feat(panes): mirrorGlobal, manifest-declared panes, and the plugin docs

Three things a plugin needs before it can actually use panes.

## mirrorGlobal — the camera-director problem

The 3D highways read their free camera from a plain global,
`window.__h3dCamCtl` (highway_3d/FREECAM_BRIDGE.md), once per frame in
_resolveFreeCam(). A camera panel in the main window just writes that
object and the camera moves. A panel in a POP-OUT window cannot:
window.__h3dCamCtl there is a different object in a different realm, and
writing it moves nothing.

So a pane declares one field — `mirrorGlobal: '__h3dCamCtl'` — and
pane-mirror.js (main realm, where the renderers live) copies that pane's
state onto the global whenever it changes. highway_3d, keys_highway_3d
and drum_highway_3d are NOT modified and do not know panes exist.

The rule that makes it work: MUTATE THE OBJECT, NEVER REPLACE IT. A
renderer may be holding the reference, and swapping in a new object would
leave it reading an orphan. Keys the pane doesn't set are left alone
rather than deleted — the global may carry a renderer's own bookkeeping.
Closing the pane deliberately leaves the global as-is: closing the camera
panel should not snap the camera back to a default, which is exactly what
happens today (nobody clears __h3dCamCtl).

## Manifest-declared panes

    "panes": [{ "id": "camera_director", "title": "Camera Director",
                "script": "panes/camera.js", "mirrorGlobal": "__h3dCamCtl" }]

Declaring a pane beats calling panes.register() from screen.js because it
becomes openable FROM THE RAIL OR THE TRAY WITHOUT THE PLUGIN'S SCREEN
EVER HAVING BEEN VISITED — core registers a stub from the manifest and
fetches the script only when the user opens it. A pane you can only reach
by first navigating to the screen it was meant to replace is not much of a
pane.

The script sets `window.feedBackPane_<id> = { mount, unmount }`, mirroring
the existing window.feedBackViz_<id> convention, and the SAME file is what
a pop-out window loads in its own realm.

`script` is validated as a relpath under the plugin's src/ and served
through the sandboxed /api/plugins/<id>/src/ route — the containment rule
`styles` already has for assets/. Traversal, absolute paths, drive letters,
backslashes and non-.js are rejected; a bad entry is dropped with a warning
rather than failing the whole plugin, because one malformed pane should not
cost the user a working plugin.

Note the projection is written TWICE — _nav_entry() and the /api/plugins
route re-project independently — so panes had to be added to both, plus the
pending branch (a pane can be opened while its plugin is still installing
deps; the script is fetched on open, not at discovery).

## docs/plugin-panes.md

The contract, and the one rule it all hangs on: mount(root, ctx) runs in a
realm that may not have the app in it. Everything comes through ctx, or the
pane works docked and silently dies popped out.

Verified: manifest validation rejects ../.., C:\, non-.js, dupes and
missing fields while passing a good entry; /api/plugins projects panes[] for
all 20 plugins. mirrorGlobal mutates the global IN PLACE — a reference held
the way _resolveFreeCam holds it sees the change, and a renderer's own field
on that object survives — both for a local write and for a write arriving
over the channel from a pop-out realm.

pytest: 2401 passed, 8 failed — all 8 reproduce on a clean main (including
the one in tests/test_plugins.py) and are unrelated.

