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asset⌬ modulemoduleprimary: init.luau·part ofassettype service.assetType·originates fromworld 07158574-5…

shared

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byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

No description provided yet.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

module ServiceFramework The runtime every `.service` instance declares against — reached via `asset.containing(__FILE__).modules.shared`. The TYPE owns all the machinery (metered invoke, the submit→poll→download→write pipeline, the async generation handle, error classification); an instance only declares its surface with `Service.define{...}`. A normal generation service is pure data — no per-instance logic.

pathGet(value: any, path: string) → any

An `extractor` pulls a value out of an upstream JSON response. It is one of: * a dotted field path "model_urls.glb", "response.world_id" * a list of fallback paths { "image_url", "url", "output_url" } * an array-find { find = "assets", where = { type = "gaussian_splat" }, get = "url" } Every form returns nil when nothing matches; the caller decides if that's fatal. This is what lets one executor serve providers with wildly different response shapes without a line of per-service code. Walk a dotted path ("a.b.c") into a decoded JSON value. Numeric segments index 1-based arrays (matching Luau's array decode).

argtypedescription
valueany
pathstring

extract(value: any, extractor: any) → any

argtypedescription
valueany
extractorany

inList(list: { any }, v: any) → boolean

argtypedescription
list{ any }
vany

resolveRef(ref: string, ctx: { [string]: any }) → void

A `template` is a body/params/headers value with `$ref` placeholders filled from the live context (the operation's `input` plus every prior step's bound value). A bare string "$name" resolves to ctx.name (dotted ok: "$preview.id"); a trailing "?" marks it optional, so a missing value drops the whole key instead of erroring. Anything else is a literal.

argtypedescription
refstring
ctx{ [string]: any }

pngOfTexture(path: string) → string

The PNG bytes of a texture asset, whatever its container holds. The pixels are loaded through the engine's own codec — a `.ztex` payload decoded as it is, an image primary encoded first — and written out as a PNG, so an upstream that takes an image gets one from any texture, with or without the raster it was imported from still beside it. Nil when the path names no texture.

argtypedescription
pathstring

pngOfZtex(bytes: string) → string

The PNG bytes of engine-native ZTEX bytes handed over directly — a `data.ztex` read as a file, rather than the texture asset it belongs to. Nil when the bytes are not a ZTEX payload, so an image file passes through as it is.

argtypedescription
bytesstring

owningAsset(path: string) → string

The asset `path` belongs to: the asset it names, or the innermost asset folder holding it. A folder whose type broadcasts its subassets (a `.package`) holds assets and loose sources of their own, so a file directly inside one belongs to no asset. Nil for a path no asset owns.

argtypedescription
pathstring

stampedAssetOf(path: string) → string

The asset that holds what a run stamped, for a path a caller names it by. That is the path itself for an asset or a loose file; the asset owning it for a file inside one (a retained `x.bundle/x.glb`); and the asset the importer made of it for a source the import moved into its container (the `x.glb` a run was directed to write, now inside `x.bundle`). Nil when the path names nothing in the world.

argtypedescription
pathstring

resolveTemplate(t: any, ctx: { [string]: any }) → any

argtypedescription
tany
ctx{ [string]: any }

retryPolicy(retry: any) → RetryPolicy

argtypedescription
retryany

backoffDelay(policy: RetryPolicy, attempt: number) → number

argtypedescription
policyRetryPolicy
attemptnumber

readAffordability( ) → void

readResponse(resp: any, endpoint: string) → void

One metered call. Returns the upstream body, or (nil, errMsg). A relayed upstream non-2xx and a gateway-level failure (out of credits, unknown offering, not signed in) both surface as (nil, errMsg). `charged` is the credits this call actually cost. A refusal carries its reason in the body the provider sent back, and a status code alone does not say which field was wrong or why. So the reason is read out of the response and named in the message: a rejected request reads as the thing that was rejected, rather than as a bare number the caller has to guess from. Turn an InvokeResponse into the upstream body, or the reason it is refused. Shared by every metered call and by a run picked up onto a job that already finished, which holds the same response.

argtypedescription
respany
endpointstring

truthy(v: any) → boolean

argtypedescription
vany

onRetry(nextAttempt: number, attempts: number, message: string, _delay: number) → void

argtypedescription
nextAttemptnumber
attemptsnumber
messagestring
_delaynumber

nonEmpty(t: any) → any

A body/params/headers whose every field was an unfilled optional resolves to an EMPTY table, which JSON-encodes as `[]` (a Luau empty table is ambiguous) and the gateway rejects as "expected a map". Drop it to nil so the call omits the field entirely instead of sending an array.

argtypedescription
tany

onJob(jobId: string) → void

argtypedescription
jobIdstring

onTick(elapsed: number, state: string) → void

argtypedescription
elapsednumber
statestring

onRetry(nextAttempt: number, attempts: number, message: string, _delay: number) → void

A refusal the moment owns is sent again after a wait. The run reads as waiting it out, naming the refusal and the attempt coming next, so a run backing off is told apart from one whose call succeeded, and the new gateway job each attempt submits reads as that attempt.

