@vgai/engine 0.5.22 → 0.5.23

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.
Files changed (291) hide show
  1. package/README.md +6 -3
  2. package/dist/adapter/adapter-module.d.ts.map +1 -1
  3. package/dist/adapter/adapter-module.js +2 -4
  4. package/dist/adapter/adapter-surface.d.ts +1 -1
  5. package/dist/adapter/adapter-surface.js +1 -1
  6. package/dist/adapter/authoring.d.ts +19 -21
  7. package/dist/adapter/authoring.d.ts.map +1 -1
  8. package/dist/adapter/authoring.js +2 -2
  9. package/dist/adapter/binding.d.ts +341 -0
  10. package/dist/adapter/binding.d.ts.map +1 -0
  11. package/dist/adapter/binding.js +148 -0
  12. package/dist/adapter/colyseus-networking-adapter.d.ts.map +1 -1
  13. package/dist/adapter/colyseus-networking-adapter.js +23 -4
  14. package/dist/adapter/entrypoint-selection-readers.d.ts +24 -0
  15. package/dist/adapter/entrypoint-selection-readers.d.ts.map +1 -0
  16. package/dist/adapter/entrypoint-selection-readers.js +63 -0
  17. package/dist/adapter/entrypoint-selection-source.d.ts.map +1 -1
  18. package/dist/adapter/entrypoint-selection-source.js +1 -44
  19. package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts.map +1 -1
  20. package/dist/adapter/finders/scenes-from-entrypoint-selection.js +1 -52
  21. package/dist/adapter/host-context.d.ts +46 -15
  22. package/dist/adapter/host-context.d.ts.map +1 -1
  23. package/dist/adapter/host-context.js +2 -9
  24. package/dist/adapter/index.d.ts +11 -12
  25. package/dist/adapter/index.d.ts.map +1 -1
  26. package/dist/adapter/index.js +9 -10
  27. package/dist/adapter/ingest/game-contract.d.ts +0 -3
  28. package/dist/adapter/ingest/game-contract.d.ts.map +1 -1
  29. package/dist/adapter/ingest/game-contract.js +0 -3
  30. package/dist/adapter/ingest/scene-capture.d.ts +19 -23
  31. package/dist/adapter/ingest/scene-capture.d.ts.map +1 -1
  32. package/dist/adapter/ingest/scene-capture.js +143 -17
  33. package/dist/adapter/ingest/visible-capture-window.d.ts +34 -0
  34. package/dist/adapter/ingest/visible-capture-window.d.ts.map +1 -1
  35. package/dist/adapter/native-debug-module.d.ts +31 -5
  36. package/dist/adapter/native-debug-module.d.ts.map +1 -1
  37. package/dist/adapter/native-debug-module.js +25 -7
  38. package/dist/adapter/rapier-physics-adapter.d.ts +31 -1
  39. package/dist/adapter/rapier-physics-adapter.d.ts.map +1 -1
  40. package/dist/adapter/rapier-physics-adapter.js +50 -36
  41. package/dist/adapter/renderer-config.d.ts +2 -2
  42. package/dist/adapter/renderer-config.js +2 -2
  43. package/dist/adapter/root-adapter.d.ts +7 -7
  44. package/dist/adapter/root-adapter.js +4 -4
  45. package/dist/adapter/system-adapter.d.ts +45 -7
  46. package/dist/adapter/system-adapter.d.ts.map +1 -1
  47. package/dist/adapter/system-seam-contract.d.ts +3 -3
  48. package/dist/adapter/system-seam-contract.js +3 -3
  49. package/dist/adapter/system-slot.d.ts +168 -0
  50. package/dist/adapter/system-slot.d.ts.map +1 -0
  51. package/dist/adapter/system-slot.js +229 -0
  52. package/dist/adapter/transform.d.ts +11 -1
  53. package/dist/adapter/transform.d.ts.map +1 -1
  54. package/dist/ai/navigation.d.ts +17 -1
  55. package/dist/ai/navigation.d.ts.map +1 -1
  56. package/dist/ai/navigation.js +26 -5
  57. package/dist/animation/anim-graph-types.d.ts +11 -3
  58. package/dist/animation/anim-graph-types.d.ts.map +1 -1
  59. package/dist/animation/theatre-clock-binding.d.ts +4 -4
  60. package/dist/animation/theatre-clock-binding.js +4 -4
  61. package/dist/animation/xstate-animation-binding.d.ts.map +1 -1
  62. package/dist/animation/xstate-animation-binding.js +2 -2
  63. package/dist/animation/xstate-animation-meta.d.ts +13 -0
  64. package/dist/animation/xstate-animation-meta.d.ts.map +1 -1
  65. package/dist/animation/xstate-animation-meta.js +14 -0
  66. package/dist/asset-formats/index.d.ts +4 -7
  67. package/dist/asset-formats/index.d.ts.map +1 -1
  68. package/dist/asset-formats/index.js +4 -7
  69. package/dist/asset-formats/render-env.d.ts +5 -8
  70. package/dist/asset-formats/render-env.d.ts.map +1 -1
  71. package/dist/asset-formats/render-env.js +3 -6
  72. package/dist/asset-parse-error.d.ts +2 -5
  73. package/dist/asset-parse-error.d.ts.map +1 -1
  74. package/dist/asset-parse-error.js +2 -5
  75. package/dist/audio/bus-mixer.d.ts +101 -0
  76. package/dist/audio/bus-mixer.d.ts.map +1 -0
  77. package/dist/audio/bus-mixer.js +115 -0
  78. package/dist/core/frame-pacing.d.ts +1 -1
  79. package/dist/core/frame-pacing.js +2 -2
  80. package/dist/core/game-loop.d.ts +1 -3
  81. package/dist/core/game-loop.d.ts.map +1 -1
  82. package/dist/core/game-loop.js +1 -3
  83. package/dist/core/seeded-random.d.ts +1 -1
  84. package/dist/core/sim-clock.d.ts +5 -6
  85. package/dist/core/sim-clock.d.ts.map +1 -1
  86. package/dist/core/sim-clock.js +4 -5
  87. package/dist/core/types.d.ts +1 -3
  88. package/dist/core/types.d.ts.map +1 -1
  89. package/dist/defaults.d.ts +6 -14
  90. package/dist/defaults.d.ts.map +1 -1
  91. package/dist/defaults.js +6 -14
  92. package/dist/dev/register-render-vitals.d.ts +1 -4
  93. package/dist/dev/register-render-vitals.d.ts.map +1 -1
  94. package/dist/dev/register-render-vitals.js +1 -4
  95. package/dist/dev/render-debug-adapter.d.ts +2 -3
  96. package/dist/dev/render-debug-adapter.d.ts.map +1 -1
  97. package/dist/dev/render-debug-adapter.js +2 -3
  98. package/dist/dev/render-vitals.d.ts +3 -3
  99. package/dist/dev/render-vitals.js +3 -3
  100. package/dist/dev/webgl-frame-capture.d.ts +1 -1
  101. package/dist/dev/webgl-frame-capture.js +1 -1
  102. package/dist/index.d.ts +2 -5
  103. package/dist/index.d.ts.map +1 -1
  104. package/dist/index.js +2 -4
  105. package/dist/input/host-pointer.d.ts +122 -0
  106. package/dist/input/host-pointer.d.ts.map +1 -0
  107. package/dist/input/host-pointer.js +160 -0
  108. package/dist/input/input-manager.d.ts +18 -5
  109. package/dist/input/input-manager.d.ts.map +1 -1
  110. package/dist/input/input-manager.js +33 -13
  111. package/dist/input/rebind-controller.d.ts.map +1 -1
  112. package/dist/input/rebind-controller.js +6 -8
  113. package/dist/input/schema.d.ts.map +1 -1
  114. package/dist/input/schema.js +56 -28
  115. package/dist/manifest/filename.d.ts.map +1 -1
  116. package/dist/manifest/filename.js +8 -12
  117. package/dist/manifest/load.d.ts +10 -10
  118. package/dist/manifest/load.d.ts.map +1 -1
  119. package/dist/manifest/load.js +9 -6
  120. package/dist/manifest/schema.d.ts +17 -21
  121. package/dist/manifest/schema.d.ts.map +1 -1
  122. package/dist/manifest/schema.js +45 -35
  123. package/dist/physics/collider-dimensions.d.ts +8 -12
  124. package/dist/physics/collider-dimensions.d.ts.map +1 -1
  125. package/dist/physics/collider-dimensions.js +8 -12
  126. package/dist/pixi/scene-capture.d.ts +11 -13
  127. package/dist/pixi/scene-capture.d.ts.map +1 -1
  128. package/dist/react/world-state.d.ts +1 -1
  129. package/dist/react/world-state.d.ts.map +1 -1
  130. package/dist/render/light-camera-factory.d.ts +5 -7
  131. package/dist/render/light-camera-factory.d.ts.map +1 -1
  132. package/dist/render/light-camera-factory.js +8 -11
  133. package/dist/render/material-factory.js +1 -1
  134. package/dist/render/render-batch-system.d.ts.map +1 -1
  135. package/dist/render/render-features.d.ts +17 -6
  136. package/dist/render/render-features.d.ts.map +1 -1
  137. package/dist/render/render-features.js +0 -28
  138. package/dist/runtime/create-runtime.d.ts +34 -25
  139. package/dist/runtime/create-runtime.d.ts.map +1 -1
  140. package/dist/runtime/create-runtime.js +218 -93
  141. package/dist/runtime/debug-registry.d.ts +77 -8
  142. package/dist/runtime/debug-registry.d.ts.map +1 -1
  143. package/dist/runtime/debug-registry.js +3 -3
  144. package/dist/runtime/dev-build.d.ts +2 -2
  145. package/dist/runtime/dev-build.js +2 -2
  146. package/dist/runtime/game-input-seams.d.ts +2 -2
  147. package/dist/runtime/game-input-seams.d.ts.map +1 -1
  148. package/dist/runtime/game.d.ts +90 -41
  149. package/dist/runtime/game.d.ts.map +1 -1
  150. package/dist/runtime/game.js +80 -54
  151. package/dist/runtime/mount-game.d.ts +0 -16
  152. package/dist/runtime/mount-game.d.ts.map +1 -1
  153. package/dist/runtime/mount-game.js +8 -39
  154. package/dist/runtime/mount-manifest.d.ts +22 -14