Signed-off-by: topkoa <topkoa@gmail.com>
This commit is contained in:
topkoa
2026-07-12 17:38:05 -04:00
parent d508380532
commit 254e26bb3a
6 changed files with 510 additions and 2 deletions
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/*
* fee[dB]ack — global mirroring for panes.
*
* The camera-director problem, solved without touching a single renderer.
*
* The 3D highways read their free-camera state from a plain global —
* `window.__h3dCamCtl = { enabled, heightMul, distMul, yaw, pitch, panX, panY }`
* (plugins/highway_3d/FREECAM_BRIDGE.md) — once per frame, in _resolveFreeCam().
* A camera panel in the main window just writes that object and the camera moves.
*
* A panel in a POP-OUT window cannot: `window.__h3dCamCtl` there is a different
* object in a different realm, and writing it moves nothing.
*
* So a pane declares one manifest field:
*
* panes.register({ id: 'camera_director', mirrorGlobal: '__h3dCamCtl', ... })
*
* and this file — which runs in the MAIN realm, where the renderers live — copies
* that pane's state onto the global whenever it changes. The pane writes
* ctx.state, the state store is authoritative here, and the renderers keep reading
* the plain global they always read. highway_3d, keys_highway_3d and
* drum_highway_3d are not modified, and do not know panes exist.
*
* The one rule that makes it work: MUTATE THE OBJECT, NEVER REPLACE IT. A renderer
* may be holding the reference (_resolveFreeCam caches it), and swapping in a new
* object would leave it writing to — and reading from — an orphan.
*/
(function () {
'use strict';
const panes = window.feedBack && window.feedBack.panes;
const bus = window.feedBack;
if (!panes || !bus) return;
// paneId -> unsubscribe
const mirrors = new Map();
function _target(name) {
// Create the global if the plugin that owns it hasn't yet (a pane can be
// restored at boot before its renderer ever runs). Reuse it if it exists —
// see the rule above.
if (!window[name] || typeof window[name] !== 'object') window[name] = {};
return window[name];
}
function _apply(name, state) {
const target = _target(name);
// Copy the pane's whole state root onto the global. Keys the pane doesn't
// set are left alone rather than deleted — the global may carry fields the
// pane knows nothing about (a renderer's own bookkeeping), and clearing
// them would be a silent, spooky breakage.
Object.keys(state).forEach((k) => { target[k] = state[k]; });
}
bus.on('panes:opened', (e) => {
const id = e.detail && e.detail.id;
const spec = panes.get(id);
if (!spec || !spec.mirrorGlobal || mirrors.has(id)) return;
const entry = panes._entry(id);
if (!entry) return;
// Sync once on open: a pane's persisted state is the user's last camera,
// and it should take effect the moment the pane exists — not on their next
// nudge of a slider.
_apply(spec.mirrorGlobal, entry.state.all());
mirrors.set(id, entry.state.subscribe((all) => _apply(spec.mirrorGlobal, all)));
});
bus.on('panes:closed', (e) => {
const id = e.detail && e.detail.id;
const unsub = mirrors.get(id);
if (!unsub) return;
unsub();
mirrors.delete(id);
// The global is deliberately LEFT AS IT IS. Closing the camera panel should
// not snap the camera back to a default — that is exactly what happens
// today (nobody clears __h3dCamCtl), and it is the behaviour users expect.
});
})();
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/*
* fee[dB]ack — manifest-declared plugin panes.
*
* A plugin can ship a pane by declaring it in plugin.json, with no code in
* screen.js at all:
*
* "panes": [{
* "id": "camera_director",
* "title": "Camera Director",
* "icon": "🎥",
* "script": "panes/camera.js",
* "mirrorGlobal": "__h3dCamCtl"
* }]
*
* The point of declaring it rather than calling panes.register() is that the
* pane becomes openable — from the rail, from the tray — WITHOUT THE PLUGIN'S
* SCREEN EVER HAVING BEEN VISITED. We register a stub from the manifest and
* fetch the script only when the user actually opens it. A pane you can only
* reach by first navigating to the screen it was supposed to replace is not
* much of a pane.
*
