@wasm-gaming/rsdkv4-wasm 0.1.4 → 0.2.0

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@@ -1,64 +1,502 @@
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- // Engine-specific options for RSDKv4.
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- //
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- // This is the authoritative description of what `EngineConfig.options` accepts
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- // for this engine. It provides both:
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- // - `Rsdkv4Options` — the compile-time type (for TS hosts/launchers)
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- // - `RSDKV4_OPTIONS_SCHEMA` — the JSON Schema mirrored into manifest.json's
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- // `options` (for runtime host UI + validation)
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- // - `DEFAULT_RSDKV4_OPTIONS` — defaults the SDK falls back to.
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- //
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- // At runtime these options are serialized into RSDKv4's `settings.ini` (see the
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- // SDK's settings serializer) when the host does not pass an explicit `settings`
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- // asset.
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-
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- import type { JSONSchema } from '@wasm-gaming/engine-specs';
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+ /**
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+ * What this engine's four payloads accept, and the {@link RSDKV4_SPEC} that describes
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+ * them to a host.
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+ *
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+ * ```ts
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+ * import type { Rsdkv4Config, Rsdkv4Options } from '@wasm-gaming/rsdkv4-wasm/options';
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+ * ```
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+ *
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+ * The contract's own module documents *how* the four payloads behave — they read as
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+ * descriptors and write as patches, and `live` says whether a key reaches a running
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+ * engine. This module is only the part that is RSDKv4's: which keys exist, what they
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+ * mean here, and what the engine does with them.
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+ *
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+ * The split between the first two is the whole design:
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+ *
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+ * - {@link Rsdkv4Config} is **the engine**. It is serialized into RSDKv4's
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+ * `settings.ini` and read once, at boot — so none of it is `live`.
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+ * - {@link Rsdkv4Options} is **the session**: which character, which save slot, which
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+ * stage. That is what a `restart()` reopens. It also carries the engine's own GAME
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+ * OPTIONS rows, which *are* `live` — and which are not declared here at all, because
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+ * they differ between Sonic 1 and Sonic 2 and are only knowable once the pack is
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+ * loaded.
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+ *
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+ * @module
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+ */
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- export interface Rsdkv4Options {
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+ import type { EnginePayloads, EngineSpec } from '@wasm-gaming/engine-specs';
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+
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+ /** Bytes a host can hand over for an asset. */
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+ export type Rsdkv4AssetData = Uint8Array | ArrayBuffer | ArrayBufferView | string;
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+
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+ /**
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+ * An asset, eagerly or on demand.
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+ *
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+ * The thunk form is what the old `dataProvider` / `settingsProvider` config fields
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+ * were: `assets({ data: () => fetch(url).then((r) => r.arrayBuffer()) })`. See
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+ * {@link Rsdkv4Assets} for when each one is actually called — they differ, and the
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+ * difference is tens of megabytes.
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+ */
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+ export type Rsdkv4Asset = Rsdkv4AssetData | (() => Rsdkv4AssetData | Promise<Rsdkv4AssetData>);
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+
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+ /**
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+ * The engine, as `settings.ini` — read once at boot, which is why nothing here is
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+ * `live`. Change any of it and the engine has to come back up: `destroy()` and a new
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+ * factory, not `restart()`.
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+ *
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+ * Regenerated on every boot, and that is safe: RSDKv4's `writeSettings()` is inside
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+ * `#ifndef __EMSCRIPTEN__`, so this build never writes the file back and there is
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+ * nothing of the player's in it to overwrite. A host that wants its own file hands one
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+ * over as `assets.settings` instead, and then this payload is ignored.
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+ */
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+ export interface Rsdkv4Config {
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+ /**
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+ * VSync the engine's SDL window.
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+ *
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+ * @defaultValue `true`
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+ */
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+ vsync?: boolean;
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  /**
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- * RSDKv4's native in-canvas Dev Menu. Kept off by default: the launcher owns
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- * the debug/stage-select UI (via `instance.devMenu`), and leaving this on has
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+ * RSDKv4's native in-canvas Dev Menu. Off by default: a host that wants a
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+ * debug/stage-select UI draws it from `play.devMenu`, and leaving this on has
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  * historically produced a native menu-like screen at boot.
