@volter/editor-model-play 0.5.189 → 0.5.191

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package/src/model-play.ts CHANGED
@@ -1,25 +1,125 @@
1
1
  /**
2
- * WHETHER A MODEL DOCUMENT IS PLAYING (the header's Play, `blender-header-menus.tsx`; drawn by
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+ * WHETHER A MODEL DOCUMENT IS PLAYING (Play in the Game panel, `blender-game-panel.tsx`; drawn by
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  * `blender-runtime.document.tsx`). Playing, the document's area shows a detached copy of the
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  * model (`BlenderRuntimeView.detach`) that the project's play script moves
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  * (`play-script.ts`); the model, its selection and its history stand as they were, and Stop
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  * returns to them. Kept for the page's life and never stored: a reload opens the model, not a
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  * game.
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+ *
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+ * AND HOW ITS CLOCK RUNS. Pause, step, speed and restart are state of the RUN, so they are kept
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+ * here beside "is it playing", and the runner (`play-script.ts`) reads them on every frame: the
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+ * `dt` a script's `update` receives is the only time a play script is given, so holding it is
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+ * what freezes the game and scaling it is what speeds the game up. A script that reads the
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+ * page's own clock (`performance.now()`, `Date.now()`) instead is outside that reach.
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+ *
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+ * AND WHO DRIVES. Autoplay is the editor's switch, not the game's: a script only offers a bot
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+ * (`play.autoplay(controller)`, `play-script.ts`), and whether that bot drives is kept here. It
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+ * is off whenever a run begins — Play, Restart, Stop — and only the Game panel's toggle or its
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+ * verb (`volter.model-play.autoplay`) turns it on. The one carry-over is an ARM: a person may
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+ * press Autoplay while stopped (there is no bot yet — a script offers it only once it runs), and
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+ * the next start turns autoplay on the moment its script has run its first update with a bot, or
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+ * drops the arm if it offers none. The runner turns it off the moment a person
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+ * presses a key or touches the game (`takeover`), or when the running script stops offering a
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+ * bot (`script`). Its changes are announced through the clock's subscription, which the panel
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+ * and the runner already hold.
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  */
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  const listeners = new Set<() => void>();
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+ const clockListeners = new Set<() => void>();
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  const playing = new Set<string>();
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- const stops = new Map<string, (escape: boolean) => void>();
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+ const stops = new Map<string, { readonly stop: (escape: boolean) => void; readonly generation: number }>();
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+
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+ /** The speeds the transport offers, slowest first (simulation seconds per real second). */
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+ export const MODEL_PLAY_SPEEDS: readonly number[] = [0.25, 0.5, 1, 2, 4];
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+ /** The `dt` one Step hands the game: one nominal 60 Hz frame, whatever the speed. */
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+ export const MODEL_PLAY_STEP_SECONDS = 1 / 60;
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+
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+ export interface ModelPlayClock {
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+ readonly time: number;
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+ readonly tick: number;
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+ readonly paused: boolean;
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+ readonly speed: number;
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+ /** The run is playing but no game runs: the script failed to start, or threw (`play-script.ts`). */
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+ readonly failure: string | null;
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+ /** A game has started in this run and runs (`DocumentPlayClock.running`). */
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+ readonly running: boolean;
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+ }
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+ const STILL: ModelPlayClock = { time: 0, tick: 0, paused: false, speed: 1, failure: null, running: false };
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+ /** Replaced, never mutated, so a snapshot read by `useSyncExternalStore` changes identity
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+ * exactly when it changes value. */
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+ const clocks = new Map<string, ModelPlayClock>();
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+ /** Steps asked for while paused and not yet run; the runner takes one per drawn frame. */
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+ const steps = new Map<string, number>();
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+ /** Bumped by Restart; the document keys its detached copy on it (`DocumentPlayTransport`). */
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+ const generations = new Map<string, number>();
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+ /** Documents whose next run was begun by Restart, and so enters without the camera's blend. */
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+ const restarted = new Set<string>();
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+
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+ /** Who last switched autoplay: the panel's toggle, a verb (CLI or `eval`), a person's input
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+ * in the game, or the running script no longer offering a bot (replaced, failed, or its bot
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+ * threw). */
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+ export type ModelPlayAutoplayBy = 'panel' | 'cli' | 'takeover' | 'script';
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+ export interface ModelPlayAutoplay {
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+ /** The bot drives: its keys are merged into the keys the script reads. */
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+ readonly on: boolean;
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+ /** The running script registered a bot with `play.autoplay`. */
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+ readonly available: boolean;
