@vgai/engine 0.2.0

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Files changed (147) hide show
  1. package/LICENSE +202 -0
  2. package/README.md +35 -0
  3. package/package.json +55 -0
  4. package/src/adapter/authoring.ts +402 -0
  5. package/src/adapter/colyseus-networking-adapter.ts +72 -0
  6. package/src/adapter/first-party-systems.ts +103 -0
  7. package/src/adapter/game-adapter.ts +151 -0
  8. package/src/adapter/host-context.ts +77 -0
  9. package/src/adapter/index.ts +85 -0
  10. package/src/adapter/ingest/game-contract.ts +59 -0
  11. package/src/adapter/ingest/overlay-applier.ts +207 -0
  12. package/src/adapter/ingest/overlay-apply.ts +124 -0
  13. package/src/adapter/ingest/overlay-file.ts +126 -0
  14. package/src/adapter/ingest/overlay-report.ts +176 -0
  15. package/src/adapter/ingest/scene-capture.ts +307 -0
  16. package/src/adapter/ingest/upstream-pin.ts +52 -0
  17. package/src/adapter/loop-gate-report.ts +54 -0
  18. package/src/adapter/rapier-physics-adapter.ts +56 -0
  19. package/src/adapter/system-adapter.ts +154 -0
  20. package/src/adapter/transform.ts +18 -0
  21. package/src/adapter/vgai-scene-game-adapter.ts +886 -0
  22. package/src/adapter/world-kind.ts +34 -0
  23. package/src/ai/navigation.ts +164 -0
  24. package/src/animation/anim-graph-types.ts +56 -0
  25. package/src/animation/anim-graph.ts +406 -0
  26. package/src/animation/anim-system.ts +28 -0
  27. package/src/animation/blend-node.ts +119 -0
  28. package/src/animation/property-track.ts +178 -0
  29. package/src/animation/schema.ts +204 -0
  30. package/src/assets.ts +80 -0
  31. package/src/audio/ambient.ts +300 -0
  32. package/src/audio/impacts.ts +212 -0
  33. package/src/audio/index.ts +7 -0
  34. package/src/audio/movement.ts +140 -0
  35. package/src/audio/musical.ts +200 -0
  36. package/src/audio/ui-sounds.ts +171 -0
  37. package/src/audio/vehicle.ts +235 -0
  38. package/src/audio/weapons.ts +152 -0
  39. package/src/core/game-loop.ts +127 -0
  40. package/src/core/system-runner.ts +298 -0
  41. package/src/core/types.ts +58 -0
  42. package/src/dev/console-bridge.ts +83 -0
  43. package/src/dev/debug-draw.ts +80 -0
  44. package/src/dev/logger.ts +119 -0
  45. package/src/ecs/component-manager.ts +748 -0
  46. package/src/ecs/game-component.ts +147 -0
  47. package/src/ecs/hmr-swap-report.ts +65 -0
  48. package/src/input/input-manager.ts +439 -0
  49. package/src/input/input-types.ts +19 -0
  50. package/src/input/schema.ts +129 -0
  51. package/src/loader.ts +70 -0
  52. package/src/manifest/index.ts +24 -0
  53. package/src/manifest/load-file.ts +16 -0
  54. package/src/manifest/load.ts +378 -0
  55. package/src/manifest/schema.ts +375 -0
  56. package/src/physics/collision-system.ts +76 -0
  57. package/src/physics/physics-registry.ts +83 -0
  58. package/src/physics/transform-writer.ts +41 -0
  59. package/src/physics/trigger-dispatch.ts +97 -0
  60. package/src/react/game-state.tsx +172 -0
  61. package/src/render/auto-batcher.ts +169 -0
  62. package/src/render/render-batch-system.ts +268 -0
  63. package/src/render/render-features.ts +146 -0
  64. package/src/render/render-settings.ts +72 -0
  65. package/src/runtime/create-runtime.ts +1152 -0
  66. package/src/runtime/frame-selector-cache.ts +81 -0
  67. package/src/runtime/game.ts +1003 -0
  68. package/src/runtime/input-router.ts +213 -0
  69. package/src/runtime/mount-game.ts +269 -0
  70. package/src/runtime/mount-manifest.ts +361 -0
  71. package/src/runtime/scene-ui-bridge.ts +86 -0
  72. package/src/runtime/scene-ui-data.ts +119 -0
  73. package/src/runtime/state-bridge.ts +79 -0
  74. package/src/runtime/types.ts +196 -0
  75. package/src/scene/asset-loaders.ts +195 -0
  76. package/src/scene/asset-paths.ts +123 -0
  77. package/src/scene/asset-registry.ts +67 -0
  78. package/src/scene/collider-dimensions.ts +125 -0
  79. package/src/scene/component-registry.ts +40 -0
  80. package/src/scene/defaults.ts +164 -0
  81. package/src/scene/geometries/index.ts +7 -0
  82. package/src/scene/geometries/terrain.ts +42 -0
  83. package/src/scene/geometry-registry.ts +42 -0
  84. package/src/scene/instance-registry.ts +84 -0
  85. package/src/scene/instancers/grid.ts +38 -0
  86. package/src/scene/instancers/index.ts +7 -0
  87. package/src/scene/light-camera-factory.ts +97 -0
  88. package/src/scene/material-factory.ts +211 -0
  89. package/src/scene/material-registry.ts +73 -0
  90. package/src/scene/materials/index.ts +7 -0
  91. package/src/scene/materials/water.ts +56 -0
  92. package/src/scene/parse.ts +71 -0
  93. package/src/scene/particles-factory.ts +383 -0
  94. package/src/scene/scene-apply.ts +356 -0
  95. package/src/scene/scene-diff-schema.ts +115 -0
  96. package/src/scene/scene-diff-types.ts +29 -0
  97. package/src/scene/scene-loader.ts +1533 -0
  98. package/src/scene/scene-query.ts +63 -0
  99. package/src/scene/scene-types.ts +34 -0
  100. package/src/scene/scene-version.ts +40 -0
  101. package/src/scene/schema/animation.ts +95 -0
  102. package/src/scene/schema/audio.ts +25 -0
  103. package/src/scene/schema/camera.ts +21 -0
  104. package/src/scene/schema/collider.ts +69 -0
  105. package/src/scene/schema/entity-ref.ts +78 -0
