@wasm-gaming/rsdkv4-wasm 0.1.4 → 0.2.0

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package/src/rsdkv4.sdk.ts CHANGED
@@ -1,44 +1,139 @@
1
- // @wasm-gaming/rsdkv4-wasm — SDK entry point.
2
- //
3
- // Conforms to the wasm-gaming engine contract (github.com/wasm-gaming/engine-specs):
4
- // exports `manifest` (declarative) and `load(config)` (imperative).
5
- //
6
- // One game-agnostic rsdkv4.wasm runs both Sonic 1 and Sonic 2 — the difference is
7
- // only which Data.rsdk the host hands us in `config.assets.data`, written into the
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- // filesystem at runtime (not baked with --preload-file).
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- //
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- // Filesystem: built with -sWASMFS (the modern Emscripten filesystem, not MEMFS).
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- // The game working dir `/data` is mounted on **OPFS** for persistence when the
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- // page is cross-origin isolated; otherwise it falls back to the WASMFS in-memory
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- // backend (transient, but the engine still boots). The backend is selectable via
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- // `config.persist` (see mountWorkingDir), and when the dir is OPFS-backed the SDK
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- // reuses an already-persisted Data.rsdk/settings.ini instead of re-fetching.
16
-
17
- import type { EngineConfig, EngineInstance, AssetData } from '@wasm-gaming/engine-specs';
18
- import { manifest } from './rsdkv4.manifest.js';
19
- import { DEFAULT_RSDKV4_OPTIONS, type Rsdkv4Options } from './rsdkv4.options.js';
20
-
21
- export { manifest };
1
+ /**
2
+ * The engine package's entry point: an `EngineSDK` for RSDKv4.
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+ *
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+ * ```ts
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+ * import Rsdkv4SDK from '@wasm-gaming/rsdkv4-wasm';
6
+ *
7
+ * const play = await new Rsdkv4SDK()
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+ * .mount(document.querySelector('#stage'))
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+ * .assets({ data: () => library.readBytes('Sonic2') })
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+ * .storage({ namespace: 'rsdkv4/Sonic2' })
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+ * .config({ startMenu: 'host' })
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+ * .on('saves', ({ detail }) => paintSlots(detail))
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+ * .start({ slot: 0 });
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+ * ```
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+ *
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+ * Everything a host drives is the contract's, and documented there: the four payloads
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+ * with their descriptors, `mount`, `on`/`off`, `start`, `restart`, `destroy`. What is
18
+ * this engine's own lives in two places — {@link Rsdkv4Config} and friends, which say
19
+ * what the payloads accept *here*, and the extra members of {@link Rsdkv4Play} below:
20
+ * {@link Rsdkv4Play.game} and {@link Rsdkv4Play.devMenu}, for a host that draws
21
+ * RSDKv4's start screens itself, owner-aware {@link Rsdkv4Play.pause}, and
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+ * {@link Rsdkv4Play.input}, for a host that would rather drive the buttons than let
23
+ * the engine read the keyboard.
24
+ *
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+ * One game-agnostic `rsdkv4.wasm` runs both Sonic 1 and Sonic 2 — the difference is
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+ * only which `Data.rsdk` the host hands over in `assets.data`, written into the
27
+ * filesystem at runtime (not baked with `--preload-file`).
28
+ *
29
+ * Filesystem: built with `-sWASMFS`. The working dir is mounted on **OPFS** when the
30
+ * page is cross-origin isolated *and* the build can create the OPFS backend from the
31
+ * main thread (an Asyncify/JSPI build — today's is not, see `WebFS.cpp`); otherwise it
32
+ * falls back to the WASMFS in-memory backend, which boots fine but forgets everything.
33
+ * That fallback is why the SDK mirrors `SData.bin` into OPFS itself: see
34
+ * {@link Rsdkv4Storage.persist}.
35
+ *
36
+ * @module
37
+ * @see [The engine contract](https://wasm-gaming.github.io/engine-specs/api-docs/)
38
+ */
39
+
40
+ import { EnginePlayBase, EngineSDKBase, EventEmitter } from '@wasm-gaming/engine-specs';
41
+ import type {
42
+ EngineInit,
43
+ EngineSDKConstructor,
44
+ EventsOf,
45
+ PayloadKind,
46
+ PromisePlay,
47
+ PropertiesDefinition,
48
+ PropertyDefinition,
49
+ } from '@wasm-gaming/engine-specs';
50
+ import {
51
+ RSDKV4_BUTTONS,
52
+ RSDKV4_SPEC,
53
+ type Rsdkv4Asset,
54
+ type Rsdkv4AssetData,
55
+ type Rsdkv4Assets,
56
+ type Rsdkv4Buttons,
57
+ type Rsdkv4Config,
58
+ type Rsdkv4Options,
59
+ type Rsdkv4Payloads,
60
+ type Rsdkv4Stage,
61
+ type Rsdkv4Storage,
62
+ type RsdkSaveSlot,
63
+ } from './rsdkv4.options.js';
64
+
65
+ export type {
66
+ Rsdkv4Asset,
67
+ Rsdkv4AssetData,
68
+ Rsdkv4Assets,
69
+ Rsdkv4Button,
70
+ Rsdkv4Buttons,
71
+ Rsdkv4Config,
72
+ Rsdkv4Events,
73
+ Rsdkv4InputDefaults,
74
+ Rsdkv4Options,
75
+ Rsdkv4Payloads,
76
+ Rsdkv4Stage,
77
+ Rsdkv4Storage,
78
+ RsdkSaveSlot,
79
+ } from './rsdkv4.options.js';
80
+ export { RSDKV4_BUTTONS, RSDKV4_INPUT, RSDKV4_SPEC } from './rsdkv4.options.js';
81
+
82
+ /** The core events unioned with this engine's own — what `on`/`off` accept. */
83
+ export type Rsdkv4Events_ = EventsOf<Rsdkv4Payloads>;
22
84
 
23
85
  const WORK_ROOT = '/data';
24
86
  const DEFAULT_STORAGE_NAMESPACE = 'default';
25
87
 
26
- /** Serialize engine options into RSDKv4's settings.ini format. */
27
- function buildSettingsIni(options: Rsdkv4Options = {}): string {
28
- const o = { ...DEFAULT_RSDKV4_OPTIONS, ...options };
29
- return [
30
- '[Dev]',
31
- `EngineDebugMode=${o.engineDebugMode ? 'true' : 'false'}`,
32
- `DevMenu=${o.devMenu ? 'true' : 'false'}`,
33
- `StartingCategory=${o.startingCategory | 0}`,
34
- `StartingScene=${o.startingScene | 0}`,
35
- `StartingPlayer=${o.startingPlayer | 0}`,
36
- '',
37
- '[Window]',
38
- `VSync=${o.vsync ? 'true' : 'false'}`,
39
- '',
40
- ].join('\n');
41
- }
88
+ /** RSDKv4's save file, written next to the game data in the working dir. */
89
+ const SAVE_FILE = 'SData.bin';
90
+
91
+ /**
92
+ * Emscripten's SDL2 port locates the canvas via `document.querySelector('#canvas')`,
93
+ * so the element the game draws into has to carry this id.
94
+ */
95
+ const CANVAS_ID = 'canvas';
96
+
97
+ /**
98
+ * The picture's native size, which is what the SDK scales to fit its mount.
99
+ *
100
+ * A module constant rather than a manifest field: `EngineManifest` left the contract
101
+ * in 0.3.0, and this was one of only two things the SDK ever read back out of it.
102
+ */
103
+ export const RSDKV4_VIDEO = { baseWidth: 424, baseHeight: 240, aspect: '16:9' } as const;
104
+
105
+ /**
106
+ * The embind bridges this SDK drives the engine through. All of them ship in the same
107
+ * rsdkv4.wasm, so a module missing any one of them is an artifact older than this SDK
108
+ * rather than a build variant.
109
+ */
110
+ const ENGINE_BRIDGES = [
111
+ 'web_engine_ready',
112
+ 'web_game_type',
113
+ 'web_get_players',
114
+ 'web_get_save_slots',
115
+ 'web_get_game_options',
116
+ 'web_start_game',
117
+ 'web_audio_stop',
118
+ 'web_devmenu_get_stage_list',
119
+ 'web_input_set_source',
120
+ ] as const;
121
+
122
+ /**
123
+ * The name the engine's `web_input_pull()` looks the reader up under, on the module
124
+ * object itself rather than on a global: two engines on one page have two modules,
125
+ * and a global would have them fighting over one claim.
126
+ */
127
+ const INPUT_PULL_HOOK = '__rsdkv4_input_pull';
128
+
129
+ /** How often a pull that keeps throwing is allowed to say so. See {@link Rsdkv4Play}. */
130
+ const INPUT_ERROR_INTERVAL_MS = 1000;
131
+
132
+ /** The Emscripten module. Untyped on purpose: it is generated glue, not our surface. */
133
+ // eslint-disable-next-line @typescript-eslint/no-explicit-any
134
+ type EmscriptenModule = any;
135
+
136
+ // ---------------------------------------------------------------- small helpers
42
137
 
43
138
  function toUint8(x: unknown): Uint8Array | null {
44
139
  if (x == null) return null;
@@ -46,10 +141,16 @@ function toUint8(x: unknown): Uint8Array | null {
46
141
  if (x instanceof Uint8Array) return x;
47
142
  if (x instanceof ArrayBuffer) return new Uint8Array(x);
48
143
  if (ArrayBuffer.isView(x)) return new Uint8Array(x.buffer, x.byteOffset, x.byteLength);
49
- throw new TypeError('asset must be Uint8Array | ArrayBuffer | string');
144
+ throw new TypeError('rsdkv4: an asset must be Uint8Array | ArrayBuffer | string');
50
145
  }
51
146
 
