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asset⌬ modulemoduleprimary: init.luau·part ofmodule proc.module·originates fromworld 07158574-5…

graph

The graph data model and its definition entry: the nodes a graph holds, the normalized `InputRef` edges between them, its inputs and outputs, and its JSON (de)serialization.

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

proc.graph

The graph data model and its definition entry: the nodes a graph holds, the normalized InputRef edges between them, its inputs and outputs, and its JSON (de)serialization.

proc.graph.define(function(g) ... end) builds a graph in the call form, whose authoring surface is proc.builder: nodes called by asset identity (g.points.disc({ ... })), inputs typed by their defaults (g:input), sockets that take Luau's operators, members, columns and for, and the declarations a graph states about itself: g:describe (what it makes), g:output (what it gives), g:family, g:timeline, g:still and g:cost. The result is a graph with surface = "call" that records each node by the guid of the asset it calls.

proc.graph.refusedInput(graph, name, value) names why a value is not one an input holds. proc.graph.fromJSON reads a graph document back and toJSON writes it.

Part of @builtin::systems.procgen.proc.

Interface

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

conforms to

zero/source-extract/v2

proc.graph — the graph data model + builder. A Graph is plain data: { id, version, metadata, inputs, outputs, nodes, composites }. The builder records nodes/inputs/params/outputs and normalizes every edge to an explicit InputRef. Nothing executes at build time — declaring a node only adds data. `toJSON()` emits the serializable shape (proc.graph.v1); `fromJSON(doc)` rebuilds an in-memory Graph. An InputRef is one of `{ kind = "const", value }`, `{ kind = "graph_input", input }`, `{ kind = "node_output", node, output? }`, `{ kind = "composite_output", node, output }`, `{ kind = "list", items }` — the wiring an array-typed socket (`Geometry[]`) takes, carrying one producer ref per element — or `{ kind = "animated", ... }`, a value that changes over the graph's time (`proc.anim`). Every ref is plain JSON data, so a graph always serializes. A graph's `clock` is its timeline, and every graph has one: a frame range at a frame rate, played once and held on its last frame. `g:timeline(...)` changes the range and the rate, turns looping on, or makes it run in real time, with an end where it states its frames.

__index(self: any, key: any) → void

A name that is not a method or a field of the graph is a construct of the builder (`g.where`, `g:fold`) or, on a graph built in the call form, the name of a node or op (`g.points.disc`).

argtypedescription
selfany
keyany

edited(graph: any) → void

Count one edit of `graph`: a node, a wire, a param, an input or an output it holds changed. The builder and `proc.edit` count every change they make. What the evaluator keeps for a graph between cooks (each node's key and its prepared params) is kept for the graph at one count of edits, and a cook at another count makes it again, so a param set on a graph that has cooked is the param its next cook reads.

argtypedescription
graphanyA Graph.

examples

proc.graph.edited(g)

edits(graph: any) → number

How many edits `graph` has counted since it was made (`proc.graph.edited`).

argtypedescription
graphanyA Graph.

examples

local before = proc.graph.edits(g)

isHandle(v: any) → boolean

A value is a node handle when it carries the private marker.

argtypedescription
vany

isRef(v: any) → boolean

A value is an already-normalized InputRef when its `kind` is one of those. A record of data can carry a `kind` of its own — a Light's `kind = "point"` — and is a record all the same.

argtypedescription
vany

isArray(v: any) → boolean

A value is an array when it is a plain table carrying an element at index 1 — the shape an array-typed socket (`Geometry[]`) is wired with.

argtypedescription
vany

wiresProducers(arr: { any }, stringsName: boolean) → boolean

Whether an array wires producers rather than carrying plain data: one of its elements is a node handle or an InputRef, or — where the surface reads a string as the node it names — a string.

argtypedescription
arr{ any }
stringsNameboolean

isAssetRef(v: any) → boolean

A value is a record when it is a plain keyed table — the shape a vector-typed param is written with (`{ x = …, z = … }`). Arrays carry an element at index 1 and are wired per element instead. An asset reference (`{ __ref = guid, type }`) is one value — the asset it names — rather than a record of fields to wire.