  106. package/src/scene/schema/entity.ts +169 -0
  107. package/src/scene/schema/environment.ts +384 -0
  108. package/src/scene/schema/index.ts +95 -0
  109. package/src/scene/schema/instances.ts +35 -0
  110. package/src/scene/schema/joint.ts +26 -0
  111. package/src/scene/schema/light.ts +38 -0
  112. package/src/scene/schema/material.ts +113 -0
  113. package/src/scene/schema/mesh.ts +108 -0
  114. package/src/scene/schema/particles.ts +398 -0
  115. package/src/scene/schema/physics.ts +49 -0
  116. package/src/scene/schema/scene-file.ts +299 -0
  117. package/src/scene/schema/shadow.ts +24 -0
  118. package/src/scene/schema/spline.ts +21 -0
  119. package/src/scene/schema/tuples.ts +21 -0
  120. package/src/scene/schema/ui.ts +602 -0
  121. package/src/scene/user-data.ts +203 -0
  122. package/src/setup/setup-audio.ts +60 -0
  123. package/src/setup/setup-particles.ts +23 -0
  124. package/src/setup/setup-physics.ts +67 -0
  125. package/src/setup/setup-renderer.ts +529 -0
  126. package/src/types-n8ao.d.ts +37 -0
  127. package/src/types-realism-effects.d.ts +61 -0
  128. package/src/world2d/authoring-2d.ts +208 -0
  129. package/src/world2d/capture-to-scene2d.ts +52 -0
  130. package/src/world2d/collision-2d.ts +106 -0
  131. package/src/world2d/components-2d.ts +86 -0
  132. package/src/world2d/index.ts +66 -0
  133. package/src/world2d/ingest-iframe-2d.ts +255 -0
  134. package/src/world2d/ingest2d.ts +131 -0
  135. package/src/world2d/physics2d-registry.ts +49 -0
  136. package/src/world2d/pixi-game-adapter.ts +325 -0
  137. package/src/world2d/pixi-surface.ts +78 -0
  138. package/src/world2d/scene-capture-2d.ts +117 -0
  139. package/src/world2d/scene2d-loader.ts +308 -0
  140. package/src/world2d/schema/entity2d.ts +145 -0
  141. package/src/world2d/schema/physics2d.ts +53 -0
  142. package/src/world2d/schema/sprite.ts +71 -0
  143. package/src/world2d/schema/tilemap.ts +22 -0
  144. package/src/world2d/schema/tuples2d.ts +25 -0
  145. package/src/world2d/system-adapters-2d.ts +49 -0
  146. package/src/world2d/transform-writer-2d.ts +24 -0
  147. package/src/world2d/types.ts +55 -0
@@ -0,0 +1,307 @@
1
+ /**
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+ * Scene capture — the core primitive of unmodified-game ingestion.
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+ *
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+ * An external three.js game owns its own `WebGLRenderer`, `Scene`, camera, and
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+ * render loop. To let the editor inspect/edit that live scene WITHOUT touching
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+ * the game's code, we need a handle to the game's `Scene`+camera the moment it
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+ * first renders. The robust way to obtain it is an **accessor trap** on
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+ * `WebGLRenderer.prototype.render`:
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+ *
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+ * - `WebGLRenderer` assigns `this.render` as an OWN instance property inside
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+ * its constructor (not on the prototype), and `THREE.WebGLRenderer` is a
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+ * read-only module export (can't subclass-swap it). A naive "wrap render"
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+ * hook therefore captures nothing.
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+ * - Installing a getter/setter for `render` on the PROTOTYPE means the
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+ * constructor's `this.render = realFn` hits our setter (the instance has no
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+ * own `render` yet), we stash the real fn, and our getter returns a wrapper
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+ * that captures `(scene, camera, renderer)` on the first real frame.
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+ *
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+ * This is the hardened, typed form of the `ingest-study` spike
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+ * (`docs/ingest-study-spike/vgai-ingest-adapter.js`), proven against an
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+ * unmodified `three.js/examples/games_fps` game.
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+ *
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+ * CRITICAL: the trap must be installed on the SAME `three` module instance the
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+ * game uses. In a bundler/dev-server that dedupes `three` (one `node_modules/
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+ * three`), an external ESM game's `import 'three'` resolves to that one instance,
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+ * so passing the host's `THREE` here traps the game's renderer too. A game that
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+ * bundles its own copy of `three` cannot be captured this way (see
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+ * `docs/UNMODIFIED-GAME-INGESTION-STUDY.md` §4A — the module-identity gatekeeper).