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+ *
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+ * @defaultValue `false`
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  */
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  devMenu?: boolean;
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- /** RSDKv4 EngineDebugMode — enables the web devmenu embind bridge hooks. */
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+ /**
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+ * RSDKv4 `EngineDebugMode`. In this build it gates the engine's log output and
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+ * nothing else — `play.devMenu` and `play.game` are embind bridges the wasm installs
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+ * unconditionally, so they work either way.
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+ *
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+ * @defaultValue `true`
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+ */
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  engineDebugMode?: boolean;
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- /** VSync the engine's SDL window. */
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- vsync?: boolean;
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- /** Boot directly into a stage: 0-based stage-list category. */
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- startingCategory?: number;
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- /** Boot directly into a stage: 0-based scene within the category. */
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- startingScene?: number;
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- /** Starting player/character index. */
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- startingPlayer?: number;
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+ /**
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+ * Who draws the save-select / character-select / game-options screens.
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+ *
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+ * `'native'` leaves RSDKv4's own in-canvas Start Menu on. `'host'` skips it, for a
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+ * host that renders those screens itself from `play.game` — otherwise the engine's
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+ * menu runs underneath the host's.
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+ *
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+ * This is the old `skipStartMenu` boolean, the right way up: the inverted name meant
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+ * `false` had to be read twice to mean "yes, show it".
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+ *
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+ * @defaultValue `'native'`
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+ */
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+ startMenu?: 'native' | 'host';
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+ /**
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+ * Where to load the Emscripten glue from. Defaults to `./rsdkv4.js` next to the
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+ * built SDK, which is where `make build` puts it.
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+ */
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+ jsUrl?: string;
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+ /** Where to load the wasm from. Defaults to `./rsdkv4.wasm` next to the built SDK. */
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+ wasmUrl?: string;
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  }
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- export const DEFAULT_RSDKV4_OPTIONS: Required<Rsdkv4Options> = {
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- devMenu: false,
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- engineDebugMode: true,
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- vsync: true,
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- startingCategory: 0,
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- startingScene: 0,
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- startingPlayer: 0,
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+ /**
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+ * A stage, as the engine's two-level stage list indexes it.
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+ *
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+ * `name` is **read-only**: the descriptors {@link Rsdkv4Options.stage} reports back
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+ * carry one so a host can paint a stage picker straight from `options()`, but writing
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+ * it is ignored — `category` and `scene` are what reach the engine.
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+ */
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+ export interface Rsdkv4Stage {
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+ /** 0-based category, as ordered by `play.devMenu.getStageList()`. */
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+ category: number;
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+ /** 0-based scene within the category. */
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+ scene: number;
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+ /** `"<Category> · <Scene>"`, filled in by the SDK. Ignored on write. */
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+ name?: string;
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+ }
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+
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+ /**
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+ * RSDKv4's fourteen buttons, in the engine's own `InputButtons` order.
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+ *
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+ * The order is not cosmetic: it is the bit order of the mask the SDK hands the
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+ * engine once per tick, so this array is the wire format and not merely a list.
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+ *
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+ * Sonic 1 and Sonic 2 read only the four directions, A, B, C and start. The other
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+ * six exist in the engine and are free for a host to do as it likes with.
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+ */
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+ export const RSDKV4_BUTTONS = [
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+ 'up',
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+ 'down',
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+ 'left',
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+ 'right',
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+ 'a',
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+ 'b',
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+ 'c',
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+ 'x',
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+ 'y',
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+ 'z',
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+ 'l',
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+ 'r',
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+ 'start',
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+ 'select',
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+ ] as const;
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+
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+ /**
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+ * One button, spelled as {@link RSDKV4_BUTTONS} spells it.
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+ *
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+ * Derived from the array rather than declared beside it, so there is one list and
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+ * not two to drift apart — and so a typo in a `buttons` literal is a compile error
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+ * rather than a button that silently never fires.
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+ */
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+ export type Rsdkv4Button = (typeof RSDKV4_BUTTONS)[number];
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+
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+ /**
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+ * Every button as a boolean — what a host hands over to {@link Rsdkv4Options.buttons}
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+ * and keeps writing to for as long as it holds the claim.
