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      <Properties>
        <string name="Name">ReplicatedStorage</string>
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          <Properties>
            <string name="Name">Config</string>
            <BinaryString name="AttributesSerialize"></BinaryString>
            <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
            <ContentId name="LinkedSource">
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            <string name="Source"><![CDATA[-- Config.lua - loads a pack's game-owned configuration (RBLX Essentials 3.0).
--
-- A pack describes its options in `Packs/<PackId>/Schema` (see Schema.lua).
-- The GAME owns the values, in modules no update ever replaces:
--   ReplicatedStorage.RBLXEssentials.Config.<PackId>     options clients may know
--   ServerScriptService.RBLXEssentials.Config.<PackId>   options marked server = true
-- Both return only what the game changes; the rest comes from the schema.
-- The merged value is validated and frozen. A pack whose configuration is
-- invalid does not boot: running with an unexpected price or product id is
-- worse than a clear error that names the option.
--
-- Pure: every Instance and the require function come in through `opts`.
local Config = {}

-- What a caller passed, for error text: an Instance's ClassName, or the Luau
-- type of anything else passed by mistake (a string, a table).
local function classOf(value)
	return if typeof(value) == "Instance" then value.ClassName else typeof(value)
end

local function loadModule(requireFn, module, label, errors)
	if module == nil then
		return nil
	end
	if typeof(module) ~= "Instance" or not module:IsA("ModuleScript") then
		table.insert(errors, ("%s must be a ModuleScript, got %s"):format(label, classOf(module)))
		return nil
	end
	local ok, value = pcall(requireFn, module)
	if not ok then
		table.insert(errors, ("%s errored: %s"):format(label, tostring(value)))
		return nil
	end
	if value ~= nil and type(value) ~= "table" then
		table.insert(errors, ("%s must return a table, got %s"):format(label, type(value)))
		return nil
	end
	return value
end

local function display(value)
	if type(value) == "table" then
		return "a table"
	end
	return type(value) == "string" and ("%q"):format(value) or tostring(value)
end

-- What Config.load calls on schemaLib: anything else is not the Schema module.
local SCHEMA_FUNCTIONS = {
	"check", "serverFields", "merge", "defaults", "stripServer", "validate", "formatErrors", "freeze",
}

local function isSchemaLib(S)
	if type(S) ~= "table" then
		return false
	end
	for _, name in ipairs(SCHEMA_FUNCTIONS) do
		if type(S[name]) ~= "function" then
			return false
		end
	end
	return true
end

function Config.load(opts)
	-- Tools calls this too. The opts a caller can get wrong (side, packId,
	-- schemaLib, requireFn and the three module arguments) come back as
	-- errors, never as a silent guess or a throw: a side typo used to mean
	-- "client" and skip the server module. A game Config that makes the
	-- merge itself throw (a table that contains itself) still throws, so
	-- callers keep a pcall, as the Loader does.
	if opts.side ~= "Server" and opts.side ~= "Client" then
		return nil, { ('side must be "Server" or "Client", got %s'):format(display(opts.side)) }
	end
	if type(opts.packId) ~= "string" or opts.packId == "" then
		return nil, { ("packId must be non-empty text, got %s"):format(display(opts.packId)) }
	end
	local S = opts.schemaLib
	if opts.schemaModule == nil then
		return nil, {}
	end
	if not isSchemaLib(S) then
		return nil, { ("schemaLib must be the Kernel Schema module, got %s"):format(typeof(S)) }
	end
	if type(opts.requireFn) ~= "function" then
		return nil, { "requireFn must be a function, got " .. typeof(opts.requireFn) }
	end
	if typeof(opts.schemaModule) ~= "Instance" or not opts.schemaModule:IsA("ModuleScript") then
		return nil, { ("Schema must be a ModuleScript, got %s"):format(classOf(opts.schemaModule)) }
	end

	local okFactory, factory = pcall(opts.requireFn, opts.schemaModule)
	if not okFactory then
		return nil, { ("Schema errored: %s"):format(tostring(factory)) }
	end
	if type(factory) ~= "function" then
		return nil, { "Schema must return function(S) ... end" }
	end
	local okRoot, root = pcall(factory, S)
	if not okRoot then
		return nil, { ("Schema errored: %s"):format(tostring(root)) }
	end
	local definitionErrors = S.check(root)
	if #definitionErrors > 0 then
		for index, message in ipairs(definitionErrors) do
			definitionErrors[index] = "Schema: " .. message
		end
		return nil, definitionErrors
	end

	local name = "Config." .. opts.packId
	local sharedLabel = "ReplicatedStorage.RBLXEssentials.Config." .. opts.packId
	local serverLabel = "ServerScriptService.RBLXEssentials.Config." .. opts.packId
	local errors = {}
	local shared = loadModule(opts.requireFn, opts.sharedModule, sharedLabel, errors)
	local server = nil
	if opts.side == "Server" then
		server = loadModule(opts.requireFn, opts.serverModule, serverLabel, errors)
	end
	if #errors > 0 then
		return nil, errors
	end

	local serverFields = S.serverFields(root)
	for key in pairs(shared or {}) do
		if serverFields[key] then
			table.insert(errors, ("%s.%s is server-only and must not reach clients: move it to %s"):format(name, tostring(key), serverLabel))
		end
	end
	for key in pairs(server or {}) do
		if root.fields[key] ~= nil and not serverFields[key] then
			table.insert(errors, ("%s.%s is not server-only: move it to %s"):format(name, tostring(key), sharedLabel))
		end
	end
	if #errors > 0 then
		table.sort(errors)
		return nil, errors
	end

	local value = S.merge(root, S.defaults(root), shared)
	if server ~= nil then
		value = S.merge(root, value, server)
	end
	local clientSide = opts.side == "Client"
	if clientSide then
		value = S.stripServer(root, value)
	end
	local problems = S.validate(root, value, name, { skipServer = clientSide })
	if #problems > 0 then
		return nil, S.formatErrors(problems)
	end
	return S.freeze(value), {}
end

return Config
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          <Properties>
            <string name="Name">Contracts</string>
            <BinaryString name="AttributesSerialize"></BinaryString>
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            <string name="Source"><![CDATA[-- Contracts.lua - interface piece contracts (RBLX Essentials 3.0).
--
-- A pack declares, in `Packs/<PackId>/Pieces`, every piece of interface it
-- drives and what that piece must contain. The declaration is plain data:
--
--   return {
--       CodesPanel = {
--           contract = 1,              -- bumped only by an incompatible change
--           kind = "Panel",            -- Panel | HudButton | HudWidget | Billboard | Layer
--           doc = "Panel for typing and redeeming codes.",
--           requires = { { path = "Container/Button", class = "GuiButton" } },
--           optional = { { path = "Container/ErrorText", class = "TextLabel" } },
--       },
--       CodesButton = { contract = 1, kind = "HudButton", doc = "...", opens = "CodesPanel" },
--   }
--
-- A piece root carries RBLXE_Piece = "<PackId>.<Name>" and RBLXE_Contract.
-- The same check runs in the Kernel (which copy to use) and in Tools (before
-- Play), so both always agree. Pure: Instances come in as arguments.
local Contracts = {}

-- Layer (plan B0): a ScreenGui that is itself the piece, such as a layer of
-- notification templates; like a Billboard piece it is its own entry in
-- Interface, never inside another ScreenGui.
Contracts.KINDS = {
	Panel = "GuiObject",
	HudButton = "GuiButton",
	HudWidget = "GuiObject",
	Billboard = "BillboardGui",
	Layer = "ScreenGui",
}
Contracts.PIECE_ATTRIBUTE = "RBLXE_Piece"
Contracts.CONTRACT_ATTRIBUTE = "RBLXE_Contract"

-- What MenuSystem needs to adopt and open a piece, checked on every piece of
-- that kind on top of its declared `requires`: a Panel is adopted through its
-- UI_Panel tag and registered under its PanelId; a HudButton is adopted
-- through its UI_Interactable tag and opens its panel with
-- Action = "TogglePanel" and TargetPanel. Without these a piece could win on
-- the server and still be unusable on every client. Tags are read with
-- Instance:HasTag, which @lune/roblox implements, so the check stays pure.
Contracts.IMPLICIT = {
	Panel = { tag = "UI_Panel", attributes = { PanelId = true } },
	HudButton = { tag = "UI_Interactable", attributes = { Action = "TogglePanel", TargetPanel = true } },
}

local function validateEntries(prefix, list, label, errors)
	if list == nil then
		return
	end
	if type(list) ~= "table" then
		table.insert(errors, ("%s.%s must be a list"):format(prefix, label))
		return
	end
	for index, entry in ipairs(list) do
		if type(entry) ~= "table" or type(entry.path) ~= "string" or entry.path == ""
			or type(entry.class) ~= "string" or entry.class == "" then
			table.insert(errors, ("%s.%s[%d] needs a non-empty path and class"):format(prefix, label, index))
		end
	end
end

function Contracts.validateSpecs(packId, specs)
	if type(specs) ~= "table" then
		return { ("%s.Pieces must return a table"):format(packId) }
	end
	local errors = {}
	for name, spec in pairs(specs) do
		local prefix = ("%s.Pieces.%s"):format(packId, tostring(name))
		if type(name) ~= "string" or not name:match("^[%a][%w_]*$") then
			table.insert(errors, ("%s: piece names must start with a letter and use letters, digits or _"):format(prefix))
		elseif type(spec) ~= "table" then
			table.insert(errors, ("%s must be a table"):format(prefix))
		else
			if type(spec.contract) ~= "number" or spec.contract < 1 or spec.contract % 1 ~= 0 then
				table.insert(errors, ("%s.contract must be a whole number >= 1"):format(prefix))
			end
			if Contracts.KINDS[spec.kind] == nil then
				table.insert(errors, ("%s.kind must be Panel, HudButton, HudWidget, Billboard or Layer"):format(prefix))
			end
			if type(spec.doc) ~= "string" or spec.doc == "" then
				table.insert(errors, ("%s.doc is required"):format(prefix))
			end
			validateEntries(prefix, spec.requires, "requires", errors)
			validateEntries(prefix, spec.optional, "optional", errors)
			if spec.opens ~= nil and (type(spec.opens) ~= "string" or specs[spec.opens] == nil) then
				table.insert(errors, ("%s.opens must name another piece of %s"):format(prefix, packId))
			end
		end
	end
	table.sort(errors)
	return errors
end

function Contracts.resolve(root, path)
	local node = root
	for segment in string.gmatch(path, "[^/]+") do
		node = node:FindFirstChild(segment)
		if node == nil then
			return nil
		end
	end
	return node
end

local function display(value)
	if type(value) == "string" then
		return ("%q"):format(value)
	elseif type(value) == "table" then
		return "a table"
	end
	return tostring(value)
end

-- What makes a spec unusable for check. validateSpecs already rejects all of
-- it for a pack's own Pieces module, but Tools also checks pieces against
-- specs nobody validated, and a check answers with problems, never a throw.
local function specProblems(spec)
	local function problem(name, expected, found)
		return { path = "(spec)", problem = "spec", name = name, expected = expected, found = display(found) }
	end
	if type(spec) ~= "table" then
		return { problem("spec", "a table", spec) }
	end
	local problems = {}
	if Contracts.KINDS[spec.kind] == nil then
		table.insert(problems, problem("kind", "Panel, HudButton, HudWidget, Billboard or Layer", spec.kind))
	end
	if type(spec.contract) ~= "number" or spec.contract < 1 or spec.contract % 1 ~= 0 then
		table.insert(problems, problem("contract", "a whole number >= 1", spec.contract))
	end
	for _, label in ipairs({ "requires", "optional" }) do
		local list = spec[label]
		if list ~= nil and type(list) ~= "table" then
			table.insert(problems, problem(label, "a list", list))
		elseif list ~= nil then
			for index, entry in ipairs(list) do
				if type(entry) ~= "table" or type(entry.path) ~= "string" or entry.path == ""
					or type(entry.class) ~= "string" or entry.class == "" then
					table.insert(problems, problem(("%s[%d]"):format(label, index), "a non-empty path and class", entry))
				end
			end
		end
	end
	return problems
end

function Contracts.check(root, spec)
	local problems = specProblems(spec)
	if typeof(root) ~= "Instance" then
		table.insert(problems, { path = "(root)", problem = "root", expected = "an Instance", found = display(root) })
	end
	if #problems > 0 then
		return problems
	end
	local rootClass = Contracts.KINDS[spec.kind]
	if not root:IsA(rootClass) then
		table.insert(problems, { path = "(root)", problem = "wrong class", expected = rootClass, found = root.ClassName })
	end
	local declared = root:GetAttribute(Contracts.CONTRACT_ATTRIBUTE)
	if declared ~= spec.contract then
		table.insert(problems, { path = "(root)", problem = "contract", expected = spec.contract, found = declared })
	end
	local implicit = Contracts.IMPLICIT[spec.kind]
	if implicit ~= nil then
		if not root:HasTag(implicit.tag) then
			table.insert(problems, { path = "(root)", problem = "tag", expected = implicit.tag })
		end
		local names = {}
		for name in pairs(implicit.attributes) do
			table.insert(names, name)
		end
		table.sort(names)
		for _, name in ipairs(names) do
			local want = implicit.attributes[name]
			local value = root:GetAttribute(name)
			if want == true then
				if type(value) ~= "string" or value == "" then
					table.insert(problems, { path = "(root)", problem = "attribute", name = name, expected = "non-empty text", found = value })
				end
			elseif value ~= want then
				table.insert(problems, { path = "(root)", problem = "attribute", name = name, expected = ("%q"):format(want), found = value })
			end
		end
	end
	for _, entry in ipairs(spec.requires or {}) do
		local found = Contracts.resolve(root, entry.path)
		if found == nil then
			table.insert(problems, { path = entry.path, problem = "missing", expected = entry.class })
		elseif not found:IsA(entry.class) then
			table.insert(problems, { path = entry.path, problem = "wrong class", expected = entry.class, found = found.ClassName })
		end
	end
	for _, entry in ipairs(spec.optional or {}) do
		local found = Contracts.resolve(root, entry.path)
		if found ~= nil and not found:IsA(entry.class) then
			table.insert(problems, { path = entry.path, problem = "wrong class", expected = entry.class, found = found.ClassName })
		end
	end
	return problems
end

function Contracts.formatProblems(problems)
	local parts = {}
	for _, p in ipairs(problems) do
		if p.problem == "missing" then
			table.insert(parts, ("missing %s (%s)"):format(p.path, p.expected))
		elseif p.problem == "contract" then
			table.insert(parts, ("contract version %s, expected %s"):format(tostring(p.found), tostring(p.expected)))
		elseif p.problem == "tag" then
			table.insert(parts, ("missing tag %s"):format(tostring(p.expected)))
		elseif p.problem == "attribute" then
			local found = type(p.found) == "string" and ("%q"):format(p.found) or tostring(p.found)
			table.insert(parts, ("attribute %s is %s, expected %s"):format(p.name, found, tostring(p.expected)))
		elseif p.problem == "spec" then
			table.insert(parts, ("invalid contract: %s is %s, expected %s"):format(p.name, p.found, p.expected))
		elseif p.problem == "root" then
			table.insert(parts, ("piece root is %s, expected %s"):format(p.found, p.expected))
		else
			table.insert(parts, ("%s is %s, expected %s"):format(p.path, tostring(p.found), tostring(p.expected)))
		end
	end
	return table.concat(parts, "; ")
end

function Contracts.splitId(pieceId)
	return string.match(pieceId, "^([^.]+)%.([^.]+)$")
end

return Contracts
]]></string>
            <int64 name="SourceAssetId">-1</int64>
            <BinaryString name="Tags"></BinaryString>
          </Properties>
        </Item>
        <Item class="ModuleScript" referent="5">
          <Properties>
            <string name="Name">Loader</string>
            <BinaryString name="AttributesSerialize"></BinaryString>
            <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
            <ContentId name="LinkedSource">
              <null>
              </null>
            </ContentId>
            <bool name="DefinesCapabilities">false</bool>
            <BinaryString name="SerializedOverrides">
            </BinaryString>
            <string name="Source"><![CDATA[-- Boots installed packs in dependency order. Shared by Kernel (server) and
-- KernelClient. Pure: all roots come in via opts, so tests can point it at
-- fixture folders.
--
-- Plan B0 (phase B, before the Kernel 3.0.0 API freeze), in every ctx:
--   * companion(packId): another installed pack's frozen configuration for
--     this side and, once it booted, its API (handle:api()), or nil when
--     that pack is not installed. Optional by definition, like the Notify
--     and SFX facades: no manifest declaration, and never an instance path
--     into another pack;
--   * extension(name, defaults) / extensions(defaults): the game's own
--     modules for this pack, in <Service>.RBLXEssentials.Extensions.<PackId>
--     (a game zone no update or uninstall touches), before the pack's own
--     shipped ones in `defaults`;
--   * settings: only for a pack without a Schema (a game's own pack), with
--     a deprecation notice in report.notices; a pack with a Schema reads
--     ctx.config (and a notice says so when it still has a Settings folder).
local Loader = {}

-- RT-5: after its boot the server publishes which packs did not start, in
-- this attribute of ReplicatedStorage.RBLXEssentials (JSON { failed,
-- skipped }), so each client skips them instead of waiting on remotes a
-- server module never creates.
Loader.SERVER_REPORT_ATTRIBUTE = "RBLXE_ServerReport"

-- The report is attribute data, which Roblox does not store past a size
-- limit, while a reason can be long (a stack traceback, every configuration
-- error of a pack). The limit is PackFormat.HASHES_MAX_LENGTH's. A report
-- over it is encoded again with each reason cut to SERVER_REPORT_REASON_LENGTH
-- bytes, then with no reasons: clients need the ids, and the server output
-- keeps every reason whole.
Loader.SERVER_REPORT_MAX_LENGTH = 100000
Loader.SERVER_REPORT_REASON_LENGTH = 500

local DROPPED_REASON = "see the server output"

-- What clients read instead of a reason that may quote server-only values
-- (Loader.boot marks it in report.private): an invalid configuration names
-- the server Config's values (a repeated code, the text a check quoted), and
-- a server module's error can hold anything it read. The server output keeps
-- every reason whole; clients only need to know the pack did not start.
local PRIVATE_REASONS = {
	configuration = "invalid configuration (the server output names each problem; server-only values are never sent to clients)",
	error = "it errored while starting (the server output has the error; server-only values are never sent to clients)",
}

-- cutReason(reason) -> the reason, or its first SERVER_REPORT_REASON_LENGTH
-- bytes (never ending inside a UTF-8 character) and a note that it was cut.
local function cutReason(reason)
	local text = tostring(reason)
	local stop = Loader.SERVER_REPORT_REASON_LENGTH
	if #text <= stop then
		return text
	end
	-- step back over continuation bytes (0x80 to 0xBF) so the cut falls
	-- between two characters
	while stop > 0 and string.byte(text, stop + 1) >= 0x80 and string.byte(text, stop + 1) < 0xC0 do
		stop -= 1
	end
	return string.sub(text, 1, stop) .. " ... (cut; the server output has it whole)"
end

local function mapReasons(map, reasonFor)
	local out = {}
	for id, reason in pairs(map) do
		out[id] = reasonFor(reason)
	end
	return out
end

-- publicFailed(report) -> report.failed as clients may read it: each reason
-- report.private marks is replaced with its PRIVATE_REASONS text.
local function publicFailed(report)
	local private = if type(report.private) == "table" then report.private else {}
	local out = {}
	for id, reason in pairs(report.failed) do
		local kind = private[id]
		out[id] = if kind ~= nil then (PRIVATE_REASONS[kind] or DROPPED_REASON) else reason
	end
	return out
end

-- encodeServerReport(report, jsonEncode) -> JSON { failed, skipped } of at
-- most SERVER_REPORT_MAX_LENGTH bytes, for every client: a reason
-- report.private marks never leaves the server (publicFailed). Errors when
-- the ids alone do not fit: a client must never skip a shortened list.
function Loader.encodeServerReport(report, jsonEncode)
	report = { failed = publicFailed(report), skipped = report.skipped }
	local encoded = jsonEncode({ failed = report.failed, skipped = report.skipped })
	if #encoded <= Loader.SERVER_REPORT_MAX_LENGTH then
		return encoded
	end
	encoded = jsonEncode({ failed = mapReasons(report.failed, cutReason), skipped = mapReasons(report.skipped, cutReason) })
	if #encoded <= Loader.SERVER_REPORT_MAX_LENGTH then
		return encoded
	end
	local function dropped()
		return DROPPED_REASON
	end
	encoded = jsonEncode({ failed = mapReasons(report.failed, dropped), skipped = mapReasons(report.skipped, dropped) })
	if #encoded <= Loader.SERVER_REPORT_MAX_LENGTH then
		return encoded
	end
	error(string.format("the boot report is too long even without its reasons (%d bytes, limit %d)",
		#encoded, Loader.SERVER_REPORT_MAX_LENGTH), 0)
end

-- decodeServerReport(encoded, jsonDecode) -> { failed, skipped } or nil when
-- there is no usable report. HttpService writes an empty map as [], which
-- decodes to an empty table.
function Loader.decodeServerReport(encoded, jsonDecode)
	if type(encoded) ~= "string" then
		return nil
	end
	local ok, decoded = pcall(jsonDecode, encoded)
	if not ok or type(decoded) ~= "table" then
		return nil
	end
	return {
		failed = if type(decoded.failed) == "table" then decoded.failed else {},
		skipped = if type(decoded.skipped) == "table" then decoded.skipped else {},
	}
end

-- xpcall error handler: appends a stack traceback to the error message when
-- `debug.traceback` is available (real Roblox + the Lune test harness both
-- have it), falling back to a plain tostring() if some sandboxed environment
-- doesn't provide `debug`.
local function tracebackHandler(err)
	if debug and debug.traceback then
		return debug.traceback(tostring(err), 2)
	end
	return tostring(err)
end

local function readManifests(sharedPacks, requireImpl)
	local manifests, errors = {}, {}
	for _, packFolder in ipairs(sharedPacks:GetChildren()) do
		local manifestModule = packFolder:FindFirstChild("manifest")
		if not manifestModule or not manifestModule:IsA("ModuleScript") then
			errors[packFolder.Name] = "no manifest ModuleScript"
			continue
		end
		local ok, manifest = pcall(requireImpl, manifestModule)
		if not ok then
			errors[packFolder.Name] = "manifest error: " .. tostring(manifest)
			continue
		end
		if type(manifest) ~= "table" or type(manifest.id) ~= "string" then
			errors[packFolder.Name] = "manifest must return a table with a string id"
			continue
		end
		if manifest.id ~= packFolder.Name then
			errors[packFolder.Name] = string.format("manifest id %q does not match folder name", manifest.id)
			continue
		end
		manifest = table.clone(manifest)
		manifest.deps = manifest.deps or {}
		manifest.folder = packFolder
		manifests[manifest.id] = manifest
	end
	return manifests, errors
end

local function resolveOrder(manifests)
	local skipped = {}

	-- transitively drop packs whose declared deps are not installed
	local changed = true
	while changed do
		changed = false
		for id, m in pairs(manifests) do
			if not skipped[id] then
				for _, dep in ipairs(m.deps) do
					if not manifests[dep] or skipped[dep] then
						-- Whether dep is simply absent, or exists but was itself already
						-- skipped by an earlier fixed-point pass, the reason is the same:
						-- this pack can't run because dep isn't available. Cycle detection
						-- (and the "dependency cycle" reason) happens later, in the
						-- post-Kahn indegree sweep below -- never here.
						skipped[id] = "missing dependency: " .. dep
						changed = true
						break
					end
				end
			end
		end
	end

	-- Kahn topological sort (alphabetical tie-break for determinism)
	local order, indegree, dependents = {}, {}, {}
	for id in pairs(manifests) do
		if not skipped[id] then indegree[id] = 0 end
	end
	for id, m in pairs(manifests) do
		if not skipped[id] then
			for _, dep in ipairs(m.deps) do
				indegree[id] += 1
				dependents[dep] = dependents[dep] or {}
				table.insert(dependents[dep], id)
			end
		end
	end
	local queue = {}
	for id, deg in pairs(indegree) do
		if deg == 0 then table.insert(queue, id) end
	end
	table.sort(queue)
	while #queue > 0 do
		local id = table.remove(queue, 1)
		table.insert(order, id)
		for _, dependent in ipairs(dependents[id] or {}) do
			indegree[dependent] -= 1
			if indegree[dependent] == 0 then
				local pos = #queue + 1
				for i, q in ipairs(queue) do
					if dependent < q then pos = i break end
				end
				table.insert(queue, pos, dependent)
			end
		end
	end
	for id, deg in pairs(indegree) do
		if deg > 0 and not skipped[id] then
			skipped[id] = "dependency cycle"
		end
	end
	return order, skipped
end

-- moduleNamed(parent, name): the first ModuleScript child called `name`,
-- past any other child of that name (FindFirstChild would stop at a Folder).
local function moduleNamed(parent, name)
	for _, child in ipairs(parent and parent:GetChildren() or {}) do
		if child.Name == name and child:IsA("ModuleScript") then
			return child
		end
	end
	return nil
end

-- extension(root, packId, name, defaults?) -> (module?, from?): the game's
-- module <root>.<packId>.<name> ("game"), else defaults.<name> ("pack");
-- only a ModuleScript counts. `root` is the side's Extensions folder.
function Loader.extension(root, packId, name, defaults)
	local found = moduleNamed(root and root:FindFirstChild(packId), name)
	if found ~= nil then
		return found, "game"
	end
	local shipped = moduleNamed(defaults, name)
	if shipped ~= nil then
		return shipped, "pack"
	end
	return nil, nil
end

