/ingest/racing-game/vgai.game.json +20 -0
  104. package/dist/ingest/simcity/UPSTREAM.md +65 -0
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@@ -0,0 +1,291 @@
1
+ /**
2
+ * IngestGameAdapter — the {@link GameAdapter} for an UNMODIFIED external three.js
3
+ * game. Its `mount()` is the host-and-ingest path: install the render accessor
4
+ * trap on the shared `three`, run the unmodified game (its own renderer/scene/
5
+ * camera/rAF), capture its live scene on the first frame, and return a
6
+ * {@link MountedGame} whose `authoring` is the {@link IngestAuthoringAdapter} over
7
+ * that live `Object3D` tree. `drivesOwnLoop` is true — the host does not tick it.
8
+ *
9
+ * This is the runtime half of the Phase-B inversion: an unmodified game becomes a
10
+ * peer implementer of the SAME `GameAdapter`/`MountedGame` contract first-party
11
+ * content uses — no `SceneEntity`, no separate editor data model.
12
+ */
13
+
14
+ import type { MountedGame } from '@engine/adapter';
15
+ import { readGameContract } from '@engine/adapter/ingest/game-contract';
16
+ import { installSceneCapture, type SceneCaptureHandle } from '@engine/adapter/ingest/scene-capture';
17
+ import { formatLoopGateMessage } from '@engine/adapter/loop-gate-report';
18
+ import * as THREE from 'three';
19
+ // Wave 17 (docs/WAVE17-F13-COMPOSER-RESIZE-FIX-DESIGN.md, D-C2/D-C3): the SAME
20
+ // `EffectComposer` class an ingested game's own `import 'three/examples/jsm/
21
+ // postprocessing/EffectComposer.js'` resolves to (deduped by `resolve.dedupe:
22
+ // ['three', …]` in vite.config.ts — the addon is a file inside the same
23
+ // `three` package tree, not a separately-deduped package). Passed into
24
+ // `installSceneCapture` so the host can also resize a game's own composer.
25
+ import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
26
+ import type { EditorStore } from '../editor-store';
27
+ import type { IngestGame } from '../ingest/types';
28
+ import { IngestAuthoringAdapter } from './ingest-authoring-adapter';
29
+ import type { IngestOverlay } from './ingest-overlay';
30
+
31
+ export interface MountIngestOptions {
32
+ /** Saved overlay (previous-session edits) to reapply once the scene is walked. */
33
+ overlay?: IngestOverlay | undefined;
34
+ /** Persist callback for `persistence.save()`; absence ⇒ runtime-only. */
35
+ persist?: ((overlay: IngestOverlay) => Promise<void>) | undefined;
36
+ /** Human-readable overlay destination (design §2) — see `overlayPath()`. */
37
+ destination?: string | undefined;
38
+ /** Capture timeout; on expiry the game is degraded to embed-only (default 10s). */
39
+ captureTimeoutMs?: number | undefined;
40
+ }
41
+
42
+ /** A mounted ingest game plus the host-side handles the editor needs to tear down. */
43
+ export interface IngestMount {
44
+ game: MountedGame;
45
+ /** The live-scene authoring adapter — absent when capture failed (embedOnly). */
46
+ authoring?: IngestAuthoringAdapter;
47
+ hostEl: HTMLElement;
48
+ /** Live capture stats (draw count, child count) for proof/telemetry. */
49
+ capture: SceneCaptureHandle;
50
+ /** The captured scene (== game.scene) — absent when capture failed (embedOnly). */
51
+ scene?: THREE.Scene;
52
+ /** True when the game's `three` was unreachable (bundled/mismatched) → embed-only. */
53
+ embedOnly?: boolean;
54
+ }
55
+
56
+ /**
57
+ * D10/T7.6 loop-gate honesty check, extracted for direct unit testing
58
+ * (`ingest-game-adapter-loop-gate.test.ts`): builds the `setPaused` a mounted
59
+ * ingest game exposes to `Game.play.pause()`/`resume()` — separate from
60
+ * `IngestAuthoringAdapter`'s own edit-time `loop.pause()`/`loop.resume()`
61
+ * (gizmo freeze/unfreeze), which always calls through regardless of whether
62
+ * the loop is genuinely gateable. `capture.getAnimationLoop(renderer)` is
63
+ * `null` exactly when this game drives its loop via raw `requestAnimationFrame`
64
+ * instead of `renderer.setAnimationLoop` — a case `loop.pause()` (which just
65
+ * calls `setAnimationLoop(null)`) cannot gate at all (D5/COMPOSITION-DESIGN.md
66
+ * §5.2: gating a raw-rAF loop from outside was demonstrated and rejected).
