@vgai/engine 0.5.17 → 0.5.19

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@@ -159,43 +159,125 @@ function isPixiDisplay(value: object): boolean {
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  * never reached `_cannon` inside the budget.
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  */
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  function viewOwnerLabel(view: Container): string | undefined {
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- const seen = new WeakSet<object>();
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+ const search: OwnerSearch = { seen: new WeakSet<object>(), budget: OWNER_SEARCH_BUDGET };
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  let host: unknown = view.parent;
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  for (let hops = 0; hops < 8 && host && typeof host === 'object'; hops++) {
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- const found = labelFromHolder(host, view, seen) ?? findHeldOwner(host, view, 2, seen);
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+ if (search.budget <= 0) return undefined;
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+ const found = labelFromHolder(host, view, search) ?? findHeldOwner(host, view, 2, search);
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  if (found) return found;
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  host = (host as { parent?: unknown }).parent;
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  }
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  return undefined;
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  }
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+ /**
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+ * THE CEILING ON ONE NODE'S OWNER HUNT — what keeps a hierarchy read LINEAR in
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+ * the size of the tree instead of quadratic in it.
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+ *
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+ * The hunt below is a search of the GAME's object graph, and a game's object
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+ * graph is small: `this._cannon`, `allSystems.get('hud')`, `_decor[3]` are all
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+ * found within a few dozen examinations. What is not small is anything the
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+ * search can leak into — Pixi's own live render graph is the measured one, and
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+ * naming a key blacklist is a fix for the leak you already found, not for the
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+ * class. So every examination is charged against this budget and the search
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+ * simply gives up when it runs out: the node then falls through to its texture
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+ * alias / constructor / kind name, which is the same honest answer it gets
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+ * today whenever the hunt finds nothing.
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+ *
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+ * MEASURED (2026-08-20, `packages/editor/scripts/scale-harness`): entering play
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+ * on a 20 000-node `@pixi/react` world blocked the main thread for 199.5
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+ * SECONDS in one synchronous run, 69% of all profiler samples inside this
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+ * search, because `parentRenderGroup` reaches an array of every node in the
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+ * tree and the search walked it once per unlabeled node. `vgai play`,
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+ * `screenshot` and `stop` all timed out against a tab that was heartbeating
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+ * normally the whole time.
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+ */
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+ const OWNER_SEARCH_BUDGET = 2_000;
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+
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+ /** One node's owner hunt: what it has already looked at, and what it has left. */
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+ interface OwnerSearch {
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+ readonly seen: WeakSet<object>;
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+ /** Counts DOWN. Zero ends the hunt for this node, wherever it has reached. */
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+ budget: number;
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+ }
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+
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+ /** Charge one examination. `false` means the hunt is over. */
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+ function spend(search: OwnerSearch): boolean {
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+ if (search.budget <= 0) return false;
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+ search.budget -= 1;
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+ return true;
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+ }
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+
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  function isGameFieldKey(key: string): boolean {
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  // Skip display-list indices (`0`, `1`) and Pixi internals (`children`).
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- return /^_?[A-Za-z][A-Za-zA-Z0-9]*$/.test(key) && !PIXI_INTERNAL_KEY.has(key);
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+ // The membership test is on the UNDERSCORED-STRIPPED key because that is how
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+ // Pixi v8 spells most of them (`_position`, `_bounds`, `_texture`), and a
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+ // set listing the bare names was silently matching none of those.
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+ if (!/^_?[A-Za-z][A-Za-zA-Z0-9]*$/.test(key)) return false;
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+ return !PIXI_INTERNAL_KEY.has(key.replace(/^_+/, ''));
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  }
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+ /**
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+ * Field names that belong to Pixi (or to its EventEmitter base), never to the
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+ * game. Read off a live `pixi.js` v8 `Container`/`Sprite`'s own keys, so this
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+ * is a transcription rather than a guess — but it is the OPTIMIZATION, not the
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+ * correctness boundary: {@link OWNER_SEARCH_BUDGET} is what bounds the search
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+ * on a Pixi version whose internals this list has never heard of. Spending the
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+ * budget on plausible game fields instead of on the render graph is what keeps
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+ * the heuristic's hit rate while it is bounded.