-- extensions(root, packId, defaults?) -> { { name, module, from } }: every
-- module of both, one per name: the pack's own in their order (the game's
-- module winning a name it shares), then the game's additions in theirs.
function Loader.extensions(root, packId, defaults)
	local list, taken = {}, {}
	local own = root and root:FindFirstChild(packId)
	for _, child in ipairs(defaults and defaults:GetChildren() or {}) do
		if child:IsA("ModuleScript") and not taken[child.Name] then
			taken[child.Name] = true
			local module, from = Loader.extension(root, packId, child.Name, defaults)
			table.insert(list, { name = child.Name, module = module, from = from })
		end
	end
	for _, child in ipairs(own and own:GetChildren() or {}) do
		if child:IsA("ModuleScript") and not taken[child.Name] then
			taken[child.Name] = true
			table.insert(list, { name = child.Name, module = child, from = "game" })
		end
	end
	return list
end

function Loader.boot(opts)
	local requireImpl = opts.requireFn or require
	-- report.private[id]: why report.failed[id] may quote server-only values
	-- ("configuration" or "error"); encodeServerReport never sends such a
	-- reason to clients, and the server output prints it whole.
	-- report.notices: one line per pack that still gets ctx.settings (plan
	-- B0), or whose Settings folder its Schema leaves unread, printed once
	-- by the Kernel scripts.
	local report = { booted = {}, failed = {}, skipped = {}, private = {}, notices = {} }
	local manifests, manifestErrors = readManifests(opts.sharedPacks, requireImpl)
	for name, err in pairs(manifestErrors) do
		report.failed[name] = err
	end
	local order, skipped = resolveOrder(manifests)
	for id, reason in pairs(skipped) do
		report.skipped[id] = reason
	end

	local apis = {}
	-- Each pack's configuration is loaded once, on its own turn below or
	-- earlier through a companion handle, and shared by both.
	local configs = {}
	local function loadConfig(packId)
		local cached = configs[packId]
		if cached ~= nil then
			return cached
		end
		local m = manifests[packId]
		local configRoots = opts.configRoots or {}
		local ok, value, errors = pcall(opts.configLib.load, {
			packId = packId,
			side = opts.side,
			requireFn = requireImpl,
			schemaLib = opts.schemaLib,
			schemaModule = m.folder:FindFirstChild("Schema"),
			sharedModule = configRoots.shared and configRoots.shared:FindFirstChild(packId) or nil,
			serverModule = configRoots.server and configRoots.server:FindFirstChild(packId) or nil,
		})
		cached = { ok = ok, value = value, errors = errors }
		configs[packId] = cached
		return cached
	end
	-- One frozen handle per companion (plan B0, ruling 4).
	local companions = {}
	local function companionOf(packId)
		local handle = companions[packId]
		if handle ~= nil then
			return handle
		end
		-- No config for a pack whose pieces failed on this side or, on a
		-- client, one the server failed or skipped (nothing it declares is in
		-- force there). Otherwise its config, even for a pack this side skips
		-- or that fails later: handle.api() says whether it booted. The
		-- handle is made once, at the first call.
		local stopped = (opts.pieceFailures ~= nil and opts.pieceFailures[packId] ~= nil)
			or (opts.serverReport ~= nil and (opts.serverReport.failed[packId] ~= nil or opts.serverReport.skipped[packId] ~= nil))
		local config = nil
		if opts.configLib and not stopped then
			local loaded = loadConfig(packId)
			if loaded.ok and type(loaded.errors) == "table" and #loaded.errors == 0 then
				config = loaded.value
			end
		end
		handle = table.freeze({
			id = packId,
			version = manifests[packId].version,
			config = config,
			api = function()
				return apis[packId]
			end,
		})
		companions[packId] = handle
		return handle
	end
	for _, id in ipairs(order) do
		local m = manifests[id]
		local blockedBy
		for _, dep in ipairs(m.deps) do
			if report.failed[dep] or (report.skipped[dep] and not apis[dep]) then
				blockedBy = dep
				break
			end
		end
		if blockedBy then
			report.skipped[id] = "dependency failed: " .. blockedBy
			continue
		end

		-- 3.0 (RT-6): a pack whose Pieces declaration is invalid does not
		-- boot: its pieces can never be resolved (Pieces.collectDeclarations).
		local pieceFailure = opts.pieceFailures and opts.pieceFailures[id]
		if pieceFailure ~= nil then
			report.failed[id] = pieceFailure
			continue
		end
		-- 3.0 (RT-5): on a client, a pack that did not start on the server
		-- does not start either: it would wait for remotes nobody creates.
		local serverReason = opts.serverReport and (opts.serverReport.failed[id] or opts.serverReport.skipped[id])
		if serverReason ~= nil then
			report.failed[id] = "did not start on the server: " .. tostring(serverReason)
			continue
		end

		-- 3.0: game-owned configuration (Config.lua). A pack whose configuration
		-- is invalid fails like a pack whose init errors, so its dependents are
		-- skipped instead of booting against a half-configured dependency.
		-- The load runs in its own pcall: a schema or a Config module that
		-- makes the load throw (a self-referencing table, anything Schema.check
		-- did not foresee) fails this pack alone, never the rest of the boot.
		-- A companion handle may have loaded it already (loadConfig).
		local config = nil
		if opts.configLib then
			local loaded = loadConfig(id)
			if not loaded.ok then
				report.failed[id] = "invalid configuration: " .. tostring(loaded.value)
				report.private[id] = "configuration"
				continue
			end
			if #loaded.errors > 0 then
				report.failed[id] = "invalid configuration:\n    " .. table.concat(loaded.errors, "\n    ")
				report.private[id] = "configuration"
				continue
			end
			config = loaded.value
		end

		local module
		if opts.side == "Server" then
			module = opts.serverPacks and opts.serverPacks:FindFirstChild(id)
		else
			module = m.folder:FindFirstChild("Client")
		end
		if not module or not module:IsA("ModuleScript") then
			-- pack ships no code for this side - still counts as booted
			apis[id] = {}
			table.insert(report.booted, id)
			continue
		end

		-- A pack with a Schema reads ctx.config and gets no ctx.settings; a
		-- pack without one (a game's own pack) keeps its 2.x Settings folder,
		-- and the report says once that this is deprecated (plan B0, ruling 5).
		-- A Settings folder next to a Schema (a hand copy: T.update never
		-- takes a 2.x pack to 3.x) is not read, and the report says so.
		local settings = nil
		if m.folder:FindFirstChild("Schema") == nil then
			settings = m.folder:FindFirstChild("Settings")
			if settings ~= nil then
				table.insert(report.notices, string.format(
					"%s reads its 2.x Settings through ctx.settings, which is deprecated: an official pack stops using it when it is updated to 3.x; a game's own pack should move to a Schema and ctx.config", id))
			end
		elseif m.folder:FindFirstChild("Settings") ~= nil then
			table.insert(report.notices, string.format(
				"%s has a Schema, so its Settings folder is not read: the pack runs on Config.%s. Set there any value the game changed in Settings, then delete that folder", id, id))
		end
		local ctx = {
			packId = id,
			version = m.version,
			folder = m.folder,
			serverFolder = (opts.side == "Server") and module or nil,
			settings = settings,
			config = config,
			-- Plan B0: another installed pack's config and API (nil when it is
			-- not installed), and the game's own modules for this pack.
			companion = function(otherId)
				if type(otherId) ~= "string" or otherId == id or manifests[otherId] == nil then
					return nil
				end
				return companionOf(otherId)
			end,
			extension = function(name, defaults)
				return Loader.extension(opts.extensions, id, name, defaults)
			end,
			extensions = function(defaults)
				return Loader.extensions(opts.extensions, id, defaults)
			end,
			kernel = opts.kernelApi,
			ui = opts.ui,
			-- 3.0: this pack's own interface piece, already resolved by the Kernel.
			getPiece = opts.ui and function(name, timeout)
				return opts.ui:getPiece(id .. "." .. name, timeout)
			end or nil,
			require = function(depId)
				local declared = false
				for _, dep in ipairs(m.deps) do
					if dep == depId then declared = true break end
				end
				assert(declared, string.format(
					"[RBLXE] %s tried to require %s without declaring it in manifest.deps", id, depId))
				return apis[depId]
			end,
		}

		local ok, initOrErr = xpcall(requireImpl, tracebackHandler, module)
		if ok and type(initOrErr) ~= "function" then
			ok, initOrErr = false, "module must return function(ctx)"
		end
		if ok then
			local api
			ok, api = xpcall(initOrErr, tracebackHandler, ctx)
			if ok then
				apis[id] = api or {}
				table.insert(report.booted, id)
			else
				report.failed[id] = tostring(api)
				report.private[id] = "error"
			end
		else
			report.failed[id] = tostring(initOrErr)
			report.private[id] = "error"
		end
	end
	return report
end

function Loader.formatReport(side, report)
	local function keys(map)
		local out = {}
		for k in pairs(map) do table.insert(out, k) end
		table.sort(out)
		return table.concat(out, ",")
	end
	return string.format("[RBLXE] %s booted: %s | failed: %s | skipped: %s",
		side, table.concat(report.booted, ","), keys(report.failed), keys(report.skipped))
end

return Loader
]]></string>
            <int64 name="SourceAssetId">-1</int64>
            <BinaryString name="Tags"></BinaryString>
          </Properties>
        </Item>
        <Item class="ModuleScript" referent="6">
          <Properties>
            <string name="Name">Net</string>
            <BinaryString name="AttributesSerialize"></BinaryString>
            <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
            <ContentId name="LinkedSource">
              <null>
              </null>
            </ContentId>
            <bool name="DefinesCapabilities">false</bool>
            <BinaryString name="SerializedOverrides">
            </BinaryString>
            <string name="Source"><![CDATA[-- Per-pack remote namespaces under RS/RBLXEssentials/Kernel/Remotes/<PackId>/.
-- Server creates on demand; clients wait for the server to create.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")

local Net = {}

local function kernelFolder()
	return ReplicatedStorage:WaitForChild("RBLXEssentials"):WaitForChild("Kernel")
end

local function serverGet(packId, className, name)
	local kernel = kernelFolder()
	local root = kernel:FindFirstChild("Remotes")
	if not root then
		root = Instance.new("Folder"); root.Name = "Remotes"; root.Parent = kernel
	end
	local packFolder = root:FindFirstChild(packId)
	if not packFolder then
		packFolder = Instance.new("Folder"); packFolder.Name = packId; packFolder.Parent = root
	end
	local remote = packFolder:FindFirstChild(name)
	if remote then
		if remote.ClassName ~= className then
			error(string.format("[RBLXE Net] %s/%s already exists as %s", packId, name, remote.ClassName))
		end
		return remote
	end
	remote = Instance.new(className)
	remote.Name = name
	remote.Parent = packFolder
	return remote
end

function Net.server(packId)
	assert(RunService:IsServer(), "[RBLXE Net] Net.server is server-only")
	return {
		event = function(_, name) return serverGet(packId, "RemoteEvent", name) end,
		func = function(_, name) return serverGet(packId, "RemoteFunction", name) end,
	}
end

function Net.client(packId)
	assert(RunService:IsClient(), "[RBLXE Net] Net.client is client-only")

	-- waitFor(parent, name, deadline) -> the child, or nil once `deadline`
	-- (an os.clock time) has passed. Waits in slices of at most 10 s and
	-- warns once when it has to wait longer than one slice, instead of
	-- yielding with no word. Without a deadline it waits as long as it
	-- takes, as 2.x packs expect.
	local function waitFor(parent, name, deadline)
		local child = parent:FindFirstChild(name)
		local warned = false
		while child == nil do
			local slice = 10
			if deadline ~= nil then
				local left = deadline - os.clock()
				if left <= 0 then
					return nil
				end
				slice = math.min(slice, left)
			end
			child = parent:WaitForChild(name, slice)
			if child == nil and not warned and (deadline == nil or os.clock() < deadline) then
				warned = true
				warn(string.format(
					"[RBLXE] Net.client(%q) still waiting for %s.%s. Is the pack's server module installed and started?",
					packId, parent:GetFullName(), name))
			end
		end
		return child
	end

	-- lookup(name, timeout?) -> the remote, or nil with a warning once
	-- `timeout` seconds have passed (RT-5): one deadline for the Remotes
	-- folder, the pack's folder and the remote itself.
	local function lookup(name, timeout)
		local deadline = if type(timeout) == "number" then os.clock() + timeout else nil
		local remotes = waitFor(kernelFolder(), "Remotes", deadline)
		local packFolder = remotes and waitFor(remotes, packId, deadline)
		local remote = packFolder and waitFor(packFolder, name, deadline)
		if remote == nil then
			warn(string.format(
				"[RBLXE] Net.client(%q): remote %q did not appear within %ss; the pack's server module did not start or never creates it",
				packId, name, tostring(timeout)))
		end
		return remote
	end
	return {
		event = function(_, name, timeout) return lookup(name, timeout) end,
		func = function(_, name, timeout) return lookup(name, timeout) end,
	}
end

return Net
]]></string>
            <int64 name="SourceAssetId">-1</int64>
            <BinaryString name="Tags"></BinaryString>
          </Properties>
        </Item>
        <Item class="ModuleScript" referent="7">
          <Properties>
            <string name="Name">Notify</string>
            <BinaryString name="AttributesSerialize"></BinaryString>
            <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
            <ContentId name="LinkedSource">
              <null>
              </null>
            </ContentId>
            <bool name="DefinesCapabilities">false</bool>
            <BinaryString name="SerializedOverrides">
            </BinaryString>
            <string name="Source"><![CDATA[-- Notification facade. Packs call Notify:Toast(...) freely; it is a no-op
-- until a backend registers (Notifications System v2 calls setBackend from
-- its server and client inits).
--
-- WHY THIS IS A FACADE AND NOT A REQUIRE: every pack in the ecosystem wants
-- to announce something, and Notifications System is optional. Without this,
-- five packs would each carry the same twenty lines of FindFirstChild +
-- pcall + degrade - and a pack that declared it in manifest.deps would make
-- an optional companion mandatory, since the plugin refuses to install a
-- pack whose declared deps are missing. Same reasoning, same shape, as
-- SFX.lua, which solved this once already for sound.
--
-- Server methods take a `player`; the client backend's do not (a client only
-- ever notifies its own player), which is why a missing method has to be a
-- no-op rather than an error.
local Notify = {}
local backend = nil

-- A missing method behaves exactly like a missing backend: the client
-- backend has no ChatTo/ToastAll/BannerAll, and a pack must not have to know
-- which side it is on. pcall because a notification is fire-and-forget - a
-- bug in the renderer must never surface as an error inside the pack that
-- called it.
local function forward(method, ...)
	if not backend then
		return
	end
	local fn = backend[method]
	if type(fn) ~= "function" then
		return
	end
	local ok, err = pcall(fn, backend, ...)
	if not ok then
		warn("[RBLXE Notify] backend:" .. method .. " failed: " .. tostring(err))
	end
end

function Notify:Toast(...)
	forward("Toast", ...)
end

function Notify:ToastAll(...)
	forward("ToastAll", ...)
end

function Notify:Chat(...)
	forward("Chat", ...)
end

function Notify:ChatTo(...)
	forward("ChatTo", ...)
end

function Notify:Banner(...)
	forward("Banner", ...)
end

function Notify:BannerAll(...)
	forward("BannerAll", ...)
end

function Notify.setBackend(b)
	backend = b
end

return Notify
]]></string>
            <int64 name="SourceAssetId">-1</int64>
            <BinaryString name="Tags"></BinaryString>
          </Properties>
        </Item>
        <Item class="Folder" referent="8">
          <Properties>
            <string name="Name">Packages</string>
            <BinaryString name="AttributesSerialize"></BinaryString>
            <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
            <Color3 name="IconTint">
              <R>0</R>
              <G>0</G>
              <B>0</B>
            </Color3>
            <bool name="DefinesCapabilities">false</bool>
            <BinaryString name="SerializedOverrides">
            </BinaryString>
            <int64 name="SourceAssetId">-1</int64>
            <BinaryString name="Tags"></BinaryString>
          </Properties>
          <Item class="ModuleScript" referent="9">
            <Properties>
              <string name="Name">Trove</string>
              <BinaryString name="AttributesSerialize"></BinaryString>
              <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
              <ContentId name="LinkedSource">
                <null>
                </null>
              </ContentId>
              <bool name="DefinesCapabilities">false</bool>
              <BinaryString name="SerializedOverrides">
              </BinaryString>
              <string name="Source"><![CDATA[--!strict

local RunService = game:GetService("RunService")

export type Trove = {
	Extend: (self: Trove) -> Trove,
	Clone: <T>(self: Trove, instance: T & Instance) -> T,
	Construct: <T, A...>(self: Trove, class: Constructable<T, A...>, A...) -> T,
	Connect: (self: Trove, signal: SignalLike | RBXScriptSignal, fn: (...any) -> ...any) -> ConnectionLike,
	BindToRenderStep: (self: Trove, name: string, priority: number, fn: (dt: number) -> ()) -> (),
	AddPromise: <T>(self: Trove, promise: T & PromiseLike) -> T,
	Add: <T>(self: Trove, object: T & Trackable, cleanupMethod: string?) -> T,
	Remove: <T>(self: Trove, object: T & Trackable) -> boolean,
	Clean: (self: Trove) -> (),
	WrapClean: (self: Trove) -> () -> (),
	AttachToInstance: (self: Trove, instance: Instance) -> RBXScriptConnection,
	Destroy: (self: Trove) -> (),
}

type TroveInternal = Trove & {
	_objects: { any },
	_cleaning: boolean,
	_findAndRemoveFromObjects: (self: TroveInternal, object: any, cleanup: boolean) -> boolean,
	_cleanupObject: (self: TroveInternal, object: any, cleanupMethod: string?) -> (),
}

--[=[
	@within Trove
	@type Trackable Instance | RBXScriptConnection | ConnectionLike | PromiseLike | thread | ((...any) -> ...any) | Destroyable | DestroyableLowercase | Disconnectable | DisconnectableLowercase
	Represents all trackable objects by Trove.
]=]
export type Trackable =
	Instance
	| RBXScriptConnection
	| ConnectionLike
	| PromiseLike
	| thread
	| ((...any) -> ...any)
	| Destroyable
	| DestroyableLowercase
	| Disconnectable
	| DisconnectableLowercase

--[=[
	@within Trove
	@interface ConnectionLike
	.Connected boolean
	.Disconnect (self) -> ()
]=]
type ConnectionLike = {
	Connected: boolean,
	Disconnect: (self: ConnectionLike) -> (),
}

--[=[
	@within Trove
	@interface SignalLike
	.Connect (self, callback: (...any) -> ...any) -> ConnectionLike
	.Once (self, callback: (...any) -> ...any) -> ConnectionLike
]=]
type SignalLike = {
	Connect: (self: SignalLike, callback: (...any) -> ...any) -> ConnectionLike,
	Once: (self: SignalLike, callback: (...any) -> ...any) -> ConnectionLike,
}

--[=[
	@within Trove
	@interface PromiseLike
	.getStatus (self) -> string
	.finally (self, callback: (...any) -> ...any) -> PromiseLike
	.cancel (self) -> ()
]=]
type PromiseLike = {
	getStatus: (self: PromiseLike) -> string,
	finally: (self: PromiseLike, callback: (...any) -> ...any) -> PromiseLike,
	cancel: (self: PromiseLike) -> (),
}

--[=[
	@within Trove
	@type Constructable { new: (A...) -> T } | (A...) -> T
]=]
type Constructable<T, A...> = { new: (A...) -> T } | (A...) -> T

--[=[
	@within Trove
	@interface Destroyable
	.disconnect (self) -> ()
]=]
type Destroyable = {
	Destroy: (self: Destroyable) -> (),
}

--[=[
	@within Trove
	@interface DestroyableLowercase
	.disconnect (self) -> ()
]=]
type DestroyableLowercase = {
	destroy: (self: DestroyableLowercase) -> (),
}

--[=[
	@within Trove
	@interface Disconnectable
	.disconnect (self) -> ()
]=]
type Disconnectable = {
	Disconnect: (self: Disconnectable) -> (),
}

--[=[
	@within Trove
	@interface DisconnectableLowercase
	.disconnect (self) -> ()
]=]
type DisconnectableLowercase = {
	disconnect: (self: DisconnectableLowercase) -> (),
}

local FN_MARKER = newproxy()
local THREAD_MARKER = newproxy()
local GENERIC_OBJECT_CLEANUP_METHODS = table.freeze({ "Destroy", "Disconnect", "destroy", "disconnect" })

local function GetObjectCleanupFunction(object: any, cleanupMethod: string?)
	local t = typeof(object)

	if t == "function" then
		return FN_MARKER
	elseif t == "thread" then
		return THREAD_MARKER
	end

	if cleanupMethod then
		return cleanupMethod
	end

	if t == "Instance" then
		return "Destroy"
	elseif t == "RBXScriptConnection" then
		return "Disconnect"
	elseif t == "table" then
		for _, genericCleanupMethod in GENERIC_OBJECT_CLEANUP_METHODS do
			if typeof(object[genericCleanupMethod]) == "function" then
				return genericCleanupMethod
			end
		end
	end

	error(`failed to get cleanup function for object {t}: {object}`, 3)
end

local function AssertPromiseLike(object: any)
	if
		typeof(object) ~= "table"
		or typeof(object.getStatus) ~= "function"
		or typeof(object.finally) ~= "function"
		or typeof(object.cancel) ~= "function"
	then
		error("did not receive a promise as an argument", 3)
	end
end

--[=[
	@class Trove
	A Trove is helpful for tracking any sort of object during
	runtime that needs to get cleaned up at some point.
]=]
local Trove = {}
Trove.__index = Trove

--[=[
	@return Trove
	Constructs a Trove object.

	```lua
	local trove = Trove.new()
	```
]=]
function Trove.new(): Trove
	local self = setmetatable({}, Trove)

	self._objects = {}
	self._cleaning = false

	return (self :: any) :: Trove
end

--[=[
	@method Add
	@within Trove
	@param object any -- Object to track
	@param cleanupMethod string? -- Optional cleanup name override
	@return object: any
	Adds an object to the trove. Once the trove is cleaned or
	destroyed, the object will also be cleaned up.

	The following types are accepted (e.g. `typeof(object)`):

	| Type | Cleanup |
	| ---- | ------- |
	| `Instance` | `object:Destroy()` |
	| `RBXScriptConnection` | `object:Disconnect()` |
	| `function` | `object()` |
	| `thread` | `task.cancel(object)` |
	| `table` | `object:Destroy()` _or_ `object:Disconnect()` _or_ `object:destroy()` _or_ `object:disconnect()` |
	| `table` with `cleanupMethod` | `object:<cleanupMethod>()` |

	Returns the object added.

	```lua
	-- Add a part to the trove, then destroy the trove,
	-- which will also destroy the part:
	local part = Instance.new("Part")
	trove:Add(part)
	trove:Destroy()

	-- Add a function to the trove:
	trove:Add(function()
		print("Cleanup!")
	end)
	trove:Destroy()

	-- Standard cleanup from table:
	local tbl = {}
	function tbl:Destroy()
		print("Cleanup")
	end
	trove:Add(tbl)

	-- Custom cleanup from table:
	local tbl = {}
	function tbl:DoSomething()
		print("Do something on cleanup")
	end
	trove:Add(tbl, "DoSomething")
	```
]=]
function Trove.Add(self: TroveInternal, object: Trackable, cleanupMethod: string?): any
	if self._cleaning then
		error("cannot call trove:Add() while cleaning", 2)
	end

	local cleanup = GetObjectCleanupFunction(object, cleanupMethod)
	table.insert(self._objects, { object, cleanup })

	return object
end

--[=[
	@method Clone
	@within Trove
	@return Instance
	Clones the given instance and adds it to the trove. Shorthand for
	`trove:Add(instance:Clone())`.

	```lua
	local clonedPart = trove:Clone(somePart)
	```
]=]
function Trove.Clone(self: TroveInternal, instance: Instance): Instance
	if self._cleaning then
		error("cannot call trove:Clone() while cleaning", 2)
	end

	return self:Add(instance:Clone())
end

--[=[
	@method Construct
	@within Trove
	@param class { new(Args...) -> T } | (Args...) -> T
	@param ... Args...
	@return T
	Constructs a new object from either the
	table or function given.

	If a table is given, the table's `new`
	function will be called with the given
	arguments.

	If a function is given, the function will
	be called with the given arguments.

	The result from either of the two options
	will be added to the trove.

	This is shorthand for `trove:Add(SomeClass.new(...))`
	and `trove:Add(SomeFunction(...))`.

	```lua
	local Signal = require(somewhere.Signal)

	-- All of these are identical:
	local s = trove:Construct(Signal)
	local s = trove:Construct(Signal.new)
	local s = trove:Construct(function() return Signal.new() end)
	local s = trove:Add(Signal.new())

	-- Even Roblox instances can be created:
	local part = trove:Construct(Instance, "Part")
	```
]=]
function Trove.Construct<T, A...>(self: TroveInternal, class: Constructable<T, A...>, ...: A...)
	if self._cleaning then
		error("Cannot call trove:Construct() while cleaning", 2)
	end

	local object = nil
	local t = type(class)
	if t == "table" then
		object = (class :: any).new(...)
	elseif t == "function" then
		object = (class :: any)(...)
	end

	return self:Add(object)
end

--[=[
	@method Connect
	@within Trove
	@param signal RBXScriptSignal
	@param fn (...: any) -> ()
	@return RBXScriptConnection
	Connects the function to the signal, adds the connection
	to the trove, and then returns the connection.

