mini-arcade-core 1.1.1__py3-none-any.whl → 1.2.0__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- mini_arcade_core/__init__.py +14 -42
- mini_arcade_core/backend/__init__.py +1 -2
- mini_arcade_core/backend/backend.py +182 -184
- mini_arcade_core/backend/types.py +5 -1
- mini_arcade_core/engine/commands.py +8 -8
- mini_arcade_core/engine/game.py +54 -354
- mini_arcade_core/engine/game_config.py +40 -0
- mini_arcade_core/engine/gameplay_settings.py +24 -0
- mini_arcade_core/engine/loop/config.py +20 -0
- mini_arcade_core/engine/loop/hooks.py +77 -0
- mini_arcade_core/engine/loop/runner.py +272 -0
- mini_arcade_core/engine/loop/state.py +32 -0
- mini_arcade_core/engine/managers.py +24 -0
- mini_arcade_core/engine/render/context.py +0 -2
- mini_arcade_core/engine/render/effects/base.py +2 -2
- mini_arcade_core/engine/render/effects/crt.py +4 -4
- mini_arcade_core/engine/render/effects/registry.py +1 -1
- mini_arcade_core/engine/render/effects/vignette.py +8 -8
- mini_arcade_core/engine/render/passes/begin_frame.py +1 -1
- mini_arcade_core/engine/render/passes/end_frame.py +1 -1
- mini_arcade_core/engine/render/passes/postfx.py +1 -1
- mini_arcade_core/engine/render/passes/ui.py +1 -1
- mini_arcade_core/engine/render/passes/world.py +6 -6
- mini_arcade_core/engine/render/pipeline.py +7 -6
- mini_arcade_core/engine/render/viewport.py +10 -4
- mini_arcade_core/engine/scenes/models.py +54 -0
- mini_arcade_core/engine/scenes/scene_manager.py +213 -0
- mini_arcade_core/runtime/audio/audio_adapter.py +4 -3
- mini_arcade_core/runtime/audio/audio_port.py +0 -4
- mini_arcade_core/runtime/capture/capture_adapter.py +13 -6
- mini_arcade_core/runtime/capture/capture_port.py +0 -4
- mini_arcade_core/runtime/context.py +8 -6
- mini_arcade_core/runtime/scene/scene_query_adapter.py +31 -0
- mini_arcade_core/runtime/scene/scene_query_port.py +38 -0
- mini_arcade_core/runtime/services.py +3 -2
- mini_arcade_core/runtime/window/window_adapter.py +43 -41
- mini_arcade_core/runtime/window/window_port.py +3 -17
- mini_arcade_core/scenes/debug_overlay.py +5 -4
- mini_arcade_core/scenes/registry.py +11 -1
- mini_arcade_core/scenes/sim_scene.py +14 -14
- mini_arcade_core/ui/menu.py +54 -16
- mini_arcade_core/utils/__init__.py +2 -1
- mini_arcade_core/utils/logging.py +47 -18
- mini_arcade_core/utils/profiler.py +283 -0
- {mini_arcade_core-1.1.1.dist-info → mini_arcade_core-1.2.0.dist-info}/METADATA +1 -1
- mini_arcade_core-1.2.0.dist-info/RECORD +92 -0
- {mini_arcade_core-1.1.1.dist-info → mini_arcade_core-1.2.0.dist-info}/WHEEL +1 -1
- mini_arcade_core/managers/inputs.py +0 -284
- mini_arcade_core/runtime/scene/scene_adapter.py +0 -125
- mini_arcade_core/runtime/scene/scene_port.py +0 -170
- mini_arcade_core/sim/protocols.py +0 -41
- mini_arcade_core/sim/runner.py +0 -222
- mini_arcade_core-1.1.1.dist-info/RECORD +0 -85
- /mini_arcade_core/{managers → engine}/cheats.py +0 -0
- /mini_arcade_core/{managers → engine/loop}/__init__.py +0 -0
- /mini_arcade_core/{sim → engine/scenes}/__init__.py +0 -0
- {mini_arcade_core-1.1.1.dist-info → mini_arcade_core-1.2.0.dist-info}/licenses/LICENSE +0 -0
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"""
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Simulation scene protocol module.