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+ readonly by: ModelPlayAutoplayBy | null;
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+ /** Pressed while stopped: the next start turns autoplay on once its script offers a bot. */
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+ readonly armed: boolean;
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+ }
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+ const NO_BOT: ModelPlayAutoplay = { on: false, available: false, by: null, armed: false };
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+ const ARMED: ModelPlayAutoplay = { ...NO_BOT, armed: true };
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+ /** Replaced, never mutated, as the clocks are. Absent is {@link NO_BOT}: a new run's state. */
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+ const autoplays = new Map<string, ModelPlayAutoplay>();
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+
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+ /** A new run's autoplay: off, no bot yet. Play keeps an arm made while stopped; Stop drops it. */
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+ function resetAutoplay(documentId: string, keepArm: boolean): void {
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+ if (keepArm && modelPlayAutoplay(documentId).armed) autoplays.set(documentId, ARMED);
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+ else autoplays.delete(documentId);
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+ }
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+
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+ function publish(): void {
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+ for (const listener of [...listeners]) listener();
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+ }
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+ function publishClock(): void {
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+ for (const listener of [...clockListeners]) listener();
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+ }
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+ function setClock(documentId: string, next: Partial<ModelPlayClock>): void {
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+ clocks.set(documentId, { ...modelPlayClock(documentId), ...next });
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+ publishClock();
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+ }
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  export function modelPlaying(documentId: string): boolean {
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  return playing.has(documentId);
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  }
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  export function setModelPlaying(documentId: string, value: boolean): void {
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- if (playing.has(documentId) === value) return;
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- if (!value && stops.has(documentId)) { stops.get(documentId)!(false); return; }
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- if (value) playing.add(documentId);
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- else playing.delete(documentId);
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- for (const listener of [...listeners]) listener();
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+ if (playing.has(documentId) === value) {
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+ // Stop with nothing playing is how a closing document lets go of its play: an arm made while
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+ // stopped goes with it, or reopening the model and pressing Play would still take it.
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+ if (!value && modelPlayAutoplay(documentId).armed) { resetAutoplay(documentId, false); publishClock(); }
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+ return;
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+ }
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+ const stop = value ? null : currentStop(documentId);
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+ if (stop) { stop(false); return; }
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+ if (value) {
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+ playing.add(documentId);
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+ // A new run starts its clock at zero and running; the speed is the person's and stays.
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+ steps.delete(documentId);
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+ resetAutoplay(documentId, true);
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+ setClock(documentId, { time: 0, tick: 0, paused: false, failure: null, running: false });
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+ } else {
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+ playing.delete(documentId);
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+ restarted.delete(documentId);
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+ steps.delete(documentId);
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+ resetAutoplay(documentId, false);
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+ // The clock keeps the stopped run's time and tick, so the panel still says how far it got.
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+ // Re-issued even unchanged, after `playing` has changed: every way a game stops (Stop,
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+ // Escape, a deleted script, a mode switch, an agent's `stop`) ends here, and a reader of
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+ // the clock alone must see the run end too.
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+ setClock(documentId, { paused: false, failure: null, running: false });
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+ }
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+ publish();
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  }
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  export function finishModelPlay(documentId: string): void {
@@ -28,14 +128,36 @@ export function finishModelPlay(documentId: string): void {
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128
  }
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129
 
30
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  export function escapeModelPlay(documentId: string): void {
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- const stop = stops.get(documentId);
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+ const stop = currentStop(documentId);
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132
  if (stop) stop(true);
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133
  else finishModelPlay(documentId);
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134
  }
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135
 
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+ /**
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+ * A RUNNER'S STOP, BOUND TO ITS GENERATION. Stop and Escape go to the runner of the CURRENT
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+ * generation, which blends the camera back first; a stop a Restart has superseded is never
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+ * asked, because that runner stands still from the moment its generation passes
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+ * (`play-script.ts`) and would never finish the blend — the stop would be lost. With no current
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+ * runner (a restarted game still preparing) the play simply ends.