  155. package/dist/runtime/mount-manifest.d.ts.map +1 -1
  156. package/dist/runtime/mount-manifest.js +18 -18
  157. package/dist/runtime/playtest.d.ts +22 -0
  158. package/dist/runtime/playtest.d.ts.map +1 -0
  159. package/dist/runtime/playtest.js +12 -0
  160. package/dist/runtime/state-bridge.d.ts +2 -3
  161. package/dist/runtime/state-bridge.d.ts.map +1 -1
  162. package/dist/runtime/state-bridge.js +1 -0
  163. package/dist/setup/setup-audio.d.ts +12 -0
  164. package/dist/setup/setup-audio.d.ts.map +1 -1
  165. package/dist/setup/setup-audio.js +9 -10
  166. package/dist/setup/setup-renderer.d.ts +2 -25
  167. package/dist/setup/setup-renderer.d.ts.map +1 -1
  168. package/dist/setup/setup-renderer.js +2 -31
  169. package/dist/world3d-react/r3f-root-factory.d.ts +7 -7
  170. package/dist/world3d-react/r3f-root-factory.js +7 -7
  171. package/dist/world3d-react/rapier-physics-bridge.d.ts +9 -8
  172. package/dist/world3d-react/rapier-physics-bridge.d.ts.map +1 -1
  173. package/dist/world3d-react/rapier-physics-bridge.js +100 -48
  174. package/package.json +1 -1
  175. package/schemas/engine-capabilities.json +16 -14
  176. package/schemas/vgai-project.schema.json +35 -26
  177. package/src/adapter/adapter-module.ts +2 -4
  178. package/src/adapter/adapter-surface.ts +1 -1
  179. package/src/adapter/authoring.ts +19 -21
  180. package/src/adapter/binding.ts +468 -0
  181. package/src/adapter/colyseus-networking-adapter.ts +20 -5
  182. package/src/adapter/entrypoint-selection-readers.ts +66 -0
  183. package/src/adapter/entrypoint-selection-source.ts +1 -40
  184. package/src/adapter/finders/scenes-from-entrypoint-selection.ts +1 -48
  185. package/src/adapter/host-context.ts +45 -15
  186. package/src/adapter/index.ts +23 -11
  187. package/src/adapter/ingest/game-contract.ts +0 -3
  188. package/src/adapter/ingest/scene-capture.ts +190 -39
  189. package/src/adapter/ingest/visible-capture-window.ts +35 -0
  190. package/src/adapter/native-debug-module.ts +43 -7
  191. package/src/adapter/rapier-physics-adapter.ts +76 -20
  192. package/src/adapter/renderer-config.ts +2 -2
  193. package/src/adapter/root-adapter.ts +7 -7
  194. package/src/adapter/system-adapter.ts +43 -8
  195. package/src/adapter/system-seam-contract.ts +3 -3
  196. package/src/adapter/system-slot.ts +291 -0
  197. package/src/adapter/transform.ts +18 -1
  198. package/src/ai/navigation.ts +30 -3
  199. package/src/animation/anim-graph-types.ts +11 -3
  200. package/src/animation/theatre-clock-binding.ts +4 -4
  201. package/src/animation/xstate-animation-binding.ts +2 -2
  202. package/src/animation/xstate-animation-meta.ts +16 -0
  203. package/src/asset-formats/index.ts +4 -7
  204. package/src/asset-formats/render-env.ts +3 -6
  205. package/src/asset-parse-error.ts +2 -5
  206. package/src/audio/bus-mixer.ts +161 -0
  207. package/src/core/frame-pacing.ts +2 -2
  208. package/src/core/game-loop.ts +1 -3
  209. package/src/core/seeded-random.ts +1 -1
  210. package/src/core/sim-clock.ts +5 -6
  211. package/src/core/types.ts +1 -3
  212. package/src/defaults.ts +6 -14
  213. package/src/dev/register-render-vitals.ts +1 -4
  214. package/src/dev/render-debug-adapter.ts +2 -3
  215. package/src/dev/render-vitals.ts +3 -3
  216. package/src/dev/webgl-frame-capture.ts +1 -1
  217. package/src/index.ts +2 -5
  218. package/src/input/host-pointer.ts +230 -0
  219. package/src/input/input-manager.ts +34 -13
  220. package/src/input/input-types.ts +1 -1
  221. package/src/input/rebind-controller.ts +6 -8
  222. package/src/input/schema.ts +216 -188
  223. package/src/manifest/filename.ts +8 -12
  224. package/src/manifest/load.ts +17 -13
  225. package/src/manifest/schema.ts +55 -47
  226. package/src/physics/collider-dimensions.ts +8 -12
  227. package/src/pixi/scene-capture.ts +12 -15
  228. package/src/react/world-state.tsx +1 -1
  229. package/src/render/light-camera-factory.ts +8 -11
  230. package/src/render/material-factory.ts +1 -1
  231. package/src/render/render-batch-system.ts +14 -6
  232. package/src/render/render-features.ts +17 -35
  233. package/src/runtime/create-runtime.ts +270 -108
  234. package/src/runtime/debug-registry.ts +84 -8
  235. package/src/runtime/dev-build.ts +2 -2
  236. package/src/runtime/game-input-seams.ts +2 -2
  237. package/src/runtime/game.ts +168 -80
  238. package/src/runtime/mount-game.ts +8 -56
  239. package/src/runtime/mount-manifest.ts +43 -34
  240. package/src/runtime/playtest.ts +22 -0
  241. package/src/runtime/state-bridge.ts +3 -3
  242. package/src/setup/setup-audio.ts +21 -11
  243. package/src/setup/setup-renderer.ts +2 -61
  244. package/src/world3d-react/r3f-root-factory.tsx +7 -7
  245. package/src/world3d-react/rapier-physics-bridge.tsx +107 -50
  246. package/dist/adapter/setup-three-root-adapter.d.ts +0 -86
  247. package/dist/adapter/setup-three-root-adapter.d.ts.map +0 -1
  248. package/dist/adapter/setup-three-root-adapter.js +0 -908
  249. package/dist/animation/clip-map.d.ts +0 -12
  250. package/dist/animation/clip-map.d.ts.map +0 -1
  251. package/dist/animation/clip-map.js +0 -31
  252. package/dist/asset-registry.d.ts +0 -38
  253. package/dist/asset-registry.d.ts.map +0 -1
  254. package/dist/asset-registry.js +0 -66
  255. package/dist/canvas-react/engine-bridge.d.ts +0 -45
  256. package/dist/canvas-react/engine-bridge.d.ts.map +0 -1
  257. package/dist/canvas-react/engine-bridge.js +0 -45
  258. package/dist/canvas-react/pixi-react-adapter.d.ts +0 -77
  259. package/dist/canvas-react/pixi-react-adapter.d.ts.map +0 -1
  260. package/dist/canvas-react/pixi-react-adapter.js +0 -294
  261. package/dist/canvas-react/world-context.d.ts +0 -98
  262. package/dist/canvas-react/world-context.d.ts.map +0 -1
  263. package/dist/canvas-react/world-context.js +0 -173
  264. package/dist/dev/debug-draw.d.ts +0 -24
  265. package/dist/dev/debug-draw.d.ts.map +0 -1
  266. package/dist/dev/debug-draw.js +0 -73
  267. package/dist/render/auto-batcher.d.ts +0 -34
  268. package/dist/render/auto-batcher.d.ts.map +0 -1
  269. package/dist/render/auto-batcher.js +0 -140
  270. package/dist/render/lod.d.ts +0 -13
  271. package/dist/render/lod.d.ts.map +0 -1
  272. package/dist/render/lod.js +0 -16
  273. package/dist/runtime/types.d.ts +0 -303
  274. package/dist/runtime/types.d.ts.map +0 -1
  275. package/dist/runtime/types.js +0 -1
  276. package/dist/world3d-react/engine-bridge.d.ts +0 -47
  277. package/dist/world3d-react/engine-bridge.d.ts.map +0 -1
  278. package/dist/world3d-react/engine-bridge.js +0 -73
  279. package/dist/world3d-react/r3f-adapter.d.ts +0 -58
  280. package/dist/world3d-react/r3f-adapter.d.ts.map +0 -1
  281. package/dist/world3d-react/r3f-adapter.js +0 -634
  282. package/dist/world3d-react/world-context.d.ts +0 -182
  283. package/dist/world3d-react/world-context.d.ts.map +0 -1
  284. package/dist/world3d-react/world-context.js +0 -235
  285. package/src/adapter/setup-three-root-adapter.ts +0 -1032
  286. package/src/animation/clip-map.ts +0 -34
  287. package/src/asset-registry.ts +0 -89
  288. package/src/dev/debug-draw.ts +0 -80
  289. package/src/render/auto-batcher.ts +0 -168
  290. package/src/render/lod.ts +0 -17
  291. package/src/runtime/types.ts +0 -328
@@ -15,4 +15,21 @@ export interface Transform {
15
15
  * needs simulation coordination (`physics`), or is best-effort/inspect-only
16
16
  * (`script`/`network`/`external`).
17
17
  */
18
- export type TransformOwner = 'editor' | 'physics' | 'animation' | 'script' | 'network' | 'external';
18
+ /**
19
+ * Who drives a node's transform right now.
20
+ *
21
+ * `'unresolved'` is the answer for a node THIS ADAPTER DOES NOT KNOW, and it is
22
+ * a distinct answer on purpose: every other member names a driver, so returning
23
+ * one of them for an unknown id is a positive claim about a node the
24
+ * implementer has never seen. A game-scoped physics adapter is asked about
25
+ * every node the editor touches, including nodes belonging to another root —
26
+ * "not mine" has to be sayable.
27
+ */
28
+ export type TransformOwner =
29
+ | 'editor'
30
+ | 'physics'
31
+ | 'animation'
32
+ | 'script'
33
+ | 'network'
34
+ | 'external'
35
+ | 'unresolved';
@@ -119,11 +119,38 @@ export class NavMeshManager {
119
119
  return this.navMesh !== null;
120
120
  }
121
121
 