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Defines the SimScene protocol for simulation scenes.
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from __future__ import annotations
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from dataclasses import dataclass
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from mini_arcade_core.engine.render.packet import RenderPacket
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from mini_arcade_core.runtime.context import RuntimeContext
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from mini_arcade_core.runtime.input_frame import InputFrame
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@dataclass
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class SimScene:
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"""
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Simulation-first scene protocol.
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tick() advances the simulation and returns a RenderPacket for this scene.
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"""
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context: RuntimeContext
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def on_enter(self):
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"""Called when the scene is entered."""
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def on_exit(self):
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"""Called when the scene is exited."""
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def tick(self, input_frame: InputFrame, dt: float) -> RenderPacket:
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"""
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Advance the simulation by dt seconds, processing input_frame.
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:param input_frame: InputFrame with input events for this frame.
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:param dt: Time delta in seconds since the last tick.
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:return: RenderPacket for this frame.
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:rtype: RenderPacket
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"""
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raise NotImplementedError()
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mini_arcade_core/sim/runner.py
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"""
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Simulation runner module.
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Defines the SimRunner class for running simulation scenes.
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"""
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from __future__ import annotations
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from dataclasses import dataclass
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from time import perf_counter, sleep
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from typing import Dict, Optional
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from mini_arcade_core.backend import Backend
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from mini_arcade_core.engine.render.packet import RenderPacket
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from mini_arcade_core.engine.render.pipeline import RenderPipeline
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from mini_arcade_core.runtime.input_frame import InputFrame
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from mini_arcade_core.runtime.scene.scene_port import SceneEntry
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from mini_arcade_core.runtime.services import RuntimeServices
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def _neutral_input(frame_index: int, dt: float) -> InputFrame:
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# InputFrame is frozen; create a clean snapshot for non-input scenes.
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return InputFrame(frame_index=frame_index, dt=dt)
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def _has_tick(scene: object) -> bool:
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# Avoid isinstance(..., Protocol). Structural check.
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return callable(getattr(scene, "tick", None))
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def _has_draw(scene: object) -> bool:
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return callable(getattr(scene, "draw", None))
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def _has_update(scene: object) -> bool:
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return callable(getattr(scene, "update", None))
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def _has_handle_event(scene: object) -> bool:
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return callable(getattr(scene, "handle_event", None))
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@dataclass(frozen=True)
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class SimRunnerConfig:
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"""
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Config for sim runner.
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- record: if True, capture a frame each tick using deterministic naming.
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- run_id: required when record=True.
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- max_frames: optional safety stop (useful for offline sims/tests).
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"""
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fps: int = 60
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record: bool = False
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run_id: str = "run"
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max_frames: Optional[int] = None
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# If True, still forward raw events to the input scene's handle_event (legacy UI / text input).
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forward_events_to_input_scene: bool = True
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class SimRunner:
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"""
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Simulation-first runner.
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Uses:
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- services.scenes.update_entries() for ticking (policy-aware)
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- services.scenes.visible_entries() for rendering (opaque-aware)
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- services.scenes.input_entry() for input focus
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"""
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def __init__(
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self,
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backend: Backend,
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services: RuntimeServices,
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*,
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render_pipeline: Optional[RenderPipeline] = None,
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):
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if services.scenes is None:
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raise ValueError("RuntimeServices.scenes must be set")
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if services.input is None:
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raise ValueError("RuntimeServices.input must be set")
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if services.capture is None:
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# recording is optional, but capture port should exist in v1
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raise ValueError("RuntimeServices.capture must be set")
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self.backend = backend
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self.services = services
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self.pipeline = render_pipeline or RenderPipeline()
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# cache: scene object id -> last RenderPacket
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self._packets: Dict[int, RenderPacket] = {}
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self._running: bool = False
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def stop(self):
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"""
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Stop the simulation loop.
