@vgai/engine 0.5.2 → 0.5.3
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/README.md +18 -11
- package/package.json +10 -6
- package/schemas/engine-api.json +1 -68
- package/schemas/engine-api.md +1 -32
- package/schemas/engine-capabilities.json +30 -42
- package/schemas/{vgai-game.schema.json → vgai-project.schema.json} +52 -34
- package/src/adapter/adapter-surface.ts +5 -5
- package/src/adapter/authoring.ts +168 -226
- package/src/adapter/colyseus-networking-adapter.ts +44 -5
- package/src/adapter/first-party-systems.ts +156 -42
- package/src/adapter/host-context.ts +177 -46
- package/src/adapter/index.ts +47 -51
- package/src/adapter/ingest/game-contract.ts +2 -2
- package/src/adapter/ingest/scene-capture.ts +18 -19
- package/src/adapter/ingest/structural-ids.ts +127 -0
- package/src/adapter/ingest/upstream-pin.ts +9 -12
- package/src/adapter/loop-gate-report.ts +11 -11
- package/src/adapter/rapier-physics-adapter.ts +27 -9
- package/src/adapter/root-adapter.ts +217 -0
- package/src/adapter/{vgai-scene-game-adapter.ts → setup-three-root-adapter.ts} +173 -351
- package/src/adapter/system-adapter.ts +80 -63
- package/src/ai/navigation.ts +1 -1
- package/src/animation/animation-clock.ts +1 -1
- package/src/animation/camera-ownership.ts +1 -2
- package/src/animation/cubic-spline-interpolant.ts +132 -0
- package/src/animation/theatre-clock-binding.ts +2 -2
- package/src/animation/theatre-object-binding.ts +4 -4
- package/src/animation/xstate-animation-binding.ts +75 -5
- package/src/{scene/schema → asset-formats}/camera.ts +2 -5
- package/src/{scene/schema → asset-formats}/collider.ts +2 -5
- package/src/asset-formats/index.ts +54 -0
- package/src/{scene/schema → asset-formats}/instances.ts +10 -6
- package/src/{scene/schema → asset-formats}/light.ts +3 -6
- package/src/{scene/schema → asset-formats}/material.ts +4 -7
- package/src/{scene/schema → asset-formats}/mesh.ts +4 -7
- package/src/asset-formats/parse.ts +39 -0
- package/src/{scene/schema → asset-formats}/particles.ts +3 -6
- package/src/{scene/schema/environment.ts → asset-formats/render-env.ts} +23 -86
- package/src/{scene/schema → asset-formats}/tuples.ts +1 -1
- package/src/{scene/asset-loaders.ts → asset-loaders.ts} +8 -9
- package/src/asset-parse-error.ts +33 -0
- package/src/{scene/asset-registry.ts → asset-registry.ts} +1 -1
- package/src/assets.ts +1 -1
- package/src/audio/wav-encode.ts +9 -9
- package/src/canvas-react/engine-bridge.ts +59 -0
- package/src/canvas-react/index.ts +50 -0
- package/src/canvas-react/pixi-primitive.tsx +202 -0
- package/src/canvas-react/pixi-react-adapter.tsx +290 -0
- package/src/canvas-react/pixi-react-root-factory.tsx +88 -0
- package/src/canvas-react/world-context.ts +328 -0
- package/src/core/frame-pacing.ts +100 -0
- package/src/core/game-loop.ts +50 -28
- package/src/core/seeded-random.ts +7 -7
- package/src/core/sim-clock.ts +388 -0
- package/src/core/system-runner.ts +17 -63
- package/src/core/types.ts +34 -15
- package/src/data/data-asset.ts +3 -3
- package/src/data/data-check-core.ts +6 -7
- package/src/data/data-ref.ts +11 -11
- package/src/data/vite-plugin-data.ts +10 -10
- package/src/{scene/defaults.ts → defaults.ts} +18 -40
- package/src/dev/render-debug-adapter.ts +1 -1
- package/src/dev/webgl-frame-capture.ts +1 -1
- package/src/ecs/scene-index.ts +439 -0
- package/src/ecs/scene-query.ts +43 -0
- package/src/{scene → ecs}/user-data.ts +17 -36
- package/src/index.ts +7 -9
- package/src/input/input-manager.ts +29 -32
- package/src/input/input-types.ts +2 -2
- package/src/input/schema.ts +5 -5
- package/src/loader.ts +57 -0
- package/src/manifest/editor-port.ts +69 -0
- package/src/manifest/filename.ts +49 -0
- package/src/manifest/index.ts +8 -2
- package/src/manifest/load-file.ts +11 -0
- package/src/manifest/load.ts +65 -77
- package/src/manifest/locate.ts +55 -0
- package/src/manifest/schema.ts +400 -233
- package/src/{scene → physics}/collider-dimensions.ts +3 -3
- package/src/physics/physics-registry.ts +1 -1
- package/src/{world2d/authoring-2d.ts → pixi/authoring.ts} +24 -11
- package/src/pixi/index.ts +43 -0
- package/src/{world2d/ingest-iframe-2d.ts → pixi/ingest-iframe.ts} +9 -9
- package/src/{world2d/ingest2d.ts → pixi/ingest.ts} +28 -28
- package/src/{world2d/physics2d-registry.ts → pixi/physics-registry.ts} +1 -1
- package/src/{world2d/scene-capture-2d.ts → pixi/scene-capture.ts} +3 -3
- package/src/{world2d/system-adapters-2d.ts → pixi/system-adapters.ts} +2 -2
- package/src/react/unmanaged-root-detector.ts +26 -1
- package/src/react/use-data.ts +5 -5
- package/src/react/use-selection.tsx +15 -42
- package/src/react/{game-state.tsx → world-state.tsx} +44 -46