122
- /** Find a straight path between two world positions. Returns [] if no path. */
122
+ /**
123
+ * Find a straight path between two world positions.
124
+ *
125
+ * THREE OUTCOMES, and only one of them is an empty array:
126
+ *
127
+ * - **No pathfinder.** No navmesh has been built, so there is nothing to
128
+ * query. THROWS, the same way {@link createCrowd} does — `[]` here would
129
+ * say "I searched and there is no route between these points", which is a
130
+ * claim about the level rather than about this manager's state. Callers
131
+ * that can be in this position gate on {@link hasNavMesh} first.
132
+ * - **The query failed.** recast answered `success: false` WITH an error
133
+ * (bad half-extents, no polygon near an endpoint, a status code). THROWS,
134
+ * naming recast's own error — a failed search is not a searched-and-empty
135
+ * one, and the editor's probe already surfaces this separately from "no
136
+ * path found".
137
+ * - **Genuinely no route.** The query ran and found nothing. `[]`.
138
+ */
123
139
  findPath(start: Vector3Like, end: Vector3Like): Vector3Like[] {
124
- if (!this.query) return [];
140
+ if (!this.query) {
141
+ throw new Error(
142
+ 'NavMeshManager.findPath: no navmesh has been built, so no path can be queried. ' +
143
+ 'Build one first (buildFromMeshes/importNavMesh) — gate on hasNavMesh() if the ' +
144
+ 'caller can run before a bake.',
145
+ );
146
+ }
125
147
  const result = this.query.computePath(start, end);
126
- if (!result.success) return [];
148
+ if (!result.success && result.error) {
149
+ throw new Error(
150
+ `NavMeshManager.findPath: recast could not complete the query (${result.error.name}` +
151
+ `${result.error.status === undefined ? '' : `, status ${result.error.status}`}).`,
152
+ );
153
+ }
127
154
  return result.path;
128
155
  }
129
156
 
