@volter/play 0.0.0-stage → 0.5.203

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package/NOTICE ADDED
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+ Copyright 2026 Volter AI, Inc.
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+
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+ This package is developed in the public volter-ai/editor repository and is
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+ Volter AI, Inc.'s own work. It was first published under AGPL-3.0-only and is
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+ licensed under Apache-2.0 from this notice on. The owner's words are "the
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+ runtime should be apache, the editor is agpl"; that this package is runtime
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+ (the play-script API a game's gameplay is written against) is the reading
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+ recorded as ruling D336 on board task t_b315eb39 and in COMMERCIAL.md at the
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+ repository root. LICENSE contains the Apache-2.0 text.
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+
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+ A play script is written against `src/play-script.ts`. The package imports
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+ `@volter/sdk` (Apache-2.0), three and React, and nothing of Blender.
package/README.md CHANGED
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- # Temporary Holding Version
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+ # Play
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- This version is a temporary placeholder for this package. An operational version to replace this has been submitted for review and is awaiting a staged release.
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+ Play scripts on detached model documents. Play (the Game panel's, in Cyclotron) runs
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+ `src/models/<name>.play.ts` beside `src/models/<name>.blend` on a detached copy
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+ of the model; the model, its selection and its history stand as they were, and
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+ Stop returns to them. The script's default export is called once with the play
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+ context (`ModelPlayContext`, `src/play-script.ts`) and answers the game:
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+
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+ ```ts
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+ import type { ModelPlayContext, ModelPlayGame } from '@volter/play/play-script';
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+
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+ export default (play: ModelPlayContext): ModelPlayGame => {
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+ const player = play.find('Player')!;
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+ let checkpoint = false;
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+ return {
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+ update(dt) {
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+ player.position.y += dt;
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+ if (!checkpoint && player.position.y > 10) {
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+ checkpoint = true;
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+ play.tint('Checkpoint.Pad', '#2bff6b');
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+ play.log('checkpoint', { stage: 2, at: player.position });
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+ }
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+ },
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+ };
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+ };
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+ ```
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+
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+ ## The play log
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+
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+ `play.log(kind, facts?)` writes one entry, stamped with `simT` (seconds of
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+ simulation since Play started, the sum of the `dt`s given to `update`) and
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+ `tick` (the update in progress). Facts are snapshotted as JSON when logged. `simT` and `tick` are the Game panel's
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+ clock: they stand still while paused and run at the speed (see Time below). The
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+ runner adds `play-start`, `play-restart` (`{ speed }`, right after a Restart's
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+ `play-start`), `script-reload` (`{ reason: 'saved' | 'dependency-deleted', path }`),
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+ `script-error` (`{ phase, message }`), `tint-unsupported` (`{ object, material, why }`),
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+ `tint-unknown-object` (`{ object, call }`, once per name: `tint` or `setOpacity` was given a
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+ name the model has none of, and did nothing), `autoplay-on` / `autoplay-off`
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+ (`{ by: 'panel' | 'cli' | 'takeover' | 'script' }`, see Autoplay below),
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+ `autoplay-unavailable` (`{ why }`, when a script's first update has run and it registered no
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+ bot; once per run, and again only if a bot came and went),
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+ `pause`, `resume`, `step` (`{ dt }`, one per stepped update), `speed`
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+ (`{ speed, from }` on a change; `{ speed }` at a start that is not 1×) and
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+ `play-stop` (`{ reason }`). Log transitions rather than every frame. Logging
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+ never throws and never changes timing or state; a script's `log`, `tint` and
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+ `setOpacity` do nothing once it has been replaced or Play has stopped.
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+
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+ Each model document keeps its own log; a read takes the active Play's unless it
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+ names a document. The newest 5000 entries are kept (older ones are counted as
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+ `dropped`), each entry's facts up to 2048 characters of JSON. Play from a fresh
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+ copy, and Restart, empty the document's log; a script reload does not, and the log stays readable after Stop until the
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+ next Play. `console.log` does not reach the session's console feed (only
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+ warnings and errors do); the play log does.
