@vgai/engine 0.5.16 → 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 +1 -16
- package/dist/adapter/adapter-module.d.ts.map +1 -1
- package/dist/adapter/adapter-module.js +1 -11
- package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts +0 -2
- package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts.map +1 -1
- package/dist/adapter/finders/scenes-from-entrypoint-selection.js +3 -6
- package/dist/adapter/root-adapter.d.ts +4 -0
- package/dist/adapter/root-adapter.d.ts.map +1 -1
- package/dist/adapter/root-seam-contract.d.ts +5 -0
- package/dist/adapter/root-seam-contract.d.ts.map +1 -1
- package/dist/adapter/root-seam-contract.js +1 -0
- package/dist/adapter/setup-three-root-adapter.js +9 -9
- package/dist/canvas-react/pixi-react-adapter.d.ts.map +1 -1
- package/dist/canvas-react/pixi-react-adapter.js +92 -41
- 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/input/input-manager.d.ts +15 -0
- package/dist/input/input-manager.d.ts.map +1 -1
- package/dist/input/input-manager.js +22 -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 +0 -2
- 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 +86 -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/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 +2 -16
- package/dist/runtime/create-runtime.d.ts.map +1 -1
- package/dist/runtime/create-runtime.js +36 -38
- 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 +9 -1
- package/dist/runtime/game.d.ts.map +1 -1
- package/dist/runtime/game.js +25 -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 +1 -20
- package/dist/world3d-react/engine-bridge.d.ts.map +1 -1
- package/dist/world3d-react/engine-bridge.js +28 -3
- 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.map +1 -1
- package/dist/world3d-react/r3f-adapter.js +89 -14
- package/dist/world3d-react/r3f-root-factory.d.ts.map +1 -1
- package/dist/world3d-react/r3f-root-factory.js +12 -2
- 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 +43 -0
- package/dist/world3d-react/world-context.d.ts.map +1 -1
- package/dist/world3d-react/world-context.js +89 -46
- package/dist-config/config.js.map +1 -1
- package/package.json +1 -1
- package/schemas/engine-capabilities.json +3 -3
- package/schemas/vgai-project.schema.json +1 -6
- package/src/adapter/adapter-module.ts +1 -25
- package/src/adapter/finders/scenes-from-entrypoint-selection.ts +3 -8
- package/src/adapter/root-adapter.ts +4 -0
- package/src/adapter/root-seam-contract.ts +1 -0
- package/src/adapter/setup-three-root-adapter.ts +9 -9
- package/src/canvas-react/pixi-react-adapter.tsx +98 -53
- 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/input/input-manager.ts +23 -0
- package/src/manifest/load.ts +0 -7
- package/src/manifest/schema.ts +2 -25
- package/src/pixi/authoring.ts +98 -6
- package/src/react/world-state.tsx +15 -0
- package/src/render/soft-particle-depth.ts +8 -13
- package/src/runtime/create-runtime.ts +38 -52
- package/src/runtime/dev-build.ts +49 -0
- package/src/runtime/game.ts +31 -2
- package/src/runtime/mount-manifest.ts +1 -32
- package/src/world3d-react/engine-bridge.ts +28 -3
- package/src/world3d-react/index.ts +1 -1
- package/src/world3d-react/r3f-adapter.tsx +87 -18
- package/src/world3d-react/r3f-root-factory.tsx +12 -2
- package/src/world3d-react/rapier-physics-bridge.tsx +4 -4
- package/src/world3d-react/world-context.ts +100 -51
- 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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@@ -28,10 +28,10 @@ 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 { getDebugRegistry } from '../runtime/debug-registry';
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import {
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import { devBuildEnabled } from '../runtime/dev-build';
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import { EngineBridge } from './engine-bridge';
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import { applyWorldRendererConfig } 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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/**
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* Scene depth for any soft-particle system this world mounted, drawn between
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* gameplay and the draw.
