wip(0.S2): migrate - a var nothing writes becomes a let; a state is keyed by its module, directory or program, so every program's plan agrees; paths normalized; program states named SceneDemoState / scene_demo_st; the LSP reads state, mut and entry/handler parameters
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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463 changed files with 72045 additions and 67421 deletions
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@ -2,23 +2,25 @@
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# bottoms out in AVAudioPlayer), not the pack-aware file_open every other asset arrives through: in a
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# bundle every clip loads as 0 while Fs.exists, which IS pack-aware, says it is there. So try the
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# runtime's path, and on 0 lift the bytes out of the pack into the cache directory and load that.
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var tried: int = 0
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var live: int = 0
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export function aud_load(audio_st: mut AudioState, path: string) -> int {
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audio_st.tried += 1
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export function aud_load(path: string) -> int {
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tried += 1
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if not is_windowed() { return 0 }
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var h = Audio.load(path)
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if h == 0 {
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let out = aud_unpack(path, base_name(path))
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if out != null { h = Audio.load(out) }
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}
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if h != 0 { audio_st.live += 1 }
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if h != 0 { live += 1 }
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return h
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}
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# how many clips were asked for and how many loaded: a silent game looks exactly like a working one
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# unless something says so
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export function aud_tried(audio_st: AudioState) -> int { return audio_st.tried }
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export function aud_live(audio_st: AudioState) -> int { return audio_st.live }
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export function aud_tried() -> int { return tried }
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export function aud_live() -> int { return live }
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# One packed file out to the cache, or null. A cached copy is trusted only if it is as long as the
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# packed one: a write interrupted halfway would otherwise play truncated for ever.
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