@vgai/engine 0.5.40 → 0.5.41

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@@ -122,8 +122,9 @@ export type AdapterSurface = AdapterSurfaceLeaf;
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  * A world's per-phase frame hooks.
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  * Populated on a `RootInstance` only for first-party mounts — an opaque/
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  * foreign mount has no phase-partitioned entry point, so it stays
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- * `undefined` and the Game's frame executor (`GameInternal.runFrame`) falls
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- * back to calling its single `mounted.update(dt)` once per substep instead.
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+ * `undefined` and the Game's frame executor falls back to its single
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+ * `mounted.update(dt)`. The mount's `updateCadence` chooses fixed-substep
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+ * (the default) or display-rate dispatch.
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  */
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  export interface RootFrameHooks {
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  /** Run this world's engine systems + component ticks + world-bound game
@@ -639,8 +640,8 @@ export interface Game {
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  * sway, a cosmetic bob. It is NOT a gameplay hook: it can fire twice
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  * between two fixed substeps (120 Hz display, 60 Hz sim) and zero times
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  * across a `runTicks` fast-forward, so anything that must be deterministic
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- * belongs in a fixed phase (`ctx.systems.add`, a `useFrame` hook, a
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- * `useFrame`) instead.
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+ * belongs in a fixed engine phase (`ctx.systems.add`) instead. Ecosystem
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+ * presentation hooks such as R3F's `useFrame` share this display clock.
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  *
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  * Reached from game code as `ctx.game?.onRenderStep(...)`. Returns an
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  * unsubscribe function; pass `opts.signal` to unsubscribe with the same
@@ -685,13 +686,17 @@ export interface GameInternal extends Game {
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  * for world in roots: // after ALL phases
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  * if world.mounted.drivesOwnLoop: continue
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  * if world.frame: world.frame.endFrame?.()
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- * else: world.mounted.update?.(dt) // opaque world fallback
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+ * else if updateCadence != 'display' OR render phases are included:
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+ * world.mounted.update?.(dt) // opaque world fallback
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  * ```
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  *
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  * A single first-party world and its direct `mounted.update(dt)` entry run
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  * the same `SystemRunner` and `postFrame` work. A `drivesOwnLoop` world is
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  * never ticked here. An opaque host-driven world (no `frame`) gets exactly
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- * one `update(dt)` call per substep, after the phase loop.
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+ * one `update(dt)` call per substep after the phase loop by default. A
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+ * display-cadence opaque world is withheld when `skipRenderPhases` is true;
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+ * the matching host calls it once from {@link runRenderFrame}. A direct
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+ * `runFrame` with render phases included still calls it once.
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  *
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  * D10/T7.6 play-state addendum: when `Game.play.paused` is true, every
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  * `pausable` (and non-`drivesOwnLoop`) world skips every phase EXCEPT
@@ -729,6 +734,8 @@ export interface GameInternal extends Game {
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  * for world in roots (declaration order):
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  * if world.mounted.drivesOwnLoop: continue
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  * world.frame?.runPhase(phase, frozen ? 0 : displayDt)
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+ * for opaque world with updateCadence == 'display':
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+ * world.mounted.update?.(frozen ? 0 : displayDt)
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  * ```
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  *
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  * Advances NOTHING: no `tick`, no `simT`, no sim-clock flush, no state-bridge
@@ -1081,7 +1088,12 @@ export function createGame(opts: {
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  );
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  }
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  }
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- const audio = world.mounted.systems?.audio;
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+ // A native entry's static `systems` export is this root's primary
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+ // declaration surface. `computeSystemAdapters()` already gives it
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+ // precedence over a substrate-seeded mounted adapter; pause must read
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+ // the same source or a valid entry-declared audio graph is visible to
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+ // the editor yet paradoxically reported as ungateable here.
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+ const audio = declaredSystemAdapters.get(world.id)?.audio ?? world.mounted.systems?.audio;
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  if (audio) {
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  audio.setMuted(next);
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  } else if (
@@ -1288,10 +1300,21 @@ export function createGame(opts: {
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  // Checklist item 2: same isolation for the opaque-world fallback —
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  // one foreign mount's `update` throwing must not starve its
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  // siblings' `endFrame`/`update` calls this same loop.
