@vgai/engine 0.5.15 → 0.5.17
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/adapter/adapter-module.d.ts +229 -33
- package/dist/adapter/adapter-module.d.ts.map +1 -1
- package/dist/adapter/adapter-module.js +222 -50
- package/dist/adapter/authoring-seam-contract.d.ts +530 -0
- package/dist/adapter/authoring-seam-contract.d.ts.map +1 -0
- package/dist/adapter/authoring-seam-contract.js +162 -0
- package/dist/adapter/authoring.d.ts +237 -50
- package/dist/adapter/authoring.d.ts.map +1 -1
- package/dist/adapter/authoring.js +2 -1
- package/dist/adapter/entrypoint-selection-source.d.ts +35 -0
- package/dist/adapter/entrypoint-selection-source.d.ts.map +1 -0
- package/dist/adapter/entrypoint-selection-source.js +151 -0
- package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts +7 -3
- package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts.map +1 -1
- package/dist/adapter/finders/scenes-from-entrypoint-selection.js +145 -27
- package/dist/adapter/first-party-systems.d.ts +13 -3
- package/dist/adapter/first-party-systems.d.ts.map +1 -1
- package/dist/adapter/first-party-systems.js +10 -3
- package/dist/adapter/index.d.ts +7 -2
- package/dist/adapter/index.d.ts.map +1 -1
- package/dist/adapter/index.js +4 -0
- package/dist/adapter/ingest/contract-system-adapters.d.ts +1 -1
- package/dist/adapter/ingest/contract-system-adapters.d.ts.map +1 -1
- package/dist/adapter/ingest/contract-system-adapters.js +13 -25
- package/dist/adapter/ingest/game-contract-seams.d.ts +214 -0
- package/dist/adapter/ingest/game-contract-seams.d.ts.map +1 -0
- package/dist/adapter/ingest/game-contract-seams.js +62 -0
- package/dist/adapter/ingest/game-contract.d.ts +5 -3
- package/dist/adapter/ingest/game-contract.d.ts.map +1 -1
- package/dist/adapter/ingest/game-contract.js +4 -1
- package/dist/adapter/ingest/merge-debug-adapters.d.ts +52 -0
- package/dist/adapter/ingest/merge-debug-adapters.d.ts.map +1 -0
- package/dist/adapter/ingest/merge-debug-adapters.js +141 -0
- package/dist/adapter/ingest/observation-debug-adapter.d.ts +56 -0
- package/dist/adapter/ingest/observation-debug-adapter.d.ts.map +1 -0
- package/dist/adapter/ingest/observation-debug-adapter.js +131 -0
- package/dist/adapter/ingest/scene-capture.d.ts +38 -13
- package/dist/adapter/ingest/scene-capture.d.ts.map +1 -1
- package/dist/adapter/ingest/scene-capture.js +101 -24
- package/dist/adapter/ingest/visible-capture-window.d.ts +22 -5
- package/dist/adapter/ingest/visible-capture-window.d.ts.map +1 -1
- package/dist/adapter/ingest/visible-capture-window.js +46 -7
- package/dist/adapter/native-debug-module.d.ts +43 -0
- package/dist/adapter/native-debug-module.d.ts.map +1 -0
- package/dist/adapter/native-debug-module.js +230 -0
- package/dist/adapter/object3d-authoring-subject.d.ts +32 -0
- package/dist/adapter/object3d-authoring-subject.d.ts.map +1 -0
- package/dist/adapter/object3d-authoring-subject.js +25 -0
- package/dist/adapter/root-adapter.d.ts +25 -56
- package/dist/adapter/root-adapter.d.ts.map +1 -1
- package/dist/adapter/root-adapter.js +4 -20
- package/dist/adapter/root-seam-contract.d.ts +129 -0
- package/dist/adapter/root-seam-contract.d.ts.map +1 -0
- package/dist/adapter/root-seam-contract.js +37 -0
- package/dist/adapter/seam-evidence.d.ts +118 -0
- package/dist/adapter/seam-evidence.d.ts.map +1 -0
- package/dist/adapter/seam-evidence.js +231 -0
- package/dist/adapter/setup-three-root-adapter.d.ts +2 -3
- package/dist/adapter/setup-three-root-adapter.d.ts.map +1 -1
- package/dist/adapter/setup-three-root-adapter.js +11 -12
- package/dist/adapter/system-adapter.d.ts +6 -1
- package/dist/adapter/system-adapter.d.ts.map +1 -1
- package/dist/adapter/system-seam-contract.d.ts +354 -0
- package/dist/adapter/system-seam-contract.d.ts.map +1 -0
- package/dist/adapter/system-seam-contract.js +95 -0
- package/dist/animation/xstate-animation-binding.d.ts +6 -0
- package/dist/animation/xstate-animation-binding.d.ts.map +1 -1
- package/dist/animation/xstate-animation-binding.js +142 -4
- package/dist/asset-formats/collider.d.ts +1 -1
- package/dist/asset-formats/mesh.d.ts +2 -2
- package/dist/asset-formats/particles.d.ts +1 -1
- package/dist/canvas-react/engine-bridge.d.ts +6 -6
- package/dist/canvas-react/engine-bridge.d.ts.map +1 -1
- package/dist/canvas-react/engine-bridge.js +2 -2
- package/dist/canvas-react/index.d.ts +2 -2
- package/dist/canvas-react/index.d.ts.map +1 -1
- package/dist/canvas-react/index.js +1 -1
- package/dist/canvas-react/pixi-react-adapter.d.ts +15 -9
- package/dist/canvas-react/pixi-react-adapter.d.ts.map +1 -1
- package/dist/canvas-react/pixi-react-adapter.js +129 -64
- package/dist/canvas-react/pixi-react-root-factory.d.ts.map +1 -1
- package/dist/canvas-react/pixi-react-root-factory.js +4 -0
- package/dist/canvas-react/world-context.d.ts +22 -12
- package/dist/canvas-react/world-context.d.ts.map +1 -1
- package/dist/canvas-react/world-context.js +12 -51
- package/dist/data/curve.d.ts +1 -1
- package/dist/data/curve.js +2 -2
- package/dist/dev/instruments.d.ts +4 -4
- package/dist/dev/instruments.js +4 -4
- package/dist/dev/register-render-vitals.d.ts +2 -2
- package/dist/dev/register-render-vitals.js +2 -2
- package/dist/dev/static-batch-advisor.d.ts +1 -1
- package/dist/dev/static-batch-advisor.js +2 -2
- package/dist/ecs/user-data.d.ts +5 -0
- package/dist/ecs/user-data.d.ts.map +1 -1
- package/dist/ecs/user-data.js +3 -0
- package/dist/input/input-manager.d.ts +64 -0
- package/dist/input/input-manager.d.ts.map +1 -1
- package/dist/input/input-manager.js +149 -0
- package/dist/manifest/load.d.ts +0 -3
- package/dist/manifest/load.d.ts.map +1 -1
- package/dist/manifest/load.js +0 -4
- package/dist/manifest/schema.d.ts +9 -11
- package/dist/manifest/schema.d.ts.map +1 -1
- package/dist/manifest/schema.js +2 -23
- package/dist/pixi/authoring.d.ts +33 -0
- package/dist/pixi/authoring.d.ts.map +1 -1
- package/dist/pixi/authoring.js +301 -2
- package/dist/pixi/ingest.d.ts +2 -1
