@vgai/engine 0.5.13 → 0.5.15

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Files changed (192) hide show
  1. package/dist/adapter/adapter-module.d.ts +447 -0
  2. package/dist/adapter/adapter-module.d.ts.map +1 -0
  3. package/dist/adapter/adapter-module.js +308 -0
  4. package/dist/adapter/authoring.d.ts +357 -10
  5. package/dist/adapter/authoring.d.ts.map +1 -1
  6. package/dist/adapter/authoring.js +87 -1
  7. package/dist/adapter/constraint.d.ts +9 -3
  8. package/dist/adapter/constraint.d.ts.map +1 -1
  9. package/dist/adapter/finders/finder-result.d.ts +28 -0
  10. package/dist/adapter/finders/finder-result.d.ts.map +1 -0
  11. package/dist/adapter/finders/finder-result.js +10 -0
  12. package/dist/adapter/finders/index.d.ts +38 -0
  13. package/dist/adapter/finders/index.d.ts.map +1 -0
  14. package/dist/adapter/finders/index.js +41 -0
  15. package/dist/adapter/finders/prefabs-from-stories.d.ts +64 -0
  16. package/dist/adapter/finders/prefabs-from-stories.d.ts.map +1 -0
  17. package/dist/adapter/finders/prefabs-from-stories.js +92 -0
  18. package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts +67 -0
  19. package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts.map +1 -0
  20. package/dist/adapter/finders/scenes-from-entrypoint-selection.js +226 -0
  21. package/dist/adapter/first-party-systems.d.ts.map +1 -1
  22. package/dist/adapter/first-party-systems.js +29 -0
  23. package/dist/adapter/index.d.ts +7 -3
  24. package/dist/adapter/index.d.ts.map +1 -1
  25. package/dist/adapter/index.js +5 -2
  26. package/dist/adapter/ingest/contract-system-adapters.d.ts +24 -1
  27. package/dist/adapter/ingest/contract-system-adapters.d.ts.map +1 -1
  28. package/dist/adapter/ingest/contract-system-adapters.js +100 -34
  29. package/dist/adapter/ingest/game-contract.d.ts +188 -2
  30. package/dist/adapter/ingest/game-contract.d.ts.map +1 -1
  31. package/dist/adapter/ingest/game-contract.js +107 -0
  32. package/dist/adapter/ingest/mount-readiness.d.ts +84 -0
  33. package/dist/adapter/ingest/mount-readiness.d.ts.map +1 -0
  34. package/dist/adapter/ingest/mount-readiness.js +81 -0
  35. package/dist/adapter/ingest/scene-capture.d.ts +91 -2
  36. package/dist/adapter/ingest/scene-capture.d.ts.map +1 -1
  37. package/dist/adapter/ingest/scene-capture.js +110 -18
  38. package/dist/adapter/ingest/structural-ids.d.ts +11 -5
  39. package/dist/adapter/ingest/structural-ids.d.ts.map +1 -1
  40. package/dist/adapter/ingest/structural-ids.js +18 -9
  41. package/dist/adapter/ingest/upstream-pin.d.ts +4 -2
  42. package/dist/adapter/ingest/upstream-pin.d.ts.map +1 -1
  43. package/dist/adapter/ingest/upstream-pin.js +4 -2
  44. package/dist/adapter/ingest/visible-capture-window.d.ts +116 -0
  45. package/dist/adapter/ingest/visible-capture-window.d.ts.map +1 -0
  46. package/dist/adapter/ingest/visible-capture-window.js +141 -0
  47. package/dist/adapter/loop-gate-report.d.ts +3 -4
  48. package/dist/adapter/loop-gate-report.d.ts.map +1 -1
  49. package/dist/adapter/loop-gate-report.js +3 -4
  50. package/dist/adapter/root-adapter.d.ts +22 -2
  51. package/dist/adapter/root-adapter.d.ts.map +1 -1
  52. package/dist/adapter/setup-three-root-adapter.d.ts.map +1 -1
  53. package/dist/adapter/setup-three-root-adapter.js +15 -0
  54. package/dist/adapter/system-adapter.d.ts +161 -2
  55. package/dist/adapter/system-adapter.d.ts.map +1 -1
  56. package/dist/adapter/system-adapter.js +18 -1
  57. package/dist/animation/camera-ownership.d.ts +4 -2
  58. package/dist/animation/camera-ownership.d.ts.map +1 -1
  59. package/dist/animation/camera-ownership.js +58 -1
  60. package/dist/animation/runtime-inspection.d.ts +70 -0
  61. package/dist/animation/runtime-inspection.d.ts.map +1 -0
  62. package/dist/animation/runtime-inspection.js +25 -0
  63. package/dist/animation/xstate-animation-binding.d.ts +9 -1
  64. package/dist/animation/xstate-animation-binding.d.ts.map +1 -1
  65. package/dist/animation/xstate-animation-binding.js +48 -1
  66. package/dist/asset-formats/material.d.ts +1 -1
  67. package/dist/asset-formats/mesh.d.ts +1 -1
  68. package/dist/asset-formats/particles.d.ts +13 -0
  69. package/dist/asset-formats/particles.d.ts.map +1 -1
  70. package/dist/asset-formats/particles.js +28 -0
  71. package/dist/behavior/xstate-inspection.d.ts +24 -0
  72. package/dist/behavior/xstate-inspection.d.ts.map +1 -0
  73. package/dist/behavior/xstate-inspection.js +25 -0
  74. package/dist/core/game-loop.d.ts +7 -5
  75. package/dist/core/game-loop.d.ts.map +1 -1
  76. package/dist/core/game-loop.js +39 -18
  77. package/dist/core/types.d.ts +11 -12
  78. package/dist/core/types.d.ts.map +1 -1
  79. package/dist/data/data-asset.js +1 -1
  80. package/dist/dev/instruments.d.ts.map +1 -1
  81. package/dist/dev/instruments.js +5 -1
  82. package/dist/dev/render-debug-adapter.d.ts +19 -2
  83. package/dist/dev/render-debug-adapter.d.ts.map +1 -1
  84. package/dist/dev/render-debug-adapter.js +10 -0
  85. package/dist/ecs/user-data.d.ts +10 -2
  86. package/dist/ecs/user-data.d.ts.map +1 -1
  87. package/dist/ecs/user-data.js +6 -2
  88. package/dist/input/binding-identity.d.ts +10 -0
  89. package/dist/input/binding-identity.d.ts.map +1 -0
  90. package/dist/input/binding-identity.js +36 -0
  91. package/dist/input/input-manager.d.ts +18 -185
  92. package/dist/input/input-manager.d.ts.map +1 -1
  93. package/dist/input/input-manager.js +78 -68
  94. package/dist/manifest/load.d.ts +14 -0
  95. package/dist/manifest/load.d.ts.map +1 -1
  96. package/dist/manifest/load.js +6 -1
  97. package/dist/manifest/schema.d.ts +18 -0
  98. package/dist/manifest/schema.d.ts.map +1 -1
  99. package/dist/manifest/schema.js +65 -8
  100. package/dist/pixi/authoring.d.ts +27 -0
