@vgai/live 0.5.2 → 0.5.4

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Files changed (62) hide show
  1. package/dist/.tsbuildinfo +1 -0
  2. package/dist/editor.d.ts +78 -55
  3. package/dist/editor.js +129 -76
  4. package/dist/game-client/bridge-heartbeat.d.ts +49 -0
  5. package/dist/game-client/bridge-heartbeat.js +46 -0
  6. package/dist/game-client/bridge-transport.d.ts +75 -0
  7. package/dist/game-client/bridge-transport.js +19 -0
  8. package/dist/game-client/client.d.ts +293 -0
  9. package/dist/game-client/client.js +706 -0
  10. package/dist/game-client/errors.d.ts +57 -0
  11. package/dist/game-client/errors.js +76 -0
  12. package/dist/game-client/events-matcher.d.ts +41 -0
  13. package/dist/game-client/events-matcher.js +68 -0
  14. package/dist/game-client/failure-block.d.ts +93 -0
  15. package/dist/game-client/failure-block.js +97 -0
  16. package/dist/game-client/fast-forward.d.ts +125 -0
  17. package/dist/game-client/fast-forward.js +122 -0
  18. package/dist/game-client/hidden-recovery.d.ts +85 -0
  19. package/dist/game-client/hidden-recovery.js +105 -0
  20. package/dist/game-client/index.d.ts +40 -0
  21. package/dist/game-client/index.js +26 -0
  22. package/dist/game-client/perf-sampling.d.ts +56 -0
  23. package/dist/game-client/perf-sampling.js +85 -0
  24. package/dist/game-client/relay-transport.d.ts +100 -0
  25. package/dist/game-client/relay-transport.js +237 -0
  26. package/dist/game-client/screenshot-target.d.ts +60 -0
  27. package/dist/game-client/screenshot-target.js +68 -0
  28. package/dist/game-client/state-cap.d.ts +7 -0
  29. package/dist/game-client/state-cap.js +21 -0
  30. package/dist/game-client/types.d.ts +128 -0
  31. package/dist/game-client/types.js +15 -0
  32. package/dist/game-client/wait-for.d.ts +155 -0
  33. package/dist/game-client/wait-for.js +229 -0
  34. package/dist/game.d.ts +47 -18
  35. package/dist/game.js +59 -16
  36. package/dist/index.d.ts +46 -21
  37. package/dist/index.js +51 -20
  38. package/dist/session.d.ts +4 -4
  39. package/dist/session.js +7 -7
  40. package/dist/tools.d.ts +12 -3
  41. package/dist/tools.js +15 -6
  42. package/package.json +10 -5
  43. package/src/editor.ts +142 -96
  44. package/src/game-client/bridge-heartbeat.ts +61 -0
  45. package/src/game-client/bridge-transport.ts +73 -0
  46. package/src/game-client/client.ts +836 -0
  47. package/src/game-client/errors.ts +96 -0
  48. package/src/game-client/events-matcher.ts +106 -0
  49. package/src/game-client/failure-block.ts +199 -0
  50. package/src/game-client/fast-forward.ts +175 -0
  51. package/src/game-client/hidden-recovery.ts +149 -0
  52. package/src/game-client/index.ts +98 -0
  53. package/src/game-client/perf-sampling.ts +94 -0
  54. package/src/game-client/relay-transport.ts +311 -0
  55. package/src/game-client/screenshot-target.ts +91 -0
  56. package/src/game-client/state-cap.ts +29 -0
  57. package/src/game-client/types.ts +137 -0
  58. package/src/game-client/wait-for.ts +327 -0
  59. package/src/game.ts +96 -16
  60. package/src/index.ts +68 -31
  61. package/src/session.ts +8 -10
  62. package/src/tools.ts +19 -6
@@ -0,0 +1,237 @@
1
+ /**
2
+ * #140 — drives `window.__vgai` through the editor dev-server's SESSION WIRE
3
+ * (`POST /__editor/command`, the same relay `vgai play`/`vgai select`/every
4
+ * other `EditorClient` method already uses — see `command-listener.ts`'s
5
+ * `bridge-call`/`bridge-screenshot` cases, the server-side half) instead of
6
+ * Playwright's `page.evaluate` (`client.ts`'s `PageTransport`). Used by
7
+ * `vgai eval`: the script drives the game INSIDE the already-open editor tab
8
+ * a human is watching, with zero new browser windows and zero extra vite
9
+ * instances.