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+ *
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+ * All fourteen are required. A key that is merely absent reads as `false` on every
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+ * tick, which is a dead button and no error anywhere; requiring the whole set is what
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+ * turns that into something the compiler catches.
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+ */
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+ export type Rsdkv4Buttons = Record<Rsdkv4Button, boolean>;
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+
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+ /**
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+ * What the engine binds each button to by default, for a host that has taken input
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+ * over and now has to bind them itself.
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+ *
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+ * Not engine configuration — nothing here is read by the engine, and writing to it
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+ * changes nothing. It is a starting table, so a host that claims input can offer the
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+ * bindings a player already knows instead of inventing its own.
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+ */
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+ export interface Rsdkv4InputDefaults {
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+ /** `KeyboardEvent.code` values, as `settings.ini`'s `[Keyboard 1]` binds them. */
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+ keyboard: Record<Rsdkv4Button, string>;
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+ /**
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+ * Indices into `Gamepad.buttons` under the browser's **standard mapping**.
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+ *
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+ * These are translated, not copied: `settings.ini`'s `[Controller 1]` holds
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+ * SDL's `SDL_CONTROLLER_BUTTON_*` values, and those are different numbers — SDL's
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+ * left shoulder is 9, where the browser's is 4. A host polling the Gamepad API
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+ * wants the browser's, so that is what this carries.
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+ *
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+ * `null` where the engine's default has no standard-mapping button: `select` is
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+ * bound to SDL's GUIDE, which this build's own web-gamepad mapping never wires
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+ * up, so it is dead on a pad in the engine too. `y` and `z` are the analog
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+ * triggers (the engine reads them past a deadzone, as ZL/ZR).
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+ */
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+ gamepad: Record<Rsdkv4Button, number | null>;
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+ }
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+
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+ /**
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+ * The engine's own default bindings. See {@link Rsdkv4InputDefaults}.
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+ *
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+ * This replaces the old `RSDKV4_KEYMAP`, which nothing read and which was wrong in
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+ * three ways for want of ever being checked against the engine: it listed 9 of the
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+ * 14 buttons, and bound `select` to `ShiftLeft` where the engine's default is `Tab`.
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+ */
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+ export const RSDKV4_INPUT: Rsdkv4InputDefaults = {
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+ keyboard: {
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+ up: 'ArrowUp',
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+ down: 'ArrowDown',
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+ left: 'ArrowLeft',
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+ right: 'ArrowRight',
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+ a: 'KeyZ',
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+ b: 'KeyX',
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+ c: 'KeyC',
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+ x: 'KeyA',
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+ y: 'KeyS',
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+ z: 'KeyD',
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+ l: 'KeyQ',
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+ r: 'KeyE',
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+ start: 'Enter',
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+ select: 'Tab',
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+ },
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+ gamepad: {
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+ up: 12,
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+ down: 13,
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+ left: 14,
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+ right: 15,
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+ a: 0,
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+ b: 1,
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+ c: 2,
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+ x: 3,
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+ y: 6,
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+ z: 7,
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+ l: 4,
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+ r: 5,
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+ start: 9,
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+ select: null,
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+ },
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  };
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226
 
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- export const RSDKV4_OPTIONS_SCHEMA: JSONSchema = {
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- type: 'object',
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- additionalProperties: false,
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- properties: {
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+ /**
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+ * The session — what a `restart()` reopens.
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+ *
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+ * **Absence is the neutral value.** The old `RSDKV4_UNSET = 255` sentinel is gone:
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+ * leaving a key out means "boot the way the engine normally would", and there is no
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+ * longer a number that quietly means something else. (In particular `player: 0` used
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+ * to be indistinguishable from "unset" in the ini, which is why it was a footgun.)
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+ *
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+ * The index signature is not laziness. The engine's GAME OPTIONS rows — spin dash,
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+ * item-box set, and whatever else the loaded pack declares — are keys neither this
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+ * package nor the host can know ahead of time. They come back from `options()` as
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+ * descriptors with their own labels and choices, `live: true`, and are written back
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+ * the same way. That is what lets a host paint a settings screen without knowing a
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+ * single key name.