* The script sets a factory global, the same shape the viz contract already uses
* (`window.feedBackViz_<id>`):
*
* window.feedBackPane_camera_director = {
* mount(root, ctx) { ... },
* unmount(root, ctx) { ... },
* };
*
* It is loaded from the sandboxed /api/plugins/<plugin>/src/<script> route, and
* the SAME file is what a pop-out window loads in its own realm — so it must not
* assume the app is there. `ctx` is everything it gets. See docs/plugin-panes.md.
*/
(function () {
'use strict';
const panes = window.feedBack && window.feedBack.panes;
if (!panes) return;
// Loaded factories, so re-opening a pane doesn't re-fetch its script.
const loading = new Map(); // paneId -> Promise<factory>
function _factory(paneId) {
return window['feedBackPane_' + paneId] || null;
}
function _load(paneId, url) {
const already = _factory(paneId);
if (already) return Promise.resolve(already);
if (loading.has(paneId)) return loading.get(paneId);
const p = new Promise((resolve, reject) => {
const s = document.createElement('script');
s.src = url;
s.onload = () => {
const f = _factory(paneId);
if (f) resolve(f);
else reject(new Error('pane script loaded but set no window.feedBackPane_' + paneId));
};
s.onerror = () => reject(new Error('failed to load pane script: ' + url));
document.head.appendChild(s);
});
loading.set(paneId, p);
p.catch(() => loading.delete(paneId)); // let a transient failure be retried
return p;
}
function register(plugin, def) {
const url = '/api/plugins/' + plugin.id + '/src/' + def.script;
panes.register({
id: def.id,
title: def.title || def.id,
icon: def.icon || '▣',
// The pop-out realm loads exactly the same file.
script: url,
defaultHost: def.defaultHost || 'window',
mirrorGlobal: def.mirrorGlobal || null,
width: def.width || undefined,
height: def.height || undefined,
// The stub. Docked, the script is fetched on first open and its
// factory takes over from here; the root is already on screen, so a
// slow fetch shows an empty card rather than blocking the click.
mount(root, ctx) {
_load(def.id, url).then((factory) => {
if (!root.isConnected) return; // closed again while we were fetching
factory.mount(root, ctx);
root.__fbPaneFactory = factory;
}).catch((err) => {
console.error('[panes]', def.id, err);
const oops = document.createElement('div');
oops.className = 'fb-pane-dim';
oops.textContent = 'This pane failed to load.';
root.appendChild(oops);
});
},
unmount(root, ctx) {
const factory = root.__fbPaneFactory;
delete root.__fbPaneFactory;
// Only the factory that actually mounted gets to unmount. A pane
// closed before its script arrived never mounted, and calling
// unmount() on it would hand the plugin a root it has never seen.
if (factory && typeof factory.unmount === 'function') {
try { factory.unmount(root, ctx); } catch (e) { console.error('[panes]', def.id, 'unmount threw', e); }
}
root.replaceChildren();
},
});
}
fetch('/api/plugins')
.then((r) => r.json())
.then((list) => {
(Array.isArray(list) ? list : []).forEach((plugin) => {
if (plugin.enabled === false || !Array.isArray(plugin.panes)) return;
plugin.panes.forEach((def) => register(plugin, def));
});
})
.catch((err) => console.error('[panes] could not read the plugin list', err));
})();
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});
loadScript(snap.spec.script).then(() => {
if (!captured) { fail('The pane script loaded but registered nothing.'); return; }
// Two ways a script can hand us a pane, and the same file must work in
// both realms:
// - a plugin pane sets window.feedBackPane_<id> (the factory global,
// mirroring the existing window.feedBackViz_<id> contract), because
// the main realm loads it lazily and must not have to re-register;
// - a core built-in calls feedBack.panes.register(), which our shim
// above captured.
const pane = window['feedBackPane_' + paneId] || captured;
if (!pane || typeof pane.mount !== 'function') {
fail('The pane script loaded but provided no pane.');
return;
}
statusEl.hidden = true;
rootEl.hidden = false;
try {
captured.mount(rootEl, ctx);
pane.mount(rootEl, ctx);
mounted = true;
} catch (err) {
console.error('[pane] mount() threw', err);