	This is shorthand for `trove:Add(signal:Connect(fn))`.

	```lua
	trove:Connect(workspace.ChildAdded, function(instance)
		print(instance.Name .. " added to workspace")
	end)
	```
]=]
function Trove.Connect(self: TroveInternal, signal: SignalLike, fn: (...any) -> ...any)
	if self._cleaning then
		error("Cannot call trove:Connect() while cleaning", 2)
	end

	return self:Add(signal:Connect(fn))
end

--[=[
	@method BindToRenderStep
	@within Trove
	@param name string
	@param priority number
	@param fn (dt: number) -> ()
	Calls `RunService:BindToRenderStep` and registers a function in the
	trove that will call `RunService:UnbindFromRenderStep` on cleanup.

	```lua
	trove:BindToRenderStep("Test", Enum.RenderPriority.Last.Value, function(dt)
		-- Do something
	end)
	```
]=]
function Trove.BindToRenderStep(self: TroveInternal, name: string, priority: number, fn: (dt: number) -> ())
	if self._cleaning then
		error("cannot call trove:BindToRenderStep() while cleaning", 2)
	end

	RunService:BindToRenderStep(name, priority, fn)

	self:Add(function()
		RunService:UnbindFromRenderStep(name)
	end)
end

--[=[
	@method AddPromise
	@within Trove
	@param promise Promise
	@return Promise
	Gives the promise to the trove, which will cancel the promise if the trove is cleaned up or if the promise
	is removed. The exact promise is returned, thus allowing chaining.

	```lua
	trove:AddPromise(doSomethingThatReturnsAPromise())
		:andThen(function()
			print("Done")
		end)
	-- Will cancel the above promise (assuming it didn't resolve immediately)
	trove:Clean()

	local p = trove:AddPromise(doSomethingThatReturnsAPromise())
	-- Will also cancel the promise
	trove:Remove(p)
	```

	:::caution Promise v4 Only
	This is only compatible with the [roblox-lua-promise](https://eryn.io/roblox-lua-promise/) library, version 4.
	:::
]=]
function Trove.AddPromise(self: TroveInternal, promise: PromiseLike)
	if self._cleaning then
		error("cannot call trove:AddPromise() while cleaning", 2)
	end
	AssertPromiseLike(promise)

	if promise:getStatus() == "Started" then
		promise:finally(function()
			if self._cleaning then
				return
			end
			self:_findAndRemoveFromObjects(promise, false)
		end)

		self:Add(promise, "cancel")
	end

	return promise
end

--[=[
	@method Remove
	@within Trove
	@param object any
	Removes the object from the Trove and cleans it up.

	```lua
	local part = Instance.new("Part")
	trove:Add(part)
	trove:Remove(part)
	```
]=]
function Trove.Remove(self: TroveInternal, object: Trackable): boolean
	if self._cleaning then
		error("cannot call trove:Remove() while cleaning", 2)
	end

	return self:_findAndRemoveFromObjects(object, true)
end

--[=[
	@method Extend
	@within Trove
	@return Trove
	Creates and adds another trove to itself. This is just shorthand
	for `trove:Construct(Trove)`. This is useful for contexts where
	the trove object is present, but the class itself isn't.

	:::note
	This does _not_ clone the trove. In other words, the objects in the
	trove are not given to the new constructed trove. This is simply to
	construct a new Trove and add it as an object to track.
	:::

	```lua
	local trove = Trove.new()
	local subTrove = trove:Extend()

	trove:Clean() -- Cleans up the subTrove too
	```
]=]
function Trove.Extend(self: TroveInternal)
	if self._cleaning then
		error("cannot call trove:Extend() while cleaning", 2)
	end

	return self:Construct(Trove)
end

--[=[
	@method Clean
	@within Trove
	Cleans up all objects in the trove. This is
	similar to calling `Remove` on each object
	within the trove. The ordering of the objects
	removed is _not_ guaranteed.

	```lua
	trove:Clean()
	```
]=]
function Trove.Clean(self: TroveInternal)
	if self._cleaning then
		return
	end

	self._cleaning = true

	for _, obj in self._objects do
		self:_cleanupObject(obj[1], obj[2])
	end

	table.clear(self._objects)
	self._cleaning = false
end

--[=[
	@method WrapClean
	@within Trove
	Returns a function that wraps the trove's `Clean()`
	method. Calling the returned function will clean up
	the trove.

	This is often useful in contexts where functions
	are the primary mode for cleaning up an environment,
	such as in many "observer" patterns.

	```lua
	local cleanup = trove:WrapClean()

	-- Sometime later...
	cleanup()
	```

	```lua
	-- Common observer pattern example:
	someObserver(function()
		local trove = Trove.new()
		-- Foo
		return trove:WrapClean()
	end)
	```
]=]
function Trove.WrapClean(self: TroveInternal)
	return function()
		self:Clean()
	end
end

function Trove._findAndRemoveFromObjects(self: TroveInternal, object: any, cleanup: boolean): boolean
	local objects = self._objects

	for i, obj in objects do
		if obj[1] == object then
			local n = #objects
			objects[i] = objects[n]
			objects[n] = nil

			if cleanup then
				self:_cleanupObject(obj[1], obj[2])
			end

			return true
		end
	end

	return false
end

function Trove._cleanupObject(_self: TroveInternal, object: any, cleanupMethod: string?)
	if cleanupMethod == FN_MARKER then
		task.spawn(object)
	elseif cleanupMethod == THREAD_MARKER then
		pcall(task.cancel, object)
	else
		object[cleanupMethod](object)
	end
end

--[=[
	@method AttachToInstance
	@within Trove
	@param instance Instance
	@return RBXScriptConnection
	Attaches the trove to a Roblox instance. Once this
	instance is removed from the game (parent or ancestor's
	parent set to `nil`), the trove will automatically
	clean up.

	This inverses the ownership of the Trove object, and should
	only be used when necessary. In other words, the attached
	instance dictates when the trove is cleaned up, rather than
	the trove dictating the cleanup of the instance.

	:::caution
	Will throw an error if `instance` is not a descendant
	of the game hierarchy.
	:::

	```lua
	trove:AttachToInstance(somePart)
	trove:Add(function()
		print("Cleaned")
	end)

	-- Destroying the part will cause the trove to clean up, thus "Cleaned" printed:
	somePart:Destroy()
	```
]=]
function Trove.AttachToInstance(self: TroveInternal, instance: Instance)
	if self._cleaning then
		error("cannot call trove:AttachToInstance() while cleaning", 2)
	elseif not instance:IsDescendantOf(game) then
		error("instance is not a descendant of the game hierarchy", 2)
	end

	return self:Connect(instance.Destroying, function()
		self:Destroy()
	end)
end

--[=[
	@method Destroy
	@within Trove
	Alias for `trove:Clean()`.

	```lua
	trove:Destroy()
	```
]=]
function Trove.Destroy(self: TroveInternal)
	self:Clean()
end

return {
	new = Trove.new,
}
]]></string>
              <int64 name="SourceAssetId">-1</int64>
              <BinaryString name="Tags"></BinaryString>
            </Properties>
          </Item>
        </Item>
        <Item class="ModuleScript" referent="10">
          <Properties>
            <string name="Name">SFX</string>
            <BinaryString name="AttributesSerialize"></BinaryString>
            <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
            <ContentId name="LinkedSource">
              <null>
              </null>
            </ContentId>
            <bool name="DefinesCapabilities">false</bool>
            <BinaryString name="SerializedOverrides">
            </BinaryString>
            <string name="Source"><![CDATA[-- Sound facade. Packs call SFX:Play(name) freely; it is a no-op until a sound
-- backend registers (Sound System v2 calls setBackend from its client init).
local SFX = {}
local backend = nil

function SFX:Play(name)
	if backend then
		backend:Play(name)
	end
end

function SFX:PlayOverlap(name)
	if backend then
		backend:PlayOverlap(name)
	end
end

function SFX.setBackend(b)
	backend = b
end

return SFX
]]></string>
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          <Properties>
            <string name="Name">Schema</string>
            <BinaryString name="AttributesSerialize"></BinaryString>
            <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
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              <null>
              </null>
            </ContentId>
            <bool name="DefinesCapabilities">false</bool>
            <BinaryString name="SerializedOverrides">
            </BinaryString>
            <string name="Source"><![CDATA[-- Schema.lua - declarative configuration schemas (RBLX Essentials 3.0).
--
-- A pack describes the options the GAME may set in `Packs/<PackId>/Schema`,
-- a ModuleScript returning `function(S) return S.config({ ... }) end`, where
-- `S` is this module. One schema serves three readers:
--   * the Kernel at boot: defaults plus validation of the game's Config modules;
--   * Tools in Studio: the same validation, before anyone presses Play;
--   * the reference generator: every field carries a `doc`.
--
-- Values are plain Luau data. The only merge rule: `config`, `record` and
-- `map` merge key by key; a `list` and every scalar are replaced whole (list
-- items still receive their own record defaults).
--
-- Plan A3:
--   * a `server = true` option, and everything under it, has no `default`:
--     this module sits in ReplicatedStorage, so a default would reach every
--     client (RT-10). Such an option is required or S.optional, and the game
--     sets it in the server Config module; a server list starts empty;
--   * any node may carry `check = function(value) -> { { field?, message } }`
--     with a `checkDoc` that states the rule: a constraint over several
--     fields ("Target is required when Type is Stat"), run by validate once
--     the value passed every type check below it.
--
-- Plan B0 (phase B, before the Kernel 3.0.0 API freeze):
--   * S.color: a Color3 (typeof) with finite channels, written in a Config
--     module as Color3.fromRGB(r, g, b);
--   * S.tree: a nested table of text keys whose values are finite numbers,
--     text, true/false or tables of the same kind (at most TREE_DEPTH
--     levels, never a table inside itself), such as a starting profile. It
--     is a value, not a group: a game's tree replaces the default whole;
--   * pinned = true on an option outside lists and maps (never the root):
--     T.migrate refuses a game module whose value there differs from the
--     migrated one, and force never lifts it (a DataStore version, where
--     another value starts every player on an empty profile). The Kernel
--     only checks the flag and lists it in describe.
--
-- Pure: no `game`, no Instances, no yields.
local Schema = {}

-- The kinds whose value has no default of its own when the schema gives
-- none (describe's `required`): every kind but the groups and collections.
local SCALAR = {
	number = true, string = true, boolean = true, enum = true,
	id = true, dataPath = true, utcDate = true, color = true, tree = true,
}
local KNOWN = {
	number = true, string = true, boolean = true, enum = true, id = true,
	dataPath = true, utcDate = true, color = true, tree = true, list = true,
	map = true, record = true, config = true, optional = true,
}
-- How deep an S.tree may nest (plan B0).
Schema.TREE_DEPTH = 32
local ID_NAMES = { asset = "an asset id", product = "a developer product id", gamePass = "a game pass id" }
local DAYS_IN_MONTH = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }

-- ── constructors ─────────────────────────────────────────────────────

local function build(kind, opts, extra)
	local node = { kind = kind }
	if opts ~= nil then
		assert(type(opts) == "table", "schema options must be a table")
		for key, value in pairs(opts) do
			node[key] = value
		end
	end
	if extra ~= nil then
		for key, value in pairs(extra) do
			node[key] = value
		end
	end
	return node
end

function Schema.number(opts) return build("number", opts) end
function Schema.integer(opts) return build("number", opts, { integer = true }) end
function Schema.string(opts) return build("string", opts) end
function Schema.boolean(opts) return build("boolean", opts) end
function Schema.enum(values, opts) return build("enum", opts, { values = values }) end
function Schema.assetId(opts) return build("id", opts, { idKind = "asset" }) end
function Schema.productId(opts) return build("id", opts, { idKind = "product" }) end
function Schema.gamePassId(opts) return build("id", opts, { idKind = "gamePass" }) end
function Schema.dataPath(opts) return build("dataPath", opts) end
function Schema.utcDate(opts) return build("utcDate", opts) end
function Schema.color(opts) return build("color", opts) end
function Schema.tree(opts) return build("tree", opts) end
function Schema.list(item, opts) return build("list", opts, { item = item }) end
function Schema.map(value, opts) return build("map", opts, { value = value }) end
function Schema.record(fields, opts) return build("record", opts, { fields = fields }) end
function Schema.config(fields, opts) return build("config", opts, { fields = fields }) end
function Schema.optional(inner) return { kind = "optional", inner = inner } end

-- ── helpers ──────────────────────────────────────────────────────────

local function unwrap(node)
	if type(node) == "table" and node.kind == "optional" then
		return node.inner
	end
	return node
end

local function copy(value)
	if type(value) ~= "table" then
		return value
	end
	local out = {}
	for key, item in pairs(value) do
		out[key] = copy(item)
	end
	return out
end
Schema.copy = copy

local function sortedKeys(t)
	local keys = {}
	for key in pairs(t) do
		table.insert(keys, key)
	end
	table.sort(keys, function(a, b)
		return tostring(a) < tostring(b)
	end)
	return keys
end

local function childPath(path, key)
	if type(key) == "number" then
		return ("%s[%d]"):format(path, key)
	end
	if type(key) == "string" and key:match("^[%a_][%w_]*$") then
		return path == "" and key or (path .. "." .. key)
	end
	return ("%s[%q]"):format(path, tostring(key))
end
Schema.childPath = childPath

local function isArray(t)
	local count = 0
	for key in pairs(t) do
		if type(key) ~= "number" or key < 1 or key % 1 ~= 0 then
			return false
		end
		count += 1
	end
	for i = 1, count do
		if t[i] == nil then
			return false
		end
	end
	return true
end

local function isDataPath(text)
	if type(text) ~= "string" or text == "" then
		return false
	end
	for segment in (text .. "."):gmatch("(.-)%.") do
		if not segment:match("^[%a_][%w_]*$") then
			return false
		end
	end
	return true
end

function Schema.parseUtcDate(text)
	if type(text) ~= "string" then
		return nil
	end
	local y, m, d = text:match("^(%d%d%d%d)%-(%d%d)%-(%d%d)$")
	if y == nil then
		return nil
	end
	local year, month, day = tonumber(y), tonumber(m), tonumber(d)
	if month < 1 or month > 12 then
		return nil
	end
	local days = DAYS_IN_MONTH[month]
	if month == 2 and ((year % 4 == 0 and year % 100 ~= 0) or year % 400 == 0) then
		days = 29
	end
	if day < 1 or day > days then
		return nil
	end
	return year, month, day
end

local function distance(a, b)
	local la, lb = #a, #b
	if la == 0 then return lb end
	if lb == 0 then return la end
	local previous = {}
	for j = 0, lb do
		previous[j] = j
	end
	for i = 1, la do
		local current = { [0] = i }
		local ca = a:sub(i, i):lower()
		for j = 1, lb do
			local cost = (ca == b:sub(j, j):lower()) and 0 or 1
			current[j] = math.min(previous[j] + 1, current[j - 1] + 1, previous[j - 1] + cost)
		end
		previous = current
	end
	return previous[lb]
end

local function suggest(key, fields)
	local best, bestDistance = nil, nil
	for _, name in ipairs(sortedKeys(fields)) do
		local d = distance(key, name)
		if d <= 2 and (bestDistance == nil or d < bestDistance) then
			best, bestDistance = name, d
		end
	end
	return best
end

-- ── validation ───────────────────────────────────────────────────────

local function push(problems, path, message)
	table.insert(problems, { path = path, message = message })
end

-- validateTree(value, path, problems, seen, depth): S.tree's rule. Every
-- bad entry is reported at its own path; a key that is not text is shown
-- with tostring (childPath's %d would throw on 1.5).
local function validateTree(value, path, problems, seen, depth)
	if type(value) ~= "table" then
		return push(problems, path, "must be a table of text keys")
	end
	if seen[value] then
		return push(problems, path, "contains itself")
	end
	if depth > Schema.TREE_DEPTH then
		return push(problems, path, ("is nested deeper than %d levels"):format(Schema.TREE_DEPTH))
	end
	seen[value] = true
	for _, key in ipairs(sortedKeys(value)) do
		local item = value[key]
		local at = if type(key) == "string" then childPath(path, key) else ("%s[%s]"):format(path, tostring(key))
		if type(key) ~= "string" then
			push(problems, at, "keys must be text")
		elseif type(item) == "number" then
			if item ~= item or item == math.huge or item == -math.huge then
				push(problems, at, "must be a finite number")
			end
		elseif type(item) == "table" then
			validateTree(item, at, problems, seen, depth + 1)
		elseif type(item) ~= "string" and type(item) ~= "boolean" then
			push(problems, at, "must be a number, text, true/false or a table")
		end
	end
	seen[value] = nil
end

local validateNode

-- runCheck(node, value, path, problems): the node's own `check`. Each item it
-- returns is { field?, message }: `field` is a key, or a list of keys, under
-- the node's path. Inside a pcall, so a rule that throws is a problem.
local function runCheck(node, value, path, problems)
	local ok, found = pcall(node.check, value)
	if not ok then
		return push(problems, path, ("could not be checked: %s"):format(tostring(found)))
	end
	if type(found) ~= "table" then
		return
	end
	for _, item in ipairs(found) do
		if type(item) == "table" and type(item.message) == "string" then
			local at = path
			local field = item.field
			if type(field) == "table" then
				for _, key in ipairs(field) do
					at = childPath(at, key)
				end
			elseif field ~= nil then
				at = childPath(at, field)
			end
			push(problems, at, item.message)
		end
	end
end

local validateShape
validateNode = function(node, value, path, problems, opts)
	if node.kind == "optional" then
		if value == nil then
			return
		end
		return validateNode(node.inner, value, path, problems, opts)
	end
	-- A node's own rule runs only over a value that passed every type check
	-- below it: a rule over fields that are already wrong is noise.
	local before = #problems
	validateShape(node, value, path, problems, opts)
	if type(node.check) == "function" and #problems == before then
		runCheck(node, value, path, problems)
	end
end

validateShape = function(node, value, path, problems, opts)
	if value == nil then
		return push(problems, path, "is required")
	end
	local kind = node.kind
	if kind == "number" then
		if type(value) ~= "number" or value ~= value then
			return push(problems, path, "must be a number")
		end
		if node.integer and value % 1 ~= 0 then
			return push(problems, path, "must be a whole number")
		end
		if node.min ~= nil and value < node.min then
			return push(problems, path, ("must be >= %s"):format(tostring(node.min)))
		end
		if node.max ~= nil and value > node.max then
			return push(problems, path, ("must be <= %s"):format(tostring(node.max)))
		end
	elseif kind == "string" then
		if type(value) ~= "string" then
			return push(problems, path, "must be text")
		end
		if node.minLength ~= nil and #value < node.minLength then
			if node.minLength == 1 then
				return push(problems, path, "must not be empty")
			end
			return push(problems, path, ("must have at least %d characters"):format(node.minLength))
		end
		if node.maxLength ~= nil and #value > node.maxLength then
			return push(problems, path, ("must have at most %d characters"):format(node.maxLength))
		end
		if node.pattern ~= nil then
			-- pcall: validate can run on a schema Schema.check never saw, and a
			-- malformed pattern must be reported, never thrown.
			local ok, matched = pcall(string.match, value, node.pattern)
			if not ok then
				return push(problems, path, ("cannot be checked against pattern %s: %s"):format(tostring(node.pattern), tostring(matched)))
			end
			if matched == nil then
				return push(problems, path, ("must match %s"):format(node.patternDoc or node.pattern))
			end
		end
	elseif kind == "boolean" then
		if type(value) ~= "boolean" then
			return push(problems, path, "must be true or false")
		end
	elseif kind == "enum" then
		if type(node.values) ~= "table" or type(value) ~= "string" or table.find(node.values, value) == nil then
			return push(problems, path, ("must be one of: %s"):format(table.concat(node.values or {}, ", ")))
		end
	elseif kind == "id" then
		if type(value) ~= "number" or value % 1 ~= 0 or value < 0 then
			return push(problems, path, ("must be %s: a whole number, 0 for none"):format(ID_NAMES[node.idKind] or "an id"))
		end
	elseif kind == "dataPath" then
		if not isDataPath(value) then
			return push(problems, path, "must be a data path like Stats.Cash")
		end
	elseif kind == "utcDate" then
		if Schema.parseUtcDate(value) == nil then
			return push(problems, path, "must be a UTC date written YYYY-MM-DD")
		end
	elseif kind == "color" then
		if typeof(value) ~= "Color3" then
			return push(problems, path, "must be a Color3 (Color3.fromRGB(r, g, b))")
		end
		-- LuaText cannot write a NaN or infinite channel, so T.config and
		-- T.migrate would fail later on a value the Kernel took.
		for _, channel in ipairs({ value.R, value.G, value.B }) do
			if channel ~= channel or channel == math.huge or channel == -math.huge then
				return push(problems, path, "must have finite channels")
			end
		end
	elseif kind == "tree" then
		validateTree(value, path, problems, {}, 1)
	elseif kind == "list" then
		if type(value) ~= "table" or not isArray(value) then
			return push(problems, path, "must be a list")
		end
		if node.minItems ~= nil and #value < node.minItems then
			push(problems, path, ("must have at least %d entries"):format(node.minItems))
		end
		if node.maxItems ~= nil and #value > node.maxItems then
			push(problems, path, ("must have at most %d entries"):format(node.maxItems))
		end
		for index, item in ipairs(value) do
			validateNode(node.item, item, childPath(path, index), problems, opts)
		end
	elseif kind == "map" then
		if type(value) ~= "table" then
			return push(problems, path, "must be a table")
		end
		for _, key in ipairs(sortedKeys(value)) do
			if type(key) ~= "string" then
				push(problems, path, "keys must be text")
			else
				validateNode(node.value, value[key], childPath(path, key), problems, opts)
			end
		end
	elseif kind == "record" or kind == "config" then
		if type(value) ~= "table" then
			return push(problems, path, "must be a table")
		end
		for _, key in ipairs(sortedKeys(value)) do
			if type(key) ~= "string" or node.fields[key] == nil then
				local hint = type(key) == "string" and suggest(key, node.fields) or nil
				push(problems, childPath(path, key),
					hint and ("is not a known option (did you mean %s?)"):format(hint) or "is not a known option")
			end
		end
		for _, name in ipairs(sortedKeys(node.fields)) do
			local field = node.fields[name]
			if not (kind == "config" and opts.skipServer and unwrap(field).server == true) then
				validateNode(field, value[name], childPath(path, name), problems, opts)
			end
		end
	end
end

function Schema.validate(root, value, rootPath, opts)
	local problems = {}
	validateNode(root, value, rootPath or "", problems, opts or {})
	return problems
end

function Schema.formatErrors(problems)
	local out = {}
	for _, problem in ipairs(problems) do
		table.insert(out, ("%s: %s"):format(problem.path, problem.message))
	end
	return out
end

-- ── defaults and merge ───────────────────────────────────────────────

function Schema.defaults(node)
	local kind = node.kind
	if kind == "optional" then
		if node.inner.default ~= nil then
			return Schema.defaults(node.inner)
		end
		return nil
	elseif kind == "record" or kind == "config" then
		local out = {}
		for name, field in pairs(node.fields) do
			out[name] = Schema.defaults(field)
		end
		return out
	elseif kind == "list" or kind == "map" then
		return Schema.merge(node, nil, node.default or {})
	end
	return copy(node.default)
end

function Schema.merge(node, base, override)
	if override == nil then
		return copy(base)
	end
	local n = unwrap(node)
	if type(override) ~= "table" then
		return copy(override)
	end
	if n.kind == "list" then
		local out = {}
		for index, item in ipairs(override) do
			out[index] = Schema.merge(n.item, Schema.defaults(n.item), item)
		end
		for key, item in pairs(override) do
			if out[key] == nil then
				out[key] = copy(item) -- kept so validation can reject a non-list
			end
		end
		return out
	end
	if n.kind ~= "record" and n.kind ~= "config" and n.kind ~= "map" then
		return copy(override)
	end
	local out = type(base) == "table" and copy(base) or {}
	for key, item in pairs(override) do
		local child = if n.kind == "map" then n.value else n.fields[key]
		if child == nil then
			out[key] = copy(item) -- unknown option: kept so validation reports it
		else
			local current = out[key]
			if current == nil then
				current = Schema.defaults(child)
			end
			out[key] = Schema.merge(child, current, item)
		end
	end
	return out
end

-- ── server-only options ──────────────────────────────────────────────

function Schema.serverFields(root)
	local set = {}
	for name, field in pairs(root.fields) do
		if unwrap(field).server == true then
			set[name] = true
		end
	end
	return set
end

function Schema.stripServer(root, value)
	local out = copy(value)
	for name in pairs(Schema.serverFields(root)) do
		out[name] = nil
	end
	return out
end

-- ── patterns ─────────────────────────────────────────────────────────

-- Luau rejects a malformed pattern only when string.match reaches the bad
-- item, so a probe on one subject lets most of them through ("a[" never
-- fails on "") and they throw later, on the game's value. patternError
-- walks the whole pattern once with the matcher's own rules (lstrlib) and
-- returns the reason the first bad item gives, or nil when every item is
-- well formed.
local MAX_CAPTURES = 32 -- LUA_MAXCAPTURES

-- setEnd(pattern, i) -> the index after the ']' that closes a set whose
-- first character is at i, or nil. As in the matcher, the first character
-- after '[' or '[^' always belongs to the set, so "[]]" and "[^]]" are sets
-- holding ']', and a '%' inside a set escapes the character after it.
local function setEnd(pattern, i)
	local n = #pattern
	if string.sub(pattern, i, i) == "^" then
		i += 1
	end
	repeat
		if i > n then
			return nil
		end
		local c = string.sub(pattern, i, i)
		i += 1
		if c == "%" and i <= n then
			i += 1
		end
	until string.sub(pattern, i, i) == "]"
	return i + 1
end

function Schema.patternError(pattern)
	if type(pattern) ~= "string" then
		return "pattern must be text"
	end
	local n = #pattern
	local i = if string.sub(pattern, 1, 1) == "^" then 2 else 1
	local closed = {} -- closed[k] becomes true when capture k gets its ')'
	local open = {} -- captures still open, innermost last
	while i <= n do
		local c = string.sub(pattern, i, i)
		if c == "(" then
			table.insert(closed, false)
			if #closed > MAX_CAPTURES then
				return "too many captures"
			end
			table.insert(open, #closed)
			i += 1
		elseif c == ")" then
			local index = table.remove(open)
			if index == nil then
				return "invalid pattern capture"
			end
			closed[index] = true
			i += 1
		elseif c == "[" then
			local after = setEnd(pattern, i + 1)
			if after == nil then
				return "missing ']'"
			end
			i = after
		elseif c == "%" then
			if i == n then
				return "ends with '%'"
			end
			local nextChar = string.sub(pattern, i + 1, i + 1)
			if nextChar == "b" then
				if i + 3 > n then
					return "missing arguments to '%b'"
				end
				i += 4
			elseif nextChar == "f" then
				if string.sub(pattern, i + 2, i + 2) ~= "[" then
					return "missing '[' after '%f'"
				end
				local after = setEnd(pattern, i + 3)
				if after == nil then
					return "missing ']'"
				end
				i = after
			elseif string.find(nextChar, "^%d$") then
				if closed[tonumber(nextChar)] ~= true then
					return "invalid capture index %" .. nextChar
				end
				i += 2
			else
				i += 2
			end
		else
			i += 1
		end
	end
	if #open > 0 then
		return "unfinished capture"
	end
	return nil
end

-- ── schema definition check ──────────────────────────────────────────

local function isCount(value)
	return type(value) == "number" and value >= 0 and value % 1 == 0
end