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+ *
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+ * `view` is deliberately absent: `.view` is the very field the hunt is looking
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+ * for.
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+ */
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  const PIXI_INTERNAL_KEY = new Set([
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  'parent',
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  'children',
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  'transform',
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  'position',
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+ 'origin',
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  'scale',
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  'pivot',
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  'skew',
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+ 'anchor',
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  'worldTransform',
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  'localTransform',
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+ 'groupTransform',
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+ 'relativeGroupTransform',
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+ // The render graph — the measured leak. `parentRenderGroup` is on every
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+ // container once a world has rendered and reaches every node in the tree.
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+ 'renderGroup',
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+ 'parentRenderGroup',
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+ 'parentRenderGroupIndex',
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+ 'parentRenderLayer',
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+ 'relativeRenderGroupDepth',
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+ 'renderPipeId',
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+ 'instructionSet',
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+ 'childrenToUpdate',
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+ 'childrenRenderablesToUpdate',
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+ 'effects',
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+ 'filters',
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+ 'mask',
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+ 'bounds',
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+ 'boundsArea',
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+ 'visualBounds',
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+ 'gpuData',
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+ 'texture',
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+ 'events',
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+ 'eventsCount',
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+ 'updateFlags',
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  ]);
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- function labelFromHolder(host: object, view: Container, seen: WeakSet<object>): string | undefined {
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- if (seen.has(host)) return undefined;
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- seen.add(host);
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- const asBag = nameInBag(host, view, undefined, seen);
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+ function labelFromHolder(host: object, view: Container, search: OwnerSearch): string | undefined {
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+ if (search.seen.has(host)) return undefined;
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+ search.seen.add(host);
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+ const asBag = nameInBag(host, view, undefined, search);
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  if (asBag) return asBag;
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  for (const [key, value] of Object.entries(host as Record<string, unknown>)) {
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+ if (!spend(search)) return undefined;
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  if (!isGameFieldKey(key)) continue;
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  const named = nameIfHoldsView(host, key, value, view);
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  if (named) return named;
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- const nested = nameInBag(value, view, key, seen);
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+ const nested = nameInBag(value, view, key, search);
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  if (nested) return nested;
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  }
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  return undefined;
@@ -205,12 +287,13 @@ function nameInBag(
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  value: unknown,
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  view: Container,
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  fieldKey: string | undefined,
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- seen: WeakSet<object>,
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+ search: OwnerSearch,
209
291
  ): string | undefined {
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  const entries = bagEntries(value);
211
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  if (!entries) return undefined;
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  for (const [itemKey, item] of entries) {
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- const named = nameBagItem(value, item, usableBagKey(itemKey) ?? fieldKey, view, seen);
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+ if (!spend(search)) return undefined;
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+ const named = nameBagItem(value, item, usableBagKey(itemKey) ?? fieldKey, view, search);
214
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  if (named) return named;
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  }
216
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  return undefined;
@@ -221,7 +304,7 @@ function nameBagItem(
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  item: unknown,
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  key: string | undefined,
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  view: Container,
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- seen: WeakSet<object>,
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+ search: OwnerSearch,
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  ): string | undefined {
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  if (key) {
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  const named = nameIfHoldsView(
@@ -236,7 +319,7 @@ function nameBagItem(
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  if (named) return named;
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  }
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  if (item && typeof item === 'object' && !isPixiDisplay(item)) {
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- return labelFromHolder(item, view, seen);
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+ return labelFromHolder(item, view, search);
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  }
241
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  return undefined;
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  }
@@ -246,22 +329,40 @@ function usableBagKey(key: string): string | undefined {
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  return isGameFieldKey(key) || key.includes('-') ? (fieldLabel(key) ?? key) : undefined;
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  }
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- function bagEntries(value: unknown): readonly [string, unknown][] | undefined {
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+ function* indexedBagEntries(value: ArrayLike<unknown>): Generator<[string, unknown]> {
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+ for (let index = 0; index < value.length; index++) yield [String(index), value[index]];
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+ }
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+
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+ function* mapBagEntries(value: Map<unknown, unknown>): Generator<[string, unknown]> {
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+ for (const [key, item] of value.entries()) yield [String(key), item];
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+ }
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+
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+ function* setBagEntries(value: Set<unknown>): Generator<[string, unknown]> {
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+ let index = 0;
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+ for (const item of value) {
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+ yield [String(index), item];
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+ index += 1;
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+ }
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+ }
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+
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+ /**
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+ * A bag's entries, LAZILY.