- package/dist/pixi/ingest.d.ts.map +1 -1
- package/dist/pixi/ingest.js +4 -2
- package/dist/pixi/scene-capture.d.ts +9 -1
- package/dist/pixi/scene-capture.d.ts.map +1 -1
- package/dist/pixi/scene-capture.js +9 -6
- package/dist/react/world-state.d.ts +12 -0
- package/dist/react/world-state.d.ts.map +1 -1
- package/dist/react/world-state.js +14 -0
- package/dist/render/particles-factory.d.ts +13 -6
- package/dist/render/particles-factory.d.ts.map +1 -1
- package/dist/render/particles-factory.js +6 -3
- package/dist/render/soft-particle-depth.d.ts +3 -3
- package/dist/render/soft-particle-depth.d.ts.map +1 -1
- package/dist/render/soft-particle-depth.js +8 -13
- package/dist/runtime/create-runtime.d.ts +25 -62
- package/dist/runtime/create-runtime.d.ts.map +1 -1
- package/dist/runtime/create-runtime.js +58 -105
- package/dist/runtime/dev-build.d.ts +37 -0
- package/dist/runtime/dev-build.d.ts.map +1 -0
- package/dist/runtime/dev-build.js +49 -0
- package/dist/runtime/game.d.ts +38 -72
- package/dist/runtime/game.d.ts.map +1 -1
- package/dist/runtime/game.js +40 -55
- package/dist/runtime/mount-game.d.ts.map +1 -1
- package/dist/runtime/mount-game.js +12 -1
- package/dist/runtime/mount-manifest.d.ts +0 -13
- package/dist/runtime/mount-manifest.d.ts.map +1 -1
- package/dist/runtime/mount-manifest.js +5 -25
- package/dist/runtime/types.d.ts +18 -0
- package/dist/runtime/types.d.ts.map +1 -1
- package/dist/setup/setup-renderer.d.ts +3 -4
- package/dist/setup/setup-renderer.d.ts.map +1 -1
- package/dist/setup/setup-renderer.js +3 -4
- package/dist/world3d-react/engine-bridge.d.ts +1 -1
- package/dist/world3d-react/engine-bridge.d.ts.map +1 -1
- package/dist/world3d-react/engine-bridge.js +29 -4
- package/dist/world3d-react/index.d.ts +1 -1
- package/dist/world3d-react/index.js +1 -1
- package/dist/world3d-react/r3f-adapter.d.ts +7 -0
- package/dist/world3d-react/r3f-adapter.d.ts.map +1 -1
- package/dist/world3d-react/r3f-adapter.js +132 -28
- package/dist/world3d-react/r3f-root-factory.d.ts.map +1 -1
- package/dist/world3d-react/r3f-root-factory.js +14 -0
- package/dist/world3d-react/rapier-physics-bridge.d.ts +4 -4
- package/dist/world3d-react/rapier-physics-bridge.js +3 -3
- package/dist/world3d-react/world-context.d.ts +52 -3
- package/dist/world3d-react/world-context.d.ts.map +1 -1
- package/dist/world3d-react/world-context.js +94 -64
- package/dist-config/config.js.map +1 -1
- package/package.json +1 -1
- package/schemas/engine-capabilities.json +8 -8
- package/schemas/vgai-project.schema.json +1 -6
- package/src/adapter/adapter-module.ts +405 -72
- package/src/adapter/authoring-seam-contract.ts +211 -0
- package/src/adapter/authoring.ts +242 -50
- package/src/adapter/entrypoint-selection-source.ts +159 -0
- package/src/adapter/finders/scenes-from-entrypoint-selection.ts +162 -36
- package/src/adapter/first-party-systems.ts +17 -3
- package/src/adapter/index.ts +51 -1
- package/src/adapter/ingest/contract-system-adapters.ts +26 -30
- package/src/adapter/ingest/game-contract-seams.ts +85 -0
- package/src/adapter/ingest/game-contract.ts +9 -4
- package/src/adapter/ingest/merge-debug-adapters.ts +193 -0
- package/src/adapter/ingest/observation-debug-adapter.ts +158 -0
- package/src/adapter/ingest/scene-capture.ts +126 -23
- package/src/adapter/ingest/visible-capture-window.ts +63 -9
- package/src/adapter/native-debug-module.ts +307 -0
- package/src/adapter/object3d-authoring-subject.ts +50 -0
- package/src/adapter/root-adapter.ts +25 -56
- package/src/adapter/root-seam-contract.ts +57 -0
- package/src/adapter/seam-evidence.ts +336 -0
- package/src/adapter/setup-three-root-adapter.ts +13 -15
- package/src/adapter/system-adapter.ts +6 -1
- package/src/adapter/system-seam-contract.ts +121 -0
- package/src/animation/xstate-animation-binding.ts +151 -4
- package/src/canvas-react/engine-bridge.ts +6 -6
- package/src/canvas-react/index.ts +2 -1
- package/src/canvas-react/pixi-react-adapter.tsx +143 -77
- package/src/canvas-react/pixi-react-root-factory.tsx +4 -0
- package/src/canvas-react/world-context.ts +26 -101
- package/src/data/curve.ts +2 -2
- package/src/dev/instruments.ts +4 -4
- package/src/dev/register-render-vitals.ts +2 -2
- package/src/dev/static-batch-advisor.ts +2 -2
- package/src/ecs/user-data.ts +5 -0
- package/src/input/input-manager.ts +145 -0
- package/src/manifest/load.ts +0 -7
- package/src/manifest/schema.ts +2 -25
- package/src/pixi/authoring.ts +329 -2
- package/src/pixi/ingest.ts +9 -2
- package/src/pixi/scene-capture.ts +20 -5
- package/src/react/world-state.tsx +15 -0
- package/src/render/particles-factory.ts +16 -6
- package/src/render/soft-particle-depth.ts +8 -13
- package/src/runtime/create-runtime.ts +79 -158
- package/src/runtime/dev-build.ts +49 -0
- package/src/runtime/game.ts +72 -113
- package/src/runtime/mount-game.ts +19 -1
- package/src/runtime/mount-manifest.ts +5 -37
- package/src/runtime/types.ts +22 -0
- package/src/setup/setup-renderer.ts +3 -4
- package/src/world3d-react/engine-bridge.ts +29 -4
- package/src/world3d-react/index.ts +1 -1
- package/src/world3d-react/r3f-adapter.tsx +140 -31
- package/src/world3d-react/r3f-root-factory.tsx +14 -0
- package/src/world3d-react/rapier-physics-bridge.tsx +4 -4
- package/src/world3d-react/world-context.ts +111 -87
- package/dist/runtime/dev-layers.d.ts +0 -34
- package/dist/runtime/dev-layers.d.ts.map +0 -1
- package/dist/runtime/dev-layers.js +0 -46
- package/src/runtime/dev-layers.ts +0 -46
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* Deliberately NOT re-exported here: `<RapierPhysicsBridge>`
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* (`@engine/world3d-react/rapier-physics-bridge`), which registers an R3F
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* world's `@react-three/rapier` physics as the game's
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* `SystemAdapters.physics` — so the
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* `SystemAdapters.physics` — so the colliders instrument and the
