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asset⌬ modulemoduleprimary: init.luau·originates fromworld 07158574-5…

dotbotRun

A DotBot run driven from a boot rather than from the DotBot panel.

by◐lumi·posted 3d ago
What it does

dotbotRun Module

A DotBot run driven from a boot rather than from the DotBot panel.

Purpose

start_instance { world, prompt } (the engine's --agent dotbot --agent-prompt <text>) hands the prompt to DotBot, the agent the engine ships in its DotBot panel, as the first message of a fresh conversation. resume (--agent-resume) sends a message into the conversation this world's run already holds. The editor starts the run as it comes up; a browser engine is handed it by the proxy once the engine answers.

DotBot is a plugin inside the engine, so a run is the plugin's own surface used in order:

  1. wait for the plugin to load;
  2. find the DotBot agent the boot named (dotbot is DotBot on the Claude account connected to it, dotbot-chatgpt on the ChatGPT account) and check an account is connected to it;
  3. open a new conversation (/new), set the model and thinking level the boot asked for. DotBot keeps what it is set to as the model and thinking level it runs that account on from then on, its panel included, and a boot that names no model runs the one it already holds;
  4. send the prompt.

What a run records

  • The conversation, in this machine's agent-session store under (world guid, dock slot 1), with harness naming the DotBot agent, once the first event of the prompt's turn names it. A resume reads it.
  • Every prompt and every turn event of that conversation (streamed text fragments aside: a turn's done carries the whole answer), one JSON line each, through agentSessions.record, at <config dir>/agent-transcripts/<agent>_<conversation>.jsonl. agent_run_report reads it: turns, tokens, tool calls with their timings, failures, the skills opened and the guides read.
  • Its state: the last entry recorded is the in-engine agent's state in GET /engine/status (agent.run), which instance_health prints.

When a run cannot start

It is refused, sends nothing, and records the reason as its state:

  • the engine is bound to no world (DotBot acts through the live agent endpoint a world-bound engine publishes);
  • the plugin did not load, or had not after five minutes;
  • no account is connected to the DotBot agent named. An account is connected once on a machine, in the DotBot panel, and every later run uses it;
  • DotBot refused the model or the thinking level the boot named;
  • a resume found no DotBot conversation recorded for the world and slot.

Functions

  • dotbotRun.start(opts): start a run in the background. opts is { agent, worldGuid, slot?, prompt?, resume?, model?, effort? }. One run per engine.
  • dotbotRun.startArmed(): start the run this boot's settings arm, if any.
  • dotbotRun.agentFor(name): the DotBot agent id an agent name runs.
  • dotbotRun.new(deps): a run over a transport of the caller's, for tests.

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 DotBotRun A DotBot run driven from outside the panel: a boot that names a prompt (`--agent dotbot --agent-prompt <text>`, or `start_instance { prompt }`) hands it to DotBot as the first message of a fresh conversation, or a boot that names `--agent-resume` sends its message into the conversation this world's run already holds. The run is recorded the way an agent CLI records its own: the conversation in this machine's agent-session store under (world, dock slot), and every prompt and turn event in its transcript (`agentSessions.record`), which `agent_run_report` reads.

agentFor(name: string?) → string

The DotBot agent a boot's agent name runs: `dotbot` is DotBot on the Claude account connected to it, and `dotbot-<provider>` names DotBot's agent for that provider (`dotbot-chatgpt`).

argtypedescription
namestring?The agent name a boot passed as `--agent`.

trimmed(event: any) → any

`event` with a long `content` cut to what a transcript keeps.

argtypedescription
eventany

namesConversation(conversation: any, address: string) → boolean

Whether a turn event names `address`. An event names the conversation by its address (`<agent>/<id>`) or by its bare id.

argtypedescription
conversationany
addressstring

idsOf(list: any, field: string) → string

The names of a list of agents or models, for a refusal that says what there is to pick from.

argtypedescription
listany
fieldstring

offerOf(answer: any) → void

What DotBot's `models` answer offers, in the shape the engine's choice is judged against: each model with the efforts it takes and the one it states for itself, and the model DotBot would run on unasked.

