// Top-level entry point: wires codec + lexer + ast + node + edit + overlay // together into the `load({ game, mod })` API. This is the only module that // constructs Node instances from real files, since it's the one place that // has both the parsed tree (ast.mjs) and the per-file EditSession (edit.mjs) // needed to back a writable Node. import { tokenize } from './lexer.mjs'; import { parse } from './ast.mjs'; import { readGameText } from './codec.mjs'; import { Node } from './node.mjs'; import { EditSession } from './edit.mjs'; import { loadDir, makeCollection } from './overlay.mjs'; /** * @param {{ game: string, mod: string }} roots */ export async function load({ game, mod }) { const sessions = new Map(); // absolute path -> EditSession const ambiguities = []; function getOrCreateSession(path, text, tokens, meta) { let session = sessions.get(path); if (!session) { session = new EditSession(path, text, tokens, meta); sessions.set(path, session); } return session; } async function buildNode(entry) { const { text, bom, encoding } = await readGameText(entry.path); const tokens = tokenize(text); const tree = parse(tokens); const session = getOrCreateSession(entry.path, text, tokens, { bom, encoding }); return new Node({ items: tree.items, tokens, text, path: entry.path, layer: entry.layer, session, }); } // loadDir hits the filesystem, so dir() is async: `await dir(relPath)` // returns a collection with the same get/all/where API for every // directory, per overlay.mjs's makeCollection. // // Cached per relPath: callers legitimately ask for the same directory more // than once (each registry and each rule pass does), and without the cache // every call re-walked the filesystem and re-pushed the same ambiguities, // so a single real collision got reported once per caller. const dirCache = new Map(); async function dir(relPath) { let pending = dirCache.get(relPath); if (!pending) { pending = loadDir({ gameRoot: game, modRoot: mod, relPath }).then((result) => { ambiguities.push(...result.ambiguities); return makeCollection(result.entries, buildNode); }); dirCache.set(relPath, pending); } return pending; } async function file(relPath) { const modPath = joinPath(mod, relPath); const gamePath = joinPath(game, relPath); const path = await pathExists(modPath) ? modPath : gamePath; const layer = path === modPath ? 'mod' : 'vanilla'; return buildNode({ path, layer }); } async function save() { for (const session of sessions.values()) { if (session.dirty) { await session.save(); } } } return { dir, file, save, get ambiguities() { return ambiguities; }, }; } function joinPath(root, relPath) { const normalized = relPath.replace(/\\/g, '/'); return `${root.replace(/\\/g, '/').replace(/\/+$/, '')}/${normalized}`; } async function pathExists(path) { try { const { stat } = await import('node:fs/promises'); await stat(path); return true; } catch { return false; } }