  101. package/dist/pixi/authoring.d.ts.map +1 -1
  102. package/dist/pixi/authoring.js +10 -3
  103. package/dist/pixi/index.d.ts +1 -1
  104. package/dist/pixi/index.d.ts.map +1 -1
  105. package/dist/pixi/index.js +1 -1
  106. package/dist/pixi/ingest.d.ts +8 -0
  107. package/dist/pixi/ingest.d.ts.map +1 -1
  108. package/dist/pixi/ingest.js +10 -1
  109. package/dist/pixi/render-pass-bracket.d.ts +56 -0
  110. package/dist/pixi/render-pass-bracket.d.ts.map +1 -0
  111. package/dist/pixi/render-pass-bracket.js +98 -0
  112. package/dist/pixi/scene-capture.d.ts +32 -1
  113. package/dist/pixi/scene-capture.d.ts.map +1 -1
  114. package/dist/pixi/scene-capture.js +21 -9
  115. package/dist/pixi/system-adapters.d.ts +29 -0
  116. package/dist/pixi/system-adapters.d.ts.map +1 -1
  117. package/dist/pixi/system-adapters.js +27 -0
  118. package/dist/render/particles-factory.d.ts +16 -2
  119. package/dist/render/particles-factory.d.ts.map +1 -1
  120. package/dist/render/particles-factory.js +88 -5
  121. package/dist/render/soft-particle-depth.d.ts +149 -0
  122. package/dist/render/soft-particle-depth.d.ts.map +1 -0
  123. package/dist/render/soft-particle-depth.js +305 -0
  124. package/dist/render/voxel-surface.d.ts +117 -0
  125. package/dist/render/voxel-surface.d.ts.map +1 -0
  126. package/dist/render/voxel-surface.js +263 -0
  127. package/dist/runtime/create-runtime.js +7 -0
  128. package/dist/runtime/debug-bridge.d.ts +15 -15
  129. package/dist/runtime/debug-bridge.d.ts.map +1 -1
  130. package/dist/runtime/debug-bridge.js +27 -26
  131. package/dist/runtime/game.d.ts.map +1 -1
  132. package/dist/runtime/game.js +1 -2
  133. package/dist/setup/setup-particles.d.ts.map +1 -1
  134. package/dist/setup/setup-particles.js +9 -0
  135. package/dist/world3d-react/r3f-adapter.d.ts.map +1 -1
  136. package/dist/world3d-react/r3f-adapter.js +42 -3
  137. package/dist/world3d-react/rapier-physics-bridge.d.ts.map +1 -1
  138. package/dist/world3d-react/rapier-physics-bridge.js +201 -11
  139. package/dist-config/config.js.map +1 -1
  140. package/package.json +4 -2
  141. package/schemas/engine-capabilities.json +12 -12
  142. package/schemas/vgai-project.schema.json +42 -3
  143. package/src/adapter/adapter-module.ts +607 -0
  144. package/src/adapter/authoring.ts +440 -10
  145. package/src/adapter/constraint.ts +10 -3
  146. package/src/adapter/finders/finder-result.ts +29 -0
  147. package/src/adapter/finders/index.ts +62 -0
  148. package/src/adapter/finders/prefabs-from-stories.ts +142 -0
  149. package/src/adapter/finders/scenes-from-entrypoint-selection.ts +304 -0
  150. package/src/adapter/first-party-systems.ts +30 -0
  151. package/src/adapter/index.ts +32 -1
  152. package/src/adapter/ingest/contract-system-adapters.ts +116 -32
  153. package/src/adapter/ingest/game-contract.ts +265 -2
  154. package/src/adapter/ingest/mount-readiness.ts +140 -0
  155. package/src/adapter/ingest/scene-capture.ts +199 -22
  156. package/src/adapter/ingest/structural-ids.ts +21 -9
  157. package/src/adapter/ingest/upstream-pin.ts +4 -2
  158. package/src/adapter/ingest/visible-capture-window.ts +213 -0
  159. package/src/adapter/loop-gate-report.ts +3 -4
  160. package/src/adapter/root-adapter.ts +22 -2
  161. package/src/adapter/setup-three-root-adapter.ts +16 -0
  162. package/src/adapter/system-adapter.ts +188 -2
  163. package/src/animation/camera-ownership.ts +68 -3
  164. package/src/animation/runtime-inspection.ts +104 -0
  165. package/src/animation/xstate-animation-binding.ts +53 -1
  166. package/src/asset-formats/particles.ts +31 -0
  167. package/src/behavior/xstate-inspection.ts +51 -0
  168. package/src/core/game-loop.ts +39 -17
  169. package/src/core/types.ts +11 -12
  170. package/src/data/data-asset.ts +1 -1
  171. package/src/dev/instruments.ts +5 -1
  172. package/src/dev/render-debug-adapter.ts +22 -2
  173. package/src/ecs/user-data.ts +10 -2
  174. package/src/input/binding-identity.ts +37 -0
  175. package/src/input/input-manager.ts +93 -68
  176. package/src/manifest/load.ts +23 -2
  177. package/src/manifest/schema.ts +77 -8
  178. package/src/pixi/authoring.ts +37 -5
  179. package/src/pixi/index.ts +2 -0
  180. package/src/pixi/ingest.ts +15 -2
  181. package/src/pixi/render-pass-bracket.ts +117 -0
  182. package/src/pixi/scene-capture.ts +63 -13
  183. package/src/pixi/system-adapters.ts +41 -0
  184. package/src/render/particles-factory.ts +89 -6
  185. package/src/render/soft-particle-depth.ts +336 -0
  186. package/src/render/voxel-surface.ts +358 -0
  187. package/src/runtime/create-runtime.ts +7 -0
  188. package/src/runtime/debug-bridge.ts +32 -31
  189. package/src/runtime/game.ts +1 -2
  190. package/src/setup/setup-particles.ts +9 -0
  191. package/src/world3d-react/r3f-adapter.tsx +48 -2
  192. package/src/world3d-react/rapier-physics-bridge.tsx +249 -11
@@ -3,7 +3,7 @@
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  *
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  * host → RootAdapter ← { SetupThreeRootAdapter, IngestRootAdapter, … }
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  * editor → AuthoringAdapter ← { LiveThreeAuthoringAdapter, ReactRootAuthoringAdapter, … }
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- * game → SystemAdapters (physics/networking/navigation/audio/debug)
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+ * game → SystemAdapters (physics/networking/navigation/audio/camera/debug)
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  *
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  * The first-party Rapier/Colyseus stack is ONE implementer of these
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  * interfaces, not the engine's vocabulary..