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+ *
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+ * Wave 17 (`docs/WAVE17-F13-COMPOSER-RESIZE-FIX-DESIGN.md`) adds an OPTIONAL,
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+ * ADDITIVE composer capture: a game rendering through its own three.js addon
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+ * `EffectComposer` (`three/examples/jsm/postprocessing/EffectComposer.js`)
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+ * still trips the `render` trap above (its `RenderPass` calls
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+ * `renderer.render(scene,camera)` internally), but the renderer holds no
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+ * reference back to the composer, so the host previously could not resize the
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+ * composer's own (intentionally non-1:1, progressively-downsampled — see
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+ * `UnrealBloomPass`) render targets when the host resizes the game's pane.
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+ * Unlike `WebGLRenderer`, `EffectComposer` is a plain ES class whose methods
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+ * (including `render`) live on the PROTOTYPE, not assigned as own instance
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+ * properties in the constructor — so a direct method-wrapper (no getter/
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+ * setter indirection) on `EffectComposer.prototype.render` is sufficient: it
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+ * calls through to the real `render`, then — AFTER that call, so any nested
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+ * `renderer.render()` the pass makes has already hit the trap above and set
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+ * `captured` — records `this` (the composer instance) if its `.renderer` is
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+ * the captured one. This is deduped/shared-trappable for the same reason
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+ * `WebGLRenderer` is: `EffectComposer.js` is a FILE inside the same `three`
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+ * package tree Vite's `resolve.dedupe: ['three', …]` already collapses to one
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+ * instance — not a separate package with its own dedupe question. Proven
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+ * live against the `bloom-composer` fixture
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+ * (`docs/f13-bloom-composer-proof/record-fixed.mjs`).
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+ */
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+
53
+ import type * as THREE from 'three';
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+
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+ /** A live runtime captured from an external game on its first rendered frame. */
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+ export interface CapturedRuntime {
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+ scene: THREE.Scene;
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+ camera: THREE.Camera;
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+ renderer: THREE.WebGLRenderer;
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+ }
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+
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+ /** Handle returned by {@link installSceneCapture}. */
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+ export interface SceneCaptureHandle {
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+ /** The captured runtime, or null until the game renders its first frame. */
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+ readonly captured: CapturedRuntime | null;
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+ /** Resolve once a scene+camera is captured (rejects on timeout). */
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+ waitForCapture(timeoutMs?: number): Promise<CapturedRuntime>;
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+ /** Total `render()` calls observed through the trap (a liveness signal). */
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+ getDrawCount(): number;
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+ /** The game's last (non-null) `setAnimationLoop` callback for a renderer, so the
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+ * host can pause (set null) and resume (re-set it) the game's own loop. */
72
+ getAnimationLoop(renderer: THREE.WebGLRenderer): ((time: number) => void) | null;
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+ /**
74
+ * Wave 17 (D-C3): resize every captured `EffectComposer` that renders
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+ * through the captured renderer to `w`×`h`, matching its pixel ratio to
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+ * `renderer.getPixelRatio()` — the composer tracks whatever DPR policy the
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+ * host already applies to the renderer; no separate knob. A no-op when no
78
+ * `effectComposerCtor` was passed to {@link installSceneCapture} (or no
79
+ * composer of that ctor has rendered through the captured renderer yet) —
80
+ * a non-composer game is unaffected.
81
+ */
82
+ resizeComposers(w: number, h: number): void;
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+ /** Remove the trap and restore the captured renderer's real `render`. */
84
+ uninstall(): void;
85
+ }
86
+
87
+ // Minimal structural type for the bits of the THREE namespace we touch, so this
88
+ // module never imports a concrete `three` (it must trap the CALLER's instance).
89
+ interface ThreeLike {
90
+ WebGLRenderer: { prototype: Record<string, unknown> };
91
+ }
92
+
93
+ // Minimal structural type for the bits of an `EffectComposer` instance we
94
+ // touch. This module never imports a concrete `three/examples/jsm/…` addon
95
+ // either — the caller passes the SAME class its ingested game imports, so the
96
+ // trap lands on the instance the game actually constructs.
97
+ interface ComposerLike {
98
+ renderer?: unknown;
99
+ setSize(width: number, height: number): void;
100
+ setPixelRatio(pixelRatio: number): void;
101
+ }
102
+
103
+ interface EffectComposerCtorLike {
104
+ prototype: { render?: (...args: unknown[]) => unknown };
105
+ }
106
+
107
+ /**
108
+ * Install the render accessor trap on `threeNamespace.WebGLRenderer.prototype`.
109
+ * Pass the host's `three` module so the game (which shares it) is trapped.
110
+ *
111
+ * `effectComposerCtor` is OPTIONAL (Wave 17, D-C2): pass the host's
112
+ * `EffectComposer` class (`three/examples/jsm/postprocessing/EffectComposer.js`)
113
+ * to also trap composer construction/rendering on that shared addon, so
114
+ * `resizeComposers()` can reach it. Omitting it (or a game never constructing
115
+ * one) leaves capture byte-identical to before this wave.