argtypedescription
nextAttemptnumber
attemptsnumber
messagestring
_delaynumber

safeName(s: any) → string

argtypedescription
sany

describedBy(input: { [string]: any }) → any

argtypedescription
input{ [string]: any }

stemsInUse(dir: string) → void

Every stem the output directory already spends. A run's raw drop and the asset it imports into are siblings there under one stem — `<name>.mp3` beside `<name>.soundClip` — so the extension is dropped and the stem is compared. Each entry is read through the importer's naming rule, the space a derived name lives in, so a name is compared with what standing there means.

argtypedescription
dirstring

reserveStem(dir: string, base: string) → string

Take the derived name when it is free, otherwise the first numbered variant of it that is. The number is joined with `_`, which `safeName` already keeps, so a disambiguated name passes the same acceptance the plain one does.

argtypedescription
dirstring
basestring

free(candidate: string) → boolean

argtypedescription
candidatestring

holdStem(dir: string, stem: string) → void

Hold a stem a run already owns — the path a resumed run reserved in the engine that started it — so a fresh run in this one does not take it.

argtypedescription
dirstring
stemstring

releaseStem(dir: string, stem: string) → void

Give a stem back when the run holding it has ended. A run that wrote leaves its file behind and the directory answers for the stem from then on; one that ended without writing leaves the name free for the next request that derives it.

argtypedescription
dirstring
stemstring

directedFile(path: string, output: { [string]: any }) → string

The file a run writes for a caller's `asset_path`. A path ending in the operation's own extension, or in any extension no asset type answers to, is that file. A path ending in an asset type's extension (`/zero/source/game/audio/door.soundClip`) names the ASSET the run is to produce: the file is written beside it under the operation's extension (`door.mp3`), and the importer turns it into the asset the path names.

argtypedescription
pathstring
output{ [string]: any }

releaseNaming(naming: Naming) → void

argtypedescription
namingNaming

stampProvenance(assetPath: string, handle: any, outputs: { [string]: any }?) → void

Mark a produced asset as service-generated. The run record in /source/tmp is not synced, so it's gone on restart — this stamp lives on the asset itself (synced, durable) and is what makes a generated asset findable as service-made afterward (`asset.list({ fields = { generatedBy = "service" } })`).

argtypedescription
assetPathstring
handleany
outputs{ [string]: any }?

importerClaims(path: string) → boolean

Whether any importer claims the file at `path`.

argtypedescription
pathstring

importOwed(path: string) → boolean

Whether the import of `path` is owed until play ends.

argtypedescription
pathstring

reportImportsOwed(handle: any, paths: { string }) → void

Report that the run waits on the owed imports of `paths`, on the run's row and in the log.

argtypedescription
handleany
paths{ string }

awaitOwedImport(path: string) → void

Wait until the owed import of `path` settles, and return the asset it produced, or nil and why it produced none. The job followed is the path's latest, so a newer import of the same file that takes the owed one's place is the one waited on. The record last read is held, so a settled record the importer's job registry evicts still answers how it settled.

argtypedescription
pathstring

fetchFile(source: string) → void

Some providers answer with a SET rather than a single file: a PBR material arrives as one image per surface property. The pieces are only useful together, so they are written into the asset that binds them — the maps live under the material's own folder and travel with it. Fetch one file a step named. `source` is a URL the response carried.

argtypedescription
sourcestring

channelSource(spec: any) → void

A provider answers with one image per surface property, but a shader slot often samples several of them from ONE image at a layout it fixes — the glTF metallic-roughness map carries roughness in green and metallic in blue, an ORM map adds occlusion in red. No provider returns that image, so the set is gathered into it here, from the channels the declaration names. Split a channel source: "roughness" takes that file's red, "roughness.g" its green. A single-property map is greyscale, so red is the default reading.

argtypedescription
specany

closeSources( ) → void

Each source is an open CPU image; this closes every one opened so far, and runs on each way out of the pack.

snapshotBindings(ctx: { [string]: any }, input: { [string]: any }) → void

Run one declared operation to completion inside a generation task. Each step binds its value into `ctx` so later steps and the result template can reference it. The result is either downloaded from a URL the steps produced or written from bytes a step returned. The bindings a run has built so far, in the form a record can carry: the named values steps bound — provider ids, result URLs — as the small scalars they are. The operation's own inputs travel separately, and a step's raw response or bytes are what a resumed run re-derives from the job it waits on.

argtypedescription
ctx{ [string]: any }
input{ [string]: any }

operationNames(self: any) → void

This service's operation names, sorted, for a message that has to name them.

argtypedescription
selfany

defaultOperation(self: any) → string

The operation a call runs when it names none: the declared `primary`, else the sole operation of a service that offers one. nil when the choice is the caller's to make, which is what makes naming one required. Every surface that answers "which operation runs" reads it from here.

argtypedescription
selfany

pickOperation(self: any, input: { [string]: any }) → void

Resolve which operation a call targets: an explicit `input.operation`, else the service's default. Returns (opName, op) or (nil, nil, err).

argtypedescription
selfany
input{ [string]: any }

writesFileSet(op: { [string]: any }?) → boolean

Whether an operation's result is a SET of files rather than a single one. Such a run writes into an asset folder it names itself.

argtypedescription
op{ [string]: any }?

frameworkFieldsFor(op: { [string]: any }?) → void

Which framework fields a given operation takes. `asset_path` directs the one file a run writes, so an operation that authors a folder of them under a name of its own does not take it. Decided here, once, so the rows `services.list` publishes and the refusal a caller meets are the same answer.