argtypedescription
vany

isRecord(v: any) → boolean

argtypedescription
vany

valueWiresProducers(value: any) → boolean

Whether a value wires producers ANYWHERE inside it. A record binds per FIELD, so one field naming a producer makes the whole value a wiring — `{ x = someInput, z = 4 }` is a bound x and a constant z — and a field is a value in its own right, so the producer may sit further down: `{ terrain = { heightfield = tex } }` is the shape a component's `data` takes. Asking only about the top level would record such a value as plain data holding live refs, which serializes to something no op can read, so the question is asked of the whole value and `buildRef` mirrors the walk. A REF only. A field of a vector is one number, and a ref — a graph input, or a node's `:out("<name>")` — names one value, so it fits. A bare node handle names the node, whose default output is as likely a Geometry as a number; `{ x = 1, y = someBox, z = 1 }` is the mistake `constProblem` already describes, and it stays an error rather than becoming a binding that fails later at cook time with less to go on.

argtypedescription
valueany

walk(v: any) → boolean

argtypedescription
vany

takesRecord(op: any, socket: string) → boolean

Whether `op`'s input `socket` takes a record: one of the types its declaration names is `Record`.

argtypedescription
opany
socketstring

recordHoldsHandle(value: any) → boolean

Whether a record holds a node handle in one of its own fields.

argtypedescription
valueany

positioned(what: string, path: string) → string

How a value sits at `path`, for a message naming where the trouble is.

argtypedescription
whatstring
pathstring

constProblem(value: any) → string

What keeps a value from being recorded as a constant, or nil when it is plain data all the way down. A constant is written into the document exactly as it stands: a node handle inside one carries the whole graph it belongs to, and a table that reaches itself has no serialized form at all.

argtypedescription
valueany

walk(v: any, path: string) → string

argtypedescription
vany
pathstring

portable(v: any) → any

A value as a document holds it: every asset reference inside it written as its typed GUID envelope, which the asset resolves from wherever it has moved, rather than as the live handle a resolve returned. Called on a value `constProblem` has cleared, so the tree is finite.

argtypedescription
vany

buildRef(value: any, where: string, resolve: ((any) → void

The InputRef an edge value records, or the complete sentence saying why it records none (the caller prefixes "proc.graph: " and picks the stack level). `resolve` maps one value to the producer it names, on the surfaces that read a string as a node id; a surface that reads its values verbatim passes none. A node handle and an InputRef are the wiring itself, an array wiring producers records one ref per element, and every other value is the constant it is. `where` names the position a constant's trouble is reported against.

argtypedescription
valueany
wherestring
resolve((any

paramValue(value: any, where: string) → void

The value a param records, or the sentence saying why it records none. A node handle and an InputRef bind that producer, an array holding either binds one per element, and every other value is the param's own, recorded as it stands.

argtypedescription
valueany
wherestring

makeHandle(graph: any, id: string, isComposite: boolean) → any

argtypedescription
graphany
idstring
isCompositeboolean

leafRefs(ref: any) →

Every producer InputRef a wiring carries — the ref itself, or each element of a list ref, recursively. One walk for every reader that follows a graph's edges, so an array-typed socket's producers are reached the same way a scalar socket's is.

argtypedescription
refanyAn InputRef.

examples

for _, leaf in ipairs(graph.leafRefs(node.inputs.sources)) do print(leaf.node) end

walk(r: any) → void

argtypedescription
rany

mapRefs(ref: any, fn: (any) →

`ref` with `fn` applied to each producer InputRef it carries: a list rebuilds around its mapped items, every other ref maps directly. The rewriting counterpart of `leafRefs`.

argtypedescription
refanyAn InputRef.
fn(any`function(leafRef) -> InputRef`.

examples

node.inputs[socket] = graph.mapRefs(ref, retarget)

idList(self: any) → string

The node and composite ids a graph holds, sorted, for an error naming what a wiring string could have meant.

argtypedescription
selfany

inputProducer(self: any, nodeId: string, socket: string, value: any) → void

The producer one entry of a node's `inputs` names, or the sentence saying why it names none. A node handle or an InputRef is the wiring itself; a string names a node declared in this graph; any other value is a constant. Shared by `Graph.node` and `Handle.input`, so a socket wired in either call reads the same.