10
+ *
11
+ * The `bridge-call` op is a session-generic primitive (see
12
+ * `command-listener.ts`'s `dispatchBridgeMethod` doc comment) — this
13
+ * transport issues one HTTP round trip per call and carries no state beyond
14
+ * the port, so it (or a sibling built the same way) is equally usable by a
15
+ * one-shot CLI/REPL call, not just a whole scripted run.
16
+ *
17
+ * Deliberately imports nothing from `@playwright/test` — see
18
+ * `bridge-transport.ts`'s module doc for why that matters (no browser launch
19
+ * anywhere in this path).
20
+ */
21
+ import { mkdir, writeFile } from 'node:fs/promises';
22
+ import { dirname } from 'node:path';
23
+ const DEFAULT_TIMEOUT_MS = 10_000;
24
+ /** `invoke` dispatches to arbitrary game-registered debug commands — give it
25
+ * real headroom rather than the ordinary sync-call budget above. */
26
+ const INVOKE_TIMEOUT_MS = 60_000;
27
+ const SCREENSHOT_TIMEOUT_MS = 15_000;
28
+ /** A `page-script` step may itself poll (`locator.waitFor`) — give it the
29
+ * same headroom as `invoke` rather than the ordinary sync-call budget. */
30
+ const PAGE_SCRIPT_TIMEOUT_MS = 60_000;
31
+ /** How long one `/__editor/state` visibility sample stays good for. Short
32
+ * enough that foregrounding the tab mid-run is noticed almost immediately,
33
+ * long enough that the per-leg preflight doesn't double a bot's request
34
+ * count. */
35
+ const HIDDEN_SAMPLE_TTL_MS = 500;
36
+ export class RelayTransport {
37
+ baseUrl;
38
+ timeoutMs;
39
+ hiddenDriveLastWallMs = null;
40
+ hiddenDriveAnnounced = false;
41
+ forceHiddenDrive = false;
42
+ hiddenCache = null;
43
+ instance;
44
+ constructor(opts) {
45
+ this.baseUrl = `http://127.0.0.1:${opts.port}`;
46
+ this.timeoutMs = opts.timeoutMs ?? DEFAULT_TIMEOUT_MS;
47
+ this.instance = opts.instance;
48
+ }
49
+ async postCommand(body, timeoutMs) {
50
+ const res = await fetch(`${this.baseUrl}/__editor/command`, {
51
+ method: 'POST',
52
+ headers: { 'Content-Type': 'application/json' },
53
+ body: JSON.stringify(body),
54
+ signal: AbortSignal.timeout(timeoutMs),
55
+ });
56
+ return (await res.json());
57
+ }
58
+ /** Maps the relay's wire body back onto the transport-neutral
59
+ * `BridgeCallOutcome` — `result` on success, `code`/`error`/the rest of
60
+ * `data` on failure. This is the exact property the round-trip unit test
61
+ * proves: `code`/`data` survive byte-equivalent to `PageTransport`'s own
62
+ * `unwrap()` path. */
63
+ toBridgeOutcome(body) {
64
+ if (body.ok)
65
+ return { ok: true, result: body.result };
66
+ const { ok: _ok, error, code, result: _result, ...rest } = body;
67
+ return {
68
+ ok: false,
69
+ error: {
70
+ code,
71
+ message: error ?? 'unknown relay error',
72
+ data: Object.keys(rest).length > 0 ? rest : undefined,
73
+ },
74
+ };
75
+ }
76
+ async bridgeCall(method, callArgs, timeoutMs) {
77
+ try {
78
+ // `instance` is OMITTED, not sent as undefined, when unset: the wire
79
+ // body is JSON, and an explicit `"instance": null` would have to be
80
+ // distinguished from absence on the far side for no gain.
