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//! concinnity-dev: the dev tooling library.
//!
//! Everything the `concinnity` binary is, apart from the process it runs in:
//! the command line it parses, the world authoring / in-memory build code, the
//! implementations behind each subcommand, the asset-reference generator,
//! bundle packaging, the in-engine editor HUD, the localhost debug server, and
//! the interpreted (`cn debug`) run loop.
//!
//! The binary declares the global allocator, resolves the project's state tree,
//! installs the crash hooks, and hands the rest to [`cli::Invocation`].
/// The shader platform `cn` cooks worlds for: the backend the runtime linked
/// into this same binary consumes, so a world built here plays here.
// Authoring / in-memory build.
// The live status a world build shows on the terminal.
// The in-engine editor HUD, the localhost debug server, the MCP transport it
// speaks, and the interpreted run loop.
/// The `cn` command line: the arguments a run was given, and the command they
/// name.
/// The implementations behind each `cn` subcommand, and the only place in this
/// crate that writes to stdout.
/// The asset reference pages, generated from the engine's own schema sources.
/// Packaging a built world into a distributable bundle.
/// The project a dev session works on: the one state tree its builds, runs, and
/// editor sessions address, opened by the binary at startup.
// Process-global test serialization lock; test builds only.
// Dev-session entry points, consumed by the `concinnity` binary: the debug
// server + interpreted run (`cn debug`), the in-engine editor (`cn editor`),
// and the MCP stdio bridge that forwards an agent's tool calls to a running
// app (`cn mcp`).
pub use run_editor;
pub use run as run_mcp;
pub use run_debug;