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* editor's transform coordination can see it. It imports
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* `@react-three/rapier`, and only a world that already depends on that library
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* should pull it into its graph; a deep import keeps this barrel's peer
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advance,
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createRoot,
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extend,
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flushSync,
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events as pointerEvents,
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type RootState,
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useFrame,
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} from '@react-three/fiber';
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import { createElement, Fragment, type ReactNode, useEffect, useMemo } from 'react';
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import type { MountedThreeRoot, RootAdapter, ThreeHostContext } from '../adapter';
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import type { SystemAdapters } from '../adapter/system-adapter';
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import { type RenderVitalsRegistration, registerRenderVitals } from '../dev/register-render-vitals';
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import {
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createRenderDebugAdapter,
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import { createWebGLFrameCapture } from '../dev/webgl-frame-capture';
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import { WorldProvider } from '../react/world-state';
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import { createSoftParticleDepthPass } from '../render/soft-particle-depth';
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import {
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import { getDebugRegistry } from '../runtime/debug-registry';
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import { devBuildEnabled } from '../runtime/dev-build';
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import { EngineBridge, type EngineBridgeValue } from './engine-bridge';
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import { applyWorldRendererConfig, type WorldRendererConfig } from './renderer-config';
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import { createR3FRootContext } from './world-context';
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import { createR3FRootContext, DEFAULT_INPUT_MAP_PATH, wireGameInputSeams } from './world-context';
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/** The slice of `WebGLRenderer.info` the vitals reporter reads. Declared
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* structurally rather than imported from `three`, per this module's own
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* order.
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*
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* design-time host deliberately reconciles the scene without one because the
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* editor viewport owns the real renderer and camera; that viewport runs the
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* same generic depth pass immediately before it presents the adopted scene.
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*
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* spends when it is.
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* actions). A missing/invalid map degrades loudly without failing the
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* mount — see `world-context.ts`. */
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readonly inputMapPath?: string | null | undefined;
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/**
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* Transitional compatibility for explicit pre-native adapters. The
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* no vgai context/provider or private scheduler. Remove this switch with
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* the last explicit legacy adapter migration.
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*/
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readonly engineRuntime?: boolean | undefined;
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/** The colour pipeline this world was AUTHORED for, applied to the host's renderer for the life
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* of the mount and restored on dispose. Omit it (every world here does) to keep the host's own
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* defaults; declare it when the world's colours were picked against a different engine's
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* second `requestAnimationFrame` loop (design §1.C).
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*/
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export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter {
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const { id, content, inputMapPath, renderer: rendererConfig } = options;
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const { id, content, inputMapPath, engineRuntime = true, renderer: rendererConfig } = options;
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return {
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// for one is a compile error rather than anything that can happen at
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// runtime. `scene`/`camera` are backfilled right after fiber's first
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// commit resolves them, before any tick can run.