- package/src/render/auto-batcher.ts +1 -2
- package/src/{scene → render}/instance-mesh.ts +1 -1
- package/src/{scene → render}/light-camera-factory.ts +14 -13
- package/src/render/lod.ts +17 -0
- package/src/{scene → render}/material-factory.ts +8 -7
- package/src/{scene → render}/particles-factory.ts +62 -12
- package/src/render/render-batch-system.ts +14 -41
- package/src/render/render-features.ts +1 -1
- package/src/render/render-settings.ts +1 -2
- package/src/render/spark-renderer-lifecycle.ts +1 -1
- package/src/runtime/create-runtime.ts +352 -463
- package/src/runtime/debug-bridge.ts +148 -93
- package/src/runtime/debug-registry.ts +79 -54
- package/src/runtime/dev-layers.ts +40 -0
- package/src/runtime/frame-selector-cache.ts +4 -4
- package/src/runtime/game.ts +618 -369
- package/src/runtime/gameplay-rng-trap.ts +6 -7
- package/src/runtime/input-router.ts +11 -11
- package/src/runtime/mount-game.ts +54 -55
- package/src/runtime/mount-manifest.ts +154 -150
- package/src/runtime/presentation.ts +141 -0
- package/src/runtime/render-audio-control.ts +64 -53
- package/src/runtime/render-control.ts +45 -51
- package/src/runtime/render-seed.ts +3 -4
- package/src/runtime/state-bridge.ts +17 -18
- package/src/runtime/types.ts +94 -61
- package/src/setup/setup-renderer.ts +11 -6
- package/src/world3d-react/engine-bridge.ts +46 -33
- package/src/world3d-react/index.ts +31 -26
- package/src/world3d-react/r3f-adapter.tsx +211 -96
- package/src/world3d-react/r3f-root-factory.tsx +91 -0
- package/src/world3d-react/renderer-config.ts +137 -0
- package/src/world3d-react/world-context.ts +141 -111
- package/schemas/entity2d.schema.json +0 -468
- package/schemas/prefab.schema.json +0 -9992
- package/schemas/scn2d.schema.json +0 -494
- package/schemas/vscn.schema.json +0 -10851
- package/src/adapter/game-adapter.ts +0 -164
- package/src/adapter/ingest/overlay-applier.ts +0 -207
- package/src/adapter/ingest/overlay-apply.ts +0 -168
- package/src/adapter/ingest/overlay-file.ts +0 -126
- package/src/adapter/ingest/overlay-report.ts +0 -176
- package/src/animation/gsap-registration.ts +0 -184
- package/src/audio/audio-introspection.ts +0 -290
- package/src/audio/index.ts +0 -39
- package/src/audio/tone-clock-binding.ts +0 -98
- package/src/audio/tone-context.ts +0 -175
- package/src/audio/tone-offline-render.ts +0 -167
- package/src/ecs/component-manager.ts +0 -814
- package/src/ecs/game-component.ts +0 -260
- package/src/ecs/hmr-swap-report.ts +0 -65
- package/src/physics/trigger-dispatch.ts +0 -97
- package/src/react/root-adapter.tsx +0 -49
- package/src/scene/asset-paths.ts +0 -121
- package/src/scene/asset-ref-check.ts +0 -248
- package/src/scene/component-registry.ts +0 -51
- package/src/scene/parse.ts +0 -204
- package/src/scene/scene-apply.ts +0 -407
- package/src/scene/scene-diff-schema.ts +0 -115
- package/src/scene/scene-diff-types.ts +0 -29
- package/src/scene/scene-loader.ts +0 -1526
- package/src/scene/scene-query.ts +0 -63
- package/src/scene/scene-types.ts +0 -33
- package/src/scene/scene-version.ts +0 -40
- package/src/scene/schema/animation.ts +0 -46
- package/src/scene/schema/audio.ts +0 -25
- package/src/scene/schema/entity-ref.ts +0 -78
- package/src/scene/schema/entity.ts +0 -189
- package/src/scene/schema/index.ts +0 -51
- package/src/scene/schema/joint.ts +0 -26
- package/src/scene/schema/physics.ts +0 -49
- package/src/scene/schema/scene-file.ts +0 -292
- package/src/scene/schema/shadow.ts +0 -24
- package/src/scene/schema/spline.ts +0 -21
- package/src/world2d/asset-paths2d.ts +0 -44
- package/src/world2d/capture-to-scene2d.ts +0 -52
- package/src/world2d/collision-2d.ts +0 -99
- package/src/world2d/entity2d-asset.ts +0 -22
- package/src/world2d/index.ts +0 -91
- package/src/world2d/physics2d-transform.ts +0 -173
- package/src/world2d/physics2d-units.ts +0 -10
- package/src/world2d/pixi-game-adapter.ts +0 -439
- package/src/world2d/pixi-surface.ts +0 -78
- package/src/world2d/scene2d-identity.ts +0 -49
- package/src/world2d/scene2d-loader.ts +0 -433
- package/src/world2d/schema/entity2d.ts +0 -163
- package/src/world2d/schema/physics2d.ts +0 -64
- package/src/world2d/schema/sprite.ts +0 -99
- package/src/world2d/schema/tilemap.ts +0 -39
- package/src/world2d/schema/tuples2d.ts +0 -25
- package/src/world2d/transform-writer-2d.ts +0 -42
- package/src/world2d/types.ts +0 -74
- package/src/world3d-react/behavior.tsx +0 -146
- /package/src/{scene → render}/mesh-shadow.ts +0 -0
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/**
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* GameAdapter — the host ⇄ runtime contract. A "game" is *anything that mounts*.