81
+ const body = await this.postCommand({
82
+ type: 'bridge-call',
83
+ method,
84
+ callArgs,
85
+ ...(this.instance !== undefined ? { instance: this.instance } : {}),
86
+ }, timeoutMs);
87
+ return this.toBridgeOutcome(body);
88
+ }
89
+ catch (err) {
90
+ // Never hang, never throw across the transport boundary — a relay
91
+ // that's unreachable (no editor connected, server gone, timeout) is
92
+ // reported the same structured way an in-page bridge-not-installed
93
+ // failure is (see `client.ts`'s `bridgeCallInPage`).
94
+ return {
95
+ ok: false,
96
+ error: {
97
+ code: 'RELAY_UNREACHABLE',
98
+ message: `vgai: could not reach the editor dev server relay at ${this.baseUrl} — ` +
99
+ `${err instanceof Error ? err.message : String(err)}`,
100
+ },
101
+ };
102
+ }
103
+ }
104
+ /**
105
+ * The PREFLIGHT every leg shares: sample the tab's visibility (through the
106
+ * short TTL cache above) and, the first time it reads hidden, say so ONCE on
107
+ * stdout in a stable, greppable line naming the cause and the fix.
108
+ *
109
+ * It runs on every leg, not just `call('snapshot')`, because that is where
110
+ * the measured gap was: a bot that drives the game with `hold`/`command` and
111
+ * reads through them — the shape `npm run playtest` actually has — could run
112
+ * its entire session against a backgrounded tab and never be told, so a
113
+ * later failure read as a generic relay timeout instead of "your tab is
114
+ * hidden". Returns whether the tab is hidden so `call` can decide whether to
115
+ * also drive ticks.
116
+ */
117
+ async preflightHidden() {
118
+ const hidden = this.forceHiddenDrive || (await this.isHiddenCached());
119
+ if (hidden && !this.hiddenDriveAnnounced) {
120
+ this.hiddenDriveAnnounced = true;
121
+ process.stdout.write('vgai: the editor tab is HIDDEN — the engine hidden-pauses its loop while the tab ' +
122
+ 'is backgrounded, so this run drives deterministic runTicks through the session relay. ' +
123
+ 'Bring the editor tab to the foreground for real-time play.\n');
124
+ }
125
+ return hidden;
126
+ }
127
+ /** `isHidden()` is an HTTP round trip; the preflight now runs on every leg,
128
+ * so a short TTL keeps that from multiplying a bot's request count while
129
+ * still reacting to a tab the human foregrounds mid-run. */
130
+ async isHiddenCached() {
131
+ const now = Date.now();
132
+ if (this.hiddenCache && now - this.hiddenCache.atMs < HIDDEN_SAMPLE_TTL_MS) {
133
+ return this.hiddenCache.hidden;
134
+ }
135
+ const hidden = await this.isHidden();
136
+ this.hiddenCache = { hidden, atMs: now };
137
+ return hidden;
138
+ }
139
+ async call(method, callArgs) {
140
+ const hidden = await this.preflightHidden();
141
+ if (method === 'snapshot') {
142
+ if (hidden) {
143
+ const now = Date.now();
144
+ const elapsed = this.hiddenDriveLastWallMs === null ? 1000 / 60 : now - this.hiddenDriveLastWallMs;
145
+ this.hiddenDriveLastWallMs = now;
146
+ const ticks = Math.max(1, Math.min(30, Math.round(elapsed / (1000 / 60))));
147
+ const driven = await this.bridgeCall('runTicks', [ticks, { render: 'last' }], this.timeoutMs);
148
+ if (!driven.ok)
149
+ return driven;
150
+ }
151
+ else {
152
+ this.hiddenDriveLastWallMs = null;
153
+ this.forceHiddenDrive = false;
154
+ }
155
+ }
156
+ return this.bridgeCall(method, callArgs, this.timeoutMs);
157
+ }
158
+ async callAsync(method, callArgs) {
159
+ await this.preflightHidden();
160
+ return this.bridgeCall(method, callArgs, INVOKE_TIMEOUT_MS);
161
+ }
162
+ async isHidden() {
163
+ try {
164
+ const res = await fetch(`${this.baseUrl}/__editor/state`, {
165
+ signal: AbortSignal.timeout(this.timeoutMs),
166
+ });
167
+ const state = (await res.json());
168
+ return state.presence?.visibility === 'hidden';
169
+ }
170
+ catch {
171
+ return false;
172
+ }
173
+ }
174
+ /**
175
+ * A relay cannot foreground a person's browser tab. If the generic hidden
176
+ * recovery driver reaches this hook, force the same deterministic stepping
177
+ * path `call('snapshot')` normally activates from `/__editor/state`.