@@ -23,11 +23,15 @@
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  * `@engine/adapter/first-party-systems` createNavigationAdapter
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  */
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  export type { AdapterSurface } from './adapter-surface';
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- export type { AssetDropContext, AssetDropProvider, AssetSubjectProvider, AuthoringAdapter, AuthoringAssetSubject, AuthoringCapabilities, AuthoringProvenance, BoxEditProvider, BoxEditReferencePoint, ColorSampleProvider, CreationSiteProvider, DOMRectLike, EditorNode, EditorNodeRole, HierarchyProvider, InspectorProvider, NodeCreationSite, PersistenceProvider, PickProvider, PropertyDescriptor, RectProvider, RelatedSubjectLink, RelatedSubjectsProvider, SelectionProvider, SelectionResolution, StoriesProvider, StoryRef, StructureProvider, TextProvider, TransformChannel, TransformEditability, TransformObservation, TransformProvider, } from './authoring';
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+ export type { AssetDropContext, AssetDropProvider, AssetSubjectProvider, AuthoringAdapter, AuthoringAssetSubject, AuthoringCapabilities, AuthoringProvenance, AuthoringProviderKey, BoxEditProvider, BoxEditReferencePoint, ColorSampleProvider, ComponentInstanceApplyResult, ComponentInstanceDescription, ComponentInstanceOverride, ComponentInstancesProvider, CreationSiteProvider, DOMRectLike, EditorNode, EditorNodeRole, HierarchyProvider, InspectorProvider, NodeCreationSite, PersistenceProvider, PickProvider, PropertyDescriptor, RectProvider, RelatedSubjectLink, RelatedSubjectsProvider, SelectionProvider, SelectionResolution, SpatialDragHandle, SpatialHandleGuide, SpatialHandleLayer, SpatialHandlesProvider, SpatialPoint3, StoriesProvider, StoryRef, StructureProvider, TextProvider, TransformChannel, TransformEditability, TransformObservation, TransformProvider, WriteAck, WriteAnchorKind, } from './authoring';
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+ export { AUTHORING_PROVIDER_KEYS, emptyWriteAnchorKindCounts, measureAuthoringProviders, WRITE_ANCHOR_KINDS, } from './authoring';
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  export type { ColyseusNetworkingConfig } from './colyseus-networking-adapter';
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  export type { CanvasHostContext, DomHostContext, HostContextBase, HostContextFor, HostSurface, ThreeHostContext, } from './host-context';
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  export type { MountedPixiRoot, MountedReactRoot, MountedRoot, MountedRootBase, MountedThreeRoot, RootAdapter, RootStateObserver, SurfaceAdapter, SurfaceAdapterFor, } from './root-adapter';
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  export type { MountedSetupThreeRoot, SetupThreeRootConfig } from './setup-three-root-adapter';
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- export type { AudioAdapter, AudioDebugEvent, AudioGraphNode, AudioMeterFrame, AudioMeterHandle, AudioTransportState, ConnectionState, NavCrowdAgentState, NavigationAdapter, NavPoint, NetConditioning, NetMessageEvent, NetPeer, NetPlayerIdentity, NetRates, NetServerConfig, NetworkingAdapter, PhysicsAdapter, RenderDebugAdapter, ReplicationStats, RoomInfo, SystemAdapters, Unsubscribe, } from './system-adapter';
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+ export type { AudioAdapter, AudioDebugEvent, AudioGraphNode, AudioMeterFrame, AudioMeterHandle, AudioRecordingHandle, AudioTransportState, CameraAdapter, CameraRuntimeCamera, CameraRuntimeSnapshot, CameraRuntimeTransition, ConnectionState, NavCrowdAgentState, NavigationAdapter, NavPoint, NetConditioning, NetMessageEvent, NetPeer, NetPlayerIdentity, NetRates, NetServerConfig, NetworkingAdapter, PhysicsAdapter, PhysicsCarrier, PhysicsColliderShape, PhysicsColliderSnapshot, PhysicsJointSnapshot, PhysicsJointType, RenderDebugAdapter, ReplicationStats, RoomInfo, SystemAdapters, Unsubscribe, } from './system-adapter';
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+ /** The two narrowings of the tagged `SystemAdapters['physics']` union — see
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+ * `PhysicsAdapter`'s comment for why it is tagged at all. */
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+ export { displayKeyedPhysics, nodeKeyedPhysics } from './system-adapter';
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  export type { Transform, TransformOwner } from './transform';
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  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
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1
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@@ -3,7 +3,7 @@
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  *
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  * host → RootAdapter ← { SetupThreeRootAdapter, IngestRootAdapter, … }
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  * editor → AuthoringAdapter ← { LiveThreeAuthoringAdapter, ReactRootAuthoringAdapter, … }
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- * game → SystemAdapters (physics/networking/navigation/audio/debug)
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+ * game → SystemAdapters (physics/networking/navigation/audio/camera/debug)
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  *
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  * The first-party Rapier/Colyseus stack is ONE implementer of these
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  * interfaces, not the engine's vocabulary..
@@ -22,4 +22,7 @@
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  * `@engine/adapter/colyseus-networking-adapter` createColyseusNetworkingAdapter
23
23
  * `@engine/adapter/first-party-systems` createNavigationAdapter
24
24
  */
25
- export {};
25
+ export { AUTHORING_PROVIDER_KEYS, emptyWriteAnchorKindCounts, measureAuthoringProviders, WRITE_ANCHOR_KINDS, } from './authoring';
26
+ /** The two narrowings of the tagged `SystemAdapters['physics']` union — see
27
+ * `PhysicsAdapter`'s comment for why it is tagged at all. */
28
+ export { displayKeyedPhysics, nodeKeyedPhysics } from './system-adapter';
@@ -25,6 +25,20 @@
25
25
  * other direction: a wrong "present" claim is as much a defect as a wrong
26
26
  * "empty" one.