-- The option values validation relies on. A wrong type here would make
-- validation misbehave (a number compared with a string, a boolean
-- concatenated into a message) and a malformed pattern would only fail on
-- the game's value, so the schema is rejected instead.
local function checkOptions(node, path, errors)
	for _, option in ipairs({ "min", "max" }) do
		if node[option] ~= nil and (type(node[option]) ~= "number" or node[option] ~= node[option]) then
			table.insert(errors, ("%s: %s must be a number"):format(path, option))
		end
	end
	for _, option in ipairs({ "minLength", "maxLength", "minItems", "maxItems" }) do
		if node[option] ~= nil and not isCount(node[option]) then
			table.insert(errors, ("%s: %s must be a whole number >= 0"):format(path, option))
		end
	end
	if node.pattern ~= nil then
		if type(node.pattern) ~= "string" then
			table.insert(errors, ("%s: pattern must be text"):format(path))
		else
			local reason = Schema.patternError(node.pattern)
			if reason ~= nil then
				table.insert(errors, ("%s: pattern is not a valid Luau pattern (%s)"):format(path, reason))
			end
		end
	end
	if node.kind == "enum" then
		if type(node.values) ~= "table" or not isArray(node.values) then
			table.insert(errors, ("%s: enum needs a list of text values"):format(path))
		elseif #node.values == 0 then
			table.insert(errors, ("%s: enum needs at least one value"):format(path))
		else
			for _, value in ipairs(node.values) do
				if type(value) ~= "string" then
					table.insert(errors, ("%s: enum values must be text"):format(path))
					break
				end
			end
		end
	end
	if node.check ~= nil then
		local where = if path == "" then "the schema" else path
		if type(node.check) ~= "function" then
			table.insert(errors, ("%s: check must be a function"):format(where))
		elseif type(node.checkDoc) ~= "string" or node.checkDoc == "" then
			table.insert(errors, ("%s: check needs a checkDoc that says its rule"):format(where))
		end
	end
	if node.pinned ~= nil and type(node.pinned) ~= "boolean" then
		table.insert(errors, ("%s: pinned must be true or false"):format(if path == "" then "the schema" else path))
	end
end

-- Validates what the node gives the game when the game leaves it out: its
-- default, with list items and map values filled in from their own
-- defaults, exactly as Config.load merges it. On a group (only reached for
-- an S.optional group, see checkNode) the default is the switch that makes
-- the group present, built by Schema.defaults from its fields' defaults and
-- never from the switch's values: the switch must be `{}`, since values in
-- it would be dropped without a word, and the group it switches on must be
-- valid. In a pcall, because a default the merge cannot copy (a table that
-- contains itself) must become an error in the list, not a throw.
local function checkDefault(node, path, errors)
	local problems = {}
	local ok, err = pcall(function()
		if node.kind == "record" or node.kind == "config" then
			if type(node.default) ~= "table" then
				validateNode(node, node.default, path, problems, {})
			else
				if next(node.default) ~= nil then
					push(problems, path, "an optional group's default only switches it on, its values are not used;"
						.. " give each field its own default and use default = {}")
				end
				validateNode(node, Schema.defaults(node), path, problems, {})
			end
		else
			validateNode(node, Schema.defaults(node), path, problems, {})
		end
	end)
	if not ok then
		table.insert(errors, ("default of %s: cannot be checked (%s)"):format(path, tostring(err)))
		return
	end
	local seen = {}
	for _, problem in ipairs(problems) do
		local line = ("default of %s: %s"):format(problem.path, problem.message)
		if not seen[line] then
			seen[line] = true
			table.insert(errors, line)
		end
	end
end

-- `server` is true under a server-only option: nothing there may carry a
-- default (RT-10). `collection` is true under a list item or a map value:
-- nothing there may be pinned (plan B0), since T.migrate compares a pinned
-- option at one path.
local function checkNode(node, path, errors, topLevel, optional, server, collection)
	if type(node) ~= "table" or type(node.kind) ~= "string" or not KNOWN[node.kind] then
		table.insert(errors, ("%s is not a schema node"):format(path))
		return
	end
	if node.kind == "optional" then
		return checkNode(node.inner, path, errors, topLevel, true, server, collection)
	end
	local kind = node.kind
	local before = #errors
	if node.server == true and not topLevel then
		table.insert(errors, ("%s: server = true is only allowed on top-level options"):format(path))
	end
	if node.pinned == true and collection then
		table.insert(errors, ("%s: pinned is only allowed outside lists and maps"):format(path))
	elseif node.pinned == true and path == "" then
		-- The root has no describe row, so T.migrate would never see the flag.
		table.insert(errors, "the schema: pinned is only allowed on options")
	end
	local serverOnly = server == true or (topLevel and node.server == true)
	checkOptions(node, path, errors)
	if kind == "list" then
		checkNode(node.item, path .. "[]", errors, false, nil, serverOnly, true)
	elseif kind == "map" then
		checkNode(node.value, path .. ".<key>", errors, false, nil, serverOnly, true)
	elseif kind == "record" or kind == "config" then
		if type(node.fields) ~= "table" then
			table.insert(errors, ("%s: needs a table of fields"):format(path))
		else
			for _, name in ipairs(sortedKeys(node.fields)) do
				local field = node.fields[name]
				local fieldPath = childPath(path, name)
				local inner = unwrap(field)
				if type(inner) ~= "table" or type(inner.doc) ~= "string" or inner.doc == "" then
					table.insert(errors, ("%s needs a doc"):format(fieldPath))
				end
				checkNode(field, fieldPath, errors, kind == "config", nil, serverOnly, collection)
			end
		end
	end
	if node.default == nil then
		return
	end
	if serverOnly then
		table.insert(errors, ("%s: a server-only option has no default: the Schema reaches every client, and so would its default. Leave it out (S.optional, or required) and set the value in the server Config module")
			:format(path))
		return
	end
	if (kind == "record" or kind == "config") and not optional then
		-- Schema.defaults builds a group from its fields and reads a group's
		-- default only when the group is S.optional, as the switch that makes
		-- it present. Anywhere else the default has no effect at all.
		table.insert(errors, ("%s: default has no effect on a group that is not optional, give each field its own default")
			:format(path == "" and "the schema" or path))
	elseif #errors == before then
		-- Only on a sound node: a bad option or child is exactly what would
		-- make validating the default throw or report noise.
		checkDefault(node, path, errors)
	end
end

function Schema.check(root)
	if type(root) ~= "table" or root.kind ~= "config" then
		return { "the schema must be S.config({...})" }
	end
	local errors = {}
	checkNode(root, "", errors, false)
	return errors
end

-- ── describe (reference documentation) ───────────────────────────────

local function typeName(node)
	local kind = node.kind
	if kind == "number" then
		local parts = { node.integer and "whole number" or "number" }
		if node.min ~= nil then table.insert(parts, ">= " .. tostring(node.min)) end
		if node.max ~= nil then table.insert(parts, "<= " .. tostring(node.max)) end
		return table.concat(parts, ", ")
	elseif kind == "string" then
		return "text"
	elseif kind == "boolean" then
		return "true/false"
	elseif kind == "enum" then
		return "one of " .. table.concat(node.values or {}, " | ")
	elseif kind == "id" then
		return ID_NAMES[node.idKind] or "an id"
	elseif kind == "dataPath" then
		return "data path (e.g. Stats.Cash)"
	elseif kind == "utcDate" then
		return "UTC date YYYY-MM-DD"
	elseif kind == "color" then
		return "color (Color3)"
	elseif kind == "tree" then
		return "tree (text keys; numbers, text, true/false or nested tables)"
	elseif kind == "record" then
		return "group"
	end
	return kind
end

-- LuaText's number rule: a whole number as %d, else the shortest %.<p>g
-- that reads back exactly (a float32 channel needs up to 17 digits).
local function exactNumber(value)
	if value == math.floor(value) and math.abs(value) < 2 ^ 53 then
		return ("%d"):format(value)
	end
	for precision = 1, 17 do
		local text = ("%." .. precision .. "g"):format(value)
		if tonumber(text) == value then
			return text
		end
	end
	return ("%.17g"):format(value)
end

local function show(value)
	if value == nil then
		return ""
	end
	if typeof(value) == "Color3" then
		-- LuaText's rule (plan B0, planning decision 9): fromRGB only when
		-- every channel is exactly a whole 1/255 step as fromRGB makes it (a
		-- float32), else Color3.new with each channel's exact value.
		local channels, steps = { value.R, value.G, value.B }, {}
		for index, channel in ipairs(channels) do
			local step = math.round(channel * 255)
			if steps ~= nil and step >= 0 and step <= 255 and string.unpack("<f", string.pack("<f", step / 255)) == channel then
				steps[index] = step
			else
				steps = nil
			end
		end
		if steps ~= nil then
			return ("Color3.fromRGB(%d, %d, %d)"):format(steps[1], steps[2], steps[3])
		end
		return ("Color3.new(%s, %s, %s)"):format(exactNumber(channels[1]), exactNumber(channels[2]), exactNumber(channels[3]))
	end
	if type(value) == "string" then
		return ("%q"):format(value)
	end
	if type(value) == "table" then
		local count = 0
		for _ in pairs(value) do
			count += 1
		end
		return count == 0 and "{}" or ("{%d entries}"):format(count)
	end
	return tostring(value)
end

-- The limits a reader needs that `typeName` does not already say: text
-- length and pattern, and list sizes. Worded like the validation messages.
local function plural(count, one, many)
	return ("%d %s"):format(count, count == 1 and one or many)
end

local function constraintsOf(node)
	local out = {}
	if node.kind == "string" then
		if node.minLength == 1 then
			table.insert(out, "not empty")
		elseif node.minLength ~= nil then
			table.insert(out, "at least " .. plural(node.minLength, "character", "characters"))
		end
		if node.maxLength ~= nil then
			table.insert(out, "at most " .. plural(node.maxLength, "character", "characters"))
		end
		if node.pattern ~= nil then
			table.insert(out, "matches " .. tostring(node.patternDoc or node.pattern))
		end
	elseif node.kind == "list" then
		if node.minItems ~= nil then
			table.insert(out, "at least " .. plural(node.minItems, "entry", "entries"))
		end
		if node.maxItems ~= nil then
			table.insert(out, "at most " .. plural(node.maxItems, "entry", "entries"))
		end
	end
	if type(node.checkDoc) == "string" and node.checkDoc ~= "" then
		table.insert(out, node.checkDoc)
	end
	return out
end

-- describe(root) -> rows, one per option, in path order:
--   { path, type, default, doc, server, required,     -- display fields
--     optional, value, example, constraints,          -- for templates and Tools
--     pinned }                                        -- plan B0, for T.migrate
-- `default` is the display text the reference prints. `value` is the
-- default itself, a fresh copy, with the defaults of nested fields filled in
-- (Schema.defaults), nil when there is none. `example` is a copy of the
-- option's `example`. `constraints` lists the limits `type` does not say.
function Schema.describe(root)
	local rows = {}
	-- A list item or a map value is a structural node, not required to carry
	-- its own doc (Schema.check does not demand one there). Its row falls
	-- back to the list/map's own doc; an explicit doc on the item still wins.
	local function walk(node, path, server, parentDoc)
		local optional = node.kind == "optional"
		local n = unwrap(node)
		local isServer = server or n.server == true
		if path ~= "" then
			local doc = n.doc
			if doc == nil or doc == "" then
				doc = parentDoc
			end
			table.insert(rows, {
				path = path,
				type = typeName(n),
				default = show(n.default),
				doc = doc or "",
				server = isServer,
				required = (not optional) and n.default == nil and SCALAR[n.kind] == true,
				optional = optional,
				value = Schema.defaults(node),
				example = copy(n.example),
				constraints = constraintsOf(n),
				pinned = n.pinned == true,
			})
		end
		if n.kind == "record" or n.kind == "config" then
			for _, name in ipairs(sortedKeys(n.fields)) do
				walk(n.fields[name], childPath(path, name), isServer, nil)
			end
		elseif n.kind == "list" then
			walk(n.item, path .. "[]", isServer, n.doc)
		elseif n.kind == "map" then
			walk(n.value, path .. ".<key>", isServer, n.doc)
		end
	end
	walk(root, "", false, nil)
	return rows
end

-- ── freeze ───────────────────────────────────────────────────────────

function Schema.freeze(value)
	if type(value) ~= "table" or table.isfrozen(value) then
		return value
	end
	for _, item in pairs(value) do
		Schema.freeze(item)
	end
	return table.freeze(value)
end

return Schema
]]></string>
            <int64 name="SourceAssetId">-1</int64>
            <BinaryString name="Tags"></BinaryString>
          </Properties>
        </Item>
        <Item class="ModuleScript" referent="12">
          <Properties>
            <string name="Name">Signal</string>
            <BinaryString name="AttributesSerialize"></BinaryString>
            <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
            <ContentId name="LinkedSource">
              <null>
              </null>
            </ContentId>
            <bool name="DefinesCapabilities">false</bool>
            <BinaryString name="SerializedOverrides">
            </BinaryString>
            <string name="Source"><![CDATA[-- Minimal signal (connect/fire/once/wait). Handlers run via task.spawn so a
-- slow or erroring handler never blocks the firer.
local Signal = {}
Signal.__index = Signal

local Connection = {}
Connection.__index = Connection

function Connection:Disconnect()
	if not self.Connected then return end
	self.Connected = false
	local conns = self._signal._connections
	for i, c in ipairs(conns) do
		if c == self then table.remove(conns, i) break end
	end
end

function Signal.new()
	return setmetatable({ _connections = {} }, Signal)
end

function Signal:Connect(fn)
	local conn = setmetatable({ _signal = self, _fn = fn, Connected = true }, Connection)
	table.insert(self._connections, conn)
	return conn
end

function Signal:Once(fn)
	local conn
	conn = self:Connect(function(...)
		conn:Disconnect()
		fn(...)
	end)
	return conn
end

function Signal:Fire(...)
	for _, conn in ipairs(table.clone(self._connections)) do
		if conn.Connected then
			task.spawn(conn._fn, ...)
		end
	end
end

function Signal:Wait()
	local thread = coroutine.running()
	self:Once(function(...)
		task.spawn(thread, ...)
	end)
	return coroutine.yield()
end

function Signal:Destroy()
	for _, conn in ipairs(table.clone(self._connections)) do
		conn:Disconnect()
	end
end

return Signal
]]></string>
            <int64 name="SourceAssetId">-1</int64>
            <BinaryString name="Tags"></BinaryString>
          </Properties>
        </Item>
        <Item class="Folder" referent="13">
          <Properties>
            <string name="Name">UI</string>
            <BinaryString name="AttributesSerialize"></BinaryString>
            <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
            <Color3 name="IconTint">
              <R>0</R>
              <G>0</G>
              <B>0</B>
            </Color3>
            <bool name="DefinesCapabilities">false</bool>
            <BinaryString name="SerializedOverrides">
            </BinaryString>
            <int64 name="SourceAssetId">-1</int64>
            <BinaryString name="Tags"></BinaryString>
          </Properties>
          <Item class="ModuleScript" referent="14">
            <Properties>
              <string name="Name">MenuSystem</string>
              <BinaryString name="AttributesSerialize"></BinaryString>
              <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
              <ContentId name="LinkedSource">
                <null>
                </null>
              </ContentId>
              <bool name="DefinesCapabilities">false</bool>
              <BinaryString name="SerializedOverrides">
              </BinaryString>
              <string name="Source"><![CDATA[-- Runtime menu system. Replaces v1's install-time MenusGUI merge
-- (GUIManager + ToggleListener + GUIBridge) with runtime registration.
local CollectionService = game:GetService("CollectionService")
local ContentProvider = game:GetService("ContentProvider")
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")

local SFX = require(script.Parent.Parent.SFX)
local buildShell = require(script.Parent.Shell)
local PanelAnimations = require(script.Parent.PanelAnimations)

local TOOLTIP_OFFSET_X = 15
local TOOLTIP_OFFSET_Y = 78
local TOOLTIP_THROTTLE_INTERVAL = 0.016
local ICON_HOVER_SCALE = UDim2.new(1.05, 0, 1.05, 0)
local ICON_DEFAULT_SCALE = UDim2.new(1, 0, 1, 0)
local ICON_HOVER_TWEEN_TIME = 0.1
local ICON_LEAVE_TWEEN_TIME = 0.3
local TOGGLE_COLOR_ON = Color3.fromRGB(85, 255, 0)
local TOGGLE_COLOR_OFF = Color3.fromRGB(255, 50, 50)

-- AdoptPriority is buyer-editable (Studio attribute), so it may arrive as a
-- non-numeric type (e.g. a String) instead of the expected number. Both call
-- sites coerce through this helper rather than trusting the raw attribute -
-- a non-numeric value is treated as priority 0 instead of crashing the
-- table.sort comparator / the <= comparison in _adoptCandidate.
local function readAdoptPriority(inst)
	return tonumber(inst:GetAttribute("AdoptPriority")) or 0
end

-- Deterministic adoption order: highest AdoptPriority first, ties broken by
-- original GetTagged() encounter order (not Luau's unstable table.sort) so a
-- lower-priority duplicate is NEVER reparented during a sweep - it always
-- loses to a higher-priority sibling already processed first, regardless of
-- CollectionService's return order.
local function sortByAdoptPriority(list)
	local decorated = {}
	for i, inst in ipairs(list) do
		decorated[i] = { inst = inst, priority = readAdoptPriority(inst), index = i }
	end
	table.sort(decorated, function(a, b)
		if a.priority ~= b.priority then
			return a.priority > b.priority
		end
		return a.index < b.index
	end)
	local out = {}
	for i, d in ipairs(decorated) do
		out[i] = d.inst
	end
	return out
end

-- Async (task.spawn) image warm-up shared by both panel-acquisition paths:
-- registerPanel's clone (below) and the panel branch of adoption
-- (_adoptCandidate, "parity restoration" fix - adopted panels used to skip
-- this entirely, causing first-open texture pop-in for every StarterGui-
-- shipped panel post-edit-time-GUI-migration). Interactables are NOT
-- preloaded (registerPanel never did for addInteractable's clones either -
-- this only restores parity with registerPanel's own existing behavior, not
-- a new scope).
local function preloadPanelImages(panel)
	task.spawn(function()
		local images = {}
		for _, desc in ipairs(panel:GetDescendants()) do
			if desc:IsA("ImageLabel") or desc:IsA("ImageButton") then
				table.insert(images, desc)
			end
		end
		if #images > 0 then
			ContentProvider:PreloadAsync(images)
		end
	end)
end

local MenuSystem = {}
MenuSystem.__index = MenuSystem

function MenuSystem.new(playerGui, opts)
	local self = setmetatable({}, MenuSystem)
	self._playerGui = playerGui
	-- 3.0: the Kernel's piece runtime (UI/Pieces.lua). When present, every
	-- adoption candidate is offered to it first; nil keeps 2.x behavior.
	self._pieces = opts and opts.pieces or nil
	self._mouse = Players.LocalPlayer:GetMouse()
	self.gui = buildShell(playerGui)
	self._menus = self.gui.Menus
	self._interactables = self.gui.Interactables.Container
	self._tooltip = self.gui.Tooltip
	self._handlers = {}
	self._panels = {}
	self._panelPriority = {}
	self._panelScrollers = {}
	self._interactableRegistry = {}
	self._interactablePriority = {}
	self._animations = {}
	self._wired = {}
	self._toggled = {}

	for name, fn in pairs(PanelAnimations) do
		self._animations[name] = fn
	end

	for _, desc in ipairs(self.gui:GetDescendants()) do
		self:_wireDescendant(desc)
	end
	self.gui.DescendantAdded:Connect(function(desc)
		self:_wireDescendant(desc)
	end)

	for _, button in ipairs(CollectionService:GetTagged("UI_Toggle")) do
		self:_wireToggle(button)
	end
	CollectionService:GetInstanceAddedSignal("UI_Toggle"):Connect(function(button)
		self:_wireToggle(button)
	end)

	-- Edit-time GUI adoption (StarterGui-shipped panels/interactables). Must
	-- run after the shell + wiring above exist so reparenting into Menus /
	-- Interactables.Container flows through the DescendantAdded wiring path
	-- automatically (no separate wiring code needed for adopted instances).
	-- self:_safeAdopt pcall-wraps each candidate: MenuSystem.new runs BEFORE
	-- Loader.boot in KernelClient, so an uncaught error here would take down
	-- the whole client ecosystem, not just adoption - one bad tag must never
	-- do that.
	for _, inst in ipairs(sortByAdoptPriority(CollectionService:GetTagged("UI_Panel"))) do
		self:_safeAdopt(inst, "Panel")
	end
	CollectionService:GetInstanceAddedSignal("UI_Panel"):Connect(function(inst)
		self:_safeAdopt(inst, "Panel")
	end)

	for _, inst in ipairs(sortByAdoptPriority(CollectionService:GetTagged("UI_Interactable"))) do
		self:_safeAdopt(inst, "Interactable")
	end
	CollectionService:GetInstanceAddedSignal("UI_Interactable"):Connect(function(inst)
		self:_safeAdopt(inst, "Interactable")
	end)

	return self
end

-- ── handlers ─────────────────────────────────────────────────────────

function MenuSystem:registerHandlers(handlers)
	for action, fn in pairs(handlers) do
		self._handlers[action] = fn
	end
end

function MenuSystem:dispatch(action, button)
	local fn = self._handlers[action]
	if fn then
		fn(button)
	else
		warn("[RBLXE UI] No handler registered for action:", action)
	end
end

function MenuSystem:registerAnimation(name, fn)
	self._animations[name] = fn
end

-- ── panels ───────────────────────────────────────────────────────────

function MenuSystem:registerPanel(template)
	local panel = template:Clone()
	panel.Visible = false
	panel.Parent = self._menus
	self._panels[panel.Name] = panel
	local scrollers = {}
	for _, desc in ipairs(panel:GetDescendants()) do
		if desc:IsA("ScrollingFrame") then
			table.insert(scrollers, desc)
		end
	end
	self._panelScrollers[panel.Name] = scrollers
	preloadPanelImages(panel)
	return panel
end

function MenuSystem:getPanel(name)
	return self._panels[name]
end

--- The HUD button that actually opens `panelName` - the one this system
--- REGISTERED, not merely one that carries the attribute.
---
--- Packs need this to put a notification badge on their own button, and until
--- 2026-08-25 every one of them scanned the shell for the first GuiButton with
--- a matching `TargetPanel`. That is wrong whenever two packs ship a fallback
--- button for the same panel: the loser of the priority contest is hidden but
--- LEFT IN THE CONTAINER when it was adopted before the winner arrived (see
--- `_adoptCandidate`'s "deposed" branch), so the scan could - and did, for
--- Easy Pet System's Pets button - return an invisible button and light a
--- badge nobody could see. Which of the two a scan hits depends on sweep
--- order, so the packs that appeared to work were only lucky.
function MenuSystem:getInteractable(panelName)
	return self._interactableRegistry["TogglePanel:" .. tostring(panelName)]
end

--- A 3.0 interface piece, already resolved by the Kernel: the game's Interface
--- override when it satisfies its contract, otherwise the pack's default.
--- `pieceId` is "<PackId>.<Name>" (packs use ctx.getPiece("<Name>")). Yields
--- up to `timeout` seconds (default 10) for it to reach PlayerGui. A Panel or
--- HudButton piece (tagged UI_Panel / UI_Interactable) is only useful once
--- this menu adopted it; if it did not, the piece is still returned but a
--- warning says why the menu cannot open it, instead of failing silently.
function MenuSystem:getPiece(pieceId, timeout)
	if self._pieces == nil then
		return nil
	end
	local piece = self._pieces:get(pieceId, timeout)
	if piece ~= nil then
		local tag = (CollectionService:HasTag(piece, "UI_Panel") and "UI_Panel")
			or (CollectionService:HasTag(piece, "UI_Interactable") and "UI_Interactable")
			or nil
		-- M-d: the kind in the server's decision marks a menu piece even when
		-- it lacks its tag (a default that fails its contract).
		local kind = if self._pieces.kindOf ~= nil then self._pieces:kindOf(pieceId) else nil
		local menuPiece = tag ~= nil or kind == "Panel" or kind == "HudButton"
		if menuPiece and not self:_holds(piece) then
			-- A piece that has just arrived is adopted from its own tag signal:
			-- give that one frame before warning.
			task.wait()
			if not self:_holds(piece) then
				warn(("[RBLXE] UI: piece %s (%s) was not adopted by the menu; nothing can open it"):format(pieceId, tag or kind))
			end
		end
	end
	return piece
end

-- Whether `inst` holds a registry slot (an adopted or registered panel or
-- interactable), by identity.
function MenuSystem:_holds(inst)
	for _, registry in ipairs({ self._panels, self._interactableRegistry }) do
		for _, registered in pairs(registry) do
			if registered == inst then
				return true
			end
		end
	end
	return false
end

function MenuSystem:openPanel(name)
	local menu = self._panels[name]
	if not menu or menu.Visible then return end
	SFX:Play("Press")
	menu.Visible = true
	local animFn = self._animations[menu:GetAttribute("Animation") or "Bounce"]
	if animFn then animFn(menu) end
	for _, sf in ipairs(self._panelScrollers[name] or {}) do
		sf.CanvasPosition = Vector2.zero
	end
	if menu:GetAttribute("Exclusive") ~= false then
		for otherName, otherMenu in pairs(self._panels) do
			if otherName ~= name and otherMenu.Visible and otherMenu:GetAttribute("Exclusive") ~= false then
				otherMenu.Visible = false
			end
		end
	end
end

function MenuSystem:closePanel(name)
	local menu = self._panels[name]
	if menu then menu.Visible = false end
end

function MenuSystem:togglePanel(name)
	local menu = self._panels[name]
	if not menu then return end
	if menu.Visible then
		SFX:Play("Press")
		menu.Visible = false
	else
		self:openPanel(name)
	end
end

function MenuSystem:addInteractable(template)
	local button = template:Clone()
	button.Parent = self._interactables
	return button
end