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+
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+ ```sh
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+ cyclotron play-log # every kept entry, one per line
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+ cyclotron play-log --kind death # one kind
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+ cyclotron play-log --since 12.5 --json # entries at or after simT 12.5, as JSON
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+ cyclotron play-log --document <id> # another model document's log
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+ cyclotron eval "(await editor.modelPlayLog({ kind: 'death' })).entries"
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+ ```
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+
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+ ## Recolouring the copy
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+
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+ `play.tint(object, color)` draws an object (a name, or what `find` answered)
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+ and every mesh under it in `color`; an emitting surface glows in it, and an
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+ image texture is multiplied by it. `play.setOpacity(object, opacity)` fades it.
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+ `null` returns the authored look. Other objects wearing the same Blender
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+ material are not affected.
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+
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+ Use these instead of editing materials directly: a presented mesh's `material`
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+ is an array with one `MeshPhysicalMaterial` per Blender material slot, shared by
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+ every object with that material; the presenter re-assigns those slots whenever
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+ it re-applies shading; `clone()` drops its shader hooks; and a node graph that
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+ drives Base Color or Alpha ignores `color` and `opacity`. A tinted or faded
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+ object wears copies of its own slots that draw the material's constant inputs
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+ (so a node graph's other inputs are not drawn while it does), and keeps them
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+ across a script reload. An object with a material the document cannot copy
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+ (one the script made itself) is left as it is, and the log says so once with
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+ `tint-unsupported`.
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+
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+ ## Autoplay
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+
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+ A game offers its bot; the editor decides whether it drives.
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+
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+ ```ts
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+ play.autoplay(({ dt, simT, tick, keys }) => {
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+ // the game's own decision, from its own state
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+ return car.speed < 20 ? ['ArrowUp'] : [];
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+ });
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+ ```
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+
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+ The controller is a plain function. While autoplay is on it is called before each `update`
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+ with that update's `dt`, `simT` and `tick` (the stamps that update's log entries carry) and
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+ `keys`, the keys the person holds; it returns the `KeyboardEvent.code` keys the bot holds for
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+ that update (any iterable, or nothing). The runner merges them into `play.keys`, so the bot
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+ drives through the script's own input code exactly as a person does. One bot per script:
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+ registering again replaces it, `play.autoplay(null)` withdraws it, and it goes with the script
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+ on a reload or Stop. The bot is called only inside the editor's Play runner; a game run
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+ anywhere else never drives itself.
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+
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+ Whether it drives is the editor's:
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+
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+ - Autoplay is **off** whenever Play starts or restarts.
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+ - Only the Game panel's **Autoplay** toggle, `cyclotron play autoplay on|off` or
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+ `await editor.command('volter.model-play.autoplay', { on: true })` turn it on (or off).
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+ - **A bot exists only while the game runs**: `play.autoplay` is called by the play script, so
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+ a stopped game (or one still starting) has none, and neither has a running script that never
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+ registers one. The panel says which, in words beside the toggle — "Available once the game is
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+ running" or "No autoplay — this game doesn't provide a bot" — and `on` is refused with the
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+ same reason, which `play state` also gives as `autoplay.why`.
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+ - **Arming.** Pressed while stopped, the panel's Autoplay arms the next start: autoplay turns
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+ on (`by: 'panel'`) as soon as that run's script has run its first update with a bot, and the
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+ arm is dropped if it offers none. A person's key or click in the game before then drops it
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+ too (`autoplay-off` with `{ by: 'takeover', armed: true }`): the person always wins. Only an
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+ explicit arm carries over; Stop, and closing the model, drop it.
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+ - **The person always wins.** A new key press the game would hear, or a pointer pressed in the
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+ game's area (the HUD included), turns autoplay off before that key reaches `play.keys`, and
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+ the panel reads "You're driving" until someone switches the bot on again. Synthetic keys and
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+ clicks (`editor.document.key`, `click`) count as a person's: they are how an agent plays by
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+ hand. A key repeat is not a new press; keys typed in a text field, or while the game's surface
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+ does not hold the keyboard, are not the game's and do not take over.