178
+ */
179
+ async bringToFront() {
180
+ this.forceHiddenDrive = true;
181
+ }
182
+ async screenshot(path) {
183
+ // Same preflight as every other leg — a hidden tab's canvas is a provably
184
+ // stale frame, and `refreshHiddenFrame` is what asks the relay for a
185
+ // deterministic one-tick refresh instead of a `BRIDGE_SCREENSHOT_STALE`
186
+ // refusal (`command-listener.ts`'s `handleBridgeScreenshot`).
187
+ const body = await this.postCommand({
188
+ type: 'bridge-screenshot',
189
+ refreshHiddenFrame: await this.preflightHidden(),
190
+ // Address THIS transport's instance so a per-seat `game.instance(id)`
191
+ // screenshot captures that seat's game stack, not always the primary.
192
+ ...(this.instance !== undefined ? { instance: this.instance } : {}),
193
+ }, SCREENSHOT_TIMEOUT_MS);
194
+ if (!body.ok || typeof body['base64'] !== 'string') {
195
+ throw new Error(`vgai: screenshot unavailable — ${body.error ?? 'no play-mode canvas to capture'}`);
196
+ }
197
+ await mkdir(dirname(path), { recursive: true });
198
+ await writeFile(path, Buffer.from(body['base64'], 'base64'));
199
+ // `game.screenshot()` hands back a path, so a near-blank frame is
200
+ // indistinguishable from a good one until somebody opens the file — which
201
+ // is exactly how two probes cited blank captures as evidence. The page
202
+ // wrote the sentence; say it where the caller is looking.
203
+ const warning = body['flatness']?.warning;
204
+ if (typeof warning === 'string')
205
+ console.warn(`vgai screenshot: warning — ${warning}`);
206
+ if (body['hiddenFrame'] === true) {
207
+ console.warn(`vgai screenshot: ${path} is a HIDDEN FRAME — the editor tab is hidden, so the runtime ` +
208
+ 'rendered one deterministic tick on demand. It is current, not stale; it is not a ' +
209
+ 'frame anyone was watching.');
210
+ }
211
+ }
212
+ /**
213
+ * Wave-2: ships `src` (`step.toString()`) to the editor dev server's
214
+ * `page-script` op — a STANDALONE relay command (like `bridge-screenshot`
215
+ * above), not a `bridge-call` method (see `command-listener.ts`'s
216
+ * `handlePageScript` doc comment for why). `step` itself is unused on this
217
+ * leg — closures don't survive the wire, see `bridge-transport.ts`'s
218
+ * `runPageScript` doc comment — kept only to satisfy the shared interface
219
+ * `PageTransport` (which DOES call it directly) also implements.
220
+ */
221
+ async runPageScript(src, _step) {
222
+ try {
223
+ const body = await this.postCommand({ type: 'page-script', src }, PAGE_SCRIPT_TIMEOUT_MS);
224
+ return this.toBridgeOutcome(body);
225
+ }
226
+ catch (err) {
227
+ return {
228
+ ok: false,
229
+ error: {
230
+ code: 'RELAY_UNREACHABLE',
231
+ message: `vgai: could not reach the editor dev server relay at ${this.baseUrl} — ` +
232
+ `${err instanceof Error ? err.message : String(err)}`,
233
+ },
234
+ };
235
+ }
236
+ }
237
+ }
@@ -0,0 +1,60 @@
1
+ /**
2
+ * Where `GameClient.screenshot(x)` actually writes.
3
+ *
4
+ * WHY THIS IS ITS OWN MODULE (measured 2026-08-02, live session):
5
+ * `game.screenshot('.vgai/tmp/dragon/play-live.png')` — driven through
6
+ * `vgai eval`, the documented general door onto a running game — reported
7
+ * success and left NOTHING at the path the caller named. The argument was
8
+ * being read as a LABEL and run through `sanitizeLabel`, so the bytes landed
9
+ * at `<project>/.vgai/last-run/001--vgai-tmp-dragon-play-live-png.png`.