argtypedescription
op{ [string]: any }?

declaredInputNames(op: { [string]: any }) → void

The inputs an operation declares, in a stable order, for a message that has to name them.

argtypedescription
op{ [string]: any }

rangeSentence(spec: { [string]: any }) → string

The range an input declaring `min` / `max` accepts, as the sentence a refusal names it by. One bound alone reads as a floor or a ceiling; both read as the span between them.

argtypedescription
spec{ [string]: any }

enumValueText(value: any) → string

A value of an `enum` set, or a value refused by one, as a refusal names it: a string quoted and a number bare, so `30` and `'30'` read as the different values the comparison takes them for.

argtypedescription
valueany

parseDimensions(value: any) → void

The width and height a `WIDTHxHEIGHT` string names, or nil for any other value.

argtypedescription
valueany

dimensionBound(dims: { [string]: any }, key: string) → number

A bound a `dimensions` declaration states as a number, or nil when it states none under that key.

argtypedescription
dims{ [string]: any }
keystring

dimensionsAccept(dims: { [string]: any }, value: any) → boolean

Whether a value meets an input's `dimensions` declaration: one of the words its `also` names, or a `WIDTHxHEIGHT` in pixels inside every bound it states.

argtypedescription
dims{ [string]: any }
valueany

dimensionsSentence(dims: { [string]: any }) → string

The values an input declaring `dimensions` accepts, as the sentence a refusal names them by: every bound the declaration states, each in words.

argtypedescription
dims{ [string]: any }

callName(self: any, opName: string) → string

The call a refusal is about, as the two names a caller wrote it with: the service and the operation. Several services share an operation name (`generate`), so a refusal names both for a caller running generations on several services at once to tell which call it answers.

argtypedescription
selfany
opNamestring

prepareInput(call: string, op: { [string]: any }, input: { [string]: any }) → void

Fill in declared `default`s for omitted inputs, fail loudly on a missing `required` input, and refuse a field the operation does not declare — so a caller gets a clear "needs 'prompt'" or "takes no 'voice'" up front instead of an opaque upstream error mid-generation. The last of those is what keeps a declaration honest. Every value an operation acts on reaches its steps through a `$ref` to a DECLARED input, so a field outside that set has no place to go: it was carried into the call, charged for, and dropped, and the caller was answered with a generation that looked like the one they asked for. Refusing it here — before the credit pre-flight, before any endpoint is called — is the difference between a typo costing a message and costing a run. An operation that declares no `input` at all states nothing about its surface and so keeps taking any field.

argtypedescription
callstring
op{ [string]: any }
input{ [string]: any }

invoke(self: any, input: { [string]: any }?) →

Run a generation for this service. Picks the operation from `input.operation` (or the service's primary / only operation), checks the operation's declared cost against the caller's balance/budget up front — raising with a legible reason if it can't be afforded — then runs the pipeline as a background task. An input the operation does not declare is refused here, before anything is charged. Returns immediately with a generation handle. Watch the task — the `services` toolbox `status` tool (or the `watch` tool) — until `status == "completed"`, then the finished asset is that row's `asset`. The engine auto-imports the raw output into a spawnable asset (a mesh becomes a `.bundle`, an image a `.texture`, a sound a `.soundClip`); that imported asset, not the raw file, is what the completed result points to, ready to spawn. Consumes credits; check `:cost()` and `:balance()` first. A run completing while play runs files its asset on the play shadow, unless `input.durable` is true, which files it on canonical /source. what the status tool reads; `asset_path` is where the run directs the raw generated FILE, and the importer turns that into the asset the completed status row names as `asset`.

argtypedescription
selfany
input{ [string]: any }?`{ prompt, ..., operation?, asset_path?, durable? }`: the operation's inputs.

examples

local g = asset.resolve("mesh_gen","service"):invoke({ prompt = "a treasure chest" })

resume(self: any, record: { [string]: any }) →

Pick a run of this service up where an earlier engine left it. The record names the operation, its inputs, the step in flight, the bindings the steps before it produced, and the provider or gateway job that step already submitted; the run continues from there, waiting on that job rather than paying for the same work again, and lands its asset the way an uninterrupted run does. Runs on world load for every recorded run that did not finish. run. `asset_path` is the name the run reserved when it first started, which it keeps.

argtypedescription
selfany
record{ [string]: any }A run record as `ServiceTask.durable` returns it.

examples

asset.resolve("mesh_gen", "service"):resume(record)

frameworkInputs(self: any, operation: string?) →

The inputs a call on this service takes on top of what the operation declares — `operation`, naming which of the service's operations to run, `asset_path`, naming where the run writes what it generates, and `durable`, filing that on canonical /source while play runs. Each row is `{ name, type, required, desc, framework = true }`, the same shape a declared input reads as. `operation` is required of a service that declares no default; `asset_path` is offered by an operation that writes a single file, and left out by one that authors a folder of them under a name of its own. The `operation` row's text names the operation THIS service runs when a call omits it, or the ones a call chooses between.

argtypedescription
selfany
operationstring?The operation these apply to. Omit for the service's default.

