@wasm-gaming/rsdkv4-wasm 0.1.5 → 0.2.1

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package/README.md CHANGED
@@ -364,6 +364,60 @@ data ships with it, so the live demo opens on two empty slots — drop each game
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  GitHub Pages can't set COOP/COEP headers, and this build couldn't mount OPFS
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  even isolated (see the filesystem caveat above).
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+ ## Project Specs
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+
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+ What this project is, and the constraints that shape it.
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+
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+ - **A contract implementation, not a game.** The deliverable is one game-agnostic
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+ `rsdkv4.wasm` plus an SDK conforming to
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+ [@wasm-gaming/engine-specs](https://github.com/wasm-gaming/engine-specs) — `manifest`
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+ (Layer A) and `load()` (Layer B). A host drives this engine exactly as it drives the
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+ other eleven.
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+ - **Ships none of the game.** The player provides `Data.rsdk`; it never leaves the
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+ browser and is never committed. Which pack the host hands over is what selects Sonic 1
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+ or Sonic 2.
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+ - **The engine's own values are the SDK's only private vocabulary.** They live in
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+ [src/rsdkv4.options.ts](src/rsdkv4.options.ts) — seven keys, mirrored as JSON Schema in
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+ `manifest.options` — and in the extra fields of `Rsdkv4LoadConfig`. Everything else is
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+ contract, documented once at the [contract
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+ reference](https://wasm-gaming.github.io/engine-specs/api-docs/).
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+ - **The host owns the files; the SDK owns its folder.** The SDK reads the pack and never
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+ writes it. What it does write — save data, `settings.ini` — lives under the host-chosen
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+ `storageNamespace`.
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+ - **Persistence needs cross-origin isolation.** OPFS sync access exists only in workers,
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+ so the working dir falls back to in-memory WASMFS when the page isn't isolated (or when
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+ the build can't create the backend from the main thread — see the filesystem caveat).
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+ - **Everything builds from the Makefile**, `package.json` has no scripts. `dist/` is both
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+ the npm artifact and the Pages site: demo at the root, `/craft`, `/vanilla`, and the API
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+ reference at `/api-docs`.
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+ - **Sessions are the record.** Specs and decisions live in [SESSIONS/](SESSIONS/), append-only.
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+ - **Where it is going:** contract 1.0 replaces `{ manifest, load }` with `EngineSDK` /
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+ `EnginePlay` classes. The six `docs/{SDK,PLAY}-*.md` documents describe that API for this
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+ engine, and the migration plan is
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+ [SESSIONS/2026-08-14_12h35.sdk-migration-to-contract-1.0.session.md](SESSIONS/2026-08-14_12h35.sdk-migration-to-contract-1.0.session.md).
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+
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+ ## Todos
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+
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+ Contract 1.0 migration — blocked on `engine-specs` unless noted:
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+
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+ - [ ] **Worker smoke test** (not blocked, do first): `-pthread` + `-sPROXY_TO_PTHREAD` +
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+ `OffscreenCanvas`, then measure audio (SDL's callback decodes Ogg straight from the
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+ pack) and input latency. The async 1.0 API rests on this.
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+ - [ ] Split `Rsdkv4Options` into `Rsdkv4Config` (engine) and `Rsdkv4Options` (session).
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+ - [ ] Manifest to 1.0: `contractVersion`, `config`, no `mountPath`, `capabilities.saves`.
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+ - [ ] Parse `SData.bin` from JS, so `sdk.saves()` reads slots without booting the wasm.
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+ - [ ] `Rsdkv4Play` / `Rsdkv4SDK` classes; `create()` as the only engine-specific method.
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+ - [ ] Migrate the three hosts: `src/vanilla`, `src/craft`, `src/demo` (~65 call sites).
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+
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+ Independent of the migration:
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+
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+ - [ ] `export default { manifest, load } satisfies EngineSDK` — nothing declares conformance today.
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+ - [ ] Emit `{ type: 'exit' }` at the end of `destroy()`.
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+ - [ ] Don't emit `ready` when the engine never came up: today `waitForEngine()` times out
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+ after 4 s, warns, and reports success anyway.
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+ - [ ] `assertManifest(manifest)` in [scripts/emit-manifest.mjs](scripts/emit-manifest.mjs).
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+ - [ ] End-to-end browser run from a real `Data.rsdk`.
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+
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  ## Status
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  - ✅ **TS build** — compiles clean; manifest validates against the contract.
@@ -1,34 +1,366 @@
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- import type { JSONSchema } from '@wasm-gaming/engine-specs';
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- export interface Rsdkv4Options {
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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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+ import type { EnginePayloads, EngineSpec } from '@wasm-gaming/engine-specs';
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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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+ * 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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+ * 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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  /**
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- * Skip RSDKv4's in-canvas Start Menu (save select / character select / game
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- * options). Set this when the host draws those screens itself from
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- * `instance.game` — otherwise the engine's own menu runs underneath.
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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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+ /**
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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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+ * 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 declare const RSDKV4_BUTTONS: readonly ["up", "down", "left", "right", "a", "b", "c", "x", "y", "z", "l", "r", "start", "select"];
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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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+ * 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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+ * 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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+ * The engine's own default bindings. See {@link Rsdkv4InputDefaults}.