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+ *
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+ * Lazy because the caller is budgeted ({@link OWNER_SEARCH_BUDGET}) and must be
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+ * able to stop: materializing the pairs first made a 20 000-element array cost
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+ * 20 000 allocations before the first one was even looked at, which is a cost
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+ * no budget above it can decline.
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+ */
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+ function bagEntries(value: unknown): Iterable<readonly [string, unknown]> | undefined {
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  if (!value || typeof value !== 'object') return undefined;
251
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  // Game arrays are allowed to be exotic subclasses. Do not dispatch through
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  // their overridable `map`: one shipped Pixi game returns its elements rather
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  // than `[key, value]` pairs there, which made hierarchy labeling throw while
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  // destructuring the result. The authoring seam treats game objects as
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- // untrusted observations, so normalize with indexed reads into our own array.
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- if (Array.isArray(value)) {
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- const entries: [string, unknown][] = [];
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- for (let index = 0; index < value.length; index++) {
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- entries.push([String(index), value[index]]);
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- }
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- return entries;
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- }
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- if (value instanceof Map) return [...value.entries()].map(([key, item]) => [String(key), item]);
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- if (value instanceof Set) return [...value].map((item, index) => [String(index), item]);
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+ // untrusted observations, so normalize with indexed reads of our own.
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+ if (Array.isArray(value)) return indexedBagEntries(value as ArrayLike<unknown>);
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+ if (value instanceof Map) return mapBagEntries(value);
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+ if (value instanceof Set) return setBagEntries(value);
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  if (Object.getPrototypeOf(value) !== Object.prototype) return undefined;
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  return Object.entries(value as Record<string, unknown>);
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  }
@@ -289,14 +390,23 @@ function findHeldOwner(
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  held: object,
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  view: Container,
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  depth: number,
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- seen: WeakSet<object>,
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+ search: OwnerSearch,
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  ): string | undefined {
294
- const direct = labelFromHolder(held, view, seen);
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+ const direct = labelFromHolder(held, view, search);
295
396
  if (direct) return direct;
296
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  if (depth <= 0) return undefined;
297
- for (const value of Object.values(held as Record<string, unknown>)) {
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+ // BY KEY, exactly like `labelFromHolder`'s own scan. Iterating `Object.values`
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+ // here was the leak that made a hierarchy read quadratic: `parentRenderGroup`
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+ // sits on EVERY container once a world has rendered, and descending into it
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+ // reaches `childrenToUpdate[depth].list` — an array of every node in the
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+ // tree — so the search for one node's owner walked the whole tree, for every
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+ // unlabeled node. `isGameFieldKey` already knows which keys belong to Pixi
404
+ // rather than to the game; this scan simply has to ask it too.
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+ for (const [key, value] of Object.entries(held as Record<string, unknown>)) {
406
+ if (!spend(search)) return undefined;
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+ if (!isGameFieldKey(key)) continue;
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  if (!value || typeof value !== 'object' || isPixiDisplay(value)) continue;
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- const found = findHeldOwner(value, view, depth - 1, seen);
409
+ const found = findHeldOwner(value, view, depth - 1, search);
300
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  if (found) return found;
301
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  }
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  return undefined;
@@ -412,7 +412,7 @@ export async function mountManifestRoots(opts: MountManifestOptions): Promise<Ga
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  headless: opts.headless,
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413
  // `rendering.antialias` reaches the WebGL context at CONSTRUCTION and can be honoured
414
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  // nowhere else — see the manifest schema's own `rendering` block and
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- // `world3d-react/renderer-config.ts`'s header for why it is not a world-level declaration.
415
+ // `adapter/renderer-config.ts`'s header for why it is not a world-level declaration.
