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ZeroMind (OrigoZero game engine)

world.open

Open a world in the editor. With an engine to open it in — one this conversation is already driving, or one you name with session from session.list — this MOVES that engine to the world and answers {switched, session_id, world, branch}; engine tools then act on it with nothing else to call. Otherwise it records that you want the world open and answers where it opens: the browser URL and the zero:// URL an installed desktop engine answers to. Nothing opens from the server — the opening happens on the user's machine, and next says who does it (a harness with a shell runs zeromind open <guid>; anyone else shows the user the link). The engine that comes up binds to this conversation on its own, so engine tools work with no connect call; world.connect waits for it explicitly. An engine you did not name is never taken: when you have engines running, the answer lists them under engines so you can ask the user which to reuse, and any engine another conversation is driving (claimed_by_another) is refused — the one you are driving included, if somebody else has taken it since. Requires edit access (use world.create for a new world). A world you have deleted is refused here — world.trash lists it and world.restore brings it back. The editor binds the world's live working copy: naming a branch checks the name against the world's branches but does not yet choose what the editor loads — branch selection is coming. The result lists the world's branches.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
guidNoThe same argument as `world`, under another name: give one of the two. A call giving them two different worlds is refused.
worldYesWorld guid to open in the editor (world.list names each of your worlds beside its guid). A name is not a guid and is refused.
branchNoWhich branch you mean (world.list names each world's branches). The name is checked — one the world does not have is refused, listing the ones it has — and reflected back as `open.branch`. It does not yet choose what the editor loads: the editor binds the world's live working copy either way.
sessionNoOpen the world in THIS engine, by its session id from session.list. It must be one of yours and not one another conversation is driving. With no `session`, the engine this conversation already drives is the one moved, and a conversation driving none is answered with the addresses instead.

Schema Changelog

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