The three that stopped a pack shipping: - a mesh-less GLB (armature-only export) fired onSwap anyway, hiding the primitive and adding nothing — an invisible prop with a live collider. Mesh count is now checked BEFORE the scene is touched, in one guard that covers every consumer including slotObject/blob.face. - the fulfilment path had no try/catch, so a throw became an unhandled rejection. Split in two: a build failure bails out before onSwap can hide anything; an onSwap failure keeps the replacement parented, because consumers hide their primitive on onSwap's first line and removing the fit node there would manufacture the one forbidden state. - preload() awaited every url forever. Each is now raced against a 10s deadline with allSettled semantics: a stalled host costs one warning and a fallback prop, not a game that never boots. Also: - instantiate/instanceSync never throw — createBlob's call site is frozen and unguarded, so a throw there is a black screen. - ghost and blob share fitBodyToRadius(); a borrowed blob.body was rendering the ghost 2.17x oversized with the farm mesh. - skinned blob.body is rejected loudly instead of silently half-working; the idle-clip mixer is gone (it animated an orphaned skeleton in the fixed step). - paintableInfo counts UV islands: blobbo-base.glb passes every other check and still paints wrong at 1140 charts. Warning, not rejection. - slots.ts gains cannon.base, course.finish, course.tunnel, course.tramp, all hooked except tramp (built in frozen game.ts). - manifest ignores _-prefixed metadata keys instead of calling them typos. Empty-manifest parity verified byte-for-byte: scripts/sacred-parity.check.ts fingerprints the built scene and reports 49df4f20 on main and on this branch.
222 lines
10 KiB
Markdown
222 lines
10 KiB
Markdown
# Custom assets — how the slots work
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Drop a `.glb` into a named slot and the game uses it. No code changes.
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With no manifest at all, the game builds exactly what it builds today.
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## The one URL rule
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```ts
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import.meta.env.BASE_URL + 'assets/manifest.json'
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```
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Never `/assets/...` (that drops the `/blobbo/` deploy prefix) and never a bare
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`assets/...` (that resolves against the *page* directory, which breaks on the
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demo pages one level down). `assetUrl()` in `src/assets/manifest.ts` does this
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for you.
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## Where files live
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| What | Path | Ships? |
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|---|---|---|
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| The manifest | `public/assets/manifest.json` | yes → `dist/assets/manifest.json` |
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| A shipped asset pack | `public/assets/live/*.glb` | yes → `dist/assets/live/*.glb` |
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| Raw farm output | `assets/meshes/*.glb` | **no** — outside the build |
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`public/` is vite's default publicDir, so everything under it is copied into
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`dist/` verbatim with the base path already applied. Before this lane, nothing
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copied `assets/` into `dist/` at all — every asset URL would have 404'd live.
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The four farm GLBs are ~43 MB of raw output with embedded textures. Stage them
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for local work with `./scripts/stage-farm-assets.sh` (gitignored). Compress them
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offline before any of them goes into `public/assets/live/` — `deploy.sh` rsyncs
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and `docker cp`s the whole of `dist/` on every deploy.
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## Manifest format
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```json
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{
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"machine.boot": {
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"url": "assets/live/boot.glb",
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"offset": [0, 0.2, 0],
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"rotationDeg": [0, 90, 0],
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"scale": 1.5
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}
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}
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```
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Keys starting with `_` (the editor writes `_readme` and `_generatedBy`) are
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metadata and are ignored silently. `idleClip` is accepted by the schema but
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currently ignored by the runtime — see "Rigged bodies are not supported" below.
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Everything except `url` is optional. A bad field is dropped with a warning and
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the rest of the entry still loads; a bad entry is dropped and the rest of the
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pack still loads; a file that isn't JSON at all falls back to `{}`. A GLB that
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fails to load leaves the built-in version in place and logs one warning.
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Load order, later wins: `public/assets/manifest.json`, then the editor's
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IndexedDB override (`blobbo-workshop`). An override url may be `idb:<key>`,
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which resolves to a blob stored in the same database — that is what makes a
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custom asset testable on the live site with zero deploys.