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+ */
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+ export interface Rsdkv4Options {
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+ /**
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+ * The character to start a *new* game as, by the name the pack reports — the
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+ * `enum` of this key's descriptor is exactly `play.game.players()`, so a host paints
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+ * a character picker from it and writes one of the values straight back. Matched
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+ * case-insensitively; an unknown name is an error rather than a silent Sonic.
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+ *
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+ * Continuing a slot that already has a save ignores this: the save carries its own
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+ * character.
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+ */
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+ player?: string;
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+ /**
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+ * Which of RSDKv4's four save slots (0-3) the session runs on. `null` plays without
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+ * saving, as the native menu's NO SAVE does.
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+ *
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+ * A slot with data continues it; an empty slot starts a new game as {@link player}.
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+ */
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+ slot?: number | null;
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+ /**
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+ * Jump straight to a stage, skipping wherever the session would otherwise open.
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+ *
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+ * Applied through the engine's own stage loader after boot, not through
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+ * `settings.ini`'s `Starting*` trio — which is why it works on a `restart()` of a
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+ * running engine and not only on the first one.
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+ */
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+ stage?: Rsdkv4Stage;
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+ /**
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+ * Take input over: hand the engine a live object of fourteen booleans and it stops
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+ * polling SDL, reading yours instead — touch buttons, rebinding, netplay, a test
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+ * that drives a stage from a script.
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+ *
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+ * ```ts
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+ * const buttons = { up: false, down: false, ...rest, select: false }; // all 14
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+ * play.options({ buttons }); // claim
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+ * play.options({ buttons: null }); // release — the engine polls SDL again
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+ * ```
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+ *
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+ * **Read once per tick, from wherever it lives.** The engine calls in at the top of
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+ * its input pass and the SDK reads the object at that moment, so a plain object and
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+ * a reactive store both work and neither one needs the SDK to know which it is.
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+ * Whatever is `true` when the engine asks is what the engine sees.
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+ *
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+ * Three things become the host's the moment it claims:
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+ *
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+ * - **Keyup on focus loss.** SDL resets its keyboard when the window loses focus; a
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+ * host that owns input inherits that job (`blur`, `visibilitychange`) or a held
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+ * arrow strands the player mid-run.
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+ * - **The gamepad, entirely.** The engine stops polling it, so a host that wants one
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+ * polls the Gamepad API itself — deadzones and the D-pad-from-axes fallback
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+ * included. {@link RSDKV4_INPUT} is the table to start from.
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+ * - **Releasing.** Absence means "leave the claim as it is"; only `null` releases.
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+ * A component that claims and then unmounts without releasing leaves the engine
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+ * pulling at an object nobody writes to any more.
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+ *
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+ * Not persistable, and not a settings row: it reads back from `options()` as `null`
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+ * whether or not a claim is held, so that `JSON.stringify(await play.options())`
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+ * cannot sweep fourteen transient booleans into a host's saved settings. Ask
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+ * `play.input.claimed` for the claim state.
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+ *
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+ * `play.input.claim(buttons)` and `play.input.release()` are the same thing, named.
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+ */
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+ buttons?: Rsdkv4Buttons | null;
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+ /**
305
+ * The engine's GAME OPTIONS rows. See the note on the interface: these are declared
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+ * by the loaded pack, not here.
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+ *
308
+ * A `boolean` row reads and writes as a boolean, an enum row as one of its choice
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+ * labels; the raw engine-side number is accepted on write too.
310
+ */
311
+ [key: string]: unknown;
312
+ }
313
+
314
+ /**
315
+ * The two files the engine reads out of its working directory.
316
+ *
317
+ * Neither is `live`: they are read while the engine comes up, so a patch after that
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+ * lands in the state a *future* engine would boot from.
319
+ */
320
+ export interface Rsdkv4Assets {
321
+ /**
322
+ * The `Data.rsdk` pack — the whole game, and what decides *which* game: one
323
+ * game-agnostic wasm runs both Sonic 1 and Sonic 2, the pack is the difference.
324
+ *
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+ * Precedence, and the reason the thunk form exists: bytes handed over here win;
326
+ * otherwise a copy already persisted in this storage namespace is reused; only if
327
+ * there is neither is a thunk called. That is what keeps a host from re-fetching
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+ * tens of megabytes it already has. With none of the three, `start()` fails.