67
+ * Reports loudly, once, instead of silently pretending the pause worked.
68
+ */
69
+ export function createIngestLoopGate(
70
+ capture: Pick<SceneCaptureHandle, 'getAnimationLoop'>,
71
+ renderer: THREE.WebGLRenderer,
72
+ worldId: string,
73
+ loop: { pause(): void; resume(): void },
74
+ ): { setPaused(paused: boolean): void } {
75
+ let reportedUngateable = false;
76
+ return {
77
+ setPaused(paused: boolean) {
78
+ if (paused && !capture.getAnimationLoop(renderer)) {
79
+ if (!reportedUngateable) {
80
+ reportedUngateable = true;
81
+ // A NEW native console.warn site — suppressed to keep this task's
82
+ // diff at zero NEW lint warnings (same reasoning as
83
+ // `overlay-report.ts`'s identical suppression / `runtime/game.ts`'s
84
+ // `reportGateShortfallOnce`).
85
+ // biome-ignore lint/suspicious/noConsole: see comment above
86
+ console.warn(
87
+ formatLoopGateMessage({
88
+ worldId,
89
+ reason:
90
+ 'raw requestAnimationFrame — this game never called renderer.setAnimationLoop, ' +
91
+ 'so its loop cannot be gated from outside',
92
+ }),
93
+ );
94
+ }
95
+ return;
96
+ }
97
+ if (paused) loop.pause();
98
+ else loop.resume();
99
+ },
100
+ };
101
+ }
102
+
103
+ /** Wait until the game's async world (e.g. a streamed GLTF) stops growing. */
104
+ async function waitForSceneToSettle(scene: THREE.Scene, maxMs = 5000): Promise<void> {
105
+ const start = performance.now();
106
+ let last = -1;
107
+ let stableTicks = 0;
108
+ return new Promise((resolve) => {
109
+ const tick = () => {
110
+ const n = scene.children.length;
111
+ stableTicks = n === last ? stableTicks + 1 : 0;
112
+ last = n;
113
+ if (stableTicks >= 3 || performance.now() - start > maxMs) return resolve();
114
+ setTimeout(tick, 120);
115
+ };
116
+ tick();
117
+ });
118
+ }
119
+
120
+ /**
121
+ * Mount an unmodified game and capture its live scene as a `MountedGame`.
122
+ * `store` is needed by the authoring adapter for shared selection state; the
123
+ * captured objects get stable structural-path ids tagged on `userData.entityId`
124
+ * (identity only — NOT a fabricated SceneEntity).
125
+ */
126
+ export async function mountIngestGame(
127
+ store: EditorStore,
128
+ game: IngestGame,
129
+ gameContainer: HTMLElement,
130
+ opts: MountIngestOptions = {},
131
+ ): Promise<IngestMount> {
132
+ // The upstream games expect an element with id="container" to mount into.
133
+ const hostEl = document.createElement('div');
134
+ hostEl.id = 'container';
135
+ hostEl.style.cssText = 'position:absolute;inset:0;width:100%;height:100%;overflow:hidden;';
136
+ gameContainer.appendChild(hostEl);
137
+
138
+ // DOM-shim: stub the elements a DOM-dependent game expects (e.g. #blocker),
139
+ // so its getElementById calls succeed without editing the game.
140
+ const stubEls: HTMLElement[] = [];
141
+ for (const id of game.domStubs ?? []) {
142
+ if (document.getElementById(id)) continue;
143
+ const stub = document.createElement('div');
144
+ stub.id = id;
145
+ stub.style.display = 'none';
146
+ hostEl.appendChild(stub);
147
+ stubEls.push(stub);
148
+ }
149
+
150
+ // 1. Trap the shared three's renderer (the game's `import 'three'` resolves here).
151
+ // Also pass the shared `EffectComposer` addon ctor (Wave 17, D-C2) so a
152
+ // game's own composer is collected too — resize wiring below (D-C3).
153
+ const capture: SceneCaptureHandle = installSceneCapture(THREE, EffectComposer);
154
+
155
+ // 2. Asset-path adapter: redirect the game's relative asset paths to the served files.
156
+ if (game.assets) {
157
+ const map = game.assets;
158
+ THREE.DefaultLoadingManager.setURLModifier((url) => {
159
+ for (const key of Object.keys(map)) if (url.includes(key)) return map[key]!;
160
+ return url;
161
+ });
162
+ }
163
+
164
+ // 3. Run the unmodified game; the trap captures on its first rendered frame.