27
27
  *
28
+ * ## Why `physics` also gets a KEYING check
29
+ *
30
+ * The physics slot is the one whose vocabulary follows the SURFACE
31
+ * ({@link PHYSICS_KEYING_BY_SURFACE}): a three-surface game keys by host node
32
+ * id, a canvas-surface game by the display object it already holds. Both shapes
33
+ * carry the same four member names, so presence-and-typeof cannot tell them
34
+ * apart — a carrier keyed for the other surface would pass every check here and
35
+ * then be called with values it has none of, which is the "green coverage row
36
+ * bought with four methods that have no caller" defect this whole slot was left
37
+ * open to avoid. So a mount that KNOWS its surface says so, and a mismatch is
38
+ * `malformed` by name. A caller with no surface fact (`undefined`) does not
39
+ * check — it has nothing to check against, and inventing a default would be a
40
+ * guess wearing a verdict.
41
+ *
28
42
  * Nothing here calls a declared method. Presence and shape only.
29
43
  */
30
44
  import type { SystemAdapters } from '../system-adapter';
@@ -32,6 +46,12 @@ import type { VgaiGameSystemAdapters, VgaiGameSystems } from './game-contract';
32
46
  /** The slots a game may declare through the contract (`debug` is projected from
33
47
  * `commands`/`state` instead — see {@link VgaiGameSystemAdapters}). */
34
48
  export type ContractSystemSlot = keyof VgaiGameSystemAdapters;
49
+ /**
50
+ * The render surface a declaration is being read ON — the same three words
51
+ * `IngestKind`/`AdapterSurface` already use, so nothing has to be declared
52
+ * twice.
53
+ */
54
+ export type ContractSurface = 'three' | 'canvas' | 'dom';
35
55
  /** Fixed slot order, so two reports of the same mount are diffable line for
36
56
  * line (the same rule the coverage report's row order follows). */
37
57
  export declare const CONTRACT_SYSTEM_SLOTS: readonly ContractSystemSlot[];
@@ -59,6 +79,9 @@ export interface ContractSystemAdapterProjection {
59
79
  * declared no `systemAdapters` at all projects to three empty lists — which is
60
80
  * the "nobody answered" case, and is deliberately NOT the same as declaring
61
81
  * every slot empty.
82
+ *
83
+ * `surface` is the mount's own surface fact when it has one; see the module
84
+ * header for what it buys and why its absence checks nothing.
62
85
  */
63
- export declare function projectContractSystemAdapters(systems: VgaiGameSystems | undefined | null): ContractSystemAdapterProjection;
86
+ export declare function projectContractSystemAdapters(systems: VgaiGameSystems | undefined | null, surface?: ContractSurface | undefined): ContractSystemAdapterProjection;
64
87
  //# sourceMappingURL=contract-system-adapters.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"contract-system-adapters.d.ts","sourceRoot":"","sources":["../../../src/adapter/ingest/contract-system-adapters.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AAEH,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AACxD,OAAO,KAAK,EAAE,sBAAsB,EAAuB,eAAe,EAAE,MAAM,iBAAiB,CAAC;AAEpG;wEACwE;AACxE,MAAM,MAAM,kBAAkB,GAAG,MAAM,sBAAsB,CAAC;AA8B9D;oEACoE;AACpE,eAAO,MAAM,qBAAqB,EAAE,SAAS,kBAAkB,EAM9D,CAAC;AAEF,yEAAyE;AACzE,MAAM,WAAW,uBAAuB;IACtC,QAAQ,CAAC,IAAI,EAAE,kBAAkB,CAAC;IAClC,sDAAsD;IACtD,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED,iEAAiE;AACjE,MAAM,WAAW,2BAA2B;IAC1C,QAAQ,CAAC,IAAI,EAAE,kBAAkB,CAAC;IAClC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;CACzB;AAED,MAAM,WAAW,+BAA+B;IAC9C,uEAAuE;IACvE,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC,IAAI,CAAC,cAAc,EAAE,kBAAkB,CAAC,CAAC,CAAC;IAClE,2DAA2D;IAC3D,QAAQ,CAAC,KAAK,EAAE,SAAS,uBAAuB,EAAE,CAAC;IACnD,wEAAwE;IACxE,QAAQ,CAAC,SAAS,EAAE,SAAS,2BAA2B,EAAE,CAAC;CAC5D;AAsBD;;;;;GAKG;AACH,wBAAgB,6BAA6B,CAC3C,OAAO,EAAE,eAAe,GAAG,SAAS,GAAG,IAAI,GAC1C,+BAA+B,CAgDjC"}
1
+ {"version":3,"file":"contract-system-adapters.d.ts","sourceRoot":"","sources":["../../../src/adapter/ingest/contract-system-adapters.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0CG;AAEH,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AACxD,OAAO,KAAK,EAAE,sBAAsB,EAAuB,eAAe,EAAE,MAAM,iBAAiB,CAAC;AAEpG;wEACwE;AACxE,MAAM,MAAM,kBAAkB,GAAG,MAAM,sBAAsB,CAAC;AA+B9D;;;;GAIG;AACH,MAAM,MAAM,eAAe,GAAG,OAAO,GAAG,QAAQ,GAAG,KAAK,CAAC;AAezD;oEACoE;AACpE,eAAO,MAAM,qBAAqB,EAAE,SAAS,kBAAkB,EAO9D,CAAC;AAEF,yEAAyE;AACzE,MAAM,WAAW,uBAAuB;IACtC,QAAQ,CAAC,IAAI,EAAE,kBAAkB,CAAC;IAClC,sDAAsD;IACtD,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED,iEAAiE;AACjE,MAAM,WAAW,2BAA2B;IAC1C,QAAQ,CAAC,IAAI,EAAE,kBAAkB,CAAC;IAClC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;CACzB;AAED,MAAM,WAAW,+BAA+B;IAC9C,uEAAuE;IACvE,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC,IAAI,CAAC,cAAc,EAAE,kBAAkB,CAAC,CAAC,CAAC;IAClE,2DAA2D;IAC3D,QAAQ,CAAC,KAAK,EAAE,SAAS,uBAAuB,EAAE,CAAC;IACnD,wEAAwE;IACxE,QAAQ,CAAC,SAAS,EAAE,SAAS,2BAA2B,EAAE,CAAC;CAC5D;AA8FD;;;;;;;;GAQG;AACH,wBAAgB,6BAA6B,CAC3C,OAAO,EAAE,eAAe,GAAG,SAAS,GAAG,IAAI,EAC3C,OAAO,CAAC,EAAE,eAAe,GAAG,SAAS,GACpC,+BAA+B,CAoBjC"}
@@ -25,6 +25,20 @@
25
25
  * other direction: a wrong "present" claim is as much a defect as a wrong
26
26
  * "empty" one.