argtypedescription
answerany

new(deps: { [string]: any }) → void

Build a run over `deps`: * `call(method, ...) -> (ok, value)` - the plugin's method, awaited. * `loadState() -> (loaded, refusal?)` - whether the plugin is loaded, and the reason the host refused to load it when it did. * `on(listener)` - attach `listener(eventType, payload)` to the plugin's events. * `record(sessionId?, entry)` - keep one transcript entry, or with no session the run's state alone. * `getSession(world, slot)` / `putSession(world, slot, record)` - this machine's agent-session store. * `wait(seconds)` - yield for that long. * `refused(reason)` - optional: say a run was refused, besides recording it. * `modelChoice(agent, offered, suggested)` - the engine's choice of the model and the effort `agent` runs on, as `agents.modelChoice` answers it. Answers a run: `run.start(opts)` drives it and answers `{ ok, session?, reason? }`.

argtypedescription
deps{ [string]: any }

record(session: string?, entry: { [string]: any }) → void

argtypedescription
sessionstring?
entry{ [string]: any }

refuse(agentId: string?, reason: string) → void

argtypedescription
agentIdstring?
reasonstring

keep(eventType: string, payload: any) → void

argtypedescription
eventTypestring
payloadany

listen( ) → void

adopt(session: string) → void

argtypedescription
sessionstring

waitForPlugin( ) → string

conversationIds( ) → void

The ids of the conversations DotBot lists, in its order, or nil when it could not list them.

connectedAgent(agentId: string) → void

The agent the boot named, with the account it runs on connected.

argtypedescription
agentIdstring

setSession(target: string, agentId: string, method: string, value: string, what: string) → string

Ask the session for `method(value)`, refusing with the plugin's own detail when it declines.

argtypedescription
targetstring
agentIdstring
methodstring
valuestring
whatstring

runsOn(agentId: string, named: string?, namedEffort: string?) → void

The model and the effort a fresh run puts its conversation on: the ones the boot named, and for each it left unnamed the engine's choice for the agent, judged against what DotBot offers now. A named model is held to that offer alone, so the effort the engine picks is one that model takes. Answers the model, the effort, and the refusal when there is none to run.

argtypedescription
agentIdstring
namedstring?
namedEffortstring?

send(target: string, text: string) → void

Send `text` to `target` and answer the turn it started, or nil and why.

argtypedescription
targetstring
textstring

start(opts: { [string]: any }) → void

Drive the run. `opts`: `agent` (the boot's agent name), `worldGuid`, `slot` (default 1), and either `prompt` (a fresh conversation) or `resume` (a message for the conversation recorded for this world and slot; empty reattaches the transcript and sends nothing), plus `model` and `effort` for a fresh one; either one left out (or empty) is the engine's choice for the agent.

argtypedescription
opts{ [string]: any }

pluginCall(method: string, ...: ?) → void

argtypedescription
methodstring
...?

pluginLoadState( ) → void

on(listener: ?) → void

argtypedescription
listener?

record(session: string?, entry: any) → void

argtypedescription
sessionstring?
entryany

getSession(world: string, slot: number) → void

argtypedescription
worldstring
slotnumber

putSession(world: string, slot: number, rec: any) → void

argtypedescription
worldstring
slotnumber
recany

wait(seconds: number) → void

argtypedescription
secondsnumber

refused(reason: string) → void

argtypedescription
reasonstring

start(opts: { [string]: any }) →

Start a DotBot run over this engine's DotBot plugin, in the background: the prompt as the first message of a fresh conversation, or a resume message into the conversation this machine recorded for the world and slot. The outcome and every turn are recorded in the run's transcript and reported as the agent's state in the engine status. One run per engine; a second call starts nothing and answers whether the first was started. `agent` is `dotbot` (DotBot on its Claude account) or `dotbot-<provider>`.

argtypedescription
opts{ [string]: any }`{ agent, worldGuid, slot?, prompt?, resume?, model?, effort? }`:

startArmed( ) → boolean

Start the DotBot run this engine's boot armed, from the boot's own settings (`--agent`, `--agent-prompt` or `--agent-resume`, `--agent-model`, `--agent-effort`, the bound world). Does nothing on a boot that armed no DotBot run, or once this engine has started one.