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@@ -52,6 +52,11 @@ import { createR3FRootContext } from './world-context';
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* sort is stable) — the tie-break among priority-0 callbacks is insertion
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* order.
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*
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* It is mounted only when THIS host carries a real WebGL context. The editor's
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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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* Costs nothing while no soft-particle system is armed — see
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* `../render/soft-particle-depth.ts` for what "armed" means and what the pass
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* spends when it is.
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@@ -127,10 +132,32 @@ export function createR3FAdapter(options) {
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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 = 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 = 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?.inputMapReady;
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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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// at its call site for why "before" is the version that silently does nothing.
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let restoreRendererConfig = () => { };
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@@ -257,13 +284,37 @@ export function createR3FAdapter(options) {
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// until this landed. `host.game` is genuinely absent in bare/headless
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// hosts, so the provider is conditional and those hooks stay the inert
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// no-ops they already document themselves to be.
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-
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//
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// READ FROM `host.game`, NEVER FROM `runtime` — the two are not the same
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// question, and conflating them silently dark-ended the seam for every
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// scaffolded game. The IDIOMATIC three world (`export default function
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// World()`) mounts through `resolveR3FEntryAdapter` with
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// `engineRuntime: false` (`r3f-root-factory.tsx`), so it has no
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// `runtime` and no `bridge` — by design, because the vgai runtime
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// CONTEXT (`useGameContext`) must not enter an ecosystem-native tree.
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// `WorldProvider` is not that context: it carries the Game handle the
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// host already holds, and it is the only way a game's own
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// `useDebugProvider('stat', …)` can reach the ONE game-scoped registry
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// the editor/`vgai eval` read. Keyed off `runtime`, every
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// default-exported world's registrations no-opped in silence and
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// `vgai eval 'await game.providers()'` listed only the built-ins.
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// The canvas lane never had the gap (`canvas-react/
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// pixi-react-root-factory.tsx` keeps its entry runtime on).
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const game = host.game;
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// `SoftParticleDepth` trails the world's own tree deliberately — see its
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// docblock for why the subscription must land last.
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-
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:
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// docblock for why the subscription must land last. A no-context design
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// mount omits this fiber callback because the adopting editor viewport
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// runs the pass with its own renderer and camera instead.
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const world = createElement(Fragment, null, content, runtime && typeof host.renderer.getContext === 'function'
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? createElement(SoftParticleDepth, { key: 'vgai-soft-particle-depth' })
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: null, createElement(MountEffectsReady, { key: 'vgai-mount-effects-ready' }));
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// The two providers are INDEPENDENT: `EngineBridge` rides `bridge` (the
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// vgai runtime context, absent for a native default-exported world),
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// `WorldProvider` rides `host.game` (the React seam, present whenever a
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// Game hosts this world). Nesting the second inside the first is what
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// made the seam a hostage of the first.
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const provided = game ? createElement(WorldProvider, { game }, world) : world;
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root.render(bridge ? createElement(EngineBridge.Provider, { value: bridge }, provided) : provided);
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// A reconcile-time crash (e.g. a missing `extend` catalogue entry)
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// surfaces as an uncaught window error and `onCreated` never fires —
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// without this guard, `mount()` would await `statePromise` FOREVER and
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cleanup();
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root.unmount();
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runtime?.dispose();
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if (!runtime)
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gameDebugRegistry?.strip(id);
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restoreRendererConfig();
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reject(new Error(`r3f-adapter: fiber crashed before its first commit — ${event.message} ` +
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'(mount() fails loudly instead of hanging on onCreated)'));
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cleanup();
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root.unmount();
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runtime?.dispose();
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if (!runtime)
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gameDebugRegistry?.strip(id);
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restoreRendererConfig();
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reject(new Error('r3f-adapter: onCreated did not fire within 10s — the R3F tree never reached ' +
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'its first commit (mount() fails loudly instead of hanging)'));
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// `RootState` for precisely this reason, so reading it per frame is the
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// supported way to see the live root. It is a plain map read.