27
27
  *
28
+ * ## Why `physics` also gets a KEYING check
29
+ *
30
+ * The physics slot is the one whose vocabulary follows the SURFACE
31
+ * ({@link PHYSICS_KEYING_BY_SURFACE}): a three-surface game keys by host node
32
+ * id, a canvas-surface game by the display object it already holds. Both shapes
33
+ * carry the same four member names, so presence-and-typeof cannot tell them
34
+ * apart — a carrier keyed for the other surface would pass every check here and
35
+ * then be called with values it has none of, which is the "green coverage row
36
+ * bought with four methods that have no caller" defect this whole slot was left
37
+ * open to avoid. So a mount that KNOWS its surface says so, and a mismatch is
38
+ * `malformed` by name. A caller with no surface fact (`undefined`) does not
39
+ * check — it has nothing to check against, and inventing a default would be a
40
+ * guess wearing a verdict.
41
+ *
28
42
  * Nothing here calls a declared method. Presence and shape only.
29
43
  */
30
44
  /**
@@ -50,8 +64,21 @@ const REQUIRED_MEMBERS = {
50
64
  ],
51
65
  navigation: ['hasNavMesh', 'findPath', 'debugMesh'],
52
66
  audio: ['setMuted', 'isMuted'],
67
+ camera: ['snapshot', 'subscribe'],
53
68
  renderDebug: ['captureFrame'],
54
69
  };
70
+ /**
71
+ * THE surface→physics-vocabulary rule, stated once.
72
+ *
73
+ * `null` for `dom`: that surface has no physics consumer at all, so nothing
74
+ * here can say which keying would be right for it and the check stands down
75
+ * rather than inventing an answer.
76
+ */
77
+ const PHYSICS_KEYING_BY_SURFACE = {
78
+ three: 'node-id',
79
+ canvas: 'display',
80
+ dom: null,
81
+ };
55
82
  /** Fixed slot order, so two reports of the same mount are diffable line for
56
83
  * line (the same rule the coverage report's row order follows). */
57
84
  export const CONTRACT_SYSTEM_SLOTS = [
@@ -59,6 +86,7 @@ export const CONTRACT_SYSTEM_SLOTS = [
59
86
  'networking',
60
87
  'navigation',
61
88
  'audio',
89
+ 'camera',
62
90
  'renderDebug',
63
91
  ];
64
92
  const EMPTY_PROJECTION = {
@@ -78,13 +106,77 @@ function missingMembers(slot, value) {
78
106
  }
79
107
  return missing;
80
108
  }
109
+ /**
110
+ * The reason a declared physics carrier cannot serve `surface`, or `null` when
111
+ * it can (including when the caller supplied no surface to check against).
112
+ *
113
+ * The keying a carrier actually has is its tag's own answer, and an ABSENT tag
114
+ * IS `'node-id'` — see `PhysicsAdapter`'s comment for why the original
115
+ * vocabulary is the untagged one.
116
+ */
117
+ function physicsKeyingMismatch(value, surface) {
118
+ const want = surface ? PHYSICS_KEYING_BY_SURFACE[surface] : null;
119
+ if (want === null)
120
+ return null;
121
+ const got = value.keyedBy === 'display' ? 'display' : 'node-id';
122
+ if (got === want)
123
+ return null;
124
+ return (`declared a ${got}-keyed physics carrier on the ${surface} surface, whose gizmo path ` +
125
+ `addresses bodies by ${want} — the four members are all present but nothing on this lane ` +
126
+ `can call them with values they accept (a ${surface}-surface carrier declares ` +
127
+ `\`keyedBy: '${want}'\`)`);
128
+ }
129
+ /**
130
+ * THE per-slot decision, in the order the module header states: is it declared
131
+ * at all, is it the positively-answered empty, does it carry the members its
132
+ * interface requires, and (physics only) is it keyed for this surface.
133
+ *
134
+ * Split out of {@link projectContractSystemAdapters} so the projection itself
135
+ * is a loop over verdicts — one place decides, one place files.
136
+ */
137
+ function classifyDeclaredSlot(slot, value, surface) {
138
+ if (value === undefined || value === null)
139
+ return { kind: 'skip' };
140
+ if (typeof value !== 'object') {
141
+ return {
142
+ kind: 'malformed',
143
+ reason: `declared as ${typeof value}; expected an adapter object or { present: false, evidence }`,
144
+ };
145
+ }
146
+ if (isEmptyRecord(value)) {
147
+ const evidence = value.evidence;
148
+ // An empty claim with no evidence is exactly the "wrong empty claim" the
149
+ // bar calls a defect — it asserts an absence nobody can re-check.
150
+ if (typeof evidence !== 'string' || evidence.trim() === '') {
151
+ return {
152
+ kind: 'malformed',
153
+ reason: 'declared `present: false` with no `evidence` string to back the absence',
154
+ };
155
+ }
156
+ return { kind: 'empty', evidence };
157
+ }
158
+ const missing = missingMembers(slot, value);
159
+ if (missing.length > 0) {
160
+ return {
161
+ kind: 'malformed',
162
+ reason: `declared an adapter missing required member(s): ${missing.join(', ')}`,
163
+ };
164
+ }
165
+ const mismatch = slot === 'physics' ? physicsKeyingMismatch(value, surface) : null;
166
+ if (mismatch !== null)
167
+ return { kind: 'malformed', reason: mismatch };
168
+ return { kind: 'bound' };
169
+ }
81
170
  /**
82
171
  * Read the declared slots and sort each into exactly one verdict. A game that
83
172
  * declared no `systemAdapters` at all projects to three empty lists — which is
84
173
  * the "nobody answered" case, and is deliberately NOT the same as declaring
85
174
  * every slot empty.
175
+ *
176
+ * `surface` is the mount's own surface fact when it has one; see the module
177
+ * header for what it buys and why its absence checks nothing.
86
178
  */
87
- export function projectContractSystemAdapters(systems) {
179
+ export function projectContractSystemAdapters(systems, surface) {
88
180
  const declared = systems?.systemAdapters;
89
181
  if (!declared)
90
182
  return EMPTY_PROJECTION;
@@ -92,39 +184,13 @@ export function projectContractSystemAdapters(systems) {
92
184
  const empty = [];
93
185
  const malformed = [];
94
186
  for (const slot of CONTRACT_SYSTEM_SLOTS) {
95
- const value = declared[slot];
96
- if (value === undefined || value === null)
97
- continue;
98
- if (typeof value !== 'object') {
99
- malformed.push({
100
- slot,
101
- reason: `declared as ${typeof value}; expected an adapter object or { present: false, evidence }`,
102
- });
103
- continue;
104
- }
105
- if (isEmptyRecord(value)) {
106
- const evidence = value.evidence;
107
- if (typeof evidence !== 'string' || evidence.trim() === '') {
108
- // An empty claim with no evidence is exactly the "wrong empty claim"
109
- // the bar calls a defect — it asserts an absence nobody can re-check.