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const runtime = createR3FRootContext(host, { id, inputMapPath });
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const { systems } = runtime;
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const runtime = engineRuntime ? createR3FRootContext(host, { id, inputMapPath }) : null;
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// `ctx` rides the bridge so ordinary components can reach engine
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// services through `useGameContext()`.
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const bridge: EngineBridgeValue = { ctx: runtime.ctx };
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const bridge: EngineBridgeValue | null = runtime ? { ctx: runtime.ctx } : null;
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const gameDebugRegistry = host.game ? getDebugRegistry(host.game) : null;
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// THE HOST STILL WIRES THIS GAME'S INPUT WHEN THE WORLD TAKES NO CONTEXT.
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//
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// A default-exported world mounts with `engineRuntime: false` — no vgai
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// runtime context enters its React tree, by design. That says nothing
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// about the GAME-scoped input the host owns from the outside: the
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// project's declared map, and this root's `game.input.*` seams on the
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// debug registry. Skipping those made a fresh scaffold's bot/autoplay/
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// `vgai eval` input doors throw `DEBUG_INPUT_UNAVAILABLE` and left the
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// declared actions unloaded — in the ONE world shape `vgai create`
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// produces. Same host-vs-context split as `WorldProvider` below.
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//
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// `inputMapPath` unset (what the default-export factory passes) means
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// "the conventional path, if this project ships one" — quiet when it
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// does not, since a brand-new project declares no actions yet.
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const hostInputReady =
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runtime || !gameDebugRegistry
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? null
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: wireGameInputSeams(host, gameDebugRegistry, {
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id,
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inputMapPath: inputMapPath ?? DEFAULT_INPUT_MAP_PATH,
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optionalInputMap: inputMapPath === undefined,
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});
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// Actions must exist before any component's init()/first frame reads
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// them — wait for the (never-rejecting) input-map load before the first
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// commit.
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await runtime
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await (runtime?.inputMapReady ?? hostInputReady);
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// The world's own colour pipeline. Applied AFTER `root.configure()` below — see the comment
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// World()`) mounts through `resolveR3FEntryAdapter` with
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// docblock for why the subscription must land last.
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? createElement(SoftParticleDepth, { key: 'vgai-soft-particle-depth' })
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createElement(MountEffectsReady, { key: 'vgai-mount-effects-ready' }),
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{ value: bridge },
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),
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bridge ? createElement(EngineBridge.Provider, { value: bridge }, provided) : provided,
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// surfaces as an uncaught window error and `onCreated` never fires —
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runtime
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reject(
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new Error(
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const timer = setTimeout(() => {
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cleanup();
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root.unmount();
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runtime
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runtime?.dispose();
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reject(
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new Error(
|
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@@ -349,7 +424,7 @@ export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter
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window.removeEventListener('error', onError);
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};
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void statePromise.then((s) => {
|
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|
+
void Promise.all([statePromise, effectsReady]).then(([s]) => {
|
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428
|
cleanup();
|
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429
|
resolve(s);
|
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430
|
});
|
|
@@ -369,7 +444,7 @@ export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter
|
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// Backfill the component runtime's ctx with fiber's real scene/camera
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// (W3 — see the HONESTY NOTE above). This happens before the first
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|
// `update(dt)` tick, so no component ever observes them missing.
|
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runtime
|
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+
runtime?.setSceneCamera(state.scene, state.camera);
|
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|
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|
// THE STORE IS THE TRUTH, NOT THE `onCreated` SNAPSHOT.
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//
|
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@@ -406,11 +481,11 @@ export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter
|
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481
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// world is the only shape a scaffolded project's three root has, so a
|
|
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482
|
// door wired only into the classic path is a door no scaffolded project
|
|
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483
|
// ever gets (issue #1518: `game.state('render.vitals')` answered "no
|
|
409
|
-
// state provider registered" in the field while every other
|
|
410
|
-
// the same world worked).
|
|
484
|
+
// state provider registered" in the field while every other debug
|
|
485
|
+
// reading of the same world worked).
|
|
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486
|
//
|
|
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|
// The gate is the same three conditions, minus the one that cannot
|
|
413
|
-
// arise: `
|
|
488
|
+
// arise: `devBuildEnabled()` (`../runtime/dev-build.ts`, the ONE owner
|
|
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489
|
// of "is this a dev context" — a ship build registers nothing and pays
|
|
415
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|
// nothing), and a `Game` shell (the readings are folded out of that
|
|
416
491
|
// game's profiler frames). "Not headless" needs no term here: a headless
|
|
@@ -428,14 +503,17 @@ export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter
|
|
|
428
503
|
// (the fold) and `runtime.dispose()`'s scoped `strip(id)` (the
|
|
429
504
|
// registrations) — the same split the classic adapter documents.
|
|
430
505
|
let renderVitals: RenderVitalsRegistration | null = null;
|
|
431
|
-
if (host.game &&
|
|
506
|
+
if (host.game && devBuildEnabled()) {
|
|
432
507
|
// Same auto-enable as the classic adapter: the readings are folded out
|
|
433
508
|
// of profiler frames, and the profiler is a flag the editor already
|
|
434
509
|
// sets on play — under the dev gate this is the same cost arriving a
|
|
435
510
|
// little earlier, not a new one.
|
|
436
511
|
host.game.profiler.enabled = true;
|
|
512
|
+
if (!gameDebugRegistry) {
|
|
513
|
+
throw new Error('r3f-adapter: mounted Game has no debug registry.');
|
|
514
|
+
}
|
|
437
515
|
renderVitals = registerRenderVitals({
|
|
438
|
-
registry:
|
|
516
|
+
registry: gameDebugRegistry,
|
|
439
517
|
worldId: id,
|
|
440
518
|
profiler: host.game.profiler,
|
|
441
519
|
scene: live().scene,
|
|
@@ -461,7 +539,12 @@ export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter
|
|
|
461
539
|
memory: () => collectRenderMemory(live().scene, host.renderer.info),
|
|
462
540
|
})
|
|
463
541
|
: null;
|
|
464
|
-
|
|
542
|
+
// The session debug registry is host instrumentation, not component
|
|
543
|
+
// context. Publishing the existing adapter here lets coverage and
|
|
544
|
+
// editor panels see the same door without wrapping the R3F tree.