@@ -10,16 +10,24 @@
10
10
  * the old `.animgraph.json` format) was deleted with the runtime that read
11
11
  * them (`anim-graph.ts`).
12
12
  */
13
+ /**
14
+ * The optional fields spell `| undefined` explicitly because the repo compiles
15
+ * with `exactOptionalPropertyTypes`, and the one producer of these values is
16
+ * `xstate-animation-meta.ts`'s Zod schema, whose `.optional()` infers
17
+ * `?: T | undefined`. Without the explicit union the parsed value is not
18
+ * assignable here and the call site needs a cast — which is exactly what used
19
+ * to hide field drift between the two declarations (see `asBlendTreeDef`).
20
+ */
13
21
  export interface BlendTreeDef {
14
22
  type: '1D' | '2D' | 'direct';
15
23
  parameter: string;
16
- parameterY?: string; // for 2D
24
+ parameterY?: string | undefined; // for 2D
17
25
  children: BlendChild[];
18
26
  }
19
27
 
20
28
  export interface BlendChild {
21
29
  clip: string;
22
30
  threshold: number;
23
- thresholdY?: number; // for 2D
24
- weight?: number; // for direct
31
+ thresholdY?: number | undefined; // for 2D
32
+ weight?: number | undefined; // for direct
25
33
  }
@@ -78,10 +78,10 @@ export interface TheatreClockBinding {
78
78
  /**
79
79
  * Subscribe `sequence.position = clock.time` to every crossing of `clock` in
80
80
  * the given phase (default `'animation'`). Returns a disposer; call it to
81
- * stop driving the sequence (e.g. on `GameCleanup.dispose()` or before
82
- * rebinding on hot reload — this is what keeps HMR from accumulating
83
- * duplicate listeners, since re-running `setup()` disposes the old binding
84
- * before creating a new one).
81
+ * stop driving the sequence (e.g. in the owning component's unmount cleanup,
82
+ * or before rebinding on hot reload — this is what keeps HMR from
83
+ * accumulating duplicate listeners: dispose the old binding before creating
84
+ * a new one).
85
85
  *
86
86
  * Multiple sheets/sequences can each get their own binding with no shared
87
87
  * mutable state on VGAI's side — collision avoidance for the underlying
@@ -2,7 +2,6 @@ import * as THREE from 'three';
2
2
  import type { AnyStateMachine } from 'xstate';
3
3
  import type { createSystemRunner } from '../core/system-runner';
4
4
  import { deleteUserData, getUserData, setUserData } from '../ecs/user-data';
5
- import type { BlendTreeDef } from './anim-graph-types';
6
5
  import { evaluateBlendTree } from './blend-node';
7
6
  import {
8
7
  type AnimationPreviewTransport,
@@ -11,6 +10,7 @@ import {
11
10
  import {
12
11
  type AnimationBoneMask,
13
12
  type AnimationMetaStateNodeLike,
13
+ asBlendTreeDef,
14
14
  clipNamesOf,
15
15
  collectMachineAnimationMeta,
16
16
  isBlendTreeAnimationMeta,
@@ -365,7 +365,7 @@ export function bindXStateAnimation(
365
365
 