110
- malformed.push({
111
- slot,
112
- reason: 'declared `present: false` with no `evidence` string to back the absence',
113
- });
114
- continue;
115
- }
116
- empty.push({ slot, evidence });
117
- continue;
118
- }
119
- const missing = missingMembers(slot, value);
120
- if (missing.length > 0) {
121
- malformed.push({
122
- slot,
123
- reason: `declared an adapter missing required member(s): ${missing.join(', ')}`,
124
- });
125
- continue;
126
- }
127
- bound[slot] = value;
187
+ const verdict = classifyDeclaredSlot(slot, declared[slot], surface);
188
+ if (verdict.kind === 'bound')
189
+ bound[slot] = declared[slot];
190
+ else if (verdict.kind === 'empty')
191
+ empty.push({ slot, evidence: verdict.evidence });
192
+ else if (verdict.kind === 'malformed')
193
+ malformed.push({ slot, reason: verdict.reason });
128
194
  }
129
195
  return {
130
196
  bound: bound,
@@ -18,7 +18,7 @@
18
18
  * Origin (root), F17+F21 (lifecycle), WO-SYS1 (systems), WO-SYS2
19
19
  * (`systems.systemAdapters`).
20
20
  */
21
- import type { AudioAdapter, NavigationAdapter, NetworkingAdapter, PhysicsAdapter, RenderDebugAdapter } from '../system-adapter';
21
+ import type { AudioAdapter, CameraAdapter, NavigationAdapter, NetworkingAdapter, PhysicsCarrier, RenderDebugAdapter } from '../system-adapter';
22
22
  /**
23
23
  * Session lifecycle endpoints. Declaring `start` means "I support cold
24
24
  * mount": when the host sets `window.__vgaiMountCold` before the game's entry
@@ -34,6 +34,43 @@ export interface VgaiGameLifecycle {
34
34
  pause?(): void;
35
35
  resume?(): void;
36
36
  }
37
+ /** One of the game's own scenes, as {@link VgaiGameScenes} lists it. `id` is the
38
+ * game's OWN identifier for it — the string `current()` reports and `goTo()`
39
+ * takes — and `label` is what a person reads. */
40
+ export interface VgaiGameScene {
41
+ id: string;
42
+ label: string;
43
+ }
44
+ /**
45
+ * The game's SCENES: the whole-world states it swaps between — screens, levels,
46
+ * rooms — named by the game itself.
47
+ *
48
+ * A multi-screen game's screens ARE its scenes, and the editor already has a
49
+ * vocabulary for "the design-time states a world can be put into": stories.
50
+ * So this is projected onto the ordinary `StoriesProvider`
51
+ * (`adapter/authoring.ts`) by the host's canvas ingest mount
52
+ * (`packages/editor/src/authoring/contract-scenes-stories.ts`), WORLD-LEVEL —
53
+ * the same scope the react world adapter's stories have — so the inspector's
54
+ * story picker lists a game's screens and switching one runs the game's own
55
+ * navigation call. Nothing else is invented: there is no host-side scene model,
56
+ * no ordering rule, and no "no scene" state.
57
+ *
58
+ * Presence-only, like the rest of this contract. A game that declares nothing
59
+ * here reports no stories provider at all — a named absence in the coverage
60
+ * report, never an empty picker.
61
+ */
62
+ export interface VgaiGameScenes {
63
+ /** Every scene a player can be sent to right now, in the game's own order. */
64
+ list(): VgaiGameScene[];
65
+ /** The scene the game currently has up, by its own id; `null` when it has
66
+ * none yet (a game whose entry has not resolved, a boot screen the game does
67
+ * not name). */
68
+ current(): string | null;
69
+ /** Put the game in that scene the way the game's OWN navigation does. May be
70
+ * async — a scene commonly loads its own assets first — and the host awaits
71
+ * whatever it returns before reporting the switch. */
72
+ goTo(id: string): Promise<unknown> | unknown;
73
+ }
37
74
  /**
38
75
  * One invokable verb the game exposes. Deliberately the SAME listing shape a
39
76
  * first-party game gets from `ctx.debug.registerCommand`
@@ -157,12 +194,46 @@ export interface VgaiGameSystemEmpty {
157
194
  * for which wins.
158
195
  */
159
196
  export interface VgaiGameSystemAdapters {
160
- physics?: PhysicsAdapter | VgaiGameSystemEmpty;
197
+ /**
198
+ * In the SURFACE'S OWN vocabulary: a three-surface game declares the node-id
199
+ * keyed `PhysicsAdapter`, a canvas-surface game the display-object keyed
200
+ * `PhysicsAdapter2D` (`keyedBy: 'display'` — the tag is what makes the two
201
+ * tellable apart, and `contract-system-adapters.ts` reports a carrier keyed
202
+ * for the wrong surface as MALFORMED by name rather than binding a shape
203
+ * nothing on that lane can call).
204
+ */
205
+ physics?: PhysicsCarrier | VgaiGameSystemEmpty;
161
206
  networking?: NetworkingAdapter | VgaiGameSystemEmpty;
162
207
  navigation?: NavigationAdapter | VgaiGameSystemEmpty;
163
208
  audio?: AudioAdapter | VgaiGameSystemEmpty;
209
+ camera?: CameraAdapter | VgaiGameSystemEmpty;
164
210
  renderDebug?: RenderDebugAdapter | VgaiGameSystemEmpty;
165
211
  }
212
+ /**
213
+ * The game's own READINESS signal — "my world is built; what you see now is
214
+ * the game".
215
+ *
216
+ * A host-mounted (exported-composition) root needs none of this: the host runs
217
+ * the mount, so mount completion IS readiness and the host answers the question
218
+ * itself. A SELF-BOOTING game owns its own boot, and the host has no way to see
219
+ * the end of it — which is why every reader used to measure instead: poll the
220
+ * draw count, watch `scene.children.length` stop growing, wait a fixed window.
221
+ * Each of those is a guess at a fact the game's author can state, which is
222
+ * exactly the shape zero inference names (ARCHITECTURE-CORE §The editor
223
+ * protocol), so the fix is this declaration slot rather than a better poll.