116
+ *
117
+ * Idempotent per call site is NOT guaranteed — install once per ingest session
118
+ * and `uninstall()` on teardown.
119
+ */
120
+ export function installSceneCapture(
121
+ threeNamespace: unknown,
122
+ effectComposerCtor?: unknown,
123
+ ): SceneCaptureHandle {
124
+ const THREE_NS = threeNamespace as ThreeLike;
125
+ const proto = THREE_NS.WebGLRenderer.prototype;
126
+
127
+ // Stash the real render fn per-instance under a unique symbol so multiple
128
+ // renderers (editor's + game's) never collide.
129
+ const REAL = Symbol('vgai.realRender');
130
+
131
+ let captured: CapturedRuntime | null = null;
132
+ let drawCount = 0;
133
+ const waiters: Array<(rt: CapturedRuntime) => void> = [];
134
+
135
+ // Preserve any descriptor already on the prototype so uninstall can restore it.
136
+ const priorDescriptor = Object.getOwnPropertyDescriptor(proto, 'render');
137
+
138
+ // Trap setAnimationLoop to record each renderer's game loop callback, so the host
139
+ // can freeze (set null) and resume (re-set) the game's own rAF for stable editing.
140
+ // CRITICAL: like `render`, WebGLRenderer assigns `this.setAnimationLoop` as an OWN
141
+ // instance property in its constructor — NOT on the prototype. A naive value-wrapper
142
+ // on the prototype is therefore shadowed by the instance's own property and never
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+ // runs (resume could never recover the callback). So we mirror the `render` trap: a
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+ // prototype getter/setter. The constructor's `this.setAnimationLoop = realFn` hits
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+ // our SETTER (the instance has no own property yet) and we stash realFn per-instance;
146
+ // the GETTER returns a wrapper that records each non-null callback before forwarding.
147
+ const REAL_SAL = Symbol('vgai.realSetAnimationLoop');
148
+ const loopCallbacks = new WeakMap<object, (time: number) => void>();
149
+ const priorSAL = Object.getOwnPropertyDescriptor(proto, 'setAnimationLoop');
150
+ Object.defineProperty(proto, 'setAnimationLoop', {
151
+ configurable: true,
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+ set(this: Record<symbol, unknown>, fn: unknown) {
153
+ this[REAL_SAL] = fn;
154
+ },
155
+ get(this: Record<symbol, unknown>) {
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+ const self = this;
157
+ return function setAnimationLoop(this: unknown, cb: unknown) {
158
+ if (cb) loopCallbacks.set(self as object, cb as (time: number) => void);
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+ const real = self[REAL_SAL];
160
+ return typeof real === 'function'
161
+ ? (real as (...a: unknown[]) => unknown).call(self, cb)
162
+ : undefined;
163
+ };
164
+ },
165
+ });
166
+
167
+ Object.defineProperty(proto, 'render', {
168
+ configurable: true,
169
+ set(this: Record<symbol, unknown>, fn: unknown) {
170
+ this[REAL] = fn;
171
+ },
172
+ get(this: Record<symbol, unknown>) {
173
+ const self = this;
174
+ return function render(this: unknown, ...args: unknown[]) {
175
+ const [scene, camera] = args;
176
+ drawCount++;
177
+ if (!captured && scene && (scene as { isScene?: boolean }).isScene) {
178
+ captured = {
179
+ scene: scene as THREE.Scene,
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+ camera: camera as THREE.Camera,
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+ renderer: self as unknown as THREE.WebGLRenderer,
182
+ };
183
+ for (const resolve of waiters.splice(0)) resolve(captured);
184
+ }
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+ // Forward to the renderer's real render with the original args.
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+ return (self[REAL] as (...a: unknown[]) => unknown).apply(self, args);
187
+ };
188
+ },
189
+ });
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+
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+ // ---- Wave 17 (D-C2): additive composer capture, only when a composer ctor
192
+ // was passed. `EffectComposer` methods (including `render`) live on the
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+ // PROTOTYPE (a plain ES class — the constructor never does `this.render =
194
+ // …`), so a direct method-wrapper suffices — no getter/setter indirection
195
+ // like the `render`/`setAnimationLoop` traps above need. ----
196
+ const composers = new Set<ComposerLike>();
197
+ let composerProto: Record<string, unknown> | undefined;
198
+ let priorComposerRender: ((...a: unknown[]) => unknown) | undefined;
199
+ if (effectComposerCtor) {
200
+ const EC = effectComposerCtor as EffectComposerCtorLike;
201
+ composerProto = EC.prototype as unknown as Record<string, unknown>;
202
+ priorComposerRender = composerProto['render'] as (...a: unknown[]) => unknown;
203
+ composerProto['render'] = function (this: ComposerLike, ...args: unknown[]) {
204
+ // Call the real render FIRST: a composer's RenderPass calls
205
+ // `renderer.render(scene,camera)` internally, which is what actually
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+ // sets `captured` (above) on the game's first frame. Checking after
207
+ // ensures a composer's very first render is still collected.
208
+ const result = priorComposerRender?.apply(this, args);
209
+ if (captured && this.renderer === captured.renderer) {
210
+ composers.add(this);
211
+ }
212
+ return result;
213
+ };
214
+ }
215
+
216
+ // Extracted so `uninstall()`'s own cognitive complexity doesn't grow with
217
+ // this additive Wave-17 restore step (biome's noExcessiveCognitiveComplexity).