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const live = () => state.get();
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const gameDebugRegistry = host.game ? getDebugRegistry(host.game) : null;
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// --- Live render vitals (issue #1504), for an R3F world -----------------
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// The SAME door the classic adapter seeds
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// (`../adapter/setup-three-root-adapter.ts`), seeded here for the same
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// world is the only shape a scaffolded project's three root has, so a
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// door wired only into the classic path is a door no scaffolded project
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// ever gets (issue #1518: `game.state('render.vitals')` answered "no
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// state provider registered" in the field while every other
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// the same world worked).
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// state provider registered" in the field while every other debug
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// reading of the same world worked).
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//
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// arise: `
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// arise: `devBuildEnabled()` (`../runtime/dev-build.ts`, the ONE owner
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// of "is this a dev context" — a ship build registers nothing and pays
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// nothing), and a `Game` shell (the readings are folded out of that
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// game's profiler frames). "Not headless" needs no term here: a headless
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// registrations) — the same split the classic adapter documents.
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//
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},
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{"version":3,"file":"r3f-root-factory.d.ts","sourceRoot":"","sources":["../../src/world3d-react/r3f-root-factory.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AAGH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,yBAAyB,CAAC;AAC3D,OAAO,KAAK,EAAE,qBAAqB,EAAE,MAAM,uBAAuB,CAAC;AAUnE;;;;;;;;;;;;;GAaG;AACH,wBAAgB,sBAAsB,CAAC,WAAW,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,WAAW,GAAG,IAAI,
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{"version":3,"file":"r3f-root-factory.d.ts","sourceRoot":"","sources":["../../src/world3d-react/r3f-root-factory.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AAGH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,yBAAyB,CAAC;AAC3D,OAAO,KAAK,EAAE,qBAAqB,EAAE,MAAM,uBAAuB,CAAC;AAUnE;;;;;;;;;;;;;GAaG;AACH,wBAAgB,sBAAsB,CAAC,WAAW,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,WAAW,GAAG,IAAI,CAwB/F;AAED;;;;;GAKG;AACH,eAAO,MAAM,cAAc,EAAE,qBAQ5B,CAAC"}
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*
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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 declare function wireGameInputSeams(host: ThreeHostContext, registry: DebugRegistry, 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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}): Promise<void>;
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/**
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* Build the engine runtime for one R3F world from a `ThreeHostContext` — the same
|
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|