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+ - A bot that throws turns autoplay off (`by: 'script'`, with a `script-error` of phase
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+ `autoplay`), as does a reload whose script offers no bot.
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+
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+ Each change is a play-log entry, `autoplay-on` or `autoplay-off`, with `by`.
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+
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+ ## Time
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+
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+ `update(dt)` is the only clock a play script is given, and the editor decides it:
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+
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+ | Control | What the script sees |
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+ | --- | --- |
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+ | Playing at 1× | One `update` per drawn frame, `dt` = the frame's seconds (at most 0.1). |
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+ | Speed 0.25× – 4× | `dt` scaled by the speed. A scaled frame longer than 0.1 s is split into equal updates, so no single `dt` exceeds 0.1. |
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+ | Pause | No `update` at all. The copy, the camera and the HUD hold the last frame. |
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+ | Step (while paused) | One `update` with `dt` = 1/60. |
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+ | Restart | The run begins again on a fresh detached copy, the clock at zero, without the camera's fly-in. |
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+
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+ A script that reads the page's own clock (`performance.now()`, `Date.now()`) instead of
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+ summing `dt` is outside the reach of pause and speed.
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+
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+ The run's clock — simulation time (the sum of the `dt`s handed to the script) and tick (the
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+ number of updates) — is kept per document beside whether it plays (`src/model-play.ts`).
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+ Speed is kept for the page's life; pause and the clock reset on every Play.
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+ When the run plays but no game runs — the script failed to start, or threw — the clock's
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+ `failure` says why (the Game panel shows it in place of "Playing"); a save of the script
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+ retries, and the next running game clears it.
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+
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+ ## Controls
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+
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+ The tool registers the `model` document Play extension
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+ (`@volter/sdk/kit/document-play-extension`). Beside Play and Stop it offers:
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+
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+ - `transport` — `setPaused`, `step`, `setSpeed`, `restart`, the `clock` and its own
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+ subscription, the offered `speeds`, and the restart `generation` the document keys its
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+ detached copy on.
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+ - `transport.autoplay(documentId)` and `transport.setAutoplay(documentId, on, by)` — the bot's
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+ switch: `{ on, available, by, armed }`, announced through `subscribeClock`;
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+ `transport.armAutoplay(documentId, armed)` arms it, while stopped, for the next start.
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+ - `log` — `tail(documentId, last, kind?)` (the newest entries and every kind the run wrote) and
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+ `subscribe`, which the Game panel draws live.
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+ - `scriptPath(sourcePath)` and `hasScript(sourcePath)` — where a model's play script goes and
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+ whether it exists, so a layout can open a model with a script as a game.
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+
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+ In Cyclotron these are drawn by the Game panel (`@volter/editor-blender`): the Game /
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+ Animation switch at the left of the bottom area's header puts it there in place of the Timeline. The panel's controls
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+ are also commands, `volter.model-play.<verb>`, so an agent drives the same run the person
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+ sees:
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+
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+ | Command | Arguments |
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+ | --- | --- |
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+ | `volter.model-play.state` | — |
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+ | `volter.model-play.play` / `stop` | — (`play` also switches the document to Game mode) |
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+ | `volter.model-play.pause` / `resume` | — |
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+ | `volter.model-play.step` | `{ count?: 1–600 }`, while paused |
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+ | `volter.model-play.speed` | `{ speed: 0.25 \| 0.5 \| 1 \| 2 \| 4 }` |
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+ | `volter.model-play.restart` | — |
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+ | `volter.model-play.mode` | `{ mode?: 'game' \| 'animation' }` |
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+ | `volter.model-play.autoplay` | `{ on: boolean }` — the game's bot drives, or the person does |
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+
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+ Each takes an optional `document` (the model document's id) and otherwise acts on the model
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+ document on screen; each answers with the panel's state. From the shell:
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+ `cyclotron play pause`; under `eval`:
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+ `await editor.command('volter.model-play.speed', { speed: 0.5 })`.
