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BUILD_PR_LEVEL_10_2B_WORKSPACE_MANAGER_PALETTE_BINDING_FIX
- Bound Workspace Manager shared palette from game manifest palette-browser singleton - Fixed missing shared palette display for game workspaces - Preserved direct game launch behavior PR Details: - Addresses Bouncing-ball missing palette regression - No validators - No start_of_day changes
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# Expected Codex Return / Delta Template
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## Expected Changed Files
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- `tests/runtime/GamesIndexWorkspaceManagerOpen.test.mjs` or equivalent
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- `docs/dev/reports/level_10_2a_workspace_manager_asset_presence_validation_report.md`
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- Workspace Manager loader/binding file(s)
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- `tests/runtime/GamesIndexWorkspaceManagerOpen.test.mjs` only if needed
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- `docs/dev/reports/level_10_2b_workspace_manager_palette_binding_report.md`
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- `docs/dev/roadmaps/MASTER_ROADMAP_ENGINE.md` if status update needed
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## Expected Validation Summary
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- `games_checked=<count>`
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- `workspace_manager_open_actions_valid=<count>`
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- `diagnostic_failures=0`
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- `games_with_shared_palette=<count>`
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- `games_missing_shared_palette=<count>`
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- `workspace_manager_reads_palette_browser_palette=true`
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- `bouncing_ball_shared_palette_present=true`
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- `games_with_expected_assets=<count>`
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- `asset_presence_test_added=true`
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- `games_with_manifest_palette_bound=<count>`
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- `games_still_missing_palette=<count>`
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- `direct_launch_regression=false`
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- `validators_added=0`
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- `start_of_day_changes=0`
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## Expected Delta ZIP
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Codex must create:
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`tmp/BUILD_PR_LEVEL_10_2A_WORKSPACE_MANAGER_ASSET_PRESENCE_VALIDATION_delta.zip`
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`tmp/BUILD_PR_LEVEL_10_2B_WORKSPACE_MANAGER_PALETTE_BINDING_FIX_delta.zip`

docs/dev/reports/launch_smoke_report.md

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# Launch Smoke Report
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Generated: 2026-04-27T00:42:17.125Z
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Generated: 2026-04-27T01:16:49.548Z
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Filters: games=true, samples=false, tools=false, sampleRange=all
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# Level 10.2B Workspace Manager Palette Binding Report
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## BUILD
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- `BUILD_PR_LEVEL_10_2B_WORKSPACE_MANAGER_PALETTE_BINDING_FIX`
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## Changed Files
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- `tools/shared/platformShell.js`
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- `tests/runtime/GamesIndexWorkspaceManagerOpen.test.mjs`
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- `docs/dev/roadmaps/MASTER_ROADMAP_ENGINE.md`
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- `docs/dev/reports/level_10_2b_workspace_manager_palette_binding_report.md`
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## Root Cause
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- Workspace Manager shared palette hydration in `platformShell.js` depended on catalog palette loading and an entries-oriented palette normalization path.
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- Active game palette data is now modeled under `game.manifest.json` at `tools["palette-browser"].palette` with `swatches` data.
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- Result: workspace opened without diagnostic but rendered `Shared Palette: No shared palette selected`.
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## Fix Applied
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- Added manifest lookup for game launch context (`games/<game>/game.manifest.json`).
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- Preferred shared palette source is now:
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- `gameManifest.tools["palette-browser"].palette`
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- Added compatibility fallback read from root `palette` only when present.
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- No root palette objects were created.
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- Added resilient palette color normalization for `swatches`, `entries`, and legacy `colors` arrays before writing shared palette handoff.
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- Kept catalog-based palette hydration as fallback when manifest palette is unavailable.
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## Level 10.2A Test Update
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- Updated asset-presence assertions so shared asset selection is required only for games that declare non-palette catalog assets.
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- This prevents false negatives for games that only need palette hydration in this flow.
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## Validation
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- Command: `npm run test:workspace-manager:games`
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- Result: `PASS`
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- Workspace actions: `11`
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- `gameId` valid: `11/11`
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- `mount=game` valid: `11/11`
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- legacy `?game=` usage: `0`
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- shared palette present: `11/11`
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- asset presence failures: `0`
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- Bouncing-ball verification:
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- shared palette present: `True`
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- palette label: `Bouncing Ball Palette`
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- shared asset label: `Bouncing Ball Classic Skin`
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- no missing-palette message: `True`
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## Direct Launch Regression Check
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- Command: `npm run test:launch-smoke:games`
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- Result: `PASS` (`12/12` games)
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- Direct game launch behavior remained unchanged.
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## Constraints Check
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- No validators added.
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- No `start_of_day` files modified.