10
+ * Both artifacts are still on disk in the reproduction project. A call that
11
+ * reports success while the file the caller asked for does not exist is
12
+ * fabricated evidence — the exact failure mode `vgai screenshot` was built to
13
+ * prevent, reintroduced one layer down.
14
+ *
15
+ * The fix is to honour what the caller wrote. A LABEL ("waitfor-timeout") is
16
+ * a bare identifier: it keeps the numbered-artifact behaviour every run
17
+ * depends on. A PATH (anything with a separator, or any name carrying a file
18
+ * extension) is a destination: it is written EXACTLY there, relative paths
19
+ * resolved against the process cwd — the same rule `vgai screenshot --out`
20
+ * already documents.
21
+ */
22
+ /** A caller's argument, classified. */
23
+ export type ScreenshotArgKind = 'path' | 'label';
24
+ /**
25
+ * PATH when the argument names a location: absolute, containing a `/` or `\`
26
+ * separator, an explicit `./`-style relative prefix, or carrying a file
27
+ * extension (`shot.png`). LABEL otherwise — the bare-identifier form specs
28
+ * pass (`'waitfor-timeout'`, `'events-expect-failure'`).
29
+ *
30
+ * The extension rule is what makes `screenshot('frame.png')` land at
31
+ * `./frame.png` instead of `.../001-frame-png.png`: a caller who typed an
32
+ * extension asked for a file, not a caption.
33
+ */
34
+ export declare function classifyScreenshotArg(arg: string): ScreenshotArgKind;
35
+ /** Non-filename characters collapse to `-` for the label form. */
36
+ export declare function sanitizeScreenshotLabel(label: string): string;
37
+ export interface ScreenshotTargetInput {
38
+ /** The caller's argument — a label or a path (see {@link classifyScreenshotArg}). */
39
+ readonly arg: string;
40
+ /** Artifacts directory for the label form. */
41
+ readonly artifactsDir: string;
42
+ /** 1-based ordinal for the label form's `NNN-` prefix. */
43
+ readonly sequence: number;
44
+ /** Base for resolving a relative path/artifactsDir — the process cwd. */
45
+ readonly cwd: string;
46
+ }
47
+ export interface ScreenshotTarget {
48
+ readonly kind: ScreenshotArgKind;
49
+ /** Absolute destination. */
50
+ readonly path: string;
51
+ /** True when the caller's own ordinal was consumed (label form only), so a
52
+ * path-form call never perturbs the numbering of the artifacts around it. */
53
+ readonly consumedSequence: boolean;
54
+ }
55
+ /**
56
+ * Resolve the absolute file a screenshot call must write. Pure — no I/O, no
57
+ * `process.cwd()` read — so the contract above is testable without a browser,
58
+ * a session, or a filesystem.
59
+ */
60
+ export declare function resolveScreenshotTarget(input: ScreenshotTargetInput): ScreenshotTarget;
@@ -0,0 +1,68 @@
1
+ /**
2
+ * Where `GameClient.screenshot(x)` actually writes.
3
+ *
4
+ * WHY THIS IS ITS OWN MODULE (measured 2026-08-02, live session):
5
+ * `game.screenshot('.vgai/tmp/dragon/play-live.png')` — driven through
6
+ * `vgai eval`, the documented general door onto a running game — reported
7
+ * success and left NOTHING at the path the caller named. The argument was
8
+ * being read as a LABEL and run through `sanitizeLabel`, so the bytes landed
9
+ * at `<project>/.vgai/last-run/001--vgai-tmp-dragon-play-live-png.png`.
10
+ * Both artifacts are still on disk in the reproduction project. A call that
11
+ * reports success while the file the caller asked for does not exist is
12
+ * fabricated evidence — the exact failure mode `vgai screenshot` was built to
13
+ * prevent, reintroduced one layer down.