-- ── adoption (edit-time GUI: StarterGui-shipped panels/interactables) ──

-- interactableKey(inst) -> the identity two packs' HUD buttons are deduped
-- by. A button that toggles a panel IS that panel's button, whatever the
-- instance happens to be called, so the key is the panel it opens.
--
-- It used to be `inst.Name`, which only ever worked by coincidence: General
-- UI Kit and Easy Pet System both shipped a fallback "Shop" button and both
-- happened to name it after the panel. Renaming General UI Kit's buttons to
-- "Shop Button" etc. (2026-08-21) broke that coincidence instantly - the two
-- stopped colliding, both got adopted, and the HUD would have shown two Shop
-- buttons side by side, each opening the same panel. Keying off what the
-- button DOES cannot be broken by a rename.
--
-- Anything that is not a panel toggle (a pack's own custom Action, or a
-- decorative interactable with none) falls back to the name: there is
-- nothing better to compare, and two of those are not obviously duplicates.
local function interactableKey(inst)
	if inst:GetAttribute("Action") == "TogglePanel" then
		local target = inst:GetAttribute("TargetPanel")
		if type(target) == "string" and target ~= "" then
			return "TogglePanel:" .. target
		end
	end
	return inst.Name
end

local ADOPT_KIND = {
	Panel = { tag = "UI_Panel", container = "_menus", registry = "_panels", priorities = "_panelPriority" },
	Interactable = { tag = "UI_Interactable", container = "_interactables", registry = "_interactableRegistry", priorities = "_interactablePriority" },
}

-- Entry point for both the sweep (GetTagged) and late-arrival
-- (GetInstanceAddedSignal) paths. Exposed (not local-only) so specs can
-- drive it directly where there is no natural way to simulate a scenario
-- through the tag-add signal (e.g. reentrancy guard).
function MenuSystem:_adoptCandidate(inst, kind)
	local cfg = ADOPT_KIND[kind]
	if not cfg then return end
	-- A UI_Panel/UI_Interactable tag on a non-GuiObject (Folder, ScreenGui,
	-- UIStroke, ...) is not a valid candidate - bail before touching any
	-- GuiObject-only property (Visible, below) that would error on it.
	if not inst:IsA("GuiObject") then return end
	-- Only adopt from the local player's own PlayerGui tree, and never
	-- re-adopt something already living inside our own shell (avoids
	-- re-registration loops for anything CollectionService reports again).
	if not inst:IsDescendantOf(self._playerGui) or inst:IsDescendantOf(self.gui) then
		return
	end

	-- 3.0 pieces: a copy the Kernel did not choose (the default behind a valid
	-- Interface override, or the reverse, or a clone a pack made) is never
	-- adopted. Instances without RBLXE_Piece are always admitted, so 2.x GUIs
	-- keep the priority path below.
	if self._pieces ~= nil and not self._pieces:admit(inst) then
		return
	end

	local registry = self[cfg.registry]
	local priorities = self[cfg.priorities]
	local name = (kind == "Panel" and inst:GetAttribute("PanelId")) or interactableKey(inst)
	local priority = readAdoptPriority(inst)
	local existingPriority = priorities[name]
	local incumbent = registry[name]
	local chosen = self._pieces ~= nil and self._pieces:chose(inst)

	if chosen then
		-- The Kernel already decided this piece: it takes the slot whatever
		-- the AdoptPriority of a 2.x copy, which is deposed (hidden) instead.
		-- Two chosen pieces on one key is a declaration conflict: the first
		-- keeps the slot and both are named.
		local pieceId = inst:GetAttribute("RBLXE_Piece")
		if incumbent ~= nil and incumbent ~= inst and self._pieces:chose(incumbent) then
			inst.Visible = false
			warn(("[RBLXE] UI: pieces %s and %s both use %s '%s'; %s keeps it, %s is left unadopted")
				:format(tostring(incumbent:GetAttribute("RBLXE_Piece")), tostring(pieceId), cfg.tag, tostring(name),
					tostring(incumbent:GetAttribute("RBLXE_Piece")), tostring(pieceId)))
			return
		end
		if incumbent ~= nil and incumbent ~= inst then
			warn(("[RBLXE] UI: %s '%s' %s deposed by the 3.0 piece %s")
				:format(cfg.tag, tostring(name), incumbent:GetFullName(), tostring(pieceId)))
		end
		priority = math.huge
	elseif incumbent ~= nil and self._pieces ~= nil and self._pieces:chose(incumbent) then
		-- A 2.x copy arriving after the piece: the slot stays with the piece.
		inst.Visible = false
		warn(("[RBLXE] UI: %s '%s' %s left unadopted: the slot belongs to the 3.0 piece %s")
			:format(cfg.tag, tostring(name), inst:GetFullName(), tostring(incumbent:GetAttribute("RBLXE_Piece"))))
		return
	elseif existingPriority ~= nil and priority <= existingPriority then
		-- Loses to the incumbent (strictly lower, or a tie): left in place,
		-- unadopted, hidden so a dangling duplicate is never visible/clickable.
		inst.Visible = false
		if incumbent ~= nil and incumbent.Parent == nil then
			warn(("[RBLXE] duplicate %s '%s' left unadopted (priority): the incumbent was destroyed"):format(cfg.tag, name))
		else
			warn(("[RBLXE] duplicate %s '%s' left unadopted (priority)"):format(cfg.tag, name))
		end
		return
	end

	-- A higher-priority late arrival swaps the registration: the previously
	-- registered instance (if any) is deposed - hide it so it doesn't stay
	-- visible/reachable (an open panel, or a still-clickable interactable)
	-- after losing its registry slot, symmetric with the sweep-loser path.
	local previous = registry[name]
	if previous and previous ~= inst then
		previous.Visible = false
	end

	inst.Parent = self[cfg.container]
	if kind == "Panel" then
		inst.Visible = false -- panels default closed; interactables stay visible
	end
	registry[name] = inst
	priorities[name] = priority

	if kind == "Panel" then
		local scrollers = {}
		for _, desc in ipairs(inst:GetDescendants()) do
			if desc:IsA("ScrollingFrame") then
				table.insert(scrollers, desc)
			end
		end
		self._panelScrollers[name] = scrollers
		-- Parity restoration (M3 review fix): registerPanel always warmed up
		-- its clone's images; adopted panels must get the identical treatment
		-- - otherwise every StarterGui-shipped panel (GUK's 13, EPS's own)
		-- loses this warm-up entirely post edit-time-GUI-migration, causing
		-- first-open texture pop-in that registerPanel-based panels never had.
		preloadPanelImages(inst)
	end
end

-- Safety net around _adoptCandidate: MenuSystem.new runs before Loader.boot,
-- so any uncaught error here would kill client boot entirely. A malformed
-- candidate (or anything else unexpected) is logged and skipped instead.
function MenuSystem:_safeAdopt(inst, kind)
	local ok, err = pcall(self._adoptCandidate, self, inst, kind)
	if not ok then
		warn(("[RBLXE] adoption failed for '%s': %s"):format(inst.Name, tostring(err)))
	end
end

function MenuSystem:_findAncestorPanel(instance)
	local current = instance.Parent
	while current and current ~= self.gui do
		-- Identity lookup, not a Name-keyed probe: adopted panels register
		-- under their PanelId attribute, which may differ from the
		-- instance's own Name - self._panels[current.Name] would miss those.
		for _, panel in pairs(self._panels) do
			if panel == current then
				return current
			end
		end
		current = current.Parent
	end
	return nil
end

-- Action routing. Real clicks call this from _wireButton; tests call it
-- directly because Activated cannot be fired programmatically.
function MenuSystem:_onButtonActivated(button)
	local action = button:GetAttribute("Action")
	if not action or action == "" then return end
	if action == "TogglePanel" then
		self:togglePanel(button:GetAttribute("TargetPanel") or "")
	elseif action == "ClosePanel" then
		local target = button:GetAttribute("TargetPanel") or ""
		if target ~= "" then
			self:closePanel(target)
		else
			local ancestor = self:_findAncestorPanel(button)
			if ancestor then ancestor.Visible = false end
		end
	else
		self:dispatch(action, button)
	end
end

-- ── wiring (Task 8 fills these in) ───────────────────────────────────

function MenuSystem:_wireDescendant(desc)
	if desc:IsA("GuiButton") then
		self:_wireButton(desc)
	elseif desc:IsA("GuiObject") then
		self:_wireDecoration(desc)
	end
end

function MenuSystem:_wireButton(button)
	if self._wired[button] then return end
	self._wired[button] = true
	if CollectionService:HasTag(button, "UI_Toggle") then return end
	-- A blocker is a GuiButton only so that it SINKS input - the invisible
	-- full-screen sheet a modal panel puts behind itself so clicks never
	-- reach what it covers. It is not something the player presses, so it
	-- gets no press sound, no hover sound, no icon tween and no tooltip.
	-- Reported by the user against Roulette System's Spin: "cada vez que
	-- clico el fondo del menu Spin suena el SFX de click". Declared with a
	-- tag rather than inferred: 100 GuiButtons across the shipped v2 assets
	-- carry neither a tag nor an Action (Teleport zones, Claim buttons,
	-- Equip/Merge/Delete, the music player's Next/Mute - all wired by pack
	-- code and all of them SHOULD click), so there is no property of a
	-- blocker to detect. It still sinks input exactly as before: absorbing
	-- clicks is what a GuiButton does, not something this wiring conferred.
	if CollectionService:HasTag(button, "UI_Blocker") then return end

	button.Activated:Connect(function()
		SFX:Play(button:GetAttribute("BuySound") and "Buy_1" or "Press")
		self:_onButtonActivated(button)
	end)

	local icon = button:FindFirstChild("Icon")
	button.MouseEnter:Connect(function()
		SFX:Play("Hover")
		if icon then
			icon:TweenSize(ICON_HOVER_SCALE, Enum.EasingDirection.Out, Enum.EasingStyle.Quint, ICON_HOVER_TWEEN_TIME, true)
		end
		if button:GetAttribute("ShowTooltip") then
			self._tooltip.Visible = true
			self._tooltip.ButtonName.Text = button:GetAttribute("TooltipText") or button.Name
		end
	end)
	local lastTooltipMove = 0
	button.MouseMoved:Connect(function()
		if button:GetAttribute("ShowTooltip") then
			local now = tick()
			if now - lastTooltipMove < TOOLTIP_THROTTLE_INTERVAL then return end
			lastTooltipMove = now
			self._tooltip.Position = UDim2.fromOffset(
				self._mouse.X + TOOLTIP_OFFSET_X, self._mouse.Y + TOOLTIP_OFFSET_Y)
		end
	end)
	button.MouseLeave:Connect(function()
		if icon then
			icon:TweenSize(ICON_DEFAULT_SCALE, Enum.EasingDirection.Out, Enum.EasingStyle.Quint, ICON_LEAVE_TWEEN_TIME, true)
		end
		if button:GetAttribute("ShowTooltip") then
			self._tooltip.Visible = false
		end
	end)
end

function MenuSystem:_wireDecoration(element)
	if self._wired[element] then return end
	local animation = element:GetAttribute("Animation")
	if not animation then return end
	if element.Parent == self._menus then return end -- panels use Animation for their open-anim
	self._wired[element] = true
	if animation == "Rotate" then
		local speed = element:GetAttribute("Speed") or 15
		TweenService:Create(element,
			TweenInfo.new(speed, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, -1),
			{ Rotation = 360 }):Play()
	elseif animation == "HoverBob" then
		local basePos = element.Position
		element.MouseEnter:Connect(function()
			element:TweenPosition(basePos - UDim2.fromScale(0, 0.03),
				Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.2, true)
		end)
		element.MouseLeave:Connect(function()
			element:TweenPosition(basePos,
				Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.2, true)
		end)
	end
end

function MenuSystem:_wireToggle(button)
	if not button:IsA("GuiButton") then return end
	if not button:IsDescendantOf(self._playerGui) then return end -- ignore RS/asset templates
	if self._toggled[button] then return end
	local state = { isEnabled = true }
	self._toggled[button] = state
	local function setVisual()
		button.BackgroundColor3 = state.isEnabled and TOGGLE_COLOR_ON or TOGGLE_COLOR_OFF
		local status = button:FindFirstChild("Status")
		if status then status.Text = state.isEnabled and "ON" or "OFF" end
	end
	setVisual()
	button.MouseButton1Click:Connect(function()
		state.isEnabled = not state.isEnabled
		setVisual()
		local action = button:GetAttribute("Action")
		if action then self:dispatch(action, button) end
	end)
end

return MenuSystem
]]></string>
              <int64 name="SourceAssetId">-1</int64>
              <BinaryString name="Tags"></BinaryString>
            </Properties>
          </Item>
          <Item class="ModuleScript" referent="15">
            <Properties>
              <string name="Name">PanelAnimations</string>
              <BinaryString name="AttributesSerialize"></BinaryString>
              <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
              <ContentId name="LinkedSource">
                <null>
                </null>
              </ContentId>
              <bool name="DefinesCapabilities">false</bool>
              <BinaryString name="SerializedOverrides">
              </BinaryString>
              <string name="Source"><![CDATA[-- PanelAnimations loader
-- Each child ModuleScript is an animation: its name maps to the Animation
-- attribute on UI_Panel, and it must return function(menu: GuiObject).
local Animations = {}

for _, child in ipairs(script:GetChildren()) do
	if child:IsA("ModuleScript") then
		local ok, fn = pcall(require, child)
		if ok and type(fn) == "function" then
			Animations[child.Name] = fn
		end
	end
end

return Animations
]]></string>
              <int64 name="SourceAssetId">-1</int64>
              <BinaryString name="Tags"></BinaryString>
            </Properties>
            <Item class="ModuleScript" referent="16">
              <Properties>
                <string name="Name">Bounce</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- Bounce animation: drops from slightly above with Back easing and a small random rotation.
--
-- Works on ANY GuiObject. It used to bail out on anything that was not a
-- CanvasGroup - a guard with nothing behind it, since the animation only ever
-- touches Position and Rotation and never GroupTransparency. Two of General
-- UI Kit's thirteen shipped panels are plain Frames (TradeRequest, Spin), and
-- both ask for Bounce, so both opened with a hard cut and no animation at all
-- while every CanvasGroup panel bounced. Found 2026-08-21 via the plugin's
-- new MENUS Preview button; the guard is removed rather than the panels
-- converted, because a CanvasGroup rasterizes its descendants into a canvas
-- its own size and both panels have content that deliberately overhangs
-- (TradeRequest's Icon at x=-0.07/y=-0.22, Spin's CoinsEffect spawn line at
-- y=-0.1) - converting them would have cropped it.
local TweenService = game:GetService("TweenService")

local DURATION   = 0.5
local OFFSET_Y   = 0.02  -- how far above the resting position the panel starts

return function(menu: GuiObject)
	local origPos = menu.Position
	menu.Position = UDim2.new(origPos.X.Scale, origPos.X.Offset, origPos.Y.Scale - OFFSET_Y, origPos.Y.Offset)
	menu.Rotation = math.random(2) == 1 and 1 or -1

	menu:TweenPosition(
		origPos,
		Enum.EasingDirection.Out, Enum.EasingStyle.Back, DURATION, true
	)
	TweenService:Create(
		menu,
		TweenInfo.new(DURATION, Enum.EasingStyle.Quint, Enum.EasingDirection.Out),
		{ Rotation = 0 }
	):Play()
end
]]></string>
                <int64 name="SourceAssetId">-1</int64>
                <BinaryString name="Tags"></BinaryString>
              </Properties>
            </Item>
          </Item>
          <Item class="ModuleScript" referent="17">
            <Properties>
              <string name="Name">Pieces</string>
              <BinaryString name="AttributesSerialize"></BinaryString>
              <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
              <ContentId name="LinkedSource">
                <null>
                </null>
              </ContentId>
              <bool name="DefinesCapabilities">false</bool>
              <BinaryString name="SerializedOverrides">
              </BinaryString>
              <string name="Source"><![CDATA[-- Pieces.lua - interface pieces (RBLX Essentials 3.0).
--
-- A pack declares the pieces of interface it drives in `Packs/<PackId>/Pieces`
-- (see Contracts.lua). Each piece has one DEFAULT copy, shipped by the pack
-- under StarterGui.RBLXEssentials.<PackId>, and may have one OVERRIDE, owned
-- by the game, under StarterGui.RBLXEssentials.Interface (a theme's piece or
-- a fork). Piece roots carry RBLXE_Piece = "<PackId>.<Name>".
--
-- The server decides once, at boot (`plan`), which copy each piece uses: a
-- valid override, else the default. Each decision is published as the
-- relative path of the chosen instance under the RBLXEssentials root (for
-- example "Interface/ThemeGui/Panel" or "Demo/DemoGui/Panel"), together with
-- the path of every other candidate copy the server saw for that id (the
-- refused ones), reaching every client in the RBLXE_PieceWinners attribute
-- (`encodeDecisions`/`decodeDecisions`). The client (`runtime`) admits only
-- the first instance of a piece whose own path under its nearest
-- RBLXEssentials ancestor matches the winner, and retires the copies that
-- arrive at a refused path or as a second copy at the winner path, so no pack
-- ever holds a copy that is later replaced (the 434 failure). Any other
-- instance carrying RBLXE_Piece (a clone a pack makes at runtime: a toast, a
-- billboard per adornee, a registerPanel copy) is not admitted but is left
-- alone: clones belong to the pack that made them.
--
-- The server makes StarterGui.RBLXEssentials survive character respawns
-- before `plan` runs (UI/RootPersistence.lua), so a piece admitted here
-- stays the same instance for the whole session.
--
-- Pure: every Instance, require function and scheduler comes in as an argument.
local Pieces = {}

Pieces.PIECE_ATTRIBUTE = "RBLXE_Piece"
Pieces.SOURCE_ATTRIBUTE = "RBLXE_Source"
Pieces.WINNERS_ATTRIBUTE = "RBLXE_PieceWinners"
Pieces.LEGACY = "legacy"
Pieces.INTERFACE = "Interface"
Pieces.ROOT = "RBLXEssentials"
-- StarterGui.RBLXEssentials.Interface.Custom holds what the 2.1 to 3.0
-- migration kept without managing it (T.migrate: retired panels and
-- buttons). Nothing there is a candidate for any piece, here or in Tools.
Pieces.CUSTOM = "Custom"
-- How long getPiece waits for PlayerGui.RBLXEssentials (it arrives with the
-- first character) before its own timeout starts counting (RT-4).
Pieces.ROOT_WAIT = 120

local function pieceIdOf(inst)
	local id = inst:GetAttribute(Pieces.PIECE_ATTRIBUTE)
	if type(id) == "string" and id ~= "" then
		return id
	end
	return nil
end

local function sortedKeys(t)
	local keys = {}
	for key in pairs(t) do
		table.insert(keys, key)
	end
	table.sort(keys)
	return keys
end

-- ── declarations ─────────────────────────────────────────────────────

-- collectDeclarations(...) -> (declarations, warnings, failures). `failures`
-- maps the id of a pack whose Pieces module errors or is invalid to the
-- reason its boot fails with (RT-6): its pieces can never be resolved, so
-- the Loader fails it instead of letting it drive an interface nobody sees.
function Pieces.collectDeclarations(packsFolder, requireFn, contracts)
	local declarations, warnings, failures = {}, {}, {}
	for _, packFolder in ipairs(packsFolder:GetChildren()) do
		local module = packFolder:FindFirstChild("Pieces")
		if module ~= nil and module:IsA("ModuleScript") then
			local ok, specs = pcall(requireFn, module)
			if not ok then
				local message = ("%s.Pieces errored: %s"):format(packFolder.Name, tostring(specs))
				table.insert(warnings, message)
				failures[packFolder.Name] = "invalid Pieces: " .. message
			else
				local errors = contracts.validateSpecs(packFolder.Name, specs)
				if #errors > 0 then
					for _, message in ipairs(errors) do
						table.insert(warnings, message)
					end
					failures[packFolder.Name] = "invalid Pieces:\n    " .. table.concat(errors, "\n    ")
				else
					declarations[packFolder.Name] = specs
				end
			end
		end
	end
	table.sort(warnings)
	return declarations, warnings, failures
end

-- ── server plan ──────────────────────────────────────────────────────

-- byId keeps the first copy of each id (sorted by full name); all keeps
-- every copy, so the plan can publish the paths of the ones it refuses.
local function index(list, origin, warnings, all)
	table.sort(list, function(a, b)
		return a:GetFullName() < b:GetFullName()
	end)
	local byId = {}
	for _, inst in ipairs(list) do
		local id = pieceIdOf(inst)
		all[id] = all[id] or {}
		table.insert(all[id], inst)
		if byId[id] ~= nil then
			table.insert(warnings, ("%s: more than one %s piece; using %s"):format(id, origin, byId[id]:GetFullName()))
		else
			byId[id] = inst
		end
	end
	return byId
end

-- The attribute that ties each piece kind to MenuSystem: a Panel is
-- registered under its PanelId, a HudButton opens its TargetPanel. An
-- Interface override must keep the default copy's value, or the button that
-- opens the panel (and every pack that asks for it) would miss it.
local IDENTITY = { Panel = "PanelId", HudButton = "TargetPanel" }

local function nonEmptyText(value)
	if type(value) == "string" and value ~= "" then
		return value
	end
	return nil
end

local function quoted(value)
	if type(value) == "string" then
		return ("%q"):format(value)
	end
	return tostring(value)
end

-- The path of `inst` under `root`, as the names of every node strictly
-- between them, joined by "/" (for example "Interface/ThemeGui/Panel").
local function relativePath(inst, root)
	local segments = {}
	local node = inst
	while node ~= nil and node ~= root do
		table.insert(segments, 1, node.Name)
		node = node.Parent
	end
	return table.concat(segments, "/")
end

-- winners maps each declared piece id to the relative path of the instance
-- chosen to satisfy it; a piece with nothing valid to use has no entry.
-- refused maps every id seen under the root, declared or not, to the paths
-- of its other copies (the default behind a valid override, a rejected
-- override, duplicates, copies of an id no pack declares): the client
-- retires exactly those, and nothing else.
function Pieces.plan(args)
	local contracts = args.contracts
	local root = args.root
	local interface = root and root:FindFirstChild(Pieces.INTERFACE)
	local custom = interface and interface:FindFirstChild(Pieces.CUSTOM)
	local defaultList, overrideList = {}, {}
	if root ~= nil then
		for _, inst in ipairs(root:GetDescendants()) do
			if pieceIdOf(inst) ~= nil and not (custom ~= nil and inst:IsDescendantOf(custom)) then
				if interface ~= nil and inst:IsDescendantOf(interface) then
					table.insert(overrideList, inst)
				else
					table.insert(defaultList, inst)
				end
			end
		end
	end

	local warnings, copies = {}, {}
	local defaults = index(defaultList, "default", warnings, copies)
	local overrides = index(overrideList, "Interface", warnings, copies)
	local declared, order, chosen, fromInterface, kinds = {}, {}, {}, {}, {}

	-- Pass 1: each piece's contract, and an override's identity (PanelId or
	-- TargetPanel) against its default.
	for _, packId in ipairs(sortedKeys(args.declarations)) do
		local specs = args.declarations[packId]
		for _, name in ipairs(sortedKeys(specs)) do
			local spec = specs[name]
			local id = packId .. "." .. name
			declared[id] = { packId = packId, spec = spec }
			kinds[id] = spec.kind
			table.insert(order, id)
			local default = defaults[id]
			if default ~= nil then
				local problems = contracts.check(default, spec)
				if #problems > 0 then
					table.insert(warnings, ("%s: default piece does not satisfy its contract: %s"):format(id, contracts.formatProblems(problems)))
				end
			end
			chosen[id] = default
			local override = overrides[id]
			if override ~= nil then
				local reason = nil
				local problems = contracts.check(override, spec)
				if #problems > 0 then
					reason = contracts.formatProblems(problems)
				else
					local attribute = IDENTITY[spec.kind]
					local want = attribute ~= nil and default ~= nil and nonEmptyText(default:GetAttribute(attribute)) or nil
					local got = attribute ~= nil and override:GetAttribute(attribute) or nil
					if want ~= nil and got ~= want then
						reason = ("%s is %s, the default's is %s"):format(attribute, quoted(got), quoted(want))
					end
				end
				if reason == nil then
					chosen[id] = override
					fromInterface[id] = true
				else
					table.insert(warnings, ("%s: Interface piece rejected, using the default: %s"):format(id, reason))
				end
			end
		end
	end

	-- Pass 2: `opens`. The chosen HudButton must target the PanelId of the
	-- chosen copy of the panel it opens, or it would open nothing.
	for _, id in ipairs(order) do
		local entry = declared[id]
		local opens = entry.spec.opens
		local panel = opens ~= nil and chosen[entry.packId .. "." .. opens] or nil
		if panel ~= nil and chosen[id] ~= nil then
			local panelId = panel:GetAttribute("PanelId")
			local function mismatch(button)
				local target = button:GetAttribute("TargetPanel")
				if target ~= panelId then
					return ("TargetPanel is %s but %s.%s has PanelId %s"):format(quoted(target), entry.packId, opens, quoted(panelId))
				end
				return nil
			end
			local reason = mismatch(chosen[id])
			if reason ~= nil and fromInterface[id] then
				table.insert(warnings, ("%s: Interface piece rejected, using the default: %s"):format(id, reason))
				fromInterface[id] = nil
				chosen[id] = defaults[id]
				reason = chosen[id] ~= nil and mismatch(chosen[id]) or nil
			end
			if reason ~= nil then
				table.insert(warnings, ("%s: default piece does not satisfy its contract: %s"):format(id, reason))
			end
		end
	end

	local winners, refused, detail = {}, {}, {}
	local total, interfaceCount = #order, 0
	for _, id in ipairs(order) do
		local inst = chosen[id]
		if inst == nil then
			table.insert(warnings, ("%s: no piece available (no valid Interface piece and no default)"):format(id))
		else
			winners[id] = relativePath(inst, root)
			if fromInterface[id] then
				interfaceCount += 1
				table.insert(detail, ("%s <- Interface (%s)"):format(id, tostring(inst:GetAttribute(Pieces.SOURCE_ATTRIBUTE) or "custom")))
			end
		end
	end
	for _, id in ipairs(sortedKeys(copies)) do
		local seen = {}
		for _, inst in ipairs(copies[id]) do
			local path = relativePath(inst, root)
			if inst ~= chosen[id] and path ~= winners[id] and not seen[path] then
				seen[path] = true
				refused[id] = refused[id] or {}
				table.insert(refused[id], path)
			end
		end
		if refused[id] ~= nil then
			table.sort(refused[id])
		end
	end
	for _, id in ipairs(sortedKeys(overrides)) do
		if declared[id] == nil then
			table.insert(warnings, ("%s: Interface piece ignored, no installed pack declares it (%s)"):format(id, overrides[id]:GetFullName()))
		end
	end
	table.sort(warnings)

	local lines = {}
	if total > 0 then
		table.insert(lines, ("%d pieces: %d from Interface, %d default"):format(total, interfaceCount, total - interfaceCount))
		for _, line in ipairs(detail) do
			table.insert(lines, line)
		end
	end
	return { winners = winners, refused = refused, kinds = kinds, lines = lines, warnings = warnings }
end