52
- /** Normalize a user-provided storage namespace into a safe relative path. */
147
+ /** Bytes for an asset, calling the thunk form only when we get this far. */
148
+ async function resolveAsset(asset: Rsdkv4Asset | undefined): Promise<Uint8Array | null> {
149
+ if (asset == null) return null;
150
+ return toUint8(typeof asset === 'function' ? await asset() : asset);
151
+ }
152
+
153
+ /** Normalize a host-provided storage namespace into a safe relative path. */
53
154
  function normalizeStorageNamespace(namespace: unknown): string {
54
155
  if (typeof namespace !== 'string' || !namespace.trim()) return DEFAULT_STORAGE_NAMESPACE;
55
156
 
@@ -64,8 +165,55 @@ function normalizeStorageNamespace(namespace: unknown): string {
64
165
  return cleaned || DEFAULT_STORAGE_NAMESPACE;
65
166
  }
66
167
 
168
+ /** The plain values behind a descriptor table — what the engine actually needs. */
169
+ function valuesOf<T>(described: PropertiesDefinition<T>): T {
170
+ const out: Record<string, unknown> = {};
171
+ for (const [key, property] of Object.entries(
172
+ described as Record<string, PropertyDefinition<unknown>>,
173
+ )) {
174
+ out[key] = property.value;
175
+ }
176
+ return out as T;
177
+ }
178
+
179
+ /**
180
+ * Serialize {@link Rsdkv4Config} into RSDKv4's settings.ini format.
181
+ *
182
+ * The `Starting*` trio is written as 255 — the engine's "unset" — and never anything
183
+ * else. That is not a leftover: anything else there, **including 0**, makes
184
+ * `Engine::Init` skip its normal boot flow and force a stage (see Userdata.cpp). The
185
+ * session's own `stage` is applied after boot instead, through the engine's stage
186
+ * loader, which is why it survives a `restart()`.
187
+ */
188
+ function buildSettingsIni(config: Rsdkv4Config): string {
189
+ return [
190
+ '[Dev]',
191
+ `EngineDebugMode=${config.engineDebugMode ? 'true' : 'false'}`,
192
+ `DevMenu=${config.devMenu ? 'true' : 'false'}`,
193
+ 'StartingCategory=255',
194
+ 'StartingScene=255',
195
+ 'StartingPlayer=255',
196
+ '',
197
+ '[Game]',
198
+ `SkipStartMenu=${config.startMenu === 'host' ? 'true' : 'false'}`,
199
+ '',
200
+ '[Window]',
201
+ `VSync=${config.vsync ? 'true' : 'false'}`,
202
+ '',
203
+ ].join('\n');
204
+ }
205
+
206
+ function sameBytes(a: Uint8Array | null, b: Uint8Array | null): boolean {
207
+ if (a === null || b === null) return a === b;
208
+ if (a.length !== b.length) return false;
209
+ for (let i = 0; i < a.length; i += 1) if (a[i] !== b[i]) return false;
210
+ return true;
211
+ }
212
+
213
+ // ---------------------------------------------------------------- the wasm filesystem
214
+
67
215
  /** Best-effort mkdir -p for the Emscripten FS layer. */
68
- function ensureDir(Module: any, path: string): void {
216
+ function ensureDir(Module: EmscriptenModule, path: string): void {
69
217
  const parts = path.split('/').filter(Boolean);
70
218
  let current = '';
71
219
  for (const part of parts) {
@@ -78,217 +226,1159 @@ function ensureDir(Module: any, path: string): void {
78
226
  }
79
227
  }
80
228
 
229
+ /** True if `path` exists in the (mounted) filesystem. */
230
+ function fileExists(Module: EmscriptenModule, path: string): boolean {
231
+ try {
232
+ Module.FS.stat(path);
233
+ return true;
234
+ } catch {
235
+ return false;
236
+ }
237
+ }
238
+
81
239
  /**
82
- * Mount the game working dir, honoring `persist`:
83
- * 'opfs' → force an OPFS (persistent) mount; warn + fall back if unavailable.
84
- * null → force the in-memory WASMFS backend (the MEMFS-equivalent fallback).
85
- * undefined → auto: OPFS when the page is cross-origin isolated, else in-memory.
86
- * ('idbfs' isn't supported under WASMFS and is treated as in-memory.)
240
+ * Whether this build can mount OPFS at all, asked of the wasm itself.
87
241
  *
88
- * OPFS sync access needs a worker/pthread + cross-origin isolation, so 'auto' only
89
- * attempts it when isolated (the single-threaded build would otherwise trap).
90
- * Returns whether the resulting mount is persistent.
242
+ * WASMFS's `wasmfs_create_opfs_backend()` spawns a proxy worker synchronously, which it
243
+ * refuses to do on the main browser thread without Asyncify/JSPI — it *asserts*, and a
244
+ * failed assert calls `abort()`, which tears the module down for good. That is past the
245
+ * point where a try/catch around the call can save us, so we have to know before
246
+ * calling. `web_opfs_supported` (WebFS.cpp) mirrors the same condition; builds predating
247
+ * that helper simply answer "no".
91
248
  */
92
- function mountWorkingDir(Module: any, persist: EngineConfig['persist']): { persistent: boolean } {
249
+ function opfsMountSupported(Module: EmscriptenModule): boolean {
250
+ const probe = Module._web_opfs_supported;
251
+ if (typeof probe !== 'function') return false;
252
+ try {
253
+ return probe() !== 0;
254
+ } catch {
255
+ return false;
256
+ }
257
+ }
258
+
259
+ /**
260
+ * Mount the game working dir, honouring {@link Rsdkv4Storage.persist}. Returns whether
261
+ * the resulting mount is persistent.
262
+ *
263
+ * Cross-origin isolation is necessary but not sufficient: the mount also needs a build
264
+ * whose OPFS backend can run from where we call it (see {@link opfsMountSupported}), so
265
+ * both gates apply before we touch `web_mount_opfs`.
266
+ */
267
+ function mountWorkingDir(
268
+ Module: EmscriptenModule,
269
+ persist: Rsdkv4Storage['persist'],
270
+ ): { persistent: boolean } {
93
271
  const isolated = typeof crossOriginIsolated !== 'undefined' && crossOriginIsolated;
94
- const attemptOpfs = persist === 'opfs' || (persist === undefined && isolated);
272
+ const wantsOpfs = persist === 'opfs' || (persist === undefined && isolated);
95
273
 
96
- if (attemptOpfs && typeof Module.ccall === 'function') {
274
+ if (wantsOpfs && typeof Module.ccall === 'function' && opfsMountSupported(Module)) {
97
275
  try {
98
276
  const rc = Module.ccall('web_mount_opfs', 'number', ['string'], [WORK_ROOT]);
99
277
  if (rc === 0) return { persistent: true };
100
278
  } catch {
101
279
  /* fall through to in-memory */
102
280
  }
103
- if (persist === 'opfs') {
104
- console.warn('[rsdkv4] OPFS requested but unavailable — using in-memory WASMFS');
105
- }
281
+ }
282
+ if (persist === 'opfs') {
283
+ console.warn(
284
+ '[rsdkv4] OPFS requested but unavailable (needs a cross-origin isolated page and an Asyncify/JSPI build) — using in-memory WASMFS',
285
+ );
106
286
  }
107
287
  ensureDir(Module, WORK_ROOT);
108
288
  return { persistent: false };
109
289
  }
110
290
 
111
- /** True if `path` exists in the (mounted) filesystem. */
112
- function fileExists(Module: any, path: string): boolean {
291
+ /**
292
+ * OPFS handle for `<namespace>/`, reached with the plain (async) OPFS API from JS —
293
+ * which, unlike the WASM side's sync access handles, works on the main thread of any
294
+ * page. Returns null when OPFS isn't available at all.
295
+ */
296
+ async function opfsNamespaceDir(
297
+ namespace: string,
298
+ create: boolean,
299
+ ): Promise<FileSystemDirectoryHandle | null> {
300
+ if (typeof navigator === 'undefined' || !navigator.storage?.getDirectory) return null;
113
301
  try {
114
- Module.FS.stat(path);
115
- return true;
302
+ let dir = await navigator.storage.getDirectory();
303
+ for (const segment of namespace.split('/').filter(Boolean)) {
304
+ dir = await dir.getDirectoryHandle(segment, { create });
305
+ }
306
+ return dir;
116
307
  } catch {
117
- return false;
308
+ return null; // missing (create: false), or blocked
118
309
  }
119
310
  }
120
311
 
121
- /** Delete a file if present; returns true when something was removed. */
122
- function deleteFileIfExists(Module: any, path: string): boolean {
123
- if (!fileExists(Module, path)) return false;
124
- try {
125
- Module.FS.unlink(path);
126
- return true;
127
- } catch {
128
- return false;
312
+ /**
313
+ * Wait for `Engine::Init`, which runs on the engine's first frame (main.cpp's
314
+ * main_loop), not inside `callMain`. Gives up after ~4s rather than hanging the host:
315
+ * everything still works, the first read just comes back empty.
316
+ */
317
+ async function waitForEngine(Module: EmscriptenModule, timeoutMs = 4000): Promise<boolean> {
318
+ if (typeof Module.web_engine_ready !== 'function') return false;
319
+ const deadline = Date.now() + timeoutMs;
320
+ while (Date.now() < deadline) {
321
+ if (Module.web_engine_ready()) return true;
322
+ await new Promise((resolve) => requestAnimationFrame(resolve));
129
323
  }
324
+ console.warn('[rsdkv4] engine did not report ready within %dms', timeoutMs);
325
+ return false;
130
326
  }
131
327
 