@@ -0,0 +1,37 @@
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+ /**
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+ * THE MODEL PLAY VERB of the session wire (`@volter/sdk/commands`, a
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+ * `workspace.command` contribution): `model-play-log`, the read behind
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+ * `cyclotron play-log` and `editor.modelPlayLog()` in `eval`.
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+ *
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+ * It answers one model document's play log (`../src/play-log.ts`) — `documentId`'s, or the
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+ * active Play's when omitted; the current run's, or the last one's after Stop — filtered by
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+ * `since` (simulation seconds, inclusive) and `kind`. A read
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+ * only: no play gate, since an empty log is the honest answer when nothing has played.
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+ */
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+ import type { CommandContribution } from '@volter/sdk/commands';
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+ import { readModelPlayLog } from '../src/play-log';
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+
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+ export const point = 'workspace.command';
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+
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+ export const commands: CommandContribution['commands'] = {
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+ 'model-play-log': {
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+ derivedRefresh: 'none',
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+ handle: (command) => {
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+ const since = command['since'];
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+ const kind = command['kind'];
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+ const documentId = command['documentId'];
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+ if (documentId !== undefined && typeof documentId !== 'string')
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+ return { ok: false, error: `model-play-log's documentId is a model document id, a string; it was given ${JSON.stringify(documentId)}.` };
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+ if (since !== undefined && (typeof since !== 'number' || !Number.isFinite(since)))
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+ return { ok: false, error: `model-play-log's since is simulation seconds, a number; it was given ${JSON.stringify(since)}.` };
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+ if (kind !== undefined && typeof kind !== 'string')
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+ return { ok: false, error: `model-play-log's kind is an entry kind, a string; it was given ${JSON.stringify(kind)}.` };
29
+ const reading = readModelPlayLog({
30
+ ...(documentId === undefined ? {} : { documentId }),
31
+ ...(since === undefined ? {} : { since }),
32
+ ...(kind === undefined ? {} : { kind }),
33
+ });
34
+ return { ok: true, data: { ...reading } };
35
+ },
36
+ },
37
+ };
@@ -0,0 +1,152 @@
1
+ /** Model script tool, available to every product through project packages. */
2
+ import { useSyncExternalStore } from 'react';
3
+ import { Button, EditorIcon, editorIcons, MenuItem } from '@volter/sdk/widgets';
4
+ import { editorHost } from '@volter/sdk/host';
5
+ import { registerDocumentPlayExtension, type DocumentPlayControlProps } from '@volter/sdk/kit/document-play-extension';
6
+ import {
7
+ armModelPlayAutoplay,
8
+ escapeModelPlay,
9
+ MODEL_PLAY_SPEEDS,
10
+ modelPlayAutoplay,
11
+ modelPlayClock,
12
+ modelPlayGeneration,
13
+ modelPlaying,
14
+ restartModelPlay,
15
+ setModelPlayAutoplay,
16
+ setModelPlayFailure,
17
+ setModelPlayPaused,
18
+ setModelPlaying,
19
+ setModelPlaySpeed,
20
+ stepModelPlay,
21
+ subscribeModelPlay,
22
+ subscribeModelPlayClock,
23
+ } from '../src/model-play';
24
+ import { playScriptPath, runPlayScript } from '../src/play-script';
25
+ import { beginModelPlayLog, subscribeModelPlayLog, tailModelPlayLog } from '../src/play-log';
26
+ import type * as THREE from 'three';
27
+ import { getCurrentProject, onProjectChange } from '@volter/sdk/kit/active-project';
28
+
29
+ export const point = 'workspace.service';
30
+ function usePlaying(documentId: string | undefined): boolean {
31
+ return useSyncExternalStore(subscribeModelPlay, () => documentId ? modelPlaying(documentId) : false, () => false);
32
+ }
33
+ // Kept because `DocumentPlayExtension` requires `Control` and `Menu` for a layout that draws Play in its header; Cyclotron's layout no longer does (its Play is the Game panel's).
