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//! Asset / shader / world.jsonl hot-reload machinery for dev sessions
//! (`cn debug` and `cn editor`). Moved out of the library into the binary
//! tree: the watcher, off-thread decode, and the reload passes are driven once
//! per frame from a `DebugHook::tick` (see `driver::HotReloadDriver`). The
//! passive source catalogs these consume are captured at
//! `GraphicsSystem::init` and live in the library
//! (`concinnity_engine::gfx::system::hot_reload_sources`); the per-frame backend
//! and pushed fog come from `concinnity_engine::ecs::render_handoff`.
//!
//! Split by responsibility:
//! driver `HotReloadDriver`, the per-frame drive + ECS effect apply
//! state `AssetHotReloadState` + decode result types + `run_frame` entry
//! watcher the `notify` filesystem watcher
//! decode off-thread payload decode + poll/apply (textures, meshes, IBL)
//! passes world.jsonl / ProceduralMesh / VolumetricFog / Shader reload
//! animation file-backed Animation clip re-import into the AnimationSystem
//! pending process-wide world.jsonl / Shader / story / Animation "changed" flags
//! world_path the session's world.jsonl path, shared with the host that switches worlds
pub use HotReloadDriver;
pub use ;
pub use WorldPathHandle;
// The `reload-assets` dispatch test drains the sibling reload flags the handler
// raises so they don't leak into other tests; only that test needs them.
pub use ;