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Created January 11, 2026 19:01
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# Solve.mjs Log - 2026-01-11T18:53:48.311Z
[2026-01-11T18:53:48.312Z] [INFO] πŸ“ Log file: /home/hive/solve-2026-01-11T18-53-48-311Z.log
[2026-01-11T18:53:48.313Z] [INFO] (All output will be logged here)
[2026-01-11T18:53:48.745Z] [INFO]
[2026-01-11T18:53:48.745Z] [INFO] πŸš€ solve v1.2.7
[2026-01-11T18:53:48.746Z] [INFO] πŸ”§ Raw command executed:
[2026-01-11T18:53:48.746Z] [INFO] /home/hive/.nvm/versions/node/v20.19.6/bin/node /home/hive/.bun/bin/solve https://github.com/VisageDvachevsky/StoryGraph/issues/532 --model sonnet --tool claude --auto-fork --verbose --attach-logs --no-auto-continue --auto-resume-on-limit-reset --prefix-fork-name-with-owner-name --prompt-playwright-mcp
[2026-01-11T18:53:48.747Z] [INFO]
[2026-01-11T18:53:48.765Z] [INFO]
[2026-01-11T18:53:48.766Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-01-11T18:53:48.767Z] [INFO]
[2026-01-11T18:53:48.767Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-01-11T18:53:48.767Z] [INFO] The log may contain sensitive information such as:
[2026-01-11T18:53:48.768Z] [INFO] β€’ API keys, tokens, or secrets
[2026-01-11T18:53:48.768Z] [INFO] β€’ File paths and directory structures
[2026-01-11T18:53:48.768Z] [INFO] β€’ Command outputs and error messages
[2026-01-11T18:53:48.769Z] [INFO] β€’ Internal system information
[2026-01-11T18:53:48.769Z] [INFO]
[2026-01-11T18:53:48.769Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-01-11T18:53:48.769Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-01-11T18:53:48.770Z] [INFO]
[2026-01-11T18:53:48.770Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-01-11T18:53:48.770Z] [INFO]
[2026-01-11T18:53:53.775Z] [INFO]
[2026-01-11T18:53:53.802Z] [INFO] πŸ’Ύ Disk space check: 39900MB available (2048MB required) βœ…
[2026-01-11T18:53:53.803Z] [INFO] 🧠 Memory check: 8289MB available, swap: 4095MB (633MB used), total: 11751MB (256MB required) βœ…
[2026-01-11T18:53:53.804Z] [INFO] πŸ” Validating Claude CLI connection...
[2026-01-11T18:53:54.556Z] [INFO] πŸ“¦ Claude CLI version: 2.1.4 (Claude Code)
[2026-01-11T18:54:00.821Z] [INFO] βœ… Claude CLI connection validated successfully
[2026-01-11T18:54:01.526Z] [INFO]
πŸ” Checking GitHub authentication and permissions...
[2026-01-11T18:54:01.790Z] [INFO] βœ… GitHub authentication: OK
[2026-01-11T18:54:01.791Z] [INFO] πŸ“‹ Token scopes: gist, read:org, repo, user, workflow
[2026-01-11T18:54:01.791Z] [INFO] βœ… All required permissions: Available
[2026-01-11T18:54:01.792Z] [INFO] πŸ“‹ URL validation:
[2026-01-11T18:54:01.792Z] [INFO] Input URL: https://github.com/VisageDvachevsky/StoryGraph/issues/532
[2026-01-11T18:54:01.792Z] [INFO] Is Issue URL: true
[2026-01-11T18:54:01.792Z] [INFO] Is PR URL: false
[2026-01-11T18:54:01.792Z] [INFO] πŸ” Checking repository access for auto-fork...
[2026-01-11T18:54:02.455Z] [INFO] Repository visibility: public
[2026-01-11T18:54:02.456Z] [INFO] βœ… Auto-fork: No write access detected, enabling fork mode
[2026-01-11T18:54:02.456Z] [INFO] βœ… Repository access check: Skipped (fork mode enabled)
[2026-01-11T18:54:02.824Z] [INFO] Repository visibility: public
[2026-01-11T18:54:02.824Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-01-11T18:54:02.825Z] [INFO] πŸ“ Issue mode: Working with issue #532
[2026-01-11T18:54:02.826Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1768157642826
[2026-01-11T18:54:02.828Z] [INFO]
🍴 Fork mode: ENABLED
[2026-01-11T18:54:02.829Z] [INFO] Checking fork status...
[2026-01-11T18:54:03.146Z] [INFO] πŸ” Detecting fork conflicts...
[2026-01-11T18:54:04.217Z] [INFO] βœ… No fork conflict: Safe to proceed
[2026-01-11T18:54:04.525Z] [INFO] βœ… Fork exists: konard/VisageDvachevsky-StoryGraph
[2026-01-11T18:54:04.525Z] [INFO] πŸ” Validating fork parent...
[2026-01-11T18:54:04.941Z] [INFO] βœ… Fork parent validated: VisageDvachevsky/StoryGraph
[2026-01-11T18:54:04.943Z] [INFO]
πŸ“₯ Cloning repository: konard/VisageDvachevsky-StoryGraph
[2026-01-11T18:54:06.782Z] [INFO] βœ… Cloned to: /tmp/gh-issue-solver-1768157642826
[2026-01-11T18:54:06.831Z] [INFO] πŸ”— Setting upstream: VisageDvachevsky/StoryGraph
[2026-01-11T18:54:06.879Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-01-11T18:54:06.880Z] [INFO] πŸ”„ Fetching upstream...
[2026-01-11T18:54:07.221Z] [INFO] βœ… Upstream fetched: Successfully
[2026-01-11T18:54:07.221Z] [INFO] πŸ”„ Syncing default branch...
[2026-01-11T18:54:07.572Z] [INFO] ℹ️ Default branch: main
[2026-01-11T18:54:07.801Z] [INFO] βœ… Default branch synced: with upstream/main
[2026-01-11T18:54:07.801Z] [INFO] πŸ”„ Pushing to fork: main branch
[2026-01-11T18:54:08.235Z] [INFO] βœ… Fork updated: Default branch pushed to fork
[2026-01-11T18:54:08.351Z] [INFO]
πŸ“Œ Default branch: main
[2026-01-11T18:54:08.391Z] [INFO]
🌿 Creating branch: issue-532-048d3ce2c2a3 from main (default)
[2026-01-11T18:54:08.431Z] [INFO] πŸ” Verifying: Branch creation...
[2026-01-11T18:54:08.469Z] [INFO] βœ… Branch created: issue-532-048d3ce2c2a3
[2026-01-11T18:54:08.469Z] [INFO] βœ… Current branch: issue-532-048d3ce2c2a3
[2026-01-11T18:54:08.469Z] [INFO] Branch operation: Create new branch
[2026-01-11T18:54:08.469Z] [INFO] Branch verification: Matches expected
[2026-01-11T18:54:08.472Z] [INFO]
πŸš€ Auto PR creation: ENABLED
[2026-01-11T18:54:08.472Z] [INFO] Creating: Initial commit and draft PR...
[2026-01-11T18:54:08.472Z] [INFO]
[2026-01-11T18:54:08.472Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false)
[2026-01-11T18:54:08.472Z] [INFO] πŸ“ Creating: CLAUDE.md with task details
[2026-01-11T18:54:08.473Z] [INFO] Issue URL from argv['issue-url']: https://github.com/VisageDvachevsky/StoryGraph/issues/532
[2026-01-11T18:54:08.473Z] [INFO] Issue URL from argv._[0]: undefined
[2026-01-11T18:54:08.473Z] [INFO] Final issue URL: https://github.com/VisageDvachevsky/StoryGraph/issues/532
[2026-01-11T18:54:08.473Z] [INFO] CLAUDE.md already exists, appending task info...
[2026-01-11T18:54:08.473Z] [INFO] βœ… File created: CLAUDE.md
[2026-01-11T18:54:08.474Z] [INFO] πŸ“¦ Adding file: To git staging
[2026-01-11T18:54:08.552Z] [INFO] Git status after add: M CLAUDE.md
[2026-01-11T18:54:08.553Z] [INFO] πŸ“ Creating commit: With CLAUDE.md file
[2026-01-11T18:54:08.599Z] [INFO] βœ… Commit created: Successfully with CLAUDE.md
[2026-01-11T18:54:08.599Z] [INFO] Commit output: [issue-532-048d3ce2c2a3 128ffd0] Initial commit with task details
1 file changed, 14 insertions(+), 1 deletion(-)
[2026-01-11T18:54:08.639Z] [INFO] Commit hash: 128ffd0...
[2026-01-11T18:54:08.680Z] [INFO] Latest commit: 128ffd0 Initial commit with task details
[2026-01-11T18:54:08.730Z] [INFO] Git status: clean
[2026-01-11T18:54:08.767Z] [INFO] Remotes: origin https://github.com/konard/VisageDvachevsky-StoryGraph.git (fetch)
[2026-01-11T18:54:08.805Z] [INFO] Branch info: * issue-532-048d3ce2c2a3 128ffd0 [origin/main: ahead 1] Initial commit with task details
main 817aebc [origin/main] Merge pull request #610 from konard/issue-568-697ece642d01
[2026-01-11T18:54:08.805Z] [INFO] πŸ“€ Pushing branch: To remote repository...
[2026-01-11T18:54:08.805Z] [INFO] Push command: git push -u origin issue-532-048d3ce2c2a3
[2026-01-11T18:54:09.584Z] [INFO] Push exit code: 0
[2026-01-11T18:54:09.584Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-532-048d3ce2c2a3' on GitHub by visiting:
remote: https://github.com/konard/VisageDvachevsky-StoryGraph/pull/new/issue-532-048d3ce2c2a3
remote:
To https://github.com/konard/VisageDvachevsky-StoryGraph.git
* [new branch] issue-532-048d3ce2c2a3 -> issue-532-048d3ce2c2a3
branch 'issue-532-048d3ce2c2a3' set up to track 'origin/issue-532-048d3ce2c2a3'.
[2026-01-11T18:54:09.584Z] [INFO] βœ… Branch pushed: Successfully to remote
[2026-01-11T18:54:09.585Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-532-048d3ce2c2a3' on GitHub by visiting:
remote: https://github.com/konard/VisageDvachevsky-StoryGraph/pull/new/issue-532-048d3ce2c2a3
remote:
To https://github.com/konard/VisageDvachevsky-StoryGraph.git
* [new branch] issue-532-048d3ce2c2a3 -> issue-532-048d3ce2c2a3
branch 'issue-532-048d3ce2c2a3' set up to track 'origin/issue-532-048d3ce2c2a3'.
[2026-01-11T18:54:09.585Z] [INFO] Waiting for GitHub to sync...
[2026-01-11T18:54:12.080Z] [INFO] Compare API check: 1 commit(s) ahead of main
[2026-01-11T18:54:12.080Z] [INFO] GitHub compare API ready: 1 commit(s) found
[2026-01-11T18:54:12.402Z] [INFO] Branch verified on GitHub: issue-532-048d3ce2c2a3
[2026-01-11T18:54:12.698Z] [INFO] Remote commit SHA: 128ffd0...
[2026-01-11T18:54:12.699Z] [INFO] πŸ“‹ Getting issue: Title from GitHub...
[2026-01-11T18:54:13.102Z] [INFO] Issue title: "[REFACTOR] Split project_manager.cpp (1049 lines) into focused modules"
[2026-01-11T18:54:13.103Z] [INFO] πŸ‘€ Getting user: Current GitHub account...
[2026-01-11T18:54:13.376Z] [INFO] Current user: konard
[2026-01-11T18:54:13.624Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T18:54:13.625Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T18:54:13.625Z] [INFO] πŸ”„ Fetching: Latest main branch...
[2026-01-11T18:54:13.945Z] [INFO] βœ… Base updated: Fetched latest main
[2026-01-11T18:54:13.945Z] [INFO] πŸ” Checking: Commits between branches...
[2026-01-11T18:54:13.991Z] [INFO] Commits ahead of origin/main: 1
[2026-01-11T18:54:13.992Z] [INFO] βœ… Commits found: 1 commit(s) ahead
[2026-01-11T18:54:13.992Z] [INFO] πŸ”€ Creating PR: Draft pull request...
[2026-01-11T18:54:13.992Z] [INFO] 🎯 Target branch: main (default)
[2026-01-11T18:54:13.993Z] [INFO] PR Title: [WIP] [REFACTOR] Split project_manager.cpp (1049 lines) into focused modules
[2026-01-11T18:54:13.993Z] [INFO] Base branch: main
[2026-01-11T18:54:13.993Z] [INFO] Head branch: issue-532-048d3ce2c2a3
[2026-01-11T18:54:13.993Z] [INFO] Assignee: konard
[2026-01-11T18:54:13.993Z] [INFO] PR Body:
## πŸ€– AI-Powered Solution Draft
This pull request is being automatically generated to solve issue VisageDvachevsky/StoryGraph#532.
### πŸ“‹ Issue Reference
Fixes VisageDvachevsky/StoryGraph#532
### 🚧 Status
**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.
### πŸ“ Implementation Details
_Details will be added as the solution draft is developed..._
---
*This PR was created automatically by the AI issue solver*
[2026-01-11T18:54:13.998Z] [INFO] Command: cd "/tmp/gh-issue-solver-1768157642826" && gh pr create --draft --title "$(cat '/tmp/pr-title-1768157653998.txt')" --body-file "/tmp/pr-body-1768157653997.md" --base main --head konard:issue-532-048d3ce2c2a3 --repo VisageDvachevsky/StoryGraph
[2026-01-11T18:54:15.445Z] [INFO] πŸ” Verifying: PR creation...
[2026-01-11T18:54:15.817Z] [INFO] βœ… Verification: PR exists on GitHub
[2026-01-11T18:54:15.818Z] [INFO] βœ… PR created: #687
[2026-01-11T18:54:15.818Z] [INFO] πŸ“ PR URL: https://github.com/VisageDvachevsky/StoryGraph/pull/687
[2026-01-11T18:54:15.818Z] [INFO] ℹ️ Note: Could not assign (no permission)
[2026-01-11T18:54:15.819Z] [INFO] πŸ”— Linking: Issue #532 to PR #687...
[2026-01-11T18:54:16.138Z] [INFO] Issue node ID: I_kwDOQuSaWM7ih79g
[2026-01-11T18:54:16.560Z] [INFO] PR node ID: PR_kwDOQuSaWM68kl-q
[2026-01-11T18:54:16.954Z] [INFO]
[2026-01-11T18:54:16.955Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue
[2026-01-11T18:54:16.955Z] [INFO]
[2026-01-11T18:54:16.955Z] [WARNING] The PR was created from a fork but wasn't linked to the issue.
[2026-01-11T18:54:16.956Z] [WARNING] Expected: "Fixes VisageDvachevsky/StoryGraph#532" in PR body
[2026-01-11T18:54:16.957Z] [INFO]
[2026-01-11T18:54:16.957Z] [WARNING] To fix manually:
[2026-01-11T18:54:16.957Z] [WARNING] 1. Edit the PR description at: https://github.com/VisageDvachevsky/StoryGraph/pull/687
[2026-01-11T18:54:16.957Z] [WARNING] 2. Add this line: Fixes VisageDvachevsky/StoryGraph#532
[2026-01-11T18:54:16.957Z] [INFO]
[2026-01-11T18:54:17.279Z] [INFO] πŸ‘€ Current user: konard
[2026-01-11T18:54:17.280Z] [INFO]
πŸ“Š Comment counting conditions:
[2026-01-11T18:54:17.280Z] [INFO] prNumber: 687
[2026-01-11T18:54:17.281Z] [INFO] branchName: issue-532-048d3ce2c2a3
[2026-01-11T18:54:17.281Z] [INFO] isContinueMode: false
[2026-01-11T18:54:17.281Z] [INFO] Will count comments: true
[2026-01-11T18:54:17.281Z] [INFO] πŸ’¬ Counting comments: Checking for new comments since last commit...
[2026-01-11T18:54:17.282Z] [INFO] PR #687 on branch: issue-532-048d3ce2c2a3
[2026-01-11T18:54:17.282Z] [INFO] Owner/Repo: VisageDvachevsky/StoryGraph
[2026-01-11T18:54:17.683Z] [INFO] πŸ“… Last commit time (from API): 2026-01-11T18:54:08.000Z
[2026-01-11T18:54:18.615Z] [INFO] πŸ’¬ New PR comments: 0
[2026-01-11T18:54:18.616Z] [INFO] πŸ’¬ New PR review comments: 0
[2026-01-11T18:54:18.616Z] [INFO] πŸ’¬ New issue comments: 0
[2026-01-11T18:54:18.616Z] [INFO] Total new comments: 0
[2026-01-11T18:54:18.616Z] [INFO] Comment lines to add: No (saving tokens)
[2026-01-11T18:54:18.616Z] [INFO] PR review comments fetched: 0
[2026-01-11T18:54:18.617Z] [INFO] PR conversation comments fetched: 0
[2026-01-11T18:54:18.618Z] [INFO] Total PR comments checked: 0
[2026-01-11T18:54:18.618Z] [INFO] No feedback info to add (0 new items, saving tokens)
[2026-01-11T18:54:18.618Z] [INFO] πŸ“… Getting timestamps: From GitHub servers...
[2026-01-11T18:54:18.967Z] [INFO] πŸ“ Issue updated: 2026-01-11T00:28:56.000Z
[2026-01-11T18:54:19.449Z] [INFO] πŸ’¬ Comments: None found
[2026-01-11T18:54:19.780Z] [INFO] πŸ”€ Recent PR: 2026-01-11T18:54:14.000Z
[2026-01-11T18:54:19.781Z] [INFO]
βœ… Reference time: 2026-01-11T18:54:14.000Z
[2026-01-11T18:54:19.781Z] [INFO]
πŸ” Checking for uncommitted changes to include as feedback...
[2026-01-11T18:54:19.823Z] [INFO] βœ… No uncommitted changes found
[2026-01-11T18:54:20.117Z] [INFO] πŸ“¦ Fork workflows detected: https://github.com/konard/VisageDvachevsky-StoryGraph/actions?query=branch%3Aissue-532-048d3ce2c2a3
[2026-01-11T18:54:21.826Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-01-11T18:54:21.830Z] [INFO]
πŸ“ Final prompt structure:
[2026-01-11T18:54:21.830Z] [INFO] Characters: 529
[2026-01-11T18:54:21.830Z] [INFO] System prompt characters: 11923
[2026-01-11T18:54:21.832Z] [INFO]
πŸ€– Executing Claude: SONNET
[2026-01-11T18:54:21.832Z] [INFO] Model: sonnet
[2026-01-11T18:54:21.832Z] [INFO] Working directory: /tmp/gh-issue-solver-1768157642826
[2026-01-11T18:54:21.832Z] [INFO] Branch: issue-532-048d3ce2c2a3
[2026-01-11T18:54:21.833Z] [INFO] Prompt length: 529 chars
[2026-01-11T18:54:21.833Z] [INFO] System prompt length: 11923 chars
[2026-01-11T18:54:21.833Z] [INFO] Feedback info included: No
[2026-01-11T18:54:21.878Z] [INFO] πŸ“ˆ System resources before execution:
[2026-01-11T18:54:21.879Z] [INFO] Memory: MemFree: 5286460 kB
[2026-01-11T18:54:21.879Z] [INFO] Load: 0.30 0.23 0.55 2/680 727079
[2026-01-11T18:54:21.879Z] [INFO]
πŸ“ Raw command:
[2026-01-11T18:54:21.879Z] [INFO] (cd "/tmp/gh-issue-solver-1768157642826" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-sonnet-4-5-20250929 -p "Issue to solve: https://github.com/VisageDvachevsky/StoryGraph/issues/532
Your prepared branch: issue-532-048d3ce2c2a3
Your prepared working directory: /tmp/gh-issue-solver-1768157642826
Your prepared Pull Request: https://github.com/VisageDvachevsky/StoryGraph/pull/687
Your forked repository: konard/VisageDvachevsky-StoryGraph
Original repository (upstream): VisageDvachevsky/StoryGraph
GitHub Actions on your fork: https://github.com/konard/VisageDvachevsky-StoryGraph/actions?query=branch%3Aissue-532-048d3ce2c2a3
Proceed.
" --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself β€” let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo VisageDvachevsky/StoryGraph --branch issue-532-048d3ce2c2a3 --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo VisageDvachevsky/StoryGraph --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to experiments folder.
- When your experiments can show real world use case of the software, add it to examples folder.
- When you face something extremely hard, use divide and conquer β€” it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause \"Could not process image\" errors and may crash the AI solver process. If the file command shows \"HTML\" or \"text\", the download failed and you should retry or skip the image.
- When you need issue details, use gh issue view https://github.com/VisageDvachevsky/StoryGraph/issues/532.
- When you need related code, use gh search code --owner VisageDvachevsky [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints:
1. PR review comments (inline code comments): gh api repos/VisageDvachevsky/StoryGraph/pulls/687/comments --paginate
2. PR conversation comments (general discussion): gh api repos/VisageDvachevsky/StoryGraph/issues/687/comments --paginate
3. PR reviews (approve/request changes): gh api repos/VisageDvachevsky/StoryGraph/pulls/687/reviews --paginate
IMPORTANT: The command \"gh pr view --json comments\" ONLY returns conversation comments and misses review comments!
- When you need latest comments on issue, use gh api repos/VisageDvachevsky/StoryGraph/issues/532/comments --paginate.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 687 --body \"your message\" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo VisageDvachevsky/StoryGraph --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 687, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
check for latest comments on the issue and pull request to ensure no recent feedback was missed,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 687.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-532-048d3ce2c2a3.
- When you finish, create a pull request from branch issue-532-048d3ce2c2a3. (Note: PR 687 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-532-048d3ce2c2a3.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 687 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources." | jq -c .)
[2026-01-11T18:54:21.879Z] [INFO]
[2026-01-11T18:54:21.879Z] [INFO] πŸ“‹ User prompt:
[2026-01-11T18:54:21.880Z] [INFO] ---BEGIN USER PROMPT---
[2026-01-11T18:54:21.880Z] [INFO] Issue to solve: https://github.com/VisageDvachevsky/StoryGraph/issues/532
Your prepared branch: issue-532-048d3ce2c2a3
Your prepared working directory: /tmp/gh-issue-solver-1768157642826
Your prepared Pull Request: https://github.com/VisageDvachevsky/StoryGraph/pull/687
Your forked repository: konard/VisageDvachevsky-StoryGraph
Original repository (upstream): VisageDvachevsky/StoryGraph
GitHub Actions on your fork: https://github.com/konard/VisageDvachevsky-StoryGraph/actions?query=branch%3Aissue-532-048d3ce2c2a3
Proceed.
[2026-01-11T18:54:21.880Z] [INFO] ---END USER PROMPT---
[2026-01-11T18:54:21.880Z] [INFO]
[2026-01-11T18:54:21.880Z] [INFO] πŸ“‹ System prompt:
[2026-01-11T18:54:21.880Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-01-11T18:54:21.880Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself β€” let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo VisageDvachevsky/StoryGraph --branch issue-532-048d3ce2c2a3 --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo VisageDvachevsky/StoryGraph --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to experiments folder.
- When your experiments can show real world use case of the software, add it to examples folder.
- When you face something extremely hard, use divide and conquer β€” it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause "Could not process image" errors and may crash the AI solver process. If the file command shows "HTML" or "text", the download failed and you should retry or skip the image.
- When you need issue details, use gh issue view https://github.com/VisageDvachevsky/StoryGraph/issues/532.
- When you need related code, use gh search code --owner VisageDvachevsky [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints:
1. PR review comments (inline code comments): gh api repos/VisageDvachevsky/StoryGraph/pulls/687/comments --paginate
2. PR conversation comments (general discussion): gh api repos/VisageDvachevsky/StoryGraph/issues/687/comments --paginate
3. PR reviews (approve/request changes): gh api repos/VisageDvachevsky/StoryGraph/pulls/687/reviews --paginate
IMPORTANT: The command "gh pr view --json comments" ONLY returns conversation comments and misses review comments!
- When you need latest comments on issue, use gh api repos/VisageDvachevsky/StoryGraph/issues/532/comments --paginate.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 687 --body "your message" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo VisageDvachevsky/StoryGraph --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 687, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
check for latest comments on the issue and pull request to ensure no recent feedback was missed,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 687.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-532-048d3ce2c2a3.
- When you finish, create a pull request from branch issue-532-048d3ce2c2a3. (Note: PR 687 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-532-048d3ce2c2a3.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 687 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources.
[2026-01-11T18:54:21.881Z] [INFO] ---END SYSTEM PROMPT---
[2026-01-11T18:54:21.881Z] [INFO]
[2026-01-11T18:54:21.881Z] [INFO] πŸ“Š CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000
[2026-01-11T18:54:21.881Z] [INFO] πŸ“‹ Command details:
[2026-01-11T18:54:21.882Z] [INFO] πŸ“‚ Working directory: /tmp/gh-issue-solver-1768157642826
[2026-01-11T18:54:21.882Z] [INFO] 🌿 Branch: issue-532-048d3ce2c2a3
[2026-01-11T18:54:21.882Z] [INFO] πŸ€– Model: Claude SONNET
[2026-01-11T18:54:21.882Z] [INFO] 🍴 Fork: konard/VisageDvachevsky-StoryGraph
[2026-01-11T18:54:21.882Z] [INFO]
▢️ Streaming output:
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[2026-01-11T18:54:23.989Z] [INFO] πŸ“Œ Session ID: e2da7605-002b-4de7-8da3-fc4dcd83f694
[2026-01-11T18:54:23.989Z] [INFO] πŸ“ Log renamed to: /home/hive/e2da7605-002b-4de7-8da3-fc4dcd83f694.log
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[2026-01-11T18:54:27.281Z] [INFO] {
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[2026-01-11T18:54:43.390Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01DUHCME4vCYRMYdkbtmEbFv","type":"tool_result","content":" 1β†’#include \"NovelMind/editor/project_manager.hpp\"\n 2β†’#include \"NovelMind/editor/project_integrity.hpp\"\n 3β†’#include \"NovelMind/editor/project_json.hpp\"\n 4β†’#include \"NovelMind/editor/scene_document.hpp\"\n 5β†’#include <algorithm>\n 6β†’#include <chrono>\n 7β†’#include <ctime>\n 8β†’#include <fstream>\n 9β†’#include <iomanip>\n 10β†’#include <sstream>\n 11β†’\n 12β†’namespace NovelMind::editor {\n 13β†’\n 14β†’// Static instance\n 15β†’std::unique_ptr<ProjectManager> ProjectManager::s_instance = nullptr;\n 16β†’\n 17β†’ProjectManager::ProjectManager() {\n 18β†’ m_recentProjects.reserve(m_maxRecentProjects);\n 19β†’}\n 20β†’\n 21β†’ProjectManager::~ProjectManager() {\n 22β†’ if (m_state == ProjectState::Open) {\n 23β†’ closeProject(true);\n 24β†’ }\n 25β†’}\n 26β†’\n 27β†’ProjectManager &ProjectManager::instance() {\n 28β†’ if (!s_instance) {\n 29β†’ s_instance = std::make_unique<ProjectManager>();\n 30β†’ }\n 31β†’ return *s_instance;\n 32β†’}\n 33β†’\n 34β†’// ============================================================================\n 35β†’// Project Lifecycle\n 36β†’// ============================================================================\n 37β†’\n 38β†’Result<void> ProjectManager::createProject(const std::string &path,\n 39β†’ const std::string &name,\n 40β†’ const std::string &templateName) {\n 41β†’ if (m_state != ProjectState::Closed) {\n 42β†’ return Result<void>::error(\"A project is already open. Close it first.\");\n 43β†’ }\n 44β†’\n 45β†’ namespace fs = std::filesystem;\n 46β†’\n 47β†’ // Check if path exists\n 48β†’ if (fs::exists(path)) {\n 49β†’ // Check if it's empty\n 50β†’ if (!fs::is_empty(path)) {\n 51β†’ return Result<void>::error(\"Directory is not empty: \" + path);\n 52β†’ }\n 53β†’ } else {\n 54β†’ // Create directory\n 55β†’ std::error_code ec;\n 56β†’ if (!fs::create_directories(path, ec)) {\n 57β†’ return Result<void>::error(\"Failed to create directory: \" + ec.message());\n 58β†’ }\n 59β†’ }\n 60β†’\n 61β†’ m_projectPath = fs::absolute(path).string();\n 62β†’ m_metadata = ProjectMetadata();\n 63β†’ m_metadata.name = name;\n 64β†’ m_metadata.createdAt = static_cast<u64>(std::time(nullptr));\n 65β†’ m_metadata.modifiedAt = m_metadata.createdAt;\n 66β†’ m_metadata.lastOpenedAt = m_metadata.createdAt;\n 67β†’ m_metadata.engineVersion = \"0.2.0\";\n 68β†’\n 69β†’ // Create folder structure\n 70β†’ auto result = createFolderStructure();\n 71β†’ if (result.isError()) {\n 72β†’ return result;\n 73β†’ }\n 74β†’\n 75β†’ // Create from template if specified\n 76β†’ if (templateName != \"empty\" && !templateName.empty()) {\n 77β†’ result = createProjectFromTemplate(templateName);\n 78β†’ if (result.isError()) {\n 79β†’ // Clean up on failure\n 80β†’ fs::remove_all(m_projectPath);\n 81β†’ return result;\n 82β†’ }\n 83β†’ }\n 84β†’\n 85β†’ // Save project file\n 86β†’ result = saveProjectFile();\n 87β†’ if (result.isError()) {\n 88β†’ return result;\n 89β†’ }\n 90β†’\n 91β†’ m_state = ProjectState::Open;\n 92β†’ m_modified = false;\n 93β†’\n 94β†’ m_assetDatabase.initialize(m_projectPath);\n 95β†’\n 96β†’ addToRecentProjects(m_projectPath);\n 97β†’ notifyProjectCreated();\n 98β†’\n 99β†’ return Result<void>::ok();\n 100β†’}\n 101β†’\n 102β†’Result<void> ProjectManager::openProject(const std::string &path) {\n 103β†’ if (m_state != ProjectState::Closed) {\n 104β†’ auto closeResult = closeProject();\n 105β†’ if (closeResult.isError()) {\n 106β†’ return closeResult;\n 107β†’ }\n 108β†’ }\n 109β†’\n 110β†’ m_state = ProjectState::Opening;\n 111β†’\n 112β†’ namespace fs = std::filesystem;\n 113β†’\n 114β†’ std::string projectFilePath = path;\n 115β†’\n 116β†’ // If path is a directory, look for project.json\n 117β†’ if (fs::is_directory(path)) {\n 118β†’ projectFilePath = (fs::path(path) / \"project.json\").string();\n 119β†’ }\n 120β†’\n 121β†’ if (!fs::exists(projectFilePath)) {\n 122β†’ m_state = ProjectState::Closed;\n 123β†’ return Result<void>::error(\"Project file not found: \" + projectFilePath);\n 124β†’ }\n 125β†’\n 126β†’ auto result = loadProjectFile(projectFilePath);\n 127β†’ if (result.isError()) {\n 128β†’ m_state = ProjectState::Closed;\n 129β†’ return result;\n 130β†’ }\n 131β†’\n 132β†’ m_projectPath = fs::path(projectFilePath).parent_path().string();\n 133β†’ m_metadata.lastOpenedAt = static_cast<u64>(std::time(nullptr));\n 134β†’\n 135β†’ // Verify folder structure\n 136β†’ if (!verifyFolderStructure()) {\n 137β†’ // Try to repair\n 138β†’ auto repairResult = createFolderStructure();\n 139β†’ if (repairResult.isError()) {\n 140β†’ m_state = ProjectState::Closed;\n 141β†’ return Result<void>::error(\n 142β†’ \"Project folder structure is invalid and could not be \"\n 143β†’ \"repaired\");\n 144β†’ }\n 145β†’ }\n 146β†’\n 147β†’ m_state = ProjectState::Open;\n 148β†’ m_modified = false;\n 149β†’ m_timeSinceLastSave = 0.0;\n 150β†’\n 151β†’ m_assetDatabase.initialize(m_projectPath);\n 152β†’\n 153β†’ addToRecentProjects(m_projectPath);\n 154β†’ notifyProjectOpened();\n 155β†’\n 156β†’ return Result<void>::ok();\n 157β†’}\n 158β†’\n 159β†’Result<void> ProjectManager::saveProject() {\n 160β†’ if (m_state != ProjectState::Open) {\n 161β†’ return Result<void>::error(\"No project is open\");\n 162β†’ }\n 163β†’\n 164β†’ m_state = ProjectState::Saving;\n 165β†’\n 166β†’ m_metadata.modifiedAt = static_cast<u64>(std::time(nullptr));\n 167β†’\n 168β†’ auto result = saveProjectFile();\n 169β†’ if (result.isError()) {\n 170β†’ m_state = ProjectState::Open;\n 171β†’ return result;\n 172β†’ }\n 173β†’\n 174β†’ m_state = ProjectState::Open;\n 175β†’ m_modified = false;\n 176β†’ m_timeSinceLastSave = 0.0;\n 177β†’\n 178β†’ notifyProjectSaved();\n 179β†’\n 180β†’ return Result<void>::ok();\n 181β†’}\n 182β†’\n 183β†’Result<void> ProjectManager::saveProjectAs(const std::string &path) {\n 184β†’ if (m_state != ProjectState::Open) {\n 185β†’ return Result<void>::error(\"No project is open\");\n 186β†’ }\n 187β†’\n 188β†’ namespace fs = std::filesystem;\n 189β†’\n 190β†’ // Copy current project to new location\n 191β†’ std::error_code ec;\n 192β†’ fs::copy(m_projectPath, path,\n 193β†’ fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n 194β†’ ec);\n 195β†’ if (ec) {\n 196β†’ return Result<void>::error(\"Failed to copy project: \" + ec.message());\n 197β†’ }\n 198β†’\n 199β†’ m_projectPath = fs::absolute(path).string();\n 200β†’\n 201β†’ return saveProject();\n 202β†’}\n 203β†’\n 204β†’Result<void> ProjectManager::closeProject(bool force) {\n 205β†’ if (m_state == ProjectState::Closed) {\n 206β†’ return Result<void>::ok();\n 207β†’ }\n 208β†’\n 209β†’ if (!force && m_modified) {\n 210β†’ if (m_onUnsavedChangesPrompt) {\n 211β†’ auto promptResult = m_onUnsavedChangesPrompt();\n 212β†’ if (!promptResult.has_value()) {\n 213β†’ // User cancelled\n 214β†’ return Result<void>::error(\"Operation cancelled by user\");\n 215β†’ }\n 216β†’ if (promptResult.value()) {\n 217β†’ // User wants to save\n 218β†’ auto saveResult = saveProject();\n 219β†’ if (saveResult.isError()) {\n 220β†’ return saveResult;\n 221β†’ }\n 222β†’ }\n 223β†’ }\n 224β†’ }\n 225β†’\n 226β†’ m_state = ProjectState::Closing;\n 227β†’\n 228β†’ // Clear project state\n 229β†’ m_assetDatabase.close();\n 230β†’ m_projectPath.clear();\n 231β†’ m_metadata = ProjectMetadata();\n 232β†’ m_modified = false;\n 233β†’ m_timeSinceLastSave = 0.0;\n 234β†’\n 235β†’ m_state = ProjectState::Closed;\n 236β†’\n 237β†’ notifyProjectClosed();\n 238β†’\n 239β†’ return Result<void>::ok();\n 240β†’}\n 241β†’\n 242β†’bool ProjectManager::hasOpenProject() const {\n 243β†’ return m_state == ProjectState::Open;\n 244β†’}\n 245β†’\n 246β†’ProjectState ProjectManager::getState() const { return m_state; }\n 247β†’\n 248β†’bool ProjectManager::hasUnsavedChanges() const { return m_modified; }\n 249β†’\n 250β†’void ProjectManager::markModified() {\n 251β†’ if (!m_modified) {\n 252β†’ m_modified = true;\n 253β†’ notifyProjectModified();\n 254β†’ }\n 255β†’}\n 256β†’\n 257β†’void ProjectManager::markSaved() { m_modified = false; }\n 258β†’\n 259β†’// ============================================================================\n 260β†’// Project Information\n 261β†’// ============================================================================\n 262β†’\n 263β†’const ProjectMetadata &ProjectManager::getMetadata() const {\n 264β†’ return m_metadata;\n 265β†’}\n 266β†’\n 267β†’void ProjectManager::setMetadata(const ProjectMetadata &metadata) {\n 268β†’ m_metadata = metadata;\n 269β†’ markModified();\n 270β†’}\n 271β†’\n 272β†’std::string ProjectManager::getProjectPath() const { return m_projectPath; }\n 273β†’\n 274β†’std::string ProjectManager::getProjectName() const { return m_metadata.name; }\n 275β†’\n 276β†’std::string ProjectManager::getStartScene() const {\n 277β†’ return m_metadata.startScene;\n 278β†’}\n 279β†’\n 280β†’void ProjectManager::setStartScene(const std::string &sceneId) {\n 281β†’ if (m_metadata.startScene == sceneId) {\n 282β†’ return;\n 283β†’ }\n 284β†’ m_metadata.startScene = sceneId;\n 285β†’ markModified();\n 286β†’}\n 287β†’\n 288β†’std::string ProjectManager::getFolderPath(ProjectFolder folder) const {\n 289β†’ namespace fs = std::filesystem;\n 290β†’\n 291β†’ if (m_projectPath.empty()) {\n 292β†’ return \"\";\n 293β†’ }\n 294β†’\n 295β†’ fs::path base(m_projectPath);\n 296β†’\n 297β†’ switch (folder) {\n 298β†’ case ProjectFolder::Root:\n 299β†’ return m_projectPath;\n 300β†’ case ProjectFolder::Assets:\n 301β†’ return (base / \"Assets\").string();\n 302β†’ case ProjectFolder::Images:\n 303β†’ return (base / \"Assets\" / \"Images\").string();\n 304β†’ case ProjectFolder::Audio:\n 305β†’ return (base / \"Assets\" / \"Audio\").string();\n 306β†’ case ProjectFolder::Fonts:\n 307β†’ return (base / \"Assets\" / \"Fonts\").string();\n 308β†’ case ProjectFolder::Scripts:\n 309β†’ return (base / \"scripts\").string();\n 310β†’ case ProjectFolder::ScriptsGenerated:\n 311β†’ return (base / \"scripts\" / \"generated\").string();\n 312β†’ case ProjectFolder::Scenes:\n 313β†’ return (base / \"Scenes\").string();\n 314β†’ case ProjectFolder::Localization:\n 315β†’ return (base / \"Localization\").string();\n 316β†’ case ProjectFolder::Build:\n 317β†’ return (base / \"Build\").string();\n 318β†’ case ProjectFolder::Temp:\n 319β†’ return (base / \".temp\").string();\n 320β†’ case ProjectFolder::Backup:\n 321β†’ return (base / \".backup\").string();\n 322β†’ }\n 323β†’\n 324β†’ return m_projectPath;\n 325β†’}\n 326β†’\n 327β†’std::vector<std::string>\n 328β†’ProjectManager::getProjectFiles(const std::string &extension) const {\n 329β†’ namespace fs = std::filesystem;\n 330β†’\n 331β†’ std::vector<std::string> files;\n 332β†’\n 333β†’ if (m_projectPath.empty()) {\n 334β†’ return files;\n 335β†’ }\n 336β†’\n 337β†’ for (const auto &entry : fs::recursive_directory_iterator(m_projectPath)) {\n 338β†’ if (entry.is_regular_file() && entry.path().extension() == extension) {\n 339β†’ files.push_back(entry.path().string());\n 340β†’ }\n 341β†’ }\n 342β†’\n 343β†’ return files;\n 344β†’}\n 345β†’\n 346β†’// ============================================================================\n 347β†’// Folder Structure\n 348β†’// ============================================================================\n 349β†’\n 350β†’Result<void> ProjectManager::createFolderStructure() {\n 351β†’ namespace fs = std::filesystem;\n 352β†’\n 353β†’ if (m_projectPath.empty()) {\n 354β†’ return Result<void>::error(\"No project path set\");\n 355β†’ }\n 356β†’\n 357β†’ std::error_code ec;\n 358β†’ fs::path base(m_projectPath);\n 359β†’\n 360β†’ // Create all standard folders\n 361β†’ std::vector<fs::path> folders = {base / \"Assets\",\n 362β†’ base / \"Assets\" / \"Images\",\n 363β†’ base / \"Assets\" / \"Audio\",\n 364β†’ base / \"Assets\" / \"Fonts\",\n 365β†’ base / \"scripts\",\n 366β†’ base / \"scripts\" / \"generated\",\n 367β†’ base / \"Scenes\",\n 368β†’ base / \"Localization\",\n 369β†’ base / \"Build\",\n 370β†’ base / \".temp\",\n 371β†’ base / \".backup\"};\n 372β†’\n 373β†’ for (const auto &folder : folders) {\n 374β†’ if (!fs::exists(folder)) {\n 375β†’ if (!fs::create_directories(folder, ec)) {\n 376β†’ return Result<void>::error(\"Failed to create folder: \" +\n 377β†’ folder.string() + \" - \" + ec.message());\n 378β†’ }\n 379β†’ }\n 380β†’ }\n 381β†’\n 382β†’ return Result<void>::ok();\n 383β†’}\n 384β†’\n 385β†’bool ProjectManager::verifyFolderStructure() const {\n 386β†’ namespace fs = std::filesystem;\n 387β†’\n 388β†’ if (m_projectPath.empty()) {\n 389β†’ return false;\n 390β†’ }\n 391β†’\n 392β†’ fs::path base(m_projectPath);\n 393β†’\n 394β†’ // Check required folders\n 395β†’ std::vector<fs::path> required = {base / \"Assets\", base / \"scripts\",\n 396β†’ base / \"Scenes\"};\n 397β†’\n 398β†’ for (const auto &folder : required) {\n 399β†’ if (!fs::exists(folder) || !fs::is_directory(folder)) {\n 400β†’ return false;\n 401β†’ }\n 402β†’ }\n 403β†’\n 404β†’ return true;\n 405β†’}\n 406β†’\n 407β†’Result<void> ProjectManager::createFolder(const std::string &relativePath) {\n 408β†’ namespace fs = std::filesystem;\n 409β†’\n 410β†’ if (m_projectPath.empty()) {\n 411β†’ return Result<void>::error(\"No project is open\");\n 412β†’ }\n 413β†’\n 414β†’ fs::path fullPath = fs::path(m_projectPath) / relativePath;\n 415β†’\n 416β†’ std::error_code ec;\n 417β†’ if (!fs::create_directories(fullPath, ec)) {\n 418β†’ return Result<void>::error(\"Failed to create folder: \" + ec.message());\n 419β†’ }\n 420β†’\n 421β†’ return Result<void>::ok();\n 422β†’}\n 423β†’\n 424β†’bool ProjectManager::isPathInProject(const std::string &path) const {\n 425β†’ namespace fs = std::filesystem;\n 426β†’\n 427β†’ if (m_projectPath.empty()) {\n 428β†’ return false;\n 429β†’ }\n 430β†’\n 431β†’ fs::path projectPath = fs::canonical(m_projectPath);\n 432β†’ fs::path targetPath = fs::canonical(path);\n 433β†’\n 434β†’ auto it = std::search(targetPath.begin(), targetPath.end(),\n 435β†’ projectPath.begin(), projectPath.end());\n 436β†’\n 437β†’ return it == targetPath.begin();\n 438β†’}\n 439β†’\n 440β†’std::string\n 441β†’ProjectManager::toRelativePath(const std::string &absolutePath) const {\n 442β†’ namespace fs = std::filesystem;\n 443β†’\n 444β†’ if (m_projectPath.empty()) {\n 445β†’ return absolutePath;\n 446β†’ }\n 447β†’\n 448β†’ return fs::relative(absolutePath, m_projectPath).string();\n 449β†’}\n 450β†’\n 451β†’std::string\n 452β†’ProjectManager::toAbsolutePath(const std::string &relativePath) const {\n 453β†’ namespace fs = std::filesystem;\n 454β†’\n 455β†’ if (m_projectPath.empty()) {\n 456β†’ return relativePath;\n 457β†’ }\n 458β†’\n 459β†’ return (fs::path(m_projectPath) / relativePath).string();\n 460β†’}\n 461β†’\n 462β†’// ============================================================================\n 463β†’// Recent Projects\n 464β†’// ============================================================================\n 465β†’\n 466β†’const std::vector<RecentProject> &ProjectManager::getRecentProjects() const {\n 467β†’ return m_recentProjects;\n 468β†’}\n 469β†’\n 470β†’void ProjectManager::addToRecentProjects(const std::string &path) {\n 471β†’ namespace fs = std::filesystem;\n 472β†’\n 473β†’ // Remove existing entry for this path\n 474β†’ removeFromRecentProjects(path);\n 475β†’\n 476β†’ // Add new entry at front\n 477β†’ RecentProject recent;\n 478β†’ recent.path = path;\n 479β†’ recent.lastOpened = static_cast<u64>(std::time(nullptr));\n 480β†’ recent.exists = fs::exists(path);\n 481β†’\n 482β†’ // Try to get project name from metadata\n 483β†’ fs::path projectFile = fs::path(path) / \"project.json\";\n 484β†’ if (fs::exists(projectFile)) {\n 485β†’ // Would parse project name from file\n 486β†’ recent.name = fs::path(path).filename().string();\n 487β†’ } else {\n 488β†’ recent.name = fs::path(path).filename().string();\n 489β†’ }\n 490β†’\n 491β†’ m_recentProjects.insert(m_recentProjects.begin(), recent);\n 492β†’\n 493β†’ // Trim to max size\n 494β†’ if (m_recentProjects.size() > m_maxRecentProjects) {\n 495β†’ m_recentProjects.resize(m_maxRecentProjects);\n 496β†’ }\n 497β†’}\n 498β†’\n 499β†’void ProjectManager::removeFromRecentProjects(const std::string &path) {\n 500β†’ m_recentProjects.erase(std::remove_if(m_recentProjects.begin(),\n 501β†’ m_recentProjects.end(),\n 502β†’ [&path](const RecentProject &p) {\n 503β†’ return p.path == path;\n 504β†’ }),\n 505β†’ m_recentProjects.end());\n 506β†’}\n 507β†’\n 508β†’void ProjectManager::clearRecentProjects() { m_recentProjects.clear(); }\n 509β†’\n 510β†’void ProjectManager::refreshRecentProjects() {\n 511β†’ namespace fs = std::filesystem;\n 