setting(key: string) → string

argtypedescription
keystring

Sub-parts

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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
·
plugin · pulled in
❒asset
# dotbot What this plugin does and who it is for, in a paragraph. ## Use ```luau local dotbot = require("dotbot") local answer = await(dotbot.doSomething("x")) ``` ## Methods - `doSomething(input)`: what it does, and what it answers.
▲ 0↓ import
▣
module · born here
❒asset
# agents Editor agents — a coding agent (Claude Code or the Cursor CLI) as in-engine terminals. Each agent is a static dock panel under the Agents menu, registered at editor setup like the other tabs so it opens reliably. Opening a slot spawns its agent process and renders the live terminal; reopening a slot whose agent exited relaunches it. Several slots run side by side as separate tabs. The engine provides only the generic `terminal.*` PTY primitive — the agent command, its sandbox, and the launch policy live here in Luau. Which agent a boot runs is selected by the `agent_name` setting (from `--agent`); the launcher builds the matching process spec. ## The model and effort an agent runs on The engine chooses the model and the effort each agent it hosts runs on (each DotBot tab: `dotbot-claude`, `dotbot-chatgpt`, `dotbot`). It states a default per agent: DotBot on Claude runs on `claude-sonnet-5-5` when the agent offers it, and every agent runs at `high` effort where its model takes it. The person's own choice stands in front of the default and is kept on the device for their ZeroMind account, across conversations and restarts. ```lua local Agents = require("@builtin::modules.api.editor.agents") local offer = { { id = "claude-sonnet-5", efforts = { "low", "medium", "high" } }, { id = "claude-sonnet-5-5", efforts = { "low", "medium", "high", "xhigh", "max" } }, } local choice = Agents.modelChoice("dotbot-claude", offer, "claude-sonnet-5") -- choice.model == "claude-sonnet-5-5", choice.effort == "high", choice.modelFrom == "engine" Agents.chooseModel("dotbot-claude", "claude-sonnet-5", offer) -- kept for this account Agents.chooseEffort("dotbot-claude", "max", offer) -- refused: names "low, medium, high" Agents.resetModelChoice("dotbot-claude") -- the engine's default again ``` | Call | Answers | |------|---------| | `modelChoice(agent, offered, suggested?)` | `{ ok, agent, model, effort, modelFrom, effortFrom, efforts, kept, notOffered?, effortNotTaken?, storeError? }`; `kept` is the person's stored `{ model?, effort? }`; `storeError` says why the kept choice could not be read | | `chooseModel(agent, model, offered, suggested?)` | `{ ok = true, choice, effortDropped? }`, or `{ ok = false, reason, offered }` for a model the offer does not list | | `chooseEffort(agent, effort, offered, suggested?)` | `{ ok = true, choice }`, or `{ ok = false, reason, efforts }` for an effort the model does not take | | `resetModelChoice(agent)` | `{ ok }` | `offered` is what the agent lists right now, `{ id, efforts?, defaultEffort? }` per model. A model resolves from the person's kept choice, then the engine's default, then `suggested`, then the first offered; an effort from the person's kept choice, then `high`, then the model's `defaultEffort`. A kept choice the offer no longer holds is named in `notOffered` / `effortNotTaken` with the reason, while the next in that order runs.
▲ 0↑ born
·
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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editorpanel · pulled in
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# dotbot (editor panel) The DotBot panel: one dock tab, DotBot, in the right dock under the Agents menu beside the terminal agents' tabs. A conversation runs on an account, and the account is a setting of the conversation, shown on the composer's account chip and changed from it: | Account | Pays | |---------|------| | OrigoZero credits | the agent included with OrigoZero | | each connected Claude account | that Claude plan | | each connected ChatGPT account | that ChatGPT plan | Several accounts of one provider connect side by side. Each is one of the plugin's agents: `dotbot-claude` runs on the first Claude account and `dotbot-claude~2` on the second, so moving a conversation to another account is sending its next turn as that account's agent. A conversation keeps its history when it moves. - **Toolbar**: DotBot, then conversations, new chat, whether DotBot reacts to engine events, and overflow. - **Conversations**: every conversation, whichever account it ran on, named with that account. Opening one opens it on the account it ran on. - **Transcript**: user bubbles, the thinking row, tool cards, the answer, and a meta line per turn: model, thinking level, tokens, tool calls, duration, and which account paid. A switch of account says so in the conversation where the next turn will appear. - *Thinking* is folded, never hidden: a row that says `Thinking… 4 s` while the model thinks and `Thought for 4.2 s` once it has, with a chevron that opens the thoughts (streaming live while it thinks). A turn's thinking phases fold into one row when the turn ends, and a reloaded conversation shows the thinking it stored. - *Tool cards* name what a `tool_exec` actually ran, from the trace in its answer, for a live answer (cut at 2000 characters by the host) as well