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"world-context.d.ts","sourceRoot":"","sources":["../../src/world3d-react/world-context.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;KAmCK;AAEL,OAAO,KAAK,KAAK,KAAK,MAAM,OAAO,CAAC;AACpC,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,YAAY,CAAC;AACnD,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAOhE,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAE3D,OAAO,EAEL,KAAK,aAAa,EAEnB,MAAM,2BAA2B,CAAC;AAEnC,OAAO,KAAK,EAAE,oBAAoB,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE1E;iFACiF;AACjF,eAAO,MAAM,sBAAsB,qCAAqC,CAAC;AAEzE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,MAAM,MAAM,cAAc,GAAG,oBAAoB,GAC/C,IAAI,CAAC,WAAW,EAAE,OAAO,GAAG,YAAY,GAAG,QAAQ,GAAG,OAAO,CAAC,GAAG;IAC/D,qEAAqE;IACrE,MAAM,EAAE,KAAK,CAAC,MAAM,CAAC;CACtB,CAAC;AAEJ,MAAM,WAAW,qBAAqB;IACpC;gFAC4E;IAC5E,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB;;;;;;OAMG;IACH,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,GAAG,IAAI,GAAG,SAAS,CAAC;CACnD;AAED;+EAC+E;AAC/E,MAAM,WAAW,cAAc;IAC7B;6EACyE;IACzE,QAAQ,CAAC,GAAG,EAAE,cAAc,CAAC;IAC7B,+DAA+D;IAC/D,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,OAAO,kBAAkB,CAAC,CAAC;IACxD;;mFAE+E;IAC/E,QAAQ,CAAC,cAAc,EAAE,cAAc,CAAC;IACxC;;;;;;yDAMqD;IACrD,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IACtC;qEACiE;IACjE,QAAQ,CAAC,aAAa,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC;IACtC;;;4DAGwD;IACxD,cAAc,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM,GAAG,IAAI,CAAC;IAC/D;;gFAE4E;IAC5E,OAAO,IAAI,IAAI,CAAC;CACjB;AAED;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAClC,IAAI,EAAE,gBAAgB,EACtB,OAAO,EAAE,qBAAqB,GAC7B,cAAc,
|
|
1
|
+
{"version":3,"file":"world-context.d.ts","sourceRoot":"","sources":["../../src/world3d-react/world-context.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;KAmCK;AAEL,OAAO,KAAK,KAAK,KAAK,MAAM,OAAO,CAAC;AACpC,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,YAAY,CAAC;AACnD,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,2BAA2B,CAAC;AAOhE,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAE3D,OAAO,EAEL,KAAK,aAAa,EAEnB,MAAM,2BAA2B,CAAC;AAEnC,OAAO,KAAK,EAAE,oBAAoB,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE1E;iFACiF;AACjF,eAAO,MAAM,sBAAsB,qCAAqC,CAAC;AAEzE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,MAAM,MAAM,cAAc,GAAG,oBAAoB,GAC/C,IAAI,CAAC,WAAW,EAAE,OAAO,GAAG,YAAY,GAAG,QAAQ,GAAG,OAAO,CAAC,GAAG;IAC/D,qEAAqE;IACrE,MAAM,EAAE,KAAK,CAAC,MAAM,CAAC;CACtB,CAAC;AAEJ,MAAM,WAAW,qBAAqB;IACpC;gFAC4E;IAC5E,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB;;;;;;OAMG;IACH,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,GAAG,IAAI,GAAG,SAAS,CAAC;CACnD;AAED;+EAC+E;AAC/E,MAAM,WAAW,cAAc;IAC7B;6EACyE;IACzE,QAAQ,CAAC,GAAG,EAAE,cAAc,CAAC;IAC7B,+DAA+D;IAC/D,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC,OAAO,kBAAkB,CAAC,CAAC;IACxD;;mFAE+E;IAC/E,QAAQ,CAAC,cAAc,EAAE,cAAc,CAAC;IACxC;;;;;;yDAMqD;IACrD,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IACtC;qEACiE;IACjE,QAAQ,CAAC,aAAa,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC;IACtC;;;4DAGwD;IACxD,cAAc,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM,GAAG,IAAI,CAAC;IAC/D;;gFAE4E;IAC5E,OAAO,IAAI,IAAI,CAAC;CACjB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqCG;AACH,wBAAgB,kBAAkB,CAChC,IAAI,EAAE,gBAAgB,EACtB,QAAQ,EAAE,aAAa,EACvB,OAAO,EAAE;IACP,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,GAAG,IAAI,GAAG,SAAS,CAAC;IAClD,QAAQ,CAAC,gBAAgB,CAAC,EAAE,OAAO,GAAG,SAAS,CAAC;CACjD,GACA,OAAO,CAAC,IAAI,CAAC,CAiDf;AAED;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAClC,IAAI,EAAE,gBAAgB,EACtB,OAAO,EAAE,qBAAqB,GAC7B,cAAc,CAqGhB"}
|
|
@@ -43,6 +43,92 @@ import { disposeDebrisSubtree } from '../runtime/game';
|
|
|
43
43
|
/** The classic adapter's default input-map path — the conventional location
|
|
44
44
|
* every scaffolded project ships (`public/inputmaps/default.inputmap.json`). */
|
|
45
45
|
export const DEFAULT_INPUT_MAP_PATH = '/inputmaps/default.inputmap.json';
|
|
46
|
+
/**
|
|
47
|
+
* The GAME-SCOPED input wiring one three root owns — and the half that has
|
|
48
|
+
* nothing to do with the vgai runtime context.