416
416
  ...(manifest.rendering === undefined ? {} : { antialias: manifest.rendering.antialias }),
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  seed: resolvedSeed,
418
418
  playtest: opts.playtest,
@@ -40,15 +40,15 @@
40
40
  * contract to `react`/`@react-three/fiber`/`three` alone.
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41
  */
42
42
 
43
- export { EngineBridge, type EngineBridgeValue, useGameContext } from './engine-bridge';
44
- export { type CreateR3FAdapterOptions, createR3FAdapter } from './r3f-adapter';
45
- export { r3fRootFactory, resolveR3FEntryAdapter } from './r3f-root-factory';
46
43
  export {
47
44
  applyWorldRendererConfig,
48
45
  type WorldOutputColorSpace,
49
46
  type WorldRendererConfig,
50
47
  type WorldToneMapping,
51
- } from './renderer-config';
48
+ } from '../adapter/renderer-config';
49
+ export { EngineBridge, type EngineBridgeValue, useGameContext } from './engine-bridge';
50
+ export { type CreateR3FAdapterOptions, createR3FAdapter } from './r3f-adapter';
51
+ export { r3fRootFactory, resolveR3FEntryAdapter } from './r3f-root-factory';
52
52
  export {
53
53
  createR3FRootContext,
54
54
  DEFAULT_INPUT_MAP_PATH,
@@ -30,6 +30,7 @@ import {
30
30
  } from '@react-three/fiber';
31
31
  import { createElement, Fragment, type ReactNode, useEffect, useMemo } from 'react';
32
32
  import type { MountedThreeRoot, RootAdapter, ThreeHostContext } from '../adapter';
33
+ import { applyWorldRendererConfig, type WorldRendererConfig } from '../adapter/renderer-config';
33
34
  import type { SystemAdapters } from '../adapter/system-adapter';
34
35
  import { type RenderVitalsRegistration, registerRenderVitals } from '../dev/register-render-vitals';
35
36
  import {
@@ -45,7 +46,6 @@ import { createSoftParticleDepthPass } from '../render/soft-particle-depth';
45
46
  import { getDebugRegistry } from '../runtime/debug-registry';
46
47
  import { devBuildEnabled } from '../runtime/dev-build';
47
48
  import { EngineBridge, type EngineBridgeValue } from './engine-bridge';
48
- import { applyWorldRendererConfig, type WorldRendererConfig } from './renderer-config';
49
49
  import { createR3FRootContext, DEFAULT_INPUT_MAP_PATH, wireGameInputSeams } from './world-context';
50
50
 
51
51
  /** The slice of `WebGLRenderer.info` the vitals reporter reads. Declared
@@ -117,7 +117,7 @@ export interface CreateR3FAdapterOptions {
117
117
  /** The colour pipeline this world was AUTHORED for, applied to the host's renderer for the life
118
118
  * of the mount and restored on dispose. Omit it (every world here does) to keep the host's own
119
119
  * defaults; declare it when the world's colours were picked against a different engine's
120
- * pipeline — see `./renderer-config.ts`. */
120
+ * pipeline — see `../adapter/renderer-config.ts`. */
121
121
  readonly renderer?: WorldRendererConfig | undefined;
122
122
  }
123
123
 
@@ -1,168 +1,11 @@
1
1
  /**
2
- * world3d-react/renderer-config.tsthe seam a WORLD uses to state how its own frame is rendered.
2
+ * `@engine/world3d-react/renderer-config` — a published entry point.
3
3
  *
4
- * The host owns the `WebGLRenderer` (`ThreeHostContext.renderer`) and configures it with this
5
- * engine's defaults: ACES tone mapping, sRGB output, PCF-soft shadows. Those defaults are right for
6
- * a world authored against them and WRONG for a world that was authored against a different
7
- * engine's pipeline an imported Godot 3 GLES2 game does gamma-space lighting with no tonemapper
8
- * at all, so ACES quietly desaturates and darkens every colour its author picked.