as a stored one. A picture whose file is gone says so. - *Answers* wrap: a markdown table is drawn as a table whose cells wrap, and a fenced code block wraps at the panel's edge instead of running past it. - *Selection*: text can be highlighted with the mouse and copied with Ctrl+C: user messages, thinking, tool details, error cards, code blocks, and (where the renderer supports `selectable` on a `richText`) every styled paragraph, list item and table cell of an answer. - **Composer**: the account chip, a model chip and a thinking chip offering only the levels the chosen model accepts, attach, send, and a line naming what is left of the account's usage. - *While a turn runs* (one the person sent, or one DotBot woke into on its own) the Working row shows and Send becomes Stop. Enter queues the message for when the turn ends; the interrupt button stops the turn and runs the message once it has ended. Queued messages sit above the composer, each one editable and droppable. Stop holds them: a stopped conversation starts nothing until the person sends a held message. - **Account picker** (the account chip): every account DotBot can run the conversation on, with its state and usage, then "Connect another Claude account", "Connect another ChatGPT account" and "Connected accounts…". - **Connected accounts**: one card per account with its plan, its own usage windows, and Use, Rename, Sign in again and Disconnect; Connect on an account that is not connected starts its sign-in in place. - **Connect flows**: ChatGPT's device code, and Claude's sign-in then paste, for the first account of a provider and for each further one. - **Usage states**: a notice under 25% of a window left, a warning under 10% offering a cheaper model only when that model is one this account can run, and a spent window naming the connected accounts that still have room, with a button that moves the conversation to the first of them. Nothing moves on its own. - **Failure states**: an expired sign-in, an expired code, a provider not issuing codes, an engine not linked to an OrigoZero account, and an account disconnected while a conversation was on it, which then asks for an account rather than sending anywhere. Everything it shows comes from the plugin through `source.module`, and every word it puts on screen for a reading comes from `view.module`. The panel holds only what is on screen right now: which view, which popup is open, which account the open conversation runs on, how far a connect flow has run, and the unsent draft.
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module · pulled in
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# dotbot_service The DotBot bridge, minus its privileges. `src/lua/trusted/dotbot/` is the layer between the DotBot panel (user-VM Luau, untrusted) and the DotBot plugin (trusted scope, holds a person's ChatGPT / Claude sign-in). Everything in that layer that is a **rule** rather than a **capability** lives in this module: the job table, the consent choreography, the event ring, the mirror the read-only exports answer from, and the scrub every value passes through on its way out. ```lua local Service = require("@builtin::modules.dotbot_service") local service = Service.new({ plugin = function() return rawget(_G, "dotbot") end, await = task.await, spawn = task.spawn, consentRequest = function(o) return consent.request(o) end, consentGranted = function(o) return consent.granted(o) end, openUrl = function(url) return system.openUrl(url) end, newJobId = function() return __crypto.uuid_v4() end, nowMs = function() return os.clock() * 1000 end, }) ``` ## Why the split It is what makes the layer testable. The module is a **factory**: it holds no state of its own and no privileged global, so a test can construct an instance over fakes and drive every rule in it. Being a builtin module, a world script can construct one too — and wins nothing, because its instance talks to its own fakes. The one instance that talks to the real consent gate, the real plugin namespace and the real `system.openUrl` is built in the trusted VM, out of globals only the trusted VM holds, and is reachable only as `trusted.call("dotbot.<method>", …)`. ## The shape, and where it comes from | Constraint | Consequence | |---|---| | A `trusted.call` handler must not yield (`trusted/exports.luau`) | Nothing that awaits is answered in the frame. Awaiting verbs are start/poll **jobs**; reads are answered from a **mirror** a spawned task fills, which stays current until a change marks it stale, so an open panel asks the plugin nothing while nothing changes. | | There is no push from the trusted VM into a user VM | The panel **drains a cursor** (`events(cursor)`) rather than registering a callback — so no trusted code ever calls into a user VM, and a world script cannot install itself as the panel's event handler. | `stop` is the one verb answered in the frame: stopping is always allowed and always cheap, and a stop that needed a confirmation would be a stop that lands after the turn it was meant to end. Its outcome arrives as a turn event. ## Signing in A person's plan is reached by one of two flows, and **the plugin says which**. `connectStart` reads it from the plugin's own account state (`M.signInFlow`) and, when a logged-out account names none, asks the plugin — never the caller, whose choice of flow would be