|
|
49
|
+
*
|
|
50
|
+
* Two things happen here, both of them HOST work performed from outside the
|
|
51
|
+
* world's own tree:
|
|
52
|
+
*
|
|
53
|
+
* 1. the project's input map is loaded through `Game.loadInputMap` (game-owned,
|
|
54
|
+
* load-once), so the actions the project declared exist;
|
|
55
|
+
* 2. this root's seams are registered on the game-scoped debug registry
|
|
56
|
+
* (`setVirtualInputTarget`/`setInputActionsSource`/`setInputTraceSource`),
|
|
57
|
+
* which is what makes `game.input.hold/tap/...` (the bot/`vgai eval` input
|
|
58
|
+
* doctrine) and the built-in `input.actions`/`input.trace` providers
|
|
59
|
+
* resolve to this world instead of throwing `DEBUG_INPUT_UNAVAILABLE`.
|
|
60
|
+
*
|
|
61
|
+
* It is called on BOTH three-root paths, and that is the point: a world that
|
|
62
|
+
* mounts as a default-exported component receives no vgai runtime context
|
|
63
|
+
* (`engineRuntime: false` — see `r3f-root-factory.tsx`), but "no context in the
|
|
64
|
+
* tree" was never meant to say "the host does not wire this game's input". It
|
|
65
|
+
* was read that way, and the cost was measured on a fresh scaffold: the
|
|
66
|
+
* declared map never loaded and every `game.input.*` door threw, so the QA
|
|
67
|
+
* bot, autoplay routes and `vgai eval` could not drive the ONE world shape
|
|
68
|
+
* `vgai create` produces. Same split, same reasoning, as `WorldProvider`
|
|
69
|
+
* riding `host.game` rather than the runtime (see `r3f-adapter.tsx`).
|
|
70
|
+
*
|
|
71
|
+
* `optionalInputMap` is the CONVENTIONAL-PATH probe used when the project
|
|
72
|
+
* never named a map: an absent file is the ordinary state of a brand-new
|
|
73
|
+
* project, so it resolves quietly instead of printing an error on every boot.
|
|
74
|
+
* A map that exists and fails to parse is as loud as ever.
|
|
75
|
+
*
|
|
76
|
+
* LIFETIME, honestly: `registry.strip(id)` runs on the mount's dispose (both
|
|
77
|
+
* paths), but it walks providers/commands only — the three seams set here
|
|
78
|
+
* survive it, keyed by this world's id, until a remount of the same id
|
|
79
|
+
* overwrites them. That residue is inert rather than hidden: every closure
|
|
80
|
+
* below reads GAME-scoped state (`game.input`, `game.loop.fixedDt`, the game's
|
|
81
|
+
* seed), so a stale entry actuates exactly what a live one would. See the
|
|
82
|
+
* dispose comment in `r3f-adapter.tsx` for the full accounting.