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- try {
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- world.mounted.update?.(dt);
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- } catch (err) {
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- console.error(`[game] world "${world.id}" (kind: ${world.kind}) update() threw:`, err);
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+ // A display-cadence opaque update is the root's indivisible native
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+ // presentation (R3F `advance()` is callbacks + draw). The real
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+ // rAF host withholds render phases from EVERY fixed catch-up step;
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+ // withhold this update beside them, then run it once in
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+ // `runRenderFrameImpl`. A direct/offline `runFrame` includes render
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+ // phases and therefore still advances the root exactly once.
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+ if (!(skipRenderPhases && world.mounted.updateCadence === 'display')) {
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+ try {
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+ world.mounted.update?.(dt);
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+ } catch (err) {
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+ console.error(
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+ `[game] world "${world.id}" (kind: ${world.kind}) update() threw:`,
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+ err,
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+ );
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+ }
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  }
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  }
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  }
@@ -1390,6 +1413,27 @@ export function createGame(opts: {
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  profiler.endPhase(phase);
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  }
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+ // An opaque display-cadence root cannot expose phase hooks because its
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+ // native advance is inseparable. It still belongs to THIS presentation
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+ // frame, once — never to every fixed catch-up substep that preceded it.
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+ // A frozen world redraws at dt=0, preserving the established pause rule.
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+ for (let i = 0; i < n; i++) {
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+ const world = roots[i]!;
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+ if (world.disposed) continue;
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+ if (world.mounted.drivesOwnLoop) continue;
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+ if (world.frame) continue;
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+ if (world.mounted.updateCadence !== 'display') continue;
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+ const frozen = paused && world.pausable;
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+ try {
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+ world.mounted.update?.(frozen ? 0 : displayDt);
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+ } catch (err) {
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+ console.error(
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+ `[game] world "${world.id}" (kind: ${world.kind}) update() threw (display frame):`,
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+ err,
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+ );
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+ }
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+ }
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+
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  profiler.endFrame();
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  if (rngTrapEnabled) rngTrap.disable();
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  }
@@ -348,11 +348,10 @@ function threeWorldAdapter(id: string, component: ComponentType): RootAdapter {
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  if (renderDebugWiring) systemAdapters.renderDebug = renderDebugWiring.adapter;
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  // The engine drives every `useFrame` through the mounted world's
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- // `update(dt)` hook, never off a raw host-loop callback. That is the
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- // whole pause story: `runFrameImpl` (`runtime/game.ts`) calls
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- // `mounted.update?.(dt)` per substep for a host-driven world and SKIPS
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- // it while that world is frozen, and `Game.play.step()` ticks it exactly
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- // once.
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+ // `update(dt)` hook, never off a raw Fiber loop. This mount declares
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+ // that indivisible Fiber advance at DISPLAY cadence below: the real
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+ // host calls it once per presentation, a paused world gets dt=0, and an
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+ // explicit `Game.play.step()` still ticks it exactly once.
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  //
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  // `advance(timestamp, runGlobalEffects, state)`'s `timestamp` is
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  // consumed as `THREE.Clock.elapsedTime` DIRECTLY when
@@ -385,6 +384,14 @@ function threeWorldAdapter(id: string, component: ComponentType): RootAdapter {
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  return live().camera;
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  },
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  drivesOwnLoop: false,
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+ // Fiber's `advance()` cannot separate its `useFrame` callbacks from
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+ // its WebGL draw. Running this opaque update in every fixed catch-up
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+ // substep renders N complete frames inside one rAF callback: once a
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+ // scene costs more than 16.7ms, the accumulator asks for more draws,
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+ // those draws make the next gap larger, and the loop spirals to its
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+ // max-substep ceiling. The host's display pass is the one clock that
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+ // must own this inseparable native advance.
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+ updateCadence: 'display',
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  // Adapter surface: `debug` (the shared game registry) and, when a real
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  // WebGL2 context exists, `renderDebug` are engine-seeded. The game's
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  // own capabilities arrive as the entry module's declared `systems`.