examples

local extra = asset.resolve("audio_gen","service"):frameworkInputs("sfx")

operations(self: any) →

List this service's callable operations and their declared inputs, output, and credit cost — the per-service surface an agent reads before invoking. `framework` carries the inputs the call takes on top of what the operation declares (`:frameworkInputs()`).

argtypedescription
selfany

examples

for _, op in ipairs(asset.resolve("mesh_gen","service"):operations()) do print(op.name, op.cost) end

cost(self: any, operation: string?) → number

The declared credit cost of an operation: what a run of it spends when the call names none of the options that cost extra. This is the up-front figure to budget against — an operation that makes several metered calls declares what the RUN costs, not what one of its steps does. An option documented as costing more adds to it, so a call naming one spends above this figure. Defaults to the primary/only operation.

argtypedescription
selfany
operationstring?Optional operation name.

examples

local c = asset.resolve("mesh_gen","service"):cost()

balance(_self: any) →

Read what the caller can spend on this service: `spendable` (the number an operation's `cost` must fit inside), with `pool` (the account balance) and `agentRemaining` (what is left of the caller's own allocation, when it works under one) behind it. Returns (nil, errMsg) when not signed in.

argtypedescription
_selfany

examples

local credits = asset.resolve("mesh_gen","service"):balance().spendable

info(self: any) →

A one-line summary of this service for discovery: its offering, what it produces, and the operations it offers.

argtypedescription
selfany

examples

local i = asset.resolve("mesh_gen","service"):info()

define(spec: { [string]: any }) → any

Declare a metered service. An instance's `init.luau` calls this with its surface — the offering identity and one or more operations — and returns the result. The TYPE runs the pipeline; the instance writes no machinery. An operation's `result` is either a single file (`bytes` / `url`) or a SET (`files`), and a set assembles one asset: `files = { { as, url } }` fetches each map into the asset's own folder (an entry states `bytes` instead of `url` when a step already bound its content), `pack = { { as, channels = { r, g, b, a } } }` gathers named maps' channels into one raster where a slot samples several properties from one image (a channel is a constant 0-255, a file name for its red, or `"file.g"` for a stated channel), and `bind = { slot = name }` binds fetched and packed maps to the asset's slots. A map that reaches no slot is named on the job row and in the log. `retry` is `{ attempts?, delay? }` — how many times a call refused for a reason that describes the moment (a rate limit, a busy gateway, a write conflict) is sent again, and the first wait in seconds between attempts, which doubles each time. Defaults to 4 attempts starting at 1 second. An operation may declare its own `retry` to override the service's.

argtypedescription
spec{ [string]: any }`{ name, description, offering, output?, primary?, retry?, operations }`.

examples

return Service.define({ offering = "origozero/mesh_gen", operations = { generate = { ... } } })

resumeAll( ) → number

Pick up every recorded run that did not finish: the ones an earlier engine submitted and did not live to collect. Runs when the world has loaded. A run's service is waited for rather than assumed present, because a service can be authored in the world and register a moment after the library's own; each run resumes on its own task, so one that has to wait holds up none of the others.

examples

require("@builtin::assetTypes.service.shared").resumeAll()