a choice of which endpoint the person is sent to. | Flow | `connect.start` answers | Then | Finished by | |---|---|---|---| | `deviceCode` (ChatGPT) | `{ flow = "deviceCode", state = { userCode, verificationUrl, … } }` | the person types the code on the provider's page | `checkSignIn` until the account connects | | `pasteCode` (Claude) | `{ flow = "pasteCode", state = { authorizeUrl } }` | the person signs in and the browser ends on an address carrying the code, which they paste | `completeSignIn(provider, pasted)` | `cancelSignIn` abandons either. ### Several accounts of one provider Every flow takes an **account key**: the provider's key (`anthropic-claude`) for its first account, the provider and a slot (`anthropic-claude~2`) for each further one. `addAccountStart(provider)` connects a further account beside the ones already connected: behind the same `connect` confirmation, it asks the plugin for the key the new account signs in under (`newAccount`) and starts that account's sign-in, answering what `connect` answers plus the `account` it started. `renameAccountStart(account, label)` keeps a person's name for an account, as they wrote it (one line, at most 64 characters), and asks nobody. A dialog that names an account names which one, by the email its provider stated, once a provider has more than one: the name a person gives an account is set by an ungated call, so the dialog's words stay the plugin's own. Only `connect` asks for a confirmation. The three that continue it do not, for `stop`'s reason: they carry out a `connect` the person has already confirmed and is at that moment completing on the provider's own page, they spend nothing, and `completeSignIn` cannot connect anything on its own — the plugin holds a single-use verifier from the gated `connect` and answers "no pending login" to anything else. A second dialog inside one flow is how a person learns to stop reading the first. ## Spending `sendStart` and `commandStart` both ask for the `spend` grant, keyed by action, plugin and the agent's display name, remembered for the world session. A slash command is gated because a slash command can run a turn — `/compact` summarises a conversation with the model — so it spends the plan exactly as a message does. ## What it will not do - Return a token, a credential id or a header. `M.scrub` drops every credential-named key at every depth, on every value leaving the layer — results and event payloads alike. It is the second line: DotBot's account and event types carry no token by construction. The names it drops are exact, not a substring match on `token`, so the usage counters a person is shown (`tokens`) and a turn's `turnId` survive. - Take a URL. `openSignInStart(provider)` reads the verification URL out of the plugin's own account state for the provider named, checks it is an http(s) page, shows a person its **host** in the dialog, and only then opens it. Account state naming none errors the job. - Answer, dismiss or count a consent dialog. There is nothing here that settles one; the gate is the engine's, and only a person at the keyboard answers it. - Put a caller's own words on a dialog. `detail` is resolved through the plugin's own agent and account lists and the flow **errors when it cannot be named** rather than falling back to the id it was handed. The two arguments a caller does supply beyond a message — a pasted sign-in code and a command line — are shape-checked (`M.pastedCode`, `M.commandLine`) and reach no dialog: the pasted code's flow draws none, and a command's dialog names the agent. - Read a plugin's refusal as an answer. The plugin host **raises** one where the call is awaited, so `call` reports it as a failure and a job never settles `done` on a sign-in that did not happen. ## Constants | Name | Meaning | |---|---| | `RING_CAPACITY` | 512 — events held. A cursor older than the tail is answered `dropped = true`. | | `JOB_LIMIT` | 8 — jobs live at once, across every caller. A ninth `start` is `{ ok = false, reason = "busy" }`. | | `JOB_TTL_MS` | 600000 — a job nobody polls is dropped after ten minutes. | | `RETRY_MS` | 2000 — how long a read the plugin could not answer waits before it is asked again. A read that has an answer stays current until a change marks it stale: an `account`, `usage` or turn-ending `turn` event, a turn in a conversation the list does not hold, a job this service ran, or `refresh(name)`. A sign-in, a sign-out and an `account` event mark the accounts, the agents, the models and the usage. A new conversation list marks the history of each conversation whose message count or last update it shows moved. | | `MIRRORED` | The reads the mirror holds: `agents`, `accounts`, `models`, `usage`, `conversations`, `history`. `refresh(name)` takes one of them. | | `TURN_ENDS` | The turn event types that end a turn (`end`, `done`, `error`), after which the conversation list, the history, usage, accounts and agents are asked again. | | `PLUGIN_NAME` | `"dotbot"` — the name the consent gate resolves the dialog's display name from. | | `DEVICE_CODE` / `PASTE_CODE` | `"deviceCode"` / `"pasteCode"` — the two sign-in flows, as `connect.start` names them back. | Tested by `src/lua/lib/tests/suites/dotbot_exports.testSuite`.