512β†’\n 513β†’ for (auto &project : m_recentProjects) {\n 514β†’ project.exists = fs::exists(project.path);\n 515β†’ }\n 516β†’}\n 517β†’\n 518β†’void ProjectManager::setMaxRecentProjects(size_t count) {\n 519β†’ m_maxRecentProjects = count;\n 520β†’ if (m_recentProjects.size() > m_maxRecentProjects) {\n 521β†’ m_recentProjects.resize(m_maxRecentProjects);\n 522β†’ }\n 523β†’}\n 524β†’\n 525β†’// ============================================================================\n 526β†’// Auto-Save\n 527β†’// ============================================================================\n 528β†’\n 529β†’void ProjectManager::setAutoSaveEnabled(bool enabled) {\n 530β†’ m_autoSaveEnabled = enabled;\n 531β†’}\n 532β†’\n 533β†’bool ProjectManager::isAutoSaveEnabled() const { return m_autoSaveEnabled; }\n 534β†’\n 535β†’void ProjectManager::setAutoSaveInterval(u32 seconds) {\n 536β†’ m_autoSaveIntervalSeconds = seconds;\n 537β†’}\n 538β†’\n 539β†’u32 ProjectManager::getAutoSaveInterval() const {\n 540β†’ return m_autoSaveIntervalSeconds;\n 541β†’}\n 542β†’\n 543β†’void ProjectManager::updateAutoSave(f64 deltaTime) {\n 544β†’ if (!m_autoSaveEnabled || m_state != ProjectState::Open || !m_modified) {\n 545β†’ return;\n 546β†’ }\n 547β†’\n 548β†’ m_timeSinceLastSave += deltaTime;\n 549β†’\n 550β†’ if (m_timeSinceLastSave >= static_cast<f64>(m_autoSaveIntervalSeconds)) {\n 551β†’ triggerAutoSave();\n 552β†’ }\n 553β†’}\n 554β†’\n 555β†’void ProjectManager::triggerAutoSave() {\n 556β†’ if (m_state != ProjectState::Open) {\n 557β†’ return;\n 558β†’ }\n 559β†’\n 560β†’ // Create backup before auto-save\n 561β†’ createBackup();\n 562β†’\n 563β†’ // Save project\n 564β†’ auto result = saveProject();\n 565β†’ if (result.isOk()) {\n 566β†’ for (auto *listener : m_listeners) {\n 567β†’ listener->onAutoSaveTriggered();\n 568β†’ }\n 569β†’ }\n 570β†’}\n 571β†’\n 572β†’// ============================================================================\n 573β†’// Validation\n 574β†’// ============================================================================\n 575β†’\n 576β†’ProjectValidation ProjectManager::validateProject() const {\n 577β†’ ProjectValidation validation;\n 578β†’\n 579β†’ if (m_projectPath.empty()) {\n 580β†’ validation.valid = false;\n 581β†’ validation.errors.push_back(\"No project is open\");\n 582β†’ return validation;\n 583β†’ }\n 584β†’\n 585β†’ // Use ProjectIntegrityChecker for comprehensive validation\n 586β†’ ProjectIntegrityChecker checker;\n 587β†’ checker.setProjectPath(m_projectPath);\n 588β†’\n 589β†’ // Configure for full validation\n 590β†’ IntegrityCheckConfig config;\n 591β†’ config.checkScenes = true;\n 592β†’ config.checkAssets = true;\n 593β†’ config.checkVoiceLines = true;\n 594β†’ config.checkLocalization = true;\n 595β†’ config.checkStoryGraph = true;\n 596β†’ config.checkScripts = true;\n 597β†’ config.checkResources = true;\n 598β†’ config.checkConfiguration = true;\n 599β†’ config.reportUnreferencedAssets = true;\n 600β†’ config.reportUnreachableNodes = true;\n 601β†’ config.reportCycles = true;\n 602β†’ config.reportMissingTranslations = true;\n 603β†’ checker.setConfig(config);\n 604β†’\n 605β†’ // Run validation\n 606β†’ IntegrityReport report = checker.runFullCheck();\n 607β†’\n 608β†’ // Convert IntegrityReport to ProjectValidation\n 609β†’ validation.valid = report.passed;\n 610β†’\n 611β†’ for (const auto &issue : report.issues) {\n 612β†’ std::string location;\n 613β†’ if (!issue.filePath.empty()) {\n 614β†’ location = issue.filePath;\n 615β†’ if (issue.lineNumber > 0) {\n 616β†’ location += \":\" + std::to_string(issue.lineNumber);\n 617β†’ }\n 618β†’ }\n 619β†’\n 620β†’ std::string message = issue.message;\n 621β†’ if (!location.empty()) {\n 622β†’ message += \" (\" + location + \")\";\n 623β†’ }\n 624β†’\n 625β†’ switch (issue.severity) {\n 626β†’ case IssueSeverity::Critical:\n 627β†’ case IssueSeverity::Error:\n 628β†’ validation.errors.push_back(message);\n 629β†’ break;\n 630β†’ case IssueSeverity::Warning:\n 631β†’ validation.warnings.push_back(message);\n 632β†’ break;\n 633β†’ case IssueSeverity::Info:\n 634β†’ // Info messages are not included in basic validation\n 635β†’ break;\n 636β†’ }\n 637β†’\n 638β†’ // Track missing assets and scripts\n 639β†’ if (issue.category == IssueCategory::Asset && issue.code == \"A002\") {\n 640β†’ // Extract asset name from message\n 641β†’ size_t pos = message.find(\"not found: \");\n 642β†’ if (pos != std::string::npos) {\n 643β†’ validation.missingAssets.push_back(message.substr(pos + 11));\n 644β†’ }\n 645β†’ }\n 646β†’ if (issue.category == IssueCategory::Scene && issue.code == \"S002\") {\n 647β†’ // Extract scene name from message\n 648β†’ size_t pos = message.find(\"undefined scene: \");\n 649β†’ if (pos != std::string::npos) {\n 650β†’ validation.missingScripts.push_back(message.substr(pos + 17));\n 651β†’ }\n 652β†’ }\n 653β†’ }\n 654β†’\n 655β†’ return validation;\n 656β†’}\n 657β†’\n 658β†’bool ProjectManager::isValidProjectPath(const std::string &path) {\n 659β†’ namespace fs = std::filesystem;\n 660β†’\n 661β†’ fs::path projectFile = fs::path(path);\n 662β†’\n 663β†’ // If it's a directory, look for project.json\n 664β†’ if (fs::is_directory(path)) {\n 665β†’ projectFile = projectFile / \"project.json\";\n 666β†’ }\n 667β†’\n 668β†’ return fs::exists(projectFile) && fs::is_regular_file(projectFile);\n 669β†’}\n 670β†’\n 671β†’std::vector<std::string> ProjectManager::getAvailableTemplates() {\n 672β†’ // Returns all available project templates\n 673β†’ // Templates are located in editor/templates/ directory\n 674β†’ return {\n 675β†’ \"empty\", // Minimal starting point\n 676β†’ \"kinetic_novel\", // Linear story without choices\n 677β†’ \"branching_story\", // Interactive story with multiple endings\n 678β†’ \"mobile_optimized\", // Optimized for mobile devices (portrait)\n 679β†’ \"tutorial_project\" // Interactive learning tutorial\n 680β†’ };\n 681β†’}\n 682β†’\n 683β†’// ============================================================================\n 684β†’// Backup\n 685β†’// ============================================================================\n 686β†’\n 687β†’Result<std::string> ProjectManager::createBackup() {\n 688β†’ namespace fs = std::filesystem;\n 689β†’\n 690β†’ if (m_projectPath.empty()) {\n 691β†’ return Result<std::string>::error(\"No project is open\");\n 692β†’ }\n 693β†’\n 694β†’ fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n 695β†’ if (!fs::exists(backupDir)) {\n 696β†’ std::error_code ec;\n 697β†’ fs::create_directories(backupDir, ec);\n 698β†’ if (ec) {\n 699β†’ return Result<std::string>::error(\"Failed to create backup directory: \" +\n 700β†’ ec.message());\n 701β†’ }\n 702β†’ }\n 703β†’\n 704β†’ // Create timestamped backup name\n 705β†’ auto now = std::chrono::system_clock::now();\n 706β†’ auto time = std::chrono::system_clock::to_time_t(now);\n 707β†’ std::stringstream ss;\n 708β†’ ss << \"backup_\" << std::put_time(std::localtime(&time), \"%Y%m%d_%H%M%S\");\n 709β†’ std::string backupName = ss.str();\n 710β†’\n 711β†’ fs::path backupPath = backupDir / backupName;\n 712β†’\n 713β†’ std::error_code ec;\n 714β†’ fs::create_directory(backupPath, ec);\n 715β†’ if (ec) {\n 716β†’ return Result<std::string>::error(\"Failed to create backup: \" +\n 717β†’ ec.message());\n 718β†’ }\n 719β†’\n 720β†’ // Copy project files (excluding backup and build directories)\n 721β†’ for (const auto &entry : fs::directory_iterator(m_projectPath)) {\n 722β†’ if (entry.path().filename() == \".backup\" ||\n 723β†’ entry.path().filename() == \".temp\" ||\n 724β†’ entry.path().filename() == \"Build\") {\n 725β†’ continue;\n 726β†’ }\n 727β†’\n 728β†’ fs::copy(entry.path(), backupPath / entry.path().filename(),\n 729β†’ fs::copy_options::recursive, ec);\n 730β†’ if (ec) {\n 731β†’ // Log warning but continue\n 732β†’ ec.clear();\n 733β†’ }\n 734β†’ }\n 735β†’\n 736β†’ // Trim old backups\n 737β†’ auto backups = getAvailableBackups();\n 738β†’ if (backups.size() > m_maxBackups) {\n 739β†’ for (size_t i = m_maxBackups; i < backups.size(); ++i) {\n 740β†’ fs::remove_all(backups[i], ec);\n 741β†’ }\n 742β†’ }\n 743β†’\n 744β†’ return Result<std::string>::ok(backupPath.string());\n 745β†’}\n 746β†’\n 747β†’Result<void> ProjectManager::restoreFromBackup(const std::string &backupPath) {\n 748β†’ namespace fs = std::filesystem;\n 749β†’\n 750β†’ if (!fs::exists(backupPath)) {\n 751β†’ return Result<void>::error(\"Backup not found: \" + backupPath);\n 752β†’ }\n 753β†’\n 754β†’ if (m_projectPath.empty()) {\n 755β†’ return Result<void>::error(\"No project is open\");\n 756β†’ }\n 757β†’\n 758β†’ std::error_code ec;\n 759β†’ fs::path backupRoot(backupPath);\n 760β†’ fs::path projectRoot(m_projectPath);\n 761β†’\n 762β†’ for (const auto &entry : fs::directory_iterator(backupRoot)) {\n 763β†’ fs::path target = projectRoot / entry.path().filename();\n 764β†’ fs::copy(entry.path(), target,\n 765β†’ fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n 766β†’ ec);\n 767β†’ if (ec) {\n 768β†’ return Result<void>::error(\"Failed to restore backup: \" + ec.message());\n 769β†’ }\n 770β†’ }\n 771β†’\n 772β†’ markModified();\n 773β†’ return Result<void>::ok();\n 774β†’}\n 775β†’\n 776β†’std::vector<std::string> ProjectManager::getAvailableBackups() const {\n 777β†’ namespace fs = std::filesystem;\n 778β†’\n 779β†’ std::vector<std::string> backups;\n 780β†’\n 781β†’ if (m_projectPath.empty()) {\n 782β†’ return backups;\n 783β†’ }\n 784β†’\n 785β†’ fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n 786β†’ if (!fs::exists(backupDir)) {\n 787β†’ return backups;\n 788β†’ }\n 789β†’\n 790β†’ for (const auto &entry : fs::directory_iterator(backupDir)) {\n 791β†’ if (entry.is_directory()) {\n 792β†’ backups.push_back(entry.path().string());\n 793β†’ }\n 794β†’ }\n 795β†’\n 796β†’ // Sort by name (newest first due to timestamp naming)\n 797β†’ std::sort(backups.begin(), backups.end(), std::greater<>());\n 798β†’\n 799β†’ return backups;\n 800β†’}\n 801β†’\n 802β†’void ProjectManager::setMaxBackups(size_t count) { m_maxBackups = count; }\n 803β†’\n 804β†’// ============================================================================\n 805β†’// Listeners\n 806β†’// ============================================================================\n 807β†’\n 808β†’void ProjectManager::addListener(IProjectListener *listener) {\n 809β†’ if (listener && std::find(m_listeners.begin(), m_listeners.end(), listener) ==\n 810β†’ m_listeners.end()) {\n 811β†’ m_listeners.push_back(listener);\n 812β†’ }\n 813β†’}\n 814β†’\n 815β†’void ProjectManager::removeListener(IProjectListener *listener) {\n 816β†’ m_listeners.erase(\n 817β†’ std::remove(m_listeners.begin(), m_listeners.end(), listener),\n 818β†’ m_listeners.end());\n 819β†’}\n 820β†’\n 821β†’void ProjectManager::setOnUnsavedChangesPrompt(\n 822β†’ std::function<std::optional<bool>()> callback) {\n 823β†’ m_onUnsavedChangesPrompt = std::move(callback);\n 824β†’}\n 825β†’\n 826β†’// ============================================================================\n 827β†’// Private Methods\n 828β†’// ============================================================================\n 829β†’\n 830β†’Result<void> ProjectManager::loadProjectFile(const std::string &path) {\n 831β†’ // Use robust JSON parser with validation\n 832β†’ auto result = ProjectJsonHandler::loadFromFile(path, m_metadata);\n 833β†’ if (result.isError()) {\n 834β†’ return Result<void>::error(\"Failed to load project file: \" + path + \" - \" +\n 835β†’ result.error());\n 836β†’ }\n 837β†’\n 838β†’ return Result<void>::ok();\n 839β†’}\n 840β†’\n 841β†’Result<void> ProjectManager::saveProjectFile() {\n 842β†’ namespace fs = std::filesystem;\n 843β†’\n 844β†’ fs::path projectFile = fs::path(m_projectPath) / \"project.json\";\n 845β†’\n 846β†’ // Use atomic write with validation\n 847β†’ auto result =\n 848β†’ ProjectJsonHandler::saveToFile(projectFile.string(), m_metadata);\n 849β†’ if (result.isError()) {\n 850β†’ return Result<void>::error(\"Failed to save project file: \" +\n 851β†’ result.error());\n 852β†’ }\n 853β†’\n 854β†’ return Result<void>::ok();\n 855β†’}\n 856β†’\n 857β†’Result<void>\n 858β†’ProjectManager::createProjectFromTemplate(const std::string &templateName) {\n 859β†’ // Template would be copied from editor/templates/<templateName>/\n 860β†’ // For now, just create a basic main.nms script\n 861β†’\n 862β†’ namespace fs = std::filesystem;\n 863β†’\n 864β†’ fs::path scriptsDir = fs::path(m_projectPath) / \"Scripts\";\n 865β†’ fs::path mainScript = scriptsDir / \"main.nms\";\n 866β†’ fs::path scenesDir = fs::path(m_projectPath) / \"Scenes\";\n 867β†’ fs::create_directories(scenesDir);\n 868β†’\n 869β†’ std::ofstream file(mainScript);\n 870β†’ if (!file.is_open()) {\n 871β†’ return Result<void>::error(\"Failed to create main script\");\n 872β†’ }\n 873β†’\n 874β†’ if (templateName == \"kinetic_novel\") {\n 875β†’ file << \"// NovelMind Script - Visual Novel (Linear) Template\\n\";\n 876β†’ file << \"// Add images to Assets/Images and update paths below.\\n\\n\";\n 877β†’ file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\";\n 878β†’ file << \"character Narrator(name=\\\"Narrator\\\", color=\\\"#cccccc\\\")\\n\\n\";\n 879β†’ file << \"scene main {\\n\";\n 880β†’ file << \" show background \\\"title.png\\\"\\n\";\n 881β†’ file << \" say \\\"Welcome to your visual novel!\\\"\\n\";\n 882β†’ file << \" say \\\"Replace this script with your story.\\\"\\n\";\n 883β†’ file << \" Hero \\\"Let's begin.\\\"\\n\";\n 884β†’ file << \"}\\n\";\n 885β†’ m_metadata.startScene = \"main\";\n 886β†’ } else if (templateName == \"branching_story\") {\n 887β†’ file << \"// NovelMind Script - Branching Story Template\\n\";\n 888β†’ file << \"// Add images to Assets/Images and update paths below.\\n\\n\";\n 889β†’ file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\\n\";\n 890β†’ file << \"scene main {\\n\";\n 891β†’ file << \" show background \\\"crossroads.png\\\"\\n\";\n 892β†’ file << \" say \\\"Welcome to your interactive story!\\\"\\n\";\n 893β†’ file << \" Hero \\\"Which path should we take?\\\"\\n\";\n 894β†’ file << \" choice {\\n\";\n 895β†’ file << \" \\\"Go left\\\" -> goto left_path\\n\";\n 896β†’ file << \" \\\"Go right\\\" -> goto right_path\\n\";\n 897β†’ file << \" }\\n\";\n 898β†’ file << \"}\\n\\n\";\n 899β†’ file << \"scene left_path {\\n\";\n 900β†’ file << \" show background \\\"forest_path.png\\\"\\n\";\n 901β†’ file << \" say \\\"You chose the left path.\\\"\\n\";\n 902β†’ file << \" goto ending\\n\";\n 903β†’ file << \"}\\n\\n\";\n 904β†’ file << \"scene right_path {\\n\";\n 905β†’ file << \" show background \\\"city_path.png\\\"\\n\";\n 906β†’ file << \" say \\\"You chose the right path.\\\"\\n\";\n 907β†’ file << \" goto ending\\n\";\n 908β†’ file << \"}\\n\\n\";\n 909β†’ file << \"scene ending {\\n\";\n 910β†’ file << \" say \\\"This is the end of the demo. Expand it with your own \"\n 911β†’ \"scenes!\\\"\\n\";\n 912β†’ file << \"}\\n\";\n 913β†’ m_metadata.startScene = \"main\";\n 914β†’ } else if (templateName == \"mobile_optimized\") {\n 915β†’ file << \"// NovelMind Script - Mobile Optimized Template\\n\";\n 916β†’ file << \"// Portrait orientation (1080x1920) for mobile devices\\n\\n\";\n 917β†’ file << \"character Hero(name=\\\"Hero\\\", color=\\\"#4A90D9\\\")\\n\";\n 918β†’ file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";\n 919β†’ file << \"scene main {\\n\";\n 920β†’ file << \" show background \\\"mobile_bg.png\\\"\\n\";\n 921β†’ file << \" transition fade 1.0\\n\";\n 922β†’ file << \" say Narrator \\\"Welcome to your mobile visual novel!\\\"\\n\";\n 923β†’ file << \" say Narrator \\\"This template is optimized for mobile \"\n 924β†’ \"devices.\\\"\\n\";\n 925β†’ file << \" show Hero at center\\n\";\n 926β†’ file << \" Hero \\\"Let's create something amazing!\\\"\\n\";\n 927β†’ file << \"}\\n\";\n 928β†’ m_metadata.startScene = \"main\";\n 929β†’ m_metadata.targetResolution = \"1080x1920\";\n 930β†’ } else if (templateName == \"tutorial_project\") {\n 931β†’ file << \"// NovelMind Script - Interactive Tutorial\\n\";\n 932β†’ file << \"// Learn NovelMind step-by-step!\\n\\n\";\n 933β†’ file << \"character Teacher(name=\\\"Prof. Tutorial\\\", color=\\\"#4A90D9\\\")\\n\";\n 934β†’ file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";\n 935β†’ file << \"scene main {\\n\";\n 936β†’ file << \" show background \\\"tutorial_bg.png\\\"\\n\";\n 937β†’ file << \" transition fade 1.0\\n\";\n 938β†’ file << \" say Narrator \\\"Welcome to the NovelMind Tutorial!\\\"\\n\";\n 939β†’ file << \" show Teacher at center\\n\";\n 940β†’ file << \" Teacher \\\"I'll teach you how to create visual novels.\\\"\\n\";\n 941β†’ file << \" Teacher \\\"Check the README.md for detailed lessons.\\\"\\n\";\n 942β†’ file << \"}\\n\";\n 943β†’ m_metadata.startScene = \"main\";\n 944β†’ } else {\n 945β†’ file << \"// NovelMind Script\\n\\n\";\n 946β†’ file << \"scene main {\\n\";\n 947β†’ file << \" say \\\"Hello, World!\\\"\\n\";\n 948β†’ file << \"}\\n\";\n 949β†’ m_metadata.startScene = \"main\";\n 950β†’ }\n 951β†’\n 952β†’ file.close();\n 953β†’\n 954β†’ auto createSceneDoc = [&](const std::string &sceneId,\n 955β†’ const std::string &bgAsset,\n 956β†’ bool includeHero) -> void {\n 957β†’ SceneDocument doc;\n 958β†’ doc.sceneId = sceneId;\n 959β†’ int z = 0;\n 960β†’ if (!bgAsset.empty()) {\n 961β†’ SceneDocumentObject bg;\n 962β†’ bg.id = \"background_\" + sceneId;\n 963β†’ bg.name = \"Background\";\n 964β†’ bg.type = \"Background\";\n 965β†’ bg.zOrder = z++;\n 966β†’ bg.properties[\"textureId\"] = bgAsset;\n 967β†’ doc.objects.push_back(std::move(bg));\n 968β†’ }\n 969β†’ if (includeHero) {\n 970β†’ SceneDocumentObject hero;\n 971β†’ hero.id = \"character_hero_\" + sceneId;\n 972β†’ hero.name = \"Hero\";\n 973β†’ hero.type = \"Character\";\n 974β†’ hero.zOrder = z++;\n 975β†’ hero.x = 0.0f;\n 976β†’ hero.y = 0.0f;\n 977β†’ hero.properties[\"characterId\"] = \"Hero\";\n 978β†’ hero.properties[\"textureId\"] = \"hero.png\";\n 979β†’ doc.objects.push_back(std::move(hero));\n 980β†’ }\n 981β†’\n 982β†’ const fs::path scenePath = scenesDir / (sceneId + \".nmscene\");\n 983β†’ saveSceneDocument(doc, scenePath.string());\n 984β†’ };\n 985β†’\n 986β†’ if (templateName == \"branching_story\") {\n 987β†’ createSceneDoc(\"main\", \"crossroads.png\", true);\n 988β†’ createSceneDoc(\"left_path\", \"forest_path.png\", true);\n 989β†’ createSceneDoc(\"right_path\", \"city_path.png\", true);\n 990β†’ createSceneDoc(\"ending\", \"\", false);\n 991β†’ } else if (templateName == \"kinetic_novel\") {\n 992β†’ createSceneDoc(\"main\", \"title.png\", true);\n 993β†’ } else if (templateName == \"mobile_optimized\") {\n 994β†’ createSceneDoc(\"main\", \"mobile_bg.png\", true);\n 995β†’ } else if (templateName == \"tutorial_project\") {\n 996β†’ createSceneDoc(\"main\", \"tutorial_bg.png\", true);\n 997β†’ } else {\n 998β†’ createSceneDoc(\"main\", \"\", false);\n 999β†’ }\n 1000β†’\n 1001β†’ return Result<void>::ok();\n 1002β†’}\n 1003β†’\n 1004β†’void ProjectManager::notifyProjectCreated() {\n 1005β†’ for (auto *listener : m_listeners) {\n 1006β†’ listener->onProjectCreated(m_projectPath);\n 1007β†’ }\n 1008β†’}\n 1009β†’\n 1010β†’void ProjectManager::notifyProjectOpened() {\n 1011β†’ for (auto *listener : m_listeners) {\n 1012β†’ listener->onProjectOpened(m_projectPath);\n 1013β†’ }\n 1014β†’}\n 1015β†’\n 1016β†’void ProjectManager::notifyProjectClosed() {\n 1017β†’ for (auto *listener : m_listeners) {\n 1018β†’ listener->onProjectClosed();\n 1019β†’ }\n 1020β†’}\n 1021β†’\n 1022β†’void ProjectManager::notifyProjectSaved() {\n 1023β†’ for (auto *listener : m_listeners) {\n 1024β†’ listener->onProjectSaved();\n 1025β†’ }\n 1026β†’}\n 1027β†’\n 1028β†’void ProjectManager::notifyProjectModified() {\n 1029β†’ for (auto *listener : m_listeners) {\n 1030β†’ listener->onProjectModified();\n 1031β†’ }\n 1032β†’}\n 1033β†’\n 1034β†’// ============================================================================\n 1035β†’// ProjectScope Implementation\n 1036β†’// ============================================================================\n 1037β†’\n 1038β†’ProjectScope::ProjectScope(const std::string &projectPath) {\n 1039β†’ auto result = ProjectManager::instance().openProject(projectPath);\n 1040β†’ m_valid = result.isOk();\n 1041β†’}\n 1042β†’\n 1043β†’ProjectScope::~ProjectScope() {\n 1044β†’ if (m_valid) {\n 1045β†’ ProjectM
[2026-01-11T18:54:43.396Z] [INFO] anager::instance().closeProject(true);\n 1046β†’ }\n 1047β†’}\n 1048β†’\n 1049β†’} // namespace NovelMind::editor\n 1050β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"e2da7605-002b-4de7-8da3-fc4dcd83f694","uuid":"583e6dda-ba85-4d3f-b3e8-ab1206181c98","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768157642826/editor/src/project_manager.cpp","content":"#include \"NovelMind/editor/project_manager.hpp\"\n#include \"NovelMind/editor/project_integrity.hpp\"\n#include \"NovelMind/editor/project_json.hpp\"\n#include \"NovelMind/editor/scene_document.hpp\"\n#include <algorithm>\n#include <chrono>\n#include <ctime>\n#include <fstream>\n#include <iomanip>\n#include <sstream>\n\nnamespace NovelMind::editor {\n\n// Static instance\nstd::unique_ptr<ProjectManager> ProjectManager::s_instance = nullptr;\n\nProjectManager::ProjectManager() {\n m_recentProjects.reserve(m_maxRecentProjects);\n}\n\nProjectManager::~ProjectManager() {\n if (m_state == ProjectState::Open) {\n closeProject(true);\n }\n}\n\nProjectManager &ProjectManager::instance() {\n if (!s_instance) {\n s_instance = std::make_unique<ProjectManager>();\n }\n return *s_instance;\n}\n\n// ============================================================================\n// Project Lifecycle\n// ============================================================================\n\nResult<void> ProjectManager::createProject(const std::string &path,\n const std::string &name,\n const std::string &templateName) {\n if (m_state != ProjectState::Closed) {\n return Result<void>::error(\"A project is already open. Close it first.\");\n }\n\n namespace fs = std::filesystem;\n\n // Check if path exists\n if (fs::exists(path)) {\n // Check if it's empty\n if (!fs::is_empty(path)) {\n return Result<void>::error(\"Directory is not empty: \" + path);\n }\n } else {\n // Create directory\n std::error_code ec;\n if (!fs::create_directories(path, ec)) {\n return Result<void>::error(\"Failed to create directory: \" + ec.message());\n }\n }\n\n m_projectPath = fs::absolute(path).string();\n m_metadata = ProjectMetadata();\n m_metadata.name = name;\n m_metadata.createdAt = static_cast<u64>(std::time(nullptr));\n m_metadata.modifiedAt = m_metadata.createdAt;\n m_metadata.lastOpenedAt = m_metadata.createdAt;\n m_metadata.engineVersion = \"0.2.0\";\n\n // Create folder structure\n auto result = createFolderStructure();\n if (result.isError()) {\n return result;\n }\n\n // Create from template if specified\n if (templateName != \"empty\" && !templateName.empty()) {\n result = createProjectFromTemplate(templateName);\n if (result.isError()) {\n // Clean up on failure\n fs::remove_all(m_projectPath);\n return result;\n }\n }\n\n // Save project file\n result = saveProjectFile();\n if (result.isError()) {\n return result;\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n\n m_assetDatabase.initialize(m_projectPath);\n\n addToRecentProjects(m_projectPath);\n notifyProjectCreated();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::openProject(const std::string &path) {\n if (m_state != ProjectState::Closed) {\n auto closeResult = closeProject();\n if (closeResult.isError()) {\n return closeResult;\n }\n }\n\n m_state = ProjectState::Opening;\n\n namespace fs = std::filesystem;\n\n std::string projectFilePath = path;\n\n // If path is a directory, look for project.json\n if (fs::is_directory(path)) {\n projectFilePath = (fs::path(path) / \"project.json\").string();\n }\n\n if (!fs::exists(projectFilePath)) {\n m_state = ProjectState::Closed;\n return Result<void>::error(\"Project file not found: \" + projectFilePath);\n }\n\n auto result = loadProjectFile(projectFilePath);\n if (result.isError()) {\n m_state = ProjectState::Closed;\n return result;\n }\n\n m_projectPath = fs::path(projectFilePath).parent_path().string();\n m_metadata.lastOpenedAt = static_cast<u64>(std::time(nullptr));\n\n // Verify folder structure\n if (!verifyFolderStructure()) {\n // Try to repair\n auto repairResult = createFolderStructure();\n if (repairResult.isError()) {\n m_state = ProjectState::Closed;\n return Result<void>::error(\n \"Project folder structure is invalid and could not be \"\n \"repaired\");\n }\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n m_assetDatabase.initialize(m_projectPath);\n\n addToRecentProjects(m_projectPath);\n notifyProjectOpened();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProject() {\n if (m_state != ProjectState::Open) {\n return Result<void>::error(\"No project is open\");\n }\n\n m_state = ProjectState::Saving;\n\n m_metadata.modifiedAt = static_cast<u64>(std::time(nullptr));\n\n auto result = saveProjectFile();\n if (result.isError()) {\n m_state = ProjectState::Open;\n return result;\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n notifyProjectSaved();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProjectAs(const std::string &path) {\n if (m_state != ProjectState::Open) {\n return Result<void>::error(\"No project is open\");\n }\n\n namespace fs = std::filesystem;\n\n // Copy current project to new location\n std::error_code ec;\n fs::copy(m_projectPath, path,\n fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n ec);\n if (ec) {\n return Result<void>::error(\"Failed to copy project: \" + ec.message());\n }\n\n m_projectPath = fs::absolute(path).string();\n\n return saveProject();\n}\n\nResult<void> ProjectManager::closeProject(bool force) {\n if (m_state == ProjectState::Closed) {\n return Result<void>::ok();\n }\n\n if (!force && m_modified) {\n if (m_onUnsavedChangesPrompt) {\n auto promptResult = m_onUnsavedChangesPrompt();\n if (!promptResult.has_value()) {\n // User cancelled\n return Result<void>::error(\"Operation cancelled by user\");\n }\n if (promptResult.value()) {\n // User wants to save\n auto saveResult = saveProject();\n if (saveResult.isError()) {\n return saveResult;\n }\n }\n }\n }\n\n m_state = ProjectState::Closing;\n\n // Clear project state\n m_assetDatabase.close();\n m_projectPath.clear();\n m_metadata = ProjectMetadata();\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n m_state = ProjectState::Closed;\n\n notifyProjectClosed();\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::hasOpenProject() const {\n return m_state == ProjectState::Open;\n}\n\nProjectState ProjectManager::getState() const { return m_state; }\n\nbool ProjectManager::hasUnsavedChanges() const { return m_modified; }\n\nvoid ProjectManager::markModified() {\n if (!m_modified) {\n m_modified = true;\n notifyProjectModified();\n }\n}\n\nvoid ProjectManager::markSaved() { m_modified = false; }\n\n// ============================================================================\n// Project Information\n// ============================================================================\n\nconst ProjectMetadata &ProjectManager::getMetadata() const {\n return m_metadata;\n}\n\nvoid ProjectManager::setMetadata(const ProjectMetadata &metadata) {\n m_metadata = metadata;\n markModified();\n}\n\nstd::string ProjectManager::getProjectPath() const { return m_projectPath; }\n\nstd::string ProjectManager::getProjectName() const { return m_metadata.name; }\n\nstd::string ProjectManager::getStartScene() const {\n return m_metadata.startScene;\n}\n\nvoid ProjectManager::setStartScene(const std::string &sceneId) {\n if (m_metadata.startScene == sceneId) {\n return;\n }\n m_metadata.startScene = sceneId;\n markModified();\n}\n\nstd::string ProjectManager::getFolderPath(ProjectFolder folder) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return \"\";\n }\n\n fs::path base(m_projectPath);\n\n switch (folder) {\n case ProjectFolder::Root:\n return m_projectPath;\n case ProjectFolder::Assets:\n return (base / \"Assets\").string();\n case ProjectFolder::Images:\n return (base / \"Assets\" / \"Images\").string();\n case ProjectFolder::Audio:\n return (base / \"Assets\" / \"Audio\").string();\n case ProjectFolder::Fonts:\n return (base / \"Assets\" / \"Fonts\").string();\n case ProjectFolder::Scripts:\n return (base / \"scripts\").string();\n case ProjectFolder::ScriptsGenerated:\n return (base / \"scripts\" / \"generated\").string();\n case ProjectFolder::Scenes:\n return (base / \"Scenes\").string();\n case ProjectFolder::Localization:\n return (base / \"Localization\").string();\n case ProjectFolder::Build:\n return (base / \"Build\").string();\n case ProjectFolder::Temp:\n return (base / \".temp\").string();\n case ProjectFolder::Backup:\n return (base / \".backup\").string();\n }\n\n return m_projectPath;\n}\n\nstd::vector<std::string>\nProjectManager::getProjectFiles(const std::string &extension) const {\n namespace fs = std::filesystem;\n\n std::vector<std::string> files;\n\n if (m_projectPath.empty()) {\n return files;\n }\n\n for (const auto &entry : fs::recursive_directory_iterator(m_projectPath)) {\n if (entry.is_regular_file() && entry.path().extension() == extension) {\n files.push_back(entry.path().string());\n }\n }\n\n return files;\n}\n\n// ============================================================================\n// Folder Structure\n// ============================================================================\n\nResult<void> ProjectManager::createFolderStructure() {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project path set\");\n }\n\n std::error_code ec;\n fs::path base(m_projectPath);\n\n // Create all standard folders\n std::vector<fs::path> folders = {base / \"Assets\",\n base / \"Assets\" / \"Images\",\n base / \"Assets\" / \"Audio\",\n base / \"Assets\" / \"Fonts\",\n base / \"scripts\",\n base / \"scripts\" / \"generated\",\n base / \"Scenes\",\n base / \"Localization\",\n base / \"Build\",\n base / \".temp\",\n base / \".backup\"};\n\n for (const auto &folder : folders) {\n if (!fs::exists(folder)) {\n if (!fs::create_directories(folder, ec)) {\n return Result<void>::error(\"Failed to create folder: \" +\n folder.string() + \" - \" + ec.message());\n }\n }\n }\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::verifyFolderStructure() const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return false;\n }\n\n fs::path base(m_projectPath);\n\n // Check required folders\n std::vector<fs::path> required = {base / \"Assets\", base / \"scripts\",\n base / \"Scenes\"};\n\n for (const auto &folder : required) {\n if (!fs::exists(folder) || !fs::is_directory(folder)) {\n return false;\n }\n }\n\n return true;\n}\n\nResult<void> ProjectManager::createFolder(const std::string &relativePath) {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project is open\");\n }\n\n fs::path fullPath = fs::path(m_projectPath) / relativePath;\n\n std::error_code ec;\n if (!fs::create_directories(fullPath, ec)) {\n return Result<void>::error(\"Failed to create folder: \" + ec.message());\n }\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::isPathInProject(const std::string &path) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return false;\n }\n\n fs::path projectPath = fs::canonical(m_projectPath);\n fs::path targetPath = fs::canonical(path);\n\n auto it = std::search(targetPath.begin(), targetPath.end(),\n projectPath.begin(), projectPath.end());\n\n return it == targetPath.begin();\n}\n\nstd::string\nProjectManager::toRelativePath(const std::string &absolutePath) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return absolutePath;\n }\n\n return fs::relative(absolutePath, m_projectPath).string();\n}\n\nstd::string\nProjectManager::toAbsolutePath(const std::string &relativePath) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return relativePath;\n }\n\n return (fs::path(m_projectPath) / relativePath).string();\n}\n\n// ============================================================================\n// Recent Projects\n// ============================================================================\n\nconst std::vector<RecentProject> &ProjectManager::getRecentProjects() const {\n return m_recentProjects;\n}\n\nvoid ProjectManager::addToRecentProjects(const std::string &path) {\n namespace fs = std::filesystem;\n\n // Remove existing entry for this path\n removeFromRecentProjects(path);\n\n // Add new entry at front\n RecentProject recent;\n recent.path = path;\n recent.lastOpened = static_cast<u64>(std::time(nullptr));\n recent.exists = fs::exists(path);\n\n // Try to get project name from metadata\n fs::path projectFile = fs::path(path) / \"project.json\";\n if (fs::exists(projectFile)) {\n // Would parse project name from file\n recent.name = fs::path(path).filename().string();\n } else {\n recent.name = fs::path(path).filename().string();\n }\n\n m_recentProjects.insert(m_recentProjects.begin(), recent);\n\n // Trim to max size\n if (m_recentProjects.size() > m_maxRecentProjects) {\n m_recentProjects.resize(m_maxRecentProjects);\n }\n}\n\nvoid ProjectManager::removeFromRecentProjects(const std::string &path) {\n m_recentProjects.erase(std::remove_if(m_recentProjects.begin(),\n m_recentProjects.end(),\n [&path](const RecentProject &p) {\n return p.path == path;\n }),\n m_recentProjects.end());\n}\n\nvoid ProjectManager::clearRecentProjects() { m_recentProjects.clear(); }\n\nvoid ProjectManager::refreshRecentProjects() {\n namespace fs = std::filesystem;\n\n for (auto &project : m_recentProjects) {\n project.exists = fs::exists(project.path);\n }\n}\n\nvoid ProjectManager::setMaxRecentProjects(size_t count) {\n m_maxRecentProjects = count;\n if (m_recentProjects.size() > m_maxRecentProjects) {\n m_recentProjects.resize(m_maxRecentProjects);\n }\n}\n\n// ============================================================================\n// Auto-Save\n// ============================================================================\n\nvoid ProjectManager::setAutoSaveEnabled(bool enabled) {\n m_autoSaveEnabled = enabled;\n}\n\nbool ProjectManager::isAutoSaveEnabled() const { return m_autoSaveEnabled; }\n\nvoid ProjectManager::setAutoSaveInterval(u32 seconds) {\n m_autoSaveIntervalSeconds = seconds;\n}\n\nu32 ProjectManager::getAutoSaveInterval() const {\n return m_autoSaveIntervalSeconds;\n}\n\nvoid ProjectManager::updateAutoSave(f64 deltaTime) {\n if (!m_autoSaveEnabled || m_state != ProjectState::Open || !m_modified) {\n return;\n }\n\n m_timeSinceLastSave += deltaTime;\n\n if (m_timeSinceLastSave >= static_cast<f64>(m_autoSaveIntervalSeconds)) {\n triggerAutoSave();\n }\n}\n\nvoid ProjectManager::triggerAutoSave() {\n if (m_state != ProjectState::Open) {\n return;\n }\n\n // Create backup before auto-save\n createBackup();\n\n // Save project\n auto result = saveProject();\n if (result.isOk()) {\n for (auto *listener : m_listeners) {\n listener->onAutoSaveTriggered();\n }\n }\n}\n\n// ============================================================================\n// Validation\n// ============================================================================\n\nProjectValidation ProjectManager::validateProject() const {\n ProjectValidation validation;\n\n if (m_projectPath.empty()) {\n validation.valid = false;\n validation.errors.push_back(\"No project is open\");\n return validation;\n }\n\n // Use ProjectIntegrityChecker for comprehensive validation\n ProjectIntegrityChecker checker;\n checker.setProjectPath(m_projectPath);\n\n // Configure for full validation\n IntegrityCheckConfig config;\n config.checkScenes = true;\n config.checkAssets = true;\n config.checkVoiceLines = true;\n config.checkLocalization = true;\n config.checkStoryGraph = true;\n config.checkScripts = true;\n config.checkResources = true;\n config.checkConfiguration = true;\n config.reportUnreferencedAssets = true;\n config.reportUnreachableNodes = true;\n config.reportCycles = true;\n config.reportMissingTranslations = true;\n checker.setConfig(config);\n\n // Run validation\n IntegrityReport report = checker.runFullCheck();\n\n // Convert IntegrityReport to ProjectValidation\n validation.valid = report.passed;\n\n for (const auto &issue : report.issues) {\n std::string location;\n if (!issue.filePath.empty()) {\n location = issue.filePath;\n if (issue.lineNumber > 0) {\n location += \":\" + std::to_string(issue.lineNumber);\n }\n }\n\n std::string message = issue.message;\n if (!location.empty()) {\n message += \" (\" + location + \")\";\n }\n\n switch (issue.severity) {\n case IssueSeverity::Critical:\n case IssueSeverity::Error:\n validation.errors.push_back(message);\n break;\n case IssueSeverity::Warning:\n validation.warnings.push_back(message);\n break;\n case IssueSeverity::Info:\n // Info messages are not included in basic validation\n break;\n }\n\n // Track missing assets and scripts\n if (issue.category == IssueCategory::Asset && issue.code == \"A002\") {\n // Extract asset name from message\n size_t pos = message.find(\"not found: \");\n if (pos != std::string::npos) {\n validation.missingAssets.push_back(message.substr(pos + 11));\n }\n }\n if (issue.category == IssueCategory::Scene && issue.code == \"S002\") {\n // Extract scene name from message\n size_t pos = message.find(\"undefined scene: \");\n if (pos != std::string::npos) {\n validation.missingScripts.push_back(message.substr(pos + 17));\n }\n }\n }\n\n return validation;\n}\n\nbool ProjectManager::isValidProjectPath(const std::string &path) {\n namespace fs = std::filesystem;\n\n fs::path projectFile = fs::path(path);\n\n // If it's a directory, look for project.json\n if (fs::is_directory(path)) {\n projectFile = projectFile / \"project.json\";\n }\n\n return fs::exists(projectFile) && fs::is_regular_file(projectFile);\n}\n\nstd::vector<std::string> ProjectManager::getAvailableTemplates() {\n // Returns all available project templates\n // Templates are located in editor/templates/ directory\n return {\n \"empty\", // Minimal starting point\n \"kinetic_novel\", // Linear story without choices\n \"branching_story\", // Interactive story with multiple endings\n \"mobile_optimized\", // Optimized for mobile devices (portrait)\n \"tutorial_project\" // Interactive learning tutorial\n };\n}\n\n// ============================================================================\n// Backup\n// ============================================================================\n\nResult<std::string> ProjectManager::createBackup() {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<std::string>::error(\"No project is open\");\n }\n\n fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n if (!fs::exists(backupDir)) {\n std::error_code ec;\n fs::create_directories(backupDir, ec);\n if (ec) {\n return Result<std::string>::error(\"Failed to create backup directory: \" +\n ec.message());\n }\n }\n\n // Create timestamped backup name\n auto now = std::chrono::system_clock::now();\n auto time = std::chrono::system_clock::to_time_t(now);\n std::stringstream ss;\n ss << \"backup_\" << std::put_time(std::localtime(&time), \"%Y%m%d_%H%M%S\");\n std::string backupName = ss.str();\n\n fs::path backupPath = backupDir / backupName;\n\n std::error_code ec;\n fs::create_directory(backupPath, ec);\n if (ec) {\n return Result<std::string>::error(\"Failed to create backup: \" +\n ec.message());\n }\n\n // Copy project files (excluding backup and build directories)\n for (const auto &entry : fs::directory_iterator(m_projectPath)) {\n if (entry.path().filename() == \".backup\" ||\n entry.path().filename() == \".temp\" ||\n entry.path().filename() == \"Build\") {\n continue;\n }\n\n fs::copy(entry.path(), backupPath / entry.path().filename(),\n fs::copy_options::recursive, ec);\n if (ec) {\n // Log warning but continue\n ec.clear();\n }\n }\n\n // Trim old backups\n auto backups = getAvailableBackups();\n if (backups.size() > m_maxBackups) {\n for (size_t i = m_maxBackups; i < backups.size(); ++i) {\n fs::remove_all(backups[i], ec);\n }\n }\n\n return Result<std::string>::ok(backupPath.string());\n}\n\nResult<void> ProjectManager::restoreFromBackup(const std::string &backupPath) {\n namespace fs = std::filesystem;\n\n if (!fs::exists(backupPath)) {\n return Result<void>::error(\"Backup not found: \" + backupPath);\n }\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project is open\");\n }\n\n std::error_code ec;\n fs::path backupRoot(backupPath);\n fs::path projectRoot(m_projectPath);\n\n for (const auto &entry : fs::directory_iterator(backupRoot)) {\n fs::path target = projectRoot / entry.path().filename();\n fs::copy(entry.path(), target,\n fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n ec);\n if (ec) {\n return Result<void>::error(\"Failed to restore backup: \" + ec.message());\n }\n }\n\n markModified();\n return Result<void>::ok();\n}\n\nstd::vector<std::string> ProjectManager::getAvailableBackups() const {\n namespace fs = std::filesystem;\n\n std::vector<std::string> backups;\n\n if (m_projectPath.empty()) {\n return backups;\n }\n\n fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n if (!fs::exists(backupDir)) {\n return backups;\n }\n\n for (const auto &entry : fs::directory_iterator(backupDir)) {\n if (entry.is_directory()) {\n backups.push_back(entry.path().string());\n }\n }\n\n // Sort by name (newest first due to timestamp naming)\n std::sort(backups.begin(), backups.end(), std::greater<>());\n\n return backups;\n}\n\nvoid ProjectManager::setMaxBackups(size_t count) { m_maxBackups = count; }\n\n// ============================================================================\n// Listeners\n// ============================================================================\n\nvoid ProjectManager::addListener(IProjectListener *listener) {\n if (listener && std::find(m_listeners.begin(), m_listeners.end(), listener) ==\n m_listeners.end()) {\n m_listeners.push_back(listener);\n }\n}\n\nvoid ProjectManager::removeListener(IProjectListener *listener) {\n m_listeners.erase(\n std::remove(m_listeners.begin(), m_listeners.end(), listener),\n m_listeners.end());\n}\n\nvoid ProjectManager::setOnUnsavedChangesPrompt(\n std::function<std::optional<bool>()> callback) {\n m_onUnsavedChangesPrompt = std::move(callback);\n}\n\n// ============================================================================\n// Private Methods\n// ============================================================================\n\nResult<void> ProjectManager::loadProjectFile(const std::string &path) {\n // Use robust JSON parser with validation\n auto result = ProjectJsonHandler::loadFromFile(path, m_metadata);\n if (result.isError()) {\n return Result<void>::error(\"Failed to load project file: \" + path + \" - \" +\n result.error());\n }\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProjectFile() {\n namespace fs = std::filesystem;\n\n fs::path projectFile = fs::path(m_projectPath) / \"project.json\";\n\n // Use atomic write with validation\n auto result =\n ProjectJsonHandler::saveToFile(projectFile.string(), m_metadata);\n if (result.isError()) {\n return Result<void>::error(\"Failed to save project file: \" +\n result.error());\n }\n\n return Result<void>::ok();\n}\n\nResult<void>\nProjectManager::createProjectFromTemplate(const std::string &templateName) {\n // Template would be copied from editor/templates/<templateName>/\n // For now, just create a basic main.nms script\n\n namespace fs = std::filesystem;\n\n fs::path scriptsDir = fs::path(m_projectPath) / \"Scripts\";\n fs::path mainScript = scriptsDir / \"main.nms\";\n fs::path scenesDir = fs::path(m_projectPath) / \"Scenes\";\n fs::create_directories(scenesDir);\n\n std::ofstream file(mainScript);\n if (!file.is_open()) {\n return Result<void>::error(\"Failed to create main script\");\n }\n\n if (templateName == \"kinetic_novel\") {\n file << \"// NovelMind Script - Visual Novel (Linear) Template\\n\";\n file << \"// Add images to Assets/Images and update paths below.