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## Slots
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| Slot id | Replaces | Stays procedural |
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|---|---|---|
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| `blob.body` | the paintable body | — |
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| `blob.face` | the googly eyes | — |
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| `ghost.body` | the ghost racer (defaults to `blob.body`) | — |
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| `cannon.base` | the cannon's stand | — |
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| `cannon.barrel` | the tube | the aiming pivot |
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| `machine.plate` | the plate frame | the pressed pad (it lights up) |
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| `machine.boot` | pad + coils | — |
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| `machine.bucket` | the shell | the paint fill (it is re-tinted) |
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| `machine.arch` | posts, bar, bubbles | — |
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| `machine.belt` | the belt slab | the scrolling chevrons |
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| `machine.fan` | the housing | the spinning blades |
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| `machine.seesaw` | the plank | the fulcrum |
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| `course.scenery.cereal` | the giant cereal box | — |
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| `course.scenery.block` | the purple block | — |
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| `course.finish` | the pink finish podium | — |
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| `course.tunnel` | the MINI tunnel roof slab | the warning bar and the posts |
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| `course.tramp` | the orange gap launcher pad | — |
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| `fx.puddle` | the puddle slab | — |
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Sub-parts that move every frame stay procedural on purpose: a custom model can't
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accidentally stop the belt scrolling, the fan spinning or the plate lighting up,
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and those motions are what make each machine readable.
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`course.tramp` is built in `src/game.ts`, which is frozen for the workshop
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lanes; the id and label exist so the editor can offer it, and integration wires
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the hook. Until it does, dropping a file on that slot changes nothing.
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## One slot, many objects
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Most slots are instanced more than once — nine `fx.puddle` strips, six cannons,
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every machine of a given kind. **Each instance gets its own clone of the asset
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at its own pose, with its own materials.** That is the contract both the runtime
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and the editor follow: dropping one puddle model reskins all nine puddles, and
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tinting one of them (each puddle keeps its zone colour) cannot bleed into the
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others. Verified in `src/assets/harden.test.ts`.
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Single-instance slots — the ones the game builds exactly once — are listed in
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`SINGLE_INSTANCE_SLOTS` in `src/assets/slots.ts`: `blob.body`, `blob.face`,
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`ghost.body`, `course.finish`, `course.tunnel` and the two `course.scenery.*`.
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## What gets rejected, and what only gets a warning
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| Asset | Outcome |
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| GLB fails to load / 404s | slot keeps its built-in version, one warning |
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| GLB takes longer than 10 s | boot continues on the built-in version, one warning |
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| GLB contains no mesh (armature/empty/camera only) | slot keeps its built-in version — the primitive is **never** hidden for a replacement that isn't there |
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| `blob.body` with a skeleton/armature | **rejected**, built-in blob kept (see below) |
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| `blob.body` with no UVs, UVs outside 0..1, or >1 material | rejected, built-in blob kept |
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| `blob.body` whose UVs are an auto-atlas | **accepted with a warning** — it paints, just messily |
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### Rigged bodies are not supported
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A `blob.body` that is a `SkinnedMesh` is rejected and the built-in blob is kept.
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This is a real limitation, not a missing check: `createBlob` re-parents the body
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mesh alone into its own group, so the GLB's bones are left outside the scene
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graph and never get a `matrixWorld` update — the pose would never advance. And
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the body's geometry is re-centred and re-scaled to the collider radius, which
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invalidates the skeleton's bind matrices, so any deformation that did resolve
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would be offset. `idleClip` is ignored for the same reason and no animation
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mixer is created — animating an invisible skeleton in the fixed step would cost
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CPU for nothing. Export the body with the armature applied.
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### The atlas warning
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`blob.body` reports `uvCharts` (connected UV islands) and `seamRatio`. UVs
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inside 0..1 with one material is **not** enough: the farm's own
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`blobbo-base.glb` passes both and still paints wrong, because its unwrap is a
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1140-island auto-atlas (29% of its vertices sit on a seam) and a splat disc in
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UV space therefore speckles a thousand unrelated triangles. Above 24 islands the
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report says so. For reference, three's `SphereGeometry` is 3 islands and a
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`BoxGeometry` is 6 — a hand unwrap is nowhere near the threshold.