Sub-parts

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module · born here
❒asset
▲ 0↑ born
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assettype · born here
❒asset
# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
▲ 0↑ born
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module · born here
❒asset
# serviceCall The user-scope entry point for credit-metered service calls. A `.service` handler calls `Service.invoke(offering, endpoint, opts)` instead of touching the `service` primitive directly, getting one `(response, err)` contract with the HTTP status already classified. ```lua local Service = require("modules.serviceCall") local resp, err = Service.invoke("origozero/mesh_gen", "create_preview", { body = { prompt = "a wooden chest" }, }) if not resp then handle:fail(err) -- "out of credits …", "not signed in …", "unknown service …" return end if resp.status >= 300 then -- upstream relayed a non-2xx (charged 0) handle:fail("upstream " .. resp.status) return end local task = resp.body -- the upstream payload ``` `Service.invoke` returns the InvokeResponse `{ status, headers, body, charged, balance }` on a successful round-trip, or `(nil, errMsg)` when the call could not be charged or forwarded. `Service.balance()` returns the caller's integer credit balance. ZeroMind injects the provider secret and meters credits server-side; the platform JWT and the real upstream URL are never visible to this script.
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module · born here
❒asset
# renderer GPU-resource factory plus CPU codec/store wrappers — the GPU/CPU half of the asset↔resource split. Moves a resource Disk → CPU → GPU in explicit steps and returns inert handles describing each live resource. assetType behaviours, components, and every other module call `renderer.*`. A resource moves through three states, each an explicit call: - `ref:load()` → `renderer.<res>.loadCpu(ref)` decodes the asset's primary content into the guid-keyed CPU store and returns a CPU handle (holds only a guid plus dims/counts and the read/encode/unload ops). - `renderer.<res>.create(cpuHandle | rawData, guid?)` uploads CPU → GPU, keyed by guid, and returns a GPU handle. `create` never takes an `AssetRef` — load the CPU first. - `renderer.destroy(handle)` frees the GPU resource; a CPU handle's `:unload()` frees the CPU copy. A `MeshHandle` / `TextureHandle` / `MaterialHandle` is an inert data record (`{ kind, category, guid, name, ... }`) describing one live GPU resource. Every GPU op lives on `renderer.*` and takes the handle. Anywhere a call names a resource it takes any of the forms you already hold — the handle `create` returned, the CPU handle `loadCpu` returned, the guid, or the `AssetRef` `asset.resolve` returned. Handles compose: what one call hands back, the next call accepts. ## Types - `Aabb` — `{ min = {x,y,z}, max = {x,y,z} }`. - `MeshHandle` / `MeshCpuHandle` / `MeshGeometry` / `MeshBuffers`. - `TextureHandle` / `TextureCpuHandle` / `TexturePixels`. - `MaterialHandle` / `MaterialContent`. ## renderer.mesh - `encode(geom) -> string?` / `decode(zmsh) -> (geom?, errmsg?)` — the ZMSH CPU codec. - `loadCpu(ref) -> MeshCpuHandle` — Disk → CPU load (called by `meshRef:load()`). - `create(src, guid?) -> MeshHandle` — create or fetch a GPU mesh from a `MeshCpuHandle`, raw geometry `{positions, indices, normals?, uvs?, colors?}`, compute buffers `{vertexBuffer, indexBuffer, vertexCount, indexCount, aabbMin?, aabbMax?}`, or a `MeshHandle`. - `geometry(mesh) -> MeshGeometry` — the mesh's vertex data, the read that pairs with `create`. - `update(handle, src) -> MeshHandle` — overwrite the GPU resource in place under the same guid. - `readback(mesh, into?) -> MeshCpuHandle`: GPU → CPU recovery of a runtime mesh's geometry. `into` lands the copy under a CPU-store key of the caller's own, which stays resident until the caller unloads it, whatever re-registers or unloads the mesh itself. - `isResident(mesh) -> boolean` / `isCpuResident(mesh) -> boolean`. Geometry moves in four directions, two per axis — DATA the caller holds, and the geometry of a mesh the ENGINE holds: | From | → bytes | → geometry | |---|---|---| | geometry (data the caller holds) | `encode(geom)` | — | | ZMSH bytes (data the caller holds) | — | `decode(zmsh)` | | a mesh the engine holds | `encodeCpu(mesh)` | `geometry(mesh)` | `geometry(mesh)` reads the resident CPU copy when there is one and reads the geometry back off the GPU when there isn't (yielding a frame or two), so a mesh straight out of `create` answers it: ```luau local h = renderer.mesh.create({ positions = P, indices = I, tangents = T }) local geom = renderer.mesh.geometry(h) -- { positions, indices, tangents, ... } ``` An optional stream is present only when the mesh carries one. The GPU vertex layout has no "unset" — it holds a zeroed tangent, a zeroed skin binding, and a second UV set copied from the texture UVs for every mesh — so a stream saying only what its absence already says is reported absent. `geom.tangents == nil` is therefore the answer to whether a mesh has a tangent basis, and `geom.uvs1 == nil` to whether it has a second UV set. ## renderer.texture - `encode(rgba, width, height, opts) -> (string?, errmsg?)` / `encodeFromImage(bytes, opts) -> (string?, errmsg?)` / `decode(ztex) -> (rgba?, width?, height?)` — the ZTEX CPU codec. - `withSampler(ztex, { filter?, wrapU?, wrapV?, anisotropy? }) -> (string?, errmsg?)` — the same payload with only its recorded sampler state changed; every level is byte-identical. - `loadCpu(ref, encodeOpts?) -> TextureCpuHandle` — Disk → CPU load with per-pixel access. - `create(src, guid?) -> TextureHandle` — from a `TextureCpuHandle`, raw pixels `{rgba, width, height, srgb?}`, a `TextureHandle`, or render-target dimensions `{width, height, name?}` (an empty GPU texture a render pass writes into). - `update(handle, src) -> TextureHandle`, `destroy(handle)`, `capture(handle) -> string` (CPU readback result key), `readback(texture) -> TextureCpuHandle`, `isResident(texture) -> boolean`. ## renderer.material - `create(content, key) -> MaterialHandle` — register or update a material's GPU record (`content = { shader, properties, textures, aliases?, name? }`) under its canonical registry key. - `animatedTexture(texture, opts?) -> MaterialHandle` — a material that PLAYS a layered texture: its layers bound as the frames, its timing beside them, the built-in `animatedTexture` shader turning the clock into the layer showing now. One call from an imported GIF / APNG / animated WebP to a material an entity can wear. `guides { path: "topics/animated-images" }` is the whole surface. - `setProperty(key, name, value)` — push one changed uniform. - `setTexture(key, slot, ref)` — push one changed texture slot (the texture must already be GPU-resident). - `destroy(key) -> boolean` — drop the definition filed under `key`, so `describe` and `list` stop answering for it. A surface already wearing the handle goes on drawing it. A `MaterialHandle` and its `guid` are two different currencies. What a surface wears is the HANDLE — `Model:applySessionMaterial(handle)`, or a Model's `material` field. The handle's `guid` is the material's registry key, which is what `setProperty`, `setTexture`, `describe` and `destroy` take. A component field resolves an asset, so a bare registry key in one leaves the component waiting for an asset to register under that name. ## renderer.instanceData Four `vec4` lanes of generic shader data per entity — the channel that lets ONE material serve many entities that differ in a value, instead of one material per entity. A surface shader reads lane `i` back as `input.shader_data[i]`, and the engine attaches no meaning to what a lane holds. - `laneCount() -> number` — lanes per entity, so a lane index runs `0 .. laneCount() - 1`. - `set(target, lane, x, y?, z?, w?)