218
+ function restoreComposerTrap() {
219
+ if (!composerProto) return;
220
+ if (priorComposerRender) composerProto['render'] = priorComposerRender;
221
+ else delete composerProto['render'];
222
+ }
223
+
224
+ return {
225
+ get captured() {
226
+ return captured;
227
+ },
228
+ getDrawCount() {
229
+ return drawCount;
230
+ },
231
+ getAnimationLoop(renderer: THREE.WebGLRenderer) {
232
+ return loopCallbacks.get(renderer as unknown as object) ?? null;
233
+ },
234
+ resizeComposers(w: number, h: number) {
235
+ // No composer ctor passed (or none constructed yet) → no-op, and never
236
+ // touches `renderer.getPixelRatio()` — a non-composer game's captured
237
+ // renderer need not even expose that method for this to stay a no-op.
238
+ if (!captured || composers.size === 0) return;
239
+ const pixelRatio = captured.renderer.getPixelRatio();
240
+ for (const composer of composers) {
241
+ composer.setSize(w, h);
242
+ composer.setPixelRatio(pixelRatio);
243
+ }
244
+ },
245
+ waitForCapture(timeoutMs = 10_000) {
246
+ if (captured) return Promise.resolve(captured);
247
+ return new Promise<CapturedRuntime>((resolve, reject) => {
248
+ const timer = setTimeout(() => {
249
+ const i = waiters.indexOf(wrapped);
250
+ if (i >= 0) waiters.splice(i, 1);
251
+ reject(
252
+ new Error(
253
+ `Scene capture timed out after ${timeoutMs}ms — the game never rendered, ` +
254
+ `or it bundles its own (un-shared) copy of three.`,
255
+ ),
256
+ );
257
+ }, timeoutMs);
258
+ const wrapped = (rt: CapturedRuntime) => {
259
+ clearTimeout(timer);
260
+ resolve(rt);
261
+ };
262
+ waiters.push(wrapped);
263
+ });
264
+ },
265
+ uninstall() {
266
+ // Restore the captured renderer's real render as an OWN property so its
267
+ // loop keeps working after the prototype trap is removed.
268
+ if (captured) {
269
+ const r = captured.renderer as unknown as Record<symbol, unknown>;
270
+ const real = r[REAL];
271
+ if (typeof real === 'function') {
272
+ Object.defineProperty(captured.renderer, 'render', {
273
+ configurable: true,
274
+ writable: true,
275
+ value: real,
276
+ });
277
+ }
278
+ }
279
+ if (priorDescriptor) {
280
+ Object.defineProperty(proto, 'render', priorDescriptor);
281
+ } else {
282
+ delete proto['render'];
283
+ }
284
+ // Restore the captured renderer's real setAnimationLoop as an OWN property (the
285
+ // prototype getter/setter intercepted the constructor's assignment, so the
286
+ // instance has none) — else removing the prototype trap would leave it without
287
+ // setAnimationLoop and freeze its loop.
288
+ if (captured) {
289
+ const r = captured.renderer as unknown as Record<symbol, unknown>;
290
+ const realSal = r[REAL_SAL];
291
+ if (typeof realSal === 'function') {
292
+ Object.defineProperty(captured.renderer, 'setAnimationLoop', {
293
+ configurable: true,
294
+ writable: true,
295
+ value: realSal,
296
+ });
297
+ }
298
+ }
299
+ if (priorSAL) Object.defineProperty(proto, 'setAnimationLoop', priorSAL);
300
+ else delete proto['setAnimationLoop'];
301
+ // Wave 17: fully restore the composer addon's `render` (a plain
302
+ // prototype method — no per-instance own-property to restore, unlike
303
+ // the renderer/loop traps above).
304
+ restoreComposerTrap();
305
+ },
306
+ };
307
+ }
@@ -0,0 +1,52 @@
1
+ /**
2
+ * Upstream-pin extraction — R5 (docs/MASTER-ARCHITECTURE-REVIEW.md §4(c)/
3
+ * §7.1 item 9): the fix for the overlay identity gap the structural-id +
4
+ * `authoredAgainst.gameVersion` scheme (T7.7/D9) does not close. A re-vendor
5
+ * of a vendored upstream game that keeps a slot's shape (index + three.js
6
+ * type + name unchanged) reapplies a saved overlay onto a semantically
7
+ * different object with `applied: 1, orphanedIds: []` — silent wrong-meaning
8
+ * success — because `authoredAgainst.gameVersion` is the MANIFEST's own
9
+ * `version` (hand-set by whoever wrote `vgai.game.json`, e.g. every
10
+ * `public/ingest/*` vendored game ships `"version": "0.1.0"` regardless of
11
+ * which upstream commit it vendors — see `public/ingest/{tanks,racing-game,
12
+ * simcity}/vgai.game.json`), never tied to the thing that actually changes on
13
+ * a re-vendor: the `UPSTREAM.md` pin.
14
+ *
15
+ * This module is the pure, dependency-free half (parse text -> pin, or
16
+ * `null`): NO file I/O here, so it is usable from any context (editor
17
+ * save/apply-time hooks over a fetched `/UPSTREAM.md`, a future Node-side
18
+ * CLI check, tests). READ-ONLY by construction — it has no writer; this
19
+ * codebase never generates or edits an `UPSTREAM.md` (the anti-shim rule:
20
+ * adapters never fabricate first-party data, and a game's own vendoring
21
+ * provenance is exactly that).