366
366
  function weightsOf(stateId: string, meta: StateAnimationMeta, context: unknown): WeightedClip[] {
367
367
  const weights = isBlendTreeAnimationMeta(meta)
368
- ? evaluateBlendTree(meta.blendTree as unknown as BlendTreeDef, readParameters(context))
368
+ ? evaluateBlendTree(asBlendTreeDef(meta.blendTree), readParameters(context))
369
369
  : [{ clip: meta.clip, weight: 1 }];
370
370
  return weights.map(({ clip, weight }) => ({
371
371
  clip,
@@ -1,4 +1,5 @@
1
1
  import { z } from 'zod';
2
+ import type { BlendTreeDef } from './anim-graph-types';
2
3
 
3
4
  /**
4
5
  * E1 — Zod/TypeScript metadata attached to XState state `meta.animation`
@@ -102,6 +103,21 @@ export const AnimationBlendTreeSchema = z.discriminatedUnion('type', [
102
103
 
103
104
  export type AnimationBlendTree = z.infer<typeof AnimationBlendTreeSchema>;
104
105
 
106
+ /**
107
+ * The structural-identity claim in this file's header, made COMPILER-CHECKED.
108
+ *
109
+ * `evaluateBlendTree` takes `anim-graph-types.ts`'s `BlendTreeDef`, and the
110
+ * whole reason this schema mirrors that shape field-for-field is so a parsed
111
+ * value can be handed over with zero conversion. The binding used to spell that
112
+ * hand-over `as unknown as BlendTreeDef` — a double cast that would have gone on
113
+ * compiling if either declaration drifted, silently feeding the blend math a
114
+ * shape it does not describe. This identity function is the assignability
115
+ * assertion instead: drift here is a type error at the seam that claims it.
116
+ */
117
+ export function asBlendTreeDef(tree: AnimationBlendTree): BlendTreeDef {
118
+ return tree;
119
+ }
120
+
105
121
  // ---------------------------------------------------------------------------
106
122
  // Crossfade / blend-in-out metadata (shared by clip and blend-tree states)
107
123
  // ---------------------------------------------------------------------------
@@ -1,9 +1,8 @@
1
1
  /**
2
2
  * The engine's runtime descriptor schemas.
3
3
  *
4
- * WO-8 deleted the `.vscn.json` scene format and everything under
5
- * `engine/src/scene/`. What survived is here, and each module is here because a
6
- * real runtime reader still consumes it:
4
+ * Each module is here because a real runtime READER consumes it — nothing in
5
+ * this directory exists as documentation of a format:
7
6
  *
8
7
  * - `material.ts` — the inline material descriptor `render/material-factory.ts` reads
9
8
  * - `mesh.ts` — the geometry descriptor `render/material-factory.ts`'s `createGeometry` reads
@@ -16,10 +15,8 @@
16
15
  * - `tuples.ts` — the shared Vec3/Quat/Transform tuples the above build on
17
16
  *
18
17
  * These are DESCRIPTORS, not documents: each names a slice of authored data a
19
- * render/physics factory reads, and none of them is a scene. They carried a
20
- * `Scene*` prefix until WO-9 task #6 renamed them to `*Descriptor` — the prefix
21
- * was a leftover of the deleted `.vscn.json` format, not a statement about what
22
- * they describe.
18
+ * render/physics factory reads, and none of them is a scene which is why
19
+ * every one of them is named `*Descriptor`.
23
20
  */
24
21
 
25
22
  export type { CameraDescriptor } from './camera';
@@ -2,12 +2,9 @@
2
2
  * Render settings — the tone-mapping / post-processing / render-feature scope
3
3
  * the engine's renderer setup reads (`setup/setup-renderer.ts`).
4
4
  *
5
- * This used to be the `environment` block of the retired `.vscn.json` scene
6
- * format (WO-8). The format is gone; these three scopes stayed because
7
- * `setup-renderer.ts` genuinely reads every field and builds the
8
- * postprocessing chain from them. Everything that was `.vscn`-only (`skybox`,
9
- * `fog`, `ambient`, `background`, `envMapIntensity`, `navigation`, `physics`)
10
- * went with the format.
5
+ * Exactly THREE scopes, and each is here because `setup-renderer.ts` reads
6
+ * every one of its fields to build the postprocessing chain. A setting with
7
+ * no such reader does not belong in this descriptor.
11
8
  */
12
9
  import { z } from 'zod';
13
10
  import { buildRenderingZod } from '../render/render-features';
@@ -7,11 +7,8 @@
7
7
  * every caller (currently the input-map loader in `input/input-manager.ts`)
8
8
  * does not have to reach into an unrelated subsystem for it.
9
9
  *
10
- * It was called `SceneParseError` until WO-9 task #6. The extraction that gave
11
- * this file its name deliberately deferred the class rename ("extraction, not
12
- * redesign"); with `.vscn` gone the old name described nothing — an
13
- * `.inputmap.json` failure is not a scene failure — so the class and its
14
- * message header now say `asset`.
10
+ * The name says ASSET, not scene: an `.inputmap.json` failure is not a scene
11
+ * failure, and the class covers every structured fetched asset.
15
12
  */
16
13
 