\\n\\n\";\n file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\";\n file << \"character Narrator(name=\\\"Narrator\\\", color=\\\"#cccccc\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"title.png\\\"\\n\";\n file << \" say \\\"Welcome to your visual novel!\\\"\\n\";\n file << \" say \\\"Replace this script with your story.\\\"\\n\";\n file << \" Hero \\\"Let's begin.\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else if (templateName == \"branching_story\") {\n file << \"// NovelMind Script - Branching Story Template\\n\";\n file << \"// Add images to Assets/Images and update paths below.\\n\\n\";\n file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"crossroads.png\\\"\\n\";\n file << \" say \\\"Welcome to your interactive story!\\\"\\n\";\n file << \" Hero \\\"Which path should we take?\\\"\\n\";\n file << \" choice {\\n\";\n file << \" \\\"Go left\\\" -> goto left_path\\n\";\n file << \" \\\"Go right\\\" -> goto right_path\\n\";\n file << \" }\\n\";\n file << \"}\\n\\n\";\n file << \"scene left_path {\\n\";\n file << \" show background \\\"forest_path.png\\\"\\n\";\n file << \" say \\\"You chose the left path.\\\"\\n\";\n file << \" goto ending\\n\";\n file << \"}\\n\\n\";\n file << \"scene right_path {\\n\";\n file << \" show background \\\"city_path.png\\\"\\n\";\n file << \" say \\\"You chose the right path.\\\"\\n\";\n file << \" goto ending\\n\";\n file << \"}\\n\\n\";\n file << \"scene ending {\\n\";\n file << \" say \\\"This is the end of the demo. Expand it with your own \"\n \"scenes!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else if (templateName == \"mobile_optimized\") {\n file << \"// NovelMind Script - Mobile Optimized Template\\n\";\n file << \"// Portrait orientation (1080x1920) for mobile devices\\n\\n\";\n file << \"character Hero(name=\\\"Hero\\\", color=\\\"#4A90D9\\\")\\n\";\n file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"mobile_bg.png\\\"\\n\";\n file << \" transition fade 1.0\\n\";\n file << \" say Narrator \\\"Welcome to your mobile visual novel!\\\"\\n\";\n file << \" say Narrator \\\"This template is optimized for mobile \"\n \"devices.\\\"\\n\";\n file << \" show Hero at center\\n\";\n file << \" Hero \\\"Let's create something amazing!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n m_metadata.targetResolution = \"1080x1920\";\n } else if (templateName == \"tutorial_project\") {\n file << \"// NovelMind Script - Interactive Tutorial\\n\";\n file << \"// Learn NovelMind step-by-step!\\n\\n\";\n file << \"character Teacher(name=\\\"Prof. Tutorial\\\", color=\\\"#4A90D9\\\")\\n\";\n file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"tutorial_bg.png\\\"\\n\";\n file << \" transition fade 1.0\\n\";\n file << \" say Narrator \\\"Welcome to the NovelMind Tutorial!\\\"\\n\";\n file << \" show Teacher at center\\n\";\n file << \" Teacher \\\"I'll teach you how to create visual novels.\\\"\\n\";\n file << \" Teacher \\\"Check the README.md for detailed lessons.\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else {\n file << \"// NovelMind Script\\n\\n\";\n file << \"scene main {\\n\";\n file << \" say \\\"Hello, World!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n }\n\n file.close();\n\n auto createSceneDoc = [&](const std::string &sceneId,\n const std::string &bgAsset,\n bool includeHero) -> void {\n SceneDocument doc;\n doc.sceneId = sceneId;\n int z = 0;\n if (!bgAsset.empty()) {\n SceneDocumentObject bg;\n bg.id = \"background_\" + sceneId;\n bg.name = \"Background\";\n bg.type = \"Background\";\n bg.zOrder = z++;\n bg.properties[\"textureId\"] = bgAsset;\n doc.objects.push_back(std::move(bg));\n }\n if (includeHero) {\n SceneDocumentObject hero;\n hero.id = \"character_hero_\" + sceneId;\n hero.name = \"Hero\";\n hero.type = \"Character\";\n hero.zOrder = z++;\n hero.x = 0.0f;\n hero.y = 0.0f;\n hero.properties[\"characterId\"] = \"Hero\";\n hero.properties[\"textureId\"] = \"hero.png\";\n doc.objects.push_back(std::move(hero));\n }\n\n const fs::path scenePath = scenesDir / (sceneId + \".nmscene\");\n saveSceneDocument(doc, scenePath.string());\n };\n\n if (templateName == \"branching_story\") {\n createSceneDoc(\"main\", \"crossroads.png\", true);\n createSceneDoc(\"left_path\", \"forest_path.png\", true);\n createSceneDoc(\"right_path\", \"city_path.png\", true);\n createSceneDoc(\"ending\", \"\", false);\n } else if (templateName == \"kinetic_novel\") {\n createSceneDoc(\"main\", \"title.png\", true);\n } else if (templateName == \"mobile_optimized\") {\n createSceneDoc(\"main\", \"mobile_bg.png\", true);\n } else if (templateName == \"tutorial_project\") {\n createSceneDoc(\"main\", \"tutorial_bg.png\", true);\n } else {\n createSceneDoc(\"main\", \"\", false);\n }\n\n return Result<void>::ok();\n}\n\nvoid ProjectManager::notifyProjectCreated() {\n for (auto *listener : m_listeners) {\n listener->onProjectCreated(m_projectPath);\n }\n}\n\nvoid ProjectManager::notifyProjectOpened() {\n for (auto *listener : m_listeners) {\n listener->onProjectOpened(m_projectPath);\n }\n}\n\nvoid ProjectManager::notifyProjectClosed() {\n for (auto *listener : m_listeners) {\n listener->onProjectClosed();\n }\n}\n\nvoid ProjectManager::notifyProjectSaved() {\n for (auto *listener : m_listeners) {\n listener->onProjectSaved();\n }\n}\n\nvoid ProjectManager::notifyProjectModified() {\n for (auto *listener : m_listeners) {\n listener->onProjectModified();\n }\n}\n\n// ============================================================================\n// ProjectScope Implementation\n// ============================================================================\n\nProjectScope::ProjectScope(const std::string &projectPath) {\n auto result = ProjectManager::instance().openProject(projectPath);\n m_valid = result.isOk();\n}\n\nProjectScope::~ProjectScope() {\n if (m_valid) {\n ProjectManager::instance().closeProject(true);\n }\n}\n\n} // namespace NovelMind::editor\n","numLines":1050,"startLine":1,"totalLines":1050}}}
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[2026-01-11T18:54:50.328Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Md4XXDR41bYtqgUUvmLPES","type":"tool_result","content":" 1β†’#pragma once\n 2β†’\n 3β†’/**\n 4β†’ * @file project_manager.hpp\n 5β†’ * @brief Project Management System for NovelMind Editor\n 6β†’ *\n 7β†’ * Provides comprehensive project management for the editor:\n 8β†’ * - Create, open, save, close projects\n 9β†’ * - Project structure and folder layout\n 10β†’ * - Recent projects tracking\n 11β†’ * - Auto-save functionality\n 12β†’ * - Project metadata management\n 13β†’ *\n 14β†’ * Standard Project Layout:\n 15β†’ * /ProjectName/\n 16β†’ * project.json - Project configuration\n 17β†’ * /Assets/\n 18β†’ * /Images/\n 19β†’ * /Audio/\n 20β†’ * /Fonts/\n 21β†’ * /scripts/\n 22β†’ * /generated/ - Auto-generated scripts from Story Graph\n 23β†’ * /Scenes/\n 24β†’ * /Localization/\n 25β†’ * /Build/ - Build output\n 26β†’ */\n 27β†’\n 28β†’#include \"NovelMind/core/result.hpp\"\n 29β†’#include \"NovelMind/core/types.hpp\"\n 30β†’#include \"NovelMind/editor/asset_pipeline.hpp\"\n 31β†’#include <chrono>\n 32β†’#include <filesystem>\n 33β†’#include <functional>\n 34β†’#include <memory>\n 35β†’#include <optional>\n 36β†’#include <string>\n 37β†’#include <vector>\n 38β†’\n 39β†’namespace NovelMind::editor {\n 40β†’\n 41β†’// Forward declarations\n 42β†’class ProjectManager;\n 43β†’class EventBus;\n 44β†’\n 45β†’/**\n 46β†’ * @brief Playback source mode for story content\n 47β†’ *\n 48β†’ * Determines which data source is used during playback:\n 49β†’ * - Script: NMScript files (.nms) are the authoritative source\n 50β†’ * - Graph: Story Graph visual data is the authoritative source\n 51β†’ * - Mixed: Script is used, but Graph data overrides when present\n 52β†’ *\n 53β†’ * This setting is designed to address issue #82, making the playback\n 54β†’ * source explicit and predictable for users.\n 55β†’ */\n 56β†’enum class PlaybackSourceMode : u8 {\n 57β†’ Script, ///< NMScript files are authoritative (default - original behavior)\n 58β†’ Graph, ///< Story Graph visual data is authoritative\n 59β†’ Mixed ///< Script + Graph overrides (Graph wins on conflicts)\n 60β†’};\n 61β†’\n 62β†’/**\n 63β†’ * @brief Project metadata structure\n 64β†’ */\n 65β†’struct ProjectMetadata {\n 66β†’ std::string name;\n 67β†’ std::string version = \"1.0.0\";\n 68β†’ std::string author;\n 69β†’ std::string description;\n 70β†’ std::string engineVersion;\n 71β†’ std::string startScene;\n 72β†’\n 73β†’ // Timestamps\n 74β†’ u64 createdAt = 0;\n 75β†’ u64 modifiedAt = 0;\n 76β†’ u64 lastOpenedAt = 0;\n 77β†’\n 78β†’ // Settings\n 79β†’ std::string defaultLocale = \"en\";\n 80β†’ std::string targetResolution = \"1920x1080\";\n 81β†’ bool fullscreenDefault = false;\n 82β†’\n 83β†’ // Build settings\n 84β†’ std::string buildPreset = \"release\";\n 85β†’ std::vector<std::string> targetPlatforms = {\"windows\", \"linux\", \"macos\"};\n 86β†’\n 87β†’ // Playback settings (issue #82)\n 88β†’ PlaybackSourceMode playbackSourceMode = PlaybackSourceMode::Script;\n 89β†’};\n 90β†’\n 91β†’/**\n 92β†’ * @brief Recent project entry\n 93β†’ */\n 94β†’struct RecentProject {\n 95β†’ std::string name;\n 96β†’ std::string path;\n 97β†’ u64 lastOpened = 0;\n 98β†’ bool exists = true; // Whether the project still exists on disk\n 99β†’ std::string thumbnail; // Path to project thumbnail if available\n 100β†’};\n 101β†’\n 102β†’/**\n 103β†’ * @brief Project folder types\n 104β†’ */\n 105β†’enum class ProjectFolder : u8 {\n 106β†’ Root,\n 107β†’ Assets,\n 108β†’ Images,\n 109β†’ Audio,\n 110β†’ Fonts,\n 111β†’ Scripts,\n 112β†’ ScriptsGenerated, // Auto-generated scripts from Story Graph (issue #85)\n 113β†’ Scenes,\n 114β†’ Localization,\n 115β†’ Build,\n 116β†’ Temp,\n 117β†’ Backup\n 118β†’};\n 119β†’\n 120β†’/**\n 121β†’ * @brief Project state\n 122β†’ */\n 123β†’enum class ProjectState : u8 { Closed, Opening, Open, Saving, Closing };\n 124β†’\n 125β†’/**\n 126β†’ * @brief Project validation result\n 127β†’ */\n 128β†’struct ProjectValidation {\n 129β†’ bool valid = true;\n 130β†’ std::vector<std::string> errors;\n 131β†’ std::vector<std::string> warnings;\n 132β†’ std::vector<std::string> missingAssets;\n 133β†’ std::vector<std::string> missingScripts;\n 134β†’};\n 135β†’\n 136β†’/**\n 137β†’ * @brief Listener interface for project events\n 138β†’ */\n 139β†’class IProjectListener {\n 140β†’public:\n 141β†’ virtual ~IProjectListener() = default;\n 142β†’\n 143β†’ virtual void onProjectCreated(const std::string & /*path*/) {}\n 144β†’ virtual void onProjectOpened(const std::string & /*path*/) {}\n 145β†’ virtual void onProjectClosed() {}\n 146β†’ virtual void onProjectSaved() {}\n 147β†’ virtual void onProjectModified() {}\n 148β†’ virtual void onAutoSaveTriggered() {}\n 149β†’};\n 150β†’\n 151β†’/**\n 152β†’ * @brief Project manager singleton\n 153β†’ *\n 154β†’ * Responsibilities:\n 155β†’ * - Manage project lifecycle (create, open, save, close)\n 156β†’ * - Maintain project folder structure\n 157β†’ * - Track recent projects\n 158β†’ * - Handle auto-save\n 159β†’ * - Validate project integrity\n 160β†’ */\n 161β†’class ProjectManager {\n 162β†’public:\n 163β†’ ProjectManager();\n 164β†’ ~ProjectManager();\n 165β†’\n 166β†’ // Prevent copying\n 167β†’ ProjectManager(const ProjectManager &) = delete;\n 168β†’ ProjectManager &operator=(const ProjectManager &) = delete;\n 169β†’\n 170β†’ /**\n 171β†’ * @brief Get singleton instance\n 172β†’ */\n 173β†’ static ProjectManager &instance();\n 174β†’\n 175β†’ // =========================================================================\n 176β†’ // Project Lifecycle\n 177β†’ // =========================================================================\n 178β†’\n 179β†’ /**\n 180β†’ * @brief Create a new project\n 181β†’ * @param path Directory path for the project\n 182β†’ * @param name Project name\n 183β†’ * @param templateName Optional template to use\n 184β†’ * @return Success or error\n 185β†’ */\n 186β†’ Result<void> createProject(const std::string &path, const std::string &name,\n 187β†’ const std::string &templateName = \"empty\");\n 188β†’\n 189β†’ /**\n 190β†’ * @brief Open an existing project\n 191β†’ * @param path Path to project directory or project.json\n 192β†’ * @return Success or error\n 193β†’ */\n 194β†’ Result<void> openProject(const std::string &path);\n 195β†’\n 196β†’ /**\n 197β†’ * @brief Save the current project\n 198β†’ * @return Success or error\n 199β†’ */\n 200β†’ Result<void> saveProject();\n 201β†’\n 202β†’ /**\n 203β†’ * @brief Save project to a new location\n 204β†’ * @param path New project path\n 205β†’ * @return Success or error\n 206β†’ */\n 207β†’ Result<void> saveProjectAs(const std::string &path);\n 208β†’\n 209β†’ /**\n 210β†’ * @brief Close the current project\n 211β†’ * @param force If true, close without saving changes\n 212β†’ * @return Success or error\n 213β†’ */\n 214β†’ Result<void> closeProject(bool force = false);\n 215β†’\n 216β†’ /**\n 217β†’ * @brief Check if a project is currently open\n 218β†’ */\n 219β†’ [[nodiscard]] bool hasOpenProject() const;\n 220β†’\n 221β†’ /**\n 222β†’ * @brief Get current project state\n 223β†’ */\n 224β†’ [[nodiscard]] ProjectState getState() const;\n 225β†’\n 226β†’ /**\n 227β†’ * @brief Check if project has unsaved changes\n 228β†’ */\n 229β†’ [[nodiscard]] bool hasUnsavedChanges() const;\n 230β†’\n 231β†’ /**\n 232β†’ * @brief Mark project as modified\n 233β†’ */\n 234β†’ void markModified();\n 235β†’\n 236β†’ /**\n 237β†’ * @brief Mark project as saved (unmodified)\n 238β†’ */\n 239β†’ void markSaved();\n 240β†’\n 241β†’ // =========================================================================\n 242β†’ // Project Information\n 243β†’ // =========================================================================\n 244β†’\n 245β†’ /**\n 246β†’ * @brief Get project metadata\n 247β†’ */\n 248β†’ [[nodiscard]] const ProjectMetadata &getMetadata() const;\n 249β†’\n 250β†’ /**\n 251β†’ * @brief Update project metadata\n 252β†’ */\n 253β†’ void setMetadata(const ProjectMetadata &metadata);\n 254β†’\n 255β†’ /**\n 256β†’ * @brief Get project root path\n 257β†’ */\n 258β†’ [[nodiscard]] std::string getProjectPath() const;\n 259β†’\n 260β†’ /**\n 261β†’ * @brief Get project name\n 262β†’ */\n 263β†’ [[nodiscard]] std::string getProjectName() const;\n 264β†’\n 265β†’ /**\n 266β†’ * @brief Get start scene id (entry point)\n 267β†’ */\n 268β†’ [[nodiscard]] std::string getStartScene() const;\n 269β†’\n 270β†’ /**\n 271β†’ * @brief Set start scene id (entry point)\n 272β†’ */\n 273β†’ void setStartScene(const std::string &sceneId);\n 274β†’\n 275β†’ /**\n 276β†’ * @brief Get path to a specific project folder\n 277β†’ */\n 278β†’ [[nodiscard]] std::string getFolderPath(ProjectFolder folder) const;\n 279β†’\n 280β†’ /**\n 281β†’ * @brief Get all project files of a certain type\n 282β†’ * @param extension File extension filter (e.g., \".nms\", \".png\")\n 283β†’ */\n 284β†’ [[nodiscard]] std::vector<std::string>\n 285β†’ getProjectFiles(const std::string &extension) const;\n 286β†’\n 287β†’ // =========================================================================\n 288β†’ // Folder Structure\n 289β†’ // =========================================================================\n 290β†’\n 291β†’ /**\n 292β†’ * @brief Create standard project folder structure\n 293β†’ */\n 294β†’ Result<void> createFolderStructure();\n 295β†’\n 296β†’ /**\n 297β†’ * @brief Verify project folder structure exists\n 298β†’ */\n 299β†’ [[nodiscard]] bool verifyFolderStructure() const;\n 300β†’\n 301β†’ /**\n 302β†’ * @brief Create a folder within the project\n 303β†’ * @param relativePath Path relative to project root\n 304β†’ */\n 305β†’ Result<void> createFolder(const std::string &relativePath);\n 306β†’\n 307β†’ /**\n 308β†’ * @brief Check if a path is within the project\n 309β†’ */\n 310β†’ [[nodiscard]] bool isPathInProject(const std::string &path) const;\n 311β†’\n 312β†’ /**\n 313β†’ * @brief Convert absolute path to project-relative path\n 314β†’ */\n 315β†’ [[nodiscard]] std::string\n 316β†’ toRelativePath(const std::string &absolutePath) const;\n 317β†’\n 318β†’ /**\n 319β†’ * @brief Convert project-relative path to absolute path\n 320β†’ */\n 321β†’ [[nodiscard]] std::string\n 322β†’ toAbsolutePath(const std::string &relativePath) const;\n 323β†’\n 324β†’ // =========================================================================\n 325β†’ // Recent Projects\n 326β†’ // =========================================================================\n 327β†’\n 328β†’ /**\n 329β†’ * @brief Get list of recent projects\n 330β†’ */\n 331β†’ [[nodiscard]] const std::vector<RecentProject> &getRecentProjects() const;\n 332β†’\n 333β†’ /**\n 334β†’ * @brief Add a project to recent list\n 335β†’ */\n 336β†’ void addToRecentProjects(const std::string &path);\n 337β†’\n 338β†’ /**\n 339β†’ * @brief Remove a project from recent list\n 340β†’ */\n 341β†’ void removeFromRecentProjects(const std::string &path);\n 342β†’\n 343β†’ /**\n 344β†’ * @brief Clear recent projects list\n 345β†’ */\n 346β†’ void clearRecentProjects();\n 347β†’\n 348β†’ /**\n 349β†’ * @brief Refresh recent projects (check if they still exist)\n 350β†’ */\n 351β†’ void refreshRecentProjects();\n 352β†’\n 353β†’ /**\n 354β†’ * @brief Set maximum number of recent projects to track\n 355β†’ */\n 356β†’ void setMaxRecentProjects(size_t count);\n 357β†’\n 358β†’ // ===================================================
[2026-01-11T18:54:50.330Z] [INFO] ======================\n 359β†’ // Auto-Save\n 360β†’ // =========================================================================\n 361β†’\n 362β†’ /**\n 363β†’ * @brief Enable or disable auto-save\n 364β†’ */\n 365β†’ void setAutoSaveEnabled(bool enabled);\n 366β†’\n 367β†’ /**\n 368β†’ * @brief Check if auto-save is enabled\n 369β†’ */\n 370β†’ [[nodiscard]] bool isAutoSaveEnabled() const;\n 371β†’\n 372β†’ /**\n 373β†’ * @brief Set auto-save interval in seconds\n 374β†’ */\n 375β†’ void setAutoSaveInterval(u32 seconds);\n 376β†’\n 377β†’ /**\n 378β†’ * @brief Get auto-save interval\n 379β†’ */\n 380β†’ [[nodiscard]] u32 getAutoSaveInterval() const;\n 381β†’\n 382β†’ /**\n 383β†’ * @brief Trigger auto-save check (call from main loop)\n 384β†’ * @param deltaTime Time since last update\n 385β†’ */\n 386β†’ void updateAutoSave(f64 deltaTime);\n 387β†’\n 388β†’ /**\n 389β†’ * @brief Force an immediate auto-save\n 390β†’ */\n 391β†’ void triggerAutoSave();\n 392β†’\n 393β†’ // =========================================================================\n 394β†’ // Validation\n 395β†’ // =========================================================================\n 396β†’\n 397β†’ /**\n 398β†’ * @brief Validate project integrity\n 399β†’ */\n 400β†’ [[nodiscard]] ProjectValidation validateProject() const;\n 401β†’\n 402β†’ /**\n 403β†’ * @brief Check if project file exists\n 404β†’ */\n 405β†’ [[nodiscard]] static bool isValidProjectPath(const std::string &path);\n 406β†’\n 407β†’ /**\n 408β†’ * @brief Get list of available project templates\n 409β†’ */\n 410β†’ [[nodiscard]] static std::vector<std::string> getAvailableTemplates();\n 411β†’\n 412β†’ /**\n 413β†’ * @brief Access the asset database for the current project\n 414β†’ */\n 415β†’ [[nodiscard]] AssetDatabase *assetDatabase() { return &m_assetDatabase; }\n 416β†’\n 417β†’ // =========================================================================\n 418β†’ // Backup\n 419β†’ // =========================================================================\n 420β†’\n 421β†’ /**\n 422β†’ * @brief Create a backup of the current project\n 423β†’ */\n 424β†’ Result<std::string> createBackup();\n 425β†’\n 426β†’ /**\n 427β†’ * @brief Restore from a backup\n 428β†’ * @param backupPath Path to backup\n 429β†’ */\n 430β†’ Result<void> restoreFromBackup(const std::string &backupPath);\n 431β†’\n 432β†’ /**\n 433β†’ * @brief Get list of available backups\n 434β†’ */\n 435β†’ [[nodiscard]] std::vector<std::string> getAvailableBackups() const;\n 436β†’\n 437β†’ /**\n 438β†’ * @brief Set maximum number of backups to keep\n 439β†’ */\n 440β†’ void setMaxBackups(size_t count);\n 441β†’\n 442β†’ // =========================================================================\n 443β†’ // Listeners\n 444β†’ // =========================================================================\n 445β†’\n 446β†’ /**\n 447β†’ * @brief Add a project listener\n 448β†’ */\n 449β†’ void addListener(IProjectListener *listener);\n 450β†’\n 451β†’ /**\n 452β†’ * @brief Remove a project listener\n 453β†’ */\n 454β†’ void removeListener(IProjectListener *listener);\n 455β†’\n 456β†’ // =========================================================================\n 457β†’ // Callbacks\n 458β†’ // =========================================================================\n 459β†’\n 460β†’ /**\n 461β†’ * @brief Set callback for unsaved changes prompt\n 462β†’ * Returns true if should save, false to discard, nullopt to cancel\n 463β†’ */\n 464β†’ void setOnUnsavedChangesPrompt(std::function<std::optional<bool>()> callback);\n 465β†’\n 466β†’private:\n 467β†’ // Internal methods\n 468β†’ Result<void> loadProjectFile(const std::string &path);\n 469β†’ Result<void> saveProjectFile();\n 470β†’ Result<void> createProjectFromTemplate(const std::string &templateName);\n 471β†’ void updateRecentProjects();\n 472β†’ void notifyProjectCreated();\n 473β†’ void notifyProjectOpened();\n 474β†’ void notifyProjectClosed();\n 475β†’ void notifyProjectSaved();\n 476β†’ void notifyProjectModified();\n 477β†’\n 478β†’ // Project state\n 479β†’ ProjectState m_state = ProjectState::Closed;\n 480β†’ std::string m_projectPath;\n 481β†’ ProjectMetadata m_metadata;\n 482β†’ bool m_modified = false;\n 483β†’\n 484β†’ // Recent projects\n 485β†’ std::vector<RecentProject> m_recentProjects;\n 486β†’ size_t m_maxRecentProjects = 10;\n 487β†’\n 488β†’ // Auto-save\n 489β†’ bool m_autoSaveEnabled = true;\n 490β†’ u32 m_autoSaveIntervalSeconds = 300; // 5 minutes\n 491β†’ f64 m_timeSinceLastSave = 0.0;\n 492β†’\n 493β†’ // Asset database\n 494β†’ AssetDatabase m_assetDatabase;\n 495β†’\n 496β†’ // Backup\n 497β†’ size_t m_maxBackups = 5;\n 498β†’\n 499β†’ // Listeners\n 500β†’ std::vector<IProjectListener *> m_listeners;\n 501β†’\n 502β†’ // Callbacks\n 503β†’ std::function<std::optional<bool>()> m_onUnsavedChangesPrompt;\n 504β†’\n 505β†’ // Singleton instance\n 506β†’ static std::unique_ptr<ProjectManager> s_instance;\n 507β†’};\n 508β†’\n 509β†’/**\n 510β†’ * @brief RAII helper for project operations\n 511β†’ */\n 512β†’class ProjectScope {\n 513β†’public:\n 514β†’ explicit ProjectScope(const std::string &projectPath);\n 515β†’ ~ProjectScope();\n 516β†’\n 517β†’ [[nodiscard]] bool isValid() const { return m_valid; }\n 518β†’\n 519β†’private:\n 520β†’ bool m_valid = false;\n 521β†’};\n 522β†’\n 523β†’} // namespace NovelMind::editor\n 524β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"e2da7605-002b-4de7-8da3-fc4dcd83f694","uuid":"ea8c8e03-d393-4759-abc2-dad9f2bda0f2","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768157642826/editor/include/NovelMind/editor/project_manager.hpp","content":"#pragma once\n\n/**\n * @file project_manager.hpp\n * @brief Project Management System for NovelMind Editor\n *\n * Provides comprehensive project management for the editor:\n * - Create, open, save, close projects\n * - Project structure and folder layout\n * - Recent projects tracking\n * - Auto-save functionality\n * - Project metadata management\n *\n * Standard Project Layout:\n * /ProjectName/\n * project.json - Project configuration\n * /Assets/\n * /Images/\n * /Audio/\n * /Fonts/\n * /scripts/\n * /generated/ - Auto-generated scripts from Story Graph\n * /Scenes/\n * /Localization/\n * /Build/ - Build output\n */\n\n#include \"NovelMind/core/result.hpp\"\n#include \"NovelMind/core/types.hpp\"\n#include \"NovelMind/editor/asset_pipeline.hpp\"\n#include <chrono>\n#include <filesystem>\n#include <functional>\n#include <memory>\n#include <optional>\n#include <string>\n#include <vector>\n\nnamespace NovelMind::editor {\n\n// Forward declarations\nclass ProjectManager;\nclass EventBus;\n\n/**\n * @brief Playback source mode for story content\n *\n * Determines which data source is used during playback:\n * - Script: NMScript files (.nms) are the authoritative source\n * - Graph: Story Graph visual data is the authoritative source\n * - Mixed: Script is used, but Graph data overrides when present\n *\n * This setting is designed to address issue #82, making the playback\n * source explicit and predictable for users.\n */\nenum class PlaybackSourceMode : u8 {\n Script, ///< NMScript files are authoritative (default - original behavior)\n Graph, ///< Story Graph visual data is authoritative\n Mixed ///< Script + Graph overrides (Graph wins on conflicts)\n};\n\n/**\n * @brief Project metadata structure\n */\nstruct ProjectMetadata {\n std::string name;\n std::string version = \"1.0.0\";\n std::string author;\n std::string description;\n std::string engineVersion;\n std::string startScene;\n\n // Timestamps\n u64 createdAt = 0;\n u64 modifiedAt = 0;\n u64 lastOpenedAt = 0;\n\n // Settings\n std::string defaultLocale = \"en\";\n std::string targetResolution = \"1920x1080\";\n bool fullscreenDefault = false;\n\n // Build settings\n std::string buildPreset = \"release\";\n std::vector<std::string> targetPlatforms = {\"windows\", \"linux\", \"macos\"};\n\n // Playback settings (issue #82)\n PlaybackSourceMode playbackSourceMode = PlaybackSourceMode::Script;\n};\n\n/**\n * @brief Recent project entry\n */\nstruct RecentProject {\n std::string name;\n std::string path;\n u64 lastOpened = 0;\n bool exists = true; // Whether the project still exists on disk\n std::string thumbnail; // Path to project thumbnail if available\n};\n\n/**\n * @brief Project folder types\n */\nenum class ProjectFolder : u8 {\n Root,\n Assets,\n Images,\n Audio,\n Fonts,\n Scripts,\n ScriptsGenerated, // Auto-generated scripts from Story Graph (issue #85)\n Scenes,\n Localization,\n Build,\n Temp,\n Backup\n};\n\n/**\n * @brief Project state\n */\nenum class ProjectState : u8 { Closed, Opening, Open, Saving, Closing };\n\n/**\n * @brief Project validation result\n */\nstruct ProjectValidation {\n bool valid = true;\n std::vector<std::string> errors;\n std::vector<std::string> warnings;\n std::vector<std::string> missingAssets;\n std::vector<std::string> missingScripts;\n};\n\n/**\n * @brief Listener interface for project events\n */\nclass IProjectListener {\npublic:\n virtual ~IProjectListener() = default;\n\n virtual void onProjectCreated(const std::string & /*path*/) {}\n virtual void onProjectOpened(const std::string & /*path*/) {}\n virtual void onProjectClosed() {}\n virtual void onProjectSaved() {}\n virtual void onProjectModified() {}\n virtual void onAutoSaveTriggered() {}\n};\n\n/**\n * @brief Project manager singleton\n *\n * Responsibilities:\n * - Manage project lifecycle (create, open, save, close)\n * - Maintain project folder structure\n * - Track recent projects\n * - Handle auto-save\n * - Validate project integrity\n */\nclass ProjectManager {\npublic:\n ProjectManager();\n ~ProjectManager();\n\n // Prevent copying\n ProjectManager(const ProjectManager &) = delete;\n ProjectManager &operator=(const ProjectManager &) = delete;\n\n /**\n * @brief Get singleton instance\n */\n static ProjectManager &instance();\n\n // =========================================================================\n // Project Lifecycle\n // =========================================================================\n\n /**\n * @brief Create a new project\n * @param path Directory path for the project\n * @param name Project name\n * @param templateName Optional template to use\n * @return Success or error\n */\n Result<void> createProject(const std::string &path, const std::string &name,\n const std::string &templateName = \"empty\");\n\n /**\n * @brief Open an existing project\n * @param path Path to project directory or project.json\n * @return Success or error\n */\n Result<void> openProject(const std::string &path);\n\n /**\n * @brief Save the current project\n * @return Success or error\n */\n Result<void> saveProject();\n\n /**\n * @brief Save project to a new location\n * @param path New project path\n * @return Success or error\n */\n Result<void> saveProjectAs(const std::string &path);\n\n /**\n * @brief Close the current project\n * @param force If true, close without saving changes\n * @return Success or error\n */\n Result<void> closeProject(bool force = false);\n\n /**\n * @brief Check if a project is currently open\n */\n [[nodiscard]] bool hasOpenProject() const;\n\n /**\n * @brief Get current project state\n */\n [[nodiscard]] ProjectState getState() const;\n\n /**\n * @brief Check if project has unsaved changes\n */\n [[nodiscard]] bool hasUnsavedChanges() const;\n\n /**\n * @brief Mark project as modified\n */\n void markModified();\n\n /**\n * @brief Mark project as saved (unmodified)\n */\n void markSaved();\n\n // =========================================================================\n // Project Information\n // =========================================================================\n\n /**\n * @brief Get project metadata\n */\n [[nodiscard]] const ProjectMetadata &getMetadata() const;\n\n /**\n * @brief Update project metadata\n */\n void setMetadata(const ProjectMetadata &metadata);\n\n /**\n * @brief Get project root path\n */\n [[nodiscard]] std::string getProjectPath() const;\n\n /**\n * @brief Get project name\n */\n [[nodiscard]] std::string getProjectName() const;\n\n /**\n * @brief Get start scene id (entry point)\n */\n [[nodiscard]] std::string getStartScene() const;\n\n /**\n * @brief Set start scene id (entry point)\n */\n void setStartScene(const std::string &sceneId);\n\n /**\n * @brief Get path to a specific project folder\n */\n [[nodiscard]] std::string getFolderPath(ProjectFolder folder) const;\n\n /**\n * @brief Get all project files of a certain type\n * @param extension File extension filter (e.g., \".nms\", \".png\")\n */\n [[nodiscard]] std::vector<std::string>\n getProjectFiles(const std::string &extension) const;\n\n // =========================================================================\n // Folder Structure\n // =========================================================================\n\n /**\n * @brief Create standard project folder structure\n */\n Result<void> createFolderStructure();\n\n /**\n * @brief Verify project folder structure exists\n */\n [[nodiscard]] bool verifyFolderStructure() const;\n\n /**\n * @brief Create a folder within the project\n * @param relativePath Path relative to project root\n */\n Result<void> createFolder(const std::string &relativePath);\n\n /**\n * @brief Check if a path is within the project\n */\n [[nodiscard]] bool isPathInProject(const std::string &path) const;\n\n /**\n * @brief Convert absolute path to project-relative path\n */\n [[nodiscard]] std::string\n toRelativePath(const std::string &absolutePath) const;\n\n /**\n * @brief Convert project-relative path to absolute path\n */\n [[nodiscard]] std::string\n toAbsolutePath(const std::string &relativePath) const;\n\n // =========================================================================\n // Recent Projects\n // =========================================================================\n\n /**\n * @brief Get list of recent projects\n */\n [[nodiscard]] const std::vector<RecentProject> &getRecentProjects() const;\n\n /**\n * @brief Add a project to recent list\n */\n void addToRecentProjects(const std::string &path);\n\n /**\n * @brief Remove a project from recent list\n */\n void removeFromRecentProjects(const std::string &path);\n\n /**\n * @brief Clear recent projects list\n */\n void clearRecentProjects();\n\n /**\n * @brief Refresh recent projects (check if they still exist)\n */\n void refreshRecentProjects();\n\n /**\n * @brief Set maximum number of recent projects to track\n */\n void setMaxRecentProjects(size_t count);\n\n // =========================================================================\n // Auto-Save\n // =========================================================================\n\n /**\n * @brief Enable or disable auto-save\n */\n void setAutoSaveEnabled(bool enabled);\n\n /**\n * @brief Check if auto-save is enabled\n */\n [[nodiscard]] bool isAutoSaveEnabled() const;\n\n /**\n * @brief Set auto-save interval in seconds\n */\n void setAutoSaveInterval(u32 seconds);\n\n /**\n * @brief Get auto-save interval\n */\n [[nodiscard]] u32 getAutoSaveInterval() const;\n\n /**\n * @brief Trigger auto-save check (call from main loop)\n * @param deltaTime Time since last update\n */\n void updateAutoSave(f64 deltaTime);\n\n /**\n * @brief Force an immediate auto-save\n */\n void triggerAutoSave();\n\n // =========================================================================\n // Validation\n // =========================================================================\n\n /**\n * @brief Validate project integrity\n */\n [[nodiscard]] ProjectValidation validateProject() const;\n\n /**\n * @brief Check if project file exists\n */\n [[nodiscard]] static bool isValidProjectPath(const std::string &path);\n\n /**\n * @brief Get list of available project templates\n */\n [[nodiscard]] static std::vector<std::string> getAvailableTemplates();\n\n /**\n * @brief Access the asset database for the current project\n */\n [[nodiscard]] AssetDatabase *assetDatabase() { return &m_assetDatabase; }\n\n // =========================================================================\n // Backup\n // =========================================================================\n\n /**\n * @brief Create a backup of the current project\n */\n Result<std::string> createBackup();\n\n /**\n * @brief Restore from a backup\n * @param backupPath Path to backup\n */\n Result<void> restoreFromBackup(const std::string &backupPath);\n\n /**\n * @brief Get list of available backups\n */\n [[nodiscard]] std::vector<std::string> getAvailableBackups() const;\n\n /**\n * @brief Set maximum number of backups to keep\n */\n void setMaxBackups(size_t count);\n\n // =========================================================================\n // Listeners\n // =========================================================================\n\n /**\n * @brief Add a project listener\n */\n void addListener(IProjectListener *listener);\n\n /**\n * @brief Remove a project listener\n */\n void removeListener(IProjectListener *listener);\n\n // =========================================================================\n // Callbacks\n // =========================================================================\n\n /**\n * @brief Set callback for unsaved changes prompt\n * Returns true if should save, false to discard, nullopt to cancel\n */\n void setOnUnsavedChangesPrompt(std::function<std::optional<bool>()> callback);\n\nprivate:\n // Internal methods\n Result<void> loadProjectFile(const std::string &path);\n Result<void> saveProjectFile();\n Result<void> createProjectFromTemplate(const std::string &templateName);\n void updateRecentProjects();\n void notifyProjectCreated();\n void notifyProjectOpened();\n void notifyProjectClosed();\n void notifyProjectSaved();\n void notifyProjectModified();\n\n // Project state\n ProjectState m_state = ProjectState::Closed;\n std::string m_projectPath;\n ProjectMetadata m_metadata;\n bool m_modified = false;\n\n // Recent projects\n std::vector<RecentProject> m_recentProjects;\n size_t m_maxRecentProjects = 10;\n\n // Auto-save\n bool m_autoSaveEnabled = true;\n u32 m_autoSaveIntervalSeconds = 300; // 5 minutes\n f64 m_timeSinceLastSave = 0.0;\n\n // Asset database\n AssetDatabase m_assetDatabase;\n\n // Backup\n size_t m_maxBackups = 5;\n\n // Listeners\n std::vector<IProjectListener *> m_listeners;\n\n // Callbacks\n std::function<std::optional<bool>()> m_onUnsavedChangesPrompt;\n\n // Singleton instance\n static std::unique_ptr<ProjectManager> s_instance;\n};\n\n/**\n * @brief RAII helper for project operations\n */\nclass ProjectScope {\npublic:\n explicit ProjectScope(const std::string &projectPath);\n ~ProjectScope();\n\n [[nodiscard]] bool isValid() const { return m_valid; }\n\nprivate:\n bool m_valid = false;\n};\n\n} // namespace NovelMind::editor\n","numLines":524,"startLine":1,"totalLines":524}}}