argtypedescription
selfany
nodeIdstring
socketstring
valueany

outputProducer(self: any, name: string, value: any) → void

The producer a graph output binds to, resolved the way `node`'s `inputs` resolve theirs so a string means the same thing on both calls. A composite carries named child outputs, so it binds through its handle's `:out`.

argtypedescription
selfany
namestring
valueany

input(self: ?, socket: string, value: any) → any

Bind an input socket to a producer: a node handle, an InputRef, the id of a node declared in this graph, an array of those (wiring an array-typed socket element by element), or a constant. For composites the socket is a child graph-input name.

argtypedescription
self?
socketstring
valueany

param(self: ?, name: string, value: any) → any

Set a node param (a constant, or a graph-input/node-output ref). Raw scalars/tables are stored verbatim; handles/refs store the ref, and an array holding either stores one ref per element.

argtypedescription
self?
namestring
valueany

out(self: ?, name: string?) → any

Reference one of this node's outputs (default output when `name` is omitted; the evaluator resolves nil to the op's default-flagged output).

argtypedescription
self?
namestring?

input(self: ?, name: string, second: any, opts: any?, default: ?) → any

Declare a public graph input. The default states the type: `g:input("rate", 20)` is a Float, `g:input("shape", "sphere")` a String, `g:input("size", vector.create(1, 1, 1))` a Vec3, and `g:input("layers", { { color = ..., rate = 20 } })` a list of records with those fields, which the inspector edits as that. An input with no default states its type in the options: `g:input("geometry", nil, { type = "Geometry" })`. A default that the options type another way says so: `g:input("count", 4, { type = "Int" })`. The older form `g:input(name, "Float", { default = 4 })` still declares the same input: a second argument that names a procgen type, with no `type` in the options, is read as the type. Returns a socket standing for the input's value, which a node call, an operator and `g.compare` take. list of values the input may hold (the inspector shows a dropdown, and a value outside it is refused); `description` is what the input does, which `procgen.explain` and, for a node, `procgen.describeNode` show.

argtypedescription
self?
namestringInput name.
secondany
optsany?`{ min?, max?, options?, description?, type?, optional? }`. `options` is the
default?The default value, which states the type; or nil with `opts.type`.

examples

local rate = g:input("rate", 20, { min = 0, max = 200 })
local shape = g:input("shape", "sphere", { options = { "point", "sphere", "cone" } })
local layers = g:input("layers", { { color = { r = 1, g = 0.5, b = 0 }, rate = 20 } })

refusedInput(graph: any, name: string, value: any) → string

The sentence saying why `value` is not one the graph's input `name` holds: a value outside its `options`, past its `min` or `max`, or not of its declared type; nil when the input holds it.

argtypedescription
graphanyA Graph.
namestringThe input's name.
valueanyThe value to check.

examples

local why = proc.graph.refusedInput(g, "shape", "cube")

ensureUnique(self: any, id: string) → void

argtypedescription
selfany
idstring

node(self: ?, id: string, op: any, inputs: { [string]: any }?, params: { [string]: any }?, ...: any) → any

Add an operation node. Returns a chainable handle (:input/:param/:out). `op` is either a builtin/in-memory op id string (e.g. "mesh.box"), or an AssetRef to a content node — a `.procNode` (a custom op) or a `.procGraph` (a graph used as a node), from `asset.resolve(id, "procNode" | "procGraph")` or an `asset.list` entry. A content ref persists as a typed GUID envelope (`{ __ref, type }`) so the reference is rename-proof and travels with the graph as a dependency; a string persists verbatim. `inputs` and `params` wire the node in the same call, recording exactly what `:input` / `:param` record — `g:node("iset", "instances.on_points", { source = box, points = "pts" }, { seed = 3 })` and the same node built by chaining serialize identically. In `inputs` a string names a node declared in this graph, a handle or an InputRef wires that producer, and any other value is a constant (a literal string constant is written `{ kind = "const", value = "…" }`). An array-typed socket (`Geometry[]`) takes an array of producers — ids, handles, or InputRefs — and wires each element. In `params` every value is the param's own, a handle or InputRef binding it to that producer, and an array holding either binding one per element. An argument in neither shape raises, naming what it was given.