22
+ *
23
+ * Format (established convention, not invented here — see every
24
+ * `public/ingest/*\/UPSTREAM.md`'s `## Upstream` section, e.g.
25
+ * `public/ingest/tanks/UPSTREAM.md`):
26
+ *
27
+ * ## Upstream
28
+ *
29
+ * - Repo: https://github.com/colyseus/realtime-tanks-demo
30
+ * - Commit: **`6339493130b4b1d4d28f0f52d17b2fba738c7d47`**
31
+ *
32
+ * i.e. a Markdown bullet whose label is `Commit:` and whose value is a bold,
33
+ * backtick-code full (or abbreviated) git SHA. Every vendored game in this
34
+ * repo (`tanks`, `racing-game`, `simcity`) follows this exact shape.
35
+ */
36
+
37
+ /** Matches `- Commit: **\`<sha>\`**` (any amount of internal whitespace, case-insensitive hex). */
38
+ const COMMIT_BULLET_RE = /-\s*Commit:\s*\*\*`([0-9a-fA-F]{7,40})`\*\*/;
39
+
40
+ /**
41
+ * Extract the pinned upstream commit hash from a vendored game's
42
+ * `UPSTREAM.md` prose, or `null` if the file doesn't follow the convention
43
+ * (or wasn't found — the caller decides what a missing file means; this
44
+ * function only parses text it's handed). Never throws — an unparseable
45
+ * document is an honest `null`, not an error (anti-shim: no guessing, no
46
+ * fabricating a pin from a game folder that doesn't declare one, e.g. an
47
+ * externally-authored non-vendored project opened via the CLI-on-folder
48
+ * route).
49
+ */
50
+ export function extractUpstreamPin(markdown: string): string | null {
51
+ return COMMIT_BULLET_RE.exec(markdown)?.[1] ?? null;
52
+ }
@@ -0,0 +1,54 @@
1
+ /**
2
+ * Capability-gate shortfall reporting (D10, T7.6) — the honesty half of the
3
+ * play-control contract. `docs/CAPABILITY-TIERS.md` §(d) draws the `loop` axis
4
+ * (`gated | self-driven`) as independent of capability tier: a `self-driven`
5
+ * world (an ingested game driving its own rAF/ticker) pauses for real ONLY if
6
+ * its adapter implements an explicit loop-gate capability
7
+ * (`MountedWorldBase.setPaused`/`step`) — otherwise it "honestly reports so"
8
+ * rather than a silent no-op (the D5/COMPOSITION-DESIGN.md §5.2 finding: gating
9
+ * a raw-rAF loop from outside was demonstrated and REJECTED). The audio seam
10
+ * (`SystemAdapters.AudioAdapter`) has the identical shape: absent or unable to
11
+ * silence a world's audio on pause must report, not pretend.
12
+ *
13
+ * Pure compute + message-formatting, same split as `achieved-tier.ts`
14
+ * (`packages/editor/src/achieved-tier.ts`) — callers own the actual
15
+ * `console.warn`/`editorConsole.warn` call; this module never logs.
16
+ */
17
+
18
+ /** Greppable prefix for a loop-gate shortfall (pause requested, world's loop
19
+ * could not actually be gated). */
20
+ export const LOOP_GATE_PREFIX = 'loop-gate';
21
+
22
+ /** Greppable prefix for an audio-gate shortfall (pause requested, world's
23
+ * audio could not actually be silenced). */
24
+ export const AUDIO_GATE_PREFIX = 'audio-gate';
25
+
26
+ /** One shortfall instance: which world, and why the capability wasn't there. */
27
+ export interface CapabilityGateReport {
28
+ readonly worldId: string;
29
+ readonly reason: string;
30
+ }
31
+
32
+ function formatGateMessage(
33
+ prefix: string,
34
+ capability: string,
35
+ report: CapabilityGateReport,
36
+ ): string {
37
+ return (
38
+ `${prefix} world "${report.worldId}": pause requested but ${capability} cannot be gated ` +
39
+ `(${report.reason}) — reporting honestly instead of silently no-op-ing ` +
40
+ `(docs/CAPABILITY-TIERS.md §d). ${prefix} ${JSON.stringify(report)}`
41
+ );
42
+ }
43
+
44
+ /** Format a loop-gate shortfall message (a `self-driven` world with no
45
+ * working pause capability). */
46
+ export function formatLoopGateMessage(report: CapabilityGateReport): string {
47
+ return formatGateMessage(LOOP_GATE_PREFIX, "this world's loop", report);
48
+ }
49
+
50
+ /** Format an audio-gate shortfall message (a world with no `AudioAdapter`, or
51
+ * whose adapter cannot actually silence it). */
52
+ export function formatAudioGateMessage(report: CapabilityGateReport): string {
53
+ return formatGateMessage(AUDIO_GATE_PREFIX, "this world's audio", report);
54
+ }
@@ -0,0 +1,56 @@
1
+ /**
2
+ * RapierPhysicsAdapter — the first-party `PhysicsAdapter` over the existing
3
+ * `PhysicsRegistry` (Object3D ↔ Rapier body/collider). This is the generalized,
4
+ * behind-the-interface form of the old `setEcsSyncTransform` teleport: it lets
5
+ * the editor freeze a body, apply a gizmo edit, and resume — without the editor
6
+ * knowing Rapier exists.