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*
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* This is the interface the HOST depends on. It replaces the old
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* `{ setup, components }` shape: the host no longer knows about `GameSetupFn`,
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* `.vscn`, or `GameComponent` — those are the internals of ONE implementer
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* (`VgaiSceneGameAdapter`). First-party content and an unmodified external game
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* are peer implementers of THIS interface; the host has no branch on which.
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*/
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import type { Container } from 'pixi.js';
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import type * as THREE from 'three';
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import type { ComponentManager } from '../ecs/component-manager';
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import type { AdapterSurface } from './adapter-surface';
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import type { AuthoringAdapter } from './authoring';
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import type { HostContext } from './host-context';
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import type { SystemAdapters } from './system-adapter';
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/**
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* The ingested-world observation contract (T7.4 slice 2 — `docs/
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* REACT-STATE-BRIDGE.md` §4, "the must-answer"). Cross-world data flow with a
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* foreign game is observation via an adapter-provided interface, not ordinary
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* component access (that's D7's answer for first-party↔first-party flow —
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* foreign games host no `GameComponent`s). Optional on {@link MountedGame} —
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* absence means the adapter has nothing genuinely observable to expose (the
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* anti-shim rule: never fabricate state), and the world takes the honest
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export interface WorldStateObserver {
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/**
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* Notified at most once per frame IF the adapter can hook the game's own
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* update (`loop: 'gated'` roots, `docs/CAPABILITY-TIERS.md` §(d));
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subscribe(onChange: () => void): () => void;
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/**
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* A cheap, adapter-chosen snapshot of this world's observable state.
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snapshot(): unknown;
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}
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* Everything a mounted world provides EXCEPT its render surface (T7.5,
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* `docs/BACKBONE-TASKS.md`'s D6 row — "replace THREE.Scene/THREE.Camera
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* typing with kind-tagged world surfaces"). Split out of the old flat
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* `MountedGame` so a non-threejs world can carry its own kind-appropriate
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export interface MountedWorldBase {
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/** Optional state-observation capability (T7.4 slice 2, §4) — absent means
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* is observed through `Game.state`/`useGameState` instead (§3), not this
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* pre-T7.5 threejs-world call site still names) now means. */
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export interface MountedThreeWorld extends MountedWorldBase {
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readonly kind: 'threejs';
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/** The live scene + camera the editor inspects/renders for authoring. */
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readonly camera: THREE.Camera;
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/** A live, mounted pixijs world (T7.3) — the pixi analog of
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* renders/authors, the surface `WorldInstance.pixiRoot()` returns. */
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export interface MountedPixiWorld extends MountedWorldBase {
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export interface MountedReactWorld extends MountedWorldBase {
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readonly container: HTMLElement;
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}
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/** Every kind of live, mounted world (T7.5) — the union `WorldInstance.mounted`
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* is typed against now, replacing the THREE-only `MountedGame`. */
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export type MountedWorld = MountedThreeWorld | MountedPixiWorld | MountedReactWorld;
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/** Map a {@link AdapterSurface} to its mounted-world shape (mirrors `NodeOf`/
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* `BodyOf`/`ColliderOf` in `ecs/game-component.ts`) — lets generic code over
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? MountedReactWorld
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: never;
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* Permanent alias (T7.1 precedent — old names stay valid forever once a
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* generalization lands): `MountedGame` now means "a mounted THREEJS world."
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* Every pre-T7.5 threejs-only call site (`VgaiMountedGame extends MountedGame`,
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* applyVgaiOverlay({ three: THREE, gameId: 'my-game' }); // fire-and-forget
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* ordering is exercised directly by `overlay-applier.test.ts`'s "precedence"
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*/
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import type * as THREE from 'three';
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import { applyOverlayToObjects, assignStructuralIds } from './overlay-apply';
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import { type OverlayFile, overlayPath, parseOverlayFile } from './overlay-file';
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import {
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buildOverlayApplyReport,
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logOverlayApplyReport,
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OVERLAY_REPORT_PREFIX,
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type OverlayApplyReport,
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} from './overlay-report';
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import { installSceneCapture } from './scene-capture';
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export interface ApplyVgaiOverlayOptions {
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/**
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* capture trap to see the game's renderer; see `scene-capture.ts`).