-- The RBLXE_PieceWinners value: the plan's winners and refused paths as JSON.
-- `jsonEncode` is HttpService:JSONEncode in the Kernel; the server calls this
-- inside the same pcall as the plan, so a value JSON cannot encode (an
-- instance name that is not valid UTF-8, for example) falls back to LEGACY
-- instead of stopping the server script.
function Pieces.encodeDecisions(plan, jsonEncode)
	return jsonEncode({ winners = plan.winners, refused = plan.refused or {}, kinds = plan.kinds or {} })
end

-- The client side of encodeDecisions. Returns { winners, refused }, or nil
-- when the server sent no usable decision (missing, LEGACY, not JSON, or not
-- the { winners, refused } shape): every piece is then adopted as in 2.x.
-- An empty winners map encodes as "[]" and decodes to an empty table.
function Pieces.decodeDecisions(encoded, jsonDecode)
	if type(encoded) ~= "string" or encoded == Pieces.LEGACY then
		return nil
	end
	local ok, decoded = pcall(jsonDecode, encoded)
	if not ok or type(decoded) ~= "table" or type(decoded.winners) ~= "table" then
		return nil
	end
	local refused = decoded.refused
	if type(refused) ~= "table" then
		refused = {}
	end
	local kinds = decoded.kinds
	if type(kinds) ~= "table" then
		kinds = {}
	end
	return { winners = decoded.winners, refused = refused, kinds = kinds }
end

-- strays(starterGui, root) -> warnings (M-c): every RBLXE_Piece instance in
-- StarterGui outside StarterGui.RBLXEssentials. Nothing resolves or retires
-- it, so it shows on every client as it is. The server says so once at boot
-- (Kernel.server.lua) and T.validate says it in Studio. A clone a pack makes
-- at runtime never reaches StarterGui, so it never warns.
function Pieces.strays(starterGui, root)
	local warnings = {}
	if starterGui == nil then
		return warnings
	end
	for _, inst in ipairs(starterGui:GetDescendants()) do
		local id = pieceIdOf(inst)
		if id ~= nil and not (root ~= nil and (inst == root or inst:IsDescendantOf(root))) then
			table.insert(warnings, ("%s: %s is outside StarterGui.%s: the Kernel never uses it, and it shows on screen as it is")
				:format(id, inst:GetFullName(), Pieces.ROOT))
		end
	end
	table.sort(warnings)
	return warnings
end

-- ── client runtime ───────────────────────────────────────────────────

function Pieces.originOf(inst)
	local node = inst.Parent
	while node ~= nil do
		if node.Name == Pieces.INTERFACE and node.Parent ~= nil and node.Parent.Name == Pieces.ROOT then
			return "Interface"
		end
		node = node.Parent
	end
	return "Default"
end

-- The path of `inst` under its nearest ancestor named Pieces.ROOT
-- ("RBLXEssentials"), matching what the server published in `plan`'s
-- winners. Nil when `inst` has no such ancestor at all.
local function pathUnderRoot(inst)
	local segments = {}
	local node = inst
	while node ~= nil do
		local parent = node.Parent
		if parent == nil then
			return nil
		end
		table.insert(segments, 1, node.Name)
		if parent.Name == Pieces.ROOT then
			return table.concat(segments, "/")
		end
		node = parent
	end
	return nil
end

local Runtime = {}
Runtime.__index = Runtime

-- decisions is what decodeDecisions returns (or a plan result): winners maps
-- a piece id to the relative path (relativePath/pathUnderRoot) of the
-- instance chosen to satisfy it, refused maps an id to the paths of the
-- copies the server refused. decisions == nil means the server sent no
-- decision at all: 2.x adoption for every piece.
function Pieces.runtime(decisions, opts)
	opts = opts or {}
	local self = setmetatable({}, Runtime)
	self._winners = decisions and decisions.winners or nil
	self._refused = {}
	for id, paths in pairs(decisions and decisions.refused or {}) do
		if type(paths) == "table" then
			local set = {}
			for _, path in ipairs(paths) do
				set[path] = true
			end
			self._refused[id] = set
		end
	end
	self._admitted = {}
	self._decided = setmetatable({}, { __mode = "k" })
	self._kinds = decisions and decisions.kinds or {}
	self._noDecision = {}
	-- RT-4: getPiece counts its timeout only once PlayerGui.RBLXEssentials
	-- exists. attach() records the PlayerGui; without one (a spec) the root
	-- counts as arrived.
	self._playerGui = opts.playerGui
	self._rootWait = opts.rootWait or Pieces.ROOT_WAIT
	self._wait = opts.wait or function(seconds)
		return seconds
	end
	self._warn = opts.warn or function() end
	self._defer = opts.defer or function(fn)
		fn()
	end
	return self
end

-- The declared kind of a piece id ("Panel", "HudButton", ...) as the
-- server's decision carries it, or nil. MenuSystem:getPiece warns from it
-- about a menu piece it never adopted, even one that lacks its tag (M-d).
function Runtime:kindOf(pieceId)
	local kind = self._kinds[pieceId]
	return if type(kind) == "string" then kind else nil
end

-- One warning per id the server's decision does not contain (T-G, M5): no
-- installed pack declares it, or no copy of it was usable.
function Runtime:_warnNoDecision(id, where)
	if self._noDecision[id] then
		return
	end
	self._noDecision[id] = true
	self._warn(("[RBLXE] UI: piece %s has no decision from the server (no installed pack declares it, or no copy of it is usable)%s")
		:format(id, if where ~= nil then ("; %s is not used"):format(where) else ""))
end

function Runtime:_retire(inst)
	pcall(function()
		if inst:IsA("GuiObject") then
			inst.Visible = false
		elseif inst:IsA("LayerCollector") then
			inst.Enabled = false
		end
	end)
	-- Deferred: the clone may still be mid-parenting when it is refused.
	self._defer(function()
		inst:Destroy()
	end)
end

-- Decides once per instance (the answer is cached, so a later move into the
-- MenuSystem shell cannot change it) and returns whether it may be used.
-- Only copies competing for the id are retired: one at a path the server
-- refused, or a second one at the winner path. Any other instance carrying
-- RBLXE_Piece (a clone a pack made) is refused but left alone.
function Runtime:admit(inst)
	local cached = self._decided[inst]
	if cached ~= nil then
		return cached
	end
	local id = pieceIdOf(inst)
	local admitted = true
	if id ~= nil then
		if self._winners == nil then
			self._admitted[id] = self._admitted[id] or inst
		else
			local winnerPath = self._winners[id]
			local path = pathUnderRoot(inst)
			if winnerPath == nil then
				admitted = false
				self:_warnNoDecision(id, inst:GetFullName())
				local refused = self._refused[id]
				if path ~= nil and refused ~= nil and refused[path] then
					self:_retire(inst)
				end
			elseif path ~= nil and path == winnerPath then
				local incumbent = self._admitted[id]
				if incumbent == nil then
					self._admitted[id] = inst
				else
					admitted = false
					if incumbent.Parent == nil then
						self._warn(("[RBLXE] UI: piece %s was destroyed; its new copy %s is refused (pieces are admitted once per session)")
							:format(id, inst:GetFullName()))
					else
						-- M-b: never removed without a word.
						self._warn(("[RBLXE] UI: piece %s: a second copy arrived at %s and was removed; the first copy keeps the piece")
							:format(id, inst:GetFullName()))
					end
					self:_retire(inst)
				end
			else
				admitted = false
				local refused = self._refused[id]
				if path ~= nil and refused ~= nil and refused[path] then
					self:_retire(inst)
				end
			end
		end
	end
	self._decided[inst] = admitted
	return admitted
end

-- Whether `inst` is the copy the server's decision chose for its id (always
-- false in 2.x legacy mode, where nothing was decided). MenuSystem adopts
-- such a piece over any 2.x panel or button with the same key.
function Runtime:chose(inst)
	if self._winners == nil then
		return false
	end
	local id = pieceIdOf(inst)
	return id ~= nil and self._admitted[id] == inst
end

function Runtime:attach(playerGui)
	self._playerGui = playerGui
	local function consider(inst)
		if pieceIdOf(inst) ~= nil then
			self:admit(inst)
		end
	end
	for _, inst in ipairs(playerGui:GetDescendants()) do
		consider(inst)
	end
	return playerGui.DescendantAdded:Connect(consider)
end

-- get(pieceId, timeout?) -> the admitted piece, or nil. An id the server's
-- decision does not contain returns at once (M5): no copy of it will ever be
-- admitted. Otherwise the timeout (default 10 s) counts only while
-- PlayerGui.RBLXEssentials exists (RT-4): the root arrives with the first
-- character, which a slow client or a pack like DatastorePurchaseSystem can
-- delay; waiting for the root is bounded by rootWait on its own.
function Runtime:get(pieceId, timeout)
	if self._winners ~= nil and self._winners[pieceId] == nil then
		self:_warnNoDecision(pieceId, nil)
		return nil
	end
	local limit = timeout or 10
	local elapsed, waitedForRoot = 0, 0
	while true do
		local found = self._admitted[pieceId]
		if found ~= nil and found.Parent ~= nil then
			return found
		end
		local rootHere = self._playerGui == nil or self._playerGui:FindFirstChild(Pieces.ROOT) ~= nil
		if rootHere and elapsed >= limit then
			break
		end
		if not rootHere and waitedForRoot >= self._rootWait then
			self._warn(("[RBLXE] UI: piece %s: PlayerGui.%s did not arrive within %ss (the player has no character yet?)")
				:format(pieceId, Pieces.ROOT, tostring(self._rootWait)))
			return nil
		end
		local step = self._wait(0.1)
		step = if type(step) == "number" and step > 0 then step else 0.1
		if rootHere then
			elapsed += step
		else
			waitedForRoot += step
		end
	end
	self._warn(("[RBLXE] UI: piece %s did not appear within %ss"):format(pieceId, tostring(limit)))
	return nil
end

return Pieces
]]></string>
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              <BinaryString name="AttributesSerialize"></BinaryString>
              <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
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              </BinaryString>
              <string name="Source"><![CDATA[-- RootPersistence.lua - keeps StarterGui.RBLXEssentials alive across
-- character respawns (Kernel 2.1.1).
--
-- WHY: Roblox resets PlayerGui on every character spawn. Each StarterGui
-- child is destroyed and cloned again unless it is a top-level
-- LayerCollector with ResetOnSpawn = false. The installer creates
-- StarterGui.RBLXEssentials as a Folder, which has no ResetOnSpawn, so the
-- whole tree was destroyed on the server and cloned again on every respawn
-- (the ResetOnSpawn = false of each pack ScreenGui nested inside is
-- ignored: only top-level LayerCollectors count). That server-side Destroy
-- replicates to every instance the client had moved out of the tree,
-- including every panel and HUD button MenuSystem adopted into
-- RBLXEssentialsGUI, so after the first death the menus and the HUD buttons
-- were gone. Diagnosed natively on 2026-09-23.
--
-- The server calls persist once at boot, before packs load, to turn a
-- non-ScreenGui root into a ScreenGui with ResetOnSpawn = false. The root
-- instance itself is replaced (the old Folder is destroyed), but the new one
-- keeps its name, attributes, tags and children, so every
-- PlayerGui.RBLXEssentials.<PackId>.<Gui> path stays the same: look the root
-- up by name after boot. The holder is neutral (no insets, no safe-area
-- clipping), so it adds no layout of its own, and the pack ScreenGuis nested
-- inside keep rendering as independent layers.
--
-- Pure: no `game` access. `create` is Instance.new and `enums` is Enum,
-- both injected so Lune specs can pass @lune/roblox's versions.
local RootPersistence = {}

RootPersistence.ROOT = "RBLXEssentials"

-- The nearest ancestor of `inst` (not `inst` itself) that is a GuiObject or
-- a LayerCollector, or nil when there is none.
local function nearestGuiAncestor(inst)
	local node = inst.Parent
	while node ~= nil do
		if node:IsA("GuiObject") or node:IsA("LayerCollector") then
			return node
		end
		node = node.Parent
	end
	return nil
end

-- Reports every instance under the root whose behavior changes now that the
-- root persists instead of resetting on spawn:
--   * client code (a LocalScript, or a Script with RunContext Client) now
--     runs once per session instead of on every respawn;
--   * a nested LayerCollector that asked to reset on spawn no longer does;
--   * only when the old root was not a LayerCollector (a Folder, which
--     renders nothing): a GuiObject with no GuiObject or LayerCollector
--     between it and the root now renders. Only the top of each such subtree
--     is reported, so a Frame > Folder > Frame chain gives one warning. When
--     the old root was already a ScreenGui, those objects were already
--     rendering, so they are not reported.
local function audit(root, enums, warnings, rootWasLayerCollector)
	for _, inst in ipairs(root:GetDescendants()) do
		if inst:IsA("LocalScript") or (inst:IsA("Script") and inst.RunContext == enums.RunContext.Client) then
			table.insert(warnings, ("%s: now runs once per session instead of on every respawn"):format(inst:GetFullName()))
		elseif inst:IsA("LayerCollector") then
			if inst.ResetOnSpawn == true then
				table.insert(warnings, ("%s: no longer resets on spawn"):format(inst:GetFullName()))
			end
		elseif inst:IsA("GuiObject") then
			if not rootWasLayerCollector and nearestGuiAncestor(inst) == root then
				table.insert(warnings, ("%s: now renders (it has no ScreenGui of its own)"):format(inst:GetFullName()))
			end
		end
	end
end

-- Makes StarterGui.RBLXEssentials survive respawn. Returns (root, warnings);
-- root is nil only when StarterGui has no RBLXEssentials child.
function RootPersistence.persist(starterGui, create, enums)
	local warnings = {}
	local root = starterGui:FindFirstChild(RootPersistence.ROOT)

	local matches = 0
	for _, child in ipairs(starterGui:GetChildren()) do
		if child.Name == RootPersistence.ROOT then
			matches += 1
		end
	end
	if matches > 1 and root ~= nil then
		table.insert(warnings, ("more than one StarterGui child is named %s; only %s was made persistent")
			:format(RootPersistence.ROOT, root:GetFullName()))
	end

	if root == nil then
		return nil, warnings
	end

	if root:IsA("ScreenGui") then
		-- Already converted, or the root may already be a ScreenGui if the
		-- game replaced it by hand: only make sure it survives respawn, and
		-- audit only when that is a change. Its GuiObjects already rendered.
		if root.ResetOnSpawn then
			root.ResetOnSpawn = false
			audit(root, enums, warnings, true)
		end
		table.sort(warnings)
		return root, warnings
	end

	local holder = create("ScreenGui")
	holder.Name = RootPersistence.ROOT
	holder.ResetOnSpawn = false
	holder.ScreenInsets = enums.ScreenInsets.None
	holder.ClipToDeviceSafeArea = false
	holder.SafeAreaCompatibility = enums.SafeAreaCompatibility.None
	for key, value in pairs(root:GetAttributes()) do
		holder:SetAttribute(key, value)
	end
	for _, tag in ipairs(root:GetTags()) do
		holder:AddTag(tag)
	end

	local moved = {}
	local moveOk, moveErr = pcall(function()
		for _, child in ipairs(root:GetChildren()) do
			child.Parent = holder
			table.insert(moved, child)
		end
	end)
	if not moveOk then
		-- Put back whatever already moved, so nothing is left orphaned.
		local stranded = {}
		for _, child in ipairs(moved) do
			local backOk = pcall(function()
				child.Parent = root
			end)
			if not backOk then
				table.insert(stranded, child)
			end
		end
		if #stranded == 0 then
			holder:Destroy()
		else
			-- Destroying the holder would destroy these children with it.
			for _, child in ipairs(stranded) do
				table.insert(warnings, ("%s could not be returned to %s"):format(child.Name, RootPersistence.ROOT))
			end
		end
		table.insert(warnings, ("%s: root not made persistent; menus, HUD buttons and pack interfaces may stop working after a respawn (%s)")
			:format(RootPersistence.ROOT, tostring(moveErr)))
		table.sort(warnings)
		return root, warnings
	end

	-- Parented before the Folder is destroyed, with no yield in between, so
	-- the moved children always have a root.
	holder.Parent = starterGui
	root:Destroy()

	audit(holder, enums, warnings, false)
	table.sort(warnings)
	return holder, warnings
end

return RootPersistence
]]></string>
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            <Properties>
              <string name="Name">Shell</string>
              <BinaryString name="AttributesSerialize"></BinaryString>
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              </BinaryString>
              <string name="Source"><![CDATA[-- Builds the kernel's ScreenGui shell programmatically - the kernel ships no
-- Studio-only GUI assets. Packs contribute their own panels via registerPanel.
return function(playerGui)
	local gui = Instance.new("ScreenGui")
	gui.Name = "RBLXEssentialsGUI"
	gui.ResetOnSpawn = false
	gui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
	gui.DisplayOrder = 5
	-- Parity with v1 MenusGUI: ignore topbar inset to prevent coordinate
	-- shift of scale-positioned content and mouse-follow tooltip.
	gui.IgnoreGuiInset = true

	local menus = Instance.new("Frame")
	menus.Name = "Menus"
	menus.BackgroundTransparency = 1
	menus.Size = UDim2.fromScale(1, 1)
	-- Panels draw ABOVE the HUD. This frame and the interactables layer are
	-- effective render siblings under the ScreenGui - `Interactables` below
	-- is a Folder, not a GuiObject, so it creates no stacking context of its
	-- own and `Container` is compared straight against this frame. Both used
	-- to sit at the default ZIndex 1: a tie, broken only by the order the
	-- children happen to be parented in, which put the HUD on top. Any
	-- full-screen panel then rendered UNDER the nav icons at the left HUD
	-- spot - reported against Roulette System's Spin, whose panel dims the
	-- whole screen at BackgroundTransparency 0.5 and is the first v2 panel
	-- big enough to reach that strip at all. Explicit ranks remove the tie
	-- instead of relying on parenting order. Anything a pack clones in as a
	-- sibling group (GUK's Effects/InviteFriends) keeps the default 1 and so
	-- also stays below panels; the Tooltip (50) still wins over everything.
	menus.ZIndex = 10
	menus.Parent = gui

	-- Folder, not Frame: matches v1 (EC's designed MenusGUI.Interactables) -
	-- layout-transparent, so GuiObject children (Container, and any
	-- pack-cloned sibling groups) size/position relative to the ScreenGui
	-- instead of compressing into an invented strip. Folders have no
	-- Size/Position/AnchorPoint to set.
	local interactables = Instance.new("Folder")
	interactables.Name = "Interactables"
	interactables.Parent = gui

	-- Geometry below matches GUK v2's designed Container (EC lineage;
	-- General UI Kit v2/src/StarterGui/GeneralUIKit/GeneralUIKitGUI.rbxm ->
	-- Interactables.Container pre-M1-unwrap, verified directly by a Lune
	-- probe against `git show 8b0e864:"General UI Kit v2/src/
	-- ReplicatedStorage/GeneralUIKit/Assets/Interactables.rbxm"` - see
	-- task-M1-report.md's I2 fix section for the probe output) as the
	-- kernel default for ALL packs, designed or not: since Task M1, GUK
	-- ships its 10 nav buttons directly adopted into THIS Container (no
	-- pack ever overwrites this geometry anymore - the old "GUK v2
	-- overwrites this after cloning its layout" comment this replaced is
	-- stale post-M1).
	local container = Instance.new("Frame")
	container.Name = "Container"
	container.BackgroundTransparency = 1
	container.AnchorPoint = Vector2.new(0, 0.5)
	container.Position = UDim2.fromScale(0.01, 0.5)
	container.Size = UDim2.fromScale(0.2, 0.38)
	-- Explicit even though it equals the Frame default: this is the low half
	-- of the rank documented on `menus.ZIndex` above, and a silent default is
	-- exactly what produced the tie in the first place.
	container.ZIndex = 1
	container.Parent = interactables

	local grid = Instance.new("UIGridLayout")
	grid.CellSize = UDim2.fromScale(0.24, 0.24)
	grid.CellPadding = UDim2.fromScale(0.03, 0.01)
	grid.FillDirection = Enum.FillDirection.Vertical
	grid.HorizontalAlignment = Enum.HorizontalAlignment.Left
	grid.SortOrder = Enum.SortOrder.LayoutOrder
	grid.Parent = container

	-- The designed Container parents this directly to the FRAME, not to the
	-- UIGridLayout (a UIAspectRatioConstraint parented to a UIGridLayout has
	-- no effect on anything - verified via the probe above: it does nothing
	-- there, which is why this was a real, not merely cosmetic, v1-parity
	-- bug prior to this fix).
	local aspect = Instance.new("UIAspectRatioConstraint")
	aspect.AspectRatio = 0.9341463446617126
	aspect.AspectType = Enum.AspectType.FitWithinMaxSize
	aspect.DominantAxis = Enum.DominantAxis.Height
	aspect.Parent = container

	local tooltip = Instance.new("Frame")
	tooltip.Name = "Tooltip"
	tooltip:SetAttribute("TooltipType", "Button")
	tooltip.Visible = false
	tooltip.BackgroundColor3 = Color3.fromRGB(30, 30, 30)
	tooltip.BackgroundTransparency = 0.15
	tooltip.BorderSizePixel = 0
	tooltip.Size = UDim2.fromOffset(140, 34)
	tooltip.ZIndex = 50
	tooltip.Parent = gui

	local corner = Instance.new("UICorner")
	corner.CornerRadius = UDim.new(0, 6)
	corner.Parent = tooltip

	local label = Instance.new("TextLabel")
	label.Name = "ButtonName"
	label.BackgroundTransparency = 1
	label.Size = UDim2.fromScale(1, 1)
	label.TextColor3 = Color3.fromRGB(255, 255, 255)
	label.TextScaled = true
	label.Font = Enum.Font.GothamBold
	label.Text = ""
	label.ZIndex = 51
	label.Parent = tooltip

	gui.Parent = playerGui
	return gui
end
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            <string name="Source"><![CDATA[-- Kernel semver. Single source of truth - the server stamps it as the
-- RBLXE_KernelVersion attribute on ReplicatedStorage.RBLXEssentials at boot,
-- and the Dev Plugin's ExporterV2 reads it through
-- `PackFormat.parseKernelVersion` to stamp the same attribute on every
-- exported RBLXE_Pack container.
--
-- BUMP THIS WITH EVERY KERNEL CHANGE. The kernel unit is shipped inside each
-- pack, and `Installer.decideKernel` replaces an installed kernel ONLY when
-- the incoming version is strictly greater - an equal version is
-- "kept-existing". So a kernel fix that does not raise this number reaches
-- nobody: reinstalling the pack silently keeps the old modules. Learned the
-- hard way on 2026-08-24, when the panels-above-HUD and UI_Blocker fixes
-- both looked like they had not worked after a reinstall (user: "he
-- reinstalado el roulette system en el place de prueba y nada, se ve por
-- detrás el fondo aún").
--
-- 2.0.1 - panels draw above the HUD (Shell ZIndex ranks); UI_Blocker tag
--         skips wiring for a modal's click-eating sheet.
-- 2.0.2 - MenuSystem:getInteractable(panelName): the HUD button a pack's
--         notification badge belongs on. Additive, so an older pack keeps
--         working against this kernel unchanged - but a pack that ASKS for it
--         needs this version present, or it falls back to scanning.
-- 2.1.0 - ctx.kernel.Notify: the notification facade, shaped like SFX. A
--         no-op until Notifications System v2 registers a backend, so every
--         pack can announce unconditionally without declaring a dependency
--         on an optional pack. MINOR, not patch: this adds API that packs
--         built against it will call, and an older kernel does not have it.
-- 2.1.1 - menus and HUD buttons survive character respawn: the server makes
--         StarterGui.RBLXEssentials a ScreenGui with ResetOnSpawn = false at
--         boot (UI/RootPersistence.lua). Before, every respawn destroyed every
--         panel and HUD button MenuSystem had adopted. PATCH: no API change.
-- 3.0.0 - RBLX Essentials 3.0 foundation (design spec 2026-09-23):
--         game-owned configuration (ctx.config from each pack's Schema and
--         the game's Config modules; Schema.lua, Config.lua), interface piece
--         contracts (Contracts.lua) and piece resolution decided on the server
--         and enforced on clients (UI/Pieces.lua, RBLXE_PieceWinners,
--         MenuSystem pieces gate, getPiece, ctx.getPiece). The respawn fix
--         (StarterGui.RBLXEssentials made a persistent ScreenGui at boot, so
--         the pieces a client adopted survive respawns) is not new in 3.0: it
--         shipped in 2.1.1 (UI/RootPersistence.lua) and 3.0 keeps it. The
--         client now waits for game.Loaded
--         before booting. Final A1 fix wave (still 3.0.0, unreleased): a
--         config load that throws fails only its pack, Schema.check rejects
--         unusable option types, a chosen piece takes its MenuSystem slot
--         over any 2.x copy, contracts check what MenuSystem needs (tags,
--         PanelId, TargetPanel, `opens`), and clients retire only the
--         StarterGui copies the server refused, never a pack's own clones.
--         A2a hardening for Tools (still 3.0.0, unreleased): Schema.check
--         walks whole patterns and checks list, map and optional-group
--         defaults; Contracts.check reports unusable specs and roots as
--         problems; Config.load reports a wrong side, packId, schemaLib or
--         module argument as an error. Callers keep their pcall for the
--         rest (Loader.lua does).
--         A2b (still 3.0.0): Schema.describe rows also carry optional,
--         value, example and constraints, for config templates and Tools.
--         A3 (still 3.0.0): Schema refuses defaults under server-only
--         options (RT-10) and takes check/checkDoc rules; getPiece counts
--         from PlayerGui.RBLXEssentials' arrival and answers an undecided id
--         at once; the piece runtime warns where it was silent (T-G, M-b,
--         M-c, M-d); Interface/Custom is never a candidate; an invalid
--         Pieces declaration fails its pack (RT-6); clients skip the packs
--         the server could not start (RBLXE_ServerReport) and Net.client
--         waits can be bounded (RT-5).
--         B0 (still 3.0.0, then frozen): Schema kinds S.color and S.tree
--         and the pinned flag; ctx.companion, ctx.extension(s) (the game's
--         Extensions zone) and no ctx.settings for a pack with a Schema
--         (a notice for the others); the Layer piece kind.
--         MAJOR: official 2.x packs are replaced together
--         with it at release; during development 2.x packs keep ctx.settings
--         and 2.x adoption.
return "3.0.0"
]]></string>
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              <string name="Name">Client</string>
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              <string name="Source"><![CDATA[-- Sound boot never blocks the Kernel loader. Groups resolve asynchronously;
-- music starts once and the MusicPlayer piece can arrive later without a
-- second track.
--
-- 3.0 (plan B1) reads ctx.config (Config.SoundSystem), never 2.x's Settings:
--   * SFXEnabled is live: the SFXEnabled attribute of the pack's
--     ReplicatedStorage folder, which the server sets from the configuration
--     when it starts (unless a game script set it first), read on every
--     sound (Switch.lua); SetSFXEnabled below changes it for this player
--     only, until the server changes it (setting the value it already has
--     reaches no client);
--   * MusicPlayer.Enabled is read once, as 2.x read MusicPlayerEnabled;
--   * the music player is the MusicPlayer piece (ctx.getPiece): the pack's
--     default ScreenGui or the game's fork of it in Interface, used as it is,
--     shown or hidden before anything else touches it. 2.x's Template option
--     and its swap from Assets.Templates are gone.
-- The positional receiver is wired before the piece is awaited, so a slow or
-- missing piece never leaves PlayAt silent.
return function(ctx)
	local SoundService = game:GetService("SoundService")

	local Backend = require(script.Backend)
	local OneShots = require(script.OneShots)
	local Loops = require(script.Loops)
	local oneShots, loops
	local alive = true
	local VolumeHandlers = require(script.VolumeHandlers)
	local MusicSystem = require(script.MusicSystem)
	local MusicPlayerHUD = require(script.MusicPlayerHUD)
	local Switch = require(script.Switch)

	local trove = ctx.kernel.Trove.new()
	trove:AttachToInstance(ctx.ui.gui)
	trove:Add(function() alive = false end)

	local sfxEnabled = Switch.new(ctx.folder, "SFXEnabled", ctx.config.SFXEnabled)