7
+ */
8
+
9
+ import type RAPIER from '@dimforge/rapier3d-compat';
10
+ import type * as THREE from 'three';
11
+ import type { PhysicsRegistry } from '../physics/physics-registry';
12
+ import type { PhysicsAdapter } from './system-adapter';
13
+ import type { Transform, TransformOwner } from './transform';
14
+
15
+ export function createRapierPhysicsAdapter(
16
+ registry: PhysicsRegistry,
17
+ debugMesh?: THREE.Object3D | null,
18
+ ): PhysicsAdapter {
19
+ /** Saved body types while frozen, so unfreeze can restore them. */
20
+ const frozen = new Map<RAPIER.RigidBody, number>();
21
+
22
+ return {
23
+ ownerOf(o: THREE.Object3D): TransformOwner {
24
+ const body = registry.get(o)?.body;
25
+ if (!body) return 'editor';
26
+ // A fixed body never moves on its own → the editor owns its transform.
27
+ return body.isFixed() ? 'editor' : 'physics';
28
+ },
29
+ freeze(o: THREE.Object3D): void {
30
+ const body = registry.get(o)?.body;
31
+ if (!body || frozen.has(body)) return;
32
+ frozen.set(body, body.bodyType());
33
+ // Kinematic-position: the body stops simulating but tracks the pose we set.
34
+ body.setBodyType(2 /* KinematicPositionBased */, true);
35
+ },
36
+ commit(o: THREE.Object3D, t: Transform): void {
37
+ const body = registry.get(o)?.body;
38
+ if (!body) return;
39
+ body.setTranslation({ x: t.position[0], y: t.position[1], z: t.position[2] }, true);
40
+ body.setRotation(
41
+ { x: t.rotation[0], y: t.rotation[1], z: t.rotation[2], w: t.rotation[3] },
42
+ true,
43
+ );
44
+ },
45
+ unfreeze(o: THREE.Object3D): void {
46
+ const body = registry.get(o)?.body;
47
+ if (!body) return;
48
+ const prev = frozen.get(body);
49
+ if (prev !== undefined) {
50
+ body.setBodyType(prev, true);
51
+ frozen.delete(body);
52
+ }
53
+ },
54
+ debugDraw: () => debugMesh ?? null,
55
+ };
56
+ }
@@ -0,0 +1,154 @@
1
+ /**
2
+ * System adapters — optional subsystem capability providers hung off a mounted
3
+ * game (`MountedGame.systems`). Each is a thin capability boundary the editor can
4
+ * coordinate with WITHOUT owning the implementation. The first-party
5
+ * implementers wrap Rapier / Colyseus / the InputManager; an external game
6
+ * supplies its own or none, and the editor degrades per `capabilities`.
7
+ *
8
+ * These are introspection/coordination boundaries, NOT re-implementations: e.g.
9
+ * `NetworkingAdapter` is not a transport, and `PhysicsAdapter` does not replace
10
+ * Rapier — it lets the editor ask "who owns this object" and "freeze it while I
11
+ * edit it".
12
+ */
13
+
14
+ import type * as THREE from 'three';
15
+ import type { Transform, TransformOwner } from './transform';
16
+
17
+ /**
18
+ * Physics coordination so the editor can stably edit an object a simulation
19
+ * would otherwise overwrite every frame: `freeze → apply → unfreeze`.
20
+ */
21
+ export interface PhysicsAdapter {
22
+ /** Returns `'physics'` when a body drives this object, else another owner. */
23
+ ownerOf(o: THREE.Object3D): TransformOwner;
24
+ /** Pause the body driving `o` (kinematic / sleep / detach) for editing. */
25
+ freeze(o: THREE.Object3D): void;
26
+ /** Teleport the body to the edited pose (so the sim continues from there). */
27
+ commit(o: THREE.Object3D, t: Transform): void;
28
+ /** Resume simulation of `o`. */
29
+ unfreeze(o: THREE.Object3D): void;
30
+ /** Optional debug-draw object (collider wireframes). */
31
+ debugDraw?(): THREE.Object3D | null;
32
+ }
33
+
34
+ export interface NetPeer {
35
+ id: string;
36
+ label?: string;
37
+ }
38
+
39
+ /** The live connection lifecycle, for the editor's network inspector. */
40
+ export type ConnectionState = 'disconnected' | 'connecting' | 'connected' | 'error';
41
+
42
+ /** Identity of the room the local peer is currently in, or `null` when not connected. */
43
+ export interface RoomInfo {
44
+ roomId: string;
45
+ sessionId: string;
46
+ roomName: string;
47
+ }
48
+
49
+ /** Lightweight replication counters for the editor's network inspector. */
50
+ export interface ReplicationStats {
51
+ /** Number of replicated entities currently known (e.g. players + NPCs). */
52
+ entities: number;
53
+ /** Approximate inbound replication activity (state changes observed per second). */
54
+ msgsInPerSec: number;
55
+ /** Approximate outbound message rate (client → server sends per second). */
56
+ msgsOutPerSec: number;
57
+ }
58
+
59
+ export type Unsubscribe = () => void;
60
+
61
+ /** INTROSPECTION over replication state — NOT a networking transport. */
62
+ export interface NetworkingAdapter {
63
+ peers(): NetPeer[];
64
+ networkId(o: THREE.Object3D): string | null;
65