14
+ *
15
+ * The fix is to honour what the caller wrote. A LABEL ("waitfor-timeout") is
16
+ * a bare identifier: it keeps the numbered-artifact behaviour every run
17
+ * depends on. A PATH (anything with a separator, or any name carrying a file
18
+ * extension) is a destination: it is written EXACTLY there, relative paths
19
+ * resolved against the process cwd — the same rule `vgai screenshot --out`
20
+ * already documents.
21
+ */
22
+ import { isAbsolute, resolve } from 'node:path';
23
+ /**
24
+ * PATH when the argument names a location: absolute, containing a `/` or `\`
25
+ * separator, an explicit `./`-style relative prefix, or carrying a file
26
+ * extension (`shot.png`). LABEL otherwise — the bare-identifier form specs
27
+ * pass (`'waitfor-timeout'`, `'events-expect-failure'`).
28
+ *
29
+ * The extension rule is what makes `screenshot('frame.png')` land at
30
+ * `./frame.png` instead of `.../001-frame-png.png`: a caller who typed an
31
+ * extension asked for a file, not a caption.
32
+ */
33
+ export function classifyScreenshotArg(arg) {
34
+ if (arg === '')
35
+ return 'label';
36
+ if (isAbsolute(arg))
37
+ return 'path';
38
+ if (arg.includes('/') || arg.includes('\\'))
39
+ return 'path';
40
+ if (/\.[a-zA-Z0-9]{1,8}$/.test(arg))
41
+ return 'path';
42
+ return 'label';
43
+ }
44
+ /** Non-filename characters collapse to `-` for the label form. */
45
+ export function sanitizeScreenshotLabel(label) {
46
+ return label.replace(/[^a-zA-Z0-9-_]+/g, '-');
47
+ }
48
+ /**
49
+ * Resolve the absolute file a screenshot call must write. Pure — no I/O, no
50
+ * `process.cwd()` read — so the contract above is testable without a browser,
51
+ * a session, or a filesystem.
52
+ */
53
+ export function resolveScreenshotTarget(input) {
54
+ const kind = classifyScreenshotArg(input.arg);
55
+ if (kind === 'path') {
56
+ const withExtension = /\.[a-zA-Z0-9]{1,8}$/.test(input.arg) ? input.arg : `${input.arg}.png`;
57
+ return {
58
+ kind,
59
+ path: isAbsolute(withExtension) ? withExtension : resolve(input.cwd, withExtension),
60
+ consumedSequence: false,
61
+ };
62
+ }
63
+ const fileName = `${String(input.sequence).padStart(3, '0')}-${sanitizeScreenshotLabel(input.arg)}.png`;
64
+ const dir = isAbsolute(input.artifactsDir)
65
+ ? input.artifactsDir
66
+ : resolve(input.cwd, input.artifactsDir);
67
+ return { kind, path: resolve(dir, fileName), consumedSequence: true };
68
+ }
@@ -0,0 +1,7 @@
1
+ /** Byte-capping for the failure block's "last state" member (Task 3.3: never
2
+ * elided, byte-capped at 4KB, truncation always marked). */
3
+ export interface CappedJson {
4
+ text: string;
5
+ truncated: boolean;
6
+ }
7
+ export declare function capJson(value: unknown, maxBytes?: number): CappedJson;
@@ -0,0 +1,21 @@
1
+ /** Byte-capping for the failure block's "last state" member (Task 3.3: never
2
+ * elided, byte-capped at 4KB, truncation always marked). */
3
+ const TRUNCATION_MARKER = '\n… [truncated to fit the 4KB cap]';
4
+ export function capJson(value, maxBytes = 4096) {
5
+ const full = JSON.stringify(value, null, 2) ?? 'undefined';
6
+ if (byteLength(full) <= maxBytes) {
7
+ return { text: full, truncated: false };
8
+ }
9
+ const budget = Math.max(maxBytes - byteLength(TRUNCATION_MARKER), 0);
10
+ let text = full;
11
+ // Binary-search-free shrink: strings only grow bytes via multi-byte UTF-8,
12
+ // so a length-proportional slice converges in a handful of iterations.