docs/dev/roadmaps/MASTER_ROADMAP_ENGINE.md

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- [x] Palette tool singleton + tool section metadata correction is complete (`tools["palette-browser"].palette` + metadata on all tool sections).
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- [x] Games index Workspace Manager open-action browser test is complete (`gameId` + `mount=game`, legacy `?game=` rejected, diagnostic check included).
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- [x] `tools/shared/asteroidsPlatformDemo.js` shared-boundary audit is complete with move recommendation captured for follow-up.
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- [x] Workspace Manager shared palette binding now hydrates from `game.manifest.json` `tools["palette-browser"].palette` (with root `palette` compatibility fallback only).

docs/operations/dev/codex_commands.md

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REASONING: high
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TASK:
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Apply BUILD_PR_LEVEL_10_2A_WORKSPACE_MANAGER_ASSET_PRESENCE_VALIDATION.
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Apply BUILD_PR_LEVEL_10_2B_WORKSPACE_MANAGER_PALETTE_BINDING_FIX.
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STEPS:
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1. Read docs/pr/PLAN_PR_LEVEL_10_2A_WORKSPACE_MANAGER_ASSET_PRESENCE_VALIDATION.md.
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2. Read docs/pr/BUILD_PR_LEVEL_10_2A_WORKSPACE_MANAGER_ASSET_PRESENCE_VALIDATION.md.
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3. Open the Level 10.2 Workspace Manager open test.
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4. Extend it so it validates game data presence after opening each game through Workspace Manager.
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5. Keep existing checks:
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- gameId query
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- mount=game
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- no ?game=
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- no diagnostic
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6. Add asset presence checks:
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- shared palette present
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- expected shared assets/tool sections present
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- skin data present when expected
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7. Specifically fail Bouncing-ball if the UI shows:
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- `Shared Palette: No shared palette selected`
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8. Ensure this test does not run samples/tools.
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9. Write docs/dev/reports/level_10_2a_workspace_manager_asset_presence_validation_report.md.
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10. Update docs/dev/roadmaps/MASTER_ROADMAP_ENGINE.md status only if needed:
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1. Read docs/pr/PLAN_PR_LEVEL_10_2B_WORKSPACE_MANAGER_PALETTE_BINDING_FIX.md.
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2. Read docs/pr/BUILD_PR_LEVEL_10_2B_WORKSPACE_MANAGER_PALETTE_BINDING_FIX.md.
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3. Inspect Workspace Manager game manifest loading/binding code.
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4. Find where shared palette is selected/displayed.
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5. Bind shared palette from:
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- gameManifest.tools["palette-browser"].palette
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6. Allow temporary fallback from root `palette` only for compatibility if present.
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7. Do not create root palette objects.
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8. Verify Bouncing-ball no longer shows:
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- Shared Palette: No shared palette selected
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9. Run/update Level 10.2A Workspace Manager asset presence test.
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10. Ensure direct game launch remains unchanged.
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11. Write docs/dev/reports/level_10_2b_workspace_manager_palette_binding_report.md.
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12. Update docs/dev/roadmaps/MASTER_ROADMAP_ENGINE.md status only if needed:
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- [ ] -> [.]
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- [.] -> [x]
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- no prose rewrite/delete
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11. Do not add validators.
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12. Do not modify start_of_day.
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13. Create Codex delta ZIP:
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tmp/BUILD_PR_LEVEL_10_2A_WORKSPACE_MANAGER_ASSET_PRESENCE_VALIDATION_delta.zip
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13. Do not add validators.
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14. Do not modify start_of_day.
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15. Create Codex delta ZIP:
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tmp/BUILD_PR_LEVEL_10_2B_WORKSPACE_MANAGER_PALETTE_BINDING_FIX_delta.zip
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ACCEPTANCE:
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- page-load-only false positives are prevented
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- missing palette is caught
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- Bouncing-ball missing palette issue is detected/fixed or reported
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- shared palette binds from palette-browser singleton palette
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- Bouncing-ball palette appears
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- delta ZIP exists
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BUILD_PR_LEVEL_10_2A_WORKSPACE_MANAGER_ASSET_PRESENCE_VALIDATION
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BUILD_PR_LEVEL_10_2B_WORKSPACE_MANAGER_PALETTE_BINDING_FIX
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- Strengthened Workspace Manager game-open test to validate asset presence
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- Added shared palette and expected asset assertions
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- Added Bouncing-ball missing palette regression coverage
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- Bound Workspace Manager shared palette from game manifest palette-browser singleton
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- Fixed missing shared palette display for game workspaces
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- Preserved direct game launch behavior
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PR Details:
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- Prevents page-load-only false positives
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- Addresses Bouncing-ball missing palette regression
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- No validators
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- No start_of_day changes
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# BUILD_PR_LEVEL_10_2B_WORKSPACE_MANAGER_PALETTE_BINDING_FIX
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## Objective
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Make Workspace Manager load the game's singleton palette as the shared palette.
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## Expected Manifest Palette Location
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Current model:
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```json
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{
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"tools": {
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"palette-browser": {
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"schema": "html-js-gaming.tool.palette-browser",
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"version": 1,
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"name": "Palette Browser",
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"source": "manifest",
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"palette": {
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"schema": "html-js-gaming.palette",
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"version": 1,
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"name": "Game Palette",
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"swatches": []
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}
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}
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}
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}
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```
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## Required Behavior
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When opening:
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```text
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/tools/Workspace%20Manager/index.html?gameId=<id>&mount=game
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```
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Workspace Manager must:
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1. Load `games/<game>/game.manifest.json`.
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2. Read:
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```text
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tools["palette-browser"].palette
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```
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3. Bind it as the shared palette.
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4. Display its name/swatch count instead of:
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```text
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Shared Palette: No shared palette selected
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```
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## Fallback Compatibility
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If older manifests still have root `palette`, Workspace Manager may read it temporarily as compatibility, but the preferred source is:
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```text
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tools["palette-browser"].palette
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```
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Do not create a new root palette.
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## Tests
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Run/update the Level 10.2A test so it catches:
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- Bouncing-ball missing shared palette
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- any other game missing shared palette despite manifest palette existing
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## Acceptance
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- Bouncing-ball no longer shows `Shared Palette: No shared palette selected`.
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- Games with manifest palettes show shared palette as loaded.
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- Level 10.2A test passes or reports only games genuinely missing palette data.
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- No direct launch regression.
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- No validators added.
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- No start_of_day changes.
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# PLAN_PR_LEVEL_10_2B_WORKSPACE_MANAGER_PALETTE_BINDING_FIX
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## Purpose
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Fix Workspace Manager shared palette binding for game manifests.
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## Problem
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Workspace Manager can load a game workspace without diagnostic, but still show:
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`Shared Palette: No shared palette selected`
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even when the game manifest contains palette data.
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## Scope
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- Bind Workspace Manager shared palette from the game manifest singleton palette tool section.
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- Keep direct game launch unchanged.
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- Use the Level 10.2A asset presence test to validate.
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- No start_of_day changes.