132
- /** RSDKv4-specific bridge for the launcher's debug/stage-select UI. */
328
+ function engineBridgeComplete(Module: EmscriptenModule): boolean {
329
+ return ENGINE_BRIDGES.every((name) => typeof Module?.[name] === 'function');
330
+ }
331
+
332
+ // ---------------------------------------------------------------- this engine's own surface
333
+
334
+ /** RSDKv4-specific bridge for a host's debug/stage-select UI. */
133
335
  export interface RsdkDevMenuBridge {
134
336
  getStageList(): Array<{ name: string; stages: Array<{ name: string }> }>;
135
337
  loadStage(categoryIdx: number, stageIdx: number): void;
136
338
  setPaused(paused: boolean): void;
137
339
  }
138
340
 
139
- export type Rsdkv4Instance = EngineInstance & {
140
- devMenu: RsdkDevMenuBridge;
141
- /** True when the working dir is OPFS-backed (persistent) rather than in-memory. */
142
- persistent: boolean;
143
- /** Relative storage namespace used under /data (e.g. "sonic1", "sonic2"). */
144
- storageNamespace: string;
145
- /** Remove persisted game files for this namespace only. */
146
- purgeStorage(): { data: boolean; settings: boolean };
147
- };
341
+ /**
342
+ * A row of the engine's GAME OPTIONS screen (differs between Sonic 1 and 2), as the
343
+ * engine reports it — with `value` as the raw number it stores.
344
+ *
345
+ * The same rows also come back through `play.options()` as descriptors, where a
346
+ * boolean row reads as a boolean and an enum row as one of its choice labels. This is
347
+ * the untranslated view, for a host that wants it.
348
+ */
349
+ export interface RsdkGameOption {
350
+ key: string;
351
+ label: string;
352
+ value: number;
353
+ type: 'boolean' | 'enum';
354
+ /** Choice labels, for `type: 'enum'` (item box sets). */
355
+ values?: string[];
356
+ }
148
357
 
149
358
  /**
150
- * Extra (engine-specific) config on top of the contract's EngineConfig: lazy asset
151
- * providers, invoked only on a cache miss — e.g. to skip a large Data.rsdk fetch
152
- * when it's already persisted in OPFS.
359
+ * The engine's Start Menu as data, so a host can render save-slot / character /
360
+ * game-option screens itself. Everything here mirrors what RSDKv4's own in-canvas menu
361
+ * does — see WebGame.cpp.
153
362
  */
154
- export type Rsdkv4LoadConfig = EngineConfig & {
155
- dataProvider?: () => Promise<AssetData> | AssetData;
156
- settingsProvider?: () => Promise<AssetData> | AssetData;
363
+ export interface RsdkGameBridge {
364
+ /** 1 = Sonic 1, 2 = Sonic 2, 0 = unrecognised pack. */
365
+ type(): number;
366
+ /** Playable characters from the pack's GameConfig, in engine order. */
367
+ players(): string[];
368
+ saveSlots(): RsdkSaveSlot[];
157
369
  /**
158
- * Per-game storage folder under /data used for OPFS/WASMFS files.
159
- * Examples: "sonic1", "sonic2", "my-pack/v1".
370
+ * Start a game the way the native menu would: a slot with data continues it, an
371
+ * empty slot starts a new game as `player`, and `slot: null` plays without saving.
372
+ * Resumes the engine if the SDK had it paused.
373
+ *
374
+ * This is the index-taking form. `play.restart({ slot, player })` is the same thing
375
+ * through the contract, with the character named rather than numbered.
160
376
  */
161
- storageNamespace?: string;
162
- };
377
+ start(slot: number | null, player?: number): void;
378
+ /** Wipe a slot back to "NEW GAME". */
379
+ deleteSave(slot: number): void;
380
+ options(): RsdkGameOption[];
381
+ /** Set an option; written through to the engine and its save file, as the engine does. */
382
+ setOption(key: string, value: number): void;
383
+ }
163
384
 
164
- /** Boot the RSDKv4 engine. */
165
- export async function load(config: Rsdkv4LoadConfig): Promise<Rsdkv4Instance> {
166
- const { canvas, assets, onEvent } = config;
167
- const options = config.options as Rsdkv4Options | undefined;
168
- if (!canvas) throw new Error('rsdkv4: config.canvas is required');
385
+ /**
386
+ * Input ownership, named — the same thing as `options({ buttons })` and
387
+ * `options({ buttons: null })`, for a host that would rather say what it means.
388
+ *
389
+ * See {@link Rsdkv4Options.buttons} for what a claim costs the host: keyup on focus
390
+ * loss, the gamepad, and remembering to release.
391
+ */
392
+ export interface RsdkInputBridge {
393
+ /**
394
+ * Take input over. The object is kept by reference and read once per tick — write
395
+ * to it, do not replace it.
396
+ *
397
+ * All fourteen keys of {@link Rsdkv4Buttons} must be present and nothing else may
398
+ * be: a missing key would read `false` for ever, and a misspelled one would be
399
+ * written to and never read. Both throw here instead.
400
+ */
401
+ claim(buttons: Rsdkv4Buttons): PromisePlay<Rsdkv4Payloads>;
402
+ /** Hand input back; the engine polls SDL again from the next tick. */
403
+ release(): PromisePlay<Rsdkv4Payloads>;
404
+ /** Whether a claim is held. The `options()` descriptor deliberately will not say. */
405
+ readonly claimed: boolean;
406
+ }
169
407
 
170
- // Emscripten's SDL2 port locates the canvas via document.querySelector('#canvas').
171
- if (canvas.id !== 'canvas') canvas.id = 'canvas';
408
+ /**
409
+ * What `start()` and `restart()` hand back: the contract's chainable promise, narrowed
410
+ * so that awaiting it gives this engine's {@link Rsdkv4Play} rather than the contract's
411
+ * `EnginePlay` — which is what puts {@link Rsdkv4Play.game} within reach without a cast.
412
+ *
413
+ * Chaining (`.mount(…)`, `.options(…)`) returns the contract's own `PromisePlay`, so
414
+ * put the `await` at the end of the chain to keep the narrowing.
415
+ */
416
+ export interface Rsdkv4Session extends PromisePlay<Rsdkv4Payloads> {
417
+ then<TResult1 = Rsdkv4Play, TResult2 = never>(
418
+ onfulfilled?: ((value: Rsdkv4Play) => TResult1 | PromiseLike<TResult1>) | null,
419
+ onrejected?: ((reason: unknown) => TResult2 | PromiseLike<TResult2>) | null,
420
+ ): Promise<TResult1 | TResult2>;
421
+ }
172
422
 
173
- const emit = (e: Parameters<NonNullable<EngineConfig['onEvent']>>[0]) => {
174
- try { onEvent?.(e); } catch { /* host handler must not break us */ }
175
- };
423
+ // ---------------------------------------------------------------- the live engine
176
424
 
177
- const jsUrl = config.jsUrl ?? new URL('./rsdkv4.js', import.meta.url).href;
178
- const wasmUrl = config.wasmUrl ?? new URL('./rsdkv4.wasm', import.meta.url).href;
425
+ /**
426
+ * The running engine.
427
+ *
428
+ * Most of it is the contract's, inherited: the four getter/setter pairs, the cumulative
429
+ * merge, the chainable promise, the event channel, and `destroy()`. What this class
430
+ * adds is the four hooks the base leaves to an engine — {@link open}, {@link close},
431
+ * {@link mounted}, {@link patched} — plus the members below, which have no contract
432
+ * equivalent and exist because RSDKv4 has a start menu worth drawing from HTML.
433
+ */
434
+ export class Rsdkv4Play extends EnginePlayBase<Rsdkv4Payloads> {
435
+ #module: EmscriptenModule | null = null;
436
+ /** In flight, so two concurrent `restart()`s do not boot two engines. */
437
+ #booting: Promise<EmscriptenModule> | null = null;
438
+ #destroyed = false;
179
439
 
180
- // RSDKv4 keyboard bindings are the shared input script's default preset.
181
- if (typeof window !== 'undefined') (window as any).__gamepadKeyMap = manifest.input;
440
+ #canvas: HTMLCanvasElement | null = null;
441
+ /** False when the host handed us its own canvas: then we neither size nor remove it. */
442
+ #ownsCanvas = false;
443
+ /** The element the picture has to fit inside, in CSS pixels. */
444
+ #box: HTMLElement | null = null;
445
+ #boxObserver: ResizeObserver | null = null;
182
446
 
183
- const mod: any = await import(/* @vite-ignore */ jsUrl);
184
- const createRSDKv4 = mod.default;
447
+ #persistent = false;
448
+ #namespace = DEFAULT_STORAGE_NAMESPACE;
449
+ #workDir = `${WORK_ROOT}/${DEFAULT_STORAGE_NAMESPACE}`;
450
+ #mirrorSaves = true;
451
+ #saveTimer: ReturnType<typeof setInterval> | null = null;
452
+ /** Last bytes mirrored out, so the `saves` event means "changed" and not "checked". */
453
+ #lastSave: Uint8Array | null = null;
185
454
 
