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Module walk

Module walk 

Source
Expand description

Scripted walks — the engine as its own conformance oracle.

A Script is a recorded path: start at a Locator, then step through named veils. walk drives a real Navigator (resolve → load → veilwalk, background fetch and all) through that script with a renderer-free loader, and reports the worlds it actually landed in. That makes it a deterministic, headless check that the engine navigates a corpus the way it was authored — dogfooding Loom as the oracle, no GPU and no browser required.

use thread_engine::walk::{walk, Script, Step};
let script = Script {
    start: "thread://nexus.pixygon.io/nexus".into(),
    steps: vec![Step::ByLabel("The Forge".into())],
};
let outcome = walk("worlds", &script, 4000);
assert_eq!(outcome.visited, ["The Nexus", "The Forge"]);

Structs§

Script
A recorded walk: where to start, then the veils to take.
WalkOutcome
What actually happened when the engine walked a Script.

Enums§

Step
How to choose which veil to step through at a given point in a Script.

Functions§

walk
Drive the engine through script over the corpus at worlds_root, spending at most max_frames update ticks total. Returns where it landed.