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+ */
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  export function registerModelPlayStop(documentId: string, stop: (escape: boolean) => void): () => void {
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- stops.set(documentId, stop);
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- return () => { if (stops.get(documentId) === stop) stops.delete(documentId); };
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+ const entry = { stop, generation: modelPlayGeneration(documentId) };
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+ stops.set(documentId, entry);
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+ return () => { if (stops.get(documentId) === entry) stops.delete(documentId); };
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+ }
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+
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+ function currentStop(documentId: string): ((escape: boolean) => void) | null {
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+ const entry = stops.get(documentId);
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+ return entry !== undefined && entry.generation === modelPlayGeneration(documentId) ? entry.stop : null;
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+ }
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+
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+ /** The runner's report that no game runs although the run plays (`null` once one does, which
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+ * is also the moment the run is `running`). */
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+ export function setModelPlayFailure(documentId: string, failure: string | null): void {
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+ const clock = modelPlayClock(documentId);
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+ const running = failure === null;
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+ if (!playing.has(documentId) || (clock.failure === failure && clock.running === running)) return;
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+ setClock(documentId, { failure, running });
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  }
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162
 
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  export function subscribeModelPlay(listener: () => void): () => void {
@@ -44,3 +166,124 @@ export function subscribeModelPlay(listener: () => void): () => void {
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  listeners.delete(listener);
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  };
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  }
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+
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+ export function modelPlayClock(documentId: string): ModelPlayClock {
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+ return clocks.get(documentId) ?? STILL;
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+ }
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+
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+ export function subscribeModelPlayClock(listener: () => void): () => void {
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+ clockListeners.add(listener);
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+ return () => {
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+ clockListeners.delete(listener);
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+ };
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+ }
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+
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+ /** Hold or release the game's updates. Only a playing document has updates to hold. */
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+ export function setModelPlayPaused(documentId: string, paused: boolean): void {
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+ if (!playing.has(documentId) || modelPlayClock(documentId).paused === paused) return;
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+ if (!paused) steps.delete(documentId);
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+ setClock(documentId, { paused });
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+ }
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+
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+ /** One update while paused. Steps asked for faster than frames are drawn queue, one per frame,
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+ * so each one is seen. */
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+ export function stepModelPlay(documentId: string): void {
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+ if (!playing.has(documentId) || !modelPlayClock(documentId).paused) return;
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+ steps.set(documentId, (steps.get(documentId) ?? 0) + 1);
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+ }
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+
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+ /** The runner's half of {@link stepModelPlay}: whether this frame runs a step. */
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+ export function takeModelPlayStep(documentId: string): boolean {
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+ const pending = steps.get(documentId) ?? 0;
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+ if (pending === 0) return false;
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+ if (pending === 1) steps.delete(documentId);
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+ else steps.set(documentId, pending - 1);
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+ return true;
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+ }
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+
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+ export function setModelPlaySpeed(documentId: string, speed: number): void {
205
+ if (!MODEL_PLAY_SPEEDS.includes(speed))
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+ throw new Error(`Play speed ${speed} is not one the transport offers: ${MODEL_PLAY_SPEEDS.join(', ')}.`);
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+ if (modelPlayClock(documentId).speed !== speed) setClock(documentId, { speed });
208
+ }
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+
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+ /** The runner's report of the updates it ran this frame. */
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+ export function advanceModelPlayClock(documentId: string, seconds: number, ticks: number): void {
212
+ if (ticks === 0) return;
213
+ const clock = modelPlayClock(documentId);
214
+ setClock(documentId, { time: clock.time + seconds, tick: clock.tick + ticks });
215
+ }
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+
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+ export function modelPlayGeneration(documentId: string): number {
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+ return generations.get(documentId) ?? 0;
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+ }
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+
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+ /**
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+ * BEGIN THE RUN AGAIN ON A FRESH COPY. Playing stays true throughout — nothing returns to the
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+ * model — and the generation moves, which is what makes the document detach a new copy and mount
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+ * a new runner over it; the old runner sees it is no longer the current generation and stands
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+ * down without ending the play. A document that is not playing simply starts.