argtypedescription
self?
idstringUnique node id within the graph.
opanyAn op id string, or a procNode/proc AssetRef.
inputs{ [string]: any }?Optional table of socket name -> producer.
params{ [string]: any }?Optional table of param name -> value.
...any

composite(self: ?, id: string, path: string, opts: { version: string? }?) → any

Add a composite node referencing another .procGraph graph by path.

argtypedescription
self?
idstringUnique node id.
pathstringVFS path of the child .proc.
opts{ version: string? }?Optional `{ version }`.

loop(self: ?, id: string, body: any, opts: { count: any, feed: { [string]: string }?, stop: string? }) → any

Add a loop: the graph `body` applied pass after pass, each pass fed what the one before produced. Growth, relaxation, erosion, recursive subdivision — anything iterative — is a body that does one step, looped. The handle's `:input(name, value)` sets a body input for the first pass; `feed` names which body outputs become which body inputs for the next (by default, every output whose name is also an input's). A body input named `iteration` is given the pass number, from 0. `:out(name)` reads a body output after the last pass — or, with no pass run, the input it feeds. value), `{ [output] = input }`, and the name of a Bool body output that ends the loop after the first pass producing true.

argtypedescription
self?
idstringUnique node id.
bodyanyThe loop body: a Graph built for it, or the path of a `.procGraph`.
opts{ count: any, feed: { [string]: string }?, stop: string? }`{ count, feed?, stop? }` — how many passes (a number, or a wired

examples

local grown = g:loop("grow", step, { count = 12 }):input("geometry", seedCurves)

output(self: ?, name: string, value: any, opts: any?) → void

Declare a public graph output bound to a producer. A string names a node declared in this graph, exactly as it does in `node`'s `inputs`; a handle or an InputRef binds that producer; an array of those binds each element; a literal string is written `{ kind = "const", value = "..." }`. A geometry output says which domain becomes a scene thing, because a geometry is every domain at once and what one element stands for is the author's call rather than something read off the data: `domain = "point"` makes each point a scene thing, `"primitive"` each primitive, and `"mesh"` one mesh from the whole geometry. An output naming no domain stands as the domain whose elements carry components — points carrying a `Mesh` are a population, one instanced draw when they share a mesh and a material — and as one mesh when none does. The two element domains carry ids, so the next frame of the graph moves what already stands instead of replacing it. `diskCache = true` stores what this output cooks as files in the world — one per distinct output across the timeline's frames — so a Generator loads it rather than cooking it again. Off unless asked for; see `proc.diskcache`. whether the output's cooks are stored on disk.

argtypedescription
self?
namestringOutput name.
valueanyNode handle / InputRef / node id / array of those / constant.
optsany?`{ domain?, diskCache? }` — "point", "primitive" or "mesh", and

examples

g:output("population", "pop")
g:output("particles", "scatter", { domain = "point" })

describe(self: ?, text: string) → any

Serialize to the proc.graph.v1 document shape. Set this graph's description — what op discovery shows when the graph is used as a node. Chainable.

argtypedescription
self?
textstringOne line describing what the graph produces.

examples

g:describe("The finished landscape as an entity output.")

family(self: ?, name: string) → any

Name the family this graph belongs to as an effect — "combat", "magic", "weather". The graph's `.metadata` records it as `family`, and a graph naming one is stated as an effect there: its `kind` and its first

argtypedescription
self?
namestringThe family.

examples

g:family("combat")

cost(self: ?, cost: { gpuMs: number, vramBytes: number, cookMs: number, measuredOn: string }) → any

State what one play of this graph as an effect was measured to cost: `gpuMs` the frame time its draws add, `vramBytes` the device memory a play holds, `cookMs` the time its first play spends cooking every frame (a later play replays them), and `measuredOn` the build, scene and method the numbers came from. The graph's `.metadata` records it as `cost`. Chainable.

argtypedescription
self?
cost{ gpuMs: number, vramBytes: number, cookMs: number, measuredOn: string }`{ gpuMs, vramBytes, cookMs, measuredOn }`.

