feat(mcp): scaffold package and confirm headless bridge viability
- Add packages/mcp/ with package.json, tsconfig, PLAN.md, CROSS_CUTTING.md - Extend @pascal-app/core exports map with subpaths (./schema, ./store, ./material-library, ./spatial-grid, ./wall) so Node consumers can skip the graphics-bound systems re-export chain. - Add scripts/spike.ts that proves useScene + temporal work in Node with a requestAnimationFrame polyfill. Spike passes end-to-end. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.7
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097886b246
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2ae932f384
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/**
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* Phase 0.5 bridge spike — prove that @pascal-app/core's useScene works in Node
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* after a RAF polyfill. Run with: bun run packages/mcp/scripts/spike.ts
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*/
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// Polyfill BEFORE importing core.
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if (typeof (globalThis as any).requestAnimationFrame === 'undefined') {
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;(globalThis as any).requestAnimationFrame = (cb: (t: number) => void): number => {
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return setTimeout(() => cb(performance.now()), 0) as unknown as number
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}
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;(globalThis as any).cancelAnimationFrame = (id: number) => {
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clearTimeout(id as unknown as NodeJS.Timeout)
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}
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}
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import useScene from '@pascal-app/core/store'
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import { WallNode } from '@pascal-app/core/schema'
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function assert(cond: unknown, msg: string): asserts cond {
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if (!cond) throw new Error(`ASSERT FAILED: ${msg}`)
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}
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async function main() {
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console.log('---- Phase 0.5 bridge spike ----')
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// 1. Load default scene
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useScene.getState().loadScene()
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const state1 = useScene.getState()
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assert(state1.rootNodeIds.length === 1, 'expected 1 root')
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// NOTE: SiteNode.children holds node objects (not IDs); everything else uses ID arrays.
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// Resolve building/level via the flat nodes dict, filtering by type.
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const allNodes = Object.values(state1.nodes)
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const building = allNodes.find((n) => n.type === 'building')
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const level = allNodes.find((n) => n.type === 'level')
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assert(building, 'expected building node in dict')
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assert(level, 'expected level node in dict')
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const levelId = level.id
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console.log('OK 1: default scene loaded —', Object.keys(state1.nodes).length, 'nodes')
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// 2. Clear temporal history so we measure our own undo steps
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useScene.temporal.getState().clear()
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// 3. Create a wall via WallNode.parse
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const wall = WallNode.parse({
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start: [0, 0],
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end: [5, 0],
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})
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useScene.getState().createNode(wall, levelId as any)
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const state2 = useScene.getState()
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assert(wall.id in state2.nodes, 'wall not created')
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const levelAfter = state2.nodes[levelId]!
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assert(
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'children' in levelAfter &&
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Array.isArray(levelAfter.children) &&
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levelAfter.children.includes(wall.id),
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'wall not linked as level child',
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)
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console.log('OK 2: created wall', wall.id)
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// 4. Wait for any RAF-queued dirty markings (from updateNodesAction polyfill)
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await new Promise((r) => setTimeout(r, 5))
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// 5. Update wall
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useScene.getState().updateNode(wall.id, { thickness: 0.25, height: 3.0 })
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await new Promise((r) => setTimeout(r, 5))
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const state3 = useScene.getState()
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const w3 = state3.nodes[wall.id] as any
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assert(w3.thickness === 0.25, 'thickness not updated')
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assert(w3.height === 3.0, 'height not updated')
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console.log('OK 3: updated wall thickness + height')
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// 6. Undo (thickness/height revert)
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useScene.temporal.getState().undo()
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await new Promise((r) => setTimeout(r, 5))
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const state4 = useScene.getState()
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const w4 = state4.nodes[wall.id] as any
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console.log(' after undo: thickness =', w4?.thickness, 'height =', w4?.height)
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assert(w4, 'wall still exists after 1 undo (update was undone)')
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// default thickness/height come from schema defaults, not required to be exact values; just prove they changed back
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assert(w4.thickness !== 0.25 || w4.height !== 3.0, 'undo did not revert update')
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console.log('OK 4: undo reverted update')
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// 7. Undo again (wall creation reverted)
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useScene.temporal.getState().undo()
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await new Promise((r) => setTimeout(r, 5))
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const state5 = useScene.getState()
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assert(!(wall.id in state5.nodes), 'wall was not removed by second undo')
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console.log('OK 5: undo removed the wall')
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// 8. Redo twice (wall comes back with the updated props)
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useScene.temporal.getState().redo(2)
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await new Promise((r) => setTimeout(r, 5))
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const state6 = useScene.getState()
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const w6 = state6.nodes[wall.id] as any
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assert(w6, 'redo did not restore wall')
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assert(w6.thickness === 0.25 && w6.height === 3.0, 'redo did not restore updated props')
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console.log('OK 6: redo restored wall + update')
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// 9. Delete wall
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useScene.getState().deleteNode(wall.id)
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const state7 = useScene.getState()
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assert(!(wall.id in state7.nodes), 'wall was not deleted')
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console.log('OK 7: delete removed wall')
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// 10. setScene round-trip
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const snapshot = {
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nodes: { ...state7.nodes },
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rootNodeIds: [...state7.rootNodeIds],
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}
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useScene.getState().unloadScene()
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useScene.getState().setScene(snapshot.nodes, snapshot.rootNodeIds)
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const state8 = useScene.getState()
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assert(
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Object.keys(state8.nodes).length === Object.keys(snapshot.nodes).length,
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'setScene node-count mismatch',
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)
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console.log('OK 8: setScene round-trip preserved node count')
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console.log('\n✅ BRIDGE SPIKE PASSED — headless useScene is viable with RAF polyfill\n')
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}
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main().catch((err) => {
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console.error('\n❌ SPIKE FAILED:', err)
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process.exit(1)
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})
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