` — write one lane of an entity's block. `target` is an entity proxy or an entity-id string naming a live entity; `y` / `z` / `w` default to 0. The lane reaches the block where the call is made, and the draw on the next frame. - `clear(target)` — drop the entity's whole block, so its draws read zero again. Takes an entity that has already gone, and does nothing for one holding no block. A lane index outside the block, or a target no live entity answers to, is an error at the call rather than a write that lands nowhere. A feature picks the lane indices it owns and names them where it writes them: `@builtin::systems.globalIllumination.lightmap` holds lane 0 for a receiver's atlas rect and lane 1 for its layer and enable flag, which is the shape to copy. The same lanes reach a GPU-driven population through `renderer.mesh.drawInstanced`'s `instanceDataBuffer`, on slots no entity owns. ## renderer.featureTexture The texture analogue: a shared `rgba16f` 2D array every surface shader can sample as `zero_feature_texture(uv, layer)`, and the array a `SpotLight` projects a layer of through its cone via `cookieLayer`. - `configure(width, height, layers)` — size the array. A call for the size it already has is left alone; one that changes the size reallocates, and the replacement is zeroed, so it empties every layer in the array — the layers other features and other cookies own along with your own. - `setLayer(layer, textureKey, x, y)` — copy a GPU-resident `rgba16f` texture into one layer at that offset, GPU to GPU with no readback. Several small images pack into one layer at different offsets. - `state() -> { width, height, layers, filled, fills }`: the extent the array carries and `filled`, the ascending 0-based indices of the layers a fill has landed in since it was last sized. One array is shared by every feature and every light cookie, and it has no allocator, so this is what a feature asks to tell whether the array it sized and filled is still the array it is writing into. A layer some other `configure` emptied leaves `filled` without it, which is what separates that from a fill that never landed. What it describes is the array a shader samples: the source texture a `setLayer` copied from is a GPU resource of its own and keeps the bytes it was written with, so `filled` is the reading that answers whether the layer behind a `cookieLayer` is live right now. `fills` counts the fills that have landed in each layer since the array was last sized, `fills[layer + 1]` for a 0-based layer: a fill of a layer already holding content leaves `filled` as it was and moves this count, so a feature re-filling its own layer reads its fill arriving here. Measured at the end of the last rendered frame, like every reader below. ```luau renderer.featureTexture.configure(256, 256, 4) renderer.featureTexture.setLayer(0, "my_gobo", 0, 0) -- ... elsewhere in the scene, another feature sizes the array ... local ft = renderer.featureTexture.state() if ft.width ~= 256 or table.find(ft.filled, 0) == nil then -- layer 0 was emptied under us: size it back and re-fill. end ``` ## Reading back what the renderer did Every call above states an intention. What the renderer made of it is a separate document, published once per frame and read through these: - `drawDiagnostics() -> { DrawDiagnostic }` — every renderable that is NOT drawing what its material says. A surface rendering as the magenta placeholder, one the renderer could bind nothing for, and one drawing a program whose most recent compile failed all land here, each naming the entity, the program asked for, the program bound, and the one cause. It covers every renderable the renderer holds, whether or not a camera reached it — a row with `observed = false` and `outcome = "notDrawn"` is the renderer's own resolution for one this frame drew nowhere, so a broken surface off-screen reads the same as one in frame. An empty result means every renderable the renderer holds is drawing the program its material named. **Start here when a surface looks wrong.** - `material.renderState(key) -> MaterialObservation?` — the blend / cull / topology / queue / depth key the renderer holds a material under, and whether a pipeline exists for it. `nil` means the renderer holds no material under that key, which is what writes reaching nothing on screen look like. `index` is the material index its row is filed under, and `textures` the texture key each slot of that row names, so a `setTexture` the renderer has taken up reads there. - `materialCost() -> { MaterialObservation }` — draws, instances, placeholder draws and material-owned bind groups (`binds` set, `bindsElided` skipped) per material, over the published frame. - `shaderCost() -> { ShaderCost }` — pipeline build time and permutation count per program, summed since engine start, beside the compile gate's word. - `observe() -> RenderObservation` — the whole document the four above read. `/zero/runtime/generated_materials` serves the same document as files. ## renderer.destroy - `destroy(handle) -> boolean` — free the GPU resource behind a `MeshHandle` / `TextureHandle`, routing by the handle's `category`. ## Usage ```luau local renderer = require("@builtin::modules.api.engine.renderer") local gpu = renderer.mesh.create({ positions = { ... }, indices = { ... } }) renderer.destroy(gpu) ```
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module · born here
❒asset
# shared A module script.
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module · born here
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# declaration (module) A type's `type.yaml`, decoded and held: the one reader behind every question about a type as a whole — its files, whether it broadcasts its subassets, how its instances are pictured. ## Exports - `M.of(typeName) -> table?` — the decoded declaration, or nil when no type answers to the name, it has no `type.yaml`, or the file does not decode (the last with a warning naming the type). Shared: read it, do not write to it. - `M.forget()` — drop every held declaration. The change dispatcher calls it for every write inside an `.assetType` folder and for every removed type.