examples

g:cost({ gpuMs = 0.02, vramBytes = 180000, cookMs = 250, measuredOn = "native release, empty stage" })

still(self: ?, seconds: number) → any

Name the moment, in seconds from the start of the timeline, a still of this graph is taken at — the picture its preview shows, which is the `preview.png` search shows the graph by. Without one, a still is taken halfway through a timeline with an end and two seconds into one without. An effect whose best moment is its first frames names it here: a muzzle flash is gone by the middle of its smoke. Chainable.

argtypedescription
self?
secondsnumberSeconds from the start of the timeline.

examples

g:still(0.03)

timeline(self: ?, opts: { frames: number?, fps: number?, loop: boolean?, realTime: boolean? }) → any

Change this graph's timeline. Every graph has one from the moment it is made — 150 frames at 30 fps, played once and held on its last frame — and this sets what differs. A frame cooked once on a timeline with an end stays cooked, so a loop or a scrub back costs nothing. `loop` plays the range round and round. `realTime` is a timeline whose time runs forward and never returns to a frame: each node keeps its latest value, and a simulation is stepped from the frame before. A real-time timeline that states `frames` ends on its last frame, where a Generator fires `onFinished` and applies its `ending` (`loop` plays it again from a fresh simulation); one that does not state `frames` has no end. Chainable. the timeline held; the rest stay.

argtypedescription
self?
opts{ frames: number?, fps: number?, loop: boolean?, realTime: boolean? }`{ frames?, fps?, loop?, realTime? }` — each one given replaces what

examples

g:timeline({ frames = 90 })
g:timeline({ loop = true })
g:timeline({ realTime = true })
g:timeline({ realTime = true, fps = 60, frames = 180 })

isDefaultClock(clock: any) → boolean

Whether a graph's timeline is the one every graph starts with. A document states a timeline only where it differs, so a graph that never touched its timeline serializes, and hashes, as it always has.

argtypedescription
clockany

clockDocument(clock: any) → any

A timeline as a document states it: `ends` only where it is true.

argtypedescription
clockany

toJSON(self: ?) → any

argtypedescription
self?

clockOf(graph: any, clock: any) → any

A graph's clock reads `time`, `frame`, `delta` and `duration` as sockets of the call form, beside the timeline fields it holds as plain numbers and flags.

argtypedescription
graphany
clockany

__index(_t: any, key: any) → void

argtypedescription
_tany
keyany

new(id: string?, metadata: any?, surface: string?) → any

Create a new empty graph. is only evaluated carries none.

argtypedescription
idstring?The name the graph is saved and referenced under. A graph that
metadataany?Optional metadata table (description, tags, category, version).
surfacestring?

fromJSON(doc: any) → any

Rebuild an in-memory Graph from a parsed proc.graph.v1 document.

argtypedescription
docanyThe decoded JSON table.

define(first: any) → any

Build a graph or a node from a builder function, in the call form: `proc.define(function(g) ... end)`. The graph is named by the asset folder that holds it. `g` calls nodes by name (`g.points.disc({ ... })`), declares inputs by their defaults and takes Luau's operators, `math.*` and `vector.*` over the sockets it hands out. What the function returns, a table of name to value, is the graph's outputs, declared in the order the values were made.

argtypedescription
firstanyThe builder function.

examples

return proc.define(function(g) return { points = g.points.disc({ count = g:input("count", 8, { min = 1 }) }) } end)