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*/
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three: unknown;
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/** Stable id for this game — namespaces the overlay file (matches the editor's `overlayPath(gameId)`). */
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gameId: string;
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/** Where to fetch the saved overlay from. Defaults to `overlayPath(gameId)` (`.vgai/overlays/<gameId>.json`, resolved relative to the deployed page — the editor saves to `<projectRoot>/.vgai/overlays/`; a deployment copies that file next to the built page). */
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overlayUrl?: string | undefined;
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/**
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* The deployed game's own version, if known — compared against the
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* overlay's `authoredAgainst.gameVersion` for drift reporting. Omit/null:
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* BOTH sides are known (`./overlay-report.ts`).
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*/
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gameVersion?: string | null | undefined;
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/**
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* R5 (docs/MASTER-ARCHITECTURE-REVIEW.md §4(c)): the deployed game's own
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* `UPSTREAM.md` pin, if the game owner happens to know it (e.g. baked in at
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* build time from their own vendoring step). Compared against the overlay's
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* `authoredAgainst.upstreamPin` for the same drift reporting `gameVersion`
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* gets, but catches a same-slot SUBSTITUTION that `gameVersion` alone
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* cannot (see `./upstream-pin.ts` + `./overlay-report.ts`'s header).
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* DELIBERATE NO-OP by default: this ship-path applier runs in the game
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* owner's OWN deployed build, which has no filesystem access to the
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* `UPSTREAM.md` that lived in the vgai monorepo/editor project at
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* ingest-authoring time — there is no way for this applier to discover the
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* pin itself, so it is never fabricated (anti-shim) and the check silently
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* skips (report's `upstreamPin.mismatch` stays `false`) unless the caller
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* supplies this option explicitly.
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*/
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upstreamPin?: string | null | undefined;
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/** How long to wait for the game's first captured render call before giving up (ms). Defaults to `installSceneCapture`'s own default (10s). */
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captureTimeoutMs?: number | undefined;
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/** Injectable `fetch` (tests / non-browser hosts). Defaults to the global `fetch`. */
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fetchImpl?: typeof fetch | undefined;
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}
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export interface ApplyVgaiOverlayResult {
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/** Whether the game's scene was actually captured (false only when capture itself timed out or no overlay was found — either way the game runs unmodified). */
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captured: boolean;
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/** The D9 apply report, or `null` when there was no overlay to apply at all (not an error — the game runs unmodified). */
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report: OverlayApplyReport | null;
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/**
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* The captured scene/camera, present only when `captured` is true. Most
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* callers (a game's own entry point) have no reason to touch this — it's
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* surfaced for diagnostics/tooling (and for tests, which use it to inspect
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* the live post-apply scene the same way the editor's ingest proof pages do)
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* rather than requiring a second, independent capture.
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*/
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scene?: THREE.Scene | undefined;
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camera?: THREE.Camera | undefined;
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}
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/** Shared warn helper — every graceful-failure path below logs through here. */
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function warn(gameId: string, message: string): void {
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// biome-ignore lint/suspicious/noConsole: deliberate, greppable (mirrors overlay-report.ts's own console.warn)
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console.warn(`${OVERLAY_REPORT_PREFIX} game "${gameId}": ${message}`);
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}
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async function fetchOverlayFile(
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url: string,
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gameId: string,
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fetchImpl: typeof fetch | undefined,
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): Promise<OverlayFile | null> {
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const doFetch = fetchImpl ?? (typeof fetch === 'function' ? fetch : undefined);
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warn(gameId, 'no fetch implementation available — overlay not applied, running unmodified.');
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return null;
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}
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try {
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const raw: unknown = await res.json();
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return parseOverlayFile(raw);
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} catch (err) {
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const reason = err instanceof Error ? err.message : String(err);
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warn(gameId, `no overlay applied (${reason}) — running unmodified.`);
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return null;
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|
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}
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|
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}
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|
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|
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|
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/**
|
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* The opt-in ship-path applier — see this module's header for the full
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* contract. Installs the scene-capture trap SYNCHRONOUSLY (before the first
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* `await`), so a caller that follows the documented pattern (call this, THEN
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* — the trap's `captured` slot latches on the game's first render regardless
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* of when (or whether) this function later calls `waitForCapture` on it.
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* Only PROCEEDS to actually wait for that capture once an overlay has been
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* found (fetched first, deliberately) — the common "never edited this game"
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|
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|
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* case then costs one fetch, never a multi-second capture-timeout wait.
|
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|
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*/
|
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|
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export async function applyVgaiOverlay(
|
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|
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options: ApplyVgaiOverlayOptions,
|
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|
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): Promise<ApplyVgaiOverlayResult> {
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const { three, gameId, gameVersion = null, upstreamPin = null, fetchImpl } = options;
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const overlayUrl = options.overlayUrl ?? overlayPath(gameId);
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|
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|
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|
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// Install the capture trap before anything else in this function (and
|
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|
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// before returning control to the caller's microtask queue) — see the
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// header comment's ordering guarantee.