|
|
545
|
+
const systemAdapters: SystemAdapters =
|
|
546
|
+
runtime?.systemAdapters ?? (gameDebugRegistry ? { debug: gameDebugRegistry.adapter } : {});
|
|
547
|
+
if (renderDebugWiring) systemAdapters.renderDebug = renderDebugWiring.adapter;
|
|
465
548
|
|
|
466
549
|
// The engine drives every `useFrame` through the mounted world's
|
|
467
550
|
// `update(dt)` hook, never off a raw host-loop callback. That is the
|
|
@@ -490,7 +573,7 @@ export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter
|
|
|
490
573
|
// resumed frame as one giant `useFrame` delta — the exact "time passed
|
|
491
574
|
// while frozen" illusion acceptance gate 2 forbids.
|
|
492
575
|
let elapsed = 0;
|
|
493
|
-
/** The
|
|
576
|
+
/** The legacy component ctx camera last backfilled by `update()`. */
|
|
494
577
|
let backfilledCamera = state.camera;
|
|
495
578
|
|
|
496
579
|
return {
|
|
@@ -524,7 +607,7 @@ export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter
|
|
|
524
607
|
// WebGL2 context exists, `renderDebug` are engine-seeded. Game code
|
|
525
608
|
// adds its own capabilities via `ctx.registerSystemAdapter` exactly
|
|
526
609
|
// as in a classic world.
|
|
527
|
-
systems:
|
|
610
|
+
systems: systemAdapters,
|
|
528
611
|
update(dt: number): void {
|
|
529
612
|
elapsed += dt;
|
|
530
613
|
const current = live();
|
|
@@ -533,14 +616,14 @@ export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter
|
|
|
533
616
|
// component reading one while the frame uses the other is the
|
|
534
617
|
// silent kind of wrong. Identity-gated, so this is one comparison
|
|
535
618
|
// per frame in the overwhelmingly common no-swap case.
|
|
536
|
-
if (current.camera !== backfilledCamera) {
|
|
619
|
+
if (runtime && current.camera !== backfilledCamera) {
|
|
537
620
|
backfilledCamera = current.camera;
|
|
538
621
|
runtime.setSceneCamera(current.scene, current.camera);
|
|
539
622
|
}
|
|
540
623
|
// Engine phases FIRST (registered systems mutate transforms),
|
|
541
624
|
// then fiber's advance (useFrame callbacks + the actual render see
|
|
542
625
|
// the fresh state). Both are host-gated: neither runs while frozen.
|
|
543
|
-
systems.run(dt);
|
|
626
|
+
runtime?.systems.run(dt);
|
|
544
627
|
renderDebugWiring?.beforeRender();
|
|
545
628
|
try {
|
|
546
629
|
const profiler = host.game?.profiler;
|
|
@@ -591,7 +674,13 @@ export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter
|
|
|
591
674
|
// Reject/restore a pending capture while its renderables still
|
|
592
675
|
// exist, then unmount component effects and strip runtime state.
|
|
593
676
|
renderDebugWiring?.dispose();
|
|
594
|
-
|
|
677
|
+
// The editor audits and disposes the mounted game's window/document realm immediately
|
|
678
|
+
// after `session.stop()`. Fiber's ordinary `unmount()` submits a concurrent reconciler
|
|
679
|
+
// update, so component effect cleanups could still be pending at that boundary and the
|
|
680
|
+
// audit would truthfully report/reclaim listeners the world was about to remove itself.
|
|
681
|
+
// Force the unmount COMMIT (not fiber's deliberately delayed renderer/context disposal)
|
|
682
|
+
// to finish here: a stopped root owns no live component lifecycle beyond this method.
|
|
683
|
+
flushSync(() => root.unmount());
|
|
595
684
|
// The vitals fold owns two `profiler.subscribe` registrations, and
|
|
596
685
|
// `runtime.dispose()`'s `strip(id)` removes the REGISTRATIONS only —
|
|
597
686
|
// this is the one path that ends the subscriptions, exactly as the
|
|
@@ -599,7 +688,27 @@ export function createR3FAdapter(options: CreateR3FAdapterOptions): RootAdapter
|
|
|
599
688
|
// subscription can never outlive the door it feeds.
|
|
600
689
|
renderVitals?.dispose();
|
|
601
690
|
renderVitals = null;
|
|
602
|
-
runtime
|
|
691
|
+
runtime?.dispose();
|
|
692
|
+
// The no-context path has no `runtime.dispose()` to carry its scoped
|
|
693
|
+
// strip, so it ends its own registrations here — the same
|
|
694
|
+
// `strip(id)`, at the same moment. That is what ends this world's
|
|
695
|
+
// PROVIDERS AND COMMANDS (the render-vitals door above is the one
|
|
696
|
+
// this path actually registers under `id`); sibling roots are
|
|
697
|
+
// untouched.
|
|
698
|
+
//
|
|
699
|
+
// It does NOT end the input seams `wireGameInputSeams` set, and
|
|
700
|
+
// nothing else does either: `strip` walks providers/commands only
|
|
701
|
+
// (`runtime/debug-registry.ts`), so `virtualInputTargets`/
|
|
702
|
+
// `inputActionsSources`/`inputTraceSources` keep this world's id
|
|
703
|
+
// until a remount of the same id overwrites it. The runtime path has
|
|
704
|
+
// always been identical, and the residue is inert rather than
|
|
705
|
+
// hidden: every one of those closures reads GAME-scoped state
|
|
706
|
+
// (`game.input`, `game.loop.fixedDt`, the game's seed), so a stale
|
|
707
|
+
// entry actuates exactly what a live one would. What it can still do
|
|
708
|
+
// is name a dead world in `DEBUG_INPUT_WORLD_NOT_FOUND`'s registered
|
|
709
|
+
// list. Do not write "the strip clears the input seams" here again
|
|
710
|
+
// without changing `strip` to actually do it.