output(graph: any, name: string, value: any) → void

argtypedescription
graphany
namestring
valueany

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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**.
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module · born here
❒asset
# proc.builder What a graph builder hands the author, in the call form: `proc.define(function(g) ... end)`. - `g.<name>(args)` adds a node of the node asset the name resolves to, by asset identity: the nodebox and the node's folder name (`g.points.disc`), a path (`g["/zero/source/fx/ring.procNode"]`), `~` (the nearest package, effect or world root: `g["~/ring"]`), a guid, or a short name (`g.disc`). A name that matches two nodes, and a name that matches none, are errors that name the candidates. Each call is recorded in the graph by the node's guid. Arguments are a table naming inputs or positional values in the node's input order. - What a call answers: a node with one output answers that output's socket, a node with several answers a record of sockets by output name (`local f = g.core.normals.face(geo); f.geometry, f.area`), a node with none answers nothing. The record does not depend on declaration order. - `g.op.<name>(args)` (and `proc.op.<name>`) adds a node of an op, for library nodes built on the ops. - `g:input(name, default, opts)` is typed by the default: `Float`, `String`, `Bool`, `Vec3`, `Color`, `List<T>`, `Record` with its fields. `opts` takes `min`, `max`, `options`, `description`, `optional` and `type` for a default that does not state its type or no default at all. An empty table default with a stated `type` is that type's empty value (`g:input("entities", {}, { type = "List<Entity>" })`). - An input with `options`, or of type Bool or String, is a plain value while the graph is built: `g:input` answers the value itself, `if` over it is allowed, and it passes into calls as a constant. Number and vector inputs are sockets. The graph records the plain values it was built with in `graph.plain`, and each such declaration in `graph.inputs[name].plain = true`. - Sockets take `+ - * / % ^ // ..` and unary minus, `math.*` and `vector.*` (each a `math.<name>` node; `vector.create` is `math.vec2`, `math.vec3` or `math.vec4` by its component count), `x.name`, `x.name = v` and `x[name] = v` for a computed name (which rebind `x`), `x[class][name]`, `x[n]`, and `for index, item in list do ... end`. A source loaded through `builder.prepareSource` reads plain `math`, `vector` and `rand` over sockets unchanged; `define` loads a node or graph entry that way when it names them. - `g.compare(a, op, b)`, `g.where(cond, a, b)`, `g.pick(choice, alternatives)`, `g:fold(n, init, fn, opts)`, `g:state(name, columns)`, `g:step(dt, substeps, fn)`, `g:check(cond, message)`, `g.has(geometry, class, name)` and `g.copy(socket)` record the constructs the evaluator knows. - `g:check(cond, message)`: a `cond` known while the graph is built refuses the build with the message (a true one records nothing); a `cond` that reads a socket is recorded for the plan or the cook to answer. The build of a node's own defaults, which is what indexes the node, holds such a refusal instead of raising it (`graph.refusals`), and `forInputs` states it where the node is called or cooked as it stands, so a check over a plain input fires when the call gives it the refused value. - A plain Luau table filled inside a `for` body over sockets keeps one element (`rings[#rings + 1] = v`, `table.insert(rings, v)`): the body is one pass for every item. `builder.check` refuses it with the code `socket-loop-append`, naming the form to write: a local declared before the loop and assigned inside it, read after the loop, where it is the list of every pass's value. - `g.copy(value)` of a record or a list written in the graph (`g.copy({ total = 0 })`) is a value of its own that member writes rebind, so a `for` body that fills it carries it from pass to pass. - A class view made with a socket key (`names[i]`) and read as a value is a node of the scope it was made in, whichever loop body first reads it. - A `for` body is one pass that stands for every item. `index` is the item's place (a socket, from 1). A value built outside the body that the body reads or assigns (`geometry[class][name] = v`, `record.name = v`, `record[name] = v`) is carried: each pass starts from what the pass before left, the first from the value as it stood before the loop, and after the loop the value is what the last pass left. The loop records the carries in `scope.carries[id] = { init, result }` and the refs `loop_index`, `loop_carry` (the value at the start of a pass) and `loop_result` (the value after the loop). A value the body only reads reads as it was. The emitter writes a carrying loop as it was authored: a local that starts as `g:copy(value)`, the body's assignments to it, and the loop reading that local after it (`proc.emit`). - `g.clock.placement` (16 numbers, column after column), `g.clock.inverse`, `g.clock.rotation` (`{ x, y, z, w }`) and `g.clock.entity` answer where the graph stands in the scene it is cooked in: each is a `construct.scene` node that reads the scene the cook is handed (a graph standing on no entity has the identity placement and no entity). `g.transform.point(p)`, `g.transform.direction(d)` and `g.transform.rotation(q)` carry a world position, direction or quaternion into the graph's space through the inverse placement; each takes plain values, sockets or Fields. - `g:fold(n, init, fn, { stop = "changed" })` or `{ stop = function(before, after) return <Bool> end }`; `fn` returns the state only. The fold runs `n` passes and ends early at the first pass whose stop holds. - `g.element` is the element a Field evaluates over: `g.element.id` (Int), `g.element.P` (the position leaf that `fieldc.withPosition` substitutes, also written `g.element.point.P`) and `g.element.