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|
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const capture = installSceneCapture(three);
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|
-
|
|
168
|
-
const overlayFile = await fetchOverlayFile(overlayUrl, gameId, fetchImpl);
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|
-
if (!overlayFile) {
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|
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// Nothing to apply (never authored, 404, network error — already logged
|
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|
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// by fetchOverlayFile) — don't bother waiting for a render at all.
|
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|
-
capture.uninstall();
|
|
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|
-
return { captured: false, report: null };
|
|
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|
-
}
|
|
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|
-
|
|
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|
-
let rt: Awaited<ReturnType<typeof capture.waitForCapture>>;
|
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|
-
try {
|
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|
-
rt = await capture.waitForCapture(options.captureTimeoutMs);
|
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|
-
} catch (err) {
|
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|
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capture.uninstall();
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|
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const reason = err instanceof Error ? err.message : String(err);
|
|
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|
-
warn(gameId, `scene capture failed (${reason}) — overlay not applied, running unmodified.`);
|
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|
-
return { captured: false, report: null };
|
|
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|
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}
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|
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|
-
capture.uninstall(); // one-shot: we have what we need, stop wrapping future renders.
|
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|
-
|
|
187
|
-
const { byId } = assignStructuralIds(rt.scene, rt.camera);
|
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|
-
const { applied, orphanedIds } = applyOverlayToObjects(byId, overlayFile.overrides);
|
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|
-
|
|
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|
-
const report = buildOverlayApplyReport({
|
|
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|
-
gameId,
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|
-
authoredAgainst: overlayFile.authoredAgainst.gameVersion,
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|
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currentVersion: gameVersion,
|
|
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|
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applied,
|
|
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|
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orphanedIds,
|
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|
-
// R5: `authoredUpstreamPin` passes through undefined for a legacy overlay
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|
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// (the key was never in `authoredAgainst` at all — see overlay-file.ts),
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|
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// preserving the "never checked" vs. "checked, found nothing" distinction
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|
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// all the way from disk. `currentUpstreamPin` is this no-op-by-default
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|
-
// option (see its doc comment above) — `null` unless a game owner passes it.
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|
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|
-
authoredUpstreamPin: overlayFile.authoredAgainst.upstreamPin,
|
|
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|
-
currentUpstreamPin: upstreamPin,
|
|
203
|
-
});
|
|
204
|
-
logOverlayApplyReport(report);
|
|
205
|
-
|
|
206
|
-
return { captured: true, report, scene: rt.scene, camera: rt.camera };
|
|
207
|
-
}
|
|
@@ -1,168 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Ingest overlay application core — the structural-path identity scheme and
|
|
3
|
-
* override-application loop shared by the EDITOR's `IngestAuthoringAdapter`
|
|
4
|
-
* (`packages/editor/src/authoring/ingest-authoring-adapter.ts`, which layers
|
|
5
|
-
* hierarchy/selection/undo bookkeeping over it) and the T3.8 runtime ship-path
|
|
6
|
-
* applier (`./overlay-applier.ts`, which uses it directly with none of that
|
|
7
|
-
* editor bookkeeping). Extracted here (rather than duplicated) per D9's task
|
|
8
|
-
* split (docs/DECISIONS-PENDING.md §D9) — the editor re-exports/reuses this
|
|
9
|
-
* module so its behavior (and the ids it mints) stay byte-for-byte identical
|
|
10
|
-
* between "authored in the editor" and "reapplied at ship time".
|
|
11
|
-
*
|
|
12
|
-
* Identity: each object gets a deterministic **structural-path id** — stable
|
|
13
|
-
* for a given scene shape (position in the tree + three.js type + name), so
|
|
14
|
-
* the SAME id re-binds to the SAME object after an independent fresh walk of
|
|
15
|
-
* an unmodified game's rebuilt scene (a reload, or a separate page entirely —
|
|
16
|
-
* this is what lets an overlay authored in the editor apply cleanly in a
|
|
17
|
-
* shipped build that never ran the editor). It is also written to
|
|
18
|
-
* `userData.entityId` so the editor's object map / gizmo / selection (which
|
|
19
|
-
* key on `entityId`) bind to foreign objects with no further shim.
|
|
20
|
-
*/
|
|
21
|
-
|
|
22
|
-
import type * as THREE from 'three';
|
|
23
|
-
import { setUserData } from '../../scene/user-data';
|
|
24
|
-
import type { IngestOverlay } from './overlay-file';
|
|
25
|
-
|
|
26
|
-
/** Fixed id for the captured render camera (not a scene child, so no structural path). */
|
|
27
|
-
export const CAMERA_ID = 'ingest:camera';
|
|
28
|
-
|
|
29
|
-
/**
|
|
30
|
-
* The editor parks its OWN objects — grid, its two lights, the particle
|
|
31
|
-
* BatchedRenderer, every TransformControls/gizmo helper — on layer 31
|
|
32
|
-
* (`packages/editor/src/editor-layers.ts`'s `EDITOR_LAYER`) so the game camera
|
|
33
|
-
* never sees them. In ingest mode those objects are added to the GAME'S OWN
|
|
34
|
-
* scene, which is the same tree this walk indexes.
|
|
35
|
-
*/
|
|
36
|
-
const EDITOR_ONLY_LAYER_MASK = 1 << 31;
|
|
37
|
-
|
|
38
|
-
/**
|
|
39
|
-
* Editor furniture, not game content. Excluded from the walk entirely — see
|
|
40
|
-
* {@link assignStructuralIds} for why that exclusion is what makes the id
|
|
41
|
-
* scheme's central promise true.