17
14
  import type { ZodIssue } from 'zod';
@@ -0,0 +1,161 @@
1
+ /**
2
+ * A named-bus mixer over Web Audio: buses created on demand, routed into each
3
+ * other by name, and set in DECIBELS.
4
+ *
5
+ * Every mixer a game reaches for is this shape — Unity's `AudioMixerGroup`,
6
+ * Godot's bus layout, FMOD's VCAs, and the `music`/`sfx`/`voice` trio
7
+ * `setup/setup-audio.ts` hands a first-party three world. What they share is
8
+ * not the protocol (that part is genuinely per-ecosystem and stays with the
9
+ * lane that speaks it) but the machinery underneath: a `GainNode` per bus, a
10
+ * name → node map, a parent to route into, and the one conversion below. This
11
+ * file owns exactly that, and nothing that names an ecosystem.
12
+ *
13
+ * ## dB is not a gain, and the mistake is silent
14
+ *
15
+ * `GainNode.gain` is a LINEAR amplitude multiplier; every mixer's authored
16
+ * volume is logarithmic dB, where 0 dB is unity and −80 dB is silence. Writing
17
+ * the dB number straight onto `gain.value` gives you a gain of −80 (a phase
18
+ * inversion at 80x) where the author asked for silence, and it does not throw,
19
+ * warn, or look wrong in a debugger — it is just loud. {@link dbToLinear} is
20
+ * the one conversion, `10^(dB/20)`, which is both Godot's `db_to_linear`
21
+ * (`core/math/math_funcs.h`: `exp(db * 0.11512925464970228…)`, the same
22
+ * function written in base e) and Unity's mixer volume curve.
23
+ *
24
+ * It deliberately does NOT clamp. A mixer's RANGE is protocol — Unity's
25
+ * exposed parameters saturate at its slider's ends, Godot's `volume_db` does
26
+ * not — so the lane that knows the range applies it before calling here, and
27
+ * this file cannot silently mute or silently boost anyone's authored value.
28
+ *
29
+ * ## Create-on-demand, and why it is the contract rather than a convenience
30
+ *
31
+ * {@link AudioBusMixer.bus} MINTS a bus the first time it is named and returns
32
+ * the SAME node forever after. The identity is the contract, not the minting:
33
+ * a source connects to a bus long before anything sets that bus's volume, and
34
+ * a parent is usually named by its child before anyone asks for it directly
35
+ * (`bus('music', 'master')` builds `master` too, and the later `bus('master')`
36
+ * must be that same node). A `bus()` that minted per call would hand the
37
+ * volume control a SECOND node — the sources would keep feeding the first one,
38
+ * every later write would land on a node nothing plays through, and nothing
39
+ * would throw or look wrong. So the map is authoritative, and the only way a
40
+ * name stops resolving to its node is {@link AudioBusMixer.remove} or
41
+ * {@link AudioBusMixer.disconnect}.
42
+ *
43
+ * A re-ask that names a DIFFERENT parent throws by name. Routing is decided at
44
+ * creation (the node is already connected by then), so honouring the second
45
+ * parent would mean silently re-routing live audio and ignoring it would mean
46
+ * silently keeping the first — a loud error is the only reading that is not a
47
+ * lie.
48
+ *
49
+ * ## RESOURCE OWNERSHIP
50
+ *
51
+ * No module-scoped state: {@link createAudioBusMixer} is a factory and the
52
+ * OWNER of an instance is whoever called it (a `setupAudio` graph, one
53
+ * translated port's mixer store). What an instance ALLOCATES is one `GainNode`
54
+ * per named bus, and disconnecting those is the whole of its teardown
55
+ * obligation — {@link AudioBusMixer.disconnect}, called once by that same
56
+ * owner. The `context` and the `destination` node are NOT its own: they are
57
+ * passed in, shared with everything else hanging off the same graph, and this
58
+ * file never creates, closes, suspends or disconnects either one.
59
+ */
60
+
61
+ /**
62
+ * The graph an {@link AudioBusMixer} hangs off, as the two members it touches.
63
+ *
64
+ * Narrow on purpose: `createGain` is all it needs from the context, so a real
65
+ * `AudioContext`, an `OfflineAudioContext` and a headless stand-in are all
66
+ * acceptable without a cast.
67
+ */
68
+ export interface AudioBusMixerOptions {
69
+ readonly context: { createGain(): GainNode };
70
+ /** The node every parentless bus feeds. Usually a master gain or the context's destination. */
71
+ readonly destination: AudioNode;
72
+ }
73
+
74
+ export interface AudioBusMixer {
75
+ /**
76
+ * The bus named `name`, created on the first ask and connected to `parent`
77
+ * (itself created on demand) or to the destination.
78
+ *
79
+ * The returned node is the real `GainNode` — set `gain.value`, schedule
80
+ * automation on `gain`, connect sources to it. Nothing here stands between a
81
+ * caller and Web Audio's own API.
82
+ */
83
+ bus(name: string, parent?: string): GainNode;
84
+ /** The bus named `name` if it EXISTS, else null. Never mints one. */
85
+ find(name: string): GainNode | null;
86
+ /** Set this bus's gain from decibels, creating it if absent. Clamp before calling — see the header. */
87
+ setDb(name: string, db: number, parent?: string): void;
88
+ /**
89
+ * Disconnect one bus and forget its name, so a later {@link bus} mints a
90
+ * fresh node. Buses that named it as their parent are NOT re-routed — they
91
+ * keep feeding the removed node, which now reaches nothing.
92
+ */
93
+ remove(name: string): void;
94
+ /** Disconnect every bus and forget them all. The owner's ONE teardown. */
95
+ disconnect(): void;
96
+ }
97
+
98
+ /** dB → linear amplitude: `10^(dB/20)`. 0 dB is 1, −6 dB is ~0.5, −80 dB is ~0.0001. Never clamps. */
99
+ export function dbToLinear(db: number): number {
100
+ return 10 ** (db / 20);
101
+ }
102
+
103
+ interface BusRecord {
104
+ readonly node: GainNode;
105
+ readonly parent: string | undefined;
106
+ }
107
+
108
+ function safeDisconnect(node: GainNode): void {
109
+ try {
110
+ node.disconnect();
111
+ } catch {
112
+ // already disconnected
113
+ }
114
+ }
115
+
116
+ /** Create one named-bus mixer. See the header for what owns the instance and what it allocates. */
117
+ export function createAudioBusMixer(options: AudioBusMixerOptions): AudioBusMixer {
118
+ const { context, destination } = options;
119
+ const buses = new Map<string, BusRecord>();
120
+
121
+ function bus(name: string, parent?: string): GainNode {
122
+ const existing = buses.get(name);
123
+ if (existing !== undefined) {
124
+ if (parent !== undefined && parent !== existing.parent) {
125
+ throw new Error(
126
+ `audio bus ${JSON.stringify(name)} already routes into ` +
127
+ `${existing.parent === undefined ? 'the destination' : JSON.stringify(existing.parent)}` +
128
+ `; it cannot also route into ${JSON.stringify(parent)}. Routing is decided when a bus ` +
129
+ 'is created (see packages/engine/src/audio/bus-mixer.ts).',
130
+ );
131
+ }
132
+ return existing.node;
133
+ }
134
+ // The parent is resolved (and minted, recursively) before this bus is
135
+ // seated, so a conflicting-parent throw upstream leaves nothing half-built.
136
+ const into = parent === undefined ? destination : bus(parent);
137
+ const node = context.createGain();
138
+ node.gain.value = 1;
139
+ node.connect(into);
140
+ buses.set(name, { node, parent });
141
+ return node;
142
+ }
143
+
144
+ return {
145
+ bus,
146
+ find: (name) => buses.get(name)?.node ?? null,
147
+ setDb: (name, db, parent) => {
148
+ bus(name, parent).gain.value = dbToLinear(db);
149
+ },
150
+ remove: (name) => {
151
+ const record = buses.get(name);
152
+ if (record === undefined) return;
153
+ buses.delete(name);
154
+ safeDisconnect(record.node);
155
+ },
156
+ disconnect: () => {
157
+ for (const record of buses.values()) safeDisconnect(record.node);
158
+ buses.clear();
159
+ },
160
+ };
161
+ }
@@ -1,6 +1,6 @@
1
1
  /**
2
2
  * Frame pacing — the accumulator/alpha arithmetic of the fixed-timestep loop,
3
- * extracted PURE (WO-P13, `docs/WORK.md` §2 P13).
3
+ * extracted PURE.
4
4
  *
5
5
  * `core/game-loop.ts` owns the browser side (rAF, `visibilitychange`,
6
6
  * `performance.now`); this module owns the arithmetic, so the interesting
@@ -108,7 +108,7 @@ export function paceFrame(
108
108
  const maxAccumulator = fixedDt * maxSubSteps;
109
109
 