9
- *
10
- * So a world may DECLARE the pipeline it was authored for, and `createR3FAdapter` applies it to the
11
- * host's renderer for the life of the mount, restoring what it found on dispose. Three properties
12
- * of that shape are load-bearing:
13
- *
14
- * - **It is per-renderer, never engine-wide.** Every field here is a `WebGLRenderer` instance
15
- * property, and a play root gets its own renderer (`create-runtime.ts`). Nothing here reaches a
16
- * module-level three global, so one world's declaration cannot change how the editor's own
17
- * viewport, another root, or a thumbnail bake renders.
18
- * - **Absent means "leave the host's value alone".** Every field is optional and an omitted one
19
- * is never written, so declaring a tone mapping does not silently reset the clear colour.
20
- * - **It is restored on dispose.** The renderer outlives the mount, so a world that did not put
21
- * back what it found would leak its pipeline into whatever mounts next.
22
- *
23
- * This is deliberately NOT a general render-settings system. It carries what a world can honestly
24
- * state about its own colour pipeline and nothing else; a property the host fixes at CONSTRUCTION
25
- * (the WebGL context's `antialias` attribute, and therefore the MSAA sample count) cannot be
26
- * declared here, because there would be no honest moment to apply it.
27
- */
28
-
29
- import type * as THREE from 'three';
30
-
31
- /** The tone-mapping operators three exposes, named as data rather than as three's numeric enum. */
32
- export type WorldToneMapping =
33
- | 'none'
34
- | 'linear'
35
- | 'reinhard'
36
- | 'cineon'
37
- | 'aces'
38
- | 'agx'
39
- | 'neutral';
40
-
41
- /**
42
- * The output transfer function the frame is written with.
43
- *
44
- * - `srgb` — three's own default and this engine's: linear lighting, sRGB encode on output.
45
- * - `srgb-linear` — NO output transform. This is what a gamma-space renderer needs: the shading
46
- * result is already in display space and encoding it a second time washes the frame out.
47
- */
48
- export type WorldOutputColorSpace = 'srgb' | 'srgb-linear';
49
-
50
- /**
51
- * The shadow-map filter, named as data rather than as three's numeric enum.
52
- *
53
- * This is a renderer INSTANCE property (`WebGLRenderer.shadowMap.type`), not a context attribute,
54
- * so unlike MSAA it has an honest moment at which a world can ask for it — which is the whole test
55
- * this file's header states. A source engine that declares its own shadow filter (Godot 3's
56
- * `rendering/quality/shadows/filter_mode`) would otherwise inherit whatever the host built with.
57
- */
58
- export type WorldShadowMapType = 'basic' | 'pcf' | 'pcf-soft' | 'vsm';
59
-
60
- /** What a world may declare about the renderer that draws it. Every field is optional; see header. */
61
- export interface WorldRendererConfig {
62
- readonly toneMapping?: WorldToneMapping | undefined;
63
- readonly toneMappingExposure?: number | undefined;
64
- readonly outputColorSpace?: WorldOutputColorSpace | undefined;
65
- /**
66
- * `WebGLRenderer.shadowMap.type`. Writing it after a shadow map has already been built needs
67
- * `shadowMap.needsUpdate`, which this function sets — three caches the compiled depth material
68
- * per type and would otherwise keep filtering with the previous one.
69
- */
70
- readonly shadowMapType?: WorldShadowMapType | undefined;
71
- /**
72
- * The colour the frame is cleared to, as a CSS hex string. The renderer's existing clear ALPHA
73
- * is preserved: a stacked canvas is transparent on purpose (`create-runtime.ts` gives every
74
- * non-bottom root `alpha: true`), and forcing it opaque here would hide every layer below.
75
- */
76
- readonly clearColor?: string | undefined;
77
- }
78
-
79
- /**
80
- * Apply `config` to `renderer`, returning the restore function that puts back what was there.
81
- *
82
- * `three` is passed in rather than imported for values so the enum constants come from the HOST's
83
- * three instance — the same identity rule `r3f-adapter.tsx` follows for the scene and camera.
4
+ * The engine package's export map is the wildcard `"./*"`, so every file under
5
+ * `packages/engine/src/` is an entry point a game outside this repo can import by path. The module
6
+ * itself now lives in the adapter seam (`@engine/adapter/renderer-config`, which its header
7
+ * explains), and this file keeps the path that shipped resolving to it. Import the seam path in
8
+ * new code.