<class>.<column>` for a column of the domain the field stands in. Each read is a socket, so `g.element.id * 1.0` is a math node. - `rand.unit(seed, ...scope, id)` (a global in a node source, also `builder.rand.unit`) is the Float field of unit draws keyed by the seed, the scope (`graphId, nodeId, channel`, or `graphId, compositePath, nodeId, channel`) and the element `id`, last (`g.element.id`). It adds an `io.luau` node `{ module = "@builtin::systems.procgen.proc.fieldc.leaves", fn = "rand", args = { seed, { ...scope }, id }, returns = { "Any" } }` and answers its `value`. - `geometry.names[class]` lists the attribute names a class holds (a list socket the plan answers); `geometry[class].count = n` assigns the domain count; `geometry.material = m` assigns the material. `names` is read by that name on any socket: what is read off it by a class (`geometry.names.point`) lists the names, and any other read (`record.names[2]`, `record.names`) is the member a record holds under that name, as `count` and `keys` are. `material` is assigned by that name on any socket. - A member, an item, a column or the names of a value built outside a fold, step or stop body that the body reads first is a node of the scope the value was built in: the body and every later fold read the one value, which the plan writes once. A read keyed by a socket of the body (a fold's index) stays in the body. - `g.clock.time`, `.frame`, `.delta` and `.duration` are sockets; `.fps`, `.frames`, `.loop` and `.realTime` are the timeline's values. - Luau's `< <= > >= == ~=`, `and`, `or`, `not` and `if` over a socket have no value while the graph is built. `builder.check(source)` names each one with the `g.*` form to write, and `define` holds a node or graph entry to it. Plain inputs are not sockets to the check. A plain Luau table indexed by a socket (`LANES[values.type]`) answers nil while the graph is built, so the check refuses it with the code `socket-table-index`, which names `g.pick`. - A list of values holds a nil as a value: `{ a, nil, b }` is three, and the second is a constant of nothing. ## Building a graph for other plain values A graph whose plain inputs change structure is built again for the values a cook was given. - `builder.forInputs(graph, inputs)` answers `graph` while its plain inputs hold what the build used, else the graph built again from `graph.source` with the values `inputs` states (an input it leaves out takes its default); the result is cached by the source text and the values, so a node written again is built again. It answers `nil, reason` when the source cannot be built again or a value is outside the input's options. - An optional input with no default (`g:input(name, nil, { optional = true })`) is nil while the graph is built for a call that leaves it unwired, and its socket otherwise, so `if input == nil then ... end` in a node source is decided by what the call wired. The declaration states `wiring = true` and the graph records the wiring it was built for in `graph.wiring[name]`; `forInputs` builds the graph again for a cook given no value for such an input (`values[name] == false` states none in `rebuild` and `withInputs`). - `builder.rebuild(graph, values)` builds again unconditionally; `builder.withInputs(values, fn)` runs a function that calls `proc.define` and gives that graph the values. A node asset called with a plain value records it as a constant param; the evaluator reads a node's graph through `forInputs` with those params. ## What a graph records A call-form graph states `surface = "call"`. Each node it makes carries `call = true`, `seq` (the order it was made in, which the emitter writes it back in) and `scope`. A node asset is `op = { __ref, type = "procNode", name }`; an op is its id string; a construct is `op = "construct.