Let a value be a bundle of named fields
PropertyValue was number | string | boolean | list. A struct joins it, which costs two things the typechecker found rather than I did. An object on a data edge used to mean a live entity, so asEntity would have taken a struct for one and asString would have read .name off it. EntityHandle now carries a symbol brand – a symbol so no field name can impersonate it, and it never serializes, which suits a thing that exists only while the game runs. It is built in exactly one place. String(value) would have written a struct as [object Object] at 39 call sites. They go through textOf(), which is identical for primitives. normalizeGraph dropped everything but primitives from node params, so the List node lost its value on every save ([3,1,4] round-tripped to undefined). Variables were spared: they have a schema, params have none.
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@@ -1,3 +1,4 @@
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import type { ENTITY_HANDLE } from '../core/graph/NodeContext';
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import type { AssetType } from '../core/model/AssetTypes';
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import type { PropertyBag } from '../core/model/Properties';
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@@ -8,6 +9,8 @@ import type { PropertyBag } from '../core/model/Properties';
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* editor panels can show and edit them while playing.
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*/
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export interface Entity {
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/** What tells a graph this object is a live entity and not a struct value. */
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readonly [ENTITY_HANDLE]: true;
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id: string;
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/** Scene object this entity was instantiated from (for selection highlighting). */
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objectId: string;
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