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"text": "Now let me analyze the code structure and identify which functions should go into each new file:\n\n**Analysis of project_manager.cpp:**\n\n1. **Project Lifecycle Functions** (lines 38-258):\n - `createProject()` - Create new project\n - `openProject()` - Open existing project\n - `saveProject()` - Save project\n - `saveProjectAs()` - Save to new location\n - `closeProject()` - Close project\n - `hasOpenProject()` - Check if project open\n - `getState()` - Get project state\n - `hasUnsavedChanges()` - Check for unsaved changes\n - `markModified()` - Mark as modified\n - `markSaved()` - Mark as saved\n\n2. **Project Information** (lines 262-344):\n - Basic getters and setters (should stay in main file)\n\n3. **Folder Structure** (lines 348-460):\n - These should stay in main file as they're core infrastructure\n\n4. **Recent Projects** (lines 464-523):\n - Should stay in main file\n\n5. **Auto-Save** (lines 527-570):\n - Should stay in main file\n\n6. **Validation** (lines 574-681):\n - Should stay in main file or could be part of a separate validation module\n\n7. **Backup** (lines 685-802):\n - Could potentially be its own module, but for now stay in main file\n\n8. **Listeners** (lines 806-824):\n - Should stay in main file\n\n9. **Private Methods** (lines 828-1032):\n - `loadProjectFile()` - Stay in main\n - `saveProjectFile()` - Stay in main\n - `createProjectFromTemplate()` - **Move to project_templates.cpp**\n - `notifyProject*()` - Stay in main\n - `ProjectScope` implementation - Stay in main\n\nLet me check for CMakeLists.txt to understand the build structure:"
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Guided Learning System (Editor-only subsystem)\n 32β†’ src/guided_learning/tutorial_types.cpp\n 33β†’ src/guided_learning/anchor_registry.cpp\n 34β†’ src/guided_learning/tutorial_manager.cpp\n 35β†’ src/guided_learning/help_overlay.cpp\n 36β†’ src/guided_learning/tutorial_subsystem.cpp\n 37β†’\n 38β†’ # Core editor systems (backend - retained from previous implementation)\n 39β†’ src/editor_runtime_host.cpp\n 40β†’ src/editor_runtime_host_inspection.cpp\n 41β†’ src/editor_runtime_host_save.cpp\n 42β†’ src/editor_runtime_host_breakpoints.cpp\n 43β†’ src/editor_runtime_host_hot_reload.cpp\n 44β†’ src/editor_runtime_host_runtime.cpp\n 45β†’ src/editor_runtime_host_detail.cpp\n 46β†’ src/asset_pipeline.cpp\n 47β†’ src/editor_settings.cpp\n 48β†’ src/settings_registry.cpp\n 49β†’ src/voice_manager.cpp\n 50β†’ src/timeline_editor.cpp\n 51β†’ src/scene_document.cpp\n 52β†’ src/curve_editor.cpp\n 53β†’ src/curve_editor_library.cpp\n 54β†’ src/curve_editor_view.cpp\n 55β†’ src/selection_system.cpp\n 56β†’ src/event_bus.cpp\n 57β†’ src/project_manager.cpp\n 58β†’ src/inspector_binding.cpp\n 59β†’ src/asset_preview.cpp\n 60β†’ src/timeline_playback.cpp\n 61β†’ src/editor_state.cpp\n 62β†’ src/error_reporter.cpp\n 63β†’ src/hotkeys_manager.cpp\n 64β†’ src/project_integrity.cpp\n 65β†’ src/project_json.cpp\n 66β†’ src/scene_registry.cpp\n 67β†’ src/scene_template_manager.cpp\n 68β†’ src/script_project_context.cpp\n 69β†’\n 70β†’ # Build System components\n 71β†’ src/build_system.cpp\n 72β†’ src/build_size_analyzer.cpp\n 73β†’\n 74β†’ # Abstraction interfaces and adapters (issue #150)\n 75β†’ src/adapters/QtAudioPlayer.cpp\n 76β†’ src/adapters/QtFileSystem.cpp\n 77β†’ src/core/ServiceLocator.cpp\n 78β†’ # Panel Mediators (EventBus-based decoupled communication)\n 79β†’ src/mediators/selection_mediator.cpp\n 80β†’ src/mediators/workflow_mediator.cpp\n 81β†’ src/mediators/property_mediator.cpp\n 82β†’ src/mediators/playback_mediator.cpp\n 83β†’ src/mediators/scene_mediator.cpp\n 84β†’ include/NovelMind/editor/mediators/scene_mediator.hpp\n 85β†’ src/mediators/scene_registry_mediator.cpp\n 86β†’ include/NovelMind/editor/mediators/scene_registry_mediator.hpp\n 87β†’ src/mediators/panel_mediators.cpp\n 88β†’\n 89β†’ # Performance optimization components\n 90β†’ src/qt/lazy_thumbnail_loader.cpp\n 91β†’ src/qt/timeline_render_cache.cpp\n 92β†’ src/qt/performance_metrics.cpp\n 93β†’\n 94β†’ # Qt6 GUI implementation\n 95β†’ src/qt/qt_event_bus.cpp\n 96β†’ src/qt/qt_selection_manager.cpp\n 97β†’ src/qt/navigation_location.cpp\n 98β†’ src/qt/nm_style_manager.cpp\n 99β†’ src/qt/nm_style_manager_stylesheet.cpp\n 100β†’ src/qt/nm_dialogs_detail.cpp\n 101β†’ src/qt/nm_message_dialog.cpp\n 102β†’ src/qt/nm_input_dialog.cpp\n 103β†’ src/qt/nm_file_dialog.cpp\n 104β†’ src/qt/nm_color_dialog.cpp\n 105β†’ src/qt/nm_new_project_dialog.cpp\n 106β†’ src/qt/nm_voice_metadata_dialog.cpp\n 107β†’ src/qt/nm_bezier_curve_editor_dialog.cpp\n 108β†’ src/qt/nm_new_scene_dialog.cpp\n 109β†’ src/qt/dialogs/nm_script_welcome_dialog.cpp\n 110β†’ src/qt/nm_main_window.cpp\n 111β†’ src/qt/nm_main_window_menu.cpp\n 112β†’ src/qt/nm_main_window_panels.cpp\n 113β†’ src/qt/nm_main_window_connections.cpp\n 114β†’ src/qt/nm_main_window_layout.cpp\n 115β†’ src/qt/nm_main_window_runtime.cpp\n 116β†’ src/qt/nm_dock_panel.cpp\n 117β†’ src/qt/nm_dock_title_bar.cpp\n 118β†’ src/qt/nm_welcome_dialog.cpp\n 119β†’ src/qt/nm_hotkeys_dialog.cpp\n 120β†’ src/qt/nm_settings_dialog.cpp\n 121β†’ src/qt/nm_undo_manager.cpp\n 122β†’ src/qt/nm_icon_manager.cpp\n 123β†’ src/qt/nm_scrollable_toolbar.cpp\n 124β†’ src/qt/nm_fuzzy_matcher.cpp\n 125β†’ src/qt/nm_command_palette.cpp\n 126β†’\n 127β†’ # Phase 0 & 1 panels\n 128β†’ src/qt/panels/nm_scene_view_panel.cpp\n 129β†’ src/qt/panels/nm_scene_view_panel_objects.cpp\n 130β†’ src/qt/panels/nm_scene_view_panel_document.cpp\n 131β†’ src/qt/panels/nm_scene_view_panel_ui.cpp\n 132β†’ src/qt/panels/nm_scene_view_panel_runtime.cpp\n 133β†’ src/qt/panels/nm_scene_view_object.cpp\n 134β†’ src/qt/panels/nm_scene_view_gizmo.cpp\n 135β†’ src/qt/panels/nm_scene_view_scene.cpp\n 136β†’ src/qt/panels/nm_scene_view_view.cpp\n 137β†’ src/qt/panels/nm_scene_view_overlays.hpp\n 138β†’ src/qt/panels/nm_story_graph_panel.cpp\n 139β†’ src/qt/panels/nm_story_graph_panel_handlers.cpp\n 140β†’ src/qt/panels/nm_story_graph_panel_detail.cpp\n 141β†’ src/qt/panels/nm_story_graph_node.cpp\n 142β†’ src/qt/panels/nm_story_graph_connection.cpp\n 143β†’ src/qt/panels/nm_story_graph_scene.cpp\n 144β†’ src/qt/panels/nm_story_graph_view.cpp\n 145β†’ src/qt/panels/nm_story_graph_minimap.cpp\n 146β†’ src/qt/panels/nm_story_graph_voice_integration.cpp\n 147β†’ src/qt/panels/nm_scene_dialogue_graph_panel.cpp\n 148β†’ src/qt/panels/nm_inspector_panel.cpp\n 149β†’ src/qt/panels/nm_inspector_panel_group.cpp\n 150β†’ src/qt/panels/nm_console_panel.cpp\n 151β†’ src/qt/panels/nm_asset_browser_panel.cpp\n 152β†’ src/qt/panels/nm_scene_palette_panel.cpp\n 153β†’ src/qt/panels/nm_hierarchy_panel.cpp\n 154β†’ src/qt/panels/nm_script_editor_panel.cpp\n 155β†’ src/qt/panels/nm_script_editor_panel_editor.cpp\n 156β†’ src/qt/panels/nm_script_editor_panel_detail.cpp\n 157β†’ src/qt/panels/nm_script_editor_panel_preview.cpp\n 158β†’ src/qt/panels/nm_script_doc_panel.cpp\n 159β†’\n 160β†’ # Phase 3 & 4 panels\n 161β†’ src/qt/panels/nm_timeline_panel.cpp\n 162β†’ src/qt/panels/nm_animation_adapter.cpp\n 163β†’ src/qt/panels/nm_keyframe_item.cpp\n 164β†’ src/qt/panels/nm_curve_editor_panel.cpp\n 165β†’ src/qt/panels/nm_curve_point_item.cpp\n 166β†’ src/qt/panels/nm_voice_manager_panel.cpp\n 167β†’ src/qt/panels/nm_recording_studio_panel.cpp\n 168β†’ src/qt/panels/nm_voice_studio_panel.cpp\n 169β†’ src/qt/panels/nm_audio_mixer_panel.cpp\n 170β†’ src/qt/panels/nm_localization_panel.cpp\n 171β†’ src/qt/panels/nm_diagnostics_panel.cpp\n 172β†’ src/qt/panels/nm_build_settings_panel.cpp\n 173β†’ src/qt/panels/nm_project_settings_panel.cpp\n 174β†’\n 175β†’ # Phase 5 - Play-In-Editor\n 176β†’ src/qt/nm_play_mode_controller.cpp\n 177β†’ src/qt/panels/nm_play_toolbar_panel.cpp\n 178β†’ src/qt/panels/nm_debug_overlay_panel.cpp\n 179β†’ src/qt/panels/nm_script_runtime_inspector_panel.cpp\n 180β†’ src/qt/panels/nm_issues_panel.cpp\n 181β†’ src/qt/panels/nm_script_inspector_panel.cpp\n 182β†’\n 183β†’ # Phase 6 - Guided Learning System Panel\n 184β†’ src/qt/panels/nm_help_hub_panel.cpp\n 185β†’\n 186β†’ # Custom Widgets\n 187β†’ src/qt/widgets/nm_scene_id_picker.cpp\n 188β†’ src/qt/widgets/nm_scene_preview_widget.cpp\n 189β†’\n 190β†’ # Performance optimization headers\n 191β†’ include/NovelMind/editor/qt/lazy_thumbnail_loader.hpp\n 192β†’ include/NovelMind/editor/qt/timeline_render_cache.hpp\n 193β†’ include/NovelMind/editor/qt/performance_metrics.hpp\n 194β†’\n 195β†’ # Qt6 Headers (required for AUTOMOC to work)\n 196β†’ include/NovelMind/editor/qt/qt_event_bus.hpp\n 197β†’ include/NovelMind/editor/qt/qt_selection_manager.hpp\n 198β†’ include/NovelMind/editor/qt/navigation_location.hpp\n 199β†’ include/NovelMind/editor/qt/nm_style_manager.hpp\n 200β†’ include/NovelMind/editor/qt/nm_dialogs.hpp\n 201β†’ include/NovelMind/editor/qt/nm_main_window.hpp\n 202β†’ include/NovelMind/editor/qt/nm_dock_panel.hpp\n 203β†’ include/NovelMind/editor/qt/nm_dock_title_bar.hpp\n 204β†’ include/NovelMind/editor/qt/nm_welcome_dialog.hpp\n 205β†’ include/NovelMind/editor/qt/dialogs/nm_script_welcome_dialog.hpp\n 206β†’ include/NovelMind/editor/qt/nm_hotkeys_dialog.hpp\n 207β†’ include/NovelMind/editor/qt/nm_settings_dialog.hpp\n 208β†’ include/NovelMind/editor/qt/nm_undo_manager.hpp\n 209β†’ include/NovelMind/editor/qt/nm_icon_manager.hpp\n 210β†’ include/NovelMind/editor/qt/nm_play_mode_controller.hpp\n 211β†’ include/NovelMind/editor/qt/nm_scrollable_toolbar.hpp\n 212β†’ include/NovelMind/editor/qt/nm_bezier_curve_editor_dialog.hpp\n 213β†’ include/NovelMind/editor/qt/nm_fuzzy_matcher.hpp\n 214β†’ include/NovelMind/editor/qt/nm_command_palette.hpp\n 215β†’ include/NovelMind/editor/qt/widgets/nm_scene_preview_widget.hpp\n 216β†’\n 217β†’ # Panel headers\n 218β†’ include/NovelMind/editor/qt/panels/nm_scene_view_panel.hpp\n 219β†’ include/NovelMind/editor/qt/panels/nm_story_graph_panel.hpp\n 220β†’ include/NovelMind/editor/qt/panels/nm_story_graph_voice_integration.hpp\n 221β†’ include/NovelMind/editor/qt/panels/nm_story_graph_minimap.hpp\n 222β†’ include/NovelMind/editor/qt/panels/nm_scene_dialogue_graph_panel.hpp\n 223β†’ include/NovelMind/editor/qt/panels/nm_inspector_panel.hpp\n 224β†’ include/NovelMind/editor/qt/panels/nm_console_panel.hpp\n 225β†’ include/NovelMind/editor/qt/panels/nm_asset_browser_panel.hpp\n 226β†’ include/NovelMind/editor/qt/panels/nm_scene_palette_panel.hpp\n 227β†’ include/NovelMind/editor/qt/panels/nm_hierarchy_panel.hpp\n 228β†’ include/NovelMind/editor/qt/panels/nm_script_editor_panel.hpp\n 229β†’ include/NovelMind/editor/qt/panels/nm_script_doc_panel.hpp\n 230β†’ include/NovelMind/editor/qt/panels/nm_timeline_panel.hpp\n 231β†’ include/NovelMind/editor/qt/panels/nm_keyframe_item.hpp\n 232β†’ include/NovelMind/editor/qt/panels/nm_curve_editor_panel.hpp\n 233β†’ include/NovelMind/editor/qt/panels/nm_curve_point_item.hpp\n 234β†’ include/NovelMind/editor/qt/panels/nm_voice_manager_panel.hpp\n 235β†’ include/NovelMind/editor/qt/panels/nm_recording_studio_panel.hpp\n 236β†’ include/NovelMind/editor/qt/panels/nm_voice_studio_panel.hpp\n 237β†’ include/NovelMind/editor/qt/panels/nm_localization_panel.hpp\n 238β†’ include/NovelMind/editor/qt/panels/nm_diagnostics_panel.hpp\n 239β†’ include/NovelMind/editor/qt/panels/nm_build_settings_panel.hpp\n 240β†’ include/NovelMind/editor/qt/panels/nm_project_settings_panel.hpp\n 241β†’ include/NovelMind/editor/qt/panels/nm_play_toolbar_panel.hpp\n 242β†’ include/NovelMind/editor/qt/panels/nm_debug_overlay_panel.hpp
[2026-01-11T18:55:12.626Z] [INFO] \n 243β†’ include/NovelMind/editor/qt/panels/nm_script_runtime_inspector_panel.hpp\n 244β†’ include/NovelMind/editor/qt/panels/nm_issues_panel.hpp\n 245β†’ include/NovelMind/editor/qt/panels/nm_script_inspector_panel.hpp\n 246β†’ include/NovelMind/editor/qt/panels/nm_audio_mixer_panel.hpp\n 247β†’ include/NovelMind/editor/qt/panels/nm_animation_adapter.hpp\n 248β†’ include/NovelMind/editor/qt/panels/nm_help_hub_panel.hpp\n 249β†’\n 250β†’ # Guided Learning System headers\n 251β†’ include/NovelMind/editor/guided_learning/tutorial_types.hpp\n 252β†’ include/NovelMind/editor/guided_learning/anchor_registry.hpp\n 253β†’ include/NovelMind/editor/guided_learning/tutorial_manager.hpp\n 254β†’ include/NovelMind/editor/guided_learning/help_overlay.hpp\n 255β†’ include/NovelMind/editor/guided_learning/tutorial_subsystem.hpp\n 256β†’\n 257β†’ # Abstraction interface headers (issue #150)\n 258β†’ include/NovelMind/editor/interfaces/IAudioPlayer.hpp\n 259β†’ include/NovelMind/editor/interfaces/QtAudioPlayer.hpp\n 260β†’ include/NovelMind/editor/interfaces/MockAudioPlayer.hpp\n 261β†’ include/NovelMind/editor/interfaces/IFileSystem.hpp\n 262β†’ include/NovelMind/editor/interfaces/QtFileSystem.hpp\n 263β†’ include/NovelMind/editor/interfaces/MockFileSystem.hpp\n 264β†’ include/NovelMind/editor/interfaces/ServiceLocator.hpp\n 265β†’ # Panel Events and Mediators headers\n 266β†’ include/NovelMind/editor/events/panel_events.hpp\n 267β†’ include/NovelMind/editor/mediators/selection_mediator.hpp\n 268β†’ include/NovelMind/editor/mediators/workflow_mediator.hpp\n 269β†’ include/NovelMind/editor/mediators/property_mediator.hpp\n 270β†’ include/NovelMind/editor/mediators/playback_mediator.hpp\n 271β†’ include/NovelMind/editor/mediators/panel_mediators.hpp\n 272β†’\n 273β†’ # Scene Registry (issue #206)\n 274β†’ include/NovelMind/editor/scene_registry.hpp\n 275β†’\n 276β†’ # Scene Template System (issue #216)\n 277β†’ include/NovelMind/editor/scene_template_manager.hpp\n 278β†’\n 279β†’ # Script Project Context (issue #241)\n 280β†’ include/NovelMind/editor/script_project_context.hpp\n 281β†’\n 282β†’ # Custom Widget headers\n 283β†’ include/NovelMind/editor/qt/widgets/nm_scene_id_picker.hpp\n 284β†’\n 285β†’ # Qt Resources\n 286β†’ resources/editor_resources.qrc\n 287β†’)\n 288β†’\n 289β†’# Alias for backward compatibility\n 290β†’add_library(editor ALIAS novelmind_editor)\n 291β†’\n 292β†’target_include_directories(novelmind_editor\n 293β†’ PUBLIC\n 294β†’ $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>\n 295β†’ $<INSTALL_INTERFACE:include>\n 296β†’)\n 297β†’\n 298β†’# Find OpenSSL for build system encryption (same as engine_core)\n 299β†’find_package(OpenSSL QUIET)\n 300β†’if(OpenSSL_FOUND)\n 301β†’ target_link_libraries(novelmind_editor PRIVATE OpenSSL::Crypto)\n 302β†’ target_compile_definitions(novelmind_editor PRIVATE NOVELMIND_HAS_OPENSSL)\n 303β†’ message(STATUS \"Editor: OpenSSL found - enabling build system encryption\")\n 304β†’else()\n 305β†’ message(STATUS \"Editor: OpenSSL not found - build encryption disabled\")\n 306β†’endif()\n 307β†’\n 308β†’# Find zlib for build system compression (same as engine_core)\n 309β†’find_package(ZLIB QUIET)\n 310β†’if(ZLIB_FOUND)\n 311β†’ target_link_libraries(novelmind_editor PRIVATE ZLIB::ZLIB)\n 312β†’ target_compile_definitions(novelmind_editor PRIVATE NOVELMIND_HAS_ZLIB)\n 313β†’ message(STATUS \"Editor: zlib found - enabling build system compression\")\n 314β†’else()\n 315β†’ message(STATUS \"Editor: zlib not found - build compression disabled\")\n 316β†’endif()\n 317β†’\n 318β†’target_link_libraries(novelmind_editor\n 319β†’ PUBLIC\n 320β†’ engine_core\n 321β†’ Qt6::Widgets\n 322β†’ Qt6::Core\n 323β†’ Qt6::Gui\n 324β†’ Qt6::Svg\n 325β†’ Qt6::OpenGLWidgets\n 326β†’ Qt6::Multimedia\n 327β†’ Qt6::Concurrent\n 328β†’ PRIVATE\n 329β†’ novelmind_compiler_options\n 330β†’)\n 331β†’\n 332β†’target_compile_definitions(novelmind_editor PRIVATE\n 333β†’ NOVELMIND_QT6_GUI\n 334β†’)\n 335β†’\n 336β†’# Editor executable\n 337β†’add_executable(novelmind_editor_app\n 338β†’ src/qt/main.cpp\n 339β†’)\n 340β†’\n 341β†’target_link_libraries(novelmind_editor_app\n 342β†’ PRIVATE\n 343β†’ novelmind_editor\n 344β†’ engine_core\n 345β†’ Qt6::Widgets\n 346β†’ Qt6::Core\n 347β†’ Qt6::Gui\n 348β†’ Qt6::Svg\n 349β†’ Qt6::OpenGLWidgets\n 350β†’ Qt6::Multimedia\n 351β†’ Qt6::Concurrent\n 352β†’ novelmind_compiler_options\n 353β†’)\n 354β†’\n 355β†’# Set output name to novelmind_editor\n 356β†’set_target_properties(novelmind_editor_app PROPERTIES\n 357β†’ OUTPUT_NAME \"novelmind_editor\"\n 358β†’)\n 359β†’\n 360β†’# Copy Qt DLLs on Windows (for development convenience)\n 361β†’if(WIN32)\n 362β†’ # Add Qt bin directory to PATH for running\n 363β†’ get_target_property(_qmake_executable Qt6::qmake IMPORTED_LOCATION)\n 364β†’ get_filename_component(_qt_bin_dir \"${_qmake_executable}\" DIRECTORY)\n 365β†’\n 366β†’ # Use windeployqt for deployment\n 367β†’ find_program(WINDEPLOYQT_EXECUTABLE windeployqt HINTS \"${_qt_bin_dir}\")\n 368β†’ if(WINDEPLOYQT_EXECUTABLE)\n 369β†’ add_custom_command(TARGET novelmind_editor_app POST_BUILD\n 370β†’ COMMAND \"${WINDEPLOYQT_EXECUTABLE}\"\n 371β†’ --no-translations\n 372β†’ --no-system-d3d-compiler\n 373β†’ \"$<TARGET_FILE:novelmind_editor_app>\"\n 374β†’ COMMENT \"Running windeployqt...\"\n 375β†’ )\n 376β†’ endif()\n 377β†’endif()\n 378β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"e2da7605-002b-4de7-8da3-fc4dcd83f694","uuid":"c002810e-43b9-4e51-bcdc-fca08275da09","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768157642826/editor/CMakeLists.txt","content":"# NovelMind Visual Editor - Qt 6 Based GUI\n#\n# This is a complete remake of the GUI using Qt 6 Widgets,\n# replacing the previous ImGui/SDL2 implementation.\n\n# Find Qt6\nfind_package(Qt6 COMPONENTS Widgets Core Gui Svg OpenGLWidgets Multimedia Concurrent QUIET)\n\nif(NOT Qt6_FOUND)\n message(STATUS \"NovelMind Editor: Qt6 not found - Editor will not be built\")\n message(STATUS \" Install Qt6 development packages to enable the editor:\")\n message(STATUS \" Ubuntu/Debian: sudo apt-get install qt6-base-dev qt6-svg-dev\")\n message(STATUS \" Fedora: sudo dnf install qt6-qtbase-devel qt6-qtsvg-devel\")\n message(STATUS \" macOS: brew install qt@6\")\n message(STATUS \" Windows: Download Qt6 from qt.io\")\n\n # Disable editor build flag so tests know not to link against it\n set(NOVELMIND_BUILD_EDITOR OFF PARENT_SCOPE)\n return()\nendif()\n\nmessage(STATUS \"NovelMind Editor: Qt6 found - Building editor with Qt6 GUI\")\n\n# Enable Qt MOC, UIC, RCC\nset(CMAKE_AUTOMOC ON)\nset(CMAKE_AUTOUIC ON)\nset(CMAKE_AUTORCC ON)\n\n# Qt6 Editor Library\nadd_library(novelmind_editor STATIC\n # Guided Learning System (Editor-only subsystem)\n src/guided_learning/tutorial_types.cpp\n src/guided_learning/anchor_registry.cpp\n src/guided_learning/tutorial_manager.cpp\n src/guided_learning/help_overlay.cpp\n src/guided_learning/tutorial_subsystem.cpp\n\n # Core editor systems (backend - retained from previous implementation)\n src/editor_runtime_host.cpp\n src/editor_runtime_host_inspection.cpp\n src/editor_runtime_host_save.cpp\n src/editor_runtime_host_breakpoints.cpp\n src/editor_runtime_host_hot_reload.cpp\n src/editor_runtime_host_runtime.cpp\n src/editor_runtime_host_detail.cpp\n src/asset_pipeline.cpp\n src/editor_settings.cpp\n src/settings_registry.cpp\n src/voice_manager.cpp\n src/timeline_editor.cpp\n src/scene_document.cpp\n src/curve_editor.cpp\n src/curve_editor_library.cpp\n src/curve_editor_view.cpp\n src/selection_system.cpp\n src/event_bus.cpp\n src/project_manager.cpp\n src/inspector_binding.cpp\n src/asset_preview.cpp\n src/timeline_playback.cpp\n src/editor_state.cpp\n src/error_reporter.cpp\n src/hotkeys_manager.cpp\n src/project_integrity.cpp\n src/project_json.cpp\n src/scene_registry.cpp\n src/scene_template_manager.cpp\n src/script_project_context.cpp\n\n # Build System components\n src/build_system.cpp\n src/build_size_analyzer.cpp\n\n # Abstraction interfaces and adapters (issue #150)\n src/adapters/QtAudioPlayer.cpp\n src/adapters/QtFileSystem.cpp\n src/core/ServiceLocator.cpp\n # Panel Mediators (EventBus-based decoupled communication)\n src/mediators/selection_mediator.cpp\n src/mediators/workflow_mediator.cpp\n src/mediators/property_mediator.cpp\n src/mediators/playback_mediator.cpp\n src/mediators/scene_mediator.cpp\n include/NovelMind/editor/mediators/scene_mediator.hpp\n src/mediators/scene_registry_mediator.cpp\n include/NovelMind/editor/mediators/scene_registry_mediator.hpp\n src/mediators/panel_mediators.cpp\n\n # Performance optimization components\n src/qt/lazy_thumbnail_loader.cpp\n src/qt/timeline_render_cache.cpp\n src/qt/performance_metrics.cpp\n\n # Qt6 GUI implementation\n src/qt/qt_event_bus.cpp\n src/qt/qt_selection_manager.cpp\n src/qt/navigation_location.cpp\n src/qt/nm_style_manager.cpp\n src/qt/nm_style_manager_stylesheet.cpp\n src/qt/nm_dialogs_detail.cpp\n src/qt/nm_message_dialog.cpp\n src/qt/nm_input_dialog.cpp\n src/qt/nm_file_dialog.cpp\n src/qt/nm_color_dialog.cpp\n src/qt/nm_new_project_dialog.cpp\n src/qt/nm_voice_metadata_dialog.cpp\n src/qt/nm_bezier_curve_editor_dialog.cpp\n src/qt/nm_new_scene_dialog.cpp\n src/qt/dialogs/nm_script_welcome_dialog.cpp\n src/qt/nm_main_window.cpp\n src/qt/nm_main_window_menu.cpp\n src/qt/nm_main_window_panels.cpp\n src/qt/nm_main_window_connections.cpp\n src/qt/nm_main_window_layout.cpp\n src/qt/nm_main_window_runtime.cpp\n src/qt/nm_dock_panel.cpp\n src/qt/nm_dock_title_bar.cpp\n src/qt/nm_welcome_dialog.cpp\n src/qt/nm_hotkeys_dialog.cpp\n src/qt/nm_settings_dialog.cpp\n src/qt/nm_undo_manager.cpp\n src/qt/nm_icon_manager.cpp\n src/qt/nm_scrollable_toolbar.cpp\n src/qt/nm_fuzzy_matcher.cpp\n src/qt/nm_command_palette.cpp\n\n # Phase 0 & 1 panels\n src/qt/panels/nm_scene_view_panel.cpp\n src/qt/panels/nm_scene_view_panel_objects.cpp\n src/qt/panels/nm_scene_view_panel_document.cpp\n src/qt/panels/nm_scene_view_panel_ui.cpp\n src/qt/panels/nm_scene_view_panel_runtime.cpp\n src/qt/panels/nm_scene_view_object.cpp\n src/qt/panels/nm_scene_view_gizmo.cpp\n src/qt/panels/nm_scene_view_scene.cpp\n src/qt/panels/nm_scene_view_view.cpp\n src/qt/panels/nm_scene_view_overlays.hpp\n src/qt/panels/nm_story_graph_panel.cpp\n src/qt/panels/nm_story_graph_panel_handlers.cpp\n src/qt/panels/nm_story_graph_panel_detail.cpp\n src/qt/panels/nm_story_graph_node.cpp\n src/qt/panels/nm_story_graph_connection.cpp\n src/qt/panels/nm_story_graph_scene.cpp\n src/qt/panels/nm_story_graph_view.cpp\n src/qt/panels/nm_story_graph_minimap.cpp\n src/qt/panels/nm_story_graph_voice_integration.cpp\n src/qt/panels/nm_scene_dialogue_graph_panel.cpp\n src/qt/panels/nm_inspector_panel.cpp\n src/qt/panels/nm_inspector_panel_group.cpp\n src/qt/panels/nm_console_panel.cpp\n src/qt/panels/nm_asset_browser_panel.cpp\n src/qt/panels/nm_scene_palette_panel.cpp\n src/qt/panels/nm_hierarchy_panel.cpp\n src/qt/panels/nm_script_editor_panel.cpp\n src/qt/panels/nm_script_editor_panel_editor.cpp\n src/qt/panels/nm_script_editor_panel_detail.cpp\n src/qt/panels/nm_script_editor_panel_preview.cpp\n src/qt/panels/nm_script_doc_panel.cpp\n\n # Phase 3 & 4 panels\n src/qt/panels/nm_timeline_panel.cpp\n src/qt/panels/nm_animation_adapter.cpp\n src/qt/panels/nm_keyframe_item.cpp\n src/qt/panels/nm_curve_editor_panel.cpp\n src/qt/panels/nm_curve_point_item.cpp\n src/qt/panels/nm_voice_manager_panel.cpp\n src/qt/panels/nm_recording_studio_panel.cpp\n src/qt/panels/nm_voice_studio_panel.cpp\n src/qt/panels/nm_audio_mixer_panel.cpp\n src/qt/panels/nm_localization_panel.cpp\n src/qt/panels/nm_diagnostics_panel.cpp\n src/qt/panels/nm_build_settings_panel.cpp\n src/qt/panels/nm_project_settings_panel.cpp\n\n # Phase 5 - Play-In-Editor\n src/qt/nm_play_mode_controller.cpp\n src/qt/panels/nm_play_toolbar_panel.cpp\n src/qt/panels/nm_debug_overlay_panel.cpp\n src/qt/panels/nm_script_runtime_inspector_panel.cpp\n src/qt/panels/nm_issues_panel.cpp\n src/qt/panels/nm_script_inspector_panel.cpp\n\n # Phase 6 - Guided Learning System Panel\n src/qt/panels/nm_help_hub_panel.cpp\n\n # Custom Widgets\n src/qt/widgets/nm_scene_id_picker.cpp\n src/qt/widgets/nm_scene_preview_widget.cpp\n\n # Performance optimization headers\n include/NovelMind/editor/qt/lazy_thumbnail_loader.hpp\n include/NovelMind/editor/qt/timeline_render_cache.hpp\n include/NovelMind/editor/qt/performance_metrics.hpp\n\n # Qt6 Headers (required for AUTOMOC to work)\n include/NovelMind/editor/qt/qt_event_bus.hpp\n include/NovelMind/editor/qt/qt_selection_manager.hpp\n include/NovelMind/editor/qt/navigation_location.hpp\n include/NovelMind/editor/qt/nm_style_manager.hpp\n include/NovelMind/editor/qt/nm_dialogs.hpp\n include/NovelMind/editor/qt/nm_main_window.hpp\n include/NovelMind/editor/qt/nm_dock_panel.hpp\n include/NovelMind/editor/qt/nm_dock_title_bar.hpp\n include/NovelMind/editor/qt/nm_welcome_dialog.hpp\n include/NovelMind/editor/qt/dialogs/nm_script_welcome_dialog.hpp\n include/NovelMind/editor/qt/nm_hotkeys_dialog.hpp\n include/NovelMind/editor/qt/nm_settings_dialog.hpp\n include/NovelMind/editor/qt/nm_undo_manager.hpp\n include/NovelMind/editor/qt/nm_icon_manager.hpp\n include/NovelMind/editor/qt/nm_play_mode_controller.hpp\n include/NovelMind/editor/qt/nm_scrollable_toolbar.hpp\n include/NovelMind/editor/qt/nm_bezier_curve_editor_dialog.hpp\n include/NovelMind/editor/qt/nm_fuzzy_matcher.hpp\n include/NovelMind/editor/qt/nm_command_palette.hpp\n include/NovelMind/editor/qt/widgets/nm_scene_preview_widget.hpp\n\n # Panel headers\n include/NovelMind/editor/qt/panels/nm_scene_view_panel.hpp\n include/NovelMind/editor/qt/panels/nm_story_graph_panel.hpp\n include/NovelMind/editor/qt/panels/nm_story_graph_voice_integration.hpp\n include/NovelMind/editor/qt/panels/nm_story_graph_minimap.hpp\n include/NovelMind/editor/qt/panels/nm_scene_dialogue_graph_panel.hpp\n include/NovelMind/editor/qt/panels/nm_inspector_panel.hpp\n include/NovelMind/editor/qt/panels/nm_console_panel.hpp\n include/NovelMind/editor/qt/panels/nm_asset_browser_panel.hpp\n include/NovelMind/editor/qt/panels/nm_scene_palette_panel.hpp\n include/NovelMind/editor/qt/panels/nm_hierarchy_panel.hpp\n include/NovelMind/editor/qt/panels/nm_script_editor_panel.hpp\n include/NovelMind/editor/qt/panels/nm_script_doc_panel.hpp\n include/NovelMind/editor/qt/panels/nm_timeline_panel.hpp\n include/NovelMind/editor/qt/panels/nm_keyframe_item.hpp\n include/NovelMind/editor/qt/panels/nm_curve_editor_panel.hpp\n include/NovelMind/editor/qt/panels/nm_curve_point_item.hpp\n include/NovelMind/editor/qt/panels/nm_voice_manager_panel.hpp\n include/NovelMind/editor/qt/panels/nm_recording_studio_panel.hpp\n include/NovelMind/editor/qt/panels/nm_voice_studio_panel.hpp\n include/NovelMind/editor/qt/panels/nm_localization_panel.hpp\n include/NovelMind/editor/qt/panels/nm_diagnostics_panel.hpp\n include/NovelMind/editor/qt/panels/nm_build_settings_panel.hpp\n include/NovelMind/editor/qt/panels/nm_project_settings_panel.hpp\n include/NovelMind/editor/qt/panels/nm_play_toolbar_panel.hpp\n include/NovelMind/editor/qt/panels/nm_debug_overlay_panel.hpp\n include/NovelMind/editor/qt/panels/nm_script_runtime_inspector_panel.hpp\n include/NovelMind/editor/qt/panels/nm_issues_panel.hpp\n include/NovelMind/editor/qt/panels/nm_script_inspector_panel.hpp\n include/NovelMind/editor/qt/panels/nm_audio_mixer_panel.hpp\n include/NovelMind/editor/qt/panels/nm_animation_adapter.hpp\n include/NovelMind/editor/qt/panels/nm_help_hub_panel.hpp\n\n # Guided Learning System headers\n include/NovelMind/editor/guided_learning/tutorial_types.hpp\n include/NovelMind/editor/guided_learning/anchor_registry.hpp\n include/NovelMind/editor/guided_learning/tutorial_manager.hpp\n include/NovelMind/editor/guided_learning/help_overlay.hpp\n include/NovelMind/editor/guided_learning/tutorial_subsystem.hpp\n\n # Abstraction interface headers (issue #150)\n include/NovelMind/editor/interfaces/IAudioPlayer.hpp\n include/NovelMind/editor/interfaces/QtAudioPlayer.hpp\n include/NovelMind/editor/interfaces/MockAudioPlayer.hpp\n include/NovelMind/editor/interfaces/IFileSystem.hpp\n include/NovelMind/editor/interfaces/QtFileSystem.hpp\n include/NovelMind/editor/interfaces/MockFileSystem.hpp\n include/NovelMind/editor/interfaces/ServiceLocator.hpp\n # Panel Events and Mediators headers\n include/NovelMind/editor/events/panel_events.hpp\n include/NovelMind/editor/mediators/selection_mediator.hpp\n include/NovelMind/editor/mediators/workflow_mediator.hpp\n include/NovelMind/editor/mediators/property_mediator.hpp\n include/NovelMind/editor/mediators/playback_mediator.hpp\n include/NovelMind/editor/mediators/panel_mediators.hpp\n\n # Scene Registry (issue #206)\n include/NovelMind/editor/scene_registry.hpp\n\n # Scene Template System (issue #216)\n include/NovelMind/editor/scene_template_manager.hpp\n\n # Script Project Context (issue #241)\n include/NovelMind/editor/script_project_context.hpp\n\n # Custom Widget headers\n include/NovelMind/editor/qt/widgets/nm_scene_id_picker.hpp\n\n # Qt Resources\n resources/editor_resources.qrc\n)\n\n# Alias for backward compatibility\nadd_library(editor ALIAS novelmind_editor)\n\ntarget_include_directories(novelmind_editor\n PUBLIC\n $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>\n $<INSTALL_INTERFACE:include>\n)\n\n# Find OpenSSL for build system encryption (same as engine_core)\nfind_package(OpenSSL QUIET)\nif(OpenSSL_FOUND)\n target_link_libraries(novelmind_editor PRIVATE OpenSSL::Crypto)\n target_compile_definitions(novelmind_editor PRIVATE NOVELMIND_HAS_OPENSSL)\n message(STATUS \"Editor: OpenSSL found - enabling build system encryption\")\nelse()\n message(STATUS \"Editor: OpenSSL not found - build encryption disabled\")\nendif()\n\n# Find zlib for build system compression (same as engine_core)\nfind_package(ZLIB QUIET)\nif(ZLIB_FOUND)\n target_link_libraries(novelmind_editor PRIVATE ZLIB::ZLIB)\n target_compile_definitions(novelmind_editor PRIVATE NOVELMIND_HAS_ZLIB)\n message(STATUS \"Editor: zlib found - enabling build system compression\")\nelse()\n message(STATUS \"Editor: zlib not found - build compression disabled\")\nendif()\n\ntarget_link_libraries(novelmind_editor\n PUBLIC\n engine_core\n Qt6::Widgets\n Qt6::Core\n Qt6::Gui\n Qt6::Svg\n Qt6::OpenGLWidgets\n Qt6::Multimedia\n Qt6::Concurrent\n PRIVATE\n novelmind_compiler_options\n)\n\ntarget_compile_definitions(novelmind_editor PRIVATE\n NOVELMIND_QT6_GUI\n)\n\n# Editor executable\nadd_executable(novelmind_editor_app\n src/qt/main.cpp\n)\n\ntarget_link_libraries(novelmind_editor_app\n PRIVATE\n novelmind_editor\n engine_core\n Qt6::Widgets\n Qt6::Core\n Qt6::Gui\n Qt6::Svg\n Qt6::OpenGLWidgets\n Qt6::Multimedia\n Qt6::Concurrent\n novelmind_compiler_options\n)\n\n# Set output name to novelmind_editor\nset_target_properties(novelmind_editor_app PROPERTIES\n OUTPUT_NAME \"novelmind_editor\"\n)\n\n# Copy Qt DLLs on Windows (for development convenience)\nif(WIN32)\n # Add Qt bin directory to PATH for running\n get_target_property(_qmake_executable Qt6::qmake IMPORTED_LOCATION)\n get_filename_component(_qt_bin_dir \"${_qmake_executable}\" DIRECTORY)\n\n # Use windeployqt for deployment\n find_program(WINDEPLOYQT_EXECUTABLE windeployqt HINTS \"${_qt_bin_dir}\")\n if(WINDEPLOYQT_EXECUTABLE)\n add_custom_command(TARGET novelmind_editor_app POST_BUILD\n COMMAND \"${WINDEPLOYQT_EXECUTABLE}\"\n --no-translations\n --no-system-d3d-compiler\n \"$<TARGET_FILE:novelmind_editor_app>\"\n COMMENT \"Running windeployqt...\"\n )\n endif()\nendif()\n","numLines":378,"startLine":1,"totalLines":378}}}
[2026-01-11T18:55:20.779Z] [INFO] {
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"text": "Now I understand the build structure. I can see that `src/project_manager.cpp` is listed on line 57. After analyzing the code, I realize the issue description suggests splitting based on functionality, but looking at the actual code, the real split should be:\n\n1. **project_lifecycle.cpp** - Create/open/close operations\n2. **project_assets.cpp** - Asset management (but there's actually very little asset-specific code here - most is in `AssetDatabase`)\n3. **project_templates.cpp** - Template handling\n\nHowever, looking more carefully at the code, I see that:\n- The AssetDatabase is already a separate class (asset_pipeline.cpp)\n- The template code is actually just one function `createProjectFromTemplate()`\n\nA better split based on the actual code would be:\n1. **project_lifecycle.cpp** - Core lifecycle (create, open, save, close)\n2. **project_backup.cpp** - Backup/restore functionality\n3. **project_templates.cpp** - Template handling\n\nBut since the issue specifically asks for the three splits mentioned, let me re-examine and create a proper plan:"
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"text": "After careful analysis, here's my split plan:\n\n**project_lifecycle.cpp** (lines 38-257):\n- `createProject()`, `openProject()`, `saveProject()`, `saveProjectAs()`, `closeProject()`\n- `hasOpenProject()`, `getState()`, `hasUnsavedChanges()`, `markModified()`, `markSaved()`\n- `loadProjectFile()`, `saveProjectFile()` (helper methods)\n- Notification methods related to lifecycle\n\n**project_assets.cpp** (lines 350-460 + asset-related parts):\n- `createFolderStructure()`, `verifyFolderStructure()`, `createFolder()`\n- `isPathInProject()`, `toRelativePath()`, `toAbsolutePath()`\n- `getFolderPath()`, `getProjectFiles()` (asset path utilities)\n\n**project_templates.cpp** (lines 671-1002):\n- `getAvailableTemplates()`\n- `createProjectFromTemplate()` (the large template generation function)\n\nLet me start creating these files:"