+ authority(o: THREE.Object3D): 'local' | 'remote' | 'server';
66
+ /** Remote/server-authoritative objects → inspect-only in the editor. */
67
+ editable(o: THREE.Object3D): boolean;
68
+ /** Current connection lifecycle state. */
69
+ getConnectionState(): ConnectionState;
70
+ /** The active room's identity, or `null` when not connected to a room. */
71
+ getRoomInfo(): RoomInfo | null;
72
+ /** Replication activity snapshot, for a live network inspector panel. */
73
+ getReplicationStats(): ReplicationStats;
74
+ /** Subscribe to changes in connection state / room / replication stats. */
75
+ subscribe(cb: () => void): Unsubscribe;
76
+ }
77
+
78
+ export interface InputAdapter {
79
+ poll(): void;
80
+ /** Current value of every named action (1 = pressed, 0 = not), for inspection. */
81
+ actions(): Readonly<Record<string, number>>;
82
+ }
83
+
84
+ /** URL remap so an ingested game's relative asset paths resolve under the host. */
85
+ export interface AssetAdapter {
86
+ resolve(url: string): string;
87
+ }
88
+
89
+ /** A snapshot of one object's animation graph (state + parameter values). */
90
+ export interface AnimationGraphInfo {
91
+ object: THREE.Object3D;
92
+ state: string;
93
+ parameters: Record<string, number | boolean>;
94
+ }
95
+
96
+ /**
97
+ * Inspect + drive a game's animation graphs (state machines / blend params). The
98
+ * editor uses this to list animated objects, read their current state, and scrub
99
+ * parameters — without owning the animation system.
100
+ */
101
+ export interface AnimationAdapter {
102
+ graphs(): AnimationGraphInfo[];
103
+ state(o: THREE.Object3D): string | null;
104
+ getParameter(o: THREE.Object3D, name: string): number | boolean | undefined;
105
+ setParameter(o: THREE.Object3D, name: string, value: number | boolean): void;
106
+ }
107
+
108
+ export interface NavPoint {
109
+ x: number;
110
+ y: number;
111
+ z: number;
112
+ }
113
+
114
+ /**
115
+ * Inspect a game's navigation mesh: whether one is built, query a path, and get a
116
+ * debug overlay. Coordination/introspection only — the editor doesn't own the build.
117
+ */
118
+ export interface NavigationAdapter {
119
+ hasNavMesh(): boolean;
120
+ findPath(start: NavPoint, end: NavPoint): NavPoint[];
121
+ debugMesh(scene: THREE.Scene): THREE.Object3D | null;
122
+ }
123
+
124
+ /**
125
+ * Silence/restore a world's own audio (D10, T7.6) — NOT a mixer/bus API. This
126
+ * is the seam `Game.play.pause()` calls so a paused world's audio goes quiet
127
+ * too (`docs/DECISIONS-PENDING.md` §D10: "an audio seam in `SystemAdapters` so
128
+ * pause can silence game audio (howler et al.) or explicitly report it
129
+ * cannot"). Absence on a world's `mounted.systems` means exactly that:
130
+ * `Game.play.pause()` reports it loudly once per world rather than silently
131
+ * leaving that world's audio playing under a "paused" game.
132
+ */
133
+ export interface AudioAdapter {
134
+ /** `true` silences this world's audio; `false` restores it to whatever
135
+ * level it was at before silencing (an implementer's own concern — the
136
+ * first-party adapter restores its master-gain value, not a hardcoded 1). */
137
+ setMuted(muted: boolean): void;
138
+ /** Current muted state, for inspection (editor mute UI, proofs). */
139
+ isMuted(): boolean;
140
+ }
141
+
142
+ /**
143
+ * The set of optional subsystem providers a mounted game may expose. Absence of
144
+ * a provider means "capability not supported" — the editor degrades gracefully.
145
+ */
146
+ export interface SystemAdapters {
147
+ physics?: PhysicsAdapter;
148
+ networking?: NetworkingAdapter;
149
+ input?: InputAdapter;
150
+ assets?: AssetAdapter;
151
+ animation?: AnimationAdapter;
152
+ navigation?: NavigationAdapter;
153
+ audio?: AudioAdapter;
154
+ }
@@ -0,0 +1,18 @@
1
+ /**
2
+ * The neutral transform value used across adapter interfaces. Position + scale
3
+ * are xyz; rotation is a quaternion (xyzw) — matching `Object3D.quaternion`, so
4
+ * adapters never have to agree on an Euler convention.
5
+ */
6
+ export interface Transform {
7
+ position: [number, number, number];
8
+ rotation: [number, number, number, number];
9
+ scale: [number, number, number];
10
+ }
11
+
12
+ /**
13
+ * Who currently owns an object's transform — i.e. what writes it each frame.
14
+ * The editor uses this to decide whether a gizmo edit is durable (`editor`),
15
+ * needs simulation coordination (`physics`), or is best-effort/inspect-only
16
+ * (`script`/`network`/`external`).
17
+ */
18
+ export type TransformOwner = 'editor' | 'physics' | 'animation' | 'script' | 'network' | 'external';