Checkpoint 2: integrate native Editor, MCP, gameplay builds and standalone export
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#pragma once
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#include <faset/editor/commands.hpp>
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#include <functional>
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#include <memory>
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namespace faset::editor {
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class PluginManager {
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public:
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using Logger = std::function<void(std::string)>;
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explicit PluginManager(Commands&, Logger);
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~PluginManager();
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PluginManager(const PluginManager&) = delete;
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PluginManager& operator=(const PluginManager&) = delete;
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// Discover and validate the complete dependency graph before loading code.
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// Individual failures are reported; dependents are never loaded after one.
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void load(const std::filesystem::path& directory);
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Json status() const;
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Json panels() const;
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static std::string fingerprint();
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private:
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struct Impl;
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std::unique_ptr<Impl> impl_;
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};
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} // namespace faset::editor
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