329
+ */
330
+ data?: Rsdkv4Asset;
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+ /**
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+ * A ready-made `settings.ini`, for a host that would rather write the file itself
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+ * than describe it through {@link Rsdkv4Config}. Given one, the config payload is
334
+ * not serialized at all.
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+ *
336
+ * Unlike `data`, a thunk here is called on **every** boot rather than only on a
337
+ * cache miss — the file is a few hundred bytes, and re-reading it is what makes the
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+ * host's copy authoritative instead of whatever an earlier session left behind.
339
+ */
340
+ settings?: Rsdkv4Asset;
341
+ }
342
+
343
+ /** Where this engine's files live, and whether they outlive the page. */
344
+ export interface Rsdkv4Storage {
345
+ /**
346
+ * Per-game folder for the pack, the settings and the save file, so two games do not
347
+ * overwrite each other. Examples: `"sonic1"`, `"rsdkv4/Sonic2"`.
348
+ *
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+ * It is a path under the engine's working root *and* the OPFS directory the SDK
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+ * mirrors save data into, which is what lets a host read `<namespace>/SData.bin`
351
+ * itself. Anything that is not a usable relative path normalises to `"default"` —
352
+ * including the object you get from interpolating a game record by mistake.
353
+ *
354
+ * @defaultValue `"default"`
355
+ */
356
+ namespace?: string;
357
+ /**
358
+ * What the engine's working directory is backed by.
359
+ *
360
+ * `'opfs'` forces a persistent mount and warns if it cannot have one; `null` means
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+ * the host wants nothing kept, which switches off the save mirror as well; leaving
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+ * it out picks OPFS when the page is cross-origin isolated.
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+ *
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+ * Worth knowing: on every build without Asyncify/JSPI — today's included — the mount
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+ * itself cannot be OPFS, so the working dir is in-memory whatever this says. Saves
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+ * survive anyway, because the SDK mirrors `SData.bin` into
367
+ * `<namespace>/` through the host-side OPFS API. `null` is what turns that off.
368
+ */
369
+ persist?: 'opfs' | null;
370
+ }
371
+
372
+ /** One of RSDKv4's four save slots, as the engine's own save-select screen sees it. */
373
+ export interface RsdkSaveSlot {
374
+ /** 0-3. */
375
+ slot: number;
376
+ /** No game stored here — starting it means picking a character first. */
377
+ empty: boolean;
378
+ /** Character index into `play.game.players()`: 0 Sonic, 1 Tails, 2 Knuckles, 3 both. */
379
+ character: number;
380
+ lives: number;
381
+ score: number;
382
+ emeralds: number;
383
+ /** Stage list the save resumes into (1 regular, 3 special), or -1 when empty. */
384
+ list: number;
385
+ /** 0-based scene within `list` — index it against `play.devMenu.getStageList()`. */
386
+ zone: number;
387
+ }
388
+
389
+ /**
390
+ * What this engine announces on top of the contract's core set (`start`, `error`,
391
+ * `exit`, `pause`, `resume`).
392
+ */
393
+ export interface Rsdkv4Events {
394
+ /**
395
+ * The save file changed, with every slot as it now stands.
396
+ *
397
+ * Emitted when the SDK has just written `<namespace>/SData.bin` out of the wasm and
398
+ * the bytes are not what they were — on its slow timer, on a pause, and on the way
399
+ * down. A host painting save slots subscribes to this instead of polling.
400
+ */
401
+ saves: RsdkSaveSlot[];
402
+ }
403
+
404
+ /** The four payloads, closed — the single type parameter everything else takes. */
405
+ export interface Rsdkv4Payloads extends EnginePayloads {
406
+ config: Rsdkv4Config;
407
+ options: Rsdkv4Options;
408
+ assets: Rsdkv4Assets;
409
+ storage: Rsdkv4Storage;
410
+ events: Rsdkv4Events;
411
+ }
412
+
413
+ /**
414
+ * Everything the engine declares about its own properties, as data.
415
+ *
416
+ * `default` appears here and nowhere else: the contract's base class seeds the
417
+ * starting state from it, so there is no second table of defaults to drift out of
418
+ * agreement with this one — which is exactly what the old
419
+ * `DEFAULT_RSDKV4_OPTIONS`-alongside-a-JSON-Schema pair did.