|
|
711
|
+
if (!runtime) gameDebugRegistry?.strip(id);
|
|
603
712
|
restoreRendererConfig();
|
|
604
713
|
},
|
|
605
714
|
};
|
|
@@ -69,6 +69,20 @@ export function resolveR3FEntryAdapter(entryModule: unknown, rootId: string): Ro
|
|
|
69
69
|
return createR3FAdapter({
|
|
70
70
|
id: rootId,
|
|
71
71
|
content: createElement(mod.default),
|
|
72
|
+
// A default-exported R3F component is an ordinary R3F app. The host
|
|
73
|
+
// controls Fiber's native `frameloop: 'never'` scheduler; the vgai
|
|
74
|
+
// runtime CONTEXT (`useGameContext`, `ctx.systems`) never enters its
|
|
75
|
+
// React tree.
|
|
76
|
+
//
|
|
77
|
+
// This flag governs that context and nothing else. It does NOT govern
|
|
78
|
+
// `WorldProvider`: `useDebugProvider`/`useDebugCommand`/`useWorldState`
|
|
79
|
+
// are the documented door a game declares its own state/commands
|
|
80
|
+
// through, and they must work in the idiomatic shape — which is the
|
|
81
|
+
// ONLY shape `vgai create` scaffolds. `r3f-adapter.tsx` therefore keys
|
|
82
|
+
// that provider off `host.game`, not off this flag; see the comment
|
|
83
|
+
// beside `const game = host.game` there for the measured symptom
|
|
84
|
+
// (`vgai eval 'await game.providers()'` listing only built-ins).
|
|
85
|
+
engineRuntime: false,
|
|
72
86
|
});
|
|
73
87
|
}
|
|
74
88
|
return null;
|
|
@@ -3,7 +3,7 @@
|
|
|
3
3
|
* `@react-three/rapier` physics VISIBLE to the engine's editor/dev seams.
|
|
4
4
|
*
|
|
5
5
|
* WHY IT EXISTS. `SystemAdapters.physics` is what the editor's transform
|
|
6
|
-
* coordination (`freeze → apply → unfreeze`) and the
|
|
6
|
+
* coordination (`freeze → apply → unfreeze`) and the universal
|
|
7
7
|
* "Colliders drawn" instrument (`@engine/dev/instruments`) read. The
|
|
8
8
|
* first-party imperative three root registers one from
|
|
9
9
|
* `../adapter/setup-three-root-adapter.ts`; an R3F world builds no first-party
|
|
@@ -44,7 +44,7 @@
|
|
|
44
44
|
* on the R3F root it is mounted in. It allocates nothing else — no timers, no
|
|
45
45
|
* subscriptions, no per-frame work (see the phase note below), and no Rapier
|
|
46
46
|
* objects: the bodies it edits belong to `<Physics>`.
|
|
47
|
-
* SHARERS: every reader of `game.systemAdapters.physics` — the
|
|
47
|
+
* SHARERS: every reader of `game.systemAdapters.physics` — the
|
|
48
48
|
* colliders instrument, the editor's transform coordination. They read; they
|
|
49
49
|
* never dispose.
|
|
50
50
|
* TEARDOWN: the effect's cleanup, and nothing else — it clears the SAME key it
|
|
@@ -55,7 +55,7 @@
|
|
|
55
55
|
*
|
|
56
56
|
* PHASE ORDERING: none to respect — this component registers pull-only
|
|
57
57
|
* callbacks and runs no per-frame work. Every method it exposes is invoked
|
|
58
|
-
* BETWEEN frames, by an editor gesture or
|
|
58
|
+
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export interface RapierPhysicsBridgeProps {
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* `ctx.debug = registry.forRoot(id)`, so a component's
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* 2. **`ctx.input` is the game-owned `InputManager` when a Game hosts the
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* root** (`host.game.input` —
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getDebugRegistry,
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} from '../runtime/debug-registry';
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import { disposeDebrisSubtree } from '../runtime/game';
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import type { GameContext } from '../runtime/types';
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import type { ComponentContextBase, GameContext } from '../runtime/types';
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/** The classic adapter's default input-map path — the conventional location
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* every scaffolded project ships (`public/inputmaps/default.inputmap.json`). */
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export type R3FGameContext =
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GameContext,
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| 'systems'
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| 'clock'
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| 'game'
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>;
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export type R3FGameContext = ComponentContextBase &
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Pick<GameContext, 'scene' | 'sceneIndex' | 'assets' | 'clock'> & {
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camera: THREE.Camera;
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};
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export interface R3FRootContextOptions {
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/** World id — provenance for every debug-registry registration (matches the
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dispose(): void;
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}
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/**
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* nothing to do with the vgai runtime context.
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*
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*
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* 1. the project's input map is loaded through `Game.loadInputMap` (game-owned,
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* load-once), so the actions the project declared exist;
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* 2. this root's seams are registered on the game-scoped debug registry
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* (`setVirtualInputTarget`/`setInputActionsSource`/`setInputTraceSource`),
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* which is what makes `game.input.hold/tap/...` (the bot/`vgai eval` input
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* doctrine) and the built-in `input.actions`/`input.trace` providers
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* resolve to this world instead of throwing `DEBUG_INPUT_UNAVAILABLE`.