186
- const Module: any = await createRSDKv4({
187
- canvas,
188
- noInitialRun: true, // built with -sINVOKE_RUN=0; we mount data before main()
189
- locateFile: (path: string) => (path.endsWith('.wasm') ? wasmUrl : path),
190
- print: (...a: unknown[]) => console.log('[rsdkv4]', ...a),
191
- printErr: (...a: unknown[]) => console.error('[rsdkv4]', ...a),
192
- onAbort: (reason: unknown) =>
193
- emit({ type: 'error', error: new Error(`rsdkv4 aborted: ${reason}`) }),
194
- });
455
+ /**
456
+ * Pause state, with an owner.
457
+ *
458
+ * `masterPaused` only freezes the logic loop — the audio callback keeps mixing, so a
459
+ * paused engine went on playing its music behind whatever the host put on top.
460
+ * Pausing therefore has to stop the sound too.
461
+ *
462
+ * The owner matters because pause/resume has several callers: a pause overlay, a
463
+ * start screen, the host itself. Closing an overlay must not resume a game something
464
+ * else had already frozen, so the *first* pause claims ownership and only that
465
+ * owner's `resume()` lifts it.
466
+ */
467
+ #pauseOwner: string | null = null;
468
+
469
+ /**
470
+ * The host's button object while it holds a claim, by reference — read on the
471
+ * engine's callback, never copied.
472
+ */
473
+ #buttons: Rsdkv4Buttons | null = null;
474
+ /** The reader handed to the engine, kept so the same function can be uninstalled. */
475
+ #pull: (() => number) | null = null;
476
+ /** Throttle state for a pull that throws. See {@link Rsdkv4Play.#readButtons}. */
477
+ #pullErrorKey: string | null = null;
478
+ #pullErrorAt = 0;
479
+ #pullErrors = 0;
195
480
 
196
- // Mount the working dir first, so we can see what's already persisted (OPFS)
197
- // before deciding whether to pull assets.
198
- const { persistent } = mountWorkingDir(Module, config.persist);
199
- const storageNamespace = normalizeStorageNamespace(config.storageNamespace);
200
- const workDir = `${WORK_ROOT}/${storageNamespace}`;
201
- ensureDir(Module, workDir);
481
+ constructor(init?: EngineInit<Rsdkv4Payloads>, events?: EventEmitter<Rsdkv4Events_>) {
482
+ // The spec goes up rather than being declared as a field: a subclass field
483
+ // initialiser runs after `super()`, which would be too late for the base to seed
484
+ // state from it.
485
+ super(RSDKV4_SPEC, init, events);
486
+ }
202
487
 
203
- const dataPath = `${workDir}/Data.rsdk`;
204
- const settingsPath = `${workDir}/settings.ini`;
488
+ // ---- The hooks the contract's base class leaves to an engine ----
205
489
 