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"""
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self._running = False
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# TODO: Solve too-many-statements, too-many-branches and too-many-locals
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# warning later
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# Justification: The run method orchestrates multiple complex steps in the
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# simulation loop.
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# pylint: disable=too-many-statements,too-many-branches,too-many-locals
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def run(
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self, initial_scene_id: str, *, cfg: Optional[SimRunnerConfig] = None
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):
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"""
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Run the simulation loop starting from the initial scene.
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:param initial_scene_id: ID of the initial scene to load.
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:type initial_scene_id: str
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:param cfg: Optional SimRunnerConfig instance.
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:type cfg: Optional[SimRunnerConfig]
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"""
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cfg = cfg or SimRunnerConfig()
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scenes = self.services.scenes
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assert scenes is not None
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# start at initial scene
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scenes.change(initial_scene_id)
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self._running = True
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target_dt = 1.0 / cfg.fps if cfg.fps > 0 else 0.0
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last_time = perf_counter()
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frame_index = 0
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while self._running:
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if cfg.max_frames is not None and frame_index >= cfg.max_frames:
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break
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now = perf_counter()
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dt = now - last_time
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last_time = now
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# 1) poll events -> build InputFrame
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events = list(self.backend.poll_events())
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input_frame = self.services.input.build(events, frame_index, dt)
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# 2) OS quit request is a hard stop
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if input_frame.quit:
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# use ScenePort.quit so Game.quit can be centralized there
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scenes.quit()
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break
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# 3) input focus scene (top of visible stack)
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input_entry: Optional[SceneEntry] = scenes.input_entry()
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if input_entry is None:
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break
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# Optional legacy: forward raw events to focused scene
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if cfg.forward_events_to_input_scene and _has_handle_event(
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# 4) tick/update policy-aware scenes
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for entry in scenes.update_entries():
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scene_obj = entry.scene
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# Only the input-focused scene receives the actual input_frame
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effective_input = (
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input_frame
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if entry is input_entry
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else _neutral_input(frame_index, dt)
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)
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packet = scene_obj.tick(effective_input, dt) # SimScene
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if not isinstance(packet, RenderPacket):
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raise TypeError(
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f"{entry.scene_id}.tick() must "
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f"return RenderPacket, got {type(packet)!r}"
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)
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self._packets[scene_key] = packet
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for entry in scenes.visible_entries():
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scene_obj = entry.scene
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if _has_tick(scene_obj):
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self.services.capture.screenshot_sim(
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mini_arcade_core/__init__.py,sha256=axwl7fiQ2Zu2vPOTMUxwnvR746gI9RhpBWpBCId_yqo,3686
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mini_arcade_core/backend/__init__.py,sha256=E9uOCttCkXwdN_5MlcFHUmG3Bj6RYMatNNOno4C_6aI,312
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mini_arcade_core/backend/backend.py,sha256=1-lgjkcftYaeusWKhQrDTwgfbwH6y9S-PP-miy7tRNE,8619
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mini_arcade_core/backend/events.py,sha256=5Ohve3CQ6n2CztiOhbCoz6yFDY4z0j4v4R9FBKRDRjc,2929
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mini_arcade_core/backend/keys.py,sha256=LTg20SwLBI3kpPIiTNpq2yBft_QUGj-iNFSNm9M-Fus,3010
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mini_arcade_core/backend/sdl_map.py,sha256=_yBRtvaFUcQKy1kcoIf-SPhbbKEW7dzvzBcI6TLmKjc,2060
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mini_arcade_core/backend/types.py,sha256=SuiwXGNmXCZxfPsww6zj3V_NK7k4jpoCuzMn19afS-g,175
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