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# source The DotBot panel's data source — the one seam between the editor panel and the DotBot agent surface. **This implementation is a fixture.** Every reading it hands back is a constant written into its `init.luau`. It talks to no plugin, no provider and no network, spends nothing, and holds no credential. It exists so the panel can be built and looked at while the real surface is built elsewhere. The contract is shaped after the `dotbot.*` trusted exports, so swapping the fixture for the real surface is a change to this one file: | Half | Members | |------|---------| | Read-only, answered in the frame | `available`, `agents`, `agent`, `terminalAgents`, `accounts`, `accountsFooter`, `models`, `model`, `levelsFor`, `level`, `usage`, `conversations`, `currentConversation`, `agentOfConversation`, `alternativesTo`, `history`, `sendable`, `events` | | Asking a read again | `refreshConversations`: the conversation list is asked again on its next read. `conversations` and `history` translate each plugin answer once and hand back the same list until the plugin answers again. | | Start / poll, because a trusted handler may not yield | `connect.start` / `.poll`, `openSignIn.start` / `.poll`, `disconnect.start` / `.poll`, `addAccount.start` / `.poll`, `renameAccount.start` / `.poll`, `send.start` / `.poll` | | Read-write but unpriced | `setModel`, `setReasoning`, `modelOf`, `levelOf`, `stop` | | The turn each tab runs, and what waits for it | `submit`, `turnOn`, `turnRunning`, `queued`, `stopTurn`, `unqueue`, `release`, `forgetTurn`, `pollTurns`, `observeTurn` | | The half only a fixture has | `fixture.enable`, `fixture.scenario`, `fixture.approve`, `fixture.setConnected`, `fixture.dropEventsBefore`, `fixture.reset` | A `start` answers `{ ok = true, id }` or `{ ok = false, reason = "busy" }`. A `poll` answers `pending`, `awaitingPerson`, `done`, `refused` or `error`. A device-code flow carries its code, its page and its expiry on the `awaitingPerson` answer, because that is what a person has to be shown while the job waits. Two `done` answers carry a flag that says the fixture did not do the thing: `openSignIn` reports `opened = false` with the address it would have opened, and `send` reports `delivered = false` with the reason. The panel shows both rather than leaving a button that looks like it worked. `fixture.enable(false)` takes the data away, and the panel says "DotBot is not available in this build" instead of drawing a conversation nobody had. ## One turn per tab A tab runs one turn at a time, whoever started it: a send from the composer, or a turn the plugin woke into on its own. `turnOn(tabId)` is that turn's record, and the Working row, the Stop button and the composer all read it. `submit` starts a turn on an idle tab; while one runs it queues the message (`"queue"`, the default) or stops the running turn and runs the message once that turn has ended (`"interrupt"`). A turn's `end` starts the next queued message. `stopTurn` holds the queue, so a stopped tab stays stopped until the person sends again (`release`). `unqueue` takes a queued message back to edit or drop. ## Scenarios `fixture.scenario(name)` puts the readings into one state at a time: `normal`, `fresh`, `notice`, `warning`, `blocked`, `signInExpired`, `codeExpired`, `codesUnavailable`, `notLinked`.
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# surface <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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# transcript The DotBot panel's transcript: a conversation's rows as the scroll area one tab draws. ```luau local Transcript = require(".transcript") local transcript = Transcript.new({ source = Source, -- traceOf / toolsRunIn, to read a tool answer icons = { down = ..., right = ..., alert = ..., bot = ... }, expanded = expandedRows, -- which rows are open, by row key onToggle = function() expandEpoch += 1 end, }) local node = transcript.render(tabId, messages, { conversation = convId }) ``` | Member | What it does | |--------|--------------| | `PAGE` | 40: the rows a transcript draws before the "Show earlier messages" row, and how many more each press of it draws. | | `new(deps)` | A transcript over `deps.source`, `deps.icons`, `deps.expanded` and `deps.onToggle`; `deps.pageSize` overrides `PAGE`. | | `render(tabId, messages, opts?)` | The virtual scroll area holding the newest rows of `messages`, with a "Show earlier messages" row above them when there are more. `opts.conversation` names the conversation (a tab on a new one starts again at one page); `opts.now` is the clock a thinking row's seconds are read against. | | `showEarlier(tabId)` | Draws one page more of the earlier rows on the next render. | | `stats(tabId)` | What the last render did: `{ rows, drawn, built, kept, hidden }`. | ## What a redraw costs Each row is drawn from what it shows: its text, its tool call and answer, whether it is open, a thinking row's seconds. A row that shows the same as it did last time keeps the subtree it already has, and its callbacks are carried into the new build (`edui.app` `collectHandlers` / `adoptHandlers`), so a delta streaming into the last answer builds that answer and nothing above it. A row holding a callback with no key is built fresh every time, because an unkeyed callback is numbered by the order a build reaches it. Only the newest rows are drawn, so what a redraw costs is set by what is on screen rather than by how long the conversation is. The earlier rows are one press away and nothing is dropped. Tested by `src/lua/lib/tests/suites/dotbot_panel.testSuite`.
