modules: the served editor - #8489
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Integration Test Results15 tests 7 ✅ 4s ⏱️ Results for commit a70c9ac. ♻️ This comment has been updated with latest results. |
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The game publishes what only it knows into modules/missions/.editor: the unit vocabulary, the armed mission, and live values for whatever the served view asks about. An external tool renders that and writes edit intents back, so authoring a mission does not mean restarting one. It costs nothing when nobody is editing. Both widgets return before GetInfo unless dev mode is on, so for an ordinary player the handler never registers them: no 100 KB vocabulary dump written on every game start, no .editor tree in their data directory, no document parsed into the RmlUi context, and no polling of a file that will never exist. Two things the artifact contract has to survive. serve writes it non-atomically, so a torn read must not consume the generation — it is validated first and retried otherwise, and the panel renders the bytes it validated rather than re-reading and catching the next tear. And the hot-reload it triggers is synced and broadcast while the edited files are local, so only a singleplayer session may drive it; dev mode alone is not enough, since every client of a dev build passes that test. Edit intents are named from a clock that keeps rising across widget reloads, and zero-padded, so a reload cannot overwrite an intent the tool has not consumed yet and a plain lexicographic drain is submission order.
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The game publishes what only it knows into
.editor; an external tool renders it and writes edits back, so authoring a mission does not mean restarting one.It costs nothing when nobody is editing — both widgets return before
GetInfounless dev mode is on, so for an ordinary player the handler never registers them.