|
|
42
|
-
*/
|
|
43
|
-
function isEditorOnly(o: THREE.Object3D): boolean {
|
|
44
|
-
return (o.layers.mask & EDITOR_ONLY_LAYER_MASK) !== 0;
|
|
45
|
-
}
|
|
46
|
-
|
|
47
|
-
/** The single (non-array) standard-ish material of a mesh, if it has a color. */
|
|
48
|
-
export function colorMaterialOf(o: THREE.Object3D): THREE.MeshStandardMaterial | null {
|
|
49
|
-
const mat = (o as THREE.Mesh).material;
|
|
50
|
-
if (!mat || Array.isArray(mat)) return null;
|
|
51
|
-
const m = mat as THREE.MeshStandardMaterial;
|
|
52
|
-
return m.color ? m : null;
|
|
53
|
-
}
|
|
54
|
-
|
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/** Result of a structural-path walk: the id→object map plus a few reflection stats. */
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export interface StructuralIdWalk {
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byId: Map<string, THREE.Object3D>;
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count: number;
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59
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meshes: number;
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60
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lights: number;
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}
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63
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/**
|
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64
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* (Re)assign structural-path ids to every object under `scene` (and, if
|
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65
|
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* given, the separately-captured render `camera`, under the fixed
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66
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* {@link CAMERA_ID}). Idempotent and deterministic from scene structure
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67
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* (position + type + name) — the prerequisite for overlay reapplication
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* across an independent fresh walk (editor reload, or a shipped build that
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* never ran the editor at all).
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*
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* EDITOR FURNITURE IS EXCLUDED, and that exclusion is load-bearing rather than
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* cosmetic. In ingest mode the editor adds its grid, lights, particle
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* BatchedRenderer and TransformControls gizmo to the GAME'S OWN scene, and
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* they arrive asynchronously — some before the walk, some after. Indexing them
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* made a game object's path depend on how much editor furniture happened to be
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* attached at walk time, which broke the two promises above:
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*
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* • Across a RELOAD, the same mesh changed id. Observed in the games-fps
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* overlay-persistence e2e: an object saved as `ingest:106/0/0/0:…` came
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* back as `ingest:102/0:Mesh:Cube004` — four root slots earlier, exactly
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* the grid + two editor lights + BatchedRenderer — so the persisted
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* override landed on nothing and was reported as an orphan.
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* • A SHIPPED build (no editor, so no furniture at all) minted a different
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* id set than the editor that authored the overlay — i.e. the ship path
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* this module exists to serve could not reliably consume its own output.
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*
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* Skipping the furniture entirely — not merely declining to give it an id —
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* is what fixes both: the game's own children occupy 0..N-1 whatever else is
|
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* parented alongside them. It also keeps gizmo handles and the grid out of the
|
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|
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* hierarchy/inspector projections built on this walk, where they were
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|
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* selectable and colorable as if they were game content.
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|
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*/
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|
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export function assignStructuralIds(
|
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|
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scene: THREE.Object3D,
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95
|
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camera?: THREE.Object3D | undefined,
|
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|
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): StructuralIdWalk {
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const byId = new Map<string, THREE.Object3D>();
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let count = 0;
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|
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let meshes = 0;
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let lights = 0;
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const visit = (
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o: THREE.Object3D & { isMesh?: boolean; isLight?: boolean },
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path: string,
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): void => {
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const id = `ingest:${path}:${o.type}:${o.name || ''}`;
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setUserData(o, 'entityId', id);
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byId.set(id, o);
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count++;
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|
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if (o.isLight) lights++;
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|
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else if (o.isMesh) meshes++;
|
|
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|
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visitChildren(o, path);
|
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|
-
};
|
|
113
|
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const visitChildren = (o: THREE.Object3D, path: string): void => {
|
|
114
|
-
let i = 0;
|
|
115
|
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for (const c of o.children) {
|
|
116
|
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if (isEditorOnly(c)) continue;
|
|
117
|
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visit(c, path ? `${path}/${i}` : `${i}`);
|
|
118
|
-
i++;
|
|
119
|
-
}
|
|
120
|
-
};
|
|
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|
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visitChildren(scene, '');
|
|
122
|
-
if (camera) {
|
|
123
|
-
setUserData(camera, 'entityId', CAMERA_ID);
|
|
124
|
-
byId.set(CAMERA_ID, camera);
|
|
125
|
-
count++;
|
|
126
|
-
}
|
|
127
|
-
return { byId, count, meshes, lights };
|
|
128
|
-
}
|
|
129
|
-
|
|
130
|
-
/** Result of applying a saved overlay onto a structural-id-walked scene. */
|
|
131
|
-
export interface OverlayApplyOutcome {
|
|
132
|
-
applied: number;
|
|
133
|
-
orphanedIds: string[];
|
|
134
|
-
}
|
|
135
|
-
|
|
136
|
-
/**
|
|
137
|
-
* Apply a saved overlay's overrides onto the live objects in `byId` (from
|
|
138
|
-
* {@link assignStructuralIds}). Ids absent from the map are "orphaned" — e.g. a
|
|
139
|
-
* dynamic child that didn't respawn, or the vendored game was bumped and
|
|
140
|
-
* restructured — never an error; the caller reports them (never silently) via
|
|
141
|
-
* `./overlay-report.ts`. Mutates matched objects in place; does not mutate
|
|
142
|
-
* `overlay` itself or track dirty/undo state — that bookkeeping is the
|
|
143
|
-
* editor-side `IngestAuthoringAdapter`'s job (persistable-edit tracking, so
|
|
144
|
-
* orphans round-trip on the next save) and is irrelevant to the ship-path
|
|
145
|
-
* applier (which never saves).