<kind>"` with `construct = <kind>`. `graph.scopes` holds each `for`, `fold`, `stop` and `step` body, `graph.states` each `g:state`, `graph.plain` the plain input values. The `inputs` of a construct node are refs (a constant is `{ kind = "const", value }`); `params` are constants. | construct | inputs | params | answers | |---|---|---|---| | `member` | `value`, `name` | | the member of `value` | | `member_set` | `value`, `name`, `to` | | `value` with the member written | | `item` | `list`, `index` | | the item | | `column` | `geometry`, `class`, `name` | | the column read (a read of `count` is the domain count) | | `column_set` | `geometry`, `class`, `name`, `value` | | the geometry with the column written | | `column_remove` | `geometry`, `class`, `name` | | the geometry without the column | | `count_set` | `geometry`, `class`, `count` | | the geometry with that class's domain count set to `count` | | `material_set` | `geometry`, `material` | | the geometry with its material set | | `names` | `geometry`, `class` | | the List of attribute names the class holds, answered at plan | | `has` | `geometry`, `class`, `name` | | a Bool answered at plan: whether the class holds the column | | `check` | `cond` | `message` | nothing; a `cond` that is false when cooked is an error stating `message` | | `compare` | `a`, `b` | `op` (`eq neq lt le gt ge`) | a Bool | | `where` | `cond`, `a`, `b` | | `a` where `cond` holds, else `b` | | `pick` | `choice`, `alternatives` | | the alternative the choice names | | `step_sample` | `step`, `value` | | the value of an animated `value` at the step's time | | `step_between` | `step`, `index` | | the fraction (0 to 1) of the step's movement that source `index` of the step has covered; the evaluator defines it | A call that has several outputs names them in refs: `{ kind = "node_output", node, output = "<name>" }`; a node with one output has `output = nil`. ### Refs The v1 refs (`const`, `graph_input`, `node_output`, `list`, `record`, `animated`) and: | ref | stands for | |---|---| | `loop_item { loop }`, `loop_collect { loop, ref }` | the item of a `for` scope, and the list of `ref` over every item | | `fold_value { scope }`, `fold_index { scope }`, `fold_result { scope }` | the value and the index (from 1) of a fold pass, and the value after the last pass | | `fold_before { scope }`, `fold_after { scope }` | the state before and after a pass, inside a fold's `stop` function; `scope` is the `stop` scope | | `step_state { scope }`, `step_index { scope }`, `step_result { scope }` | the state record, the step record (`dt time graphTime index first start`, with `step_sample` and `step_between`), and the state the step reached | | `state { name }`, `clock { field }`, `engine` | declared state, the clock's field, the engine API namespace | | `element { field, class? }` | the element a Field evaluates over: `field = "id"` its index, `field = "P"` its position leaf (no class), else the column `field` of the domain `class` | ### Scopes `graph.scopes[id]` is `{ kind, parent, seq, ... }`: - `for`: `list`, `item`. - `fold`: `count`, `init`, `result`, and `stop` when it states one: `"changed"` (the pass ends the fold when the state it produced equals the one it read) or `{ scope = <id of a stop scope> }`. - `stop`: a scope whose `parent` is its fold. Its nodes read `fold_before` and `fold_after`; `result` is the Bool ref the fold stops on. It is evaluated after each pass. - `step`: `dt`, `substeps`, `result`. The `plain` table of a graph and the `plain = true` flag of an input declaration state which inputs are build-time values. Part of `@builtin::systems.procgen.proc`.
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module · born here
❒asset
# proc.registry The operation registry: register/lookup/schema/search/help for procedural ops. Part of `@builtin::systems.procgen.proc`.
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assettype · born here
❒asset
# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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module · born here
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# proc Code-authored, graph-backed procedural generation for the Zero engine. A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`, the returned table is the graph's outputs, and `io.output` is how the graph stands in the world. `builder.module/README.md` holds every rule of that form. This module owns the whole procedural model: the graph builder + data model, the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op implementations. Authored `.procGraph` graphs are persisted via `procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in `procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or `tools.use("procgen", "preview", args)` from a script. Generated meshes/materials/textures/bundles are persisted through their own `.assetType`. An op family can also come from outside this package: a `.procPack` asset registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones shipped here (`proc.registerPack(name, ops)` is what it registers through, and what a test or a tool calls to hold a family for the life of one VM). `terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/` and covering a whole landscape; `guides { path = "systems/terrainSystem/documentation/terrain" }` is its guide. To find out what the registry holds, use the `procgen` toolbox: `searchNodes` searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and `proc.schema(id)` are the same answers in-process, for a graph builder looking something up while it runs.
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module · born here
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# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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module · born here
❒asset
# 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 · systems/procgen.package/proc.module/graph.module

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