|
|
83
|
+
*/
|
|
84
|
+
export function wireGameInputSeams(host, registry, options) {
|
|
85
|
+
const { id, inputMapPath = DEFAULT_INPUT_MAP_PATH, optionalInputMap = false } = options;
|
|
86
|
+
if (!host.game)
|
|
87
|
+
return Promise.resolve();
|
|
88
|
+
const game = host.game;
|
|
89
|
+
const input = game.input;
|
|
90
|
+
registry.setInputActionsSource(id, () => input.actionNames().map((name) => ({ name, valueType: input.getActionValueType(name) })));
|
|
91
|
+
registry.setInputTraceSource(id, () => {
|
|
92
|
+
const raw = input.getInputTrace();
|
|
93
|
+
return {
|
|
94
|
+
version: raw.version,
|
|
95
|
+
seed: getSeededRandom(game)?.seed ?? null,
|
|
96
|
+
fixedDt: game.loop.fixedDt,
|
|
97
|
+
ticks: raw.ticks,
|
|
98
|
+
};
|
|
99
|
+
});
|
|
100
|
+
registry.setVirtualInputTarget(id, {
|
|
101
|
+
setVirtualAction: (action, value) => input.setVirtualAction(action, value),
|
|
102
|
+
tapVirtualAction: (action) => input.tapVirtualAction(action),
|
|
103
|
+
clearVirtualActions: () => input.clearVirtualActions(),
|
|
104
|
+
scheduleActionAtTick: (tick, action, value) => input.scheduleActionAtTick(tick, action, value),
|
|
105
|
+
startInputRecording: () => input.startInputRecording(),
|
|
106
|
+
stopInputRecording: () => input.stopInputRecording(),
|
|
107
|
+
isInputRecording: () => input.isInputRecording(),
|
|
108
|
+
injectAxis: (sourceId, value) => input.injectAxis(sourceId, value),
|
|
109
|
+
injectVector2: (sourceId, value) => input.injectVector2(sourceId, value),
|
|
110
|
+
injectPointerDelta: (sourceId, delta) => input.injectPointerDelta(sourceId, delta),
|
|
111
|
+
injectPointerPosition: (sourceId, value) => input.injectPointerPosition(sourceId, value),
|
|
112
|
+
});
|
|
113
|
+
if (host.headless || inputMapPath === null)
|
|
114
|
+
return Promise.resolve();
|
|
115
|
+
// Load-once through the game-owned path (competing paths across roots throw
|
|
116
|
+
// THERE, loudly). A FAILED load (missing/bad file) must not fail the mount:
|
|
117
|
+
// a three world with no declared actions is legal. It degrades loudly
|
|
118
|
+
// instead — naming exactly what breaks.
|
|
119
|
+
// The non-optional call passes ONE argument, exactly as it always has — a
|
|
120
|
+
// trailing `undefined` is a different call to any observer of it.
|
|
121
|
+
const load = optionalInputMap
|
|
122
|
+
? game.loadInputMap(inputMapPath, { optional: true })
|
|
123
|
+
: game.loadInputMap(inputMapPath);
|
|
124
|
+
return load.catch((err) => {
|
|
125
|
+
// biome-ignore lint/suspicious/noConsole: deliberate loud degrade — the documented alternative to failing the mount (see comment above)
|
|
126
|
+
console.error(`three world "${id}": failed to load input map "${inputMapPath}" — declared input ` +
|
|
127
|
+
'actions and `game.input.*` (bot/virtual input) will not work until a valid map ' +
|
|
128
|
+
'loads. Ship one at the conventional path or pass `inputMapPath` to ' +
|
|
129
|
+
`createR3FAdapter (null to opt out). Cause: ${err instanceof Error ? err.message : String(err)}`);
|
|
130
|
+
});
|
|
131
|
+
}
|
|
46
132
|
/**
|
|
47
133
|
* Build the engine runtime for one R3F world from a `ThreeHostContext` — the same
|
|
48
134
|
* wiring, at the same layer, as the classic `SetupThreeRootAdapter.mount()`
|
|
@@ -101,52 +187,9 @@ export function createR3FRootContext(host, options) {
|
|
|
101
187
|