|
|
146
|
-
*/
|
|
147
|
-
export function applyOverlayToObjects(
|
|
148
|
-
byId: Map<string, THREE.Object3D>,
|
|
149
|
-
overlay: IngestOverlay,
|
|
150
|
-
): OverlayApplyOutcome {
|
|
151
|
-
let applied = 0;
|
|
152
|
-
const orphanedIds: string[] = [];
|
|
153
|
-
for (const [id, ov] of Object.entries(overlay)) {
|
|
154
|
-
const o = byId.get(id);
|
|
155
|
-
if (!o) {
|
|
156
|
-
orphanedIds.push(id);
|
|
157
|
-
continue;
|
|
158
|
-
}
|
|
159
|
-
if (ov.position) o.position.set(ov.position[0], ov.position[1], ov.position[2]);
|
|
160
|
-
if (ov.rotation)
|
|
161
|
-
o.quaternion.set(ov.rotation[0], ov.rotation[1], ov.rotation[2], ov.rotation[3]);
|
|
162
|
-
if (ov.scale) o.scale.set(ov.scale[0], ov.scale[1], ov.scale[2]);
|
|
163
|
-
if (ov.color) colorMaterialOf(o)?.color.set(ov.color);
|
|
164
|
-
if (ov.visible !== undefined) o.visible = ov.visible;
|
|
165
|
-
applied++;
|
|
166
|
-
}
|
|
167
|
-
return { applied, orphanedIds };
|
|
168
|
-
}
|
|
@@ -1,126 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Ingest overlay envelope — the on-disk shape shared by every consumer of a
|
|
3
|
-
* saved ingest overlay: the editor (`packages/editor/src/authoring/ingest-overlay.ts`,
|
|
4
|
-
* which persists it through the storage-backend seam) AND the T3.8 runtime ship-path
|
|
5
|
-
* applier (`./overlay-applier.ts`, which fetches it over plain HTTP in a deployed
|
|
6
|
-
* game with no editor/storage-backend dependency at all).
|
|
7
|
-
*
|
|
8
|
-
* This module is the dependency-free core (types + pure parsing) both share — moved
|
|
9
|
-
* here (from the editor-only module that used to own it) per D9's task split
|
|
10
|
-
* (docs/DECISIONS-PENDING.md §D9): the editor keeps the storage-backend-aware
|
|
11
|
-
* `loadOverlay`/`saveOverlay` and re-exports everything below unchanged so its
|
|
12
|
-
* existing import sites don't churn.
|
|
13
|
-
*/
|
|
14
|
-
|
|
15
|
-
/** A single object's persisted overrides (only the fields the user changed). */
|
|
16
|
-
export interface IngestOverride {
|
|
17
|
-
position?: [number, number, number];
|
|
18
|
-
rotation?: [number, number, number, number];
|
|
19
|
-
scale?: [number, number, number];
|
|
20
|
-
color?: string;
|
|
21
|
-
visible?: boolean;
|
|
22
|
-
}
|
|
23
|
-
|
|
24
|
-
/** id (structural-path) → overrides. */
|
|
25
|
-
export type IngestOverlay = Record<string, IngestOverride>;
|
|
26
|
-
|
|
27
|
-
/** Current on-disk envelope format version (D9, docs/DECISIONS-PENDING.md §D9). */
|
|
28
|
-
export const OVERLAY_FORMAT_VERSION = 1;
|
|
29
|
-
|
|
30
|
-
/**
|
|
31
|
-
* The on-disk overlay envelope (D9 — overlay versioning + orphan reporting).
|
|
32
|
-
* Wraps the flat `IngestOverlay` (id → overrides) with save-time provenance:
|
|
33
|
-
* which game version the edits were authored against, so a later mount (editor
|
|
34
|
-
* OR shipped runtime) can detect drift and report it (`./overlay-report.ts`'s
|
|
35
|
-
* `OverlayApplyReport`).
|
|
36
|
-
*
|
|
37
|
-
* `formatVersion` distinguishes this from the PRE-D9 flat file (the whole JSON
|
|
38
|
-
* file WAS the `IngestOverlay`): {@link parseOverlayFile} recognizes both. An
|
|
39
|
-
* object with `formatVersion` + `overrides` parses as the real envelope; any
|
|
40
|
-
* other shape (or unparseable content) parses as a legacy flat file, wrapped as
|
|
41
|
-
* `{ formatVersion: 0, authoredAgainst: { gameVersion: null }, overrides: <the flat object> }`
|
|
42
|
-
* — never rejected, never warned about by itself.
