Checkpoint 5: complete asset freshness, schema migrations and editor diagnostics

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Emil
2026-09-18 05:43:02 +03:00
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@@ -76,6 +76,82 @@ automatic migrations or authoring-style custom-field constraint validation.
`snapshot()` returns a value snapshot for rendering; `snapshotJson()` provides its JSON representation. `diagnostics()` returns a read-only vector of runtime messages. These are native C++ APIs for the Player and tests, **not MCP endpoints**.
## Editor data migrations
Gameplay schema versions describe saved component data. When a field changes units
or meaning, increase the type's `version` and include declarative `migrations` in
that type returned by `gameplay::schema()`. For example, this type declaration
converts version 1 speed values from centimetres per second to metres per second:
```json
{
"id": "game.mover",
"version": 2,
"fields": {
"speed": {"type": "number", "default": 2.5, "min": 0, "max": 10},
"enabled": {"type": "boolean", "default": true}
},
"migrations": [
{
"from_version": 1,
"fields": {
"speed": {"scale": 0.01},
"enabled": {"default": true}
}
}
]
}
```
Build C++ to export and validate the declaration. The Editor reads these rules
from the same schema manifest as field metadata; it does not load the gameplay
library or execute a migration callback. Invalid metadata or migration rules fail
the build before replacing the last published binary/schema generation.
Each step upgrades `from_version` to the next integer version. A component at
version 1 needs both steps 1 and 2 to reach version 3. Empty `fields` explicitly
allows a version step with no value conversion. Supported field operations are:
- `default`: insert a value only when the field is absent.
- `scale`: multiply an existing numeric field by a finite number.
- `require_manual`: when `true`, stop if the field is present, so incompatible data
requires an explicit manual conversion.
Rules preserve component/entity IDs and fields they do not mention. The final
values must satisfy the current field schema. Unsupported operations, repeated
steps, invalid version ranges, invalid rules and non-finite scale values are
rejected when the schema is loaded. Arithmetic overflow during conversion also
fails without applying the transaction.
Opening or recovering a scene preserves older component versions as opaque data;
it never migrates them automatically. Missing rules therefore do not prevent
opening the scene. Choose **Migrate to v…** in the Inspector after rebuilding the
schema, or use the same editor's `faset_scene_edit` operation with the current
document revision:
```json
{
"document": "document-id",
"revision": 3,
"operations": [
{"op": "component.migrate", "entity": "entity-id", "component": "component-id"}
]
}
```
The whole batch is one Undo step and is written to the recovery journal. Save
explicitly to update the scene file. Missing steps, a manual-conversion requirement
or a validation error leave the document and revision unchanged. Future versions
cannot be downgraded. The same operation accepts an `instance` ID when `entity`
and `component` identify a top-level instance-local addition using its original
stored IDs, rather than resolved preview IDs.
Inherited components belong to their source document: open that source to migrate
them. Sparse field overrides in other instances are not automatically converted;
review and explicitly update overrides when changing a field's units or meaning.
The Player performs no migration and still requires the scene version to match its
linked gameplay schema before Play or exported-game validation.
## Inspect a running Player locally
The Player has local development controls in addition to gameplay input: **P** toggles