13
+ while (byteLength(text) > budget && text.length > 0) {
14
+ const ratio = budget / byteLength(text);
15
+ text = text.slice(0, Math.max(Math.floor(text.length * ratio), 0));
16
+ }
17
+ return { text: text + TRUNCATION_MARKER, truncated: true };
18
+ }
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+ function byteLength(text) {
20
+ return new TextEncoder().encode(text).length;
21
+ }
@@ -0,0 +1,128 @@
1
+ /**
2
+ * The frozen shape of `window.__vgai`, the in-page debug bridge installed by
3
+ * the engine (`packages/engine/src/runtime/debug-bridge.ts`, Task 2.1 —
4
+ * landing concurrently with this package). This module declares that shape
5
+ * independently; it never imports the engine package, so this package can be
6
+ * built and tested independently of the bridge's landing.
7
+ */
8
+ export type ValueTier = 'observable' | 'assisted';
9
+ export interface ProviderInfo {
10
+ name: string;
11
+ tier: ValueTier;
12
+ }
13
+ export interface DebugCommandInfo {
14
+ name: string;
15
+ description?: string;
16
+ argsJsonSchema?: unknown;
17
+ locus: 'client' | 'server';
18
+ }
19
+ /** Run-4 friction #5: `seq` is a registry-lifetime monotonic counter (never
20
+ * reset, never shared by two events — unlike `tick`, which a debug-command
21
+ * emission and a fenced consumer's snapshot can legitimately collide on).
22
+ * Mirrors `@vgai/engine`'s `TickStampedEvent` (`adapter/system-adapter.ts`)
23
+ * — this package never imports the engine (see the module doc above), so
24
+ * the shape is declared here from the same contract. */
25
+ export interface TickStampedEvent {
26
+ tick: number;
27
+ simT: number;
28
+ event: string;
29
+ detail?: unknown;
30
+ seq: number;
31
+ }
32
+ export type VirtualActionValue = boolean | number | {
33
+ x: number;
34
+ y: number;
35
+ };
36
+ export interface VirtualActionResult {
37
+ delivered: boolean;
38
+ reason?: string;
39
+ }
40
+ export interface DebugBridgeInput {
41
+ setVirtualAction(action: string, value: VirtualActionValue): VirtualActionResult;
42
+ tapVirtualAction(action: string): VirtualActionResult;
43
+ clearVirtualActions(): void;
44
+ /** D15/T-D15.5 — schedule a virtual actuation for a specific tick, applied
45
+ * at the start of that tick's input phase. Declared here (Wave-2
46
+ * bridge↔wire coverage-parity gate) for type-shape completeness with
47
+ * `runtime/debug-bridge.ts`'s `VgaiDebugInputHandle` — this package still
48
+ * exposes no client-side convenience wrapper around it (deliberately
49
+ * parked; see `GameInput` in `client.ts`), this is pure type-shape
50
+ * mirroring. */
51
+ scheduleActionAtTick(tick: number, action: string, value: VirtualActionValue): void;
52
+ /** Wave-2 pointer-dispatch op — mirrors `runtime/debug-bridge.ts`'s
53
+ * `VgaiDebugInputHandle.injectPointerDelta`: accumulates a synthetic
54
+ * pointer delta for a named test source (sums within a frame, clears each
55
+ * frame). Declared here for type-shape completeness with the bridge, same
56
+ * precedent as `scheduleActionAtTick` above — no client-side convenience
57
+ * wrapper in `client.ts` (deliberately parked). */
58
+ injectPointerDelta(sourceId: string, delta: {
59
+ x: number;
60
+ y: number;
61
+ }): void;
62
+ /** Wave-2 pointer-dispatch op — mirrors `runtime/debug-bridge.ts`'s
63
+ * `VgaiDebugInputHandle.injectPointerPosition`: sets a synthetic absolute
64
+ * pointer position for a named test source (last-write-wins, persists
65
+ * until changed). Same type-shape-only precedent as `scheduleActionAtTick`. */
66
+ injectPointerPosition(sourceId: string, value: {
67
+ x: number;
68
+ y: number;
69
+ }): void;
70
+ }
71
+ /** D15/T-D15.4 door (a) — `Game.runTicks`'s options, mirrored from the
72
+ * engine's own `runtime/debug-registry.ts` `RunTicksOptions` (this package
73
+ * never imports the engine — see the module doc above — so the shape is
74
+ * declared here from the build plan's/D15 doc's contract text, same as
75
+ * every other bridge member). */
76
+ export interface RunTicksOptions {
77
+ render?: 'last' | 'all' | 'none';
78
+ }
79
+ /** One coherent read of the whole bridge — `snapshot()` is the fixture's poll
80
+ * primitive: every field comes from the same synchronous pass. */
81
+ export interface DebugSnapshot {
82
+ time: {
83
+ simSeconds: number;
84
+ tick: number;
85
+ /**
86
+ * Issue #175 — the REAL engine `GameLoop.liveness` behind this session
87
+ * (mirrors `@vgai/engine`'s `GameLoopLiveness`; this package never
88
+ * imports the engine — see the module doc above — so the union is
89
+ * declared here from the same contract). `'hidden-paused'` means the
90
+ * T2.1 idle throttle has stopped the loop because the tab is
91
+ * backgrounded: `simSeconds`/`tick` above are frozen, but this is NOT a
92
+ * crashed/wedged game — it resumes the instant the tab is foregrounded.