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+ */
227
+ export function restartModelPlay(documentId: string): void {
228
+ if (!playing.has(documentId)) { setModelPlaying(documentId, true); return; }
229
+ generations.set(documentId, modelPlayGeneration(documentId) + 1);
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+ restarted.add(documentId);
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+ steps.delete(documentId);
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+ // An arm not yet taken (the game was still starting) carries to the fresh run.
233
+ resetAutoplay(documentId, true);
234
+ setClock(documentId, { time: 0, tick: 0, paused: false, failure: null, running: false });
235
+ publish();
236
+ }
237
+
238
+ /** Whether the run starting now was begun by Restart (asked once, by that run's runner). */
239
+ export function consumeModelPlayRestart(documentId: string): boolean {
240
+ return restarted.delete(documentId);
241
+ }
242
+
243
+ export function modelPlayAutoplay(documentId: string): ModelPlayAutoplay {
244
+ return autoplays.get(documentId) ?? NO_BOT;
245
+ }
246
+
247
+ function setAutoplay(documentId: string, next: Partial<ModelPlayAutoplay>): void {
248
+ autoplays.set(documentId, { ...modelPlayAutoplay(documentId), ...next });
249
+ publishClock();
250
+ }
251
+
252
+ /** Switch the running script's bot on or off. On asks for a playing document whose script
253
+ * registered a bot; off always succeeds, and also drops an arm not yet taken — a person who
254
+ * takes over while the game is still starting is driving, and the arm must not override them. */
255
+ export function setModelPlayAutoplay(documentId: string, on: boolean, by: ModelPlayAutoplayBy): void {
256
+ const now = modelPlayAutoplay(documentId);
257
+ if (on && !playing.has(documentId))
258
+ throw new Error(`Autoplay is available once the game is running, and nothing is playing in ${documentId}; \`play\` starts it, then \`play autoplay on\`.`);
259
+ const clock = modelPlayClock(documentId);
260
+ if (on && !now.available)
261
+ throw new Error(clock.running
262
+ ? 'No autoplay: this game doesn’t provide a bot — its play script registers none with `play.autoplay(controller)`.'
263
+ : `Autoplay is available once the game is running, and it is not running yet${clock.failure ? ` (${clock.failure})` : ''}.`);
264
+ if (on ? !now.on : now.on || now.armed) setAutoplay(documentId, on ? { on, by } : { on, by, armed: false });
265
+ }
266
+
267
+ /** Arm (or disarm) autoplay for the next start, while stopped: the Game panel's Autoplay button
268
+ * before Play. Disarming always succeeds. */
269
+ export function armModelPlayAutoplay(documentId: string, armed: boolean): void {
270
+ if (armed && playing.has(documentId))
271
+ throw new Error(`${documentId} is already playing; switch autoplay on instead of arming it.`);
272
+ if (modelPlayAutoplay(documentId).armed !== armed) setAutoplay(documentId, { armed });
273
+ }
274
+
275
+ /** The runner's report that a script has run its first update, offering a bot or not. An arm is
276
+ * taken here: on with a bot, dropped without one. */
277
+ export function settleModelPlayAutoplay(documentId: string, offered: boolean): void {
278
+ const now = modelPlayAutoplay(documentId);
279
+ if (!playing.has(documentId)) return;
280
+ if (!now.armed) { setModelPlayAutoplayAvailable(documentId, offered); return; }
281
+ setAutoplay(documentId, offered ? { available: true, armed: false, on: true, by: 'panel' } : { available: false, armed: false, by: 'script' });
282
+ }
283
+
284
+ /** The runner's report of whether the running script offers a bot. Losing it turns autoplay off. */
285
+ export function setModelPlayAutoplayAvailable(documentId: string, available: boolean): void {
286
+ const now = modelPlayAutoplay(documentId);
287
+ if (now.available === available || !playing.has(documentId)) return;
288
+ setAutoplay(documentId, available || !now.on ? { available } : { available, on: false, by: 'script' });
289
+ }
@@ -0,0 +1,233 @@
1
+ /**
2
+ * THE MODEL PLAY LOG — what a play script says happened, stamped with the run's own clock.