206
- // Data.rsdk — precedence: explicit asset > already persisted (skip fetch) > lazy provider.
207
- let dataBytes = toUint8(assets?.data);
208
- if (!dataBytes) {
209
- if (fileExists(Module, dataPath)) {
210
- console.log(
211
- `[rsdkv4] Data.rsdk already in persistent storage (${storageNamespace}) — skipping fetch`,
490
+ /**
491
+ * Open or reopen a session. The first call brings the wasm up; every call after that
492
+ * reuses it, because RSDKv4 cannot power-cycle in process and does not need to — a
493
+ * session is a save slot, a character and a stage, and all three are reachable on a
494
+ * running engine.
495
+ */
496
+ protected override async open(options: Rsdkv4Options): Promise<void> {
497
+ await this.#ensureBooted();
498
+
499
+ // Re-applied from the merged state rather than from a patch, which is what makes a
500
+ // claim survive `restart()`: the engine's own input source was just reset by the
501
+ // boot (or never set, on a reopen), and the host's object is still the one it was.
502
+ if (options.buttons !== undefined) this.#applyButtons(options.buttons);
503
+
504
+ // Absence is "boot the way the engine normally would", so an empty options bag
505
+ // leaves the engine wherever it came up — its own start menu, usually.
506
+ if (options.player !== undefined || options.slot !== undefined) {
507
+ this.game.start(options.slot ?? null, this.#playerIndex(options.player));
508
+ }
509
+ if (options.stage) {
510
+ this.devMenu.loadStage(options.stage.category | 0, options.stage.scene | 0);
511
+ }
512
+ }
513
+
514
+ /**
515
+ * Stop and release. The base emits `exit` once this resolves.
516
+ *
517
+ * There is no coming back: RSDKv4 cannot be restarted in process, so a later
518
+ * `start()` on the same factory reports that rather than quietly doing nothing.
519
+ */
520
+ protected override async close(): Promise<void> {
521
+ this.#destroyed = true;
522
+
523
+ if (this.#saveTimer !== null) {
524
+ clearInterval(this.#saveTimer);
525
+ this.#saveTimer = null;
526
+ }
527
+
528
+ const Module = this.#module;
529
+ if (Module) {
530
+ // Before anything else: the engine is about to be pumped a few more times on its
531
+ // way down, and there is no reason for those ticks to reach into a host object
532
+ // whose owner has already been told the session is over.
533
+ this.#applyButtons(null);
534
+
535
+ // Last chance to keep whatever the player earned this session.
536
+ if (this.#mirrorSaves) await this.#mirrorSaveData();
537
+
538
+ try {
539
+ Module.pauseMainLoop?.();
540
+ } catch {
541
+ /* engine already down */
542
+ }
543
+ this.#applyPaused(true);
544
+ // Freezing the loop does not silence the audio callback — without this the music
545
+ // kept playing after the host went back to its launcher.
546
+ try {
547
+ Module.web_audio_stop?.();
548
+ } catch {
549
+ /* engine already down */
550
+ }
551
+ }
552
+
553
+ this.#teardownCanvas();
554
+ this.#module = null;
555
+ this.#booting = null;
556
+ }
557
+
558
+ /**
559
+ * Where the picture goes. Called by the base before the first `open()`, which is what
560
+ * guarantees the canvas exists before Emscripten's SDL2 port goes looking for it.
561
+ *
562
+ * Hand over a `<canvas>` and it is used as-is, untouched apart from the id SDL needs;
563
+ * hand over any other element and the SDK creates a canvas inside it and keeps it
564
+ * scaled to fit. Reparenting a live engine is legal — the same canvas moves.
565
+ */
566
+ protected override async mounted(target: HTMLElement): Promise<void> {
567
+ if (this.#canvas) {
568
+ this.#reparent(target);
569
+ return;
570
+ }
571
+
572
+ const provided = target instanceof HTMLCanvasElement ? target : null;
573
+ const canvas = provided ?? document.createElement('canvas');
574
+ this.#ownsCanvas = provided === null;
575
+ this.#canvas = canvas;
576
+ this.#box = this.#ownsCanvas ? target : canvas;
577
+
578
+ // Emscripten's SDL2 port locates the canvas via document.querySelector('#canvas').
579
+ if (canvas.id !== CANVAS_ID) {
580
+ if (canvas.id) {
581
+ console.warn(
582
+ `[rsdkv4] renaming the render target's id from "${canvas.id}" to "${CANVAS_ID}" — SDL looks the canvas up by that id.`,
583
+ );
584
+ }
585
+ canvas.id = CANVAS_ID;
586
+ }
587
+
588
+ if (this.#ownsCanvas) {
589
+ canvas.style.display = 'block';
590
+ canvas.style.maxWidth = '100%';
591
+ canvas.style.maxHeight = '100%';
592
+ canvas.style.height = 'auto';
593
+ canvas.classList.add('emscripten');
594
+ target.appendChild(canvas);
595
+ }
596
+
597
+ // A canvas is not in the tab order and `focus()` on one is a silent no-op until it
598
+ // has a tabindex. -1 makes it focusable without adding a tab stop.
599
+ if (!canvas.hasAttribute('tabindex')) canvas.setAttribute('tabindex', '-1');
600
+ // …and the focus ring would draw a browser-blue box around the picture.
601
+ canvas.style.outline = 'none';
602
+
603
+ canvas.addEventListener('contextmenu', this.#swallowContextMenu);
604
+ canvas.addEventListener('pointerdown', this.#onPointerDown);
605
+ window.addEventListener('resize', this.#onResize);
606
+ // Fullscreen transitions need a refit too.
607
+ document.addEventListener('fullscreenchange', this.#onFullscreenChange);
608
+ if (typeof ResizeObserver !== 'undefined' && this.#box) {
609
+ this.#boxObserver = new ResizeObserver(this.#onResize);
610
+ this.#boxObserver.observe(this.#box);
611
+ }
612
+
613
+ this.#fitPicture();
614
+ }
615
+
616
+ /**
617
+ * A payload changed on a running engine. Only the GAME OPTIONS rows are `live` here —
618
+ * `config` is `settings.ini`, read once at boot, and `player`/`slot`/`stage` are what
619
+ * a `restart()` is for.
620
+ */
621
+ protected override async patched(kind: PayloadKind, patch: object): Promise<void> {
622
+ if (kind !== 'options') return;
623
+
624
+ // Ahead of the engine check, unlike everything below it: a claim written onto an
625
+ // engine that has not booted yet is still a claim, and a malformed one should be
626
+ // rejected by the call that made it rather than by the boot three lines later.
627
+ //
628
+ // `undefined` and `null` are not the same key here, and must not be collapsed:
629
+ // absence means "leave the claim as it is" — which is what keeps a later
630
+ // `options({ stage })` from dropping a claim on its way past — and only `null`
631
+ // releases.
632
+ const buttons = (patch as Rsdkv4Options).buttons;
633
+ if (buttons !== undefined) this.#applyButtons(buttons);
634
+
635
+ if (!this.#module) return;
636
+
637
+ const rows = this.game.options();
638
+ for (const [key, value] of Object.entries(patch)) {
639
+ if (key === 'player' || key === 'slot' || key === 'stage' || key === 'buttons') continue;
640
+ const row = rows.find((candidate) => candidate.key === key);
641
+ if (!row) {
642
+ console.warn(
643
+ `[rsdkv4] "${key}" is not a game option this pack declares — ignoring. Read options() for the ones it does.`,
644
+ );
645
+ continue;
646
+ }
647
+ this.game.setOption(row.key, toEngineOption(row, value));
648
+ }
649
+ }
650
+
651
+ // ---- The one place this engine does not simply inherit ----
652
+
653
+ /**
654
+ * The session's descriptors, enriched with what only a loaded pack can say: the
655
+ * playable characters, the stage list, and the engine's own GAME OPTIONS rows.
656
+ *
657
+ * The base builds descriptors from a spec fixed at construction, which is right for
658
+ * every other payload and cannot work for this one — Sonic 1 and Sonic 2 do not offer
659
+ * the same characters or the same options, and neither is knowable before
660
+ * `Data.rsdk` is read. Before the engine is up this answers the static spec, which is
661
+ * still enough for a host to know the keys exist.
662
+ */
663
+ override options(): Promise<PropertiesDefinition<Rsdkv4Options>>;
664
+ override options(patch: Partial<Rsdkv4Options>): PromisePlay<Rsdkv4Payloads>;
665
+ override options(
666
+ patch?: Partial<Rsdkv4Options>,
667
+ ): Promise<PropertiesDefinition<Rsdkv4Options>> | PromisePlay<Rsdkv4Payloads> {
668
+ // `arguments.length`, not `patch === undefined`: `options(undefined)` is a write of
669
+ // nothing, not a read.
670
+ if (arguments.length === 0) return this.#describeOptions();
671
+ return super.options(patch as Partial<Rsdkv4Options>);
672
+ }
673
+
674
+ async #describeOptions(): Promise<PropertiesDefinition<Rsdkv4Options>> {
675
+ const described = (await super.options()) as Record<string, PropertyDefinition<unknown>>;
676
+ // The claim never reads back, engine or no engine. The base would have written the
677
+ // host's live object into `value` here, and this getter is what a host serialises
678
+ // to save its settings and what it reads to paint a settings screen — neither of
679
+ // which fourteen booleans that change sixty times a second belong in.
680
+ // `play.input.claimed` is the honest question, and it is a different one.
681
+ described.buttons = { ...described.buttons, value: null };
682
+ if (!this.#module) return described as PropertiesDefinition<Rsdkv4Options>;
683
+
684
+ const out: Record<string, PropertyDefinition<unknown>> = { ...described };
685
+
686
+ const players = this.game.players();
687
+ if (players.length) out.player = { ...out.player, enum: players };
688
+
689
+ const stages = flattenStages(this.devMenu.getStageList());
690
+ if (stages.length) out.stage = { ...out.stage, enum: stages };
691
+
692
+ for (const row of this.game.options()) {
693
+ if (
694
+ row.key === 'player' ||
695
+ row.key === 'slot' ||
696
+ row.key === 'stage' ||
697
+ row.key === 'buttons'
698
+ ) {
699
+ console.warn(`[rsdkv4] the pack declares a game option named "${row.key}" — shadowed`);
700
+ continue;
701
+ }
702
+ out[row.key] = {
703
+ value: fromEngineOption(row),
704
+ description: row.label,
705
+ live: true,
706
+ enum: row.type === 'boolean' ? [false, true] : (row.values ?? []),
707
+ };
708
+ }
709
+
710
+ return out as PropertiesDefinition<Rsdkv4Options>;
711
+ }
712
+
713
+ override restart(options?: Partial<Rsdkv4Options>): Rsdkv4Session {
714
+ return super.restart(options) as Rsdkv4Session;
715
+ }
716
+
717
+ // ---- Members with no contract equivalent ----
718
+
719
+ /**
720
+ * Pause, on behalf of `owner`. The first caller to pause owns it and only that
721
+ * owner's `resume()` lifts it, so a pause overlay cannot resume a game a start
722
+ * screen — or the host — had already frozen. Audio stops with the engine.
723
+ *
724
+ * Emits the contract's `pause` event, whose detail carries the owner.
725
+ */
726
+ pause(owner: string = 'host'): void {
727
+ if (this.#pauseOwner !== null) return; // whoever got there first keeps the claim
728
+ this.#pauseOwner = owner;
729
+ this.#applyPaused(true);
730
+ // A pause is a natural checkpoint for the save mirror.
731
+ if (this.#mirrorSaves) void this.#mirrorSaveData();
732
+ this.emit('pause', { owner });
733
+ }
734
+
735
+ resume(owner: string = 'host'): void {
736
+ if (this.#pauseOwner !== owner) return; // someone else's pause — leave it alone
737
+ this.#pauseOwner = null;
738
+ this.#applyPaused(false);
739
+ this.emit('resume', { owner });
740
+ }
741
+
742
+ /** Who is holding the engine paused, or null. */
743
+ get pausedBy(): string | null {
744
+ return this.#pauseOwner;
745
+ }
746
+
747
+ /** True when the working dir is OPFS-backed rather than in-memory. */
748
+ get persistent(): boolean {
749
+ return this.#persistent;
750
+ }
751
+
752
+ /** The normalised {@link Rsdkv4Storage.namespace} this session actually used. */
753
+ get namespace(): string {
754
+ return this.#namespace;
755
+ }
756
+
757
+ /**
758
+ * Input ownership, named. `play.input.claim(buttons)` and `play.input.release()`
759
+ * are exactly `options({ buttons })` and `options({ buttons: null })` — same state,
760
+ * same survival across `restart()`, same everything.
761
+ */
762
+ get input(): RsdkInputBridge {
763
+ // Captured, because `this` inside an object literal's getter is the literal. A
764
+ // host that holds on to `play.input` and asks later still gets today's answer.
765
+ const play = this;
766
+ return {
767
+ claim: (buttons: Rsdkv4Buttons) => this.options({ buttons }),
768
+ release: () => this.options({ buttons: null }),
769
+ get claimed(): boolean {
770
+ return play.#buttons !== null;
771
+ },
772
+ };
773
+ }
774
+
775
+ // ---- Host-driven input ----
776
+
777
+ /**
778
+ * Claim or release, on the engine and here. The only writer of {@link #buttons}.
779
+ *
780
+ * Order matters in both directions: the reader is installed before the engine is
781
+ * told to use it, and the engine is told to stop before it is taken away — so there
782
+ * is never a tick where the engine is pulling at something that is not there.
783
+ */
784
+ #applyButtons(buttons: Rsdkv4Buttons | null): void {
785
+ if (buttons !== null) validateButtons(buttons);
786
+
787
+ const Module = this.#module;
788
+ this.#buttons = buttons;
789
+
790
+ // Before a boot there is nothing to tell; `open()` re-applies from the merged
791
+ // state once the engine is up, which is the same path a `restart()` takes.
792
+ if (!Module) return;
793
+
794
+ if (typeof Module.web_input_set_source !== 'function') {
795
+ console.error(
796
+ '[rsdkv4] web_input_set_source is missing from this build of rsdkv4.wasm — host-driven input needs an engine built from this SDK\'s build.sh. Rebuild it (`make build-wasm`); the engine keeps polling the keyboard until then.',
212
797
  );
213
- } else if (config.dataProvider) {
214
- dataBytes = toUint8(await config.dataProvider());
798
+ return;
215
799
  }
800
+
801
+ if (buttons === null) {
802
+ Module.web_input_set_source(0);
803
+ delete Module[INPUT_PULL_HOOK];
804
+ this.#pull = null;
805
+ this.#resetPullErrors();
806
+ return;
807
+ }
808
+
809
+ this.#pull ??= () => this.#readButtons();
810
+ Module[INPUT_PULL_HOOK] = this.#pull;
811
+ Module.web_input_set_source(1);
216
812
  }
217
- if (dataBytes) {
218
- Module.FS.writeFile(dataPath, dataBytes);
219
- } else if (!fileExists(Module, dataPath)) {
220
- throw new Error(
221
- 'rsdkv4: no Data.rsdk — provide assets.data, a dataProvider, or a persisted copy (OPFS)',
222
- );
813
+
814
+ /**
815
+ * The per-tick read. Called from the engine, at the top of its input pass, through
816
+ * `web_input_pull()` — never from a timer and never from anywhere else.
817
+ *
818
+ * **Keep it on the engine's callback.** A read inside a reactive effect would make
819
+ * all fourteen buttons dependencies of that effect (jq79 attributes every read
820
+ * through a store's `get` trap to whichever effect is running), and every keypress
821
+ * would wake it. The call stack here is always rAF → wasm → EM_JS → this, where no
822
+ * effect can be running, and that is an invariant to preserve rather than a
823
+ * coincidence to rely on.
824
+ */
825
+ #readButtons(): number {
826
+ const buttons = this.#buttons;
827
+ if (!buttons) return 0;
828
+
829
+ try {
830
+ let mask = 0;
831
+ // Indexed, not `Object.entries`: the array's order is the engine's bit order,
832
+ // and a host object's key order is its own business.
833
+ for (let bit = 0; bit < RSDKV4_BUTTONS.length; bit++) {
834
+ if (buttons[RSDKV4_BUTTONS[bit]]) mask |= 1 << bit;
835
+ }
836
+ this.#resetPullErrors();
837
+ return mask;
838
+ } catch (error) {
839
+ this.#reportPullError(error);
840
+ // Everything released, never the last good mask: a repeated mask with a
841
+ // direction held leaves the character running into a pit on its own.
842
+ return 0;
843
+ }
223
844
  }
224
845
 