const gameClock = host.game ? getSimClock(host.game) : null;
|
|
102
188
|
const clock = gameClock ?? createSimClock({ dispose: (obj) => disposeDebrisSubtree(obj, []) });
|
|
103
189
|
ctx.clock = clock;
|
|
104
|
-
// --- ctx.input + the debug-registry input seams (gap 3) —
|
|
105
|
-
//
|
|
106
|
-
|
|
107
|
-
// `game.input.*` (virtual input) and the built-in `input.actions`/
|
|
108
|
-
// `input.trace` providers resolve to it. ---
|
|
109
|
-
let inputMapReady = Promise.resolve();
|
|
110
|
-
if (host.game) {
|
|
111
|
-
const game = host.game;
|
|
112
|
-
const input = game.input;
|
|
113
|
-
debugRegistry.setInputActionsSource(id, () => input.actionNames().map((name) => ({ name, valueType: input.getActionValueType(name) })));
|
|
114
|
-
debugRegistry.setInputTraceSource(id, () => {
|
|
115
|
-
const raw = input.getInputTrace();
|
|
116
|
-
return {
|
|
117
|
-
version: raw.version,
|
|
118
|
-
seed: getSeededRandom(game)?.seed ?? null,
|
|
119
|
-
fixedDt: game.loop.fixedDt,
|
|
120
|
-
ticks: raw.ticks,
|
|
121
|
-
};
|
|
122
|
-
});
|
|
123
|
-
debugRegistry.setVirtualInputTarget(id, {
|
|
124
|
-
setVirtualAction: (action, value) => input.setVirtualAction(action, value),
|
|
125
|
-
tapVirtualAction: (action) => input.tapVirtualAction(action),
|
|
126
|
-
clearVirtualActions: () => input.clearVirtualActions(),
|
|
127
|
-
scheduleActionAtTick: (tick, action, value) => input.scheduleActionAtTick(tick, action, value),
|
|
128
|
-
startInputRecording: () => input.startInputRecording(),
|
|
129
|
-
stopInputRecording: () => input.stopInputRecording(),
|
|
130
|
-
isInputRecording: () => input.isInputRecording(),
|
|
131
|
-
injectAxis: (sourceId, value) => input.injectAxis(sourceId, value),
|
|
132
|
-
injectVector2: (sourceId, value) => input.injectVector2(sourceId, value),
|
|
133
|
-
injectPointerDelta: (sourceId, delta) => input.injectPointerDelta(sourceId, delta),
|
|
134
|
-
injectPointerPosition: (sourceId, value) => input.injectPointerPosition(sourceId, value),
|
|
135
|
-
});
|
|
136
|
-
if (!host.headless && inputMapPath !== null) {
|
|
137
|
-
// Load-once through the game-owned path (classic parity — competing
|
|
138
|
-
// paths across roots throw THERE, loudly). A FAILED load (missing/bad
|
|
139
|
-
// file) must not fail this mount: an R3F tree with no declared actions
|
|
140
|
-
// is legal. It degrades loudly instead — naming exactly what breaks.
|
|
141
|
-
inputMapReady = game.loadInputMap(inputMapPath).catch((err) => {
|
|
142
|
-
// biome-ignore lint/suspicious/noConsole: deliberate loud degrade — the documented alternative to failing the mount (see comment above)
|
|
143
|
-
console.error(`R3F world "${id}": failed to load input map "${inputMapPath}" — declared input ` +
|
|
144
|
-
'actions and `game.input.*` (bot/virtual input) will not work until a valid map ' +
|
|
145
|
-
'loads. Ship one at the conventional path or pass `inputMapPath` to ' +
|
|
146
|
-
`createR3FAdapter (null to opt out). Cause: ${err instanceof Error ? err.message : String(err)}`);
|
|
147
|
-
});
|
|
148
|
-
}
|
|
149
|
-
}
|
|
190
|
+
// --- ctx.input + the debug-registry input seams (gap 3) — see
|
|
191
|
+
// `wireGameInputSeams` below; `ctx.input` is that same game-owned manager. ---
|
|
192
|
+
const inputMapReady = wireGameInputSeams(host, debugRegistry, { id, inputMapPath });
|
|
150
193
|
return {
|
|
151
194
|
ctx,
|
|
152
195
|
systems,
|