165
+ // Signal COLD MOUNT before the entry executes: editor mounts are for
166
+ // inspection first, so a session-driven game MAY defer its side-effects
167
+ // (backend connection, narrative, audio) until the editor's play control
168
+ // dispatches 'vgai:ingest-play' (getIngestPlayControl, ingest-mode.ts).
169
+ // Rendering must continue regardless — capture needs a frame — and games
170
+ // that ignore the flag behave exactly as before (opt-in, never demanded).
171
+ (window as unknown as { __vgaiMountCold?: boolean }).__vgaiMountCold = true;
172
+ if (!game.load) throw new Error(`Ingest game "${game.id}" has no module loader`);
173
+ await game.load();
174
+ let rt: Awaited<ReturnType<SceneCaptureHandle['waitForCapture']>>;
175
+ try {
176
+ rt = await capture.waitForCapture(opts.captureTimeoutMs ?? 10_000);
177
+ } catch {
178
+ // Capture failed: the game's `three` is unreachable — a bundled/MISMATCHED
179
+ // version the host trap can't instrument. Degrade gracefully to embed-only
180
+ // (host whatever the game rendered; no scene introspection) — never a silent
181
+ // failure. (docs/UNMODIFIED-GAME-INGESTION-STUDY.md §4A — the version gatekeeper.)
182
+ const dummyScene = new THREE.Scene();
183
+ return {
184
+ embedOnly: true,
185
+ hostEl,
186
+ capture,
187
+ game: {
188
+ kind: 'threejs',
189
+ scene: dummyScene,
190
+ camera: new THREE.PerspectiveCamera(),
191
+ drivesOwnLoop: true,
192
+ resize: () => {},
193
+ dispose: () => {
194
+ capture.uninstall();
195
+ THREE.DefaultLoadingManager.setURLModifier((u) => u);
196
+ for (const el of stubEls) el.remove();
197
+ hostEl.remove();
198
+ },
199
+ },
200
+ };
201
+ }
202
+
203
+ // Some games append their canvas to document.body — reparent it into the host.
204
+ // A DOM-hybrid game (React/R3F with HTML UI: HUDs, overlay panels, drei <Html>
205
+ // portals) can declare the element that OWNS its canvas via
206
+ // `window.__vgaiGameRoot`; adopting only the bare canvas would strand that UI
207
+ // at the page level over the editor chrome, and following the canvas would
208
+ // require the game to know host layout internals — an arcane demand. Adopt the
209
+ // declared root wholesale so the game's own DOM structure survives intact;
210
+ // games that declare nothing keep the bare-canvas behavior.
211
+ // Contract-first: `window.vgaiGame.root` (the declared game→host contract,
212
+ // game-contract.ts; capabilities by presence) with the pre-contract
213
+ // `__vgaiGameRoot` global as the legacy alias.
214
+ const declaredRoot =
215
+ readGameContract()?.root ?? (window as unknown as { __vgaiGameRoot?: unknown }).__vgaiGameRoot;
216
+ const gameDomRoot =
217
+ declaredRoot instanceof HTMLElement && declaredRoot.contains(rt.renderer.domElement)
218
+ ? declaredRoot
219
+ : rt.renderer.domElement;
220
+ if (gameDomRoot !== rt.renderer.domElement) {
221
+ // The pane sizes the adopted root from here on — strip whatever page-level
222
+ // positioning the game used while it owned the whole window.
223
+ gameDomRoot.style.position = 'absolute';
224
+ gameDomRoot.style.inset = '0';
225
+ gameDomRoot.style.width = '';
226
+ gameDomRoot.style.height = '';
227
+ gameDomRoot.style.zIndex = '';
228
+ }
229
+ if (gameDomRoot.parentElement !== hostEl) hostEl.appendChild(gameDomRoot);
230
+
231
+ // 4. Let async world assets stream in, then build the authoring adapter.
232
+ await waitForSceneToSettle(rt.scene);
233
+
234
+ // Loop gate (begin/endEdit): the scene-capture trap recorded the game's
235
+ // setAnimationLoop callback, so we freeze the game's OWN loop (set null) and
236
+ // resume it (re-set the recorded callback) for stable editing — even of dynamic
237
+ // objects. (Games driving their loop via raw requestAnimationFrame instead of
238
+ // setAnimationLoop have no recorded callback → pause is a no-op for them.)
