@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 +1,112 @@
1
+ /**
2
+ * Mount-failure report — D-W3 (docs/WAVE4-FTUE-HARDENING-DESIGN.md §D-W3,
3
+ * F9): every manifest world's auto-launch route degrades to exactly one
4
+ * `editorConsole.error` line today (§0.4 — ground truth: the console panel
5
+ * isn't even the default bottom tab, and the default Untitled scene is
6
+ * already showing by the time a manifest route fails, so a broken world
7
+ * mounts to what LOOKS like a normal empty project). This module is the
8
+ * loud, structured half of the fix: a global "last mount failure" slot every
9
+ * manifest-route catch block populates, that a dismissible banner
10
+ * (`../components/MountFailureBanner.tsx`) reads.
11
+ *
12
+ * D-V5 (docs/WAVE5-MULTIWORLD-INGEST-DESIGN.md, F24 composite): a composite
13
+ * manifest (one ingest world + siblings, `ingest-siblings.ts`) can fail
14
+ * SEVERAL worlds independently in one mount attempt (a `default-three`
15
+ * sibling, a throwing `default-react` sibling, …) — a single-slot "last
16
+ * failure wins" model would silently drop every failure but the latest, the
17
+ * exact F9 anti-pattern this module exists to close. This generalizes the
18
+ * single slot to an ORDERED LIST (`addMountFailureReport`, deduped by
19
+ * `worldId` — a re-attempt for the SAME world replaces that world's entry in
20
+ * place, keeping list order stable — and `getMountFailureReports()`), while
21
+ * freezing the ORIGINAL single-slot surface byte-for-byte for every existing
22
+ * (wave-4) call site: `setMountFailureReport(report)` still means "replace
23
+ * EVERYTHING with this one entry", `setMountFailureReport(null)` still means
24
+ * "clear everything", and `getMountFailureReport()` still returns the LAST
25
+ * entry (or `null`) — so no wave-4 caller or test needed to change meaning
26
+ * when this module gained multi-entry support.
27
+ *
28
+ * Same plain module-level-singleton shape as `./overlay-report.ts`'s
29
+ * "current report" slot (that file's header comment has the full rationale
30
+ * for why a bare get/set needs no subscribe of its own): the banner
31
+ * re-renders off `EditorStore.subscribe`, which `ingest-mode.ts`/
32
+ * `module-mode.ts` already broadcast via `store.notifyIngestEdit()` right
33
+ * after every successful mount — and a FAILED mount still runs inside the
34
+ * same routing functions that call `store.notifyIngestEdit()` on the
35
+ * success path, so the store is always live and subscribed-to by the time a
36
+ * route's catch block runs. No new broadcast channel needed.
37
+ */
38
+
39
+ /** One manifest world's mount failure — the exact fields the banner shows. */
40
+ export interface MountFailureReport {
41
+ /** The failing world's manifest id (`ResolvedWorldEntry.id`), or the
42
+ * `?ingest=<id>` URL-fallback route's discovered game/folder id. */
43
+ readonly worldId: string;
44
+ /** The world's render substrate kind (`ResolvedWorldEntry.kind`, e.g.
45
+ * `'threejs'`/`'pixijs'`/`'react'`) — or, for the URL-fallback route
46
+ * (which has no `ResolvedWorldEntry` to read a kind from), the same
47
+ * vocabulary inferred from which fixture glob resolved the id. */
48
+ readonly kind: string;
49
+ /** The resolved adapter identity (`ResolvedAdapter['identity']` — e.g.
50
+ * `'ingest-three'`/`'ingest-pixi'`/`'ingest-react'`/`'module'`). */
51
+ readonly identity: string;
52
+ /** The caught error's message — never the raw `Error` object (never
53
+ * fabricated; empty only if the thrown value truly stringifies empty). */
54
+ readonly message: string;
55
+ }
56
+
57
+ /** D-V5: an ORDERED list now backs the slot (insertion order — the order
58
+ * worlds actually failed in, which for a composite's sibling loop is
59
+ * manifest order). Every existing (wave-4) accessor below is a thin view
60
+ * over this same array — never a second, parallel source of truth. */
61
+ let _reports: MountFailureReport[] = [];
62
+
63
+ /**
64
+ * D-V5: append one world's failure, deduped by `worldId` — a re-attempt for
65
+ * a world that already has an entry REPLACES it in place (keeps list order
66
+ * stable: retrying world B in `[A, B]` yields `[A, B']`, never `[A, B]` moved
67
+ * to the end). The multi-entry sibling-mount surface
68
+ * (`MountFailureBanner`/`getMountFailureReports`) reads this.