110
110
  // Clamp large frame gaps (a slow frame, a debugger pause) BEFORE scaling by
111
- // timeScale — unchanged from the pre-WO-P13 loop.
111
+ // timeScale.
112
112
  const displayDt = Math.min(rawDt, maxAccumulator) * timeScale;
113
113
  let next = accumulator + displayDt;
114
114
  // Spiral-of-death guard: bound the accumulator regardless of timeScale or
@@ -9,9 +9,7 @@ const LOOP_STARVATION_MS = 1_000;
9
9
 
10
10
  /**
11
11
  * Fixed-timestep game loop with accumulator pattern — SIM at a fixed rate,
12
- * PRESENTATION at the display's rate (WO-P13, `docs/WORK.md` §2 P13, which
13
- * flipped the former D1 "render is fixed-rate too" decision this comment used
14
- * to state).
12
+ * PRESENTATION at the display's rate.
15
13
  *
16
14
  * Per real (rAF) frame:
17
15
  *
@@ -42,7 +42,7 @@ export const GAMEPLAY_STREAM = 'gameplay';
42
42
  export const DEFAULT_SEEDED_RANDOM_SEED = 0x9e3779b9;
43
43
 
44
44
  /**
45
- * The `ctx.random` surface (`GameContext.random`, `runtime/types.ts`).
45
+ * A game-scoped random surface.
46
46
  * Callable (draws from the `'gameplay'` stream), plus:
47
47
  * - `stream(name)` — an independent named generator, `[0, 1)` floats, same
48
48
  * call signature as `Math.random`/the bare `SeededRandom` call itself.
@@ -93,10 +93,9 @@
93
93
  * controller cancels everything a `setup()` scheduled:
94
94
  *
95
95
  * ```ts
96
- * export async function setup(ctx: GameContext): Promise<GameCleanup> {
97
- * const ac = new AbortController();
98
- * ctx.clock.after(3, () => spawnWave(), { signal: ac.signal });
99
- * return { dispose: () => ac.abort() }; // cancels timers AND listeners
96
+ * const ac = new AbortController();
97
+ * clock.after(3, () => spawnWave(), { signal: ac.signal });
98
+ * // on dispose: ac.abort() cancels timers AND listeners
100
99
  * }
101
100
  * ```
102
101
  *
@@ -170,7 +169,7 @@ export interface SimClock {
170
169
  /**
171
170
  * The runtime-facing half — NOT for game code. Split off the public
172
171
  * {@link SimClock} the same way `runtime/game.ts` splits `GameInternal` off
173
- * `Game`: `GameContext.clock` is typed as `SimClock`, so game code cannot
172
+ * `Game`: game code only ever sees the public `SimClock`, so it cannot
174
173
  * reach `flush`/`dispose`.
175
174
  */
176
175
  export interface SimClockInternal extends SimClock {
@@ -394,7 +393,7 @@ export function registerSimClock(owner: object, clock: SimClockInternal): void {
394
393
  * Returns the INTERNAL view because this registry is engine-only — but a
395
394
  * caller that RESOLVES a clock here is not its owner and must not call
396
395
  * `dispose()` on it (module header, ownership). Game code never reaches it at
397
- * all: `GameContext.clock` is typed as the public {@link SimClock}, which has
396
+ * all: it only ever sees the public {@link SimClock}, which has
398
397
  * neither `flush` nor `dispose`, the same way `Game` hides `GameInternal`. */
399
398
  export function getSimClock(owner: object): SimClockInternal | null {
400
399
  return clockByOwner.get(owner) ?? null;
package/src/core/types.ts CHANGED
@@ -72,9 +72,7 @@ export interface GameLoopConfig {
72
72
  */
73
73
  update: (dt: number) => void;
74
74
  /**
75
- * Called EXACTLY ONCE per real (rAF) frame — the PRESENTATION half
76
- * (WO-P13, `docs/WORK.md` §2 P13; this is the callback whose absence the
77
- * former D1 decision recorded).
75
+ * Called EXACTLY ONCE per real (rAF) frame — the PRESENTATION half.
78
76
  *
79
77
  * - `alpha` — `accumulator / fixedDt` after this frame's substeps were
80
78
  * consumed, in `[0, 1]`: how far presentation sits past the last
package/src/defaults.ts CHANGED
@@ -1,20 +1,12 @@
1
1
  /**
2
2
  * Single source of truth for default values the engine's factories read.
3
3
  *
4
- * WO-8 deleted SEVEN groups `transform`, `entity`, `audio`, `shadow`,
5
- * `animation`, `fog`, `environment` because every one of their readers was a
6
- * `.vscn.json` consumer (`entity-factory.ts`, `scene-loader.ts`,
7
- * `scene-sync.ts`, `scene-serializer.ts`, the per-section inspectors) and
8
- * `defaults-source-scan.test.ts` reported them with ZERO `DEFAULTS.<group>`
9
- * readers anywhere in engine/editor src or tests. That guard offers two remedies
10
- * — wire the group to the factory that reads it, or delete it if truly unused —
11
- * and there is no surviving factory to wire these to: `transform` restated
12
- * THREE's own Object3D constructor values, `entity.locked`/ `pivot` were
13
- * descriptor-only fields, and `fog`/`environment.envMapIntensity`/ `shadow` were
14
- * the `.vscn` `environment` block that `render-env.ts` explicitly did NOT carry
15
- * forward. Keeping them would have been exactly the dead documentation T1.13
16
- * created this guard to prevent.
17
- *
4
+ * A group belongs here only while a FACTORY reads it. A default with no
5
+ * reader is dead documentation: it looks authoritative, nothing consults it,
6
+ * and it drifts from the value the code actually uses. Restating a library's
7
+ * own constructor values (THREE's `Object3D` transform, say) is the same
8
+ * mistake in a different shape — the library is already the source of truth.
9
+ * So when a factory goes, its group goes with it.
18
10
  */
19
11
  export const DEFAULTS = {
20
12
  material: {
@@ -8,10 +8,7 @@
8
8
  *
9
9
  * Engine-owned and first-party, seeded by BOTH three-root mount paths — a game
10
10
  * writes nothing to get these, and there is no capability to install:
11
- * - `adapter/setup-three-root-adapter.ts` (the classic imperative
12
- * `setup(ctx)` world), at the same spot it seeds
13
- * `systemAdapters.renderDebug`;
14
- * - `world3d-react/r3f-adapter.tsx` (a TSX/R3F world — the shape EVERY
11
+ * - `world3d-react/r3f-root-factory.tsx` (a TSX/R3F world — the shape EVERY
15
12
  * scaffolded project's three root has), right after fiber's first commit
16
13
  * resolves the scene.
17
14
  * Both is the whole point and not redundancy: they are two independent mounts
@@ -3,11 +3,10 @@
3
3
  * the WebGL2 frame capture (`webgl-frame-capture.ts`), a live three.js scene,
4
4
  * and the render adapter's per-frame render pass.
5
5
  *
6
- * Split OUT of `setup-three-root-adapter.ts` so the capture/attribution/restore
6
+ * Split OUT of `world3d-react/r3f-root-factory.tsx` so the capture/attribution/restore
7
7
  * flow is unit-testable in a headless Node test with a mock GL context and a
8
8
  * plain scene — a real non-headless GPU mount (EffectComposer + WebGLRenderer)
9
- * cannot run under vitest here, the same reason the adapter suite drives
10
- * `setup(ctx)` only through hotReload on a data scene. `mount()` owns the
9
+ * cannot run under vitest here. `mount()` owns the
11
10
  * DECISION to construct this (only under a real WebGL2 context, never
12
11
  * headless — see `frameCaptureContextFor`); this module owns the BEHAVIOR.
13
12
  *
@@ -43,8 +43,8 @@
43
43
  * OWNER: the caller of {@link createRenderVitals}, which allocates one state
44
44
  * object and one `profiler.subscribe` registration. SHARER: none — the state
45
45
  * is private to that call. TEARDOWN: the returned `dispose()`, the ONE path
46
- * that ends the subscription (`setup-three-root-adapter.ts` calls it from
47
- * `disposeGame`).
46
+ * that ends the subscription (`world3d-react/r3f-root-factory.tsx` calls it
47
+ * from the mounted root's own `dispose()`).
48
48
  */
49
49
 