3
+ *
4
+ * The game editor's play log is the receipt of a run (`play-*.jsonl`, `log-format.ts`); this
5
+ * is Model Play's. A script calls `play.log(kind, facts)` (`play-script.ts`) on the
6
+ * transitions that explain a run — a jump, a landing, a death and its cause, autoplay's
7
+ * choice — and an agent reads them back with `cyclotron play-log` or
8
+ * `editor.modelPlayLog()` in `eval`. `console.log` cannot do this job: the session's
9
+ * console feed keeps warnings and errors only.
10
+ *
11
+ * Every entry carries `simT` (the seconds of simulation since Play started: the sum of the
12
+ * `dt`s the runner has handed to `update`) and `tick` (the number of the update in
13
+ * progress; 0 while the script's default export runs), the same two stamps the game
14
+ * editor's entries carry. They are the Game panel's clock too: the runner advances both at
15
+ * the same call (`play-script.ts`), so they stand still while paused and run at the speed. The
16
+ * runner adds its own lifecycle entries (`source: 'play'`): `play-start`, `play-restart` (a
17
+ * Restart's fresh run, right after its `play-start`), `script-reload` with its reason,
18
+ * `script-error`, `tint-unsupported`, `tint-unknown-object`, `pause`, `resume`, `step` (one per
19
+ * stepped update, with its `dt`), `speed` (on a change, and at a start that is not 1×),
20
+ * `autoplay-on` and `autoplay-off` (each with `by`: `panel`, `cli`, `takeover`, `script`),
21
+ * `autoplay-unavailable` (a script ran its first update without offering a bot),
22
+ * `play-stop`.
23
+ *
24
+ * ONE LOG PER MODEL DOCUMENT, each its document's latest run. Two documents playing at once
25
+ * keep separate logs; a read names its document or takes the active Play's (the latest
26
+ * started that still plays, else the latest started). Play starting from a fresh copy
27
+ * replaces its document's log; a script reload does not, and the log outlives Stop so a
28
+ * finished run can be read. The runner writes through the {@link ModelPlayRun} handle Play
29
+ * started: once that run has ended its handle writes nothing, so a stale timer of an old
30
+ * script cannot reach the next run's log.
31
+ *
32
+ * BOUNDED AND PAGE-LIFETIME. The newest {@link MODEL_PLAY_LOG_CAPACITY} entries of a run are
33
+ * kept in a ring (older ones are counted in `dropped`); one entry's facts are kept as JSON of
34
+ * at most {@link MODEL_PLAY_LOG_FACTS_CHARS} characters. It is never stored: a reload of the
35
+ * page forgets it, as it forgets the game.
36
+ *
37
+ * THE GAME PANEL DRAWS IT LIVE: {@link subscribeModelPlayLog} hears every write, and
38
+ * {@link tailModelPlayLog} reads the newest entries of one document without copying the ring.
39
+ *
40
+ * Logging is a read of the script's own values: it never throws into the script and touches
41
+ * neither the clock nor the copy.
42
+ */
43
+
44
+ /** Entries a run's ring keeps; the oldest beyond this are dropped and counted. */
45
+ export const MODEL_PLAY_LOG_CAPACITY = 5000;
46
+ /** The longest JSON one entry's facts keep; longer facts are kept truncated, as a string. */
47
+ export const MODEL_PLAY_LOG_FACTS_CHARS = 2048;
48
+
49
+ export interface ModelPlayLogEntry {
50
+ /** The entry's place in this run, from 0: a gap in `seq` is entries the ring dropped. */
51
+ readonly seq: number;
52
+ /** Wall-clock ms. */
53
+ readonly t: number;
54
+ /** Seconds of simulation since Play started, across script reloads. */
55
+ readonly simT: number;
56
+ /** The update in progress (the first is 1); 0 before the first. */
57
+ readonly tick: number;
58
+ readonly kind: string;
59
+ /** `script` for the play script's own entries; `play` for the runner's lifecycle ones. */
60
+ readonly source: 'script' | 'play';
61
+ readonly facts?: Record<string, unknown>;