69
+ */
70
+ export function addMountFailureReport(report: MountFailureReport): void {
71
+ const index = _reports.findIndex((r) => r.worldId === report.worldId);
72
+ if (index === -1) {
73
+ _reports.push(report);
74
+ } else {
75
+ _reports[index] = report;
76
+ }
77
+ }
78
+
79
+ /** D-V5: every mount failure from the current attempt, oldest first. */
80
+ export function getMountFailureReports(): readonly MountFailureReport[] {
81
+ return _reports;
82
+ }
83
+
84
+ /**
85
+ * BACK-COMPAT FROZEN (D-V5): every existing (wave-4) call site's meaning is
86
+ * unchanged — `report` REPLACES the entire list with that one entry;
87
+ * `null` clears it. Composite routes that can fail more than one world use
88
+ * {@link addMountFailureReport} instead; single-world routes (unmodified
89
+ * this wave) keep calling this exactly as before.
90
+ */
91
+ export function setMountFailureReport(report: MountFailureReport | null): void {
92
+ _reports = report ? [report] : [];
93
+ }
94
+
95
+ /** BACK-COMPAT FROZEN (D-V5): the LAST entry (wave-4's "latest failure
96
+ * wins" semantics), or `null` when the list is empty. New callers that want
97
+ * every failure should read {@link getMountFailureReports} instead. */
98
+ export function getMountFailureReport(): MountFailureReport | null {
99
+ return _reports.length > 0 ? _reports[_reports.length - 1]! : null;
100
+ }
101
+
102
+ /**
103
+ * Build a `MountFailureReport['message']` from a caught value the same way
104
+ * every route's existing `editorConsole.error` line already stringifies it
105
+ * (`` `...failed: ${err}` `` — kept byte-for-byte at each call site so the
106
+ * console's full trace is unchanged) — an `Error`'s own `.message` reads
107
+ * better in a one-line banner than its `String(err)` form (`"Error: <msg>"`),
108
+ * so the banner uses this instead of the console's template-literal form.
109
+ */
110
+ export function formatMountFailureMessage(err: unknown): string {
111
+ return err instanceof Error ? err.message : String(err);
112
+ }
@@ -0,0 +1,52 @@
1
+ /**
2
+ * Overlay apply report — D9 (docs/DECISIONS-PENDING.md §D9): decide + surface
3
+ * what happens when a saved ingest overlay is reapplied onto a scene that may
4
+ * have moved on since the overlay was authored (a vendored game bump, or a
5
+ * dynamic subtree that never respawned).
6
+ *
7
+ * The report TYPE + pure build/format/log helpers moved engine-side (T3.8) —
8
+ * `@engine/adapter/ingest/overlay-report.ts` is now the canonical, dependency-
9
+ * free module (its header has the full design rationale); this file
10
+ * re-exports them unchanged so every existing import site here keeps working
11
+ * byte-for-byte, and adds the one genuinely editor-only piece: the reactive
12
+ * "active report" slot the ingest hierarchy's inline banner reads.
13
+ */
14
+
15
+ import {
16
+ buildOverlayApplyReport,
17
+ formatOverlayApplyReportMessage,
18
+ logOverlayApplyReport,
19
+ OVERLAY_REPORT_PREFIX,
20
+ type OverlayApplyReport,
21
+ overlayReportWarrants,
22
+ } from '@engine/adapter/ingest/overlay-report';
23
+
24
+ export {
25
+ buildOverlayApplyReport,
26
+ formatOverlayApplyReportMessage,
27
+ logOverlayApplyReport,
28
+ OVERLAY_REPORT_PREFIX,
29
+ overlayReportWarrants,
30
+ type OverlayApplyReport,
31
+ };
32
+
33
+ // ---------------------------------------------------------------------------
34
+ // Reactive "current report" slot for the editor's inline banner (design §5).
35
+ // A plain module-level singleton — same shape as `./active-systems.ts`'s
36
+ // `setActiveSystems`/`getActiveSystems`. The banner component re-renders off
37
+ // the SAME `store.notifyIngestEdit()` broadcast `ingest-mode.ts` already
38
+ // fires right after install, so this slot needs no separate subscribe/notify
39
+ // of its own.
40
+ // ---------------------------------------------------------------------------
41
+
42
+ let _current: OverlayApplyReport | null = null;
43
+
44
+ /** Install (or clear, with `null`) the report for the ingest session the UI banner reads. */
45
+ export function setActiveOverlayReport(report: OverlayApplyReport | null): void {
46
+ _current = report;
47
+ }
48
+
49
+ /** The active ingest session's overlay report, or `null` (no session / nothing to report). */
50
+ export function getActiveOverlayReport(): OverlayApplyReport | null {
51
+ return _current;
52
+ }
@@ -0,0 +1,111 @@
1
+ /**
2
+ * Project scene-file discovery (A4, D8 — docs/unified-world-editor/
3
+ * 26-unified-editor-spec.md §2 A4). Every `*.vscn.json` under the project is a
4
+ * potential hierarchy root; `VgaiSceneAuthoringAdapter.rootGroups` needs the
5
+ * full list to build its "Scenes" radio group.