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+ *
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+ * Directions are the arrow keys. This build's `ProcessInput()` also reads `KeyW`,
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+ * `KeyA`, `KeyS` and `KeyD` as a second set of them, and takes those three scancodes
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+ * off `x`, `y` and `z` to do it — so the table below is what a *claiming* host should
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+ * bind, and the engine under SDL polling answers to both.
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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 declare const RSDKV4_INPUT: Rsdkv4InputDefaults;
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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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+ /**
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+ * 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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+ *
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+ * 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.
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+ */
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+ [key: string]: unknown;
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+ }
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+ /**
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+ * The two files the engine reads out of its working directory.
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+ *
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+ * 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.
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+ */
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+ export interface Rsdkv4Assets {
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+ /**
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+ * The `Data.rsdk` pack — the whole game, and what decides *which* game: one
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+ * game-agnostic wasm runs both Sonic 1 and Sonic 2, the pack is the difference.
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+ *
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+ * Precedence, and the reason the thunk form exists: bytes handed over here win;
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+ * otherwise a copy already persisted in this storage namespace is reused; only if
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+ * 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.
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+ */
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+ 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
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+ * not serialized at all.
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+ *
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+ * Unlike `data`, a thunk here is called on **every** boot rather than only on a
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+ * 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.
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+ */
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+ settings?: Rsdkv4Asset;
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+ }
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+ /** Where this engine's files live, and whether they outlive the page. */
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+ export interface Rsdkv4Storage {
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+ /**
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+ * Per-game folder for the pack, the settings and the save file, so two games do not
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+ * overwrite each other. Examples: `"sonic1"`, `"rsdkv4/Sonic2"`.
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+ *
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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`
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+ * itself. Anything that is not a usable relative path normalises to `"default"` —
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+ * including the object you get from interpolating a game record by mistake.
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+ *
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+ * @defaultValue `"default"`
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+ */
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+ namespace?: string;
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+ /**
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+ * What the engine's working directory is backed by.
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+ *
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+ * `'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
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+ * `<namespace>/` through the host-side OPFS API. `null` is what turns that off.
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+ */
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+ persist?: 'opfs' | null;
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+ }
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+ /** One of RSDKv4's four save slots, as the engine's own save-select screen sees it. */
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+ export interface RsdkSaveSlot {
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+ /** 0-3. */
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+ slot: number;
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+ /** No game stored here — starting it means picking a character first. */
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+ empty: boolean;
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+ /** Character index into `play.game.players()`: 0 Sonic, 1 Tails, 2 Knuckles, 3 both. */
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+ character: number;
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+ lives: number;
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+ score: number;
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+ emeralds: number;
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+ /** Stage list the save resumes into (1 regular, 3 special), or -1 when empty. */
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+ list: number;
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+ /** 0-based scene within `list` — index it against `play.devMenu.getStageList()`. */
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+ zone: number;
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+ }
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+ /**
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+ * What this engine announces on top of the contract's core set (`start`, `error`,
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+ * `exit`, `pause`, `resume`).
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+ */
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+ export interface Rsdkv4Events {
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+ /**
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+ * The save file changed, with every slot as it now stands.
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+ *
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+ * Emitted when the SDK has just written `<namespace>/SData.bin` out of the wasm and
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+ * the bytes are not what they were — on its slow timer, on a pause, and on the way
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+ * down. A host painting save slots subscribes to this instead of polling.
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  */
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- skipStartMenu?: 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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+ saves: RsdkSaveSlot[];
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+ }
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+ /** The four payloads, closed — the single type parameter everything else takes. */
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+ export interface Rsdkv4Payloads extends EnginePayloads {
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+ config: Rsdkv4Config;
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+ options: Rsdkv4Options;
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+ assets: Rsdkv4Assets;
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+ storage: Rsdkv4Storage;
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+ events: Rsdkv4Events;
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  }
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  /**
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- * RSDKv4 reads 255 as "not set" for the starting stage/player (see Userdata.cpp:
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- * anything else — **including 0** — makes Engine::Init skip the start-menu flow
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- * and force InitStartingStage). So "boot normally" has to be 255, not 0.
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+ * Everything the engine declares about its own properties, as data.
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+ *
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+ * `default` appears here and nowhere else: the contract's base class seeds the
357
+ * starting state from it, so there is no second table of defaults to drift out of
358
+ * agreement with this one — which is exactly what the old
359
+ * `DEFAULT_RSDKV4_OPTIONS`-alongside-a-JSON-Schema pair did.
360
+ *
361
+ * What is missing from `options` is deliberate: `player` and `stage` get their `enum`
362
+ * filled in from the loaded pack, and the GAME OPTIONS rows are added outright, when a
363
+ * running engine is asked to describe itself.
30
364
  */
31
- export declare const RSDKV4_UNSET = 255;
32
- export declare const DEFAULT_RSDKV4_OPTIONS: Required<Rsdkv4Options>;
33
- export declare const RSDKV4_OPTIONS_SCHEMA: JSONSchema;
365
+ export declare const RSDKV4_SPEC: EngineSpec<Rsdkv4Payloads>;
34
366
  //# sourceMappingURL=rsdkv4.options.d.ts.map
@@ -1 +1 @@
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