34
+ function Control({ documentId, onClose }: DocumentPlayControlProps) {
35
+ const playing = usePlaying(documentId);
36
+ return <Button size="compact" data-testid="model-play-button" aria-pressed={playing}
37
+ disabled={!documentId} title={playing ? 'Stop playing (Escape)' : 'Play this model’s script'}
38
+ onClick={() => { onClose(); if (documentId) setModelPlaying(documentId, !playing); }}>
39
+ <EditorIcon icon={playing ? editorIcons.transport.stop : editorIcons.transport.play} />
40
+ {playing ? 'Stop' : 'Play'}
41
+ </Button>;
42
+ }
43
+ function Menu({ documentId, onClose }: DocumentPlayControlProps) {
44
+ const playing = usePlaying(documentId);
45
+ return <MenuItem data-testid="model-play" disabled={!documentId}
46
+ onSelect={() => { onClose(); if (documentId) setModelPlaying(documentId, !playing); }}>
47
+ {playing ? 'Stop' : 'Play'}
48
+ </MenuItem>;
49
+ }
50
+
51
+ /**
52
+ * WHETHER A MODEL HAS A PLAY SCRIPT — `src/models/canyon.blend` has one when
53
+ * `src/models/canyon.play.ts` exists (`playScriptPath`), the same file Play imports. Asked once
54
+ * per path through the project's files door and then kept, corrected by that door's change
55
+ * events, so a layout can open a model with a script as a game and one without as a model. A
56
+ * project switch forgets every answer.
57
+ */
58
+ const scripts = new Map<string, boolean>();
59
+ const looking = new Set<string>();
60
+ const scriptListeners = new Set<() => void>();
61
+ function publishScripts(): void {
62
+ for (const listener of [...scriptListeners]) listener();
63
+ }
64
+ function projectPath(path: string): string {
65
+ return path.replaceAll('\\', '/').replace(/^\.\//, '');
66
+ }
67
+ function hasScript(sourcePath: string): boolean | null {
68
+ const path = projectPath(playScriptPath(sourcePath));
69
+ const known = scripts.get(path);
70
+ if (known !== undefined) return known;
71
+ if (!looking.has(path)) {
72
+ looking.add(path);
73
+ const project = getCurrentProject()?.rootPath;
74
+ void editorHost().files.exists(path).then(exists => exists, () => false).then(exists => {
75
+ looking.delete(path);
76
+ // An answer about the previous project is no answer about this one.
77
+ if (getCurrentProject()?.rootPath !== project) return;
78
+ scripts.set(path, exists);
79
+ publishScripts();
80
+ });
81
+ }
82
+ return null;
83
+ }
84
+
85
+ export function start(): () => void {
86
+ const stopWatching = (() => {
87
+ try {
88
+ return editorHost().files.watch((event) => {
89
+ const path = projectPath(event.path);
90
+ if (!scripts.has(path) && !path.endsWith('.play.ts')) return;
91
+ const exists = event.type !== 'remove';
92
+ if (scripts.get(path) === exists) return;
93
+ scripts.set(path, exists);
94
+ publishScripts();
95
+ });
96
+ } catch {
97
+ // A host without a files door still plays; the answer is then read once per path.
98
+ return () => {};
99
+ }
100
+ })();
101
+ const stopProject = onProjectChange(() => { scripts.clear(); publishScripts(); });
102
+ const unregister = registerDocumentPlayExtension('model', {
103
+ Control, Menu, playing: modelPlaying, setPlaying: setModelPlaying, escape: escapeModelPlay,
104
+ subscribe(listener) {
105
+ const stopPlay = subscribeModelPlay(listener), stopProject = onProjectChange(listener);
106
+ scriptListeners.add(listener);
107
+ return () => { stopPlay(); stopProject(); scriptListeners.delete(listener); };
108
+ },
109
+ aspectRatio() {
110
+ const size = getCurrentProject()?.config.resolution;
111
+ const ratio = size ? size.width / size.height : null;
112
+ return ratio !== null && Number.isFinite(ratio) && ratio > 0 ? ratio : null;
113
+ },
114
+ run(stage) {
115
+ // The document kind lends native scene objects; this tool owns their Three types.