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"content": "#include \"NovelMind/editor/project_manager.hpp\"\n#include \"NovelMind/editor/project_json.hpp\"\n#include <ctime>\n#include <fstream>\n\nnamespace NovelMind::editor {\n\n// ============================================================================\n// Project Lifecycle\n// ============================================================================\n\nResult<void> ProjectManager::createProject(const std::string &path,\n const std::string &name,\n const std::string &templateName) {\n if (m_state != ProjectState::Closed) {\n return Result<void>::error(\"A project is already open. Close it first.\");\n }\n\n namespace fs = std::filesystem;\n\n // Check if path exists\n if (fs::exists(path)) {\n // Check if it's empty\n if (!fs::is_empty(path)) {\n return Result<void>::error(\"Directory is not empty: \" + path);\n }\n } else {\n // Create directory\n std::error_code ec;\n if (!fs::create_directories(path, ec)) {\n return Result<void>::error(\"Failed to create directory: \" + ec.message());\n }\n }\n\n m_projectPath = fs::absolute(path).string();\n m_metadata = ProjectMetadata();\n m_metadata.name = name;\n m_metadata.createdAt = static_cast<u64>(std::time(nullptr));\n m_metadata.modifiedAt = m_metadata.createdAt;\n m_metadata.lastOpenedAt = m_metadata.createdAt;\n m_metadata.engineVersion = \"0.2.0\";\n\n // Create folder structure\n auto result = createFolderStructure();\n if (result.isError()) {\n return result;\n }\n\n // Create from template if specified\n if (templateName != \"empty\" && !templateName.empty()) {\n result = createProjectFromTemplate(templateName);\n if (result.isError()) {\n // Clean up on failure\n fs::remove_all(m_projectPath);\n return result;\n }\n }\n\n // Save project file\n result = saveProjectFile();\n if (result.isError()) {\n return result;\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n\n m_assetDatabase.initialize(m_projectPath);\n\n addToRecentProjects(m_projectPath);\n notifyProjectCreated();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::openProject(const std::string &path) {\n if (m_state != ProjectState::Closed) {\n auto closeResult = closeProject();\n if (closeResult.isError()) {\n return closeResult;\n }\n }\n\n m_state = ProjectState::Opening;\n\n namespace fs = std::filesystem;\n\n std::string projectFilePath = path;\n\n // If path is a directory, look for project.json\n if (fs::is_directory(path)) {\n projectFilePath = (fs::path(path) / \"project.json\").string();\n }\n\n if (!fs::exists(projectFilePath)) {\n m_state = ProjectState::Closed;\n return Result<void>::error(\"Project file not found: \" + projectFilePath);\n }\n\n auto result = loadProjectFile(projectFilePath);\n if (result.isError()) {\n m_state = ProjectState::Closed;\n return result;\n }\n\n m_projectPath = fs::path(projectFilePath).parent_path().string();\n m_metadata.lastOpenedAt = static_cast<u64>(std::time(nullptr));\n\n // Verify folder structure\n if (!verifyFolderStructure()) {\n // Try to repair\n auto repairResult = createFolderStructure();\n if (repairResult.isError()) {\n m_state = ProjectState::Closed;\n return Result<void>::error(\n \"Project folder structure is invalid and could not be \"\n \"repaired\");\n }\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n m_assetDatabase.initialize(m_projectPath);\n\n addToRecentProjects(m_projectPath);\n notifyProjectOpened();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProject() {\n if (m_state != ProjectState::Open) {\n return Result<void>::error(\"No project is open\");\n }\n\n m_state = ProjectState::Saving;\n\n m_metadata.modifiedAt = static_cast<u64>(std::time(nullptr));\n\n auto result = saveProjectFile();\n if (result.isError()) {\n m_state = ProjectState::Open;\n return result;\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n notifyProjectSaved();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProjectAs(const std::string &path) {\n if (m_state != ProjectState::Open) {\n return Result<void>::error(\"No project is open\");\n }\n\n namespace fs = std::filesystem;\n\n // Copy current project to new location\n std::error_code ec;\n fs::copy(m_projectPath, path,\n fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n ec);\n if (ec) {\n return Result<void>::error(\"Failed to copy project: \" + ec.message());\n }\n\n m_projectPath = fs::absolute(path).string();\n\n return saveProject();\n}\n\nResult<void> ProjectManager::closeProject(bool force) {\n if (m_state == ProjectState::Closed) {\n return Result<void>::ok();\n }\n\n if (!force && m_modified) {\n if (m_onUnsavedChangesPrompt) {\n auto promptResult = m_onUnsavedChangesPrompt();\n if (!promptResult.has_value()) {\n // User cancelled\n return Result<void>::error(\"Operation cancelled by user\");\n }\n if (promptResult.value()) {\n // User wants to save\n auto saveResult = saveProject();\n if (saveResult.isError()) {\n return saveResult;\n }\n }\n }\n }\n\n m_state = ProjectState::Closing;\n\n // Clear project state\n m_assetDatabase.close();\n m_projectPath.clear();\n m_metadata = ProjectMetadata();\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n m_state = ProjectState::Closed;\n\n notifyProjectClosed();\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::hasOpenProject() const {\n return m_state == ProjectState::Open;\n}\n\nProjectState ProjectManager::getState() const { return m_state; }\n\nbool ProjectManager::hasUnsavedChanges() const { return m_modified; }\n\nvoid ProjectManager::markModified() {\n if (!m_modified) {\n m_modified = true;\n notifyProjectModified();\n }\n}\n\nvoid ProjectManager::markSaved() { m_modified = false; }\n\n// ============================================================================\n// Private Helper Methods\n// ============================================================================\n\nResult<void> ProjectManager::loadProjectFile(const std::string &path) {\n // Use robust JSON parser with validation\n auto result = ProjectJsonHandler::loadFromFile(path, m_metadata);\n if (result.isError()) {\n return Result<void>::error(\"Failed to load project file: \" + path + \" - \" +\n result.error());\n }\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProjectFile() {\n namespace fs = std::filesystem;\n\n fs::path projectFile = fs::path(m_projectPath) / \"project.json\";\n\n // Use atomic write with validation\n auto result =\n ProjectJsonHandler::saveToFile(projectFile.string(), m_metadata);\n if (result.isError()) {\n return Result<void>::error(\"Failed to save project file: \" +\n result.error());\n }\n\n return Result<void>::ok();\n}\n\n} // namespace NovelMind::editor\n"
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"content": "#include \"NovelMind/editor/project_manager.hpp\"\n#include \"NovelMind/editor/project_json.hpp\"\n#include <ctime>\n#include <fstream>\n\nnamespace NovelMind::editor {\n\n// ============================================================================\n// Project Lifecycle\n// ============================================================================\n\nResult<void> ProjectManager::createProject(const std::string &path,\n const std::string &name,\n const std::string &templateName) {\n if (m_state != ProjectState::Closed) {\n return Result<void>::error(\"A project is already open. Close it first.\");\n }\n\n namespace fs = std::filesystem;\n\n // Check if path exists\n if (fs::exists(path)) {\n // Check if it's empty\n if (!fs::is_empty(path)) {\n return Result<void>::error(\"Directory is not empty: \" + path);\n }\n } else {\n // Create directory\n std::error_code ec;\n if (!fs::create_directories(path, ec)) {\n return Result<void>::error(\"Failed to create directory: \" + ec.message());\n }\n }\n\n m_projectPath = fs::absolute(path).string();\n m_metadata = ProjectMetadata();\n m_metadata.name = name;\n m_metadata.createdAt = static_cast<u64>(std::time(nullptr));\n m_metadata.modifiedAt = m_metadata.createdAt;\n m_metadata.lastOpenedAt = m_metadata.createdAt;\n m_metadata.engineVersion = \"0.2.0\";\n\n // Create folder structure\n auto result = createFolderStructure();\n if (result.isError()) {\n return result;\n }\n\n // Create from template if specified\n if (templateName != \"empty\" && !templateName.empty()) {\n result = createProjectFromTemplate(templateName);\n if (result.isError()) {\n // Clean up on failure\n fs::remove_all(m_projectPath);\n return result;\n }\n }\n\n // Save project file\n result = saveProjectFile();\n if (result.isError()) {\n return result;\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n\n m_assetDatabase.initialize(m_projectPath);\n\n addToRecentProjects(m_projectPath);\n notifyProjectCreated();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::openProject(const std::string &path) {\n if (m_state != ProjectState::Closed) {\n auto closeResult = closeProject();\n if (closeResult.isError()) {\n return closeResult;\n }\n }\n\n m_state = ProjectState::Opening;\n\n namespace fs = std::filesystem;\n\n std::string projectFilePath = path;\n\n // If path is a directory, look for project.json\n if (fs::is_directory(path)) {\n projectFilePath = (fs::path(path) / \"project.json\").string();\n }\n\n if (!fs::exists(projectFilePath)) {\n m_state = ProjectState::Closed;\n return Result<void>::error(\"Project file not found: \" + projectFilePath);\n }\n\n auto result = loadProjectFile(projectFilePath);\n if (result.isError()) {\n m_state = ProjectState::Closed;\n return result;\n }\n\n m_projectPath = fs::path(projectFilePath).parent_path().string();\n m_metadata.lastOpenedAt = static_cast<u64>(std::time(nullptr));\n\n // Verify folder structure\n if (!verifyFolderStructure()) {\n // Try to repair\n auto repairResult = createFolderStructure();\n if (repairResult.isError()) {\n m_state = ProjectState::Closed;\n return Result<void>::error(\n \"Project folder structure is invalid and could not be \"\n \"repaired\");\n }\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n m_assetDatabase.initialize(m_projectPath);\n\n addToRecentProjects(m_projectPath);\n notifyProjectOpened();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProject() {\n if (m_state != ProjectState::Open) {\n return Result<void>::error(\"No project is open\");\n }\n\n m_state = ProjectState::Saving;\n\n m_metadata.modifiedAt = static_cast<u64>(std::time(nullptr));\n\n auto result = saveProjectFile();\n if (result.isError()) {\n m_state = ProjectState::Open;\n return result;\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n notifyProjectSaved();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProjectAs(const std::string &path) {\n if (m_state != ProjectState::Open) {\n return Result<void>::error(\"No project is open\");\n }\n\n namespace fs = std::filesystem;\n\n // Copy current project to new location\n std::error_code ec;\n fs::copy(m_projectPath, path,\n fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n ec);\n if (ec) {\n return Result<void>::error(\"Failed to copy project: \" + ec.message());\n }\n\n m_projectPath = fs::absolute(path).string();\n\n return saveProject();\n}\n\nResult<void> ProjectManager::closeProject(bool force) {\n if (m_state == ProjectState::Closed) {\n return Result<void>::ok();\n }\n\n if (!force && m_modified) {\n if (m_onUnsavedChangesPrompt) {\n auto promptResult = m_onUnsavedChangesPrompt();\n if (!promptResult.has_value()) {\n // User cancelled\n return Result<void>::error(\"Operation cancelled by user\");\n }\n if (promptResult.value()) {\n // User wants to save\n auto saveResult = saveProject();\n if (saveResult.isError()) {\n return saveResult;\n }\n }\n }\n }\n\n m_state = ProjectState::Closing;\n\n // Clear project state\n m_assetDatabase.close();\n m_projectPath.clear();\n m_metadata = ProjectMetadata();\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n m_state = ProjectState::Closed;\n\n notifyProjectClosed();\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::hasOpenProject() const {\n return m_state == ProjectState::Open;\n}\n\nProjectState ProjectManager::getState() const { return m_state; }\n\nbool ProjectManager::hasUnsavedChanges() const { return m_modified; }\n\nvoid ProjectManager::markModified() {\n if (!m_modified) {\n m_modified = true;\n notifyProjectModified();\n }\n}\n\nvoid ProjectManager::markSaved() { m_modified = false; }\n\n// ============================================================================\n// Private Helper Methods\n// ============================================================================\n\nResult<void> ProjectManager::loadProjectFile(const std::string &path) {\n // Use robust JSON parser with validation\n auto result = ProjectJsonHandler::loadFromFile(path, m_metadata);\n if (result.isError()) {\n return Result<void>::error(\"Failed to load project file: \" + path + \" - \" +\n result.error());\n }\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProjectFile() {\n namespace fs = std::filesystem;\n\n fs::path projectFile = fs::path(m_projectPath) / \"project.json\";\n\n // Use atomic write with validation\n auto result =\n ProjectJsonHandler::saveToFile(projectFile.string(), m_metadata);\n if (result.isError()) {\n return Result<void>::error(\"Failed to save project file: \" +\n result.error());\n }\n\n return Result<void>::ok();\n}\n\n} // namespace NovelMind::editor\n",
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"content": "#include \"NovelMind/editor/project_manager.hpp\"\n#include <algorithm>\n#include <filesystem>\n\nnamespace NovelMind::editor {\n\n// ============================================================================\n// Folder Structure\n// ============================================================================\n\nResult<void> ProjectManager::createFolderStructure() {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project path set\");\n }\n\n std::error_code ec;\n fs::path base(m_projectPath);\n\n // Create all standard folders\n std::vector<fs::path> folders = {base / \"Assets\",\n base / \"Assets\" / \"Images\",\n base / \"Assets\" / \"Audio\",\n base / \"Assets\" / \"Fonts\",\n base / \"scripts\",\n base / \"scripts\" / \"generated\",\n base / \"Scenes\",\n base / \"Localization\",\n base / \"Build\",\n base / \".temp\",\n base / \".backup\"};\n\n for (const auto &folder : folders) {\n if (!fs::exists(folder)) {\n if (!fs::create_directories(folder, ec)) {\n return Result<void>::error(\"Failed to create folder: \" +\n folder.string() + \" - \" + ec.message());\n }\n }\n }\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::verifyFolderStructure() const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return false;\n }\n\n fs::path base(m_projectPath);\n\n // Check required folders\n std::vector<fs::path> required = {base / \"Assets\", base / \"scripts\",\n base / \"Scenes\"};\n\n for (const auto &folder : required) {\n if (!fs::exists(folder) || !fs::is_directory(folder)) {\n return false;\n }\n }\n\n return true;\n}\n\nResult<void> ProjectManager::createFolder(const std::string &relativePath) {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project is open\");\n }\n\n fs::path fullPath = fs::path(m_projectPath) / relativePath;\n\n std::error_code ec;\n if (!fs::create_directories(fullPath, ec)) {\n return Result<void>::error(\"Failed to create folder: \" + ec.message());\n }\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::isPathInProject(const std::string &path) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return false;\n }\n\n fs::path projectPath = fs::canonical(m_projectPath);\n fs::path targetPath = fs::canonical(path);\n\n auto it = std::search(targetPath.begin(), targetPath.end(),\n projectPath.begin(), projectPath.end());\n\n return it == targetPath.begin();\n}\n\nstd::string\nProjectManager::toRelativePath(const std::string &absolutePath) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return absolutePath;\n }\n\n return fs::relative(absolutePath, m_projectPath).string();\n}\n\nstd::string\nProjectManager::toAbsolutePath(const std::string &relativePath) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return relativePath;\n }\n\n return (fs::path(m_projectPath) / relativePath).string();\n}\n\nstd::string ProjectManager::getFolderPath(ProjectFolder folder) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return \"\";\n }\n\n fs::path base(m_projectPath);\n\n switch (folder) {\n case ProjectFolder::Root:\n return m_projectPath;\n case ProjectFolder::Assets:\n return (base / \"Assets\").string();\n case ProjectFolder::Images:\n return (base / \"Assets\" / \"Images\").string();\n case ProjectFolder::Audio:\n return (base / \"Assets\" / \"Audio\").string();\n case ProjectFolder::Fonts:\n return (base / \"Assets\" / \"Fonts\").string();\n case ProjectFolder::Scripts:\n return (base / \"scripts\").string();\n case ProjectFolder::ScriptsGenerated:\n return (base / \"scripts\" / \"generated\").string();\n case ProjectFolder::Scenes:\n return (base / \"Scenes\").string();\n case ProjectFolder::Localization:\n return (base / \"Localization\").string();\n case ProjectFolder::Build:\n return (base / \"Build\").string();\n case ProjectFolder::Temp:\n return (base / \".temp\").string();\n case ProjectFolder::Backup:\n return (base / \".backup\").string();\n }\n\n return m_projectPath;\n}\n\nstd::vector<std::string>\nProjectManager::getProjectFiles(const std::string &extension) const {\n namespace fs = std::filesystem;\n\n std::vector<std::string> files;\n\n if (m_projectPath.empty()) {\n return files;\n }\n\n for (const auto &entry : fs::recursive_directory_iterator(m_projectPath)) {\n if (entry.is_regular_file() && entry.path().extension() == extension) {\n files.push_back(entry.path().string());\n }\n }\n\n return files;\n}\n\n} // namespace NovelMind::editor\n"
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"content": "#include \"NovelMind/editor/project_manager.hpp\"\n#include <algorithm>\n#include <filesystem>\n\nnamespace NovelMind::editor {\n\n// ============================================================================\n// Folder Structure\n// ============================================================================\n\nResult<void> ProjectManager::createFolderStructure() {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project path set\");\n }\n\n std::error_code ec;\n fs::path base(m_projectPath);\n\n // Create all standard folders\n std::vector<fs::path> folders = {base / \"Assets\",\n base / \"Assets\" / \"Images\",\n base / \"Assets\" / \"Audio\",\n base / \"Assets\" / \"Fonts\",\n base / \"scripts\",\n base / \"scripts\" / \"generated\",\n base / \"Scenes\",\n base / \"Localization\",\n base / \"Build\",\n base / \".temp\",\n base / \".backup\"};\n\n for (const auto &folder : folders) {\n if (!fs::exists(folder)) {\n if (!fs::create_directories(folder, ec)) {\n return Result<void>::error(\"Failed to create folder: \" +\n folder.string() + \" - \" + ec.message());\n }\n }\n }\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::verifyFolderStructure() const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return false;\n }\n\n fs::path base(m_projectPath);\n\n // Check required folders\n std::vector<fs::path> required = {base / \"Assets\", base / \"scripts\",\n base / \"Scenes\"};\n\n for (const auto &folder : required) {\n if (!fs::exists(folder) || !fs::is_directory(folder)) {\n return false;\n }\n }\n\n return true;\n}\n\nResult<void> ProjectManager::createFolder(const std::string &relativePath) {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project is open\");\n }\n\n fs::path fullPath = fs::path(m_projectPath) / relativePath;\n\n std::error_code ec;\n if (!fs::create_directories(fullPath, ec)) {\n return Result<void>::error(\"Failed to create folder: \" + ec.message());\n }\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::isPathInProject(const std::string &path) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return false;\n }\n\n fs::path projectPath = fs::canonical(m_projectPath);\n fs::path targetPath = fs::canonical(path);\n\n auto it = std::search(targetPath.begin(), targetPath.end(),\n projectPath.begin(), projectPath.end());\n\n return it == targetPath.begin();\n}\n\nstd::string\nProjectManager::toRelativePath(const std::string &absolutePath) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return absolutePath;\n }\n\n return fs::relative(absolutePath, m_projectPath).string();\n}\n\nstd::string\nProjectManager::toAbsolutePath(const std::string &relativePath) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return relativePath;\n }\n\n return (fs::path(m_projectPath) / relativePath).string();\n}\n\nstd::string ProjectManager::getFolderPath(ProjectFolder folder) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return \"\";\n }\n\n fs::path base(m_projectPath);\n\n switch (folder) {\n case ProjectFolder::Root:\n return m_projectPath;\n case ProjectFolder::Assets:\n return (base / \"Assets\").string();\n case ProjectFolder::Images:\n return (base / \"Assets\" / \"Images\").string();\n case ProjectFolder::Audio:\n return (base / \"Assets\" / \"Audio\").string();\n case ProjectFolder::Fonts:\n return (base / \"Assets\" / \"Fonts\").string();\n case ProjectFolder::Scripts:\n return (base / \"scripts\").string();\n case ProjectFolder::ScriptsGenerated:\n return (base / \"scripts\" / \"generated\").string();\n case ProjectFolder::Scenes:\n return (base / \"Scenes\").string();\n case ProjectFolder::Localization:\n return (base / \"Localization\").string();\n case ProjectFolder::Build:\n return (base / \"Build\").string();\n case ProjectFolder::Temp:\n return (base / \".temp\").string();\n case ProjectFolder::Backup:\n return (base / \".backup\").string();\n }\n\n return m_projectPath;\n}\n\nstd::vector<std::string>\nProjectManager::getProjectFiles(const std::string &extension) const {\n namespace fs = std::filesystem;\n\n std::vector<std::string> files;\n\n if (m_projectPath.empty()) {\n return files;\n }\n\n for (const auto &entry : fs::recursive_directory_iterator(m_projectPath)) {\n if (entry.is_regular_file() && entry.path().extension() == extension) {\n files.push_back(entry.path().string());\n }\n }\n\n return files;\n}\n\n} // namespace NovelMind::editor\n",
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"content": "#include \"NovelMind/editor/project_manager.hpp\"\n#include \"NovelMind/editor/scene_document.hpp\"\n#include <filesystem>\n#include <fstream>\n\nnamespace NovelMind::editor {\n\n// ============================================================================\n// Templates\n// ============================================================================\n\nstd::vector<std::string> ProjectManager::getAvailableTemplates() {\n // Returns all available project templates\n // Templates are located in editor/templates/ directory\n return {\n \"empty\", // Minimal starting point\n \"kinetic_novel\", // Linear story without choices\n \"branching_story\", // Interactive story with multiple endings\n \"mobile_optimized\", // Optimized for mobile devices (portrait)\n \"tutorial_project\" // Interactive learning tutorial\n };\n}\n\nResult<void>\nProjectManager::createProjectFromTemplate(const std::string &templateName) {\n // Template would be copied from editor/templates/<templateName>/\n // For now, just create a basic main.nms script\n\n namespace fs = std::filesystem;\n\n fs::path scriptsDir = fs::path(m_projectPath) / \"Scripts\";\n fs::path mainScript = scriptsDir / \"main.nms\";\n fs::path scenesDir = fs::path(m_projectPath) / \"Scenes\";\n fs::create_directories(scenesDir);\n\n std::ofstream file(mainScript);\n if (!file.is_open()) {\n return Result<void>::error(\"Failed to create main script\");\n }\n\n if (templateName == \"kinetic_novel\") {\n file << \"// NovelMind Script - Visual Novel (Linear) Template\\n\";\n file << \"// Add images to Assets/Images and update paths below.\\n\\n\";\n file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\";\n file << \"character Narrator(name=\\\"Narrator\\\", color=\\\"#cccccc\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"title.png\\\"\\n\";\n file << \" say \\\"Welcome to your visual novel!\\\"\\n\";\n file << \" say \\\"Replace this script with your story.\\\"\\n\";\n file << \" Hero \\\"Let's begin.\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else if (templateName == \"branching_story\") {\n file << \"// NovelMind Script - Branching Story Template\\n\";\n file << \"// Add images to Assets/Images and update paths below.\\n\\n\";\n file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"crossroads.png\\\"\\n\";\n file << \" say \\\"Welcome to your interactive story!\\\"\\n\";\n file << \" Hero \\\"Which path should we take?\\\"\\n\";\n file << \" choice {\\n\";\n file << \" \\\"Go left\\\" -> goto left_path\\n\";\n file << \" \\\"Go right\\\" -> goto right_path\\n\";\n file << \" }\\n\";\n file << \"}\\n\\n\";\n file << \"scene left_path {\\n\";\n file << \" show background \\\"forest_path.png\\\"\\n\";\n file << \" say \\\"You chose the left path.\\\"\\n\";\n file << \" goto ending\\n\";\n file << \"}\\n\\n\";\n file << \"scene right_path {\\n\";\n file << \" show background \\\"city_path.png\\\"\\n\";\n file << \" say \\\"You chose the right path.\\\"\\n\";\n file << \" goto ending\\n\";\n file << \"}\\n\\n\";\n file << \"scene ending {\\n\";\n file << \" say \\\"This is the end of the demo. Expand it with your own \"\n \"scenes!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else if (templateName == \"mobile_optimized\") {\n file << \"// NovelMind Script - Mobile Optimized Template\\n\";\n file << \"// Portrait orientation (1080x1920) for mobile devices\\n\\n\";\n file << \"character Hero(name=\\\"Hero\\\", color=\\\"#4A90D9\\\")\\n\";\n file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"mobile_bg.png\\\"\\n\";\n file << \" transition fade 1.0\\n\";\n file << \" say Narrator \\\"Welcome to your mobile visual novel!\\\"\\n\";\n file << \" say Narrator \\\"This template is optimized for mobile \"\n \"devices.\\\"\\n\";\n file << \" show Hero at center\\n\";\n file << \" Hero \\\"Let's create something amazing!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n m_metadata.targetResolution = \"1080x1920\";\n } else if (templateName == \"tutorial_project\") {\n file << \"// NovelMind Script - Interactive Tutorial\\n\";\n file << \"// Learn NovelMind step-by-step!\\n\\n\";\n file << \"character Teacher(name=\\\"Prof. Tutorial\\\", color=\\\"#4A90D9\\\")\\n\";\n file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"tutorial_bg.png\\\"\\n\";\n file << \" transition fade 1.0\\n\";\n file << \" say Narrator \\\"Welcome to the NovelMind Tutorial!\\\"\\n\";\n file << \" show Teacher at center\\n\";\n file << \" Teacher \\\"I'll teach you how to create visual novels.\\\"\\n\";\n file << \" Teacher \\\"Check the README.md for detailed lessons.\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else {\n file << \"// NovelMind Script\\n\\n\";\n file << \"scene main {\\n\";\n file << \" say \\\"Hello, World!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n }\n\n file.close();\n\n auto createSceneDoc = [&](const std::string &sceneId,\n const std::string &bgAsset,\n bool includeHero) -> void {\n SceneDocument doc;\n doc.sceneId = sceneId;\n int z = 0;\n if (!bgAsset.empty()) {\n SceneDocumentObject bg;\n bg.id = \"background_\" + sceneId;\n bg.name = \"Background\";\n bg.type = \"Background\";\n bg.zOrder = z++;\n bg.properties[\"textureId\"] = bgAsset;\n doc.objects.push_back(std::move(bg));\n }\n if (includeHero) {\n SceneDocumentObject hero;\n hero.id = \"character_hero_\" + sceneId;\n hero.name = \"Hero\";\n hero.type = \"Character\";\n hero.zOrder = z++;\n hero.x = 0.0f;\n hero.y = 0.0f;\n hero.properties[\"characterId\"] = \"Hero\";\n hero.properties[\"textureId\"] = \"hero.png\";\n doc.objects.push_back(std::move(hero));\n }\n\n const fs::path scenePath = scenesDir / (sceneId + \".nmscene\");\n saveSceneDocument(doc, scenePath.string());\n };\n\n if (templateName == \"branching_story\") {\n createSceneDoc(\"main\", \"crossroads.png\", true);\n createSceneDoc(\"left_path\", \"forest_path.png\", true);\n createSceneDoc(\"right_path\", \"city_path.png\", true);\n createSceneDoc(\"ending\", \"\", false);\n } else if (templateName == \"kinetic_novel\") {\n createSceneDoc(\"main\", \"title.png\", true);\n } else if (templateName == \"mobile_optimized\") {\n createSceneDoc(\"main\", \"mobile_bg.png\", true);\n } else if (templateName == \"tutorial_project\") {\n createSceneDoc(\"main\", \"tutorial_bg.png\", true);\n } else {\n createSceneDoc(\"main\", \"\", false);\n }\n\n return Result<void>::ok();\n}\n\n} // namespace NovelMind::editor\n"
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"content": "#include \"NovelMind/editor/project_manager.hpp\"\n#include \"NovelMind/editor/scene_document.hpp\"\n#include <filesystem>\n#include <fstream>\n\nnamespace NovelMind::editor {\n\n// ============================================================================\n// Templates\n// ============================================================================\n\nstd::vector<std::string> ProjectManager::getAvailableTemplates() {\n // Returns all available project templates\n // Templates are located in editor/templates/ directory\n return {\n \"empty\", // Minimal starting point\n \"kinetic_novel\", // Linear story without choices\n \"branching_story\", // Interactive story with multiple endings\n \"mobile_optimized\", // Optimized for mobile devices (portrait)\n \"tutorial_project\" // Interactive learning tutorial\n };\n}\n\nResult<void>\nProjectManager::createProjectFromTemplate(const std::string &templateName) {\n // Template would be copied from editor/templates/<templateName>/\n // For now, just create a basic main.nms script\n\n namespace fs = std::filesystem;\n\n fs::path scriptsDir = fs::path(m_projectPath) / \"Scripts\";\n fs::path mainScript = scriptsDir / \"main.nms\";\n fs::path scenesDir = fs::path(m_projectPath) / \"Scenes\";\n fs::create_directories(scenesDir);\n\n std::ofstream file(mainScript);\n if (!file.is_open()) {\n return Result<void>::error(\"Failed to create main script\");\n }\n\n if (templateName == \"kinetic_novel\") {\n file << \"// NovelMind Script - Visual Novel (Linear) Template\\n\";\n file << \"// Add images to Assets/Images and update paths below.\\n\\n\";\n file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\";\n file << \"character Narrator(name=\\\"Narrator\\\", color=\\\"#cccccc\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"title.png\\\"\\n\";\n file << \" say \\\"Welcome to your visual novel!\\\"\\n\";\n file << \" say \\\"Replace this script with your story.\\\"\\n\";\n file << \" Hero \\\"Let's begin.\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else if (templateName == \"branching_story\") {\n file << \"// NovelMind Script - Branching Story Template\\n\";\n file << \"// Add images to Assets/Images and update paths below.\\n\\n\";\n file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"crossroads.png\\\"\\n\";\n file << \" say \\\"Welcome to your interactive story!\\\"\\n\";\n file << \" Hero \\\"Which path should we take?\\\"\\n\";\n file << \" choice {\\n\";\n file << \" \\\"Go left\\\" -> goto left_path\\n\";\n file << \" \\\"Go right\\\" -> goto right_path\\n\";\n file << \" }\\n\";\n file << \"}\\n\\n\";\n file << \"scene left_path {\\n\";\n file << \" show background \\\"forest_path.png\\\"\\n\";\n file << \" say \\\"You chose the left path.\\\"\\n\";\n file << \" goto ending\\n\";\n file << \"}\\n\\n\";\n file << \"scene right_path {\\n\";\n file << \" show background \\\"city_path.png\\\"\\n\";\n file << \" say \\\"You chose the right path.\\\"\\n\";\n file << \" goto ending\\n\";\n file << \"}\\n\\n\";\n file << \"scene ending {\\n\";\n file << \" say \\\"This is the end of the demo. Expand it with your own \"\n \"scenes!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else if (templateName == \"mobile_optimized\") {\n file << \"// NovelMind Script - Mobile Optimized Template\\n\";\n file << \"// Portrait orientation (1080x1920) for mobile devices\\n\\n\";\n file << \"character Hero(name=\\\"Hero\\\", color=\\\"#4A90D9\\\")\\n\";\n file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"mobile_bg.png\\\"\\n\";\n file << \" transition fade 1.0\\n\";\n file << \" say Narrator \\\"Welcome to your mobile visual novel!\\\"\\n\";\n file << \" say Narrator \\\"This template is optimized for mobile \"\n \"devices.\\\"\\n\";\n file << \" show Hero at center\\n\";\n file << \" Hero \\\"Let's create something amazing!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n m_metadata.targetResolution = \"1080x1920\";\n } else if (templateName == \"tutorial_project\") {\n file << \"// NovelMind Script - Interactive Tutorial\\n\";\n file << \"// Learn NovelMind step-by-step!\\n\\n\";\n file << \"character Teacher(name=\\\"Prof. Tutorial\\\", color=\\\"#4A90D9\\\")\\n\";\n file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"tutorial_bg.png\\\"\\n\";\n file << \" transition fade 1.0\\n\";\n file << \" say Narrator \\\"Welcome to the NovelMind Tutorial!\\\"\\n\";\n file << \" show Teacher at center\\n\";\n file << \" Teacher \\\"I'll teach you how to create visual novels.\\\"\\n\";\n file << \" Teacher \\\"Check the README.md for detailed lessons.\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else {\n file << \"// NovelMind Script\\n\\n\";\n file << \"scene main {\\n\";\n file << \" say \\\"Hello, World!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n }\n\n file.close();\n\n auto createSceneDoc = [&](const std::string &sceneId,\n const std::string &bgAsset,\n bool includeHero) -> void {\n SceneDocument doc;\n doc.sceneId = sceneId;\n int z = 0;\n if (!bgAsset.empty()) {\n SceneDocumentObject bg;\n bg.id = \"background_\" + sceneId;\n bg.name = \"Background\";\n bg.type = \"Background\";\n bg.zOrder = z++;\n bg.properties[\"textureId\"] = bgAsset;\n doc.objects.push_back(std::move(bg));\n }\n if (includeHero) {\n SceneDocumentObject hero;\n hero.id = \"character_hero_\" + sceneId;\n hero.name = \"Hero\";\n hero.type = \"Character\";\n hero.zOrder = z++;\n hero.x = 0.0f;\n hero.y = 0.0f;\n hero.properties[\"characterId\"] = \"Hero\";\n hero.properties[\"textureId\"] = \"hero.png\";\n doc.objects.push_back(std::move(hero));\n }\n\n const fs::path scenePath = scenesDir / (sceneId + \".nmscene\");\n saveSceneDocument(doc, scenePath.string());\n };\n\n if (templateName == \"branching_story\") {\n createSceneDoc(\"main\", \"crossroads.png\", true);\n createSceneDoc(\"left_path\", \"forest_path.png\", true);\n createSceneDoc(\"right_path\", \"city_path.png\", true);\n createSceneDoc(\"ending\", \"\", false);\n } else if (templateName == \"kinetic_novel\") {\n createSceneDoc(\"main\", \"title.png\", true);\n } else if (templateName == \"mobile_optimized\") {\n createSceneDoc(\"main\", \"mobile_bg.png\", true);\n } else if (templateName == \"tutorial_project\") {\n createSceneDoc(\"main\", \"tutorial_bg.png\", true);\n } else {\n createSceneDoc(\"main\", \"\", false);\n }\n\n return Result<void>::ok();\n}\n\n} // namespace NovelMind::editor\n",
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"content": "#include \"NovelMind/editor/project_manager.hpp\"\n#include \"NovelMind/editor/project_integrity.hpp\"\n#include \"NovelMind/editor/project_json.hpp\"\n#include <algorithm>\n#include <chrono>\n#include <ctime>\n#include <fstream>\n#include <iomanip>\n#include <sstream>\n\nnamespace NovelMind::editor {\n\n// Static instance\nstd::unique_ptr<ProjectManager> ProjectManager::s_instance = nullptr;\n\nProjectManager::ProjectManager() {\n m_recentProjects.reserve(m_maxRecentProjects);\n}\n\nProjectManager::~ProjectManager() {\n if (m_state == ProjectState::Open) {\n closeProject(true);\n }\n}\n\nProjectManager &ProjectManager::instance() {\n if (!s_instance) {\n s_instance = std::make_unique<ProjectManager>();\n }\n return *s_instance;\n}\n\n// ============================================================================\n// Project Information\n// ============================================================================\n\nconst ProjectMetadata &ProjectManager::getMetadata() const {\n return m_metadata;\n}\n\nvoid ProjectManager::setMetadata(const ProjectMetadata &metadata) {\n m_metadata = metadata;\n markModified();\n}\n\nstd::string ProjectManager::getProjectPath() const { return m_projectPath; }\n\nstd::string ProjectManager::getProjectName() const { return m_metadata.name; }\n\nstd::string ProjectManager::getStartScene() const {\n return m_metadata.startScene;\n}\n\nvoid ProjectManager::setStartScene(const std::string &sceneId) {\n if (m_metadata.startScene == sceneId) {\n return;\n }\n m_metadata.startScene = sceneId;\n markModified();\n}\n\n// ============================================================================\n// Recent Projects\n// ============================================================================\n\nconst std::vector<RecentProject> &ProjectManager::getRecentProjects() const {\n return m_recentProjects;\n}\n\nvoid ProjectManager::addToRecentProjects(const std::string &path) {\n namespace fs = std::filesystem;\n\n // Remove existing entry for this path\n removeFromRecentProjects(path);\n\n // Add new entry at front\n RecentProject recent;\n recent.path = path;\n recent.lastOpened = static_cast<u64>(std::time(nullptr));\n recent.exists = fs::exists(path);\n\n // Try to get project name from metadata\n fs::path projectFile = fs::path(path) / \"project.json\";\n if (fs::exists(projectFile)) {\n // Would parse project name from file\n recent.name = fs::path(path).filename().string();\n } else {\n recent.name = fs::path(path).filename().string();\n }\n\n m_recentProjects.insert(m_recentProjects.begin(), recent);\n\n // Trim to max size\n if (m_recentProjects.size() > m_maxRecentProjects) {\n m_recentProjects.resize(m_maxRecentProjects);\n }\n}\n\nvoid ProjectManager::removeFromRecentProjects(const std::string &path) {\n m_recentProjects.erase(std::remove_if(m_recentProjects.begin(),\n m_recentProjects.end(),\n [&path](const RecentProject &p) {\n return p.path == path;\n }),\n m_recentProjects.end());\n}\n\nvoid ProjectManager::clearRecentProjects() { m_recentProjects.clear(); }\n\nvoid ProjectManager::refreshRecentProjects() {\n namespace fs = std::filesystem;\n\n for (auto &project : m_recentProjects) {\n project.exists = fs::exists(project.path);\n }\n}\n\nvoid ProjectManager::setMaxRecentProjects(size_t count) {\n m_maxRecentProjects = count;\n if (m_recentProjects.size() > m_maxRecentProjects) {\n m_recentProjects.resize(m_maxRecentProjects);\n }\n}\n\n// ============================================================================\n// Auto-Save\n// ============================================================================\n\nvoid ProjectManager::setAutoSaveEnabled(bool enabled) {\n m_autoSaveEnabled = enabled;\n}\n\nbool ProjectManager::isAutoSaveEnabled() const { return m_autoSaveEnabled; }\n\nvoid ProjectManager::setAutoSaveInterval(u32 seconds) {\n m_autoSaveIntervalSeconds = seconds;\n}\n\nu32 ProjectManager::getAutoSaveInterval() const {\n return m_autoSaveIntervalSeconds;\n}\n\nvoid ProjectManager::updateAutoSave(f64 deltaTime) {\n if (!m_autoSaveEnabled || m_state != ProjectState::Open || !m_modified) {\n return;\n }\n\n m_timeSinceLastSave += deltaTime;\n\n if (m_timeSinceLastSave >= static_cast<f64>(m_autoSaveIntervalSeconds)) {\n triggerAutoSave();\n }\n}\n\nvoid ProjectManager::triggerAutoSave() {\n if (m_state != ProjectState::Open) {\n return;\n }\n\n // Create backup before auto-save\n createBackup();\n\n // Save project\n auto result = saveProject();\n if (result.isOk()) {\n for (auto *listener : m_listeners) {\n listener->onAutoSaveTriggered();\n }\n }\n}\n\n// ============================================================================\n// Validation\n// ============================================================================\n\nProjectValidation ProjectManager::validateProject() const {\n ProjectValidation validation;\n\n if (m_projectPath.empty()) {\n validation.valid = false;\n validation.errors.push_back(\"No project is open\");\n return validation;\n }\n\n // Use ProjectIntegrityChecker for comprehensive validation\n ProjectIntegrityChecker checker;\n checker.setProjectPath(m_projectPath);\n\n // Configure for full validation\n IntegrityCheckConfig config;\n config.checkScenes = true;\n config.checkAssets = true;\n config.checkVoiceLines = true;\n config.checkLocalization = true;\n config.checkStoryGraph = true;\n config.checkScripts = true;\n config.checkResources = true;\n config.checkConfiguration = true;\n config.reportUnreferencedAssets = true;\n config.reportUnreachableNodes = true;\n config.reportCycles = true;\n config.reportMissingTranslations = true;\n checker.setConfig(config);\n\n // Run validation\n IntegrityReport report = checker.runFullCheck();\n\n // Convert IntegrityReport to ProjectValidation\n validation.valid = report.passed;\n\n for (const auto &issue : report.issues) {\n std::string location;\n if (!issue.filePath.empty()) {\n location = issue.filePath;\n if (issue.lineNumber > 0) {\n location += \":\" + std::to_string(issue.lineNumber);\n }\n }\n\n std::string message = issue.message;\n if (!location.empty()) {\n message += \" (\" + location + \")\";\n }\n\n switch (issue.severity) {\n case IssueSeverity::Critical:\n case IssueSeverity::Error:\n validation.errors.push_back(message);\n break;\n case IssueSeverity::Warning:\n validation.warnings.push_back(message);\n break;\n case IssueSeverity::Info:\n // Info messages are not included in basic validation\n break;\n }\n\n // Track missing assets and scripts\n if (issue.category == IssueCategory::Asset && issue.code == \"A002\") {\n // Extract asset name from message\n size_t pos = message.find(\"not found: \");\n if (pos != std::string::npos) {\n validation.missingAssets.push_back(message.substr(pos + 11));\n }\n }\n if (issue.category == IssueCategory::Scene && issue.code == \"S002\") {\n // Extract scene name from message\n size_t pos = message.find(\"undefined scene: \");\n if (pos != std::string::npos) {\n validation.missingScripts.push_back(message.substr(pos + 17));\n }\n }\n }\n\n return validation;\n}\n\nbool ProjectManager::isValidProjectPath(const std::string &path) {\n namespace fs = std::filesystem;\n\n fs::path projectFile = fs::path(path);\n\n // If it's a directory, look for project.json\n if (fs::is_directory(path)) {\n projectFile = projectFile / \"project.json\";\n }\n\n return fs::exists(projectFile) && fs::is_regular_file(projectFile);\n}\n\n// ============================================================================\n// Backup\n// ============================================================================\n\nResult<std::string> ProjectManager::createBackup() {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<std::string>::error(\"No project is open\");\n }\n\n fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n if (!fs::exists(backupDir)) {\n std::error_code ec;\n fs::create_directories(backupDir, ec);\n if (ec) {\n return Result<std::string>::error(\"Failed to create backup directory: \" +\n ec.message());\n }\n }\n\n // Create timestamped backup name\n auto now = std::chrono::system_clock::now();\n auto time = std::chrono::system_clock::to_time_t(now);\n std::stringstream ss;\n ss << \"backup_\" << std::put_time(std::localtime(&time), \"%Y%m%d_%H%M%S\");\n std::string backupName = ss.str();\n\n fs::path backupPath = backupDir / backupName;\n\n std::error_code ec;\n fs::create_directory(backupPath, ec);\n if (ec) {\n return Result<std::string>::error(\"Failed to create backup: \" +\n ec.message());\n }\n\n // Copy project files (excluding backup and build directories)\n for (const auto &entry : fs::directory_iterator(m_projectPath)) {\n if (entry.path().filename() == \".backup\" ||\n entry.path().filename() == \".temp\" ||\n entry.path().filename() == \"Build\") {\n continue;\n }\n\n fs::copy(entry.path(), backupPath / entry.path().filename(),\n fs::copy_options::recursive, ec);\n if (ec) {\n // Log warning but continue\n ec.clear();\n }\n }\n\n // Trim old backups\n auto backups = getAvailableBackups();\n if (backups.size() > m_maxBackups) {\n for (size_t i = m_maxBackups; i < backups.size(); ++i) {\n fs::remove_all(backups[i], ec);\n }\n }\n\n return Result<std::string>::ok(backupPath.string());\n}\n\nResult<void> ProjectManager::restoreFromBackup(const std::string &backupPath) {\n namespace fs = std::filesystem;\n\n if (!fs::exists(backupPath)) {\n return Result<void>::error(\"Backup not found: \" + backupPath);\n }\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project is open\");\n }\n\n std::error_code ec;\n fs::path backupRoot(backupPath);\n fs::path projectRoot(m_projectPath);\n\n for (const auto &entry : fs::directory_iterator(backupRoot)) {\n fs::path target = projectRoot / entry.path().filename();\n fs::copy(entry.path(), target,\n fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n ec);\n if (ec) {\n return Result<void>::error(\"Failed to restore backup: \" + ec.message());\n }\n }\n\n markModified();\n return Result<void>::ok();\n}\n\nstd::vector<std::string> ProjectManager::getAvailableBackups() const {\n namespace fs = std::filesystem;\n\n std::vector<std::string> backups;\n\n if (m_projectPath.empty()) {\n return backups;\n }\n\n fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n if (!fs::exists(backupDir)) {\n return backups;\n }\n\n for (const auto &entry : fs::directory_iterator(backupDir)) {\n if (entry.is_directory()) {\n backups.push_back(entry.path().string());\n }\n }\n\n // Sort by name (newest first due to timestamp naming)\n std::sort(backups.begin(), backups.end(), std::greater<>());\n\n return backups;\n}\n\nvoid ProjectManager::setMaxBackups(size_t count) { m_maxBackups = count; }\n\n// ============================================================================\n// Listeners\n// ============================================================================\n\nvoid ProjectManager::addListener(IProjectListener *listener) {\n if (listener && std::find(m_listeners.begin(), m_listeners.end(), listener) ==\n m_listeners.end()) {\n m_listeners.push_back(listener);\n }\n}\n\nvoid ProjectManager::removeListener(IProjectListener *listener) {\n m_listeners.erase(\n std::remove(m_listeners.begin(), m_listeners.end(), listener),\n m_listeners.end());\n}\n\nvoid ProjectManager::setOnUnsavedChangesPrompt(\n std::function<std::optional<bool>()> callback) {\n m_onUnsavedChangesPrompt = std::move(callback);\n}\n\n// ============================================================================\n// Private Methods - Notification\n// ============================================================================\n\nvoid ProjectManager::notifyProjectCreated() {\n for (auto *listener : m_listeners) {\n listener->onProjectCreated(m_projectPath);\n }\n}\n\nvoid ProjectManager::notifyProjectOpened() {\n for (auto *listener : m_listeners) {\n listener->onProjectOpened(m_projectPath);\n }\n}\n\nvoid ProjectManager::notifyProjectClosed() {\n for (auto *listener : m_listeners) {\n listener->onProjectClosed();\n }\n}\n\nvoid ProjectManager::notifyProjectSaved() {\n for (auto *listener : m_listeners) {\n listener->onProjectSaved();\n }\n}\n\nvoid ProjectManager::notifyProjectModified() {\n for (auto *listener : m_listeners) {\n listener->onProjectModified();\n }\n}\n\n// ============================================================================\n// ProjectScope Implementation\n// ============================================================================\n\nProjectScope::ProjectScope(const std::string &projectPath) {\n auto result = ProjectManager::instance().openProject(projectPath);\n m_valid = result.isOk();\n}\n\nProjectScope::~ProjectScope() {\n if (m_valid) {\n ProjectManager::instance().closeProject(true);\n }\n}\n\n} // namespace NovelMind::editor\n"
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[2026-01-11T18:58:05.998Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01A4rJ1TfhXqoG9oGQmhqLCF","type":"tool_result","content":"The file /tmp/gh-issue-solver-1768157642826/editor/src/project_manager.cpp has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1β†’#include \"NovelMind/editor/project_manager.hpp\"\n 2β†’#include \"NovelMind/editor/project_integrity.hpp\"\n 3β†’#include \"NovelMind/editor/project_json.hpp\"\n 4β†’#include <algorithm>\n 5β†’#include <chrono>\n 6β†’#include <ctime>\n 7β†’#include <fstream>\n 8β†’#include <iomanip>\n 9β†’#include <sstream>\n 10β†’\n 11β†’namespace NovelMind::editor {\n 12β†’\n 13β†’// Static instance\n 14β†’std::unique_ptr<ProjectManager> ProjectManager::s_instance = nullptr;\n 15β†’\n 16β†’ProjectManager::ProjectManager() {\n 17β†’ m_recentProjects.reserve(m_maxRecentProjects);\n 18β†’}\n 19β†’\n 20β†’ProjectManager::~ProjectManager() {\n 21β†’ if (m_state == ProjectState::Open) {\n 22β†’ closeProject(true);\n 23β†’ }\n 24β†’}\n 25β†’\n 26β†’ProjectManager &ProjectManager::instance() {\n 27β†’ if (!s_instance) {\n 28β†’ s_instance = std::make_unique<ProjectManager>();\n 29β†’ }\n 30β†’ return *s_instance;\n 31β†’}\n 32β†’\n 33β†’// ============================================================================\n 34β†’// Project Information\n 35β†’// ============================================================================\n 36β†’\n 37β†’const ProjectMetadata &ProjectManager::getMetadata() const {\n 38β†’ return m_metadata;\n 39β†’}\n 40β†’\n 41β†’void ProjectManager::setMetadata(const ProjectMetadata &metadata) {\n 42β†’ m_metadata = metadata;\n 43β†’ markModified();\n 44β†’}\n 45β†’\n 46β†’std::string ProjectManager::getProjectPath() const { return m_projectPath; }\n 47β†’\n 48β†’std::string ProjectManager::getProjectName() const { return m_metadata.name; }\n 49β†’\n 50β†’std::string ProjectManager::getStartScene() const {\n 51β†’ return m_metadata.startScene;\n 52β†’}\n 53β†’\n 54β†’void ProjectManager::setStartScene(const std::string &sceneId) {\n 55β†’ if (m_metadata.startScene == sceneId) {\n 56β†’ return;\n 57β†’ }\n 58β†’ m_metadata.startScene = sceneId;\n 59β†’ markModified();\n 60β†’}\n 61β†’\n 62β†’// ============================================================================\n 63β†’// Recent Projects\n 64β†’// ============================================================================\n 65β†’\n 66β†’const std::vector<RecentProject> &ProjectManager::getRecentProjects() const {\n 67β†’ return m_recentProjects;\n 68β†’}\n 69β†’\n 70β†’void ProjectManager::addToRecentProjects(const std::string &path) {\n 71β†’ namespace fs = std::filesystem;\n 72β†’\n 73β†’ // Remove existing entry for this path\n 74β†’ removeFromRecentProjects(path);\n 75β†’\n 76β†’ // Add new entry at front\n 77β†’ RecentProject recent;\n 78β†’ recent.path = path;\n 79β†’ recent.lastOpened = static_cast<u64>(std::time(nullptr));\n 80β†’ recent.exists = fs::exists(path);\n 81β†’\n 82β†’ // Try to get project name from metadata\n 83β†’ fs::path projectFile = fs::path(path) / \"project.json\";\n 84β†’ if (fs::exists(projectFile)) {\n 85β†’ // Would parse project name from file\n 86β†’ recent.name = fs::path(path).filename().string();\n 87β†’ } else {\n 88β†’ recent.name = fs::path(path).filename().string();\n 89β†’ }\n 90β†’\n 91β†’ m_recentProjects.insert(m_recentProjects.begin(), recent);\n 92β†’\n 93β†’ // Trim to max size\n 94β†’ if (m_recentProjects.size() > m_maxRecentProjects) {\n 95β†’ m_recentProjects.resize(m_maxRecentProjects);\n 96β†’ }\n 97β†’}\n 98β†’\n 99β†’void ProjectManager::removeFromRecentProjects(const std::string &path) {\n 100β†’ m_recentProjects.erase(std::remove_if(m_recentProjects.begin(),\n 101β†’ m_recentProjects.end(),\n 102β†’ [&path](const RecentProject &p) {\n 103β†’ return p.path == path;\n 104β†’ }),\n 105β†’ m_recentProjects.end());\n 106β†’}\n 107β†’\n 108β†’void ProjectManager::clearRecentProjects() { m_recentProjects.clear(); }\n 109β†’\n 110β†’void ProjectManager::refreshRecentProjects() {\n 111β†’ namespace fs = std::filesystem;\n 112β†’\n 113β†’ for (auto &project : m_recentProjects) {\n 114β†’ project.exists = fs::exists(project.path);\n 115β†’ }\n 116β†’}\n 117β†’\n 118β†’void ProjectManager::setMaxRecentProjects(size_t count) {\n 119β†’ m_maxRecentProjects = count;\n 120β†’ if (m_recentProjects.size() > m_maxRecentProjects) {\n 121β†’ m_recentProjects.resize(m_maxRecentProjects);\n 122β†’ }\n 123β†’}\n 124β†’\n 125β†’// ============================================================================\n 126β†’// Auto-Save\n 127β†’// ============================================================================\n 128β†’\n 129β†’void ProjectManager::setAutoSaveEnabled(bool enabled) {\n 130β†’ m_autoSaveEnabled = enabled;\n 131β†’}\n 132β†’\n 133β†’bool ProjectManager::isAutoSaveEnabled() const { return m_autoSaveEnabled; }\n 134β†’\n 135β†’void ProjectManager::setAutoSaveInterval(u32 seconds) {\n 136β†’ m_autoSaveIntervalSeconds = seconds;\n 137β†’}\n 138β†’\n 139β†’u32 ProjectManager::getAutoSaveInterval() const {\n 140β†’ return m_autoSaveIntervalSeconds;\n 141β†’}\n 142β†’\n 143β†’void ProjectManager::updateAutoSave(f64 deltaTime) {\n 144β†’ if (!m_autoSaveEnabled || m_state != ProjectState::Open || !m_modified) {\n 145β†’ return;\n 146β†’ }\n 147β†’\n 148β†’ m_timeSinceLastSave += deltaTime;\n 149β†’\n 150β†’ if (m_timeSinceLastSave >= static_cast<f64>(m_autoSaveIntervalSeconds)) {\n 151β†’ triggerAutoSave();\n 152β†’ }\n 153β†’}\n 154β†’\n 155β†’void ProjectManager::triggerAutoSave() {\n 156β†’ if (m_state != ProjectState::Open) {\n 157β†’ return;\n 158β†’ }\n 159β†’\n 160β†’ // Create backup before auto-save\n 161β†’ createBackup();\n 162β†’\n 163β†’ // Save project\n 164β†’ auto result = saveProject();\n 165β†’ if (result.isOk()) {\n 166β†’ for (auto *listener : m_listeners) {\n 167β†’ listener->onAutoSaveTriggered();\n 168β†’ }\n 169β†’ }\n 170β†’}\n 171β†’\n 172β†’// ============================================================================\n 173β†’// Validation\n 174β†’// ============================================================================\n 175β†’\n 176β†’ProjectValidation ProjectManager::validateProject() const {\n 177β†’ ProjectValidation validation;\n 178β†’\n 179β†’ if (m_projectPath.empty()) {\n 180β†’ validation.valid = false;\n 181β†’ validation.errors.push_back(\"No project is open\");\n 182β†’ return validation;\n 183β†’ }\n 184β†’\n 185β†’ // Use ProjectIntegrityChecker for comprehensive validation\n 186β†’ ProjectIntegrityChecker checker;\n 187β†’ checker.setProjectPath(m_projectPath);\n 188β†’\n 189β†’ // Configure for full validation\n 190β†’ IntegrityCheckConfig config;\n 191β†’ config.checkScenes = true;\n 192β†’ config.checkAssets = true;\n 193β†’ config.checkVoiceLines = true;\n 194β†’ config.checkLocalization = true;\n 195β†’ config.checkStoryGraph = true;\n 196β†’ config.checkScripts = true;\n 197β†’ config.checkResources = true;\n 198β†’ config.checkConfiguration = true;\n 199β†’ config.reportUnreferencedAssets = true;\n 200β†’ config.reportUnreachableNodes = true;\n 201β†’ config.reportCycles = true;\n 202β†’ config.reportMissingTranslations = true;\n 203β†’ checker.setConfig(config);\n 204β†’\n 205β†’ // Run validation\n 206β†’ IntegrityReport report = checker.runFullCheck();\n 207β†’\n 208β†’ // Convert IntegrityReport to ProjectValidation\n 209β†’ validation.valid = report.passed;\n 210β†’\n 211β†’ for (const auto &issue : report.issues) {\n 212β†’ std::string location;\n 213β†’ if (!issue.filePath.empty()) {\n 214β†’ location = issue.filePath;\n 215β†’ if (issue.lineNumber > 0) {\n 216β†’ location += \":\" + std::to_string(issue.lineNumber);\n 217β†’ }\n 218β†’ }\n 219β†’\n 220β†’ std::string message = issue.message;\n 221β†’ if (!location.empty()) {\n 222β†’ message += \" (\" + location + \")\";\n 223β†’ }\n 224β†’\n 225β†’ switch (issue.severity) {\n 226β†’ case IssueSeverity::Critical:\n 227β†’ case IssueSeverity::Error:\n 228β†’ validation.errors.push_back(message);\n 229β†’ break;\n 230β†’ case IssueSeverity::Warning:\n 231β†’ validation.warnings.push_back(message);\n 232β†’ break;\n 233β†’ case IssueSeverity::Info:\n 234β†’ // Info messages are not included in basic validation\n 235β†’ break;\n 236β†’ }\n 237β†’\n 238β†’ // Track missing assets and scripts\n 239β†’ if (issue.category == IssueCategory::Asset && issue.code == \"A002\") {\n 240β†’ // Extract asset name from message\n 241β†’ size_t pos = message.find(\"not found: \");\n 242β†’ if (pos != std::string::npos) {\n 243β†’ validation.missingAssets.push_back(message.substr(pos + 11));\n 244β†’ }\n 245β†’ }\n 246β†’ if (issue.category == IssueCategory::Scene && issue.code == \"S002\") {\n 247β†’ // Extract scene name from message\n 248β†’ size_t pos = message.find(\"undefined scene: \");\n 249β†’ if (pos != std::string::npos) {\n 250β†’ validation.missingScripts.push_back(message.substr(pos + 17));\n 251β†’ }\n 252β†’ }\n 253β†’ }\n 254β†’\n 255β†’ return validation;\n 256β†’}\n 257β†’\n 258β†’bool ProjectManager::isValidProjectPath(const std::string &path) {\n 259β†’ namespace fs = std::filesystem;\n 260β†’\n 261β†’ fs::path projectFile = fs::path(path);\n 262β†’\n 263β†’ // If it's a directory, look for project.json\n 264β†’ if (fs::is_directory(path)) {\n 265β†’ projectFile = projectFile / \"project.json\";\n 266β†’ }\n 267β†’\n 268β†’ return fs::exists(projectFile) && fs::is_regular_file(projectFile);\n 269β†’}\n 270β†’\n 271β†’// ============================================================================\n 272β†’// Backup\n 273β†’// ============================================================================\n 274β†’\n 275β†’Result<std::string> ProjectManager::createBackup() {\n 276β†’ namespace fs = std::filesystem;\n 277β†’\n 278β†’ if (m_projectPath.empty()) {\n 279β†’ return Result<std::string>::error(\"No project is open\");\n 280β†’ }\n 281β†’\n 282β†’ fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n 283β†’ if (!fs::exists(backupDir)) {\n 284β†’ std::error_code ec;\n 285β†’ fs::create_directories(backupDir, ec);\n 286β†’ if (ec) {\n 287β†’ return Result<std::string>::error(\"Failed to create backup directory: \" +\n 288β†’ ec.message());\n 289β†’ }\n 290β†’ }\n 291β†’\n 292β†’ // Create timestamped backup name\n 293β†’ auto now = std::chrono::system_clock::now();\n 294β†’ auto time = std::chrono::system_clock::to_time_t(now);\n 295β†’ std::stringstream ss;\n 296β†’ ss << \"backup_\" << std::put_time(std::localtime(&time), \"%Y%m%d_%H%M%S\");\n 297β†’ std::string backupName = ss.str();\n 298β†’\n 299β†’ fs::path backupPath = backupDir / backupName;\n 300β†’\n 301β†’ std::error_code ec;\n 302β†’ fs::create_directory(backupPath, ec);\n 303β†’ if (ec) {\n 304β†’ return Result<std::string>::error(\"Failed to create backup: \" +\n 305β†’ ec.message());\n 306β†’ }\n 307β†’\n 308β†’ // Copy project files (excluding backup and build directories)\n 309β†’ for (const auto &entry : fs::directory_iterator(m_projectPath)) {\n 310β†’ if (entry.path().filename() == \".backup\" ||\n 311β†’ entry.path().filename() == \".temp\" ||\n 312β†’ entry.path().filename() == \"Build\") {\n 313β†’ continue;\n 314β†’ }\n 315β†’\n 316β†’ fs::copy(entry.path(), backupPath / entry.path().filename(),\n 317β†’ fs::copy_options::recursive, ec);\n 318β†’ if (ec) {\n 319β†’ // Log warning but continue\n 320β†’ ec.clear();\n 321β†’ }\n 322β†’ }\n 323β†’\n 324β†’ // Trim old backups\n 325β†’ auto backups = getAvailableBackups();\n 326β†’ if (backups.size() > m_maxBackups) {\n 327β†’ for (size_t i = m_maxBackups; i < backups.size(); ++i) {\n 328β†’ fs::remove_all(backups[i], ec);\n 329β†’ }\n 330β†’ }\n 331β†’\n 332β†’ return Result<std::string>::ok(backupPath.string());\n 333β†’}\n 334β†’\n 335β†’Result<void> ProjectManager::restoreFromBackup(const std::string &backupPath) {\n 336β†’ namespace fs = std::filesystem;\n 337β†’\n 338β†’ if (!fs::exists(backupPath)) {\n 339β†’ return Result<void>::error(\"Backup not found: \" + backupPath);\n 340β†’ }\n 341β†’\n 342β†’ if (m_projectPath.empty()) {\n 343β†’ return Result<void>::error(\"No project is open\");\n 344β†’ }\n 345β†’\n 346β†’ std::error_code ec;\n 347β†’ fs::path backupRoot(backupPath);\n 348β†’ fs::path projectRoot(m_projectPath);\n 349β†’\n 350β†’ for (const auto &entry : fs::directory_iterator(backupRoot)) {\n 351β†’ fs::path target = projectRoot / entry.path().filename();\n 352β†’ fs::copy(entry.path(), target,\n 353β†’ fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n 354β†’ ec);\n 355β†’ if (ec) {\n 356β†’ return Result<void>::error(\"Failed to restore backup: \" + ec.message());\n 357β†’ }\n 358β†’ }\n 359β†’\n 360β†’ markModified();\n 361β†’ return Result<void>::ok();\n 362β†’}\n 363β†’\n 364β†’std::vector<std::string> ProjectManager::getAvailableBackups() const {\n 365β†’ namespace fs = std::filesystem;\n 366β†’\n 367β†’ std::vector<std::string> backups;\n 368β†’\n 369β†’ if (m_projectPath.empty()) {\n 370β†’ return backups;\n 371β†’ }\n 372β†’\n 373β†’ fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n 374β†’ if (!fs::exists(backupDir)) {\n 375β†’ return backups;\n 376β†’ }\n 377β†’\n 378β†’ for (const auto &entry : fs::directory_iterator(backupDir)) {\n 379β†’ if (entry.is_directory()) {\n 380β†’ backups.push_back(entry.path().string());\n 381β†’ }\n 382β†’ }\n 383β†’\n 384β†’ // Sort by name (newest first due to timestamp naming)\n 385β†’ std::sort(backups.begin(), backups.end(), std::greater<>());\n 386β†’\n 387β†’ return backups;\n 388β†’}\n 389β†’\n 390β†’void ProjectManager::setMaxBackups(size_t count) { m_maxBackups = count; }\n 391β†’\n 392β†’// ============================================================================\n 393β†’// Listeners\n 394β†’// ============================================================================\n 395β†’\n 396β†’void ProjectManager::addListener(IProjectListener *listener) {\n 397β†’ if (listener && std::find(m_listeners.begin(), m_listeners.end(), listener) ==\n 398β†’ m_listeners.end()) {\n 399β†’ m_listeners.push_back(listener);\n 400β†’ }\n 401β†’}\n 402β†’\n 403β†’void ProjectManager::removeListener(IProjectListener *listener) {\n 404β†’ m_listeners.erase(\n 405β†’ std::remove(m_listeners.begin(), m_listeners.end(), listener),\n 406β†’ m_listeners.end());\n 407β†’}\n 408β†’\n 409β†’void ProjectManager::setOnUnsavedChangesPrompt(\n 410β†’ std::function<std::optional<bool>()> callback) {\n 411β†’ m_onUnsavedChangesPrompt = std::move(callback);\n 412β†’}\n 413β†’\n 414β†’// ============================================================================\n 415β†’// Private Methods - Notification\n 416β†’// ============================================================================\n 417β†’\n 418β†’void ProjectManager::notifyProjectCreated() {\n 419β†’ for (auto *listener : m_listeners) {\n 420β†’ listener->onProjectCreated(m_projectPath);\n 421β†’ }\n 422β†’}\n 423β†’\n 424β†’void ProjectManager::notifyProjectOpened() {\n 425β†’ for (auto *listener : m_listeners) {\n 426β†’ listener->onProjectOpened(m_projectPath);\n 427β†’ }\n 428β†’}\n 429β†’\n 430β†’void ProjectManager::notifyProjectClosed() {\n 431β†’ for (auto *listener : m_listeners) {\n 432β†’ listener->onProjectClosed();\n 433β†’ }\n 434β†’}\n 435β†’\n 436β†’void ProjectManager::notifyProjectSaved() {\n 437β†’ for (auto *listener : m_listeners) {\n 438β†’ listener->onProjectSaved();\n 439β†’ }\n 440β†’}\n 441β†’\n 442β†’void ProjectManager::notifyProjectModified() {\n 443β†’ for (auto *listener : m_listeners) {\n 444β†’ listener->onProjectModified();\n 445β†’ }\n 446β†’}\n 447β†’\n 448β†’// ============================================================================\n 449β†’// ProjectScope Implementation\n 450β†’// ============================================================================\n 451β†’\n 452β†’ProjectScope::ProjectScope(const std::string &projectPath) {\n 453β†’ auto result = ProjectManager::instance().openProject(projectPath);\n 454β†’ m_valid = result.isOk();\n 455β†’}\n 456β†’\n 457β†’ProjectScope::~ProjectScope() {\n 458β†’ if (m_valid) {\n 459β†’ ProjectManager::instance().closeProject(true);\n 460β†’ }\n 461β†’}\n 462β†’\n 463β†’} // namespace NovelMind::editor\n 464β†’"}]},"parent_tool_use_id":null,"session_id":"e2da7605-002b-4de7-8da3-fc4dcd83f694","uuid":"e689e504-1d98-4eed-9c01-3b7ad0108b36","tool_use_result":{"type":"update","filePath":"/tmp/gh-issue-solver-1768157642826/editor/src/project_manager.cpp","content":"#include \"NovelMind/editor/project_manager.hpp\"\n#include \"NovelMind/editor/project_integrity.hpp\"\n#include \"NovelMind/editor/project_json.hpp\"\n#include <algorithm>\n#include <chrono>\n#include <ctime>\n#include <fstream>\n#include <iomanip>\n#include <sstream>\n\nnamespace NovelMind::editor {\n\n// Static instance\nstd::unique_ptr<ProjectManager> ProjectManager::s_instance = nullptr;\n\nProjectManager::ProjectManager() {\n m_recentProjects.reserve(m_maxRecentProjects);\n}\n\nProjectManager::~ProjectManage
[2026-01-11T18:58:06.007Z] [INFO] r() {\n if (m_state == ProjectState::Open) {\n closeProject(true);\n }\n}\n\nProjectManager &ProjectManager::instance() {\n if (!s_instance) {\n s_instance = std::make_unique<ProjectManager>();\n }\n return *s_instance;\n}\n\n// ============================================================================\n// Project Information\n// ============================================================================\n\nconst ProjectMetadata &ProjectManager::getMetadata() const {\n return m_metadata;\n}\n\nvoid ProjectManager::setMetadata(const ProjectMetadata &metadata) {\n m_metadata = metadata;\n markModified();\n}\n\nstd::string ProjectManager::getProjectPath() const { return m_projectPath; }\n\nstd::string ProjectManager::getProjectName() const { return m_metadata.name; }\n\nstd::string ProjectManager::getStartScene() const {\n return m_metadata.startScene;\n}\n\nvoid ProjectManager::setStartScene(const std::string &sceneId) {\n if (m_metadata.startScene == sceneId) {\n return;\n }\n m_metadata.startScene = sceneId;\n markModified();\n}\n\n// ============================================================================\n// Recent Projects\n// ============================================================================\n\nconst std::vector<RecentProject> &ProjectManager::getRecentProjects() const {\n return m_recentProjects;\n}\n\nvoid ProjectManager::addToRecentProjects(const std::string &path) {\n namespace fs = std::filesystem;\n\n // Remove existing entry for this path\n removeFromRecentProjects(path);\n\n // Add new entry at front\n RecentProject recent;\n recent.path = path;\n recent.lastOpened = static_cast<u64>(std::time(nullptr));\n recent.exists = fs::exists(path);\n\n // Try to get project name from metadata\n fs::path projectFile = fs::path(path) / \"project.json\";\n if (fs::exists(projectFile)) {\n // Would parse project name from file\n recent.name = fs::path(path).filename().string();\n } else {\n recent.name = fs::path(path).filename().string();\n }\n\n m_recentProjects.insert(m_recentProjects.begin(), recent);\n\n // Trim to max size\n if (m_recentProjects.size() > m_maxRecentProjects) {\n m_recentProjects.resize(m_maxRecentProjects);\n }\n}\n\nvoid ProjectManager::removeFromRecentProjects(const std::string &path) {\n m_recentProjects.erase(std::remove_if(m_recentProjects.begin(),\n m_recentProjects.end(),\n [&path](const RecentProject &p) {\n return p.path == path;\n }),\n m_recentProjects.end());\n}\n\nvoid ProjectManager::clearRecentProjects() { m_recentProjects.clear(); }\n\nvoid ProjectManager::refreshRecentProjects() {\n namespace fs = std::filesystem;\n\n for (auto &project : m_recentProjects) {\n project.exists = fs::exists(project.path);\n }\n}\n\nvoid ProjectManager::setMaxRecentProjects(size_t count) {\n m_maxRecentProjects = count;\n if (m_recentProjects.size() > m_maxRecentProjects) {\n m_recentProjects.resize(m_maxRecentProjects);\n }\n}\n\n// ============================================================================\n// Auto-Save\n// ============================================================================\n\nvoid ProjectManager::setAutoSaveEnabled(bool enabled) {\n m_autoSaveEnabled = enabled;\n}\n\nbool ProjectManager::isAutoSaveEnabled() const { return m_autoSaveEnabled; }\n\nvoid ProjectManager::setAutoSaveInterval(u32 seconds) {\n m_autoSaveIntervalSeconds = seconds;\n}\n\nu32 ProjectManager::getAutoSaveInterval() const {\n return m_autoSaveIntervalSeconds;\n}\n\nvoid ProjectManager::updateAutoSave(f64 deltaTime) {\n if (!m_autoSaveEnabled || m_state != ProjectState::Open || !m_modified) {\n return;\n }\n\n m_timeSinceLastSave += deltaTime;\n\n if (m_timeSinceLastSave >= static_cast<f64>(m_autoSaveIntervalSeconds)) {\n triggerAutoSave();\n }\n}\n\nvoid ProjectManager::triggerAutoSave() {\n if (m_state != ProjectState::Open) {\n return;\n }\n\n // Create backup before auto-save\n createBackup();\n\n // Save project\n auto result = saveProject();\n if (result.isOk()) {\n for (auto *listener : m_listeners) {\n listener->onAutoSaveTriggered();\n }\n }\n}\n\n// ============================================================================\n// Validation\n// ============================================================================\n\nProjectValidation ProjectManager::validateProject() const {\n ProjectValidation validation;\n\n if (m_projectPath.empty()) {\n validation.valid = false;\n validation.errors.push_back(\"No project is open\");\n return validation;\n }\n\n // Use ProjectIntegrityChecker for comprehensive validation\n ProjectIntegrityChecker checker;\n checker.setProjectPath(m_projectPath);\n\n // Configure for full validation\n IntegrityCheckConfig config;\n config.checkScenes = true;\n config.checkAssets = true;\n config.checkVoiceLines = true;\n config.checkLocalization = true;\n config.checkStoryGraph = true;\n config.checkScripts = true;\n config.checkResources = true;\n config.checkConfiguration = true;\n config.reportUnreferencedAssets = true;\n config.reportUnreachableNodes = true;\n config.reportCycles = true;\n config.reportMissingTranslations = true;\n checker.setConfig(config);\n\n // Run validation\n IntegrityReport report = checker.runFullCheck();\n\n // Convert IntegrityReport to ProjectValidation\n validation.valid = report.passed;\n\n for (const auto &issue : report.issues) {\n std::string location;\n if (!issue.filePath.empty()) {\n location = issue.filePath;\n if (issue.lineNumber > 0) {\n location += \":\" + std::to_string(issue.lineNumber);\n }\n }\n\n std::string message = issue.message;\n if (!location.empty()) {\n message += \" (\" + location + \")\";\n }\n\n switch (issue.severity) {\n case IssueSeverity::Critical:\n case IssueSeverity::Error:\n validation.errors.push_back(message);\n break;\n case IssueSeverity::Warning:\n validation.warnings.push_back(message);\n break;\n case IssueSeverity::Info:\n // Info messages are not included in basic validation\n break;\n }\n\n // Track missing assets and scripts\n if (issue.category == IssueCategory::Asset && issue.code == \"A002\") {\n // Extract asset name from message\n size_t pos = message.find(\"not found: \");\n if (pos != std::string::npos) {\n validation.missingAssets.push_back(message.substr(pos + 11));\n }\n }\n if (issue.category == IssueCategory::Scene && issue.code == \"S002\") {\n // Extract scene name from message\n size_t pos = message.find(\"undefined scene: \");\n if (pos != std::string::npos) {\n validation.missingScripts.push_back(message.substr(pos + 17));\n }\n }\n }\n\n return validation;\n}\n\nbool ProjectManager::isValidProjectPath(const std::string &path) {\n namespace fs = std::filesystem;\n\n fs::path projectFile = fs::path(path);\n\n // If it's a directory, look for project.json\n if (fs::is_directory(path)) {\n projectFile = projectFile / \"project.json\";\n }\n\n return fs::exists(projectFile) && fs::is_regular_file(projectFile);\n}\n\n// ============================================================================\n// Backup\n// ============================================================================\n\nResult<std::string> ProjectManager::createBackup() {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<std::string>::error(\"No project is open\");\n }\n\n fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n if (!fs::exists(backupDir)) {\n std::error_code ec;\n fs::create_directories(backupDir, ec);\n if (ec) {\n return Result<std::string>::error(\"Failed to create backup directory: \" +\n ec.message());\n }\n }\n\n // Create timestamped backup name\n auto now = std::chrono::system_clock::now();\n auto time = std::chrono::system_clock::to_time_t(now);\n std::stringstream ss;\n ss << \"backup_\" << std::put_time(std::localtime(&time), \"%Y%m%d_%H%M%S\");\n std::string backupName = ss.str();\n\n fs::path backupPath = backupDir / backupName;\n\n std::error_code ec;\n fs::create_directory(backupPath, ec);\n if (ec) {\n return Result<std::string>::error(\"Failed to create backup: \" +\n ec.message());\n }\n\n // Copy project files (excluding backup and build directories)\n for (const auto &entry : fs::directory_iterator(m_projectPath)) {\n if (entry.path().filename() == \".backup\" ||\n entry.path().filename() == \".temp\" ||\n entry.path().filename() == \"Build\") {\n continue;\n }\n\n fs::copy(entry.path(), backupPath / entry.path().filename(),\n fs::copy_options::recursive, ec);\n if (ec) {\n // Log warning but continue\n ec.clear();\n }\n }\n\n // Trim old backups\n auto backups = getAvailableBackups();\n if (backups.size() > m_maxBackups) {\n for (size_t i = m_maxBackups; i < backups.size(); ++i) {\n fs::remove_all(backups[i], ec);\n }\n }\n\n return Result<std::string>::ok(backupPath.string());\n}\n\nResult<void> ProjectManager::restoreFromBackup(const std::string &backupPath) {\n namespace fs = std::filesystem;\n\n if (!fs::exists(backupPath)) {\n return Result<void>::error(\"Backup not found: \" + backupPath);\n }\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project is open\");\n }\n\n std::error_code ec;\n fs::path backupRoot(backupPath);\n fs::path projectRoot(m_projectPath);\n\n for (const auto &entry : fs::directory_iterator(backupRoot)) {\n fs::path target = projectRoot / entry.path().filename();\n fs::copy(entry.path(), target,\n fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n ec);\n if (ec) {\n return Result<void>::error(\"Failed to restore backup: \" + ec.message());\n }\n }\n\n markModified();\n return Result<void>::ok();\n}\n\nstd::vector<std::string> ProjectManager::getAvailableBackups() const {\n namespace fs = std::filesystem;\n\n std::vector<std::string> backups;\n\n if (m_projectPath.empty()) {\n return backups;\n }\n\n fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n if (!fs::exists(backupDir)) {\n return backups;\n }\n\n for (const auto &entry : fs::directory_iterator(backupDir)) {\n if (entry.is_directory()) {\n backups.push_back(entry.path().string());\n }\n }\n\n // Sort by name (newest first due to timestamp naming)\n std::sort(backups.begin(), backups.end(), std::greater<>());\n\n return backups;\n}\n\nvoid ProjectManager::setMaxBackups(size_t count) { m_maxBackups = count; }\n\n// ============================================================================\n// Listeners\n// ============================================================================\n\nvoid ProjectManager::addListener(IProjectListener *listener) {\n if (listener && std::find(m_listeners.begin(), m_listeners.end(), listener) ==\n m_listeners.end()) {\n m_listeners.push_back(listener);\n }\n}\n\nvoid ProjectManager::removeListener(IProjectListener *listener) {\n m_listeners.erase(\n std::remove(m_listeners.begin(), m_listeners.end(), listener),\n m_listeners.end());\n}\n\nvoid ProjectManager::setOnUnsavedChangesPrompt(\n std::function<std::optional<bool>()> callback) {\n m_onUnsavedChangesPrompt = std::move(callback);\n}\n\n// ============================================================================\n// Private Methods - Notification\n// ============================================================================\n\nvoid ProjectManager::notifyProjectCreated() {\n for (auto *listener : m_listeners) {\n listener->onProjectCreated(m_projectPath);\n }\n}\n\nvoid ProjectManager::notifyProjectOpened() {\n for (auto *listener : m_listeners) {\n listener->onProjectOpened(m_projectPath);\n }\n}\n\nvoid ProjectManager::notifyProjectClosed() {\n for (auto *listener : m_listeners) {\n listener->onProjectClosed();\n }\n}\n\nvoid ProjectManager::notifyProjectSaved() {\n for (auto *listener : m_listeners) {\n listener->onProjectSaved();\n }\n}\n\nvoid ProjectManager::notifyProjectModified() {\n for (auto *listener : m_listeners) {\n listener->onProjectModified();\n }\n}\n\n// ============================================================================\n// ProjectScope Implementation\n// ============================================================================\n\nProjectScope::ProjectScope(const std::string &projectPath) {\n auto result = ProjectManager::instance().openProject(projectPath);\n m_valid = result.isOk();\n}\n\nProjectScope::~ProjectScope() {\n if (m_valid) {\n ProjectManager::instance().closeProject(true);\n }\n}\n\n} // namespace NovelMind::editor\n","structuredPatch":[{"oldStart":1,"oldLines":7,"newStart":1,"newLines":6,"lines":[" #include \"NovelMind/editor/project_manager.hpp\""," #include \"NovelMind/editor/project_integrity.hpp\""," #include \"NovelMind/editor/project_json.hpp\"","-#include \"NovelMind/editor/scene_document.hpp\""," #include <algorithm>"," #include <chrono>"," #include <ctime>"]},{"oldStart":32,"oldLines":231,"newStart":31,"newLines":6,"lines":[" }"," "," // ============================================================================","-// Project Lifecycle","-// ============================================================================","-","-Result<void> ProjectManager::createProject(const std::string &path,","- const std::string &name,","- const std::string &templateName) {","- if (m_state != ProjectState::Closed) {","- return Result<void>::error(\"A project is already open. Close it first.