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# view What the DotBot panel says, apart from how it is drawn. Every function here is pure: it takes readings from `modules.dotbot.source` and returns the words and the state the panel renders. | Function | Answers | |----------|---------| | `emptyState(availability)` | The title and detail shown when no DotBot surface is present. | | `hintLine(agent, usage)` | The line under the composer naming what pays and what is left, or nil when there is nothing honest to say. | | `usageNotice(agent, usage, models)` | The banner above the composer: a notice under 25% left, a warning under 10% offering a cheaper model only when that model is one the agent can run, and a blocked state naming the reset. | | `problemNotice(agent)` | The banner a failed sign-in puts above the composer. | | `composerState(availability, agent, usage)` | Whether the field takes typing, what it says while empty, and whether it carries the model and thinking chips. | | `connectSheet(agent, flow)` | The sheet a disconnected, expired or unlinked agent shows in place of a conversation. | | `connectedNotice(agent, account)` | The line a freshly-connected agent shows above its first turn. | | `metaLine(meta)` / `metaWho(meta)` | The per-turn meta line: model, thinking level, tokens, tool calls, duration — and who paid. | | `pickerSubtitle(agent)` / `pickerAction(agent)` | What an agent's row in the picker says, and the word on its button when it needs one. | | `rowKey(row)` / `mergeRows(history, live)` | A transcript row's identity (a tool row is its call, a thinking row or usage line is itself) and the merge of stored history with the live rows, which shows the overlap once. A history list is keyed once, when it first reaches `mergeRows`, so a merge on every redraw costs the live rows. | | `groupCarrierRows(rows, toolsRunIn)` | Runs of `tool_exec` calls collapsed into one row naming the tools they ran. | | `thinkingLabel(row, now)` / `finishThinking(row, now)` / `foldThinking(rows, from)` / `thinkingRow(...)` / `toggleOpen(state, key)` | Thinking as a folded row: its header, its clock, the fold of one turn's phases into one row, and the open/closed state. | | `splitMarkdown(md)` / `tableNode(...)` / `tableWeights(...)` / `codeNode(...)` / `markSelectable(node)` | An answer's tables and fenced code lifted out of the markdown and drawn so they wrap, and every piece of an answer marked selectable. | | `imageNode(P, key, path, exists)` | A tool's picture, or the line saying it is no longer available. | | `linkText(id, label, onClick)` | Text that looks like a link and acts like one, its callback keyed by `id`. | The thresholds the usage ladder turns on are `noticeThreshold` (25) and `warnThreshold` (10).
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# plugin Compiled code in a world, used the way a module is. A plugin is a WebAssembly component in a `<name>.plugin/` asset. Code that uses one `require`s it and calls it like any module: the calls answer values, and a refusal raises. Nothing about the call says compiled code ran, the way calling into a native library from Python does not. ```luau local counter = require("counter") local total = await(counter.add(2)) -- a number print(await(counter.total())) -- 2 ``` It is for work Luau cannot do fast enough, or cannot do at all: a simulation step, a decoder, a solver, a model. ## Getting one into a world Write the component into the world as a `.wasm` file (upload it). It becomes a plugin asset of the same name, with the component moved inside, and it loads. The asset starts with: ``` counter.plugin/ ├── plugin.wasm the component ├── plugin.yaml what it offers, and where it loads ├── surface.module/ the module a `require` of the asset lands on ├── README.md this plugin's own description └── .metadata ``` Nothing is callable until `plugin.yaml` lists it. Edit it to name the methods the component offers, and the plugin reloads with them. ## plugin.yaml ```yaml profiles: # where it loads; required - editor - runtime storage: none # none | private; none when left out events: private # private | exposed; private when left out memory: 512MiB # the most memory it may hold; 4GiB when left out exposed: # the methods a caller may run; none when left out - name: add - name: total ``` - **profiles** says where the plugin loads. A `runtime` plugin is part of the game: components and scene entrypoints can call it, and a player loads it. An `editor` plugin is for authoring, and a call to it from a component or an entrypoint is refused, because the shipped game would not have it. - **storage** `private` gives the plugin a store of its own, in this world, that survives a restart. With `none` what it stores lasts until it is reloaded. - **events** `exposed` lets code in the world listen to the events the plugin raises. With `private` nothing in the world hears them. - **memory** is the most memory the plugin may hold, written with `KiB`, `MiB` or `GiB`, up to `4GiB`, which is also what a plugin that says nothing gets. A plugin that would grow past it stops, and the log says it went past its `memory:`. - **exposed** is the plugin's whole callable surface. A method not listed cannot