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scene.directory: Scene broadcast status

Distinguish the scene broadcast to players from the scene the GM is navigating.

What you will build

Distinguish the scene broadcast to players from the scene the GM is navigating.

Surface: scene.directory · Mode: augment · Gravewright 0.3.0 / SDK 1.x.

When it mounts and who can use it

Open the scene directory; as GM, navigate to a different scene without broadcasting it. The mount is table-scoped. maps.state projects only the scenes visible to this member.

The owner installs the local ZIP under Modules → Install module → Install from ZIP. The GM then activates the exact version in the table extension list. This example requests no extra permissions or global handle; all reads use the mount’s supplied api. GMs and players receive only server-authorized data. Streamers do not receive this authenticated mount.

Download the complete package

Download source ZIP · manifest.json · main.mjs · styles.css · LICENSE.txt

Save all four files in the same folder. ZIP the folder contents, with manifest.json directly at the archive root. Do not include a wrapper folder, local state or private keys. Local upload is the owner’s trust decision; for catalog distribution, use the signing workflow in the module reference.

text
scene-directory/
  manifest.json
  main.mjs
  styles.css
  LICENSE.txt

manifest.json

json
{
  "id": "example.surface-scene-directory",
  "name": "Scene broadcast status",
  "version": "1.0.0",
  "sdk": {
    "requires": ">=1.0.0 <2.0.0",
    "tested": "1.0.0"
  },
  "description": "Distinguish the scene broadcast to players from the scene the GM is navigating.",
  "author": "Gravewright documentation",
  "license": "MIT",
  "entry": "main.mjs"
}

main.mjs

javascript
// Original documentation example. License: MIT. Target: Gravewright 0.3.0, SDK 1.x.
export default {
  start({ api, styles }) {
    styles.use("styles.css");
    api.i18n.register({
      "en": {
        "Broadcast": "Broadcast",
        "Navigating": "Navigating",
        "None": "None",
        "Refresh": "Refresh",
        "Loading…": "Loading…",
        "Error: {code}": "Error: {code}",
        "Scene broadcast status": "Scene broadcast status"
      },
      "pt-BR": {
        "Broadcast": "Transmissão",
        "Navigating": "Navegação",
        "None": "Nenhuma",
        "Refresh": "Atualizar",
        "Loading…": "Carregando…",
        "Error: {code}": "Erro: {code}",
        "Scene broadcast status": "Estado de transmissão das cenas"
      }
    });
  },
  register({ register }) {
    register("scene.directory", { mode: "augment", mount: this.mount });
  },
  async mount({ root, context, api, storage, viewport, events, signal, onDispose }) {
    const el = (tag, text) => {
      const node = root.ownerDocument.createElement(tag);
      if (text !== undefined) node.textContent = text;
      return node;
    };
    const t = (key, params) => api.i18n.t(key, params);
    const panel = el("section"); panel.className = "gw-example";
    const heading = el("h3", t("Scene broadcast status"));
    const output = el("pre"); output.setAttribute("role", "status");
    panel.append(heading, output); root.append(panel);
    onDispose(() => panel.remove());
    const report = error => {
      if (!signal.aborted) output.textContent = t("Error: {code}", { code: error.code ?? "unavailable" });
    };
    let ticket = 0;
    const refresh = async () => {
      const current = ++ticket;
      try {
        const value = await api.maps.state({}, { signal });
        if (signal.aborted || current !== ticket) return;
        const name = id => value.maps.find(scene => scene.id === id)?.name ?? t("None"); output.textContent = `${t("Broadcast")}: ${name(value.activeMapId)} · ${t("Navigating")}: ${name(value.navigatingMapId)}`;
      } catch (error) { if (current === ticket) report(error); }
    };
    const refreshButton = el("button", t("Refresh")); refreshButton.type = "button";
    panel.append(refreshButton);
    refreshButton.addEventListener("click", () => void refresh(), { signal });
    onDispose(api.events.on("maps.changed", () => void refresh()));

    await refresh();
  },
  stop() {
    // Mount and module lifetimes already dispose styles, catalogs and subscriptions.
  }
};

styles.css

css
.gw-example { box-sizing: border-box; max-width: 640px; padding: var(--space-3); margin: var(--space-2); border: 1px solid var(--border); border-radius: var(--radius-md); color: var(--text); background: var(--surface); font: 14px/1.5 system-ui, sans-serif; }
.gw-example h3 { font-size: 16px; margin: var(--space-0) var(--space-0) var(--space-2); }
.gw-example pre { white-space: pre-wrap; overflow-wrap: anywhere; font: inherit; }
.gw-example button, .gw-example select, .gw-example input { color: inherit; background: var(--surface); font: inherit; padding: var(--space-1) var(--space-2); margin: var(--space-1); border: 1px solid var(--border); border-radius: var(--radius-sm); }
.gw-example button:focus-visible, .gw-example input:focus-visible, .gw-example select:focus-visible { outline: 2px solid var(--accent); outline-offset: 2px; }
.gw-example--compact { padding: var(--space-1); }
.gw-example-center { position: absolute; transform: translate(-50%, -50%); pointer-events: none; color: var(--text); background: var(--surface); padding: var(--space-1); border-radius: var(--radius-sm); font: 14px/1.5 system-ui, sans-serif; }

Expected result and cleanup

Distinguish the scene broadcast to players from the scene the GM is navigating.

The native interface remains usable. Closing a sheet, switching scenes, leaving the table or deactivating the module aborts the mount. Listeners use signal; events and owned elements are released through onDispose. Async reads check cancellation and discard old responses before rendering. Errors are displayed through error.code, including network failures.

Validate on a disposable table

  1. With two GM scenes, compare activeMapId and navigatingMapId. A player should only see the authorized broadcast.

  2. Open/close three times, then deactivate while a read or modal is pending. Check that no old panel or error appears after disposal.

  3. Test empty state, long document names, keyboard navigation and a narrow viewport. Compare GM and player accounts.

  4. Check the browser console. These source examples have runtime contract tests; installation and visual behavior still require validation on the target host.

How to use AI for this surface

text
Adapt the scene.directory example for [concrete goal] on Gravewright 0.3.0.
Read registry.json, this surface’s context schema, frontend.json and the native services used.
Keep start/register/stop, mount-scoped api, signal, onDispose and native modals.
Provide the complete manifest and files. Do not use app.shell/inside.content in packages.
Do not invent payload fields, core RPG rules, permissions or APIs.
Test player/GM, empty data, abort, repeated mounting and this example’s behavior.
Explain limitations and which checks actually ran.

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