tests/runtime/GamesIndexWorkspaceManagerOpen.test.mjs

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let actionsWithSharedPalette = 0;
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let actionsWithSharedAssets = 0;
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let actionsWithWorkspaceLoaded = 0;
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let actionsRequiringSharedAssets = 0;
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let actionsMeetingSharedAssetRequirement = 0;
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const invalidActionDetails = [];
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const diagnosticFailures = [];
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const assetPresenceFailures = [];
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gameFailures.push(failure);
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}
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const requiresSharedAsset = Boolean(expectedAssetModel?.hasCatalogNonPalette);
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if (requiresSharedAsset) {
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actionsRequiringSharedAssets += 1;
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}
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if (state.hasSharedAssetLine && !state.missingSharedAsset) {
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actionsWithSharedAssets += 1;
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} else {
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if (requiresSharedAsset) {
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actionsMeetingSharedAssetRequirement += 1;
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}
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} else if (requiresSharedAsset) {
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const failure = `Shared assets missing for ${action.gameId}.`;
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assetPresenceFailures.push(failure);
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gameFailures.push(failure);
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actionsWithWorkspaceLoaded,
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actionsWithSharedPalette,
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actionsWithSharedAssets,
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actionsRequiringSharedAssets,
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actionsMeetingSharedAssetRequirement,
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validationFailures,
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diagnosticFailures,
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assetPresenceFailures,
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assert.equal(summary.diagnosticFailures.length, 0, `Workspace Manager diagnostic visible for: ${summary.diagnosticFailures.join(" | ")}`);
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assert.equal(summary.actionsWithWorkspaceLoaded, summary.workspaceActionCount, "Not all actions loaded workspace state.");
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assert.equal(summary.actionsWithSharedPalette, summary.workspaceActionCount, "Not all actions loaded shared palette state.");
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assert.equal(summary.actionsWithSharedAssets, summary.workspaceActionCount, "Not all actions loaded shared asset state.");
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assert.equal(
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summary.actionsMeetingSharedAssetRequirement,
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summary.actionsRequiringSharedAssets,
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"Not all games requiring shared assets loaded shared asset state."
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);
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assert.equal(summary.assetPresenceFailures.length, 0, `Workspace Manager asset-presence validation failures: ${summary.assetPresenceFailures.join(" | ")}`);
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return summary;

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