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*
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* It is called on BOTH three-root paths, and that is the point: a world that
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* mounts as a default-exported component receives no vgai runtime context
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* (`engineRuntime: false` — see `r3f-root-factory.tsx`), but "no context in the
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* tree" was never meant to say "the host does not wire this game's input". It
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* was read that way, and the cost was measured on a fresh scaffold: the
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* declared map never loaded and every `game.input.*` door threw, so the QA
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* bot, autoplay routes and `vgai eval` could not drive the ONE world shape
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* `vgai create` produces. Same split, same reasoning, as `WorldProvider`
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* riding `host.game` rather than the runtime (see `r3f-adapter.tsx`).
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*
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* `optionalInputMap` is the CONVENTIONAL-PATH probe used when the project
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* never named a map: an absent file is the ordinary state of a brand-new
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* project, so it resolves quietly instead of printing an error on every boot.
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* A map that exists and fails to parse is as loud as ever.
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*
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* LIFETIME, honestly: `registry.strip(id)` runs on the mount's dispose (both
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* paths), but it walks providers/commands only — the three seams set here
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* survive it, keyed by this world's id, until a remount of the same id
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* overwrites them. That residue is inert rather than hidden: every closure
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* below reads GAME-scoped state (`game.input`, `game.loop.fixedDt`, the game's
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* seed), so a stale entry actuates exactly what a live one would. See the
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* dispose comment in `r3f-adapter.tsx` for the full accounting.
|
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+
*/
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+
export function wireGameInputSeams(
|
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+
host: ThreeHostContext,
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+
registry: DebugRegistry,
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options: {
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+
readonly id: string;
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+
readonly inputMapPath?: string | null | undefined;
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+
readonly optionalInputMap?: boolean | undefined;
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+
},
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+
): Promise<void> {
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+
const { id, inputMapPath = DEFAULT_INPUT_MAP_PATH, optionalInputMap = false } = options;
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|
+
if (!host.game) return Promise.resolve();
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const game = host.game;
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const input = game.input;
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+
registry.setInputActionsSource(id, () =>
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+
input.actionNames().map((name) => ({ name, valueType: input.getActionValueType(name) })),
|
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|
+
);
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|
+
registry.setInputTraceSource(id, () => {
|
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|
+
const raw = input.getInputTrace();
|
|
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|
+
return {
|
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|
+
version: raw.version,
|
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|
+
seed: getSeededRandom(game)?.seed ?? null,
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|
+
fixedDt: game.loop.fixedDt,
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|
+
ticks: raw.ticks,
|
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|
+
};
|
|
212
|
+
});
|
|
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|
+
registry.setVirtualInputTarget(id, {
|
|
214
|
+
setVirtualAction: (action, value) => input.setVirtualAction(action, value),
|
|
215
|
+
tapVirtualAction: (action) => input.tapVirtualAction(action),
|
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|
+
clearVirtualActions: () => input.clearVirtualActions(),
|
|
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|
+
scheduleActionAtTick: (tick, action, value) => input.scheduleActionAtTick(tick, action, value),
|
|
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|
+
startInputRecording: () => input.startInputRecording(),
|
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|
+
stopInputRecording: () => input.stopInputRecording(),
|
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|
+
isInputRecording: () => input.isInputRecording(),
|
|
221
|
+
injectAxis: (sourceId, value) => input.injectAxis(sourceId, value),
|
|
222
|
+
injectVector2: (sourceId, value) => input.injectVector2(sourceId, value),
|
|
223
|
+
injectPointerDelta: (sourceId, delta) => input.injectPointerDelta(sourceId, delta),
|
|
224
|
+
injectPointerPosition: (sourceId, value) => input.injectPointerPosition(sourceId, value),
|
|
225
|
+
});
|
|
226
|
+
if (host.headless || inputMapPath === null) return Promise.resolve();
|
|
227
|
+
// Load-once through the game-owned path (competing paths across roots throw
|
|
228
|
+
// THERE, loudly). A FAILED load (missing/bad file) must not fail the mount:
|
|
229
|
+
// a three world with no declared actions is legal. It degrades loudly
|
|
230
|
+
// instead — naming exactly what breaks.
|
|
231
|
+
// The non-optional call passes ONE argument, exactly as it always has — a
|
|
232
|
+
// trailing `undefined` is a different call to any observer of it.