225
- // settings.ini — explicit asset > persisted > lazy provider > generated from options.
226
- let settingsBytes = toUint8(assets?.settings);
227
- if (!settingsBytes && !fileExists(Module, settingsPath) && config.settingsProvider) {
228
- settingsBytes = toUint8(await config.settingsProvider());
846
+ /**
847
+ * Announce a failing pull at most once a second, with a count.
848
+ *
849
+ * This runs sixty times a second, so an unthrottled `emit` would bury the page. It
850
+ * does **not** release the claim: a transient fault recovers on its own, whereas
851
+ * releasing would change input ownership behind the host's back.
852
+ *
853
+ * With a plain object nothing here can fire. It exists because the API accepts any
854
+ * object and a Proxy runs host code on every read — a store nulled by a component
855
+ * that unmounted without releasing, a revoked `Proxy.revocable`, a `get` trap whose
856
+ * effect scope has been torn down. Claim-time validation covers none of those: it
857
+ * validated once, over a reference that was live at the time.
858
+ */
859
+ #reportPullError(error: unknown): void {
860
+ const key = error instanceof Error ? `${error.name}: ${error.message}` : String(error);
861
+ // performance.now() rather than a timer: nothing to schedule, nothing to clear,
862
+ // and the comparison is already in the hand.
863
+ const now = typeof performance !== 'undefined' ? performance.now() : Date.now();
864
+ this.#pullErrors++;
865
+
866
+ if (key !== this.#pullErrorKey || now - this.#pullErrorAt >= INPUT_ERROR_INTERVAL_MS) {
867
+ const windowMs = this.#pullErrorKey === null ? 0 : now - this.#pullErrorAt;
868
+ this.emit(
869
+ 'error',
870
+ Object.assign(
871
+ new Error(
872
+ `rsdkv4: reading the host's buttons failed (${this.#pullErrors}× in ${Math.round(windowMs)}ms) — input is dead until it recovers, and the claim is still held. Release it with options({ buttons: null }) if the host is gone. Cause: ${key}`,
873
+ ),
874
+ { cause: error },
875
+ ),
876
+ );
877
+ this.#pullErrorKey = key;
878
+ this.#pullErrorAt = now;
879
+ this.#pullErrors = 0;
880
+ }
229
881
  }
230
- if (settingsBytes) {
231
- Module.FS.writeFile(settingsPath, settingsBytes);
232
- } else if (!fileExists(Module, settingsPath)) {
233
- Module.FS.writeFile(settingsPath, new TextEncoder().encode(buildSettingsIni(options)));
882
+
883
+ /** Forget the streak, so a relapse announces itself immediately rather than in a second. */
884
+ #resetPullErrors(): void {
885
+ if (this.#pullErrorKey === null) return;
886
+ this.#pullErrorKey = null;
887
+ this.#pullErrorAt = 0;
888
+ this.#pullErrors = 0;
234
889
  }
235
- // else: keep the persisted settings.ini
236
890
 
237
- Module.FS.chdir(workDir);
891
+ /** RSDKv4's Start Menu as data. Available once the engine is up. */
892
+ get game(): RsdkGameBridge {
893
+ const Module = this.#requireModule();
894
+ const parse = <T>(fn: unknown, fallback: T, what: string): T => parseJson(fn, fallback, what);
895
+ return {
896
+ type: () => (typeof Module.web_game_type === 'function' ? Module.web_game_type() : 0),
897
+ players: () => parse(Module.web_get_players, [] as string[], 'web_get_players'),
898
+ saveSlots: () =>
899
+ parse(Module.web_get_save_slots, [] as RsdkSaveSlot[], 'web_get_save_slots'),
900
+ options: () =>
901
+ parse(Module.web_get_game_options, [] as RsdkGameOption[], 'web_get_game_options'),
902
+ setOption: (key, value) => {
903
+ Module.web_set_game_option?.(String(key), value | 0);
904
+ },
905
+ deleteSave: (slot) => {
906
+ Module.web_delete_save?.(slot | 0);
907
+ if (this.#mirrorSaves) void this.#mirrorSaveData();
908
+ },
909
+ start: (slot, player = 0) => {
910
+ Module.web_start_game?.(slot == null ? -1 : slot | 0, player | 0);
911
+ // Whatever drove this is done with the engine — hand it back.
912
+ this.#pauseOwner = null;
913
+ this.#applyPaused(false);
914
+ },
915
+ };
916
+ }
238
917
 
239
- const setPaused = (paused: boolean) => {
240
- if (typeof Module.web_devmenu_set_paused === 'function') Module.web_devmenu_set_paused(paused);
241
- };
918
+ /** The engine's stage list and loader. Available once the engine is up. */
919
+ get devMenu(): RsdkDevMenuBridge {
920
+ const Module = this.#requireModule();
921
+ return {
922
+ getStageList: () =>
923
+ parseJson(Module.web_devmenu_get_stage_list, [], 'web_devmenu_get_stage_list'),
924
+ loadStage: (categoryIdx, stageIdx) => {
925
+ Module.web_devmenu_load_stage?.(categoryIdx | 0, stageIdx | 0);
926
+ },
927
+ setPaused: (paused) => {
928
+ if (paused) this.pause('host');
929
+ else this.resume(this.#pauseOwner ?? 'host');
930
+ },
931
+ };
932
+ }
242
933
 
243
- const devMenu: RsdkDevMenuBridge = {
244
- getStageList() {
245
- if (typeof Module.web_devmenu_get_stage_list !== 'function') return [];
246
- try {
247
- return JSON.parse(Module.web_devmenu_get_stage_list());
248
- } catch (e) {
249
- console.error('[rsdkv4] getStageList failed', e);
250
- return [];
934
+ // ---- Bringing the engine up ----
935
+
936
+ #requireModule(): EmscriptenModule {
937
+ if (!this.#module) {
938
+ throw new Error('rsdkv4: the engine is not running — await start() before reaching for it');
939
+ }
940
+ return this.#module;
941
+ }
942
+
943
+ #ensureBooted(): Promise<EmscriptenModule> {
944
+ if (this.#destroyed) {
945
+ throw new Error(
946
+ 'rsdkv4: this engine has been destroyed and cannot be restarted in process — build a new Rsdkv4SDK',
947
+ );
948
+ }
949
+ // A boot that failed must not poison the next attempt. The common failure is a
950
+ // host that started before handing over `assets.data` — it fixes that and calls
951
+ // `start()` again, and caching the rejection would tell it "no Data.rsdk" forever.
952
+ this.#booting ??= this.#boot().catch((error: unknown) => {
953
+ this.#booting = null;
954
+ this.#module = null;
955
+ throw error;
956
+ });
957
+ return this.#booting;
958
+ }
959
+
960
+ async #boot(): Promise<EmscriptenModule> {
961
+ const canvas = this.#canvas;
962
+ if (!canvas) {
963
+ throw new Error('rsdkv4: mount(target) before start() — the engine draws into a canvas');
964
+ }
965
+
966
+ const config = valuesOf(await this.config());
967
+ const assets = valuesOf(await this.assets());
968
+ const storage = valuesOf(await this.storage());
969
+
970
+ const Module = await this.#instantiate(canvas, config);
971
+ this.#module = Module;
972
+
973
+ // Mount the working dir first, so we can see what is already persisted (OPFS)
974
+ // before deciding whether to pull assets.
975
+ this.#persistent = mountWorkingDir(Module, storage.persist).persistent;
976
+ this.#namespace = normalizeStorageNamespace(storage.namespace);
977
+ this.#workDir = `${WORK_ROOT}/${this.#namespace}`;
978
+ this.#mirrorSaves = storage.persist !== null;
979
+ ensureDir(Module, this.#workDir);
980
+
981
+ await this.#writeAssets(Module, assets, config);
982
+
983
+ // `persist: null` means the host wants nothing kept, so honour it; otherwise pull
984
+ // any previous SData.bin in before the engine reads it.
985
+ if (this.#mirrorSaves) await this.#restoreSaveData(Module);
986
+
987
+ Module.FS.chdir(this.#workDir);
988
+
989
+ // Run main() from the working dir. simulate_infinite_loop schedules the rAF loop
990
+ // and returns via a benign unwind Emscripten swallows.
991
+ Module.callMain(['UsingCWD']);
992
+
993
+ // callMain only *schedules* the loop: Engine::Init runs on the first frame, and
994
+ // until it has, there is no game config, stage list or saveRAM to read. Waiting
995
+ // here means the bridges answer the moment start() resolves.
996
+ await waitForEngine(Module);
997
+
998
+ this.#focusCanvas();
999
+
1000
+ // The engine writes SData.bin at its own pace (new game, checkpoint, options
1001
+ // change), so copy it out on a slow timer as well as on the way down.
1002
+ if (this.#mirrorSaves) {
1003
+ this.#saveTimer = setInterval(() => void this.#mirrorSaveData(), 10_000);
1004
+ }
1005
+
1006
+ return Module;
1007
+ }
1008
+
1009
+ async #instantiate(canvas: HTMLCanvasElement, config: Rsdkv4Config): Promise<EmscriptenModule> {
1010
+ const jsUrl = config.jsUrl ?? new URL('./rsdkv4.js', import.meta.url).href;
1011
+ const wasmUrl = config.wasmUrl ?? new URL('./rsdkv4.wasm', import.meta.url).href;
1012
+
1013
+ const load = async (bust?: string): Promise<EmscriptenModule> => {
1014
+ const withBust = (url: string): string => {
1015
+ if (!bust) return url;
1016
+ const parsed = new URL(url, location.href);
1017
+ parsed.searchParams.set('_', bust);
1018
+ return parsed.href;
1019
+ };
1020
+
1021
+ const mod = await import(/* @vite-ignore */ withBust(jsUrl));
1022
+ return mod.default({
1023
+ canvas,
1024
+ noInitialRun: true, // built with -sINVOKE_RUN=0; we mount data before main()
1025
+ locateFile: (path: string) => (path.endsWith('.wasm') ? withBust(wasmUrl) : path),
1026
+ print: (...a: unknown[]) => console.log('[rsdkv4]', ...a),
1027
+ printErr: (...a: unknown[]) => console.error('[rsdkv4]', ...a),
1028
+ onAbort: (reason: unknown) => {
1029
+ this.emit('error', new Error(`rsdkv4 aborted: ${reason}`));
1030
+ },
1031
+ });
1032
+ };
1033
+
1034
+ let Module = await load();
1035
+
1036
+ // Self-heal a stale engine.
1037
+ //
1038
+ // rsdkv4.js/.wasm are big and served by most static hosts with nothing but
1039
+ // Last-Modified, so a browser will happily keep a build for hours. The symptom is
1040
+ // nasty: fresh SDK code against an old engine, where the bridges this SDK calls
1041
+ // simply don't exist and every getter quietly answers "empty" — no save slots, no
1042
+ // characters, an empty pause menu. Rather than leave that to the reader's cache
1043
+ // hygiene, notice it and fetch once past the cache.
1044
+ if (!engineBridgeComplete(Module)) {
1045
+ console.warn(
1046
+ '[rsdkv4] the engine that loaded is missing bridges this SDK needs — refetching past the HTTP cache',
1047
+ );
1048
+ Module = await load(String(Date.now()));
1049
+ if (!engineBridgeComplete(Module)) {
1050
+ console.error(
1051
+ '[rsdkv4] still missing engine bridges after a cache-busting reload — rsdkv4.wasm is genuinely older than this SDK; rebuild it (`make build-wasm`)',
1052
+ );
1053
+ }
1054
+ }
1055
+
1056
+ return Module;
1057
+ }
1058
+
1059
+ /** Data.rsdk and settings.ini into the working dir. See {@link Rsdkv4Assets}. */
1060
+ async #writeAssets(
1061
+ Module: EmscriptenModule,
1062
+ assets: Rsdkv4Assets,
1063
+ config: Rsdkv4Config,
1064
+ ): Promise<void> {
1065
+ const dataPath = `${this.#workDir}/Data.rsdk`;
1066
+ const settingsPath = `${this.#workDir}/settings.ini`;
1067
+
1068
+ // The pack — the expensive one, so a persisted copy short-circuits the thunk.
1069
+ if (fileExists(Module, dataPath)) {
1070
+ const explicit = typeof assets.data === 'function' ? null : await resolveAsset(assets.data);
1071
+ if (explicit) Module.FS.writeFile(dataPath, explicit);
1072
+ else {
1073
+ console.log(
1074
+ `[rsdkv4] Data.rsdk already in persistent storage (${this.#namespace}) — skipping fetch`,
1075
+ );
251
1076
  }
252
- },
253
- loadStage(categoryIdx, stageIdx) {
254
- if (typeof Module.web_devmenu_load_stage === 'function') {
255
- Module.web_devmenu_load_stage(categoryIdx | 0, stageIdx | 0);
1077
+ } else {
1078
+ const bytes = await resolveAsset(assets.data);
1079
+ if (!bytes) {
1080
+ throw new Error(
1081
+ 'rsdkv4: no Data.rsdk — hand one over as assets.data (bytes or a thunk), or point storage.namespace at a persisted copy',
1082
+ );
256
1083
  }
257
- },
258
- setPaused,
259
- };
1084
+ Module.FS.writeFile(dataPath, bytes);
1085
+ }
260
1086
 