84
9
  */
85
- export function applyWorldRendererConfig(
86
- three: typeof THREE,
87
- renderer: THREE.WebGLRenderer,
88
- config: WorldRendererConfig,
89
- ): () => void {
90
- // A host that mounts a world WITHOUT rasterizing it hands the adapter a duck-typed renderer —
91
- // the editor's design session (`createDesignTimeRenderer`: four members, deliberately never
92
- // widened) and jsdom test harnesses both do. Such a surface has no colour pipeline to configure:
93
- // the frame the user sees is drawn by a DIFFERENT renderer (the editor's own), so applying the
94
- // world's config there is meaningless — and calling `getClearColor` on it is a TypeError that
95
- // unmounts the whole world at edit time (measured: every Godot port's edit viewport blanked with
96
- // '"world" failed to mount — renderer.getClearColor is not a function'). Detect the real
97
- // `WebGLRenderer` surface by the one method this function must call, and no-op otherwise.
98
- if (typeof renderer.getClearColor !== 'function') {
99
- return () => {};
100
- }
101
- const toneMappings: Record<WorldToneMapping, THREE.ToneMapping> = {
102
- none: three.NoToneMapping,
103
- linear: three.LinearToneMapping,
104
- reinhard: three.ReinhardToneMapping,
105
- cineon: three.CineonToneMapping,
106
- aces: three.ACESFilmicToneMapping,
107
- agx: three.AgXToneMapping,
108
- neutral: three.NeutralToneMapping,
109
- };
110
- const colorSpaces: Record<WorldOutputColorSpace, THREE.ColorSpace> = {
111
- srgb: three.SRGBColorSpace,
112
- 'srgb-linear': three.LinearSRGBColorSpace,
113
- };
114
- const shadowMapTypes: Record<WorldShadowMapType, THREE.ShadowMapType> = {
115
- basic: three.BasicShadowMap,
116
- pcf: three.PCFShadowMap,
117
- 'pcf-soft': three.PCFSoftShadowMap,
118
- vsm: three.VSMShadowMap,
119
- };
120
-
121
- const restores: (() => void)[] = [];
122
-
123
- if (config.toneMapping !== undefined) {
124
- const previous = renderer.toneMapping;
125
- renderer.toneMapping = toneMappings[config.toneMapping];
126
- restores.push(() => {
127
- renderer.toneMapping = previous;
128
- });
129
- }
130
- if (config.toneMappingExposure !== undefined) {
131
- const previous = renderer.toneMappingExposure;
132
- renderer.toneMappingExposure = config.toneMappingExposure;
133
- restores.push(() => {
134
- renderer.toneMappingExposure = previous;
135
- });
136
- }
137
- if (config.outputColorSpace !== undefined) {
138
- const previous = renderer.outputColorSpace;
139
- renderer.outputColorSpace = colorSpaces[config.outputColorSpace];
140
- restores.push(() => {
141
- renderer.outputColorSpace = previous;
142
- });
143
- }
144
- if (config.shadowMapType !== undefined && renderer.shadowMap !== undefined) {
145
- const previous = renderer.shadowMap.type;
146
- renderer.shadowMap.type = shadowMapTypes[config.shadowMapType];
147
- renderer.shadowMap.needsUpdate = true;
148
- restores.push(() => {
149
- renderer.shadowMap.type = previous;
150
- renderer.shadowMap.needsUpdate = true;
151
- });
152
- }
153
- if (config.clearColor !== undefined) {
154
- const previousColor = new three.Color();
155
- renderer.getClearColor(previousColor);
156
- // Alpha is READ BACK and re-passed, never assumed: see `clearColor`'s doc above.
157
- const alpha = renderer.getClearAlpha();
158
- renderer.setClearColor(new three.Color(config.clearColor), alpha);
159
- restores.push(() => {
160
- renderer.setClearColor(previousColor, alpha);
161
- });
162
- }
163
10
 
164
- return () => {
165
- // Reverse order, so a field written twice (it cannot be, today) unwinds correctly.
166
- for (let i = restores.length - 1; i >= 0; i--) restores[i]?.();
167
- };
168
- }
11
+ export * from '../adapter/renderer-config';