Files
editor/packages/mcp/CROSS_CUTTING.md
T
Adrian PerezandClaude Opus 4.7 2ae932f384 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>
2026-04-18 16:41:09 +02:00

3.7 KiB

Cross-cutting changes touching packages outside @pascal-app/mcp

Integrator review required. Each entry documents:

  • What was changed
  • Why (what blocked MCP without it)
  • Impact on existing consumers
  • Reversibility

1. packages/core/package.json — added subpath exports

What

Added these subpath entries to the "exports" map of @pascal-app/core:

  • ./schema./dist/schema/index.js
  • ./store./dist/store/use-scene.js
  • ./material-library./dist/material-library.js
  • ./spatial-grid./dist/hooks/spatial-grid/spatial-grid-manager.js
  • ./wall./dist/systems/wall/wall-footprint.js

The existing "." and "./clone-scene-graph" entries are unchanged.

Why

The main entry (.) re-exports every System* (WallSystem, SlabSystem, CeilingSystem, RoofSystem, ItemSystem, StairSystem, DoorSystem, WindowSystem, FenceSystem) which side-effect-imports three, three-mesh-bvh, and three-bvh-csg. In Node (no browser), three-mesh-bvh's CJS UMD build fails to resolve its three.* globals at module-load time, so merely import { WallNode } from '@pascal-app/core' crashes before any user code runs.

By adding subpath exports that point at modules which don't transitively pull graphics code, the MCP server package (and any future Node consumer) can import just the Zod schemas and the Zustand store without dragging in three and its GPU-bound dependencies.

Impact

Zero on existing consumers. This is purely additive. apps/editor and @pascal-app/viewer continue to import from the main entry and get the full surface — they currently don't use these subpaths and don't need to. No types, runtime behavior, or bundle composition is affected.

Reversibility

Remove the 5 new entries from exports and the change is undone. @pascal-app/mcp would then have to ship its own shim or the core team would need to split @pascal-app/core into a "core-data" package and a "core-systems" package — a larger refactor.

Suggested follow-up (upstream)

Long-term, consider moving systems/ into a separate package @pascal-app/systems so that @pascal-app/core stays data-only. That's a breaking change and out of scope for this PR; the subpath exports are the non-breaking interim fix.


2. SiteNode.children inconsistency (observed, not fixed)

What

packages/core/src/schema/nodes/site.ts:36-38 declares:

children: z.array(z.discriminatedUnion('type', [BuildingNode, ItemNode]))
  .default([BuildingNode.parse({})])

SiteNode.children therefore holds full node objects. Every other container node (building, level, wall, ceiling, roof, stair) stores string[] (IDs) in children.

Why this is a problem

  • Data duplication: the building exists both in nodes[building.id] and embedded inside site.children[0]. Updates to the building in the dict don't propagate to the embedded copy.
  • Traversal asymmetry: "get children of a container" needs site-specific branching.
  • duplicate_level, find_nodes({ parentId }), and scene-serialisation round-trips all need a special case for site.

Why we didn't fix it

Changing the schema is a breaking change to serialised scene data and would require a migration pass inside setScene. Out of scope for a non-breaking MCP addition.

Workaround (inside MCP)

MCP tools resolve node children through the flat nodes dict by scanning for nodes whose parentId matches. This is correct regardless of which representation the schema chose.

Suggested follow-up (upstream)

Align SiteNode.children to z.array(z.string()) + migration in setScene.migrateNodes that extracts embedded building/item objects into the flat dict and replaces them with IDs.