116
+ return runPlayScript({ ...stage, blend: stage.sourcePath, root: stage.root as THREE.Object3D,
117
+ camera: stage.camera as () => THREE.Camera, editingCamera: stage.editingCamera as () => THREE.Camera,
118
+ ownMaterial: stage.ownMaterial as ((material: THREE.Material) => THREE.Material | null) | undefined });
119
+ },
120
+ // THE RUN'S TRANSPORT (`model-play.ts`): the runner reads all of it each frame.
121
+ transport: {
122
+ speeds: MODEL_PLAY_SPEEDS,
123
+ clock: modelPlayClock,
124
+ subscribeClock: subscribeModelPlayClock,
125
+ setPaused: setModelPlayPaused,
126
+ step: stepModelPlay,
127
+ setSpeed: setModelPlaySpeed,
128
+ restart: restartModelPlay,
129
+ generation: modelPlayGeneration,
130
+ autoplay: modelPlayAutoplay,
131
+ setAutoplay: setModelPlayAutoplay,
132
+ armAutoplay: armModelPlayAutoplay,
133
+ // NO STAGE, SO NO RUNNER, and until 2026-10-06 the document turned Play off and wrote the
134
+ // reason to the console: Play flicked on and off with nothing said where anyone looks.
135
+ // Now the run stands with its failure — the Game panel draws it, the log records it.
136
+ fail(documentId, sourcePath, failure) {
137
+ const run = beginModelPlayLog(documentId, playScriptPath(sourcePath));
138
+ run.append('play', 'script-error', { phase: 'stage', message: failure });
139
+ run.end({ reason: 'stage-failed' });
140
+ setModelPlayFailure(documentId, failure);
141
+ },
142
+ },
143
+ log: { tail: tailModelPlayLog, subscribe: subscribeModelPlayLog },
144
+ scriptPath: playScriptPath,
145
+ hasScript,
146
+ });
147
+ return () => {
148
+ unregister();
149
+ stopProject();
150
+ stopWatching();
151
+ };
152
+ }
package/package.json CHANGED
@@ -1,6 +1,41 @@
1
1
  {
2
2
  "name": "@volter/play",
3
- "version": "0.0.0-stage",
4
- "stub": true,
5
- "description": "Temporary package placeholder for staged publishing"
6
- }
3
+ "version": "0.5.203",
4
+ "author": "Volter AI, Inc.",
5
+ "license": "Apache-2.0",
6
+ "type": "module",
7
+ "description": "Play scripts on detached model documents.",
8
+ "repository": {
9
+ "type": "git",
10
+ "url": "git+https://github.com/volter-ai/editor.git",
11
+ "directory": "packages/play"
12
+ },
13
+ "files": [
14
+ "src",
15
+ "contributions",
16
+ "LICENSE",
17
+ "NOTICE"
18
+ ],
19
+ "exports": {
20
+ "./contributions/*": "./contributions/*",
21
+ "./package.json": "./package.json",
22
+ "./play-script": "./src/play-script.ts"
23
+ },
24
+ "volter": {
25
+ "contributions": [
26
+ "./contributions/model-play.command.ts",
27
+ "./contributions/model-play.service.tsx"
28
+ ]
29
+ },
30
+ "dependencies": {
31
+ "@volter/sdk": "0.5.203"
32
+ },
33
+ "peerDependencies": {
34
+ "react": "^19.0.0",
35
+ "react-dom": "^19.0.0",
36
+ "three": "^0.180.0"
37
+ },
38
+ "publishConfig": {
39
+ "access": "public"
40
+ }
41
+ }