93
+ * `undefined` against an older bridge build that predates this field;
94
+ * `null` when the live bridge has no loop wired at all (should not
95
+ * happen against a real `Game`, but never fabricated either way).
96
+ */
97
+ loopLiveness?: 'running' | 'hidden-paused' | 'stopped' | null;
98
+ };
99
+ state: Record<string, unknown>;
100
+ events: TickStampedEvent[];
101
+ pageErrors: string[];
102
+ }
103
+ /** `window.__vgai`'s shape (version 1, frozen — see the build plan's ground
104
+ * rule 4). */
105
+ export interface VgaiBridgeHandle {
106
+ version: 1;
107
+ providers(): ProviderInfo[];
108
+ state(name: string): unknown;
109
+ stateAll(): Record<string, unknown>;
110
+ commands(): DebugCommandInfo[];
111
+ invoke(name: string, args: unknown[]): Promise<unknown>;
112
+ /** Run-4 friction #5: `sinceSeq`, when given, fences on
113
+ * `TickStampedEvent.seq` (unambiguous — see that field's doc comment). The
114
+ * old `sinceTick` fence (`tick > sinceTick`, which dropped any event
115
+ * sharing the fence's own tick) was REMOVED. */
116
+ events(sinceSeq?: number): TickStampedEvent[];
117
+ input: DebugBridgeInput;
118
+ snapshot(sinceSeq?: number): DebugSnapshot;
119
+ /** D15/T-D15.4 — see `RunTicksOptions`'s doc comment above. */
120
+ runTicks(n: number, opts?: RunTicksOptions): void;
121
+ /** Collapses `input.setVirtualAction(action, true)` → wait `simSeconds` of
122
+ * sim time (host-loop ticks while visible, deterministic same-phase ticks
123
+ * while hidden-paused) → `input.clearVirtualActions()` into one call — see
124
+ * `runtime/debug-bridge.ts`'s
125
+ * `holdFor` doc comment for the full contract (gated-immediately /
126
+ * play-stopped-mid-wait shapes). */
127
+ holdFor(action: string, simSeconds: number, worldId?: string): Promise<VirtualActionResult>;
128
+ }
@@ -0,0 +1,15 @@
1
+ /**
2
+ * The frozen shape of `window.__vgai`, the in-page debug bridge installed by
3
+ * the engine (`packages/engine/src/runtime/debug-bridge.ts`, Task 2.1 —
4
+ * landing concurrently with this package). This module declares that shape
5
+ * independently; it never imports the engine package, so this package can be
6
+ * built and tested independently of the bridge's landing.
7
+ */
8
+ export {};
9
+ // Deliberately no `declare global { interface Window { __vgai } }` here:
10
+ // the engine's own debug-bridge module (landing concurrently) is the real
11
+ // installer and may declare its own global augmentation for `window.__vgai`.
12
+ // Two independent ambient declarations of the same global member are only
13
+ // safe if structurally identical, and this package must not assume that —
14
+ // every access reaches through an explicit `window as { __vgai?: ... }` cast
15
+ // at the `page.evaluate()` boundary instead (see client.ts).