420
+ *
421
+ * What is missing from `options` is deliberate: `player` and `stage` get their `enum`
422
+ * filled in from the loaded pack, and the GAME OPTIONS rows are added outright, when a
423
+ * running engine is asked to describe itself.
424
+ */
425
+ export const RSDKV4_SPEC: EngineSpec<Rsdkv4Payloads> = {
426
+ config: {
427
+ vsync: { default: true, live: false, description: 'VSync the engine window.' },
48
428
  devMenu: {
49
- type: 'boolean',
50
429
  default: false,
51
- description:
52
- "RSDKv4's native in-canvas Dev Menu. The launcher provides its own overlay via instance.devMenu, so keep this off.",
430
+ live: false,
431
+ description: "RSDKv4's native in-canvas Dev Menu. Hosts draw their own from play.devMenu.",
53
432
  },
54
433
  engineDebugMode: {
55
- type: 'boolean',
56
434
  default: true,
57
- description: 'Enables the web devmenu embind bridge (stage list / warp / pause).',
435
+ live: false,
436
+ description: "Gates the engine's log output. The embind bridges are installed either way.",
437
+ },
438
+ startMenu: {
439
+ default: 'native',
440
+ enum: ['native', 'host'],
441
+ live: false,
442
+ description:
443
+ "Who draws save/character/options: the engine's own menu, or the host from play.game.",
444
+ },
445
+ jsUrl: { live: false, description: 'Emscripten glue URL. Defaults to ./rsdkv4.js.' },
446
+ wasmUrl: { live: false, description: 'WASM URL. Defaults to ./rsdkv4.wasm.' },
447
+ },
448
+ options: {
449
+ // No `default` on any of the three: absence is what "boot normally" means here,
450
+ // and a default would take that away.
451
+ player: {
452
+ live: false,
453
+ description: 'Character for a new game, by name. Choices arrive once the pack is loaded.',
454
+ },
455
+ slot: {
456
+ enum: [null, 0, 1, 2, 3],
457
+ live: false,
458
+ description: 'Save slot 0-3, or null to play without saving.',
459
+ },
460
+ stage: {
461
+ live: false,
462
+ description: 'Jump straight to a stage. Choices arrive once the pack is loaded.',
463
+ },
464
+ // No `default`, for the same reason as the three above: absence is what "the
465
+ // engine polls SDL as usual" means, and only `null` is a release.
466
+ //
467
+ // `live` because it is the one option that reaches a running engine directly
468
+ // rather than through a restart — and the description says the rest out loud,
469
+ // because the contract has no flag for "transient, do not paint, do not
470
+ // persist" and a host reading descriptors to build a settings screen would
471
+ // otherwise put fourteen booleans on it.
472
+ buttons: {
473
+ live: true,
474
+ description:
475
+ 'Host-driven input: a live object of 14 booleans the engine reads once per tick, or null to hand input back. Transient — not a settings row, not persistable, and it always reads back as null.',
476
+ },
477
+ },
478
+ assets: {
479
+ data: {
480
+ allowedTypes: ['.rsdk'],
481
+ live: false,
482
+ description: 'The RSDKv4 game data pack. Selects the game; required to start.',
483
+ },
484
+ settings: {
485
+ allowedTypes: ['.ini'],
486
+ live: false,
487
+ description: 'A ready-made settings.ini. Omitted, one is generated from config.',
488
+ },
489
+ },
490
+ storage: {
491
+ namespace: {
492
+ default: 'default',
493
+ live: false,
494
+ description: "Folder for this game's pack, settings and save file.",
495
+ },
496
+ persist: {
497
+ enum: ['opfs', null],
498
+ live: false,
499
+ description: "'opfs' forces persistence, null keeps nothing, absent auto-detects.",
58
500
  },
59
- vsync: { type: 'boolean', default: true },
60
- startingCategory: { type: 'integer', minimum: 0, default: 0 },
61
- startingScene: { type: 'integer', minimum: 0, default: 0 },
62
- startingPlayer: { type: 'integer', minimum: 0, default: 0 },
63
501
  },
64
502
  };