	-- ── Phase 1 (synchronous): nil-guarded placeholder volume handlers ──
	local VOLUME_ACTIONS = {
		"ToggleMusicMute", "ToggleSFXMute",
		"MusicVolumeUp", "MusicVolumeDown",
		"SFXVolumeUp", "SFXVolumeDown",
	}
	local warnedNotReady = false
	local placeholders = {}
	for _, action in ipairs(VOLUME_ACTIONS) do
		placeholders[action] = function()
			if not warnedNotReady then
				warnedNotReady = true
				warn("[SoundSystem] Volume control used before sound groups finished loading; ignored.")
			end
		end
	end
	ctx.ui:registerHandlers(placeholders)

	-- ── Phase 2 (async): groups -> backend -> real volume handlers ->
	-- music -> positional receiver -> the MusicPlayer piece. Bounded (10s)
	-- waits on the SoundGroups so a broken/missing server-side install warns
	-- with a clear diagnostic instead of hanging this thread forever; the
	-- thread is spawned, so a hang here never blocks the rest of the pack's
	-- own boot (or any other pack's) either way.
	task.spawn(function()
		local root = SoundService:WaitForChild("RBLXEssentials", 10)
		local packRoot = root and root:WaitForChild("SoundSystem", 10)
		if not packRoot then
			warn("[SoundSystem] SoundService.RBLXEssentials.SoundSystem never appeared after 10s"
				.. ". Is the SoundSystem pack installed? Sound is disabled this session.")
			return
		end

		local sfxGroup = packRoot:WaitForChild("SFX", 10)
		local musicGroup = packRoot:WaitForChild("Music", 10)
		if not sfxGroup or not musicGroup then
			warn("[SoundSystem] SFX/Music SoundGroups never appeared under"
				.. " SoundService.RBLXEssentials.SoundSystem after 10s. Sound is disabled this session.")
			return
		end

		-- Do not create voices/handlers after the owning UI has been destroyed
		-- while the asynchronous sound-group lookup was still pending.
		if not alive then return end

		local backend = Backend.new({ sfxGroup = sfxGroup, sfxEnabled = sfxEnabled })
		ctx.kernel.SFX.setBackend(backend)
		oneShots = OneShots.new(sfxGroup, sfxEnabled)
		loops = Loops.new(sfxGroup, sfxEnabled)
		trove:Add(function() oneShots:destroy(); loops:destroy() end)

		-- Phase 2 handler registration: promotes the 6 actions from the
		-- Phase 1 placeholders to the real, group-backed handlers.
		ctx.ui:registerHandlers(VolumeHandlers.handlers({
			sfxGroup = sfxGroup,
			musicGroup = musicGroup,
			gui = ctx.ui.gui,
		}))
		VolumeHandlers.attach(ctx.ui.gui, sfxGroup, musicGroup, trove)

		-- Music starts on its own; the piece is mounted when it arrives.
		local music = MusicSystem.attach({
			musicGroup = musicGroup, trove = trove, enabled = { Value = ctx.config.MusicPlayer.Enabled },
		})

		-- ── Positional SFX receiver ─────────────────────────────────────
		local positional = ctx.kernel.Net.client(ctx.packId):event("PlayPositional", 30)
		if positional == nil then
			warn("[SoundSystem] The PlayPositional remote never appeared: PlayAt and PlayAtForPlayer are silent this session.")
		else
			trove:Connect(positional.OnClientEvent, function(name: string, position: Vector3, range: number?)
				backend:_onPositional(name, position, range)
			end)
		end

		-- ── The MusicPlayer piece ───────────────────────────────────────
		local piece = ctx.getPiece("MusicPlayer", 30)
		if not alive then return end
		if piece == nil then
			warn("[SoundSystem] The MusicPlayer piece did not arrive: music plays with no player on screen.")
			return
		end
		-- Shown or hidden first (MusicPlayer.Enabled), so a fork whose
		-- animation below throws still follows the configuration.
		music.mountGui(piece)
		-- A player on screen must hold a frame to control the music, at any
		-- depth (MusicSystem finds frames by their tag). A piece that holds no
		-- GuiObject is empty on purpose (music with no player on screen), and
		-- a hidden one needs no controls.
		if ctx.config.MusicPlayer.Enabled then
			local shows, controls = false, false
			for _, node in ipairs(piece:GetDescendants()) do
				shows = shows or node:IsA("GuiObject")
				local container = node:HasTag("MusicPlayerFrame") and node:FindFirstChild("Container")
				if container and container:FindFirstChild("Buttons") then
					controls = true
					break
				end
			end
			if shows and not controls then
				warn(("[SoundSystem] %s holds no frame tagged MusicPlayerFrame with Container/Buttons: music plays with nothing on screen to control it."):format(piece:GetFullName()))
			end
		end
		MusicPlayerHUD.attach(piece, trove, ctx.kernel.SFX)
	end)

	local function setSFXEnabled(enabled: boolean)
		assert(type(enabled) == "boolean", "SoundSystem.SetSFXEnabled takes true or false")
		ctx.folder:SetAttribute("SFXEnabled", enabled)
	end

	-- Optional client API. Existing Kernel SFX methods remain compatible.
	-- Returned Sound instances belong to the caller; destroy loops explicitly.
	return {
		PlayOneShot = function(name, options)
			if alive and oneShots then return oneShots:play(name, options) end
			return nil
		end,
		PlayLoop = function(name, options)
			if alive and loops then return loops:play(name, options) end
			return nil
		end,
		-- Sound effects on or off for this player only, until the server
		-- changes them (a server's SetSFXEnabled reaches every player; setting
		-- the value the server already has reaches no client).
		SetSFXEnabled = setSFXEnabled,
		IsSFXEnabled = function(): boolean
			return sfxEnabled.Value
		end,
	}
end
]]></string>
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              <Properties>
                <string name="Name">Backend</string>
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                <string name="Source"><![CDATA[--[[
	Backend.lua - client-side SFX playback backend registered with the
	kernel's SFX facade (Kernel/src/Kernel/SFX.lua calls `backend:Play(name)`
	/ `backend:PlayOverlap(name)` - note the COLON, method calls). Ported
	verbatim from v1 SFXSystem.lua (Sound System/src/ReplicatedStorage/
	RBLXEssentials/SoundSystem/SFXSystem.lua - read fully for this port):
	`Play`/`PlayOverlap` from L37-63, the positional receiver body
	(`_onPositional`) from L92-126.

	`Backend.new(deps) -> backend`, `deps = { sfxGroup: SoundGroup,
	sfxEnabled: BoolValue }`. All three methods gate LIVE on
	`deps.sfxEnabled.Value` - read fresh on every call (matches v1's
	`if not sfxEnabled.Value then return end` inside each function body),
	not cached at construction, so toggling the setting at runtime takes
	effect immediately without re-registering the backend.
]]
local Workspace = game:GetService("Workspace")

local Backend = {}
Backend.__index = Backend

function Backend.new(deps: { sfxGroup: Instance, sfxEnabled: Instance })
	local self = setmetatable({}, Backend)
	self._sfxGroup = deps.sfxGroup
	self._sfxEnabled = deps.sfxEnabled
	return self
end

-- v1 SFXSystem.lua L38-46 verbatim: restart if already playing.
function Backend:Play(name: string)
	if not (self._sfxEnabled :: any).Value then
		return
	end
	local sound = self._sfxGroup:FindFirstChild(name)
	if sound and sound:IsA("Sound") then
		(sound :: Sound):Play()
	else
		warn("[SFXSystem] Sound not found:", name)
	end
end

-- v1 SFXSystem.lua L50-63 verbatim: clone so multiple can overlap, the
-- clone auto-destroys when finished.
function Backend:PlayOverlap(name: string)
	if not (self._sfxEnabled :: any).Value then
		return
	end
	local sound = self._sfxGroup:FindFirstChild(name)
	if not sound or not sound:IsA("Sound") then
		warn("[SFXSystem] Sound not found:", name)
		return
	end
	local clone = (sound :: Sound):Clone()
	clone.Parent = self._sfxGroup
	clone:Play()
	clone.Ended:Once(function()
		clone:Destroy()
	end)
end

-- v1 SFXSystem.lua L92-126 verbatim (the client-side OnClientEvent handler
-- body, extracted as a method so Client/init.lua can wire it to the kernel
-- Net event instead of SFXSystem's own require-time RemoteEvent wait).
-- `range` present -> positional (anchored transparent uncollidable Part
-- named "PositionalSound" in Workspace at `position`, sound cloned into it
-- with RollOff* set for 3D falloff, part destroyed when the sound ends).
-- `range` nil -> global playback, cloned straight into the SFX group (same
-- shape as PlayOverlap) so it still respects group volume/mute settings.
function Backend:_onPositional(name: string, position: Vector3, range: number?)
	if not (self._sfxEnabled :: any).Value then
		return
	end

	local source = self._sfxGroup:FindFirstChild(name)
	if not source or not source:IsA("Sound") then
		warn("[SFXSystem] PlayAt: sound not found:", name)
		return
	end

	if range then
		local part = Instance.new("Part")
		part.Name = "PositionalSound"
		part.Anchored = true
		part.CanCollide = false
		part.Transparency = 1
		part.Size = Vector3.one
		part.Position = position
		part.Parent = Workspace

		local sound = (source :: Sound):Clone()
		sound.RollOffMaxDistance = range
		sound.RollOffMinDistance = 0
		sound.RollOffMode = Enum.RollOffMode.LinearSquare
		sound.Parent = part
		sound:Play()
		sound.Ended:Once(function()
			part:Destroy()
		end)
	else
		local clone = (source :: Sound):Clone()
		clone.Parent = self._sfxGroup
		clone:Play()
		clone.Ended:Once(function()
			clone:Destroy()
		end)
	end
end

return Backend
]]></string>
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              <Properties>
                <string name="Name">Fingerprint</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
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                <string name="Source"><![CDATA[-- Fingerprint.lua - deterministic structural fingerprint of a Sound System asset tree.
--
-- Used by tests/assets.spec.luau (Task 2, build-time validation of the
-- SFX/Music/MusicPlayerGUI/Templates .rbxm assets) and by Task 6's drift
-- check (structural diff between the committed .rbxm assets and the
-- live-edited Studio place). Deliberately excludes ordinary property values
-- (SoundId/AudioContent, volumes, positions, text, images, ...) so asset
-- edits never trip the drift check on content alone - only structure
-- (instance path + ClassName), CollectionService tags, and a fixed allowlist
-- of behavior-relevant attributes are captured.
--
-- CONTRACT: copied verbatim from General UI Kit v2's
-- ReplicatedStorage/GeneralUIKit/Client/Fingerprint.lua (same line format,
-- same content-pure full-line sort, same Script/LocalScript/ModuleScript
-- exclusion, same TRACKED_ATTRIBUTES list including ScrollBarRef) so the two
-- packs' drift tooling stays uniform even though this pack's own asset tree
-- (Sounds, a music player GUI, template Frames) doesn't use most of the
-- tracked attribute names.
--
-- PACK-LOCAL CONTRACT EXTENSION (Sound System v2 only, not present in GUK):
-- for a sound pack, retuning a Sound's asset id in the live place is the
-- single most likely edit, yet GUK's base contract deliberately excludes
-- ordinary property values (SoundId/AudioContent among them) so the drift
-- check ignores it entirely. To close that blind spot, any descendant that
-- `IsA("Sound")` gets one extra pseudo-attribute appended to the end of its
-- attributes segment: `Uri=<value>` and `Vol=<level>`, always present (even when the resolved
-- uri is ""), placed AFTER the sorted TRACKED_ATTRIBUTES entries so ordering
-- stays a pure function of the attribute list plus this one fixed suffix.
-- The uri is read via the same dual-path pcall(SoundId) -> AudioContent.Uri
-- fallback as MusicSystem.lua's `getSoundUri` (real Roblox reads SoundId
-- directly; Lune's rbx-dom reflection gap means a Sound that never had
-- SoundId explicitly SET in-process must fall back to AudioContent.Uri).
-- This extension is deterministic and duplicated identically in BOTH of
-- this pack's fingerprint implementations (this file and
-- tools/studio/sound-drift-check.lua's Studio-side reimplementation) - see
-- that file's own header - so cross-pack driftformat equivalence with GUK
-- still holds: GUK's contract shape is unchanged, this pack just extends it
-- consistently on both of its own sides.
--
-- Pure: does not mutate the instance tree, has no side effects, and does not
-- depend on `game` - safe to run under Lune against deserialized .rbxm roots
-- as well as against live Studio instances.
local Fingerprint = {}

-- Only these attributes affect fingerprint output. Anything else set on an
-- instance (visual/art attributes) is ignored on purpose.
local TRACKED_ATTRIBUTES = {
	"PanelId",
	"Exclusive",
	"Animation",
	"Action",
	"TargetPanel",
	"ShowTooltip",
	"TooltipText",
	"BuySound",
	"Speed",
	"TooltipType",
	"Description",
	"DataPath",
	"Prefix",
	"Suffix",
	"Format",
	"GamePassId",
	"ProductId",
	"ScrollBarRef",
}

local function formatTags(instance: Instance): string
	local tags = instance:GetTags()
	table.sort(tags)
	return table.concat(tags, ",")
end

--- Resolves a Sound's asset uri for the Uri= pseudo-attribute (see the
--- pack-local contract extension in the module header). Never errors: any
--- failure to read either property resolves to "". Duplicated (not
--- required) in tools/studio/sound-drift-check.lua because that file can't
--- require() this module from Studio - kept byte-identical to
--- MusicSystem.lua's `getSoundUri` on purpose.
local function getSoundUri(sound: Instance): string
	local okId, id = pcall(function()
		return (sound :: any).SoundId
	end)
	if okId and id ~= nil and id ~= "" then
		return id
	end

	local okContent, content = pcall(function()
		return (sound :: any).AudioContent
	end)
	if okContent and content ~= nil then
		return content.Uri or ""
	end

	return ""
end

--- A Sound's volume, normalised to four decimals. FIXED PRECISION IS NOT
--- COSMETIC: the engine stores volume as a 32-bit float, so a level a buyer
--- typed as 1.3 reads back as 1.2999999523162842, and Lune's rbx-dom and
--- Roblox do not have to print that identically. Comparing the raw tostring
--- would report drift between two sides that agree. Four decimals is finer
--- than anyone tunes a volume by hand.
local function getSoundVolume(sound: Instance): string
	local ok, value = pcall(function()
		return (sound :: any).Volume
	end)
	if not ok or type(value) ~= "number" then
		return "0.0000"
	end
	return string.format("%.4f", value)
end

local function formatAttributes(instance: Instance): string
	local parts = {}
	for _, attrName in ipairs(TRACKED_ATTRIBUTES) do
		local value = instance:GetAttribute(attrName)
		if value ~= nil then
			table.insert(parts, attrName .. "=" .. tostring(value))
		end
	end
	-- Pack-local contract extension (see module header): Sound instances get
	-- a trailing Uri= pseudo-attribute so retuned asset ids are visible to
	-- the drift check, appended after tracked attributes to keep ordering
	-- deterministic.
	if instance:IsA("Sound") then
		table.insert(parts, "Uri=" .. getSoundUri(instance))
		-- And the LEVEL. Retuning a volume in the live place was invisible to
		-- the drift check until 2026-08-26, when `Code_Error` sat at 0.75 in
		-- the place and 0.37 in the repo for who knows how long and only
		-- surfaced because someone asked about a different sound.
		table.insert(parts, "Vol=" .. getSoundVolume(instance))
	end
	return table.concat(parts, ",")
end

-- Dot-joined path from `root` (exclusive) down to `instance` (inclusive),
-- e.g. root=MusicPlayerGUI, instance=MusicPlayerGUI.MusicPlayer_Template_1.Container -> "MusicPlayer_Template_1.Container".
local function buildPath(root: Instance, instance: Instance): string
	local segments = {}
	local current: Instance? = instance
	while current ~= nil and current ~= root do
		table.insert(segments, 1, current.Name)
		current = current.Parent
	end
	return table.concat(segments, ".")
end

local function isExcludedScript(instance: Instance): boolean
	return instance:IsA("Script") or instance:IsA("LocalScript") or instance:IsA("ModuleScript")
end

--- Returns a sorted array of fingerprint lines, one per descendant of `root`
--- (Script/LocalScript/ModuleScript instances excluded - see contract note
--- above).
--- Line format: `path:ClassName:tag1,tag2:attr1=val1,attr2=val2`
--- (tags and tracked attributes both sorted; missing attributes omitted).
---
--- Sort key is the FULL rendered line, not just `path`: sibling instances
--- with duplicate paths are common (e.g. the six MusicPlayer_Template_N
--- Frames under Templates all contain identically-named Container/SongName/
--- Duration/Buttons/Mute/Next descendants - Roblox only enforces unique
--- names among *actual* siblings under one parent, and `buildPath` collapses
--- to name-only segments, so two descendants under different parents but
--- with the same relative name chain still collide). Sorting on the full
--- line makes ordering a pure function of content instead of depending on
--- `GetDescendants()` traversal order for tie-breaking.
function Fingerprint.of(root: Instance): { string }
	local lines = {}
	for _, descendant in ipairs(root:GetDescendants()) do
		if not isExcludedScript(descendant) then
			local path = buildPath(root, descendant)
			local line = string.format(
				"%s:%s:%s:%s",
				path,
				descendant.ClassName,
				formatTags(descendant),
				formatAttributes(descendant)
			)
			table.insert(lines, line)
		end
	end

	table.sort(lines)

	return lines
end

--- Returns the newline-joined rendering of Fingerprint.of(root).
function Fingerprint.render(root: Instance): string
	return table.concat(Fingerprint.of(root), "\n")
end

return Fingerprint
]]></string>
                <int64 name="SourceAssetId">-1</int64>
                <BinaryString name="Tags"></BinaryString>
              </Properties>
            </Item>
            <Item class="ModuleScript" referent="26">
              <Properties>
                <string name="Name">Loops</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- Long-lived SFX have explicit ownership; never use OneShots' eight-second cleanup.
local Loops={};Loops.__index=Loops
function Loops.new(group,enabled)
 local self=setmetatable({group=group,enabled=enabled,voices={},count=0,dead=false},Loops)
 self.connection=enabled.Changed:Connect(function()if not enabled.Value then self:stopAll()end end)
 return self
end
function Loops:play(name,options)
 if self.dead or not self.enabled.Value or self.group.Volume<=0 or self.count>=2 then return nil end
 local source=self.group:FindFirstChild(name)
 if not source or not source:IsA('Sound') or not source.IsLoaded then return nil end
 options=options or {}
 local sound=source:Clone();sound.Name='Loop_'..name;sound.Looped=true
 sound.Volume=source.Volume*math.clamp(tonumber(options.volume)or 1,0,2)
 sound.PlaybackSpeed=math.clamp(tonumber(options.pitch)or source.PlaybackSpeed,.5,2)
 sound.SoundGroup=self.group;sound.TimePosition=0
 self.voices[sound]=true;self.count+=1
 sound.Destroying:Once(function()if self.voices[sound]then self.voices[sound]=nil;self.count-=1 end end)
 sound.Parent=self.group;sound:Play()
 return sound
end
function Loops:stopAll()
 local copy={};for sound in self.voices do table.insert(copy,sound)end
 for _,sound in copy do sound:Destroy()end
end
function Loops:destroy()
 if self.dead then return end
 self.dead=true;self.connection:Disconnect();self:stopAll()
end
return Loops
]]></string>
                <int64 name="SourceAssetId">-1</int64>
                <BinaryString name="Tags"></BinaryString>
              </Properties>
            </Item>
            <Item class="ModuleScript" referent="27">
              <Properties>
                <string name="Name">MusicPlayerHUD</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- Animates authored templates only. Visibility never owns music playback.
local MusicPlayerHUD = {}

-- Use rest dimensions, never transient UIScale bounds, to center tiled artwork.
function MusicPlayerHUD.tileBounds(width, height, tile)
	local w = math.ceil(width / tile - 1e-6) * tile
	local h = math.ceil(height / tile - 1e-6) * tile
	return w / width, h / height, (1 - w / width) / 2, (1 - h / height) / 2
end

function MusicPlayerHUD.attach(gui, trove, sfx)
	local TweenService = game:GetService("TweenService")
	local mounted = {}
	local function mount(dock)
		if mounted[dock] or not dock:GetAttribute("CollapsibleMusicPlayer") then return end
		local panel, open = dock:FindFirstChild("Container"), dock:FindFirstChild("OpenMusicPlayer")
		local hide = panel and panel:FindFirstChild("HideMusicPlayer")
		local scale = panel and panel:FindFirstChild("PanelScale")
		-- 3.0 (plan B1): a fork may lack the open button's PressScale;
		-- revealOpen used to throw there, before the piece was mounted.
		if not (open and hide and scale and open:FindFirstChild("PressScale")) then return end
		local scope = trove:Extend()
		mounted[dock] = scope
		local alive, revision, revealing = true, 0, false
		local active = {}
		scope:Add(function()
			alive = false
			revision += 1
			for _, animation in active do animation:Cancel() end
			mounted[dock] = nil
		end)
		local function tween(object, duration, value, done, inward)
			if active[object] then active[object]:Cancel() end
			local animation = TweenService:Create(object, TweenInfo.new(duration,
				Enum.EasingStyle.Quad, inward and Enum.EasingDirection.In or Enum.EasingDirection.Out), {Scale = value})
			active[object] = animation
			animation.Completed:Once(function(status)
				if active[object] == animation then active[object] = nil end
				if alive and status == Enum.PlaybackState.Completed and done then done() end
			end)
			animation:Play()
		end
		local function revealOpen()
			open.Visible = true
			revealing = true
			open.PressScale.Scale = 0
			tween(open.PressScale, .2, 1, function() revealing = false end)
		end
		local function expand(show)
			revision += 1
			local stamp = revision
			dock:SetAttribute("Expanded", show)
			if show then
				if active[open.PressScale] then active[open.PressScale]:Cancel() end
				revealing = false
				open.Visible = false
				if not panel.Visible then scale.Scale = 0 end
				panel.Visible = true
				tween(scale, .22, 1)
			else
				tween(scale, .22, 0, function()
					if stamp ~= revision then return end
					panel.Visible = false
					revealOpen()
				end, true)
			end
		end
		panel.Visible = false
		scale.Scale = 0
		dock:SetAttribute("Expanded", false)
		scope:Connect(open.Activated, function() expand(true) end)
		scope:Connect(hide.Activated, function() expand(false) end)
		local textures, labels = {}, {}
		for _, node in dock:GetDescendants() do
			if node:IsA("GuiButton") then
				local press = node:FindFirstChild("PressScale")
				if press then
					local function feedback(value, duration)
						if node == open and revealing then return end
						tween(press, duration, value)
					end
					scope:Connect(node.MouseEnter, function()
						feedback(1.035, .12)
						if sfx then sfx:Play("Hover") end
					end)
					scope:Connect(node.MouseLeave, function() feedback(1, .12) end)
					scope:Connect(node.MouseButton1Down, function() feedback(.95, .06) end)
					scope:Connect(node.MouseButton1Up, function() feedback(1, .12) end)
				end
				scope:Connect(node.Activated, function() if sfx then sfx:Play("Press") end end)
			elseif node:IsA("ImageLabel") and node:GetAttribute("StudsTile") then
				table.insert(textures, node)
			elseif node:IsA("TextLabel") and node:GetAttribute("MusicTextSize") then
				table.insert(labels, node)
			end
		end
		local function resize()
			if not alive or not dock.Parent then return end
			local factor = dock.AbsoluteSize.X / (dock:GetAttribute("DesignWidth") or 384)
			if factor <= 0 then return end
			for _, texture in textures do
				local w = texture:GetAttribute("RestWidth") * factor
				local h = texture:GetAttribute("RestHeight") * factor
				local sx, sy, px, py = MusicPlayerHUD.tileBounds(w, h, 75)
				texture.TileSize = UDim2.fromOffset(75, 75)
				texture.Size = UDim2.fromScale(sx, sy)
				texture.Position = UDim2.fromScale(px, py)
			end
			for _, label in labels do
				label.TextSize = math.max(1, label:GetAttribute("MusicTextSize") * factor)
			end
		end
		scope:Connect(dock:GetPropertyChangedSignal("AbsoluteSize"), resize)
		resize()
		task.defer(resize)
		revealOpen()
	end
	for _, dock in gui:GetChildren() do mount(dock) end
	trove:Connect(gui.ChildAdded, mount)
	trove:Connect(gui.ChildRemoved, function(dock)
		if mounted[dock] then mounted[dock]:Destroy() end
	end)
end

return MusicPlayerHUD
]]></string>
                <int64 name="SourceAssetId">-1</int64>
                <BinaryString name="Tags"></BinaryString>
              </Properties>
            </Item>
            <Item class="ModuleScript" referent="28">
              <Properties>
                <string name="Name">MusicSystem</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- 454: attach returns mountGui for late engine delivery; playback starts once.
-- 432: bind only live PlayerGui views, use Activated for mouse/touch/gamepad,
-- preserve authored mute icons, and clean each removed view and ActiveTrack.
-- Historical port notes below describe the original v2 baseline.
--[[
	MusicSystem.lua - Music player with multi-skin support (kernel v2 port).