239
+ const loop = {
240
+ pause: () => rt.renderer.setAnimationLoop(null),
241
+ resume: () => {
242
+ const cb = capture.getAnimationLoop(rt.renderer);
243
+ if (cb) rt.renderer.setAnimationLoop(cb);
244
+ },
245
+ };
246
+ // The adapter walks the scene, then reapplies any saved overlay (Phase C
247
+ // persistence) before the user sees it.
248
+ const authoring = new IngestAuthoringAdapter(store, rt.scene, {
249
+ loop,
250
+ overlay: opts.overlay,
251
+ persist: opts.persist,
252
+ destination: opts.destination,
253
+ camera: rt.camera,
254
+ });
255
+
256
+ // D10/T7.6: the game-level play-state control surface (`Game.play.pause()`)
257
+ // calls THIS `setPaused` — separately from `IngestAuthoringAdapter`'s own
258
+ // edit-time freeze/unfreeze (which calls `loop.pause()`/`loop.resume()`
259
+ // directly, above), so a gizmo drag never trips the loop-gate honesty
260
+ // report `createIngestLoopGate` makes for an actual play/pause request.
261
+ const loopGate = createIngestLoopGate(capture, rt.renderer, game.id, loop);
262
+ const mounted: MountedGame = {
263
+ kind: 'threejs',
264
+ scene: rt.scene,
265
+ camera: rt.camera,
266
+ drivesOwnLoop: true,
267
+ setPaused: (paused) => loopGate.setPaused(paused),
268
+ // Wave 17 (D-C3): also resize any composer the game renders through, so
269
+ // its own (intentionally downsampled, e.g. `UnrealBloomPass`) render
270
+ // targets track the host pane instead of staying stale at mount size.
271
+ resize: (w, h) => {
272
+ rt.renderer.setSize(w, h, false);
273
+ capture.resizeComposers(w, h);
274
+ },
275
+ dispose: () => {
276
+ try {
277
+ rt.renderer.setAnimationLoop(null);
278
+ rt.renderer.dispose();
279
+ } catch {
280
+ /* ignore */
281
+ }
282
+ capture.uninstall();
283
+ THREE.DefaultLoadingManager.setURLModifier((url) => url);
284
+ for (const el of stubEls) el.remove();
285
+ hostEl.remove();
286
+ },
287
+ authoring,
288
+ };
289
+
290
+ return { game: mounted, authoring, hostEl, capture, scene: rt.scene };
291
+ }
@@ -0,0 +1,38 @@
1
+ /**
2
+ * Iframe embed host — mechanism 2 of the bundled-game path, at its honest floor.
3
+ *
4
+ * A prebuilt/opaque bundle ships its own inlined `three` (or no three at all), so
5
+ * the scene-capture trap can't reach it. Rather than fail, the editor HOSTS the
6
+ * bundle in a sandboxed iframe — it runs as itself, the editor sizes/disposes it —
7
+ * and advertises an embed-only authoring state (no scene introspection). This is
8
+ * the founding docs' "prebuilt bundle, three opaque → iframe embed → tier 0–1"
9
+ * (`ADAPTER-ARCHITECTURE.md` §2.3 coverage table).
10
+ *
11
+ * (The richer "prebuilt bundle whose three IS reachable → tier 2–3 in-realm
12
+ * editing" case is implemented in the sibling `ingest-iframe-reachable-adapter.ts`:
13
+ * the iframe's importmap resolves `three` to the HOST instance via a blob re-export,
14
+ * so the bundle builds host-realm objects and passes its own iframe canvas to the
15
+ * renderer — sidestepping the cross-realm canvas/document hazard. This embed-only
16
+ * floor remains for the truly opaque case, where three is unreachable.)
17
+ */
18
+
19
+ export interface EmbedMount {
20
+ iframe: HTMLIFrameElement;
21
+ dispose: () => void;
22
+ }
23
+
24
+ /** Run an opaque bundle's self-contained HTML in a sandboxed iframe (embed-only). */
25
+ export function mountIngestGameEmbed(html: string, gameContainer: HTMLElement): EmbedMount {
26
+ const iframe = document.createElement('iframe');
27
+ iframe.setAttribute('data-testid', 'ingest-embed-frame');
28
+ // allow-scripts so the bundle runs; same-origin is NOT granted → it stays opaque.
29
+ iframe.setAttribute('sandbox', 'allow-scripts');
30
+ iframe.style.cssText =
31
+ 'position:absolute;inset:0;width:100%;height:100%;border:0;background:#000;';
32
+ iframe.srcdoc = html;
33
+ gameContainer.appendChild(iframe);
34
+ return {
35
+ iframe,
36
+ dispose: () => iframe.remove(),
37
+ };
38
+ }