224
+ *
225
+ * Either form is legal, because both are how games already write it: a promise
226
+ * the game resolves when its boot finishes, or a function returning one (a
227
+ * callback that resolves/returns when ready). The host normalizes both through
228
+ * {@link readGameReady} and awaits exactly once per mount.
229
+ *
230
+ * Declaring nothing is a supported, first-class answer: the measured waits
231
+ * remain as the documented fallback. What changes is that they stop being
232
+ * SILENT — a root with no declaration reports `source: 'measured'` wherever
233
+ * readiness is reported, so "nobody stated it" is a visible fact rather than
234
+ * an invisible default.
235
+ */
236
+ export type VgaiGameReady = Promise<unknown> | (() => Promise<unknown> | unknown);
166
237
  export interface VgaiGameContract {
167
238
  /** Bump only on breaking shape changes; additive endpoints keep version 1. */
168
239
  contractVersion: 1;
@@ -173,7 +244,43 @@ export interface VgaiGameContract {
173
244
  * verifies it actually contains the captured canvas before adopting.
174
245
  */
175
246
  root?: HTMLElement;
247
+ /**
248
+ * The canvas the game PRESENTS on — the one whose pixels are "what the game
249
+ * looks like".
250
+ *
251
+ * `root` above answers a different question (which element owns the game's
252
+ * whole DOM), and a game routinely has more than one canvas inside it: an
253
+ * offscreen buffer it composites from, a minimap, a 2D overlay. The host's
254
+ * standing answer was "the first `<canvas>` in DOM order", which is a guess
255
+ * about authoring order, and the game's author knows the real answer.
256
+ *
257
+ * Declaring nothing keeps the measured answer, reported as `measured` (see
258
+ * `packages/editor/src/presentation-surface.ts`, the one reader).
259
+ */
260
+ presentation?: HTMLCanvasElement;
261
+ /**
262
+ * The game's own WORLD — the `THREE.Scene` the editor should adopt.
263
+ *
264
+ * Without it the host adopts whichever scene renders first that it did not
265
+ * draw itself (`scene-capture.ts`), which is a good measured default and a
266
+ * permanent, silent commitment: a splash screen, a shadow pre-pass or a
267
+ * render-to-texture warm-up that draws one frame earlier is adopted as the
268
+ * game forever. Declaring this makes the choice the game's, not a race's.
269
+ *
270
+ * Typed `object` rather than `THREE.Scene` on purpose — this file is the
271
+ * contract's shape and imports no renderer library; the host checks
272
+ * structurally (`isScene`) in {@link readGameWorld}.
273
+ */
274
+ world?: object;
275
+ /** The game's own readiness signal — see {@link VgaiGameReady}. */
276
+ ready?: VgaiGameReady;
176
277
  lifecycle?: VgaiGameLifecycle;
278
+ /**
279
+ * The game's own scenes. Absent means "this game declared no scene surface" —
280
+ * the mount then supplies no stories provider at all, and the coverage report
281
+ * says so by name.
282
+ */
283
+ scenes?: VgaiGameScenes;
177
284
  /**
178
285
  * The game's own systems. Absent means "this game declared no system
179
286
  * surface" — every dependent editor surface then shows a named absence, not
@@ -193,4 +300,83 @@ export interface VgaiGameContract {
193
300
  * happens to be asking.
194
301
  */
195
302
  export declare function readGameContract(scope?: Window | null | undefined): VgaiGameContract | null;
303
+ /** What {@link readGameScenes} found. Both fields `null` ⇒ the game declared no
304
+ * scene surface at all, which is a different answer from declaring an unusable
305
+ * one (the same distinction `contract-system-adapters.ts` draws between an
306
+ * omitted slot and a malformed one). */
307
+ export interface GameScenesReading {
308
+ /** The callable surface, or `null` when nothing usable was declared. */
309
+ readonly scenes: VgaiGameScenes | null;
310
+ /** Why a DECLARED surface was refused, in the words the host prints. */
311
+ readonly malformed: string | null;
312
+ }
313
+ /**
314
+ * Read the declared {@link VgaiGameScenes}, refusing a malformed one BY NAME.
315
+ *
316
+ * The shape check is the same honesty `projectContractSystemAdapters` applies to
317
+ * a declared system slot: a `scenes: {}` would otherwise register as a
318
+ * capability and light up a story picker over an object with no methods. Nothing
319
+ * here CALLS a declared endpoint — presence and type only.
320
+ */
321
+ export declare function readGameScenes(contract: VgaiGameContract | null | undefined): GameScenesReading;
322
+ /** What {@link readGameReady} found. `ready: null` with `malformed: null` ⇒ the
323
+ * game declared no readiness signal, which is a different answer from
324
+ * declaring an unusable one — the same distinction {@link readGameScenes}
325
+ * draws, and the reason the readiness facet can report `declared` vs
326
+ * `measured` honestly instead of collapsing both into "not ready yet". */
327
+ export interface GameReadyReading {
328
+ /** The normalized signal: awaiting it once resolves when the game says it is
329
+ * ready. `null` when nothing usable was declared. */
330
+ readonly ready: (() => Promise<unknown>) | null;
331
+ /** Why a DECLARED signal was refused, in the words the host prints. */
332
+ readonly malformed: string | null;
333
+ }
334
+ /**
335
+ * Read the declared {@link VgaiGameReady}, refusing a malformed one BY NAME.
336
+ *
337
+ * Both legal forms normalize to one call: a promise is wrapped, a function is
338
+ * invoked lazily (once, when the host asks — which in the ingest mount is only
339
+ * AFTER the first captured render, so a `ready` that itself triggers the boot
340
+ * would deadlock the capture window; games self-boot on this lane),
341
+ * and whatever the function returns is coerced through `Promise.resolve` —
342
+ * a synchronous return means "already ready", which is a real declaration.
343
+ *
344
+ * A rejected/throwing signal is NOT swallowed here: the host awaits it and its
345
+ * failure is what separates "crashed before ready" from "never became ready"
346
+ * in the mount-failure report (`mount-readiness.ts`).
347
+ */
348
+ export declare function readGameReady(contract: VgaiGameContract | null | undefined): GameReadyReading;
349
+ /** What {@link readGameWorld} found — same two-field honesty as
350
+ * {@link readGameScenes}. */
351
+ export interface GameWorldReading {
352
+ readonly world: object | null;
353
+ readonly malformed: string | null;
354
+ }
355
+ /**
356
+ * Read the declared {@link VgaiGameContract.world}, refusing a malformed one BY
357
+ * NAME.