50
50
  import type { PerformanceFrame, PerformanceProfiler } from './performance-profiler';
@@ -52,7 +52,7 @@ import type { PerformanceFrame, PerformanceProfiler } from './performance-profil
52
52
  /**
53
53
  * The profiler phase name the three adapter brackets its CPU render
54
54
  * submission with — spelled HERE and nowhere else, so the producer
55
- * (`setup-three-root-adapter.ts`) and the consumer ({@link foldProfilerFrame})
55
+ * (`world3d-react/r3f-root-factory.tsx`) and the consumer ({@link foldProfilerFrame})
56
56
  * cannot drift apart. Dotted, so it reads as a decomposition of the enclosing
57
57
  * `render` phase rather than a ninth peer of `SystemPhase`.
58
58
  */
@@ -4,7 +4,7 @@
4
4
  * WHY FIRST-PARTY, NOT spectorjs (recorded per the "use libraries directly, no
5
5
  * wrappers" rule): the capture seam we need is the WebGL2 context this engine
6
6
  * ALREADY owns end-to-end (`renderer.getContext()` in
7
- * `setup-three-root-adapter.ts`). spectorjs is absent from node_modules, and its
7
+ * `world3d-react/r3f-root-factory.tsx`). spectorjs is absent from node_modules, and its
8
8
  * actual value is a bundled inspector UI we would discard — adopting it imports
9
9
  * ~2MB of library to keep ~10% of it, and it wraps the context with its own
10
10
  * global patching model rather than the instance-shadow-and-restore discipline
package/src/index.ts CHANGED
@@ -10,21 +10,19 @@
10
10
  * remain the primary way to reach engine internals — reach for a subpath
11
11
  * first. This barrel exists only so the package's bare-name entry point is
12
12
  * HONEST (resolves to something real and useful) instead of dangling; it
13
- * covers just the handful of symbols a game/consumer needs to author a
14
- * first-party `setup()` and mount it, plus the scene/manifest file
13
+ * covers just the handful of symbols a consumer needs to mount a game
14
+ * from its manifest, plus the manifest file
15
15
  * entry points. Keep it small when extending it — prefer a new subpath
16
16
  * export over growing this file into a firehose.
17
17
  *
18
18
  * Groups (import order below is alphabetical-by-specifier, per the repo's
19
19
  * biome `organizeImports` rule, not by group — see this list instead):
20
- * - game setup contract: `GameContext`/`GameCleanup`/`GameSetupFn`, `fromSetup`
21
20
  * - surface vocabulary: `AdapterSurface`
22
21
  * - manifest-driven mount: `mountManifestRoots` + its option/result types
23
22
  * - game manifest (vgai.project.json) entry point: `loadGameManifest`
24
23
  */
25
24
 
26
25
  export type { AdapterSurface } from './adapter/adapter-surface';
27
- export { fromSetup } from './adapter/setup-three-root-adapter';
28
26
  export { AssetParseError } from './asset-parse-error';
29
27
  export type {
30
28
  AdapterRoot,
@@ -42,4 +40,3 @@ export type {
42
40
  MountManifestOptions,
43
41
  } from './runtime/mount-manifest';
44
42
  export { mountManifestRoots } from './runtime/mount-manifest';
45
- export type { GameCleanup, GameContext, GameSetupFn } from './runtime/types';