261
- // Run main() from the OPFS/WASMFS working dir. simulate_infinite_loop schedules
262
- // the rAF loop and returns via a benign unwind Emscripten swallows.
263
- Module.callMain(['UsingCWD']);
264
- emit({ type: 'ready' });
265
-
266
- return {
267
- start() {},
268
- pause() { setPaused(true); },
269
- resume() { setPaused(false); },
270
- reset() {
271
- throw new Error('rsdkv4: reset() is not supported — destroy() and load() again');
272
- },
273
- setInput(preset) {
274
- if (typeof window !== 'undefined') {
275
- (window as any).__gamepadKeyMap = preset ?? manifest.input;
1087
+ // The settings — cheap, and regenerated every boot so `config` is never shadowed
1088
+ // by a file an earlier session left behind. The engine never writes it back (its
1089
+ // writeSettings() is #ifndef __EMSCRIPTEN__), so there is nothing to lose.
1090
+ const settings = await resolveAsset(assets.settings);
1091
+ Module.FS.writeFile(settingsPath, settings ?? new TextEncoder().encode(buildSettingsIni(config)));
1092
+ }
1093
+
1094
+ // ---- The save mirror ----
1095
+
1096
+ /**
1097
+ * Pull a previously mirrored SData.bin into the wasm before the engine reads it.
1098
+ *
1099
+ * The working dir is in-memory whenever the OPFS *mount* is unavailable (which is
1100
+ * every build without Asyncify/JSPI — see {@link mountWorkingDir}), so SData.bin
1101
+ * would die with the page and every slot would read "NEW GAME" forever. The host-side
1102
+ * OPFS API has no such limitation, so the SDK copies the file in here and back out as
1103
+ * it changes.
1104
+ */
1105
+ async #restoreSaveData(Module: EmscriptenModule): Promise<void> {
1106
+ const dir = await opfsNamespaceDir(this.#namespace, false);
1107
+ if (!dir) return;
1108
+ try {
1109
+ const file = await (await dir.getFileHandle(SAVE_FILE)).getFile();
1110
+ if (file.size > 0) {
1111
+ const bytes = new Uint8Array(await file.arrayBuffer());
1112
+ Module.FS.writeFile(`${this.#workDir}/${SAVE_FILE}`, bytes);
1113
+ this.#lastSave = bytes;
276
1114
  }
277
- },
278
- destroy() {
279
- try { Module.pauseMainLoop?.(); } catch { /* noop */ }
280
- try { setPaused(true); } catch { /* noop */ }
281
- },
282
- devMenu,
283
- persistent,
284
- storageNamespace,
285
- purgeStorage() {
286
- return {
287
- data: deleteFileIfExists(Module, dataPath),
288
- settings: deleteFileIfExists(Module, settingsPath),
289
- };
290
- },
1115
+ } catch {
1116
+ /* no save yet */
1117
+ }
1118
+ }
1119
+
1120
+ /**
1121
+ * Copy SData.bin out of the wasm into `<namespace>/`, and announce it if it moved.
1122
+ *
1123
+ * The division of labour the session settled on: the SDK owns getting the bytes out
1124
+ * of the wasm and into the namespace both sides already agree on; a host owns
1125
+ * reading, parsing and painting them. `saves` is what tells it to look again — which
1126
+ * is why it fires on a change and not on every check.
1127
+ */
1128
+ async #mirrorSaveData(): Promise<void> {
1129
+ const Module = this.#module;
1130
+ if (!Module) return;
1131
+
1132
+ // Explicitly over an ArrayBuffer, not the default ArrayBufferLike: OPFS's
1133
+ // `write()` will not take a view that might be backed by a SharedArrayBuffer,
1134
+ // and on a cross-origin isolated page that is not a hypothetical distinction.
1135
+ let bytes: Uint8Array<ArrayBuffer>;
1136
+ try {
1137
+ bytes = Module.FS.readFile(`${this.#workDir}/${SAVE_FILE}`);
1138
+ } catch {
1139
+ return; // the engine hasn't written one
1140
+ }
1141
+ if (sameBytes(bytes, this.#lastSave)) return;
1142
+
1143
+ const dir = await opfsNamespaceDir(this.#namespace, true);
1144
+ if (dir) {
1145
+ try {
1146
+ const handle = await dir.getFileHandle(SAVE_FILE, { create: true });
1147
+ const writable = await handle.createWritable();
1148
+ await writable.write(bytes);
1149
+ await writable.close();
1150
+ } catch (e) {
1151
+ console.warn('[rsdkv4] could not persist save data', e);
1152
+ return;
1153
+ }
1154
+ }
1155
+
1156
+ this.#lastSave = bytes;
1157
+ this.emit('saves', this.game.saveSlots());
1158
+ }
1159
+
1160
+ // ---- The render target ----
1161
+
1162
+ #swallowContextMenu = (event: Event): void => event.preventDefault();
1163
+ #onPointerDown = (): void => this.#focusCanvas();
1164
+ #onResize = (): void => this.#fitPicture();
1165
+ #onFullscreenChange = (): void => {
1166
+ this.#fitPicture();
1167
+ requestAnimationFrame(() => this.#fitPicture());
291
1168
  };
1169
+
1170
+ #focusCanvas(): void {
1171
+ if (!this.#canvas) return;
1172
+ if (!document.hasFocus()) window.focus();
1173
+ this.#canvas.focus({ preventScroll: true });
1174
+ }
1175
+
1176
+ #fitPicture(): void {
1177
+ if (!this.#ownsCanvas || !this.#canvas || !this.#box) return;
1178
+ const box = this.#box.getBoundingClientRect();
1179
+ if (box.width < 1 || box.height < 1) return;
1180
+
1181
+ const { baseWidth, baseHeight } = RSDKV4_VIDEO;
1182
+ const scale = Math.min(box.width / baseWidth, box.height / baseHeight);
1183
+ this.#canvas.style.width = `${Math.round(baseWidth * scale)}px`;
1184
+ this.#canvas.style.height = `${Math.round(baseHeight * scale)}px`;
1185
+ }
1186
+
1187
+ /**
1188
+ * Move the picture we already have. SDL keeps its canvas; only the parent changes.
1189
+ *
1190
+ * Pointing a second `mount()` at a *different* `<canvas>` is the one case this
1191
+ * refuses: SDL2 resolved `#canvas` once, at instantiation, so swapping the element
1192
+ * would leave the engine drawing into an orphan while the host watched a blank one.
1193
+ */
1194
+ #reparent(target: HTMLElement): void {
1195
+ const canvas = this.#canvas;
1196
+ if (!canvas || target === canvas || canvas.parentElement === target) return;
1197
+
1198
+ if (target instanceof HTMLCanvasElement) {
1199
+ console.warn(
1200
+ '[rsdkv4] the canvas SDL draws into cannot be swapped after mounting — ignoring this mount()',
1201
+ );
1202
+ return;
1203
+ }
1204
+
1205
+ target.appendChild(canvas);
1206
+ if (this.#box) this.#boxObserver?.unobserve(this.#box);
1207
+ this.#box = this.#ownsCanvas ? target : canvas;
1208
+ if (this.#box) this.#boxObserver?.observe(this.#box);
1209
+ this.#fitPicture();
1210
+ }
1211
+
1212
+ #teardownCanvas(): void {
1213
+ const canvas = this.#canvas;
1214
+ if (canvas) {
1215
+ canvas.removeEventListener('contextmenu', this.#swallowContextMenu);
1216
+ canvas.removeEventListener('pointerdown', this.#onPointerDown);
1217
+ if (this.#ownsCanvas) canvas.remove();
1218
+ }
1219
+ document.removeEventListener('fullscreenchange', this.#onFullscreenChange);
1220
+ window.removeEventListener('resize', this.#onResize);
1221
+ this.#boxObserver?.disconnect();
1222
+ this.#boxObserver = null;
1223
+ this.#canvas = null;
1224
+ this.#box = null;
1225
+ }
1226
+
1227
+ // ---- Misc ----
1228
+
1229
+ #applyPaused(paused: boolean): void {
1230
+ const Module = this.#module;
1231
+ if (!Module) return;
1232
+ if (typeof Module.web_devmenu_set_paused === 'function') Module.web_devmenu_set_paused(paused);
1233
+ if (typeof Module.web_audio_set_paused === 'function') Module.web_audio_set_paused(paused);
1234
+ }
1235
+
1236
+ /** A character name, as the pack spells it, to the index the engine wants. */
1237
+ #playerIndex(player: string | undefined): number {
1238
+ if (player === undefined) return 0;
1239
+ const players = this.game.players();
1240
+ const index = players.findIndex((name) => name.toLowerCase() === player.toLowerCase());
1241
+ if (index < 0) {
1242
+ throw new Error(
1243
+ `rsdkv4: "${player}" is not a playable character in this pack — try one of ${players.join(', ') || '(none reported)'}`,
1244
+ );
1245
+ }
1246
+ return index;
1247
+ }
1248
+ }
1249
+
1250
+ // ---------------------------------------------------------------- the factory
1251
+
1252
+ /**
1253
+ * The factory a host imports: identity on the constructor, one live engine per
1254
+ * instance, and a `start()` that brings the wasm up and opens a session.
1255
+ *
1256
+ * Everything on it is the contract's — see the module doc for the shape of a call.
1257
+ */
1258
+ export class Rsdkv4SDK extends EngineSDKBase<Rsdkv4Payloads> {
1259
+ static readonly id = 'rsdkv4';
1260
+ /** Kept in step with package.json by `node scripts/sync-version.mjs`. */
1261
+ static readonly version = '0.2.0';
1262
+ static readonly name = 'Retro Software Development Kit v4';
1263
+ static readonly description =
1264
+ 'RSDKv4 compiled to WebAssembly via Emscripten. One game-agnostic WASM binary runs both Sonic 1 and Sonic 2 — the difference is only which Data.rsdk the host supplies at runtime. Ships none of the game: the player provides their own Data.rsdk, and it never leaves their browser.';
1265
+
1266
+ protected override createPlay(
1267
+ init: EngineInit<Rsdkv4Payloads>,
1268
+ events: EventEmitter<Rsdkv4Events_>,
1269
+ ): Rsdkv4Play {
1270
+ return new Rsdkv4Play(init, events);
1271
+ }
1272
+
1273
+ override start(options?: Partial<Rsdkv4Options>): Rsdkv4Session {
1274
+ return super.start(options) as Rsdkv4Session;
1275
+ }
1276
+ }
1277
+
1278
+ /**
1279
+ * The line that puts the contract in CI: if this file stops satisfying
1280
+ * `EngineSDKConstructor`, `make typecheck` says so.
1281
+ */
1282
+ export const RSDKV4_ENGINE: EngineSDKConstructor<Rsdkv4Payloads> = Rsdkv4SDK;
1283
+
1284
+ export default Rsdkv4SDK;
1285
+
1286
+ // ---------------------------------------------------------------- module-private helpers
1287
+
1288
+ /**
1289
+ * Call a `web_*` embind getter and parse its JSON.
1290
+ *
1291
+ * A missing function means the loaded rsdkv4.wasm predates that bridge — the usual
1292
+ * cause is a browser serving a cached build. Say so out loud: silently returning an
1293
+ * empty list makes a stale artifact look like an empty save file or a game with no
1294
+ * playable characters.
1295
+ */
1296
+ function parseJson<T>(fn: unknown, fallback: T, what: string): T {
1297
+ if (typeof fn !== 'function') {
1298
+ console.error(
1299
+ `[rsdkv4] ${what} is missing from this build of rsdkv4.wasm — the page is probably running a cached copy. Hard-reload (or clear the site's storage) after rebuilding.`,
1300
+ );
1301
+ return fallback;
1302
+ }
1303
+ try {
1304
+ return JSON.parse((fn as () => string)());
1305
+ } catch (e) {
1306
+ console.error(`[rsdkv4] ${what} failed`, e);
1307
+ return fallback;
1308
+ }
292
1309
  }
293
1310
 