358
+ *
359
+ * STRUCTURAL (`isScene === true`), for two reasons: this file imports no
360
+ * renderer library, and an `instanceof THREE.Scene` across the realm the game
361
+ * runs in is exactly the check that silently answers `false` for a good scene —
362
+ * turning a correct declaration into an unexplained fall-back to first-render.
363
+ */
364
+ export declare function readGameWorld(contract: VgaiGameContract | null | undefined): GameWorldReading;
365
+ /** What {@link readGamePresentation} found — same two-field honesty as
366
+ * {@link readGameScenes}. */
367
+ export interface GamePresentationReading {
368
+ readonly canvas: HTMLCanvasElement | null;
369
+ readonly malformed: string | null;
370
+ }
371
+ /**
372
+ * Read the declared {@link VgaiGameContract.presentation} canvas, refusing a
373
+ * malformed one BY NAME.
374
+ *
375
+ * The shape check is STRUCTURAL (`tagName === 'CANVAS'` plus a `getContext`),
376
+ * not `instanceof`: the contract is read out of the realm the game runs in, and
377
+ * a realm-crossing `instanceof` is exactly the check that silently answers
378
+ * `false` for a perfectly good element. A wrong declaration must be refused by
379
+ * name, never by accident.
380
+ */
381
+ export declare function readGamePresentation(contract: VgaiGameContract | null | undefined): GamePresentationReading;
196
382
  //# sourceMappingURL=game-contract.d.ts.map
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@@ -36,3 +36,110 @@ export function readGameContract(scope = typeof window === 'undefined' ? null :
36
36
  return null;
37
37
  return declared;
38
38
  }
39
+ /** The endpoints a scene surface must carry: every one of them is called by the
40
+ * projection, so a declaration missing any cannot be honoured. */
41
+ const SCENES_REQUIRED_MEMBERS = ['list', 'current', 'goTo'];
42
+ /**
43
+ * Read the declared {@link VgaiGameScenes}, refusing a malformed one BY NAME.
44
+ *
45
+ * The shape check is the same honesty `projectContractSystemAdapters` applies to
46
+ * a declared system slot: a `scenes: {}` would otherwise register as a
47
+ * capability and light up a story picker over an object with no methods. Nothing
48
+ * here CALLS a declared endpoint — presence and type only.
49
+ */
50
+ export function readGameScenes(contract) {
51
+ const declared = contract?.scenes;
52
+ if (declared === undefined || declared === null)
53
+ return { scenes: null, malformed: null };
54
+ if (typeof declared !== 'object') {
55
+ return {
56
+ scenes: null,
57
+ malformed: `declared as ${typeof declared}; expected an object with list(), current() and goTo()`,
58
+ };
59
+ }
60
+ const missing = SCENES_REQUIRED_MEMBERS.filter((member) => typeof declared[member] !== 'function');
61
+ if (missing.length > 0) {
62
+ return {
63
+ scenes: null,
64
+ malformed: `declared a scenes surface missing required member(s): ${missing.join(', ')}`,
65
+ };
66
+ }
67
+ return { scenes: declared, malformed: null };
68
+ }
69
+ /**
70
+ * Read the declared {@link VgaiGameReady}, refusing a malformed one BY NAME.
71
+ *
72
+ * Both legal forms normalize to one call: a promise is wrapped, a function is
73
+ * invoked lazily (once, when the host asks — which in the ingest mount is only
74
+ * AFTER the first captured render, so a `ready` that itself triggers the boot
75
+ * would deadlock the capture window; games self-boot on this lane),
76
+ * and whatever the function returns is coerced through `Promise.resolve` —
77
+ * a synchronous return means "already ready", which is a real declaration.
78
+ *
79
+ * A rejected/throwing signal is NOT swallowed here: the host awaits it and its
80
+ * failure is what separates "crashed before ready" from "never became ready"
81
+ * in the mount-failure report (`mount-readiness.ts`).
82
+ */
83
+ export function readGameReady(contract) {
84
+ const declared = contract?.ready;
85
+ if (declared === undefined || declared === null)
86
+ return { ready: null, malformed: null };
87
+ if (typeof declared === 'function') {
88
+ const fn = declared;
89
+ return { ready: () => Promise.resolve(fn()), malformed: null };
90
+ }
91
+ if (typeof declared.then === 'function') {
92
+ const thenable = declared;
93
+ return { ready: () => Promise.resolve(thenable), malformed: null };
94
+ }
95
+ return {
96
+ ready: null,
97
+ malformed: `declared \`ready\` as ${typeof declared}; expected a promise or a function returning one`,
98
+ };
99
+ }
100
+ /**
101
+ * Read the declared {@link VgaiGameContract.world}, refusing a malformed one BY
102
+ * NAME.
103
+ *
104
+ * STRUCTURAL (`isScene === true`), for two reasons: this file imports no
105
+ * renderer library, and an `instanceof THREE.Scene` across the realm the game
106
+ * runs in is exactly the check that silently answers `false` for a good scene —
107
+ * turning a correct declaration into an unexplained fall-back to first-render.
108
+ */
109
+ export function readGameWorld(contract) {
110
+ const declared = contract?.world;
111
+ if (declared === undefined || declared === null)
112
+ return { world: null, malformed: null };
113
+ if (typeof declared !== 'object' || declared.isScene !== true) {
114
+ return {
115
+ world: null,
116
+ malformed: `declared \`world\` as ${typeof declared}; expected the game's own THREE.Scene`,
117
+ };
118
+ }
119
+ return { world: declared, malformed: null };
120
+ }
121
+ /**
122
+ * Read the declared {@link VgaiGameContract.presentation} canvas, refusing a
123
+ * malformed one BY NAME.
124
+ *
125
+ * The shape check is STRUCTURAL (`tagName === 'CANVAS'` plus a `getContext`),
126
+ * not `instanceof`: the contract is read out of the realm the game runs in, and
127
+ * a realm-crossing `instanceof` is exactly the check that silently answers
128
+ * `false` for a perfectly good element. A wrong declaration must be refused by
129
+ * name, never by accident.
130
+ */
131
+ export function readGamePresentation(contract) {
132
+ const declared = contract?.presentation;
133
+ if (declared === undefined || declared === null)
134
+ return { canvas: null, malformed: null };
135
+ const el = declared;
136
+ if (typeof el !== 'object' || el.tagName !== 'CANVAS' || typeof el.getContext !== 'function') {
137
+ return {
138
+ canvas: null,
139
+ malformed: `declared \`presentation\` as ${typeof declared === 'object'
140
+ ? String(el.tagName ?? 'object')
141
+ : typeof declared}; expected the game's own <canvas> element`,
142
+ };
143
+ }
144
+ return { canvas: declared, malformed: null };
145
+ }