62
+ }
63
+
64
+ export interface ModelPlayLogReading {
65
+ /** The run is still playing; false after Stop, or when nothing has played. */
66
+ readonly playing: boolean;
67
+ /** The model document and play script of the run read; null when nothing has played. */
68
+ readonly documentId: string | null;
69
+ readonly script: string | null;
70
+ readonly startedAt: number | null;
71
+ /** Every model document with a log, so a read can name another. */
72
+ readonly documents: readonly string[];
73
+ /** The run's clock now. */
74
+ readonly simT: number;
75
+ readonly tick: number;
76
+ readonly capacity: number;
77
+ /** Entries this run has written, and how many of those the ring has dropped. */
78
+ readonly total: number;
79
+ readonly dropped: number;
80
+ /** The kept entries that match the read's filters, oldest first. */
81
+ readonly entries: readonly ModelPlayLogEntry[];
82
+ }
83
+
84
+ export interface ModelPlayLogQuery {
85
+ /** The model document whose log to read; the active Play's when omitted. */
86
+ readonly documentId?: string;
87
+ /** Only entries at or after this simulation time (seconds). */
88
+ readonly since?: number;
89
+ /** Only entries of this kind. */
90
+ readonly kind?: string;
91
+ }
92
+
93
+ interface Run {
94
+ readonly documentId: string;
95
+ readonly script: string;
96
+ readonly startedAt: number;
97
+ playing: boolean;
98
+ simT: number;
99
+ tick: number;
100
+ readonly ring: ModelPlayLogEntry[];
101
+ total: number;
102
+ /** Every kind this run has written, for the panel's filter. */
103
+ readonly kinds: Set<string>;
104
+ }
105
+
106
+ /** The runner's door onto its own run's log: inert once the run has ended. */
107
+ export interface ModelPlayRun {
108
+ /** The runner is about to call `update(deltaSeconds)`. */
109
+ advance(deltaSeconds: number): void;
110
+ append(source: ModelPlayLogEntry['source'], kind: string, facts?: unknown): void;
111
+ /** `play-stop`, then nothing more is written; the entries stay readable. */
112
+ end(facts?: Record<string, unknown>): void;
113
+ }
114
+
115
+ // One registry per page, whichever copy of this module a contribution loaded it through: the
116
+ // runner writes it from the service, the session verb reads it from the command module.
117
+ const key = Symbol.for('volter.model-play-log');
118
+ const page = globalThis as typeof globalThis & { [key]?: Map<string, Run> };
119
+ const runs: Map<string, Run> = page[key] ??= new Map();
120
+ const listenersKey = Symbol.for('volter.model-play-log.listeners');
121
+ const pageListeners = globalThis as typeof globalThis & { [listenersKey]?: Set<() => void> };
122
+ const listeners: Set<() => void> = pageListeners[listenersKey] ??= new Set();
123
+
124
+ function publish(): void {
125
+ for (const listener of [...listeners]) {
126
+ try { listener(); } catch { /* A reader's failure is not the writer's. */ }
127
+ }
128
+ }
129
+
130
+ /** Hear every write to any document's log (several may land in one frame; coalesce). */
131
+ export function subscribeModelPlayLog(listener: () => void): () => void {
132
+ listeners.add(listener);
133
+ return () => { listeners.delete(listener); };
134
+ }
135
+
136
+ function keptFacts(facts: unknown): Record<string, unknown> | undefined {
137
+ if (facts === undefined || facts === null) return undefined;
138
+ let json: string | undefined;
139
+ try { json = JSON.stringify(facts); }
140
+ catch (error) { return { unserializable: error instanceof Error ? error.message : String(error) }; }
141
+ if (json === undefined) return undefined;
142
+ if (json.length > MODEL_PLAY_LOG_FACTS_CHARS) return { truncated: json.slice(0, MODEL_PLAY_LOG_FACTS_CHARS) };
143
+ // A snapshot, so a script that goes on mutating what it logged does not rewrite history.