294
- export default { manifest, load };
1311
+ /**
1312
+ * A claim, checked once — exactly the fourteen buttons, with missing and unknown both
1313
+ * fatal.
1314
+ *
1315
+ * Strict because the two failure modes are silent and asymmetric. A **missing** key
1316
+ * reads `false` on every tick: a dead button, no error anywhere, and easy to blame on
1317
+ * the engine. An **unknown** key is a button the host writes to that nothing ever
1318
+ * reads. The first sketch of this API lost `right` to a duplicated `up` — a duplicate
1319
+ * key in an object literal is legal JavaScript and surfaces only as an absent one.
1320
+ *
1321
+ * `Object.keys`, not `in`: a reactive store's `has` trap can answer `true` for a key
1322
+ * that has been deleted (jq79 does exactly that, deliberately, so a template
1323
+ * expression reading a deleted name takes its else branch instead of dying), and
1324
+ * `ownKeys` has no such licence.
1325
+ */
1326
+ function validateButtons(buttons: Rsdkv4Buttons): void {
1327
+ if (typeof buttons !== 'object' || buttons === null) {
1328
+ throw new Error(
1329
+ `rsdkv4: options({ buttons }) takes an object of the 14 buttons or null to release, not ${typeof buttons}`,
1330
+ );
1331
+ }
1332
+
1333
+ const keys = new Set(Object.keys(buttons));
1334
+ const missing = RSDKV4_BUTTONS.filter((button) => !keys.has(button));
1335
+ const unknown = [...keys].filter(
1336
+ (key) => !(RSDKV4_BUTTONS as readonly string[]).includes(key),
1337
+ );
1338
+
1339
+ if (missing.length || unknown.length) {
1340
+ const faults = [
1341
+ missing.length && `missing ${missing.join(', ')}`,
1342
+ unknown.length && `unknown ${unknown.join(', ')}`,
1343
+ ].filter(Boolean);
1344
+ throw new Error(
1345
+ `rsdkv4: the buttons object must carry exactly the 14 buttons (${RSDKV4_BUTTONS.join(', ')}) — ${faults.join('; ')}. A missing button is dead, not neutral, so this is an error rather than a default.`,
1346
+ );
1347
+ }
1348
+ }
1349
+
1350
+ /** The engine's two-level stage list as flat, writable {@link Rsdkv4Stage} values. */
1351
+ function flattenStages(
1352
+ categories: Array<{ name: string; stages: Array<{ name: string }> }>,
1353
+ ): Rsdkv4Stage[] {
1354
+ const out: Rsdkv4Stage[] = [];
1355
+ categories.forEach((category, categoryIdx) => {
1356
+ category.stages.forEach((stage, sceneIdx) => {
1357
+ out.push({ category: categoryIdx, scene: sceneIdx, name: `${category.name} · ${stage.name}` });
1358
+ });
1359
+ });
1360
+ return out;
1361
+ }
1362
+
1363
+ /** A GAME OPTIONS row as a host reads it: a boolean, or the label of the chosen entry. */
1364
+ function fromEngineOption(row: RsdkGameOption): boolean | string | number {
1365
+ if (row.type === 'boolean') return row.value !== 0;
1366
+ return row.values?.[row.value] ?? row.value;
1367
+ }
1368
+
1369
+ /** …and back to the number the engine stores. */
1370
+ function toEngineOption(row: RsdkGameOption, value: unknown): number {
1371
+ if (typeof value === 'boolean') return value ? 1 : 0;
1372
+ if (typeof value === 'number') return value | 0;
1373
+ if (typeof value === 'string') {
1374
+ const index = (row.values ?? []).findIndex(
1375
+ (choice) => choice.toLowerCase() === value.toLowerCase(),
1376
+ );
1377
+ if (index >= 0) return index;
1378
+ }
1379
+ throw new Error(
1380
+ `rsdkv4: ${JSON.stringify(value)} is not a value "${row.key}" accepts — try one of ${
1381
+ row.type === 'boolean' ? 'true, false' : (row.values ?? []).join(', ')
1382
+ }`,
1383
+ );
1384
+ }