6
+ *
7
+ * `RootGroupsProvider.groups()` is SYNCHRONOUS (the contract), so this module
8
+ * fetches the list ONCE, caches it at MODULE scope, and lets a caller register
9
+ * a callback to run when the async result actually lands (the adapter passes
10
+ * `store.notifyIngestEdit`, so the hierarchy panel re-renders once the list
11
+ * arrives instead of showing an empty group forever).
12
+ *
13
+ * The module-scope cache is deliberately shared, not per-adapter-instance:
14
+ * `active-adapter.ts` memoizes ONE bare `VgaiSceneAuthoringAdapter` per store,
15
+ * but `edit-mode-authoring.ts`'s composite construction builds its OWN
16
+ * SEPARATE `VgaiSceneAuthoringAdapter` instance for the focused world — a
17
+ * per-instance cache would mean two independent fetches (and, in principle,
18
+ * two different in-flight results racing each other) for the exact same
19
+ * project. A single module-scope cache means both agree, and only one fetch
20
+ * ever goes out per project session.
21
+ *
22
+ * Browser-mode floor: no `/__editor/*` server exists, so this recursively
23
+ * walks the active `StorageBackend` (OPFS/File-System-Access) instead —
24
+ * mirrors the server's own `findFiles` recursive walk, just through the
25
+ * backend-agnostic seam instead of `node:fs`.
26
+ */
27
+
28
+ import { getEditorMode } from '../editor-mode';
29
+ import { getStorageBackend } from '../storage';
30
+
31
+ let cache: string[] | null = null;
32
+ let pending: Promise<string[]> | null = null;
33
+ const pendingListeners = new Set<() => void>();
34
+
35
+ /** Synchronous cached read — `[]` until the first load resolves. */
36
+ export function getCachedProjectScenes(): string[] {
37
+ return cache ?? [];
38
+ }
39
+
40
+ /**
41
+ * Kick off (idempotently) loading the project's `*.vscn.json` list. Safe to
42
+ * call on every render/every `rootGroups.groups()` call: a no-op once
43
+ * cached, and de-dupes a fetch already in flight. `onLoaded` fires exactly
44
+ * once, only for a call that actually had to wait (never for an
45
+ * already-cached read, and never more than once per registered listener).
46
+ */
47
+ export function ensureProjectScenesLoaded(onLoaded: () => void): void {
48
+ if (cache !== null) return;
49
+ pendingListeners.add(onLoaded);
50
+ if (pending) return;
51
+ pending = fetchProjectScenes()
52
+ .then((scenes) => {
53
+ cache = scenes;
54
+ return scenes;
55
+ })
56
+ .finally(() => {
57
+ pending = null;
58
+ const listeners = [...pendingListeners];
59
+ pendingListeners.clear();
60
+ for (const l of listeners) l();
61
+ });
62
+ }
63
+
64
+ /**
65
+ * Drop the cached list. Not currently wired into any production project-open
66
+ * path (every existing call site re-navigates the page on project switch, so
67
+ * the module cache always starts fresh for a new session) — exported for
68
+ * tests and as the correct hook for a future in-session project-switch flow.
69
+ */
70
+ export function resetProjectScenesCache(): void {
71
+ cache = null;
72
+ pending = null;
73
+ pendingListeners.clear();
74
+ }
75
+
76
+ async function fetchProjectScenes(): Promise<string[]> {
77
+ return getEditorMode() === 'browser' ? listFromStorageBackend() : listFromServer();
78
+ }
79
+
80
+ async function listFromServer(): Promise<string[]> {
81
+ try {
82
+ const res = await fetch('/__editor/scenes');
83
+ if (!res.ok) return [];
84
+ const data = (await res.json()) as { scenes?: unknown };
85
+ return Array.isArray(data.scenes)
86
+ ? data.scenes.filter((s): s is string => typeof s === 'string')
87
+ : [];
88
+ } catch {
89
+ return [];
90
+ }
91
+ }
92
+
93
+ async function listFromStorageBackend(): Promise<string[]> {
94
+ const backend = getStorageBackend();
95
+ const results: string[] = [];
96
+ const walk = async (dir: string): Promise<void> => {
97
+ let entries: Awaited<ReturnType<typeof backend.list>>;
98
+ try {
99
+ entries = await backend.list(dir);
100
+ } catch {
101
+ return;
102
+ }
103
+ for (const e of entries) {
104
+ if (e.name.startsWith('.')) continue;
105
+ if (e.type === 'dir') await walk(e.path);
106
+ else if (e.name.endsWith('.vscn.json')) results.push(e.path);
107
+ }
108
+ };
109
+ await walk('');
110
+ return results.sort();
111
+ }