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## Modelling conventions
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Y-up, metres, one material, embedded textures ≤ 2048².
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- **`blob.body`** is the only slot that is not purely cosmetic. It must be a
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single mesh with a single material and one UV island inside 0..1 — the paint
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is stamped through those UVs. It is automatically re-centred and re-scaled to
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the 1.0u body, because `boundingRadius` is a gameplay number (the puddles
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compute belly contact from it). `scale` is ignored for this slot; `offset` and
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`rotationDeg` are baked into the geometry before the refit. If the mesh fails
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the paint checks the built-in blob is kept and the reason is logged — paint
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never breaks silently.
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- **`machine.bucket`** — origin at the tipping edge, pours toward +X.
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- **`machine.boot`** — origin at the base; it shakes about its own origin.
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- **`machine.fan`** — faces +Z.
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- **`machine.seesaw`** — plank only, long axis along X, origin at the centre.
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- **`ghost.body`** — if you leave it empty the ghost borrows `blob.body` and is
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put through the exact same fit, so it always matches the blob's size. Fill it
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only when you want the ghost to look like something else; then its own
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`offset`/`rotation`/`scale` apply normally.
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- **`course.tunnel`** — roof slab only. Model its underside FLAT at the bottom
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of the model: the clearance a MINI blob squeezes through is the collider's and
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never changes, so a model that hangs lower than the collider will look like it
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blocks a gap it does not.
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- **Course boxes** keep their collider whatever you drop in, so a custom prop
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can never open a hole in the course or grow an invisible wall. Fill the volume.
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- Materials are converted to `MeshStandardMaterial` on load if they aren't one
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already: the machine danger-flash only drives standard materials, so a Basic
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or Phong export would silently kill the telegraph.
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## Wiring (integration)
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`src/main.ts` needs one line before `installGame(world)`:
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```ts
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await initAssets()
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```
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Without it the registry stays empty and every slot falls back — which is safe,
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but nothing ever swaps. It must be awaited: the frozen `game.ts` captures
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`blob.mesh` by reference the moment `createBlob` returns, so the body asset has
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to be in the cache before the game is built.
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`initAssets()` cannot hang the boot: every url in the manifest is raced against
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a 10 s deadline and settled independently, so a stalled host costs one warning
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and the built-in prop rather than a game that never starts.
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`course.tramp` still needs one line in `game.ts`, next to where the trampoline
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pad mesh is built:
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```ts
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assets().attachSlot('course.tramp', trampMesh, {
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onSwap: () => { (trampMesh.material as THREE.Material).visible = false },
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})
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```
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## Checking your work
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```
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npm run build
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node --import ./scripts/ts-resolve.mjs --experimental-strip-types src/assets/manifest.test.ts
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node --import ./scripts/ts-resolve.mjs --experimental-strip-types src/assets/registry.test.ts
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node --import ./scripts/ts-resolve.mjs --experimental-strip-types src/assets/harden.test.ts
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node --import ./scripts/ts-resolve.mjs --experimental-strip-types scripts/farm-assets.check.ts
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```
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`harden.test.ts` is the regression net for the failure modes that used to be
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silent: a mesh-less GLB blanking a slot, a throw escaping the swap path, a
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stalled url hanging the boot, an oversized ghost, a rigged body being accepted,
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and one dropped asset serving nine puddles.
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The sacred property — empty manifest builds today's game — has its own check:
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```
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./node_modules/.bin/esbuild scripts/sacred-parity.check.ts --bundle \
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--platform=node --format=esm --outfile=/tmp/sacred.mjs && node /tmp/sacred.mjs
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```
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It fingerprints every node of the scene the course, zones, blob and a cannon
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build with an empty registry. The number must not move.
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The farm check parses the real farm GLBs, runs the paintability check on each and
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fires PaintSkin's own outside-in raycast against the fitted blob body, so you can
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confirm a splat would land without opening a browser.
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