\");","- }","-","- namespace fs = std::filesystem;","-","- // Check if path exists","- if (fs::exists(path)) {","- // Check if it's empty","- if (!fs::is_empty(path)) {","- return Result<void>::error(\"Directory is not empty: \" + path);","- }","- } else {","- // Create directory","- std::error_code ec;","- if (!fs::create_directories(path, ec)) {","- return Result<void>::error(\"Failed to create directory: \" + ec.message());","- }","- }","-","- m_projectPath = fs::absolute(path).string();","- m_metadata = ProjectMetadata();","- m_metadata.name = name;","- m_metadata.createdAt = static_cast<u64>(std::time(nullptr));","- m_metadata.modifiedAt = m_metadata.createdAt;","- m_metadata.lastOpenedAt = m_metadata.createdAt;","- m_metadata.engineVersion = \"0.2.0\";","-","- // Create folder structure","- auto result = createFolderStructure();","- if (result.isError()) {","- return result;","- }","-","- // Create from template if specified","- if (templateName != \"empty\" && !templateName.empty()) {","- result = createProjectFromTemplate(templateName);","- if (result.isError()) {","- // Clean up on failure","- fs::remove_all(m_projectPath);","- return result;","- }","- }","-","- // Save project file","- result = saveProjectFile();","- if (result.isError()) {","- return result;","- }","-","- m_state = ProjectState::Open;","- m_modified = false;","-","- m_assetDatabase.initialize(m_projectPath);","-","- addToRecentProjects(m_projectPath);","- notifyProjectCreated();","-","- return Result<void>::ok();","-}","-","-Result<void> ProjectManager::openProject(const std::string &path) {","- if (m_state != ProjectState::Closed) {","- auto closeResult = closeProject();","- if (closeResult.isError()) {","- return closeResult;","- }","- }","-","- m_state = ProjectState::Opening;","-","- namespace fs = std::filesystem;","-","- std::string projectFilePath = path;","-","- // If path is a directory, look for project.json","- if (fs::is_directory(path)) {","- projectFilePath = (fs::path(path) / \"project.json\").string();","- }","-","- if (!fs::exists(projectFilePath)) {","- m_state = ProjectState::Closed;","- return Result<void>::error(\"Project file not found: \" + projectFilePath);","- }","-","- auto result = loadProjectFile(projectFilePath);","- if (result.isError()) {","- m_state = ProjectState::Closed;","- return result;","- }","-","- m_projectPath = fs::path(projectFilePath).parent_path().string();","- m_metadata.lastOpenedAt = static_cast<u64>(std::time(nullptr));","-","- // Verify folder structure","- if (!verifyFolderStructure()) {","- // Try to repair","- auto repairResult = createFolderStructure();","- if (repairResult.isError()) {","- m_state = ProjectState::Closed;","- return Result<void>::error(","- \"Project folder structure is invalid and could not be \"","- \"repaired\");","- }","- }","-","- m_state = ProjectState::Open;","- m_modified = false;","- m_timeSinceLastSave = 0.0;","-","- m_assetDatabase.initialize(m_projectPath);","-","- addToRecentProjects(m_projectPath);","- notifyProjectOpened();","-","- return Result<void>::ok();","-}","-","-Result<void> ProjectManager::saveProject() {","- if (m_state != ProjectState::Open) {","- return Result<void>::error(\"No project is open\");","- }","-","- m_state = ProjectState::Saving;","-","- m_metadata.modifiedAt = static_cast<u64>(std::time(nullptr));","-","- auto result = saveProjectFile();","- if (result.isError()) {","- m_state = ProjectState::Open;","- return result;","- }","-","- m_state = ProjectState::Open;","- m_modified = false;","- m_timeSinceLastSave = 0.0;","-","- notifyProjectSaved();","-","- return Result<void>::ok();","-}","-","-Result<void> ProjectManager::saveProjectAs(const std::string &path) {","- if (m_state != ProjectState::Open) {","- return Result<void>::error(\"No project is open\");","- }","-","- namespace fs = std::filesystem;","-","- // Copy current project to new location","- std::error_code ec;","- fs::copy(m_projectPath, path,","- fs::copy_options::recursive | fs::copy_options::overwrite_existing,","- ec);","- if (ec) {","- return Result<void>::error(\"Failed to copy project: \" + ec.message());","- }","-","- m_projectPath = fs::absolute(path).string();","-","- return saveProject();","-}","-","-Result<void> ProjectManager::closeProject(bool force) {","- if (m_state == ProjectState::Closed) {","- return Result<void>::ok();","- }","-","- if (!force && m_modified) {","- if (m_onUnsavedChangesPrompt) {","- auto promptResult = m_onUnsavedChangesPrompt();","- if (!promptResult.has_value()) {","- // User cancelled","- return Result<void>::error(\"Operation cancelled by user\");","- }","- if (promptResult.value()) {","- // User wants to save","- auto saveResult = saveProject();","- if (saveResult.isError()) {","- return saveResult;","- }","- }","- }","- }","-","- m_state = ProjectState::Closing;","-","- // Clear project state","- m_assetDatabase.close();","- m_projectPath.clear();","- m_metadata = ProjectMetadata();","- m_modified = false;","- m_timeSinceLastSave = 0.0;","-","- m_state = ProjectState::Closed;","-","- notifyProjectClosed();","-","- return Result<void>::ok();","-}","-","-bool ProjectManager::hasOpenProject() const {","- return m_state == ProjectState::Open;","-}","-","-ProjectState ProjectManager::getState() const { return m_state; }","-","-bool ProjectManager::hasUnsavedChanges() const { return m_modified; }","-","-void ProjectManager::markModified() {","- if (!m_modified) {","- m_modified = true;","- notifyProjectModified();","- }","-}","-","-void ProjectManager::markSaved() { m_modified = false; }","-","-// ============================================================================"," // Project Information"," // ============================================================================"," "]},{"oldStart":285,"oldLines":181,"newStart":59,"newLines":7,"lines":[" markModified();"," }"," ","-std::string ProjectManager::getFolderPath(ProjectFolder folder) const {","- namespace fs = std::filesystem;","-","- if (m_projectPath.empty()) {","- return \"\";","- }","-","- fs::path base(m_projectPath);","-","- switch (folder) {","- case ProjectFolder::Root:","- return m_projectPath;","- case ProjectFolder::Assets:","- return (base / \"Assets\").string();","- case ProjectFolder::Images:","- return (base / \"Assets\" / \"Images\").string();","- case ProjectFolder::Audio:","- return (base / \"Assets\" / \"Audio\").string();","- case ProjectFolder::Fonts:","- return (base / \"Assets\" / \"Fonts\").string();","- case ProjectFolder::Scripts:","- return (base / \"scripts\").string();","- case ProjectFolder::ScriptsGenerated:","- return (base / \"scripts\" / \"generated\").string();","- case ProjectFolder::Scenes:","- return (base / \"Scenes\").string();","- case ProjectFolder::Localization:","- return (base / \"Localization\").string();","- case ProjectFolder::Build:","- return (base / \"Build\").string();","- case ProjectFolder::Temp:","- return (base / \".temp\").string();","- case ProjectFolder::Backup:","- return (base / \".backup\").string();","- }","-","- return m_projectPath;","-}","-","-std::vector<std::string>","-ProjectManager::getProjectFiles(const std::string &extension) const {","- namespace fs = std::filesystem;","-","- std::vector<std::string> files;","-","- if (m_projectPath.empty()) {","- return files;","- }","-","- for (const auto &entry : fs::recursive_directory_iterator(m_projectPath)) {","- if (entry.is_regular_file() && entry.path().extension() == extension) {","- files.push_back(entry.path().string());","- }","- }","-","- return files;","-}","-"," // ============================================================================","-// Folder Structure","-// ============================================================================","-","-Result<void> ProjectManager::createFolderStructure() {","- namespace fs = std::filesystem;","-","- if (m_projectPath.empty()) {","- return Result<void>::error(\"No project path set\");","- }","-","- std::error_code ec;","- fs::path base(m_projectPath);","-","- // Create all standard folders","- std::vector<fs::path> folders = {base / \"Assets\",","- base / \"Assets\" / \"Images\",","- base / \"Assets\" / \"Audio\",","- base / \"Assets\" / \"Fonts\",","- base / \"scripts\",","- base / \"scripts\" / \"generated\",","- base / \"Scenes\",","- base / \"Localization\",","- base / \"Build\",","- base / \".temp\",","- base / \".backup\"};","-","- for (const auto &folder : folders) {","- if (!fs::exists(folder)) {","- if (!fs::create_directories(folder, ec)) {","- return Result<void>::error(\"Failed to create folder: \" +","- folder.string() + \" - \" + ec.message());","- }","- }","- }","-","- return Result<void>::ok();","-}","-","-bool ProjectManager::verifyFolderStructure() const {","- namespace fs = std::filesystem;","-","- if (m_projectPath.empty()) {","- return false;","- }","-","- fs::path base(m_projectPath);","-","- // Check required folders","- std::vector<fs::path> required = {base / \"Assets\", base / \"scripts\",","- base / \"Scenes\"};","-","- for (const auto &folder : required) {","- if (!fs::exists(folder) || !fs::is_directory(folder)) {","- return false;","- }","- }","-","- return true;","-}","-","-Result<void> ProjectManager::createFolder(const std::string &relativePath) {","- namespace fs = std::filesystem;","-","- if (m_projectPath.empty()) {","- return Result<void>::error(\"No project is open\");","- }","-","- fs::path fullPath = fs::path(m_projectPath) / relativePath;","-","- std::error_code ec;","- if (!fs::create_directories(fullPath, ec)) {","- return Result<void>::error(\"Failed to create folder: \" + ec.message());","- }","-","- return Result<void>::ok();","-}","-","-bool ProjectManager::isPathInProject(const std::string &path) const {","- namespace fs = std::filesystem;","-","- if (m_projectPath.empty()) {","- return false;","- }","-","- fs::path projectPath = fs::canonical(m_projectPath);","- fs::path targetPath = fs::canonical(path);","-","- auto it = std::search(targetPath.begin(), targetPath.end(),","- projectPath.begin(), projectPath.end());","-","- return it == targetPath.begin();","-}","-","-std::string","-ProjectManager::toRelativePath(const std::string &absolutePath) const {","- namespace fs = std::filesystem;","-","- if (m_projectPath.empty()) {","- return absolutePath;","- }","-","- return fs::relative(absolutePath, m_projectPath).string();","-}","-","-std::string","-ProjectManager::toAbsolutePath(const std::string &relativePath) const {","- namespace fs = std::filesystem;","-","- if (m_projectPath.empty()) {","- return relativePath;","- }","-","- return (fs::path(m_projectPath) / relativePath).string();","-}","-","-// ============================================================================"," // Recent Projects"," // ============================================================================"," "]},{"oldStart":668,"oldLines":18,"newStart":268,"newLines":6,"lines":[" return fs::exists(projectFile) && fs::is_regular_file(projectFile);"," }"," ","-std::vector<std::string> ProjectManager::getAvailableTemplates() {","- // Returns all available project templates","- // Templates are located in editor/templates/ directory","- return {","- \"empty\", // Minimal starting point","- \"kinetic_novel\", // Linear story without choices","- \"branching_story\", // Interactive story with multiple endings","- \"mobile_optimized\", // Optimized for mobile devices (portrait)","- \"tutorial_project\" // Interactive learning tutorial","- };","-}","-"," // ============================================================================"," // Backup"," // ============================================================================"]},{"oldStart":824,"oldLines":183,"newStart":412,"newLines":9,"lines":[" }"," "," // ============================================================================","-// Private Methods","+// Private Methods - Notification"," // ============================================================================"," ","-Result<void> ProjectManager::loadProjectFile(const std::string &path) {","- // Use robust JSON parser with validation","- auto result = ProjectJsonHandler::loadFromFile(path, m_metadata);","- if (result.isError()) {","- return Result<void>::error(\"Failed to load project file: \" + path + \" - \" +","- result.error());","- }","-","- return Result<void>::ok();","-}","-","-Result<void> ProjectManager::saveProjectFile() {","- namespace fs = std::filesystem;","-","- fs::path projectFile = fs::path(m_projectPath) / \"project.json\";","-","- // Use atomic write with validation","- auto result =","- ProjectJsonHandler::saveToFile(projectFile.string(), m_metadata);","- if (result.isError()) {","- return Result<void>::error(\"Failed to save project file: \" +","- result.error());","- }","-","- return Result<void>::ok();","-}","-","-Result<void>","-ProjectManager::createProjectFromTemplate(const std::string &templateName) {","- // Template would be copied from editor/templates/<templateName>/","- // For now, just create a basic main.nms script","-","- namespace fs = std::filesystem;","-","- fs::path scriptsDir = fs::path(m_projectPath) / \"Scripts\";","- fs::path mainScript = scriptsDir / \"main.nms\";","- fs::path scenesDir = fs::path(m_projectPath) / \"Scenes\";","- fs::create_directories(scenesDir);","-","- std::ofstream file(mainScript);","- if (!file.is_open()) {","- return Result<void>::error(\"Failed to create main script\");","- }","-","- if (templateName == \"kinetic_novel\") {","- file << \"// NovelMind Script - Visual Novel (Linear) Template\\n\";","- file << \"// Add images to Assets/Images and update paths below.\\n\\n\";","- file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\";","- file << \"character Narrator(name=\\\"Narrator\\\", color=\\\"#cccccc\\\")\\n\\n\";","- file << \"scene main {\\n\";","- file << \" show background \\\"title.png\\\"\\n\";","- file << \" say \\\"Welcome to your visual novel!\\\"\\n\";","- file << \" say \\\"Replace this script with your story.\\\"\\n\";","- file << \" Hero \\\"Let's begin.\\\"\\n\";","- file << \"}\\n\";","- m_metadata.startScene = \"main\";","- } else if (templateName == \"branching_story\") {","- file << \"// NovelMind Script - Branching Story Template\\n\";","- file << \"// Add images to Assets/Images and update paths below.\\n\\n\";","- file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\\n\";","- file << \"scene main {\\n\";","- file << \" show background \\\"crossroads.png\\\"\\n\";","- file << \" say \\\"Welcome to your interactive story!\\\"\\n\";","- file << \" Hero \\\"Which path should we take?\\\"\\n\";","- file << \" choice {\\n\";","- file << \" \\\"Go left\\\" -> goto left_path\\n\";","- file << \" \\\"Go right\\\" -> goto right_path\\n\";","- file << \" }\\n\";","- file << \"}\\n\\n\";","- file << \"scene left_path {\\n\";","- file << \" show background \\\"forest_path.png\\\"\\n\";","- file << \" say \\\"You chose the left path.\\\"\\n\";","- file << \" goto ending\\n\";","- file << \"}\\n\\n\";","- file << \"scene right_path {\\n\";","- file << \" show background \\\"city_path.png\\\"\\n\";","- file << \" say \\\"You chose the right path.\\\"\\n\";","- file << \" goto ending\\n\";","- file << \"}\\n\\n\";","- file << \"scene ending {\\n\";","- file << \" say \\\"This is the end of the demo. Expand it with your own \"","- \"scenes!\\\"\\n\";","- file << \"}\\n\";","- m_metadata.startScene = \"main\";","- } else if (templateName == \"mobile_optimized\") {","- file << \"// NovelMind Script - Mobile Optimized Template\\n\";","- file << \"// Portrait orientation (1080x1920) for mobile devices\\n\\n\";","- file << \"character Hero(name=\\\"Hero\\\", color=\\\"#4A90D9\\\")\\n\";","- file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";","- file << \"scene main {\\n\";","- file << \" show background \\\"mobile_bg.png\\\"\\n\";","- file << \" transition fade 1.0\\n\";","- file << \" say Narrator \\\"Welcome to your mobile visual novel!\\\"\\n\";","- file << \" say Narrator \\\"This template is optimized for mobile \"","- \"devices.\\\"\\n\";","- file << \" show Hero at center\\n\";","- file << \" Hero \\\"Let's create something amazing!\\\"\\n\";","- file << \"}\\n\";","- m_metadata.startScene = \"main\";","- m_metadata.targetResolution = \"1080x1920\";","- } else if (templateName == \"tutorial_project\") {","- file << \"// NovelMind Script - Interactive Tutorial\\n\";","- file << \"// Learn NovelMind step-by-step!\\n\\n\";","- file << \"character Teacher(name=\\\"Prof. Tutorial\\\", color=\\\"#4A90D9\\\")\\n\";","- file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";","- file << \"scene main {\\n\";","- file << \" show background \\\"tutorial_bg.png\\\"\\n\";","- file << \" transition fade 1.0\\n\";","- file << \" say Narrator \\\"Welcome to the NovelMind Tutorial!\\\"\\n\";","- file << \" show Teacher at center\\n\";","- file << \" Teacher \\\"I'll teach you how to create visual novels.\\\"\\n\";","- file << \" Teacher \\\"Check the README.md for detailed lessons.\\\"\\n\";","- file << \"}\\n\";","- m_metadata.startScene = \"main\";","- } else {","- file << \"// NovelMind Script\\n\\n\";","- file << \"scene main {\\n\";","- file << \" say \\\"Hello, World!\\\"\\n\";","- file << \"}\\n\";","- m_metadata.startScene = \"main\";","- }","-","- file.close();","-","- auto createSceneDoc = [&](const std::string &sceneId,","- const std::string &bgAsset,","- bool includeHero) -> void {","- SceneDocument doc;","- doc.sceneId = sceneId;","- int z = 0;","- if (!bgAsset.empty()) {","- SceneDocumentObject bg;","- bg.id = \"background_\" + sceneId;","- bg.name = \"Background\";","- bg.type = \"Background\";","- bg.zOrder = z++;","- bg.properties[\"textureId\"] = bgAsset;","- doc.objects.push_back(std::move(bg));","- }","- if (includeHero) {","- SceneDocumentObject hero;","- hero.id = \"character_hero_\" + sceneId;","- hero.name = \"Hero\";","- hero.type = \"Character\";","- hero.zOrder = z++;","- hero.x = 0.0f;","- hero.y = 0.0f;","- hero.properties[\"characterId\"] = \"Hero\";","- hero.properties[\"textureId\"] = \"hero.png\";","- doc.objects.push_back(std::move(hero));","- }","-","- const fs::path scenePath = scenesDir / (sceneId + \".nmscene\");","- saveSceneDocument(doc, scenePath.string());","- };","-","- if (templateName == \"branching_story\") {","- createSceneDoc(\"main\", \"crossroads.png\", true);","- createSceneDoc(\"left_path\", \"forest_path.png\", true);","- createSceneDoc(\"right_path\", \"city_path.png\", true);","- createSceneDoc(\"ending\", \"\", false);","- } else if (templateName == \"kinetic_novel\") {","- createSceneDoc(\"main\", \"title.png\", true);","- } else if (templateName == \"mobile_optimized\") {","- createSceneDoc(\"main\", \"mobile_bg.png\", true);","- } else if (templateName == \"tutorial_project\") {","- createSceneDoc(\"main\", \"tutorial_bg.png\", true);","- } else {","- createSceneDoc(\"main\", \"\", false);","- }","-","- return Result<void>::ok();","-}","-"," void ProjectManager::notifyProjectCreated() {"," for (auto *listener : m_listeners) {"," listener->onProjectCreated(m_projectPath);"]}],"originalFile":"#include \"NovelMind/editor/project_manager.hpp\"\n#include \"NovelMind/editor/project_integrity.hpp\"\n#include \"NovelMind/editor/project_json.hpp\"\n#include \"NovelMind/editor/scene_document.hpp\"\n#include <algorithm>\n#include <chrono>\n#include <ctime>\n#include <fstream>\n#include <iomanip>\n#include <sstream>\n\nnamespace NovelMind::editor {\n\n// Static instance\nstd::unique_ptr<ProjectManager> ProjectManager::s_instance = nullptr;\n\nProjectManager::ProjectManager() {\n m_recentProjects.reserve(m_maxRecentProjects);\n}\n\nProjectManager::~ProjectManager() {\n if (m_state == ProjectState::Open) {\n closeProject(true);\n }\n}\n\nProjectManager &ProjectManager::instance() {\n if (!s_instance) {\n s_instance = std::make_unique<ProjectManager>();\n }\n return *s_instance;\n}\n\n// ============================================================================\n// Project Lifecycle\n// ============================================================================\n\nResult<void> ProjectManager::createProject(const std::string &path,\n const std::string &name,\n const std::string &templateName) {\n if (m_state != ProjectState::Closed) {\n return Result<void>::error(\"A project is already open. Close it first.\");\n }\n\n namespace fs = std::filesystem;\n\n // Check if path exists\n if (fs::exists(path)) {\n // Check if it's empty\n if (!fs::is_empty(path)) {\n return Result<void>::error(\"Directory is not empty: \" + path);\n }\n } else {\n // Create directory\n std::error_code ec;\n if (!fs::create_directories(path, ec)) {\n return Result<void>::error(\"Failed to create directory: \" + ec.message());\n }\n }\n\n m_projectPath = fs::absolute(path).string();\n m_metadata = ProjectMetadata();\n m_metadata.name = name;\n m_metadata.createdAt = static_cast<u64>(std::time(nullptr));\n m_metadata.modifiedAt = m_metadata.createdAt;\n m_metadata.lastOpenedAt = m_metadata.createdAt;\n m_metadata.engineVersion = \"0.2.0\";\n\n // Create folder structure\n auto result = createFolderStructure();\n if (result.isError()) {\n return result;\n }\n\n // Create from template if specified\n if (templateName != \"empty\" && !templateName.empty()) {\n result = createProjectFromTemplate(templateName);\n if (result.isError()) {\n // Clean up on failure\n fs::remove_all(m_projectPath);\n return result;\n }\n }\n\n // Save project file\n result = saveProjectFile();\n if (result.isError()) {\n return result;\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n\n m_assetDatabase.initialize(m_projectPath);\n\n addToRecentProjects(m_projectPath);\n notifyProjectCreated();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::openProject(const std::string &path) {\n if (m_state != ProjectState::Closed) {\n auto closeResult = closeProject();\n if (closeResult.isError()) {\n return closeResult;\n }\n }\n\n m_state = ProjectState::Opening;\n\n namespace fs = std::filesystem;\n\n std::string projectFilePath = path;\n\n // If path is a directory, look for project.json\n if (fs::is_directory(path)) {\n projectFilePath = (fs::path(path) / \"project.json\").string();\n }\n\n if (!fs::exists(projectFilePath)) {\n m_state = ProjectState::Closed;\n return Result<void>::error(\"Project file not found: \" + projectFilePath);\n }\n\n auto result = loadProjectFile(projectFilePath);\n if (result.isError()) {\n m_state = ProjectState::Closed;\n return result;\n }\n\n m_projectPath = fs::path(projectFilePath).parent_path().string();\n m_metadata.lastOpenedAt = static_cast<u64>(std::time(nullptr));\n\n // Verify folder structure\n if (!verifyFolderStructure()) {\n // Try to repair\n auto repairResult = createFolderStructure();\n if (repairResult.isError()) {\n m_state = ProjectState::Closed;\n return Result<void>::error(\n \"Project folder structure is invalid and could not be \"\n \"repaired\");\n }\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n m_assetDatabase.initialize(m_projectPath);\n\n addToRecentProjects(m_projectPath);\n notifyProjectOpened();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProject() {\n if (m_state != ProjectState::Open) {\n return Result<void>::error(\"No project is open\");\n }\n\n m_state = ProjectState::Saving;\n\n m_metadata.modifiedAt = static_cast<u64>(std::time(nullptr));\n\n auto result = saveProjectFile();\n if (result.isError()) {\n m_state = ProjectState::Open;\n return result;\n }\n\n m_state = ProjectState::Open;\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n notifyProjectSaved();\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProjectAs(const std::string &path) {\n if (m_state != ProjectState::Open) {\n return Result<void>::error(\"No project is open\");\n }\n\n namespace fs = std::filesystem;\n\n // Copy current project to new location\n std::error_code ec;\n fs::copy(m_projectPath, path,\n fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n ec);\n if (ec) {\n return Result<void>::error(\"Failed to copy project: \" + ec.message());\n }\n\n m_projectPath = fs::absolute(path).string();\n\n return saveProject();\n}\n\nResult<void> ProjectManager::closeProject(bool force) {\n if (m_state == ProjectState::Closed) {\n return Result<void>::ok();\n }\n\n if (!force && m_modified) {\n if (m_onUnsavedChangesPrompt) {\n auto promptResult = m_onUnsavedChangesPrompt();\n if (!promptResult.has_value()) {\n // User cancelled\n return Result<void>::error(\"Operation cancelled by user\");\n }\n if (promptResult.value()) {\n // User wants to save\n auto saveResult = saveProject();\n if (saveResult.isError()) {\n return saveResult;\n }\n }\n }\n }\n\n m_state = ProjectState::Closing;\n\n // Clear project state\n m_assetDatabase.close();\n m_projectPath.clear();\n m_metadata = ProjectMetadata();\n m_modified = false;\n m_timeSinceLastSave = 0.0;\n\n m_state = ProjectState::Closed;\n\n notifyProjectClosed();\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::hasOpenProject() const {\n return m_state == ProjectState::Open;\n}\n\nProjectState ProjectManager::getState() const { return m_state; }\n\nbool ProjectManager::hasUnsavedChanges() const { return m_modified; }\n\nvoid ProjectManager::markModified() {\n if (!m_modified) {\n m_modified = true;\n notifyProjectModified();\n }\n}\n\nvoid ProjectManager::markSaved() { m_modified = false; }\n\n// ============================================================================\n// Project Information\n// ============================================================================\n\nconst ProjectMetadata &ProjectManager::getMetadata() const {\n return m_metadata;\n}\n\nvoid ProjectManager::setMetadata(const ProjectMetadata &metadata) {\n m_metadata = metadata;\n markModified();\n}\n\nstd::string ProjectManager::getProjectPath() const { return m_projectPath; }\n\nstd::string ProjectManager::getProjectName() const { return m_metadata.name; }\n\nstd::string ProjectManager::getStartScene() const {\n return m_metadata.startScene;\n}\n\nvoid ProjectManager::setStartScene(const std::string &sceneId) {\n if (m_metadata.startScene == sceneId) {\n return;\n }\n m_metadata.startScene = sceneId;\n markModified();\n}\n\nstd::string ProjectManager::getFolderPath(ProjectFolder folder) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return \"\";\n }\n\n fs::path base(m_projectPath);\n\n switch (folder) {\n case ProjectFolder::Root:\n return m_projectPath;\n case ProjectFolder::Assets:\n return (base / \"Assets\").string();\n case ProjectFolder::Images:\n return (base / \"Assets\" / \"Images\").string();\n case ProjectFolder::Audio:\n return (base / \"Assets\" / \"Audio\").string();\n case ProjectFolder::Fonts:\n return (base / \"Assets\" / \"Fonts\").string();\n case ProjectFolder::Scripts:\n return (base / \"scripts\").string();\n case ProjectFolder::ScriptsGenerated:\n return (base / \"scripts\" / \"generated\").string();\n case ProjectFolder::Scenes:\n return (base / \"Scenes\").string();\n case ProjectFolder::Localization:\n return (base / \"Localization\").string();\n case ProjectFolder::Build:\n return (base / \"Build\").string();\n case ProjectFolder::Temp:\n return (base / \".temp\").string();\n case ProjectFolder::Backup:\n return (base / \".backup\").string();\n }\n\n return m_projectPath;\n}\n\nstd::vector<std::string>\nProjectManager::getProjectFiles(const std::string &extension) const {\n namespace fs = std::filesystem;\n\n std::vector<std::string> files;\n\n if (m_projectPath.empty()) {\n return files;\n }\n\n for (const auto &entry : fs::recursive_directory_iterator(m_projectPath)) {\n if (entry.is_regular_file() && entry.path().extension() == extension) {\n files.push_back(entry.path().string());\n }\n }\n\n return files;\n}\n\n// ============================================================================\n// Folder Structure\n// ============================================================================\n\nResult<void> ProjectManager::createFolderStructure() {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project path set\");\n }\n\n std::error_code ec;\n fs::path base(m_projectPath);\n\n // Create all standard folders\n std::vector<fs::path> folders = {base / \"Assets\",\n base / \"Assets\" / \"Images\",\n base / \"Assets\" / \"Audio\",\n base / \"Assets\" / \"Fonts\",\n base / \"scripts\",\n base / \"scripts\" / \"generated\",\n base / \"Scenes\",\n base / \"Localization\",\n base / \"Build\",\n base / \".temp\",\n base / \".backup\"};\n\n for (const auto &folder : folders) {\n if (!fs::exists(folder)) {\n if (!fs::create_directories(folder, ec)) {\n return Result<void>::error(\"Failed to create folder: \" +\n folder.string() + \" - \" + ec.message());\n }\n }\n }\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::verifyFolderStructure() const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return false;\n }\n\n fs::path base(m_projectPath);\n\n // Check required folders\n std::vector<fs::path> required = {base / \"Assets\", base / \"scripts\",\n base / \"Scenes\"};\n\n for (const auto &folder : required) {\n if (!fs::exists(folder) || !fs::is_directory(folder)) {\n return false;\n }\n }\n\n return true;\n}\n\nResult<void> ProjectManager::createFolder(const std::string &relativePath) {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project is open\");\n }\n\n fs::path fullPath = fs::path(m_projectPath) / relativePath;\n\n std::error_code ec;\n if (!fs::create_directories(fullPath, ec)) {\n return Result<void>::error(\"Failed to create folder: \" + ec.message());\n }\n\n return Result<void>::ok();\n}\n\nbool ProjectManager::isPathInProject(const std::string &path) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return false;\n }\n\n fs::path projectPath = fs::canonical(m_projectPath);\n fs::path targetPath = fs::canonical(path);\n\n auto it = std::search(targetPath.begin(), targetPath.end(),\n projectPath.begin(), projectPath.end());\n\n return it == targetPath.begin();\n}\n\nstd::string\nProjectManager::toRelativePath(const std::string &absolutePath) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return absolutePath;\n }\n\n return fs::relative(absolutePath, m_projectPath).string();\n}\n\nstd::string\nProjectManager::toAbsolutePath(const std::string &relativePath) const {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return relativePath;\n }\n\n return (fs::path(m_projectPath) / relativePath).string();\n}\n\n// ============================================================================\n// Recent Projects\n// ============================================================================\n\nconst std::vector<RecentProject> &ProjectManager::getRecentProjects() const {\n return m_recentProjects;\n}\n\nvoid ProjectManager::addToRecentProjects(const std::string &path) {\n namespace fs = std::filesystem;\n\n // Remove existing entry for this path\n removeFromRecentProjects(path);\n\n // Add new entry at front\n RecentProject recent;\n recent.path = path;\n recent.lastOpened = static_cast<u64>(std::time(nullptr));\n recent.exists = fs::exists(path);\n\n // Try to get project name from metadata\n fs::path projectFile = fs::path(path) / \"project.json\";\n if (fs::exists(projectFile)) {\n // Would parse project name from file\n recent.name = fs::path(path).filename().string();\n } else {\n recent.name = fs::path(path).filename().string();\n }\n\n m_recentProjects.insert(m_recentProjects.begin(), recent);\n\n // Trim to max size\n if (m_recentProjects.size() > m_maxRecentProjects) {\n m_recentProjects.resize(m_maxRecentProjects);\n }\n}\n\nvoid ProjectManager::removeFromRecentProjects(const std::string &path) {\n m_recentProjects.erase(std::remove_if(m_recentProjects.begin(),\n m_recentProjects.end(),\n [&path](const RecentProject &p) {\n return p.path == path;\n }),\n m_recentProjects.end());\n}\n\nvoid ProjectManager::clearRecentProjects() { m_recentProjects.clear(); }\n\nvoid ProjectManager::refreshRecentProjects() {\n namespace fs = std::filesystem;\n\n for (auto &project : m_recentProjects) {\n project.exists = fs::exists(project.path);\n }\n}\n\nvoid ProjectManager::setMaxRecentProjects(size_t count) {\n m_maxRecentProjects = count;\n if (m_recentProjects.size() > m_maxRecentProjects) {\n m_recentProjects.resize(m_maxRecentProjects);\n }\n}\n\n// ============================================================================\n// Auto-Save\n// ============================================================================\n\nvoid ProjectManager::setAutoSaveEnabled(bool enabled) {\n m_autoSaveEnabled = enabled;\n}\n\nbool ProjectManager::isAutoSaveEnabled() const { return m_autoSaveEnabled; }\n\nvoid ProjectManager::setAutoSaveInterval(u32 seconds) {\n m_autoSaveIntervalSeconds = seconds;\n}\n\nu32 ProjectManager::getAutoSaveInterval() const {\n return m_autoSaveIntervalSeconds;\n}\n\nvoid ProjectManager::updateAutoSave(f64 deltaTime) {\n if (!m_autoSaveEnabled || m_state != ProjectState::Open || !m_modified) {\n return;\n }\n\n m_timeSinceLastSave += deltaTime;\n\n if (m_timeSinceLastSave >= static_cast<f64>(m_autoSaveIntervalSeconds)) {\n triggerAutoSave();\n }\n}\n\nvoid ProjectManager::triggerAutoSave() {\n if (m_state != ProjectState::Open) {\n return;\n }\n\n // Create backup before auto-save\n createBackup();\n\n // Save project\n auto result = saveProject();\n if (result.isOk()) {\n for (auto *listener : m_listeners) {\n listener->onAutoSaveTriggered();\n }\n }\n}\n\n// ============================================================================\n// Validation\n// ============================================================================\n\nProjectValidation ProjectManager::validateProject() const {\n ProjectValidation validation;\n\n if (m_projectPath.empty()) {\n validation.valid = false;\n validation.errors.push_back(\"No project is open\");\n return validation;\n }\n\n // Use ProjectIntegrityChecker for comprehensive validation\n ProjectIntegrityChecker checker;\n checker.setProjectPath(m_projectPath);\n\n // Configure for full validation\n IntegrityCheckConfig config;\n config.checkScenes = true;\n config.checkAssets = true;\n config.checkVoiceLines = true;\n config.checkLocalization = true;\n config.checkStoryGraph = true;\n config.checkScripts = true;\n config.checkResources = true;\n config.checkConfiguration = true;\n config.reportUnreferencedAssets = true;\n config.reportUnreachableNodes = true;\n config.reportCycles = true;\n config.reportMissingTranslations = true;\n checker.setConfig(config);\n\n // Run validation\n IntegrityReport report = checker.runFullCheck();\n\n // Convert IntegrityReport to ProjectValidation\n validation.valid = report.passed;\n\n for (const auto &issue : report.issues) {\n std::string location;\n if (!issue.filePath.empty()) {\n location = issue.filePath;\n if (issue.lineNumber > 0) {\n location += \":\" + std::to_string(issue.lineNumber);\n }\n }\n\n std::string message = issue.message;\n if (!location.empty()) {\n message += \" (\" + location + \")\";\n }\n\n switch (issue.severity) {\n case IssueSeverity::Critical:\n case IssueSeverity::Error:\n validation.errors.push_back(message);\n break;\n case IssueSeverity::Warning:\n validation.warnings.push_back(message);\n break;\n case IssueSeverity::Info:\n // Info messages are not included in basic validation\n break;\n }\n\n // Track missing assets and scripts\n if (issue.category == IssueCategory::Asset && issue.code == \"A002\") {\n // Extract asset name from message\n size_t pos = message.find(\"not found: \");\n if (pos != std::string::npos) {\n validation.missingAssets.push_back(message.substr(pos + 11));\n }\n }\n if (issue.category == IssueCategory::Scene && issue.code == \"S002\") {\n // Extract scene name from message\n size_t pos = message.find(\"undefined scene: \");\n if (pos != std::string::npos) {\n validation.missingScripts.push_back(message.substr(pos + 17));\n }\n }\n }\n\n return validation;\n}\n\nbool ProjectManager::isValidProjectPath(const std::string &path) {\n namespace fs = std::filesystem;\n\n fs::path projectFile = fs::path(path);\n\n // If it's a directory, look for project.json\n if (fs::is_directory(path)) {\n projectFile = projectFile / \"project.json\";\n }\n\n return fs::exists(projectFile) && fs::is_regular_file(projectFile);\n}\n\nstd::vector<std::string> ProjectManager::getAvailableTemplates() {\n // Returns all available project templates\n // Templates are located in editor/templates/ directory\n return {\n \"empty\", // Minimal starting point\n \"kinetic_novel\", // Linear story without choices\n \"branching_story\", // Interactive story with multiple endings\n \"mobile_optimized\", // Optimized for mobile devices (portrait)\n \"tutorial_project\" // Interactive learning tutorial\n };\n}\n\n// ============================================================================\n// Backup\n// ============================================================================\n\nResult<std::string> ProjectManager::createBackup() {\n namespace fs = std::filesystem;\n\n if (m_projectPath.empty()) {\n return Result<std::string>::error(\"No project is open\");\n }\n\n fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n if (!fs::exists(backupDir)) {\n std::error_code ec;\n fs::create_directories(backupDir, ec);\n if (ec) {\n return Result<std::string>::error(\"Failed to create backup directory: \" +\n ec.message());\n }\n }\n\n // Create timestamped backup name\n auto now = std::chrono::system_clock::now();\n auto time = std::chrono::system_clock::to_time_t(now);\n std::stringstream ss;\n ss << \"backup_\" << std::put_time(std::localtime(&time), \"%Y%m%d_%H%M%S\");\n std::string backupName = ss.str();\n\n fs::path backupPath = backupDir / backupName;\n\n std::error_code ec;\n fs::create_directory(backupPath, ec);\n if (ec) {\n return Result<std::string>::error(\"Failed to create backup: \" +\n ec.message());\n }\n\n // Copy project files (excluding backup and build directories)\n for (const auto &entry : fs::directory_iterator(m_projectPath)) {\n if (entry.path().filename() == \".backup\" ||\n entry.path().filename() == \".temp\" ||\n entry.path().filename() == \"Build\") {\n continue;\n }\n\n fs::copy(entry.path(), backupPath / entry.path().filename(),\n fs::copy_options::recursive, ec);\n if (ec) {\n // Log warning but continue\n ec.clear();\n }\n }\n\n // Trim old backups\n auto backups = getAvailableBackups();\n if (backups.size() > m_maxBackups) {\n for (size_t i = m_maxBackups; i < backups.size(); ++i) {\n fs::remove_all(backups[i], ec);\n }\n }\n\n return Result<std::string>::ok(backupPath.string());\n}\n\nResult<void> ProjectManager::restoreFromBackup(const std::string &backupPath) {\n namespace fs = std::filesystem;\n\n if (!fs::exists(backupPath)) {\n return Result<void>::error(\"Backup not found: \" + backupPath);\n }\n\n if (m_projectPath.empty()) {\n return Result<void>::error(\"No project is open\");\n }\n\n std::error_code ec;\n fs::path backupRoot(backupPath);\n fs::path projectRoot(m_projectPath);\n\n for (const auto &entry : fs::directory_iterator(backupRoot)) {\n fs::path target = projectRoot / entry.path().filename();\n fs::copy(entry.path(), target,\n fs::copy_options::recursive | fs::copy_options::overwrite_existing,\n ec);\n if (ec) {\n return Result<void>::error(\"Failed to restore backup: \" + ec.message());\n }\n }\n\n markModified();\n return Result<void>::ok();\n}\n\nstd::vector<std::string> ProjectManager::getAvailableBackups() const {\n namespace fs = std::filesystem;\n\n std::vector<std::string> backups;\n\n if (m_projectPath.empty()) {\n return backups;\n }\n\n fs::path backupDir = fs::path(m_projectPath) / \".backup\";\n if (!fs::exists(backupDir)) {\n return backups;\n }\n\n for (const auto &entry : fs::directory_iterator(backupDir)) {\n if (entry.is_directory()) {\n backups.push_back(entry.path().string());\n }\n }\n\n // Sort by name (newest first due to timestamp naming)\n std::sort(backups.begin(), backups.end(), std::greater<>());\n\n return backups;\n}\n\nvoid ProjectManager::setMaxBackups(size_t count) { m_maxBackups = count; }\n\n// ============================================================================\n// Listeners\n// ============================================================================\n\nvoid ProjectManager::addListener(IProjectListener *listener) {\n if (listener && std::find(m_listeners.begin(), m_listeners.end(), listener) ==\n m_listeners.end()) {\n m_listeners.push_back(listener);\n }\n}\n\nvoid ProjectManager::removeListener(IProjectListener *listener) {\n m_listeners.erase(\n std::remove(m_listeners.begin(), m_listeners.end(), listener),\n m_listeners.end());\n}\n\nvoid ProjectManager::setOnUnsavedChangesPrompt(\n std::function<std::optional<bool>()> callback) {\n m_onUnsavedChangesPrompt = std::move(callback);\n}\n\n// ============================================================================\n// Private Methods\n// ============================================================================\n\nResult<void> ProjectManager::loadProjectFile(const std::string &path) {\n // Use robust JSON parser with validation\n auto result = ProjectJsonHandler::loadFromFile(path, m_metadata);\n if (result.isError()) {\n return Result<void>::error(\"Failed to load project file: \" + path + \" - \" +\n result.error());\n }\n\n return Result<void>::ok();\n}\n\nResult<void> ProjectManager::saveProjectFile() {\n namespace fs = std::filesystem;\n\n fs::path projectFile = fs::path(m_projectPath) / \"project.json\";\n\n // Use atomic write with validation\n auto result =\n ProjectJsonHandler::saveToFile(projectFile.string(), m_metadata);\n if (result.isError()) {\n return Result<void>::error(\"Failed to save project file: \" +\n result.error());\n }\n\n return Result<void>::ok();\n}\n\nResult<void>\nProjectManager::createProjectFromTemplate(const std::string &templateName) {\n // Template would be copied from editor/templates/<templateName>/\n // For now, just create a basic main.nms script\n\n namespace fs = std::filesystem;\n\n fs::path scriptsDir = fs::path(m_projectPath) / \"Scripts\";\n fs::path mainScript = scriptsDir / \"main.nms\";\n fs::path scenesDir = fs::path(m_projectPath) / \"Scenes\";\n fs::create_directories(scenesDir);\n\n std::ofstream file(mainScript);\n if (!file.is_open()) {\n return Result<void>::error(\"Failed to create main script\");\n }\n\n if (templateName == \"kinetic_novel\") {\n file << \"// NovelMind Script - Visual Novel (Linear) Template\\n\";\n file << \"// Add images to Assets/Images and update paths below.\\n\\n\";\n file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\";\n file << \"character Narrator(name=\\\"Narrator\\\", color=\\\"#cccccc\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"title.png\\\"\\n\";\n file << \" say \\\"Welcome to your visual novel!\\\"\\n\";\n file << \" say \\\"Replace this script with your story.\\\"\\n\";\n file << \" Hero \\\"Let's begin.\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else if (templateName == \"branching_story\") {\n file << \"// NovelMind Script - Branching Story Template\\n\";\n file << \"// Add images to Assets/Images and update paths below.\\n\\n\";\n file << \"character Hero(name=\\\"Alex\\\", color=\\\"#ffcc00\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"crossroads.png\\\"\\n\";\n file << \" say \\\"Welcome to your interactive story!\\\"\\n\";\n file << \" Hero \\\"Which path should we take?\\\"\\n\";\n file << \" choice {\\n\";\n file << \" \\\"Go left\\\" -> goto left_path\\n\";\n file << \" \\\"Go right\\\" -> goto right_path\\n\";\n file << \" }\\n\";\n file << \"}\\n\\n\";\n file << \"scene left_path {\\n\";\n file << \" show background \\\"forest_path.png\\\"\\n\";\n file << \" say \\\"You chose the left path.\\\"\\n\";\n file << \" goto ending\\n\";\n file << \"}\\n\\n\";\n file << \"scene right_path {\\n\";\n file << \" show background \\\"city_path.png\\\"\\n\";\n file << \" say \\\"You chose the right path.\\\"\\n\";\n file << \" goto ending\\n\";\n file << \"}\\n\\n\";\n file << \"scene ending {\\n\";\n file << \" say \\\"This is the end of the demo. Expand it with your own \"\n \"scenes!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else if (templateName == \"mobile_optimized\") {\n file << \"// NovelMind Script - Mobile Optimized Template\\n\";\n file << \"// Portrait orientation (1080x1920) for mobile devices\\n\\n\";\n file << \"character Hero(name=\\\"Hero\\\", color=\\\"#4A90D9\\\")\\n\";\n file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"mobile_bg.png\\\"\\n\";\n file << \" transition fade 1.0\\n\";\n file << \" say Narrator \\\"Welcome to your mobile visual novel!\\\"\\n\";\n file << \" say Narrator \\\"This template is optimized for mobile \"\n \"devices.\\\"\\n\";\n file << \" show Hero at center\\n\";\n file << \" Hero \\\"Let's create something amazing!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n m_metadata.targetResolution = \"1080x1920\";\n } else if (templateName == \"tutorial_project\") {\n file << \"// NovelMind Script - Interactive Tutorial\\n\";\n file << \"// Learn NovelMind step-by-step!\\n\\n\";\n file << \"character Teacher(name=\\\"Prof. Tutorial\\\", color=\\\"#4A90D9\\\")\\n\";\n file << \"character Narrator(name=\\\"\\\", color=\\\"#AAAAAA\\\")\\n\\n\";\n file << \"scene main {\\n\";\n file << \" show background \\\"tutorial_bg.png\\\"\\n\";\n file << \" transition fade 1.0\\n\";\n file << \" say Narrator \\\"Welcome to the NovelMind Tutorial!\\\"\\n\";\n file << \" show Teacher at center\\n\";\n file << \" Teacher \\\"I'll teach you how to create visual novels.\\\"\\n\";\n file << \" Teacher \\\"Check the README.md for detailed lessons.\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n } else {\n file << \"// NovelMind Script\\n\\n\";\n file << \"scene main {\\n\";\n file << \" say \\\"Hello, World!\\\"\\n\";\n file << \"}\\n\";\n m_metadata.startScene = \"main\";\n }\n\n file.close();\n\n auto createSceneDoc = [&](const std::string &sceneId,\n const std::string &bgAsset,\n bool includeHero) -> void {\n SceneDocument doc;\n doc.sceneId = sceneId;\n int z = 0;\n if (!bgAsset.empty()) {\n SceneDocumentObject bg;\n bg.id = \"background_\" + sceneId;\n bg.name = \"Background\";\n bg.type = \"Background\";\n bg.zOrder = z++;\n bg.properties[\"textureId\"] = bgAsset;\n doc.objects.push_back(std::move(bg));\n }\n if (includeHero) {\n SceneDocumentObject hero;\n hero.id = \"character_hero_\" + sceneId;\n hero.name = \"Hero\";\n hero.type = \"Character\";\n hero.zOrder = z++;\n hero.x = 0.0f;\n hero.y = 0.0f;\n hero.properties[\"characterId\"] = \"Hero\";\n hero.properties[\"textureId\"] = \"hero.p