be called, whatever the component contains, and a listing that names a method the component does not have is refused when the plugin loads. ## Using it The asset's `surface.module` is its Luau face, and `require("<name>")`, with the asset's name, lands on it. Its code is `surface.module/init.luau`, and each of its functions calls the plugin through the asset it belongs to: ```luau local self = asset.containing(__FILE__) local me = self.modules.shared.forAsset(self) local M = {} function M.add(amount: number) return me.call("add", amount) end return M ``` - Arguments are numbers, strings, booleans, nil, buffers, handles, and tables of them. A whole number arrives as an integer. A string has to be text; send bytes as a `buffer`, which arrives whole, as bytes. - A file or a folder goes as a handle, which the plugin reads or writes by itself, without a copy through the call: ```luau local weights = vfs.open(self.path .. "/weights.bin") -- read a file local model = vfs.openDir(self.path .. "/model") -- read a folder local out = vfs.sink("/source/out/sphere.zvol", { maxBytes = 64 * 1024 * 1024 }) local frames = vfs.dirSink("/source/frames", { maxFiles = 240, maxBytes = 200 * 1024 * 1024 }) me.call("render", model, frames) ``` A handle lets the plugin do what this script could do at that path, and nothing more: a plugin has no filesystem of its own. A sink's file appears when the plugin closes the sink or lets go of it, and only the world's own files take a sink. The `plugin-development` guide has the rules. - Entities go as a binding: `ecs.bindEntities(ids):forPlugin()`. The plugin reads and writes their fields as packed floats and never learns an id; a write it makes answers to the same locks, owners and builds this script's own `entity.batchWrite` does. - A GPU buffer goes as `buf:forPlugin()` (a `"gpu"` buffer from `substrate.createBuffer`), and a compute shader as `shaderRef:forPlugin()`. The plugin writes and reads the buffer's floats and dispatches the shader over buffers the same script handed it. It never learns a buffer's name or a shader's key, so it reaches no buffer it was not given. - The answer is the value the plugin returned: a table as a table, a number as a number, bytes as a `buffer`. - A refusal raises where it is awaited: a method not exposed, a plugin that is not loaded, or the plugin's own error. - `me.on(function(eventType, payload) ... end)` listens to the plugin's events, waiting for it to load first. The payload is a value, as an answer is. It needs `events: exposed`. - A refusal is an error like any other, and `pcall` catches it. - `plugins.isLoaded("<name>")` answers whether it is running, and never raises. ## More than one part A plugin can carry more than its surface: modules the surface builds on, and an editor panel. They sit beside `surface.module` inside the asset: ``` counter.plugin/ ├── plugin.wasm ├── plugin.yaml ├── surface.module/ what `require("counter")` lands on ├── history.module/ a module the surface uses └── panel.editorPanel/ a dock tab ``` The parts reach each other with the dot form, which means the same thing wherever the asset is installed: - From a module, `require(".history")` is the module beside it. - From the panel, `require(".")` is the plugin (its surface), and `require(".history")` the module beside the panel. The surface IS the plugin: it has no name of its own, so no part requires `.surface`. Don't write a path (`./history.module`) or a name that says where the asset is installed (`require("counter.history")`): moved into a library, the asset stops finding its own parts. ## While it runs - **A new build replaces it in place.** Upload the component again under the same name and the running plugin is replaced, with no restart. Uploading the same bytes again changes nothing. - **Editing plugin.yaml reloads it.** - **Removing the asset stops it.** - **A new build or an edit stops a call in progress.** A call the plugin is in the middle of answers that the plugin was stopped, however long it would have run, and the new build starts. - **A crash stops it once.** If the component traps, the plugin stops, the log says so in one line, and every later call raises that it stopped and why, until it loads again: a new build, or an edit to `plugin.yaml`. - **`plugins.status()`** lists each plugin: whether it is loaded, why not, and its component: the SHA-256, the size, and what built it. The same holds in the desktop engine and in a browser. ## Building one The `plugin-development` guide covers writing a component: the interface in `zero-plugin.wit` beside this file, a Rust project that builds one, how calls are encoded, what a plugin may use, and the development loop.
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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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# 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
❒asset
# 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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module · born here
❒asset
# 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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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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backing path · modules/api/editor/dotbotRun.module

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