|
|
233
|
+
const load = optionalInputMap
|
|
234
|
+
? game.loadInputMap(inputMapPath, { optional: true })
|
|
235
|
+
: game.loadInputMap(inputMapPath);
|
|
236
|
+
return load.catch((err: unknown) => {
|
|
237
|
+
// biome-ignore lint/suspicious/noConsole: deliberate loud degrade — the documented alternative to failing the mount (see comment above)
|
|
238
|
+
console.error(
|
|
239
|
+
`three world "${id}": failed to load input map "${inputMapPath}" — declared input ` +
|
|
240
|
+
'actions and `game.input.*` (bot/virtual input) will not work until a valid map ' +
|
|
241
|
+
'loads. Ship one at the conventional path or pass `inputMapPath` to ' +
|
|
242
|
+
`createR3FAdapter (null to opt out). Cause: ${err instanceof Error ? err.message : String(err)}`,
|
|
243
|
+
);
|
|
244
|
+
});
|
|
245
|
+
}
|
|
246
|
+
|
|
158
247
|
/**
|
|
159
248
|
* Build the engine runtime for one R3F world from a `ThreeHostContext` — the same
|
|
160
249
|
* wiring, at the same layer, as the classic `SetupThreeRootAdapter.mount()`
|
|
@@ -185,6 +274,7 @@ export function createR3FRootContext(
|
|
|
185
274
|
const ctxRaw: Record<string, unknown> = {
|
|
186
275
|
systems,
|
|
187
276
|
assets: host.assets,
|
|
277
|
+
input: host.game?.input ?? null,
|
|
188
278
|
registerSystemAdapter: (kind: keyof SystemAdapters, adapter: SystemAdapters[typeof kind]) => {
|
|
189
279
|
// biome-ignore lint/suspicious/noExplicitAny: same per-key record write the classic adapter performs; correct by construction
|
|
190
280
|
(systemAdapters as any)[kind] = adapter;
|
|
@@ -223,75 +313,9 @@ export function createR3FRootContext(
|
|
|
223
313
|
gameClock ?? createSimClock({ dispose: (obj) => disposeDebrisSubtree(obj, []) });
|
|
224
314
|
ctx.clock = clock;
|
|
225
315
|
|
|
226
|
-
// --- ctx.input + the debug-registry input seams (gap 3) —
|
|
227
|
-
//
|
|
228
|
-
|
|
229
|
-
// `game.input.*` (virtual input) and the built-in `input.actions`/
|
|
230
|
-
// `input.trace` providers resolve to it. ---
|
|
231
|
-
let inputMapReady: Promise<void> = Promise.resolve();
|
|
232
|
-
if (host.game) {
|
|
233
|
-
const game = host.game;
|
|
234
|
-
const input = game.input;
|
|
235
|
-
ctxRaw['input'] = input;
|
|
236
|
-
debugRegistry.setInputActionsSource(id, () =>
|
|
237
|
-
input.actionNames().map((name) => ({ name, valueType: input.getActionValueType(name) })),
|
|
238
|
-
);
|
|
239
|
-
debugRegistry.setInputTraceSource(id, () => {
|
|
240
|
-
const raw = input.getInputTrace();
|
|
241
|
-
return {
|
|
242
|
-
version: raw.version,
|
|
243
|
-
seed: getSeededRandom(game)?.seed ?? null,
|
|
244
|
-
fixedDt: game.loop.fixedDt,
|
|
245
|
-
ticks: raw.ticks,
|
|
246
|
-
};
|
|
247
|
-
});
|
|
248
|
-
debugRegistry.setVirtualInputTarget(id, {
|
|
249
|
-
setVirtualAction: (action, value) => input.setVirtualAction(action, value),
|
|
250
|
-
tapVirtualAction: (action) => input.tapVirtualAction(action),
|
|
251
|
-
clearVirtualActions: () => input.clearVirtualActions(),
|
|
252
|
-
scheduleActionAtTick: (tick, action, value) =>
|
|
253
|
-
input.scheduleActionAtTick(tick, action, value),
|
|
254
|
-
startInputRecording: () => input.startInputRecording(),
|
|
255
|
-
stopInputRecording: () => input.stopInputRecording(),
|
|
256
|
-
isInputRecording: () => input.isInputRecording(),
|
|
257
|
-
injectAxis: (sourceId, value) => input.injectAxis(sourceId, value),
|
|
258
|
-
injectVector2: (sourceId, value) => input.injectVector2(sourceId, value),
|
|
259
|
-
injectPointerDelta: (sourceId, delta) => input.injectPointerDelta(sourceId, delta),
|
|
260
|
-
injectPointerPosition: (sourceId, value) => input.injectPointerPosition(sourceId, value),
|
|
261
|
-
});
|
|
262
|
-
if (!host.headless && inputMapPath !== null) {
|
|
263
|
-
// Load-once through the game-owned path (classic parity — competing
|
|
264
|
-
// paths across roots throw THERE, loudly). A FAILED load (missing/bad
|
|
265
|
-
// file) must not fail this mount: an R3F tree with no declared actions
|
|
266
|
-
// is legal. It degrades loudly instead — naming exactly what breaks.
|
|
267
|
-
inputMapReady = game.loadInputMap(inputMapPath).catch((err: unknown) => {
|
|
268
|
-
// biome-ignore lint/suspicious/noConsole: deliberate loud degrade — the documented alternative to failing the mount (see comment above)
|
|
269
|
-
console.error(
|
|
270
|
-
`R3F world "${id}": failed to load input map "${inputMapPath}" — declared input ` +
|
|
271
|
-
'actions and `game.input.*` (bot/virtual input) will not work until a valid map ' +
|
|
272
|
-
'loads. Ship one at the conventional path or pass `inputMapPath` to ' +
|
|
273
|
-
`createR3FAdapter (null to opt out). Cause: ${err instanceof Error ? err.message : String(err)}`,
|
|
274
|
-
);
|
|
275
|
-
});
|
|
276
|
-
}
|
|
277
|
-
} else {
|
|
278
|
-
// `input` IS a field of every R3F world's ctx — it is game-owned, and this
|
|
279
|
-
// particular mount has no Game to own it (a bare harness or a foreign
|
|
280
|
-
// host). A throwing getter names that at the read, instead of handing back
|
|
281
|
-
// `undefined` that breaks deep inside a frame callback. Non-enumerable so
|
|
282
|
-
// spreads/serialization of the ctx never trip it.
|
|
283
|
-
Object.defineProperty(ctxRaw, 'input', {
|
|
284
|
-
configurable: true,
|
|
285
|
-
enumerable: false,
|
|
286
|
-
get(): never {
|
|
287
|
-
throw new Error(
|
|
288
|
-
`R3F world "${id}": ctx.input is game-owned and this mount has no Game host ` +
|
|
289
|
-
'(host.game is absent — bare harness/foreign host); mount through the vgai host ' +
|
|
290
|
-
'to get the shared InputManager.',
|
|
291
|
-
);
|
|
292
|
-
},
|
|
293
|
-
});
|
|
294
|
-
}
|
|
316
|
+
// --- ctx.input + the debug-registry input seams (gap 3) — see
|
|
317
|
+
// `wireGameInputSeams` below; `ctx.input` is that same game-owned manager. ---
|
|
318
|
+
const inputMapReady = wireGameInputSeams(host, debugRegistry, { id, inputMapPath });
|
|
295
319
|
|
|
296
320
|
return {
|
|
297
321
|
ctx,
|