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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@@ -1,4 +1,4 @@
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import { isHandleEnabled, type PointerState, worldPositionOf } from '../core/graph';
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import { ENTITY_HANDLE, isHandleEnabled, type PointerState, worldPositionOf } from '../core/graph';
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import { newId } from '../core/ids';
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import type { Asset } from '../core/model/Asset';
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import { isPlaceableType } from '../core/model/AssetTypes';
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@@ -118,6 +118,7 @@ export class World {
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let entity = this.findByObjectId(object.id);
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if (!entity) {
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entity = {
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[ENTITY_HANDLE]: true,
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id: `e-${object.id}`,
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objectId: object.id,
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assetId: asset.id,
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