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@zylem/bridge

v0.9.4

Published

Typed communication bridge shared by @zylem/game-lib and @zylem/editor. Protocol types, RAF-coalescing channel, and realm-safe singleton registry.

Readme

@zylem/bridge

Typed communication bridge shared by @zylem/game-lib and @zylem/editor.

The <zylem-game> and <zylem-editor> custom elements stay fully decoupled: neither imports the other. Both depend on this package, which provides:

  • Protocol (protocol.ts) — the complete typed message map: GameToEditorMessages (config, loading, stage snapshots, entity upserts, thumbnails) and EditorToGameMessages (debug/tool/playback commands, entity selection/focus/transform).
  • Channel (channel.ts) — BridgeChannel extends EventTarget with send (immediate), queue (coalesced once per animation frame, payloads merged by uuid where applicable), on (returns unsubscribe), and getState (last-known payload per type so a late-mounting editor hydrates instantly).
  • Registry (registry.ts) — getZylemBridge() resolves a process-wide singleton via Symbol.for on globalThis, so duplicated module copies across bundles still share one channel. announceBridgeReady() dispatches a composed zylem:bridge:ready DOM event for decoupled discovery.

Usage

import { getZylemBridge } from '@zylem/bridge';

const { channel } = getZylemBridge();

// Game side: publish high-frequency updates, coalesced per frame
channel.queue('entity:upsert', [{ uuid, name, type, position, rotation, scale }]);

// Editor side: subscribe + hydrate
const unsubscribe = channel.on('stage:snapshot', (snapshot) => { /* ... */ });
const current = channel.getState('stage:snapshot');

// Editor side: send commands
channel.send('tool:set', { tool: 'translate' });

Swatches: pick and live apply

Dragging a configured shader or behavior ("swatch") onto the viewport is a request/response exchange. The game owns raycasting and application; the consumer only forwards pointer positions and the swatch description.

// Drag start: keep the hover outline painted while no Select tool is armed.
channel.send('pick:mode:set', { enabled: true });

// Each pointer move: `queue` keeps only the latest position per frame.
channel.queue('entity:pick', { requestId, ndc: { x, y } });
channel.on('entity:pick:result', ({ requestId, hit }) => { /* hit is an EntitySummaryPayload | null */ });

// Drop: apply to the last hit. The payload is batch-shaped so a multi-select
// apply is the same message with more uuids; every uuid × swatch pair is
// attempted and reported, and successful pairs form one undoable
// `scene:operation` of kind `swatch`.
channel.send('entity:apply-swatch', {
	uuids: [hit.uuid],
	swatches: [{ kind: 'shader', source: 'createLava', props: { speed: 2 } }],
	select: true,
});
channel.on('entity:swatch-applied', ({ opId, results }) => { /* results[i].ok / reason */ });

// Drag end
channel.send('pick:mode:set', { enabled: false });

source is the export name the game registered via registerSwatchSource (@zylem/game-lib/catalog); unknown names come back as reason: 'unknown-source'.