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module · born here
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# modules.api.engine.engine The `engine` global's Luau implementation. Exposes `engine.mode` (edit vs play), `engine.onModeChange(callback)` subscription registry, and the mode-flip orchestration that fires the canonical onModeChange dispatch through `ENGINE_MODE_WATCHERS`.
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assettype · born here
❒asset
# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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assettype · born here
❒asset
# Importer (asset type) An importer is a Luau function that converts a source file (GLB, PNG, CSV, custom binary) into one or more derived assets registered in the engine. Importers extend the engine's file-format knowledge — adding a new importer means "the engine now understands `.foo` files". Importers run automatically on VFS writes that match their claimed extensions. ## When to use one - You're bringing a new file format into the engine and want to derive engine-native assets from it (meshes, textures, animations, data tables). - You want one VFS write to fan out into multiple derived assets (e.g. a GLB write derives mesh, texture, and animation assets). - You want format ingestion to be idempotent + hot-reloadable — importers re-run on source-file changes. If you only need to consume an existing engine asset type, you don't need an importer; just resolve it via `asset.resolve`. If you're building an authoring tool that emits assets, that's a `.tool`, not an importer. ## Where it lives - Source: `/zero/source/.../<name>.importer/` - Identity: `<name>` (the `.importer` suffix strips). - Folder shape: - `init.luau` (or `init.lua`) — exports `canImport` and `import`, and `extensions`: the file extensions it claims, lower-case without the dot. An importer that makes one asset beside its source also exports `produces`, the type of that asset (`"texture"` makes `<stem>.texture`). **Required.** - `README.md` — instance documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** - `settings.luau` — the importer's own settings schema, declared with `Field` descriptors. Optional; an importer without one takes no settings. - `settings.yaml` — the importer's settings values. Optional. ## Settings An importer that takes settings declares them in its own `settings.luau` and receives the resolved values as `ctx.settings` in `import(ctx)`. `asset.schema(importerRef)` reports the schema, `asset.settings(importerRef)` the values, and `asset.setSettings(importerRef, patch)` changes them. What an importer stamps onto the assets it creates is typically one of these: the texture, SVG and model importers each declare `textureSettings = Field.settingsOf("@builtin::assetTypes.texture", NoSync)` — the texture type's own fields — and pass it to `asset.create` as `importerSettings`, the importer layer of each texture's settings. A change to an importer's settings counts as a change to what an import is made from, so an unchanged source is imported again after one. ## How to create one ```luau asset.create("importer", "<name>") -- Creates: /zero/source/<name>.importer/ -- init.luau (canImport / import stubs) -- README.md (instance README template) -- `folder` places it in a subfolder of /source instead of the root: asset.create("importer", "<name>", { folder = "importers" }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.importer/` folder indexes the importer with the importer registry. 2. **Dispatch.** When a file is written to VFS, the engine asks every registered importer `canImport(path, bytes)` (cheap predicate). The first importer that accepts dispatches to its `import` function. 3. **Derivation.** `import(path, bytes)` returns a list of `{ path, kind }` pairs naming the assets to derive. The engine instantiates each derived asset against its registered category. 4. **Idempotency.** `import` MUST be deterministic — importing the same source bytes twice produces identical derived assets. The importer pipeline uses content-hashing to short-circuit re-imports when bytes haven't changed. 5. **Hot reload.** Editing the importer reloads it; subsequent writes use the new logic. Already-imported assets stay imported with the old derivation until their source is imported again — writing the source path re-dispatches the importers, and `tools.use("importers", "run", <path>)` re-imports a target, many targets, or a whole folder on demand. 6. **Play.** A source written while play runs lands on the play shadow and imports there, so the source and its asset are kept or discarded together at play-exit. A source play holds where it stands (written before play, or by a durable write during it; `vfs.playHoldsInPlace`) cannot be moved into a new asset while play runs, so its import is owed: the job reads `owed` (reason `play-lock`), a notice names it, and it imports when play ends or pauses. `tools.use("importers", "queue")` lists owed imports and `importers.cancel` drops one. ## Re-importing over an asset an import made An import keeps its source inside the asset it makes: `art/plate.svg` becomes `art/plate.texture/` holding `plate.svg`. `import(ctx)` reads where to write from `ctx.output` (`<dir>/<stem>.<produces>` on a first import) and keeps the source with `ctx.retainSource(dest, opts?)`, which moves it to `dest` and returns where it is now. `import` returns `{ output, source }`, `source` being the file the asset keeps, which the asset's `import` provenance records as its source. - **The source written again beside the asset.** Writing `art/plate.svg` once more re-imports it into the same `plate.texture`: the new bytes replace the svg the texture retains (which keeps its guid), the written file leaves, and the asset is made again from the new bytes. Its `import` provenance counts the iteration on. - **The same bytes written again.** When the source's checksum and the importer's settings match the import that made the asset, no import runs: the asset already holds those bytes, so the written copy is folded into it, and `writeOutcome` answers `skipped` with reason `unchanged-content`, naming the asset and the file that holds the bytes. - **The asset itself.