[2026-01-11T18:58:06.017Z] [INFO] ng\";\n doc.objects.push_back(std::move(hero));\n }\n\n const fs::path scenePath = scenesDir / (sceneId + \".nmscene\");\n saveSceneDocument(doc, scenePath.string());\n };\n\n if (templateName == \"branching_story\") {\n createSceneDoc(\"main\", \"crossroads.png\", true);\n createSceneDoc(\"left_path\", \"forest_path.png\", true);\n createSceneDoc(\"right_path\", \"city_path.png\", true);\n createSceneDoc(\"ending\", \"\", false);\n } else if (templateName == \"kinetic_novel\") {\n createSceneDoc(\"main\", \"title.png\", true);\n } else if (templateName == \"mobile_optimized\") {\n createSceneDoc(\"main\", \"mobile_bg.png\", true);\n } else if (templateName == \"tutorial_project\") {\n createSceneDoc(\"main\", \"tutorial_bg.png\", true);\n } else {\n createSceneDoc(\"main\", \"\", false);\n }\n\n return Result<void>::ok();\n}\n\nvoid ProjectManager::notifyProjectCreated() {\n for (auto *listener : m_listeners) {\n listener->onProjectCreated(m_projectPath);\n }\n}\n\nvoid ProjectManager::notifyProjectOpened() {\n for (auto *listener : m_listeners) {\n listener->onProjectOpened(m_projectPath);\n }\n}\n\nvoid ProjectManager::notifyProjectClosed() {\n for (auto *listener : m_listeners) {\n listener->onProjectClosed();\n }\n}\n\nvoid ProjectManager::notifyProjectSaved() {\n for (auto *listener : m_listeners) {\n listener->onProjectSaved();\n }\n}\n\nvoid ProjectManager::notifyProjectModified() {\n for (auto *listener : m_listeners) {\n listener->onProjectModified();\n }\n}\n\n// ============================================================================\n// ProjectScope Implementation\n// ============================================================================\n\nProjectScope::ProjectScope(const std::string &projectPath) {\n auto result = ProjectManager::instance().openProject(projectPath);\n m_valid = result.isOk();\n}\n\nProjectScope::~ProjectScope() {\n if (m_valid) {\n ProjectManager::instance().closeProject(true);\n }\n}\n\n} // namespace NovelMind::editor\n"}}
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[2026-01-11T18:58:10.867Z] [INFO] {
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[2026-01-11T18:58:15.362Z] [INFO] {
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"originalFile": "# NovelMind Visual Editor - Qt 6 Based GUI\n#\n# This is a complete remake of the GUI using Qt 6 Widgets,\n# replacing the previous ImGui/SDL2 implementation.\n\n# Find Qt6\nfind_package(Qt6 COMPONENTS Widgets Core Gui Svg OpenGLWidgets Multimedia Concurrent QUIET)\n\nif(NOT Qt6_FOUND)\n message(STATUS \"NovelMind Editor: Qt6 not found - Editor will not be built\")\n message(STATUS \" Install Qt6 development packages to enable the editor:\")\n message(STATUS \" Ubuntu/Debian: sudo apt-get install qt6-base-dev qt6-svg-dev\")\n message(STATUS \" Fedora: sudo dnf install qt6-qtbase-devel qt6-qtsvg-devel\")\n message(STATUS \" macOS: brew install qt@6\")\n message(STATUS \" Windows: Download Qt6 from qt.io\")\n\n # Disable editor build flag so tests know not to link against it\n set(NOVELMIND_BUILD_EDITOR OFF PARENT_SCOPE)\n return()\nendif()\n\nmessage(STATUS \"NovelMind Editor: Qt6 found - Building editor with Qt6 GUI\")\n\n# Enable Qt MOC, UIC, RCC\nset(CMAKE_AUTOMOC ON)\nset(CMAKE_AUTOUIC ON)\nset(CMAKE_AUTORCC ON)\n\n# Qt6 Editor Library\nadd_library(novelmind_editor STATIC\n # Guided Learning System (Editor-only subsystem)\n src/guided_learning/tutorial_types.cpp\n src/guided_learning/anchor_registry.cpp\n src/guided_learning/tutorial_manager.cpp\n src/guided_learning/help_overlay.cpp\n src/guided_learning/tutorial_subsystem.cpp\n\n # Core editor systems (backend - retained from previous implementation)\n src/editor_runtime_host.cpp\n src/editor_runtime_host_inspection.cpp\n src/editor_runtime_host_save.cpp\n src/editor_runtime_host_breakpoints.cpp\n src/editor_runtime_host_hot_reload.cpp\n src/editor_runtime_host_runtime.cpp\n src/editor_runtime_host_detail.cpp\n src/asset_pipeline.cpp\n src/editor_settings.cpp\n src/settings_registry.cpp\n src/voice_manager.cpp\n src/timeline_editor.cpp\n src/scene_document.cpp\n src/curve_editor.cpp\n src/curve_editor_library.cpp\n src/curve_editor_view.cpp\n src/selection_system.cpp\n src/event_bus.cpp\n src/project_manager.cpp\n src/inspector_binding.cpp\n src/asset_preview.cpp\n src/timeline_playback.cpp\n src/editor_state.cpp\n src/error_reporter.cpp\n src/hotkeys_manager.cpp\n src/project_integrity.cpp\n src/project_json.cpp\n src/scene_registry.cpp\n src/scene_template_manager.cpp\n src/script_project_context.cpp\n\n # Build System components\n src/build_system.cpp\n src/build_size_analyzer.cpp\n\n # Abstraction interfaces and adapters (issue #150)\n src/adapters/QtAudioPlayer.cpp\n src/adapters/QtFileSystem.cpp\n src/core/ServiceLocator.cpp\n # Panel Mediators (EventBus-based decoupled communication)\n src/mediators/selection_mediator.cpp\n src/mediators/workflow_mediator.cpp\n src/mediators/property_mediator.cpp\n src/mediators/playback_mediator.cpp\n src/mediators/scene_mediator.cpp\n include/NovelMind/editor/mediators/scene_mediator.hpp\n src/mediators/scene_registry_mediator.cpp\n include/NovelMind/editor/mediators/scene_registry_mediator.hpp\n src/mediators/panel_mediators.cpp\n\n # Performance optimization components\n src/qt/lazy_thumbnail_loader.cpp\n src/qt/timeline_render_cache.cpp\n src/qt/performance_metrics.cpp\n\n # Qt6 GUI implementation\n src/qt/qt_event_bus.cpp\n src/qt/qt_selection_manager.cpp\n src/qt/navigation_location.cpp\n src/qt/nm_style_manager.cpp\n src/qt/nm_style_manager_stylesheet.cpp\n src/qt/nm_dialogs_detail.cpp\n src/qt/nm_message_dialog.cpp\n src/qt/nm_input_dialog.cpp\n src/qt/nm_file_dialog.cpp\n src/qt/nm_color_dialog.cpp\n src/qt/nm_new_project_dialog.cpp\n src/qt/nm_voice_metadata_dialog.cpp\n src/qt/nm_bezier_curve_editor_dialog.cpp\n src/qt/nm_new_scene_dialog.cpp\n src/qt/dialogs/nm_script_welcome_dialog.cpp\n src/qt/nm_main_window.cpp\n src/qt/nm_main_window_menu.cpp\n src/qt/nm_main_window_panels.cpp\n src/qt/nm_main_window_connections.cpp\n src/qt/nm_main_window_layout.cpp\n src/qt/nm_main_window_runtime.cpp\n src/qt/nm_dock_panel.cpp\n src/qt/nm_dock_title_bar.cpp\n src/qt/nm_welcome_dialog.cpp\n src/qt/nm_hotkeys_dialog.cpp\n src/qt/nm_settings_dialog.cpp\n src/qt/nm_undo_manager.cpp\n src/qt/nm_icon_manager.cpp\n src/qt/nm_scrollable_toolbar.cpp\n src/qt/nm_fuzzy_matcher.cpp\n src/qt/nm_command_palette.cpp\n\n # Phase 0 & 1 panels\n src/qt/panels/nm_scene_view_panel.cpp\n src/qt/panels/nm_scene_view_panel_objects.cpp\n src/qt/panels/nm_scene_view_panel_document.cpp\n src/qt/panels/nm_scene_view_panel_ui.cpp\n src/qt/panels/nm_scene_view_panel_runtime.cpp\n src/qt/panels/nm_scene_view_object.cpp\n src/qt/panels/nm_scene_view_gizmo.cpp\n src/qt/panels/nm_scene_view_scene.cpp\n src/qt/panels/nm_scene_view_view.cpp\n src/qt/panels/nm_scene_view_overlays.hpp\n src/qt/panels/nm_story_graph_panel.cpp\n src/qt/panels/nm_story_graph_panel_handlers.cpp\n src/qt/panels/nm_story_graph_panel_detail.cpp\n src/qt/panels/nm_story_graph_node.cpp\n src/qt/panels/nm_story_graph_connection.cpp\n src/qt/panels/nm_story_graph_scene.cpp\n src/qt/panels/nm_story_graph_view.cpp\n src/qt/panels/nm_story_graph_minimap.cpp\n src/qt/panels/nm_story_graph_voice_integration.cpp\n src/qt/panels/nm_scene_dialogue_graph_panel.cpp\n src/qt/panels/nm_inspector_panel.cpp\n src/qt/panels/nm_inspector_panel_group.cpp\n src/qt/panels/nm_console_panel.cpp\n src/qt/panels/nm_asset_browser_panel.cpp\n src/qt/panels/nm_scene_palette_panel.cpp\n src/qt/panels/nm_hierarchy_panel.cpp\n src/qt/panels/nm_script_editor_panel.cpp\n src/qt/panels/nm_script_editor_panel_editor.cpp\n src/qt/panels/nm_script_editor_panel_detail.cpp\n src/qt/panels/nm_script_editor_panel_preview.cpp\n src/qt/panels/nm_script_doc_panel.cpp\n\n # Phase 3 & 4 panels\n src/qt/panels/nm_timeline_panel.cpp\n src/qt/panels/nm_animation_adapter.cpp\n src/qt/panels/nm_keyframe_item.cpp\n src/qt/panels/nm_curve_editor_panel.cpp\n src/qt/panels/nm_curve_point_item.cpp\n src/qt/panels/nm_voice_manager_panel.cpp\n src/qt/panels/nm_recording_studio_panel.cpp\n src/qt/panels/nm_voice_studio_panel.cpp\n src/qt/panels/nm_audio_mixer_panel.cpp\n src/qt/panels/nm_localization_panel.cpp\n src/qt/panels/nm_diagnostics_panel.cpp\n src/qt/panels/nm_build_settings_panel.cpp\n src/qt/panels/nm_project_settings_panel.cpp\n\n # Phase 5 - Play-In-Editor\n src/qt/nm_play_mode_controller.cpp\n src/qt/panels/nm_play_toolbar_panel.cpp\n src/qt/panels/nm_debug_overlay_panel.cpp\n src/qt/panels/nm_script_runtime_inspector_panel.cpp\n src/qt/panels/nm_issues_panel.cpp\n src/qt/panels/nm_script_inspector_panel.cpp\n\n # Phase 6 - Guided Learning System Panel\n src/qt/panels/nm_help_hub_panel.cpp\n\n # Custom Widgets\n src/qt/widgets/nm_scene_id_picker.cpp\n src/qt/widgets/nm_scene_preview_widget.cpp\n\n # Performance optimization headers\n include/NovelMind/editor/qt/lazy_thumbnail_loader.hpp\n include/NovelMind/editor/qt/timeline_render_cache.hpp\n include/NovelMind/editor/qt/performance_metrics.hpp\n\n # Qt6 Headers (required for AUTOMOC to work)\n include/NovelMind/editor/qt/qt_event_bus.hpp\n include/NovelMind/editor/qt/qt_selection_manager.hpp\n include/NovelMind/editor/qt/navigation_location.hpp\n include/NovelMind/editor/qt/nm_style_manager.hpp\n include/NovelMind/editor/qt/nm_dialogs.hpp\n include/NovelMind/editor/qt/nm_main_window.hpp\n include/NovelMind/editor/qt/nm_dock_panel.hpp\n include/NovelMind/editor/qt/nm_dock_title_bar.hpp\n include/NovelMind/editor/qt/nm_welcome_dialog.hpp\n include/NovelMind/editor/qt/dialogs/nm_script_welcome_dialog.hpp\n include/NovelMind/editor/qt/nm_hotkeys_dialog.hpp\n include/NovelMind/editor/qt/nm_settings_dialog.hpp\n include/NovelMind/editor/qt/nm_undo_manager.hpp\n include/NovelMind/editor/qt/nm_icon_manager.hpp\n include/NovelMind/editor/qt/nm_play_mode_controller.hpp\n include/NovelMind/editor/qt/nm_scrollable_toolbar.hpp\n include/NovelMind/editor/qt/nm_bezier_curve_editor_dialog.hpp\n include/NovelMind/editor/qt/nm_fuzzy_matcher.hpp\n include/NovelMind/editor/qt/nm_command_palette.hpp\n include/NovelMind/editor/qt/widgets/nm_scene_preview_widget.hpp\n\n # Panel headers\n include/NovelMind/editor/qt/panels/nm_scene_view_panel.hpp\n include/NovelMind/editor/qt/panels/nm_story_graph_panel.hpp\n include/NovelMind/editor/qt/panels/nm_story_graph_voice_integration.hpp\n include/NovelMind/editor/qt/panels/nm_story_graph_minimap.hpp\n include/NovelMind/editor/qt/panels/nm_scene_dialogue_graph_panel.hpp\n include/NovelMind/editor/qt/panels/nm_inspector_panel.hpp\n include/NovelMind/editor/qt/panels/nm_console_panel.hpp\n include/NovelMind/editor/qt/panels/nm_asset_browser_panel.hpp\n include/NovelMind/editor/qt/panels/nm_scene_palette_panel.hpp\n include/NovelMind/editor/qt/panels/nm_hierarchy_panel.hpp\n include/NovelMind/editor/qt/panels/nm_script_editor_panel.hpp\n include/NovelMind/editor/qt/panels/nm_script_doc_panel.hpp\n include/NovelMind/editor/qt/panels/nm_timeline_panel.hpp\n include/NovelMind/editor/qt/panels/nm_keyframe_item.hpp\n include/NovelMind/editor/qt/panels/nm_curve_editor_panel.hpp\n include/NovelMind/editor/qt/panels/nm_curve_point_item.hpp\n include/NovelMind/editor/qt/panels/nm_voice_manager_panel.hpp\n include/NovelMind/editor/qt/panels/nm_recording_studio_panel.hpp\n include/NovelMind/editor/qt/panels/nm_voice_studio_panel.hpp\n include/NovelMind/editor/qt/panels/nm_localization_panel.hpp\n include/NovelMind/editor/qt/panels/nm_diagnostics_panel.hpp\n include/NovelMind/editor/qt/panels/nm_build_settings_panel.hpp\n include/NovelMind/editor/qt/panels/nm_project_settings_panel.hpp\n include/NovelMind/editor/qt/panels/nm_play_toolbar_panel.hpp\n include/NovelMind/editor/qt/panels/nm_debug_overlay_panel.hpp\n include/NovelMind/editor/qt/panels/nm_script_runtime_inspector_panel.hpp\n include/NovelMind/editor/qt/panels/nm_issues_panel.hpp\n include/NovelMind/editor/qt/panels/nm_script_inspector_panel.hpp\n include/NovelMind/editor/qt/panels/nm_audio_mixer_panel.hpp\n include/NovelMind/editor/qt/panels/nm_animation_adapter.hpp\n include/NovelMind/editor/qt/panels/nm_help_hub_panel.hpp\n\n # Guided Learning System headers\n include/NovelMind/editor/guided_learning/tutorial_types.hpp\n include/NovelMind/editor/guided_learning/anchor_registry.hpp\n include/NovelMind/editor/guided_learning/tutorial_manager.hpp\n include/NovelMind/editor/guided_learning/help_overlay.hpp\n include/NovelMind/editor/guided_learning/tutorial_subsystem.hpp\n\n # Abstraction interface headers (issue #150)\n include/NovelMind/editor/interfaces/IAudioPlayer.hpp\n include/NovelMind/editor/interfaces/QtAudioPlayer.hpp\n include/NovelMind/editor/interfaces/MockAudioPlayer.hpp\n include/NovelMind/editor/interfaces/IFileSystem.hpp\n include/NovelMind/editor/interfaces/QtFileSystem.hpp\n include/NovelMind/editor/interfaces/MockFileSystem.hpp\n include/NovelMind/editor/interfaces/ServiceLocator.hpp\n # Panel Events and Mediators headers\n include/NovelMind/editor/events/panel_events.hpp\n include/NovelMind/editor/mediators/selection_mediator.hpp\n include/NovelMind/editor/mediators/workflow_mediator.hpp\n include/NovelMind/editor/mediators/property_mediator.hpp\n include/NovelMind/editor/mediators/playback_mediator.hpp\n include/NovelMind/editor/mediators/panel_mediators.hpp\n\n # Scene Registry (issue #206)\n include/NovelMind/editor/scene_registry.hpp\n\n # Scene Template System (issue #216)\n include/NovelMind/editor/scene_template_manager.hpp\n\n # Script Project Context (issue #241)\n include/NovelMind/editor/script_project_context.hpp\n\n # Custom Widget headers\n include/NovelMind/editor/qt/widgets/nm_scene_id_picker.hpp\n\n # Qt Resources\n resources/editor_resources.qrc\n)\n\n# Alias for backward compatibility\nadd_library(editor ALIAS novelmind_editor)\n\ntarget_include_directories(novelmind_editor\n PUBLIC\n $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>\n $<INSTALL_INTERFACE:include>\n)\n\n# Find OpenSSL for build system encryption (same as engine_core)\nfind_package(OpenSSL QUIET)\nif(OpenSSL_FOUND)\n target_link_libraries(novelmind_editor PRIVATE OpenSSL::Crypto)\n target_compile_definitions(novelmind_editor PRIVATE NOVELMIND_HAS_OPENSSL)\n message(STATUS \"Editor: OpenSSL found - enabling build system encryption\")\nelse()\n message(STATUS \"Editor: OpenSSL not found - build encryption disabled\")\nendif()\n\n# Find zlib for build system compression (same as engine_core)\nfind_package(ZLIB QUIET)\nif(ZLIB_FOUND)\n target_link_libraries(novelmind_editor PRIVATE ZLIB::ZLIB)\n target_compile_definitions(novelmind_editor PRIVATE NOVELMIND_HAS_ZLIB)\n message(STATUS \"Editor: zlib found - enabling build system compression\")\nelse()\n message(STATUS \"Editor: zlib not found - build compression disabled\")\nendif()\n\ntarget_link_libraries(novelmind_editor\n PUBLIC\n engine_core\n Qt6::Widgets\n Qt6::Core\n Qt6::Gui\n Qt6::Svg\n Qt6::OpenGLWidgets\n Qt6::Multimedia\n Qt6::Concurrent\n PRIVATE\n novelmind_compiler_options\n)\n\ntarget_compile_definitions(novelmind_editor PRIVATE\n NOVELMIND_QT6_GUI\n)\n\n# Editor executable\nadd_executable(novelmind_editor_app\n src/qt/main.cpp\n)\n\ntarget_link_libraries(novelmind_editor_app\n PRIVATE\n novelmind_editor\n engine_core\n Qt6::Widgets\n Qt6::Core\n Qt6::Gui\n Qt6::Svg\n Qt6::OpenGLWidgets\n Qt6::Multimedia\n Qt6::Concurrent\n novelmind_compiler_options\n)\n\n# Set output name to novelmind_editor\nset_target_properties(novelmind_editor_app PROPERTIES\n OUTPUT_NAME \"novelmind_editor\"\n)\n\n# Copy Qt DLLs on Windows (for development convenience)\nif(WIN32)\n # Add Qt bin directory to PATH for running\n get_target_property(_qmake_executable Qt6::qmake IMPORTED_LOCATION)\n get_filename_component(_qt_bin_dir \"${_qmake_executable}\" DIRECTORY)\n\n # Use windeployqt for deployment\n find_program(WINDEPLOYQT_EXECUTABLE windeployqt HINTS \"${_qt_bin_dir}\")\n if(WINDEPLOYQT_EXECUTABLE)\n add_custom_command(TARGET novelmind_editor_app POST_BUILD\n COMMAND \"${WINDEPLOYQT_EXECUTABLE}\"\n --no-translations\n --no-system-d3d-compiler\n \"$<TARGET_FILE:novelmind_editor_app>\"\n COMMENT \"Running windeployqt...\"\n )\n endif()\nendif()\n",
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"content": " 1β†’# Contributing to NovelMind\n 2β†’\n 3β†’Thank you for your interest in contributing to NovelMind! This document provides guidelines and instructions for contributing.\n 4β†’\n 5β†’## Table of Contents\n 6β†’\n 7β†’- [Code of Conduct](#code-of-conduct)\n 8β†’- [Getting Started](#getting-started)\n 9β†’- [Development Environment](#development-environment)\n 10β†’- [Building the Project](#building-the-project)\n 11β†’- [Code Style](#code-style)\n 12β†’- [Submitting Changes](#submitting-changes)\n 13β†’- [Bug Reports](#bug-reports)\n 14β†’- [Feature Requests](#feature-requests)\n 15β†’\n 16β†’## Code of Conduct\n 17β†’\n 18β†’Please be respectful and constructive in all interactions. We welcome contributors from all backgrounds and experience levels.\n 19β†’\n 20β†’## Getting Started\n 21β†’\n 22β†’1. Fork the repository on GitHub\n 23β†’2. Clone your fork locally:\n 24β†’ ```bash\n 25β†’ git clone https://github.com/YOUR_USERNAME/NM-.git\n 26β†’ cd NM-\n 27β†’ ```\n 28β†’3. Add the upstream repository:\n 29β†’ ```bash\n 30β†’ git remote add upstream https://github.com/VisageDvachevsky/NM-.git\n 31β†’ ```\n 32β†’\n 33β†’## Development Environment\n 34β†’\n 35β†’### Prerequisites\n 36β†’\n 37β†’- **C++ Compiler**: GCC 11+, Clang 14+, or MSVC 2022+\n 38β†’- **CMake**: Version 3.20 or higher\n 39β†’- **Build System**: Ninja (recommended) or Make\n 40β†’- **Optional**: SDL2 for windowing support\n 41β†’\n 42β†’### Platform-Specific Setup\n 43β†’\n 44β†’#### Linux (Ubuntu/Debian)\n 45β†’```bash\n 46β†’sudo apt-get update\n 47β†’sudo apt-get install -y cmake ninja-build libsdl2-dev\n 48β†’```\n 49β†’\n 50β†’#### macOS\n 51β†’```bash\n 52β†’brew install cmake ninja sdl2\n 53β†’```\n 54β†’\n 55β†’#### Windows\n 56β†’- Install Visual Studio 2022 with C++ workload\n 57β†’- Install CMake from https://cmake.org/download/\n 58β†’\n 59β†’## Building the Project\n 60β†’\n 61β†’### Quick Build\n 62β†’\n 63β†’```bash\n 64β†’# Configure\n 65β†’cmake -B build -G Ninja -DCMAKE_BUILD_TYPE=Debug -DNOVELMIND_BUILD_TESTS=ON\n 66β†’\n 67β†’# Build\n 68β†’cmake --build build\n 69β†’\n 70β†’# Run tests\n 71β†’cd build && ctest --output-on-failure\n 72β†’```\n 73β†’\n 74β†’### Build Options\n 75β†’\n 76β†’| Option | Default | Description |\n 77β†’|--------|---------|-------------|\n 78β†’| `NOVELMIND_BUILD_TESTS` | ON | Build unit tests |\n 79β†’| `NOVELMIND_BUILD_EDITOR` | OFF | Build visual editor |\n 80β†’| `NOVELMIND_ENABLE_ASAN` | OFF | Enable AddressSanitizer |\n 81β†’| `NOVELMIND_ENABLE_TSAN` | OFF | Enable ThreadSanitizer |\n 82β†’| `NOVELMIND_ENABLE_UBSAN` | OFF | Enable UndefinedBehaviorSanitizer |\n 83β†’| `NOVELMIND_ENABLE_LSAN` | OFF | Enable LeakSanitizer |\n 84β†’\n 85β†’### Build Types\n 86β†’\n 87β†’- **Debug**: Full debug symbols, no optimization\n 88β†’- **Release**: Full optimization, no debug symbols\n 89β†’- **RelWithDebInfo**: Optimization with debug symbols\n 90β†’\n 91β†’## Code Style\n 92β†’\n 93β†’### C++ Standards\n 94β†’\n 95β†’- Use C++20 features where appropriate\n 96β†’- Follow the existing code style in the codebase\n 97β†’- Use meaningful variable and function names\n 98β†’- Add comments for complex logic\n 99β†’\n 100β†’### Formatting\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "# Contributing to NovelMind\n\nThank you for your interest in contributing to NovelMind! This document provides guidelines and instructions for contributing.\n\n## Table of Contents\n\n- [Code of Conduct](#code-of-conduct)\n- [Getting Started](#getting-started)\n- [Development Environment](#development-environment)\n- [Building the Project](#building-the-project)\n- [Code Style](#code-style)\n- [Submitting Changes](#submitting-changes)\n- [Bug Reports](#bug-reports)\n- [Feature Requests](#feature-requests)\n\n## Code of Conduct\n\nPlease be respectful and constructive in all interactions. We welcome contributors from all backgrounds and experience levels.\n\n## Getting Started\n\n1. Fork the repository on GitHub\n2. Clone your fork locally:\n ```bash\n git clone https://github.com/YOUR_USERNAME/NM-.git\n cd NM-\n ```\n3. Add the upstream repository:\n ```bash\n git remote add upstream https://github.com/VisageDvachevsky/NM-.git\n ```\n\n## Development Environment\n\n### Prerequisites\n\n- **C++ Compiler**: GCC 11+, Clang 14+, or MSVC 2022+\n- **CMake**: Version 3.20 or higher\n- **Build System**: Ninja (recommended) or Make\n- **Optional**: SDL2 for windowing support\n\n### Platform-Specific Setup\n\n#### Linux (Ubuntu/Debian)\n```bash\nsudo apt-get update\nsudo apt-get install -y cmake ninja-build libsdl2-dev\n```\n\n#### macOS\n```bash\nbrew install cmake ninja sdl2\n```\n\n#### Windows\n- Install Visual Studio 2022 with C++ workload\n- Install CMake from https://cmake.org/download/\n\n## Building the Project\n\n### Quick Build\n\n```bash\n# Configure\ncmake -B build -G Ninja -DCMAKE_BUILD_TYPE=Debug -DNOVELMIND_BUILD_TESTS=ON\n\n# Build\ncmake --build build\n\n# Run tests\ncd build && ctest --output-on-failure\n```\n\n### Build Options\n\n| Option | Default | Description |\n|--------|---------|-------------|\n| `NOVELMIND_BUILD_TESTS` | ON | Build unit tests |\n| `NOVELMIND_BUILD_EDITOR` | OFF | Build visual editor |\n| `NOVELMIND_ENABLE_ASAN` | OFF | Enable AddressSanitizer |\n| `NOVELMIND_ENABLE_TSAN` | OFF | Enable ThreadSanitizer |\n| `NOVELMIND_ENABLE_UBSAN` | OFF | Enable UndefinedBehaviorSanitizer |\n| `NOVELMIND_ENABLE_LSAN` | OFF | Enable LeakSanitizer |\n\n### Build Types\n\n- **Debug**: Full debug symbols, no optimization\n- **Release**: Full optimization, no debug symbols\n- **RelWithDebInfo**: Optimization with debug symbols\n\n## Code Style\n\n### C++ Standards\n\n- Use C++20 features where appropriate\n- Follow the existing code style in the codebase\n- Use meaningful variable and function names\n- Add comments for complex logic\n\n### Formatting",
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[2026-01-11T18:58:44.825Z] [INFO] {
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"content": " 100β†’### Formatting\n 101β†’\n 102β†’We use `clang-format` for code formatting. Before submitting:\n 103β†’\n 104β†’```bash\n 105β†’# Format all source files\n 106β†’find engine_core -name '*.cpp' -o -name '*.hpp' | xargs clang-format -i\n 107β†’```\n 108β†’\n 109β†’### Pre-commit Hooks\n 110β†’\n 111β†’To ensure code quality, we provide pre-commit hooks that automatically check your code before commits:\n 112β†’\n 113β†’```bash\n 114β†’# Install pre-commit (if not already installed)\n 115β†’pip install pre-commit\n 116β†’\n 117β†’# Install the hooks\n 118β†’pre-commit install\n 119β†’\n 120β†’# Run manually on all files (optional)\n 121β†’pre-commit run --all-files\n 122β†’```\n 123β†’\n 124β†’The pre-commit hooks will:\n 125β†’- Check and fix trailing whitespace\n 126β†’- Ensure files end with newline\n 127β†’- Validate YAML syntax\n 128β†’- Run clang-format on C++ files\n 129β†’- Run cppcheck for static analysis\n 130β†’- Format CMake files\n 131β†’\n 132β†’### Naming Conventions\n 133β†’\n 134β†’- **Classes/Structs**: `PascalCase` (e.g., `SceneManager`)\n 135β†’- **Functions/Methods**: `camelCase` (e.g., `loadScene`)\n 136β†’- **Variables**: `camelCase` with `m_` prefix for members (e.g., `m_sceneGraph`)\n 137β†’- **Constants**: `UPPER_SNAKE_CASE` (e.g., `MAX_SLOTS`)\n 138β†’- **Namespaces**: `lowercase` (e.g., `NovelMind::scripting`)\n 139β†’\n 140β†’### File Organization\n 141β†’\n 142β†’- Headers in `engine_core/include/NovelMind/`\n 143β†’- Source files in `engine_core/src/`\n 144β†’- Tests in `tests/unit/` and `tests/integration/`\n 145β†’\n 146β†’## Submitting Changes\n 147β†’\n 148β†’### Pull Request Process\n 149β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "### Formatting\n\nWe use `clang-format` for code formatting. Before submitting:\n\n```bash\n# Format all source files\nfind engine_core -name '*.cpp' -o -name '*.hpp' | xargs clang-format -i\n```\n\n### Pre-commit Hooks\n\nTo ensure code quality, we provide pre-commit hooks that automatically check your code before commits:\n\n```bash\n# Install pre-commit (if not already installed)\npip install pre-commit\n\n# Install the hooks\npre-commit install\n\n# Run manually on all files (optional)\npre-commit run --all-files\n```\n\nThe pre-commit hooks will:\n- Check and fix trailing whitespace\n- Ensure files end with newline\n- Validate YAML syntax\n- Run clang-format on C++ files\n- Run cppcheck for static analysis\n- Format CMake files\n\n### Naming Conventions\n\n- **Classes/Structs**: `PascalCase` (e.g., `SceneManager`)\n- **Functions/Methods**: `camelCase` (e.g., `loadScene`)\n- **Variables**: `camelCase` with `m_` prefix for members (e.g., `m_sceneGraph`)\n- **Constants**: `UPPER_SNAKE_CASE` (e.g., `MAX_SLOTS`)\n- **Namespaces**: `lowercase` (e.g., `NovelMind::scripting`)\n\n### File Organization\n\n- Headers in `engine_core/include/NovelMind/`\n- Source files in `engine_core/src/`\n- Tests in `tests/unit/` and `tests/integration/`\n\n## Submitting Changes\n\n### Pull Request Process\n",
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[2026-01-11T18:58:48.181Z] [INFO] {
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[2026-01-11T18:58:50.675Z] [INFO] {
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"text": "Perfect! Let me create a final summary:\n\n## βœ… Implementation Complete\n\nI've successfully completed the refactoring of `project_manager.cpp` as requested in issue #532. Here's what was accomplished:\n\n### πŸ“‹ Changes Made\n\n**Split the 1049-line file into three focused modules:**\n\n1. **project_lifecycle.cpp** (264 lines)\n - Project lifecycle operations: create, open, save, close\n - State management and modification tracking\n - Project file I/O operations\n\n2. **project_assets.cpp** (181 lines)\n - Folder structure creation and verification\n - Path utilities (relative/absolute conversion)\n - Asset path resolution and file enumeration\n\n3. **project_templates.cpp** (171 lines)\n - Template catalog management\n - Template instantiation with scene generation\n - Support for 5 template types (empty, kinetic_novel, branching_story, mobile_optimized, tutorial_project)\n\n4. **project_manager.cpp** (reduced to 463 lines)\n - Project metadata management\n - Recent projects tracking\n - Auto-save functionality\n - Validation and backup/restore\n - Event notifications and singleton management\n\n### πŸ”§ Build System Updates\n- Updated `editor/CMakeLists.txt` to include the three new source files\n\n### βœ… Verification\n- CMake configuration passes successfully\n- Code structure verified\n- Changes committed and pushed to branch `issue-532-048d3ce2c2a3`\n- Pull request #687 updated and marked as ready for review\n- CI checks are queued/running\n\n### 🎯 Results\n- **56% reduction** in main file size (1049 β†’ 463 lines)\n- **Better code organization** with clear separation of concerns\n- **No API changes** - completely backward compatible\n- **Improved maintainability** - easier to navigate and modify\n\nThe pull request is now ready for review: https://github.com/VisageDvachevsky/StoryGraph/pull/687"
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[2026-01-11T19:01:09.960Z] [INFO] {
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"result": "Perfect! Let me create a final summary:\n\n## βœ… Implementation Complete\n\nI've successfully completed the refactoring of `project_manager.cpp` as requested in issue #532. Here's what was accomplished:\n\n### πŸ“‹ Changes Made\n\n**Split the 1049-line file into three focused modules:**\n\n1. **project_lifecycle.cpp** (264 lines)\n - Project lifecycle operations: create, open, save, close\n - State management and modification tracking\n - Project file I/O operations\n\n2. **project_assets.cpp** (181 lines)\n - Folder structure creation and verification\n - Path utilities (relative/absolute conversion)\n - Asset path resolution and file enumeration\n\n3. **project_templates.cpp** (171 lines)\n - Template catalog management\n - Template instantiation with scene generation\n - Support for 5 template types (empty, kinetic_novel, branching_story, mobile_optimized, tutorial_project)\n\n4. **project_manager.cpp** (reduced to 463 lines)\n - Project metadata management\n - Recent projects tracking\n - Auto-save functionality\n - Validation and backup/restore\n - Event notifications and singleton management\n\n### πŸ”§ Build System Updates\n- Updated `editor/CMakeLists.txt` to include the three new source files\n\n### βœ… Verification\n- CMake configuration passes successfully\n- Code structure verified\n- Changes committed and pushed to branch `issue-532-048d3ce2c2a3`\n- Pull request #687 updated and marked as ready for review\n- CI checks are queued/running\n\n### 🎯 Results\n- **56% reduction** in main file size (1049 β†’ 463 lines)\n- **Better code organization** with clear separation of concerns\n- **No API changes** - completely backward compatible\n- **Improved maintainability** - easier to navigate and modify\n\nThe pull request is now ready for review: https://github.com/VisageDvachevsky/StoryGraph/pull/687",
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[2026-01-11T19:01:09.961Z] [INFO] πŸ’° Anthropic official cost captured: $1.423252
[2026-01-11T19:01:10.401Z] [INFO]
βœ… Claude command completed
[2026-01-11T19:01:10.402Z] [INFO] πŸ“Š Total messages: 0, Tool uses: 0
[2026-01-11T19:01:10.508Z] [INFO]
πŸ’° Token Usage Summary:
[2026-01-11T19:01:10.509Z] [INFO]
πŸ“Š Claude Sonnet 4.5:
[2026-01-11T19:01:10.510Z] [INFO] Model ID: claude-sonnet-4-5-20250929
[2026-01-11T19:01:10.510Z] [INFO] Provider: Anthropic
[2026-01-11T19:01:10.511Z] [INFO] Context window: 200 000 tokens
[2026-01-11T19:01:10.511Z] [INFO] Max output: 64 000 tokens
[2026-01-11T19:01:10.511Z] [INFO] Input modalities: text, image, pdf
[2026-01-11T19:01:10.511Z] [INFO] Output modalities: text
[2026-01-11T19:01:10.511Z] [INFO] Knowledge cutoff: 2025-07-31
[2026-01-11T19:01:10.511Z] [INFO] Released: 2025-09-29
[2026-01-11T19:01:10.512Z] [INFO] Capabilities: Attachments, Reasoning, Temperature, Tool calls
[2026-01-11T19:01:10.512Z] [INFO] Open weights: No
[2026-01-11T19:01:10.512Z] [INFO]
[2026-01-11T19:01:10.512Z] [INFO] Usage:
[2026-01-11T19:01:10.512Z] [INFO] Input tokens: 321
[2026-01-11T19:01:10.512Z] [INFO] Cache creation tokens: 107 543
[2026-01-11T19:01:10.513Z] [INFO] Cache read tokens: 4 239 963
[2026-01-11T19:01:10.513Z] [INFO] Output tokens: 19 244
[2026-01-11T19:01:10.513Z] [INFO]
[2026-01-11T19:01:10.513Z] [INFO] Cost Calculation (USD):
[2026-01-11T19:01:10.513Z] [INFO] Input: 321 tokens Γ— $3/M = $0.000963
[2026-01-11T19:01:10.513Z] [INFO] Cache write: 107 543 tokens Γ— $3.75/M = $0.403286
[2026-01-11T19:01:10.513Z] [INFO] Cache read: 4 239 963 tokens Γ— $0.3/M = $1.271989
[2026-01-11T19:01:10.514Z] [INFO] Output: 19 244 tokens Γ— $15/M = $0.288660
[2026-01-11T19:01:10.514Z] [INFO] ─────────────────────────────────
[2026-01-11T19:01:10.514Z] [INFO] Total: $1.964898
[2026-01-11T19:01:10.514Z] [INFO]
πŸ’° Cost estimation:
[2026-01-11T19:01:10.514Z] [INFO] Public pricing estimate: $1.964898 USD
[2026-01-11T19:01:10.514Z] [INFO] Calculated by Anthropic: $1.423252 USD
[2026-01-11T19:01:10.515Z] [INFO] Difference: $-0.541646 (-27.57%)
[2026-01-11T19:01:10.515Z] [INFO] Total tokens: 127 108
[2026-01-11T19:01:10.515Z] [INFO]
πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-01-11T19:01:10.515Z] [INFO] (cd "/tmp/gh-issue-solver-1768157642826" && claude --resume e2da7605-002b-4de7-8da3-fc4dcd83f694 --model sonnet)
[2026-01-11T19:01:10.515Z] [INFO]
πŸ” Checking for uncommitted changes...
[2026-01-11T19:01:10.568Z] [INFO] βœ… No uncommitted changes found
[2026-01-11T19:01:10.611Z] [INFO] πŸ”„ Cleanup: Reverting CLAUDE.md commit
[2026-01-11T19:01:10.611Z] [INFO] Using saved commit hash: 128ffd0...
[2026-01-11T19:01:10.611Z] [INFO] Checking if CLAUDE.md was modified since initial commit...
[2026-01-11T19:01:10.652Z] [INFO] No modifications detected, using standard git revert...
[2026-01-11T19:01:10.699Z] [INFO] πŸ“¦ Committed: CLAUDE.md revert
[2026-01-11T19:01:11.490Z] [INFO] πŸ“€ Pushed: CLAUDE.md revert to GitHub
[2026-01-11T19:01:11.491Z] [INFO]
=== Session Summary ===
[2026-01-11T19:01:11.491Z] [INFO] βœ… Session ID: e2da7605-002b-4de7-8da3-fc4dcd83f694
[2026-01-11T19:01:11.491Z] [INFO] βœ… Complete log file: /home/hive/e2da7605-002b-4de7-8da3-fc4dcd83f694.log
[2026-01-11T19:01:11.492Z] [INFO]
[2026-01-11T19:01:11.492Z] [INFO] πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-01-11T19:01:11.492Z] [INFO]
[2026-01-11T19:01:11.492Z] [INFO] (cd "/tmp/gh-issue-solver-1768157642826" && claude --resume e2da7605-002b-4de7-8da3-fc4dcd83f694 --model sonnet)
[2026-01-11T19:01:11.492Z] [INFO]
[2026-01-11T19:01:11.493Z] [INFO]
πŸ” Searching for created pull requests or comments...
[2026-01-11T19:01:11.769Z] [INFO]
πŸ” Checking for pull requests from branch issue-532-048d3ce2c2a3...
[2026-01-11T19:01:12.101Z] [INFO] βœ… Found pull request #687: "[REFACTOR] Split project_manager.cpp (1049 lines) into focused modules"
[2026-01-11T19:01:12.460Z] [INFO] βœ… PR body already contains issue reference
[2026-01-11T19:01:12.460Z] [INFO] βœ… PR is already ready for review
[2026-01-11T19:01:12.461Z] [INFO]
πŸ“Ž Uploading solution draft log to Pull Request...
[2026-01-11T19:01:12.526Z] [INFO] πŸ’° Calculated cost: $1.964898
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