|
|
43
|
-
*
|
|
44
|
-
* `authoredAgainst.upstreamPin` (R5, docs/MASTER-ARCHITECTURE-REVIEW.md
|
|
45
|
-
* §4(c)/§7.1 item 9 — the overlay-identity gap `gameVersion` alone doesn't
|
|
46
|
-
* close: `gameVersion` is the manifest's own `version` field, which a
|
|
47
|
-
* re-vendor of the upstream game need not bump — see every `public/ingest/*`
|
|
48
|
-
* game's `vgai.game.json`, all pinned at `"version": "0.1.0"` regardless of
|
|
49
|
-
* upstream commit) is an OPTIONAL sibling key, deliberately absent from this
|
|
50
|
-
* type's older call sites' literal shape: its ABSENCE (the key missing from
|
|
51
|
-
* `authoredAgainst` entirely) is the "legacy overlay" signal — saved by code
|
|
52
|
-
* that predates this field, so the pin concept never existed for it, and
|
|
53
|
-
* `./overlay-report.ts`'s apply-time check must skip it (not treat it as a
|
|
54
|
-
* guaranteed mismatch OR a guaranteed match — anti-shim, no guessing). A
|
|
55
|
-
* `null` VALUE (key present, value `null`) means R5-aware save-time code DID
|
|
56
|
-
* look for a pin and honestly found none (e.g. an externally-authored,
|
|
57
|
-
* non-vendored project opened via the CLI-on-folder route, which has no
|
|
58
|
-
* `UPSTREAM.md` at all). See `./upstream-pin.ts` for the pure extraction, and
|
|
59
|
-
* `packages/editor/src/ingest-mode.ts` for where it's read at save/apply
|
|
60
|
-
* time. This is purely additive — {@link parseOverlayFile} never invents the
|
|
61
|
-
* key for an envelope that didn't have it.
|
|
62
|
-
*/
|
|
63
|
-
export interface OverlayFile {
|
|
64
|
-
formatVersion: number;
|
|
65
|
-
authoredAgainst: { gameVersion: string | null; upstreamPin?: string | null };
|
|
66
|
-
overrides: IngestOverlay;
|
|
67
|
-
}
|
|
68
|
-
|
|
69
|
-
/** Where a game's overlay lives, project-root-relative (also the ship path's default fetch URL). */
|
|
70
|
-
export function overlayPath(gameId: string): string {
|
|
71
|
-
return `.vgai/overlays/${gameId}.json`;
|
|
72
|
-
}
|
|
73
|
-
|
|
74
|
-
/** The empty envelope — no overlay found / nothing authored yet. */
|
|
75
|
-
export function emptyOverlayFile(): OverlayFile {
|
|
76
|
-
return {
|
|
77
|
-
formatVersion: OVERLAY_FORMAT_VERSION,
|
|
78
|
-
authoredAgainst: { gameVersion: null },
|
|
79
|
-
overrides: {},
|
|
80
|
-
};
|
|
81
|
-
}
|
|
82
|
-
|
|
83
|
-
/** An envelope has both its distinguishing keys — anything else is a legacy flat file. */
|
|
84
|
-
function isEnvelope(raw: unknown): raw is OverlayFile {
|
|
85
|
-
return (
|
|
86
|
-
!!raw &&
|
|
87
|
-
typeof raw === 'object' &&
|
|
88
|
-
'formatVersion' in (raw as Record<string, unknown>) &&
|
|
89
|
-
'overrides' in (raw as Record<string, unknown>)
|
|
90
|
-
);
|
|
91
|
-
}
|
|
92
|
-
|
|
93
|
-
/**
|
|
94
|
-
* Parse a loaded/fetched overlay's raw JSON into the {@link OverlayFile} shape,
|
|
95
|
-
* transparently upgrading a legacy (pre-D9) flat file — the whole parsed value
|
|
96
|
-
* IS the `IngestOverlay` in that case. Pure — no I/O, no storage backend, so
|
|
97
|
-
* it's usable from any context (editor `loadOverlay`, the ship-path applier's
|
|
98
|
-
* `fetch().then(r => r.json())`).
|
|
99
|
-
*/
|
|
100
|
-
export function parseOverlayFile(raw: unknown): OverlayFile {
|
|
101
|
-
if (isEnvelope(raw)) {
|
|
102
|
-
const rawAuthored = (raw.authoredAgainst ?? { gameVersion: null }) as {
|
|
103
|
-
gameVersion?: string | null;
|
|
104
|
-
upstreamPin?: string | null;
|
|
105
|
-
};
|
|
106
|
-
const authoredAgainst: OverlayFile['authoredAgainst'] = {
|
|
107
|
-
gameVersion: rawAuthored.gameVersion ?? null,
|
|
108
|
-
};
|
|
109
|
-
// Preserve ABSENCE vs. explicit `null` (see this field's doc comment
|
|
110
|
-
// above) — only copy the key over if the raw JSON actually had it, rather
|
|
111
|
-
// than defaulting it in (which would make every pre-R5 saved overlay look
|
|
112
|
-
// like a "checked, found nothing" R5 save instead of "never checked").
|
|
113
|
-
if ('upstreamPin' in rawAuthored) authoredAgainst.upstreamPin = rawAuthored.upstreamPin ?? null;
|
|
114
|
-
return {
|
|
115
|
-
formatVersion: raw.formatVersion,
|
|
116
|
-
authoredAgainst,
|
|
117
|
-
overrides: raw.overrides ?? {},
|
|
118
|
-
};
|
|
119
|
-
}
|
|
120
|
-
// Legacy flat file (pre-D9): the whole parsed object IS the overrides map.
|
|
121
|
-
return {
|
|
122
|
-
formatVersion: 0,
|
|
123
|
-
authoredAgainst: { gameVersion: null },
|
|
124
|
-
overrides: (raw ?? {}) as IngestOverlay,
|
|
125
|
-
};
|
|
126
|
-
}
|