** `tools.use("importers", "run", <asset>)` re-imports a produced asset in place from the source it retains (`ctx.container` names it), so rewriting `plate.texture/plate.svg` and running it re-bakes the texture. A run that makes nothing says why: each skipped result carries a `reason` (`missing`, `no-source`, `no-claimant`, `unclaimed`). ## Discovery - `asset.list("importer")` — every registered importer. - `asset.inspect("<name>")` — claimed extensions, derivation conventions, source, this type README. - `ls /zero/source/<name>.importer` lists the files the folder holds. - `tools.use("importers", "list")` — every registered importer, with its name and identity. - `tools.use("importers", "explain", <path>)` — which importers claim a given source and which gate would block the import. ## Where a write's bytes end up An importer that claims a written source may move it into the asset it makes (the texture importer turns `shots/a.png` into `shots/a.texture/` holding `a.png`), so the path the write named stops holding the bytes. `require("@builtin::assetTypes.importer.shared").writeOutcome(path, sinceFrame, timeoutSecs)` answers where they went, for a write made on engine frame `sinceFrame` (`time.frameCount()` read before it): nil when no importer claims them, else the import's `state`, the `importer`, the asset made (`output`), the file the bytes are in now (`source`) and a `note` saying all of it. Every write that fires its side effects is offered to the importers by the same rule, whichever route made it, and the MCP `write_file` and `upload_file` answers carry this outcome as `import`. A quiet write (`{ quiet = true }`, and every `capture` save) is offered to no importer, and its bytes stay where they were written; `writeOutcome` answers `not-started` for one an importer would claim. A write whose import the running play session holds back (a fresh import moves its source into the asset it makes, and play holds a source that predates it, or that a durable write made canonical, where it stands) answers `owed` at once, with `reason` `play-lock`: the bytes stay at the written path, and the import runs when play ends or pauses. `writeOutcomes(paths, sinceFrame, timeoutSecs)` answers a run of writes made together (a model, then its buffer and textures) once all of them have landed, within one wait: a folder `write_file` or `upload_file` lands every file without waiting on any import, then answers each this way. `write_file { awaitImport = false }` lands one file of such a run without waiting on its import. ## Authoring conventions - Keep `canImport` cheap — it's called for every VFS write. Match on extension or a quick header probe; defer real parsing to `import`. - Declare the extensions the importer claims as `M.extensions` and have `canImport` claim by that list. The Inspector lists them, and `require("@builtin::assetTypes.importer.shared").extensionsOf(importerRef)` answers them (lower-case, without the dot; nil for an importer that declares none). - Name derived assets predictably (e.g. `imported/<source-stem>/<asset-name>`). Predictable paths let callers reference derived assets directly. - Make `import` pure relative to its inputs. Don't read mutable globals or side-channel state. - Log derivations via `print` / the script log so authors can see what got produced from each source. ## Common pitfalls - **Expensive `canImport`.** It runs on every VFS write; an expensive predicate slows down the entire authoring loop. - **Non-idempotent `import`.** Re-importing produces different output → content hashing falsely caches stale results. Use only deterministic transforms. - **Conflicting importers.** Two importers claiming the same extension causes ambiguous dispatch. First-registered wins, but this is fragile — coordinate ownership of file extensions. - **Derived-asset suffixes.** Make sure derived paths end in the right `.<category>` suffix; otherwise they won't register as recognized assets. ## Related types - `.module` — for plain ingestion helpers that don't need the importer dispatch path. - `.tool` — for one-off conversions an agent invokes manually. - `.service` — if your importer needs persistent state (e.g. a cache); the service owns it, the importer reads from it. ## In the Inspector Imports: the extensions the importer claims (`M.extensions`), each file it imported in this session with the state its job reached, and **Find assets it produced**, which lists the assets in the world whose import provenance names this importer.
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module · born here
❒asset
# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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module · born here
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# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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module · born here
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# assetType.shared.ref Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`. ## Public API ```lua local assetRef = require("@builtin::assetTypes.assetType.shared.ref") -- Called by the Rust factory (push_asset_ref_handle) via -- _G.__build_asset_ref_proxy after the envelope fields are set. assetRef.build(envelope) -- attaches AssetRefMT, returns the table ``` The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below). ## Method dispatch order `ref.foo` is resolved in this order: 1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889). 2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods. 3. **Nil** — unknown key, same shape as the original C metatable. ## Adding methods for a new asset type Drop a `behavior.luau` into the type folder: ``` src/lua/lib/assetTypes/<typename>.assetType/ ├── type.yaml -- structural spec (existing) ├── behavior.luau -- ref + global behaviour (new) └── template/ -- placeholder body (existing) ``` `behavior.luau` returns: ```lua return { ref = { --!desc Per-instance method on every `<typename>` AssetRef. myMethod = function(self, ...) ... end, }, global = { -- Reserved for the asset.<typename>.* surface — not consumed -- yet; included so the contract from gh#1889 lands cleanly. }, } ``` Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined. ## Discovery and hot-reload Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half. Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call. The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods. ## Why Luau, not Rust The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means: - Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code. - Adding a new asset type drops in a new folder; no Rust rebuild. - Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives. ## Consumers - `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push. - Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
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module · born here
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# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars — the bare indicators only. A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), block-scalar chomping/indentation indicators (`|-`, `|+`, `>-`, `|2`, ...), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
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backing path · assetTypes/service.assetType/shared.module

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