144
+ const value: unknown = JSON.parse(json);
145
+ return typeof value === 'object' && value !== null && !Array.isArray(value) ? value as Record<string, unknown> : { value };
146
+ }
147
+
148
+ function append(run: Run, source: ModelPlayLogEntry['source'], kind: string, facts?: unknown): void {
149
+ try {
150
+ const kept = keptFacts(facts);
151
+ const entry: ModelPlayLogEntry = {
152
+ seq: run.total, t: Date.now(), simT: run.simT, tick: run.tick, kind: String(kind), source,
153
+ ...(kept ? { facts: kept } : {}),
154
+ };
155
+ run.ring[run.total % MODEL_PLAY_LOG_CAPACITY] = entry;
156
+ run.total += 1;
157
+ run.kinds.add(entry.kind);
158
+ } catch { /* A log that cannot be written is not the script's failure. */ }
159
+ publish();
160
+ }
161
+
162
+ /** Play started from a fresh copy: the document's log replaced by an empty one at zero,
163
+ * opened by `play-start`. */
164
+ export function beginModelPlayLog(documentId: string, script: string): ModelPlayRun {
165
+ const run: Run = { documentId, script, startedAt: Date.now(), playing: true, simT: 0, tick: 0, ring: [], total: 0, kinds: new Set() };
166
+ // Re-inserted, so the map's order is the order Plays started.
167
+ runs.delete(documentId);
168
+ runs.set(documentId, run);
169
+ append(run, 'play', 'play-start', { documentId, script });
170
+ return {
171
+ advance(deltaSeconds) {
172
+ if (!run.playing) return;
173
+ run.tick += 1;
174
+ run.simT += deltaSeconds;
175
+ },
176
+ append(source, kind, facts) { if (run.playing) append(run, source, kind, facts); },
177
+ end(facts) {
178
+ if (!run.playing) return;
179
+ append(run, 'play', 'play-stop', facts);
180
+ run.playing = false;
181
+ },
182
+ };
183
+ }
184
+
185
+ function activeRun(): Run | undefined {
186
+ const started = [...runs.values()].reverse();
187
+ return started.find((run) => run.playing) ?? started[0];
188
+ }
189
+
190
+ export function readModelPlayLog(query: ModelPlayLogQuery = {}): ModelPlayLogReading {
191
+ const run = query.documentId === undefined ? activeRun() : runs.get(query.documentId);
192
+ const documents = [...runs.keys()];
193
+ if (!run) {
194
+ return {
195
+ playing: false, documentId: query.documentId ?? null, script: null, startedAt: null, documents,
196
+ simT: 0, tick: 0, capacity: MODEL_PLAY_LOG_CAPACITY, total: 0, dropped: 0, entries: [],
197
+ };
198
+ }
199
+ const dropped = Math.max(0, run.total - MODEL_PLAY_LOG_CAPACITY);
200
+ const entries: ModelPlayLogEntry[] = [];
201
+ for (let seq = dropped; seq < run.total; seq++) {
202
+ const entry = run.ring[seq % MODEL_PLAY_LOG_CAPACITY]!;
203
+ if (query.since !== undefined && entry.simT < query.since) continue;
204
+ if (query.kind !== undefined && entry.kind !== query.kind) continue;
205
+ entries.push(entry);
206
+ }
207
+ return {
208
+ playing: run.playing, documentId: run.documentId, script: run.script, startedAt: run.startedAt, documents,
209
+ simT: run.simT, tick: run.tick, capacity: MODEL_PLAY_LOG_CAPACITY, total: run.total, dropped, entries,
210
+ };
211
+ }
212
+
213
+ export interface ModelPlayLogTail {
214
+ /** Entries the document's latest run has written; 0 when it has no log. */
215
+ readonly total: number;
216
+ /** Every kind that run has written, in the order first seen. */
217
+ readonly kinds: readonly string[];
218
+ /** The newest kept entries (of the asked kind), at most `last`, oldest first. */
219
+ readonly entries: readonly ModelPlayLogEntry[];
220
+ }
221
+
222
+ /** The newest `last` entries of one document's log, walked from the newest end. */
223
+ export function tailModelPlayLog(documentId: string, last: number, kind?: string): ModelPlayLogTail {
224
+ const run = runs.get(documentId);
225
+ if (!run) return { total: 0, kinds: [], entries: [] };
226
+ const oldest = Math.max(0, run.total - MODEL_PLAY_LOG_CAPACITY);
227
+ const entries: ModelPlayLogEntry[] = [];
228
+ for (let seq = run.total - 1; seq >= oldest && entries.length < last; seq--) {
229
+ const entry = run.ring[seq % MODEL_PLAY_LOG_CAPACITY]!;
230
+ if (kind === undefined || entry.kind === kind) entries.push(entry);
231
+ }
232
+ return { total: run.total, kinds: [...run.kinds], entries: entries.reverse() };
233
+ }