	Ported from v1 Sound System/src/StarterPlayer/StarterPlayerScripts/
	RBLXEssentials/SoundSystem/MusicSystem.client.lua (271 LOC - read fully
	for this port). v1 discovered player UI globally via CollectionService tag
	"MusicPlayerFrame"; every tagged frame shares one playback state (song,
	position, mute). Music tracks are Sound instances inside the Music
	SoundGroup. Expected frame structure (verified against the extracted
	MusicPlayerGUI.rbxm/Templates.rbxm assets, Task 1/2):

		Frame (tagged MusicPlayerFrame)
		└── Container
			├── SongName   (TextLabel)
			├── Duration   (TextLabel)
			└── Buttons
				├── Mute   (ImageButton with Icon child)
				└── Next   (ImageButton)

	Declared fixes vs v1 (docs/superpowers/specs/2026-08-06-sound-v2-
	conversion-design.md §5.1 + task-4-brief.md):
	  1. v1's `refreshAllMuteIcons`, `applyGroupVolume`, `nextTrack` were
	     declared WITHOUT `local` - accidental globals - and `registerFrame`
	     called the first two before their definitions, working only via
	     Lua's global late-binding. Here all three are forward-declared
	     locals (`local refreshAllMuteIcons` etc. up top, assigned via
	     `name = function(...)` later) so `registerFrame` closes over the
	     real locals instead of relying on globals. This is standard Lua
	     scoping: `function foo()` after `local foo` assigns the existing
	     local, not a global - used deliberately below for readability, but
	     spelled out here since it's easy to misread as re-declaring a new
	     local.
	  2. v1's top-level `if not musicPlayerEnabled.Value then ... return end`
	     (script-level early exit) becomes a guarded `attach(deps)`: when
	     `deps.enabled.Value` is false, `attach` disables the gui (if given)
	     and returns without wiring anything - same observable behavior,
	     expressed as a function guard instead of a script-level `return`.
	  3. Trove is no longer vendored - `deps.trove` is the kernel's Trove
	     instance (already constructed by the caller), matching every other
	     v2 Client module in this pack (see VolumeHandlers.lua).
	  4. `deps.gui` is the ALREADY-RESOLVED player ScreenGui instance (Task 5
	     originally cloned `Assets.MusicPlayerGUI` into PlayerGui and picked
	     the configured template before calling `attach`; Task M2,
	     2026-08-06-gui-edit-time-migration-design.md, retired the clone -
	     the GUI now ships as real StarterGui content and `Client/init.lua`
	     instead WaitForChild-resolves the StarterGui->PlayerGui copy at
	     `PlayerGui.RBLXEssentials.SoundSystem.MusicPlayerGUI` before picking
	     the template and calling `attach`, the same fixed path v1's
	     freestanding `setGuiEnabled` used to re-discover the GUI, now
	     arrived at via the engine's own StarterGui clone instead of a
	     manual one). `attach` itself is unaffected either way: it just
	     flips `.Enabled` on whatever instance it's given.

	Everything else is parity with v1: single reusable "ActiveTrack" Sound
	inside the Music group (Looped=false, so it respects group volume),
	random start track, Ended -> next, ChildAdded (with the same `task.wait()`
	debounce v1 used)/ChildRemoved (remove-by-Name) playlist refresh, the
	MusicPlayerFrame tag contract with multiple frames sharing one state,
	mute via group Volume with PreMuteVolume restore +
	GetPropertyChangedSignal("Volume") sync (so an external volume change,
	e.g. from VolumeHandlers' settings UI, updates the mute icon too), a
	~5 Hz RenderStepped-throttled "M:SS - M:SS" duration display, and the
	same play/muted icon asset ids (rbxassetid://6813750121 /
	rbxassetid://6813750387).

	── PURE surface (Lune-spec'd, tests/musicsystem.spec.luau) ──────────────
	`buildPlaylist(musicGroup, activeTrackName)` and `nextIndex(current,
	count, delta)` touch no `game`/service global - only the instances/
	numbers handed to them - so they're required directly under Lune via
	`luau.load`, same convention as VolumeHandlers.snapIndex/stepVolume.

	`buildPlaylist` needs each candidate Sound's asset id to decide whether
	it's "empty" (v1's `child.SoundId ~= ""` filter). Reading that id is
	genuinely different across the two environments this module ships into:

	  - REAL ROBLOX (what actually runs in-game): `Sound.SoundId` is a live,
	    readable legacy property - v1 reads it directly and that's exactly
	    what the shipped module does too (see `getSoundUri` below).
	  - LUNE 0.10.5 (what the spec runs under): the bundled rbx-dom
	    reflection database has NO default value for `SoundId` at all, so
	    reading it off ANY Sound instance that hasn't had it explicitly SET
	    in that same process errors ("Failed to get property 'SoundId' -
	    missing default value") - verified empirically (see
	    task-2-report.md, and re-verified for this task: a fresh
	    `roblox.Instance.new("Sound")` errors on `.SoundId` read, but
	    reading `.AudioContent.Uri` on the same instance succeeds and
	    returns `nil` when unset). The canonical property in both
	    environments is `AudioContent` (a `Content` datatype with `.Uri`).

	`getSoundUri(sound)` below resolves this without special-casing the
	environment: pcall-try `.SoundId` first (works unconditionally on real
	Roblox; works under Lune too IF the fixture explicitly set `.SoundId`,
	which Lune's reflection gap only blocks for property GETS with no prior
	SET - verified empirically), and only if that pcall fails or returns ""
	fall back to `.AudioContent.Uri`. This means the Lune spec below can
	exercise ALL THREE resolution paths (SoundId set -> used directly;
	SoundId never set but AudioContent set via `Content.fromUri` -> falls
	back correctly; neither set -> resolves to "" and gets excluded), not
	just the AudioContent fallback - see musicsystem.spec.luau's "getSoundUri
	dual-environment resolution" section.
]]

local MusicSystem = {}

local ICONS = {
	Playing = "rbxassetid://6813750121",
	Muted = "rbxassetid://6813750387",
}

-- ════════════════════════════════════════════════════════════════════
-- PURE HELPERS (no `game`/service access - Lune-spec'd)
-- ════════════════════════════════════════════════════════════════════

--- Resolves a Sound's asset uri across both shipping environments (see the
--- module header for the full explanation). Never errors: any failure to
--- read either property resolves to `""`, matching v1's exclusion filter.
function MusicSystem.getSoundUri(sound: Instance): string
	local okId, id = pcall(function()
		return (sound :: any).SoundId
	end)
	if okId and id ~= nil and id ~= "" then
		return id
	end

	local okContent, content = pcall(function()
		return (sound :: any).AudioContent
	end)
	if okContent and content ~= nil then
		return content.Uri or ""
	end

	return ""
end

--- Builds the playlist from `musicGroup`'s current children: every `Sound`
--- except `activeTrackName` (the shared "ActiveTrack" player, excluded by
--- name - v1 excluded it by instance identity, but the pure signature here
--- only receives the group, so name is the stable, Lune-testable
--- equivalent: "ActiveTrack" is a fixed, attach-assigned name never reused
--- by an actual track) with a non-empty resolved uri (v1's
--- `child.SoundId ~= ""` filter, via `getSoundUri`). Order matches
--- `musicGroup:GetChildren()` (v1 parity - no re-sorting). Returns `{}` for
--- an empty/track-less group (no special-cased nil - an empty array is
--- already a valid "no songs" playlist for callers to check via `#`).
function MusicSystem.buildPlaylist(musicGroup: Instance, activeTrackName: string): { Instance }
	local playlist = {}
	for _, child in ipairs(musicGroup:GetChildren()) do
		if child:IsA("Sound") and child.Name ~= activeTrackName and MusicSystem.getSoundUri(child) ~= "" then
			table.insert(playlist, child)
		end
	end
	return playlist
end

--- Wraps `current + delta` into the 1-based range `[1, count]` (v1's
--- `clampIndex(i, n) = ((i - 1) % n) + 1`, generalized to take the step in
--- the same call instead of requiring the caller to pre-add it - v1's
--- `nextTrack(step)` did `playIndex(State.Index + step)`, then `playIndex`
--- clamped; here that's one call: `nextIndex(State.Index, count, step)`).
--- `delta` defaults to `1` (v1's `nextTrack(step)` treated a missing step
--- the same way). Wraps in BOTH directions: stepping past the end wraps to
--- the start and vice versa (plain modulo arithmetic, no special-casing per
--- direction). An empty playlist (`count <= 0`) has no valid index to wrap
--- into, so this returns `nil` (declared v2 behavior - cleaner than v1's
--- `clampIndex(i, 0) == 1`, which only ever "worked" because v1's own
--- `playIndex` special-cased `#State.Songs == 0` BEFORE calling it; making
--- that case explicit here means `attach`'s `playIndex` can check `nil`
--- directly instead of relying on an incidental index-1-into-nothing).
function MusicSystem.nextIndex(current: number, count: number, delta: number?): number?
	if count <= 0 then
		return nil
	end
	local step = delta or 1
	return ((current - 1 + step) % count) + 1
end

-- ════════════════════════════════════════════════════════════════════
-- IMPURE: attach (Studio-only - needs `game`, CollectionService,
-- RunService, GetPropertyChangedSignal, Instance.new, task.wait; none
-- Lune-testable, same convention as VolumeHandlers.attach - see
-- tests/musicsystem.spec.luau header and task-3-report.md)
-- ════════════════════════════════════════════════════════════════════

local function formatMMSS(sec: number): string
	sec = math.max(0, math.floor(tonumber(sec) or 0))
	return string.format("%d:%02d", math.floor(sec / 60), sec % 60)
end

--- Wires the full v1 MusicSystem behavior. `deps = { musicGroup: Instance,
--- gui: Instance?, trove: any, enabled: BoolValue }`.
---
--- Guarded-attach gate (declared fix #2, see module header): if
--- `deps.enabled.Value` is false, this disables `deps.gui` (when given) and
--- returns immediately - no ActiveTrack Sound is created, no connections
--- are made, mirroring v1's script-level `return` with zero observable
--- difference to a player.
function MusicSystem.attach(deps: {
	musicGroup: Instance,
	gui: Instance?,
	trove: any,
	enabled: Instance,
})
	local musicGroup = deps.musicGroup
	local gui = deps.gui
	local trove = deps.trove
	local enabledValue = (deps.enabled :: any).Value
	local alive = true
	trove:Add(function() alive = false end)
	local function mountGui(target)
		if not alive then return false end
		if gui == target then return true end
		if gui ~= nil then return false end
		gui = target
		;(gui :: any).Enabled = enabledValue
		return true
	end

	if gui then
		(gui :: any).Enabled = enabledValue
	end

	if not enabledValue then
		return { mountGui = mountGui }
	end

	local CollectionService = game:GetService("CollectionService")
	local RunService = game:GetService("RunService")

	-- Forward-declared locals (declared fix #1, see module header):
	-- `registerFrame` below wires click handlers that call these before
	-- they're assigned further down. Because they're already `local` here,
	-- the later `name = function(...) end` assignments fill in these same
	-- locals (proper lexical closure) rather than leaking accidental
	-- globals the way v1's un-`local`'d `function name()` declarations did.
	local refreshAllMuteIcons
	local applyGroupVolume
	local nextTrack

	-- Active track lives inside the Music group so it respects its volume.
	local song = Instance.new("Sound")
	song.Name = "ActiveTrack"
	song.SoundGroup = musicGroup :: any
	song.Looped = false
	song.Parent = musicGroup
	trove:Add(song)

	local State = {
		Index = 1,
		Songs = {} :: { Instance },
		Muted = (musicGroup :: any).Volume == 0,
		PreMuteVolume = (musicGroup :: any).Volume > 0 and (musicGroup :: any).Volume or 0.5,
	}

	-- ── Frame registry ──────────────────────────────────────────────
	local frames = {} -- { { container = ..., buttons = ... }, ... }
	local wiredFrames = {} -- set of already-wired Frame instances

	local playerGui = game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui")
	local function updateMuteIcon(button)
		local icon = button and button:FindFirstChild("Icon")
		if not icon then return end
		local mutedMark = button:FindFirstChild("MutedMark")
		if button:GetAttribute("PreserveMusicIcon") then
			if mutedMark then mutedMark.Visible = State.Muted end
		else
			icon.Image = State.Muted and ICONS.Muted or ICONS.Playing
		end
	end

	local function registerFrame(frame: Instance)
		if not frame:IsDescendantOf(playerGui) or wiredFrames[frame] then
			return
		end
		local container = frame:FindFirstChild("Container")
		if not container then
			return
		end
		local buttons = container:FindFirstChild("Buttons")
		if not buttons then
			return
		end

		local entry = { container = container, buttons = buttons, scope = trove:Extend() }
		table.insert(frames, entry)
		wiredFrames[frame] = entry

		local muteBtn = buttons:FindFirstChild("Mute")
		if muteBtn then
			entry.scope:Connect((muteBtn :: any).Activated, function()
				if State.Muted then
					State.Muted = false
				else
					State.PreMuteVolume = (musicGroup :: any).Volume
					State.Muted = true
				end
				refreshAllMuteIcons()
				applyGroupVolume()
			end)
		end

		local nextBtn = buttons:FindFirstChild("Next")
		if nextBtn then
			entry.scope:Connect((nextBtn :: any).Activated, function()
				nextTrack(1)
			end)
		end

		-- Sync current state to the new frame immediately.
		local nameLabel = container:FindFirstChild("SongName")
		if nameLabel then
			local e = State.Songs[State.Index]
			;(nameLabel :: any).Text = e and e.Name or "-"
		end

		updateMuteIcon(muteBtn)
	end

	local function unregisterFrame(frame: Instance)
		local entry = wiredFrames[frame]
		if not entry then
			return
		end
		entry.scope:Destroy()
		wiredFrames[frame] = nil
		for i, f in ipairs(frames) do
			if f == entry then
				table.remove(frames, i)
				break
			end
		end
	end

	-- ── Update all frames ───────────────────────────────────────────
	refreshAllMuteIcons = function()
		for _, f in ipairs(frames) do
			updateMuteIcon(f.buttons:FindFirstChild("Mute"))
		end
	end

	local function setAllSongName()
		local e = State.Songs[State.Index]
		local name = (e and e.Name) or "-"
		for _, f in ipairs(frames) do
			local label = f.container:FindFirstChild("SongName")
			if label then
				(label :: any).Text = name
			end
		end
	end

	local function setAllDuration(text: string)
		for _, f in ipairs(frames) do
			local label = f.container:FindFirstChild("Duration")
			if label then
				(label :: any).Text = text
			end
		end
	end

	-- ── Playback ─────────────────────────────────────────────────────
	applyGroupVolume = function()
		(musicGroup :: any).Volume = State.Muted and 0 or State.PreMuteVolume
	end

	local function rebuildSongList()
		State.Songs = MusicSystem.buildPlaylist(musicGroup, song.Name)
	end

	local function playIndex(index: number)
		local resolved = MusicSystem.nextIndex(index, #State.Songs, 0)
		if resolved == nil then
			setAllSongName()
			setAllDuration("--:-- - --:--")
			song:Stop()
			return
		end
		State.Index = resolved
		local entry = State.Songs[State.Index] :: any
		song.SoundId = MusicSystem.getSoundUri(entry)
		song.TimePosition = 0
		setAllSongName()
		song:Play()
	end

	nextTrack = function(step: number?)
		playIndex(State.Index + (step or 1))
	end

	-- ── Connections ──────────────────────────────────────────────────
	trove:Connect(song.Ended, function()
		nextTrack(1)
	end)

	-- Sync mute icon when musicGroup.Volume is changed externally (e.g. the
	-- Settings menu via VolumeHandlers).
	-- Any audible level is the one the player's Mute restores: a Settings
	-- volume step while unmuted, then the Settings toggle off, then this Mute
	-- used to bring back the level from before the step.
	trove:Connect((musicGroup :: any):GetPropertyChangedSignal("Volume"), function()
		local isMuted = (musicGroup :: any).Volume == 0
		if not isMuted then
			State.PreMuteVolume = (musicGroup :: any).Volume
		end
		if isMuted == State.Muted then
			return
		end
		State.Muted = isMuted
		refreshAllMuteIcons()
	end)

	-- Throttled time display (~5x/sec).
	local accum = 0
	trove:Connect(RunService.RenderStepped, function(dt: number)
		accum += dt
		if accum < 0.2 then
			return
		end
		accum = 0
		local pos, len = song.TimePosition, song.TimeLength
		if len ~= math.huge and len > 0 then
			setAllDuration(string.format("%s - %s", formatMMSS(pos), formatMMSS(len)))
		else
			setAllDuration(string.format("%s - --:--", formatMMSS(pos)))
		end
	end)

	-- Keep the song list in sync with the Music group.
	trove:Connect(musicGroup.ChildAdded, function(child: Instance)
		task.wait()
		if
			child:IsA("Sound")
			and child.Name ~= song.Name
			and MusicSystem.getSoundUri(child) ~= ""
		then
			table.insert(State.Songs, child)
		end
	end)
	trove:Connect(musicGroup.ChildRemoved, function(child: Instance)
		if child:IsA("Sound") then
			for i, s in ipairs(State.Songs) do
				if s.Name == child.Name then
					table.remove(State.Songs, i)
					break
				end
			end
		end
	end)

	-- Only live PlayerGui views share playback. Stored templates must stay
	-- pristine; reparented/late UI is discovered through DescendantAdded too.
	trove:Connect(playerGui.DescendantAdded, function(frame)
		if frame:HasTag("MusicPlayerFrame") then registerFrame(frame) end
	end)
	trove:Connect(playerGui.DescendantRemoving, unregisterFrame)
	for _, frame in ipairs(CollectionService:GetTagged("MusicPlayerFrame")) do
		registerFrame(frame)
	end
	trove:Connect(CollectionService:GetInstanceAddedSignal("MusicPlayerFrame"), registerFrame)
	trove:Connect(CollectionService:GetInstanceRemovedSignal("MusicPlayerFrame"), unregisterFrame)

	-- ── Init ─────────────────────────────────────────────────────────
	rebuildSongList()
	if #State.Songs > 0 then
		State.Index = math.random(1, #State.Songs)
	end
	refreshAllMuteIcons()
	applyGroupVolume()
	playIndex(State.Index)
	return { mountGui = mountGui }
end

return MusicSystem
]]></string>
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                <BinaryString name="Tags"></BinaryString>
              </Properties>
            </Item>
            <Item class="ModuleScript" referent="29">
              <Properties>
                <string name="Name">OneShots</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- Optional per-play mix controls, without mutating authored templates or Kernel.
local Debris=game:GetService('Debris')
local OneShots={};OneShots.__index=OneShots
function OneShots.new(group,enabled)
 local self=setmetatable({group=group,enabled=enabled,voices={},count=0,dead=false},OneShots)
 self.connection=enabled.Changed:Connect(function()if not enabled.Value then self:stopAll()end end)
 return self
end
function OneShots:stopAll()
 local copy={};for sound in self.voices do table.insert(copy,sound)end
 for _,sound in copy do sound:Destroy()end
end
function OneShots:play(name,options)
 if self.dead or not self.enabled.Value or self.group.Volume<=0 or self.count>=8 then return nil end
 local source=self.group:FindFirstChild(name)
 if not source or not source:IsA('Sound') or not source.IsLoaded then return nil end
 options=options or {}
 local sound=source:Clone();sound.Name='OneShot_'..name;sound.Looped=false
 sound.Volume=source.Volume*math.clamp(tonumber(options.volume) or 1,0,2)
 sound.PlaybackSpeed=math.clamp(tonumber(options.pitch) or source.PlaybackSpeed,.5,2)
 sound.SoundGroup=self.group;sound.TimePosition=0
 self.voices[sound]=true;self.count+=1
 sound.Destroying:Once(function()if self.voices[sound]then self.voices[sound]=nil;self.count-=1 end end)
 sound.Ended:Once(function()sound:Destroy()end)
 sound.Parent=self.group
 -- Failed playback/moderation must not leak a clone waiting forever for Ended.
 Debris:AddItem(sound,8);sound:Play()
 return sound
end
function OneShots:destroy()
 if self.dead then return end
 self.dead=true;self.connection:Disconnect();self:stopAll()
end
return OneShots
]]></string>
                <int64 name="SourceAssetId">-1</int64>
                <BinaryString name="Tags"></BinaryString>
              </Properties>
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            <Item class="ModuleScript" referent="30">
              <Properties>
                <string name="Name">Switch</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- Switch.lua - a live on/off switch kept in an attribute (plan B1, Sound
-- ruling Q4). Sound System 3.0 keeps SFXEnabled in the SFXEnabled
-- attribute of its ReplicatedStorage folder: the server sets it from
-- Config.SoundSystem.SFXEnabled when it starts (unless a game script set it
-- first) and SetSFXEnabled changes it, so it reaches every client; a client
-- that sets it changes only its own copy, until the server changes it
-- (setting the value it already has reaches no client). That is how 2.x's
-- SFXEnabled BoolValue behaved.
--
-- Switch.new(folder, attribute, initial) -> switch, shaped like the
-- BoolValue Backend, OneShots and Loops were written for: `switch.Value`
-- reads the attribute on every call (true only for true; `initial`, the
-- configured value, while the attribute is not set) and `switch.Changed`
-- fires when it changes.
local Switch = {}

function Switch.new(folder: Instance, attribute: string, initial: boolean)
	local switch = { Changed = folder:GetAttributeChangedSignal(attribute) }
	return setmetatable(switch, {
		__index = function(_, key)
			if key == "Value" then
				local value = folder:GetAttribute(attribute)
				if value == nil then
					return initial == true
				end
				return value == true
			end
			return nil
		end,
	})
end

return Switch
]]></string>
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              <Properties>
                <string name="Name">VolumeHandlers</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- VolumeHandlers.lua - SoundSystem's 6 volume/mute Actions, dispatched
-- through `ctx.ui:registerHandlers`. Ported from v1's
-- SoundSettingsHandlers.client.lua (Sound System/src/StarterGui/
-- RBLXEssentials/SoundSystem/SoundSettingsHandlers.client.lua) - read fully
-- for this port: 9-step VOLUME_LEVELS ladder, snap-to-nearest-then-step,
-- mute toggle with saved-volume restore, Status "ON"/"OFF" + green/red
-- BackgroundColor3 feedback on the toggle button, Volume1..Volume9 segment
-- painting inside a `VolumeFrame`, bidirectional
-- `GetPropertyChangedSignal("Volume")` sync (so the settings UI and the
-- player's own Mute button - see MusicSystem - stay in step).
--
-- `snapIndex`/`stepVolume` are pure (no `game`/`Color3`/instance access) -
-- Lune-tested against v1's exact arithmetic, see
-- tests/volumehandlers.spec.luau.
--
-- `handlers(deps)` builds and returns the 6-action table without touching
-- `Color3` or `game` itself (constructing it only reads `.Volume` off the
-- passed-in groups and closes over plain locals), so it IS Lune-tested
-- structurally (return shape: exactly these 6 keys, each a function) using
-- fake Instances built via `roblox.Instance.new`. The returned closures'
-- BODIES reference the global `Color3` (via the shared `setToggleStatus`/
-- `updateVolumeBar` helpers below) - `Color3` is not an ambient global under
-- Lune (only reachable as `require("@lune/roblox").Color3`), so - like every
-- other `attach`-adjacent behavior in this conversion (see General UI Kit
-- v2's DataBind.attach/EffectTooltip.attach) - painting is validated in
-- Studio instead (tools/v3/sound-settings). The handlers' volume arithmetic
-- IS Lune-tested by invoking them with no button and a `gui` holding no
-- toggle or bar (nothing to paint, so `Color3` is never reached), as are
-- `findToggleButtons`/`findVolumeFrames` (pure discovery).
--
-- `attach(gui, sfxGroup, musicGroup, trove)` additionally needs
-- `GetPropertyChangedSignal` (not implemented on Lune's sandboxed Instance -
-- verified empirically, see task-3-report.md) and `task.defer` (no ambient
-- `task` under Lune either), so it is entirely Studio-validated, same
-- convention as above.
--
-- Declared fix vs v1 (`docs/superpowers/specs/2026-08-06-sound-v2-
-- conversion-design.md` §5.6): v1's `findToggleButton`/`findVolumeFrame`
-- (now `findToggleButtons`/`findVolumeFrames`, every match)
-- scanned `Players.LocalPlayer.PlayerGui:GetDescendants()` (the WHOLE
-- PlayerGui). Here both scan `gui:GetDescendants()` - scoped to this pack's
-- own UI root, matching every other v2 module's discovery scoping.
local VolumeHandlers = {}

-- v1 SoundSettingsHandlers.client.lua L34, verified verbatim.
VolumeHandlers.VOLUME_LEVELS = { 0.04, 0.10, 0.19, 0.30, 0.42, 0.54, 0.68, 0.84, 1.0 }

--- Returns the index into `levels` nearest to `volume` (v1 `volumeToStep`).
--- `volume <= 0` maps to `0` (silent - no segment lit, no ladder step).
--- Exact ties (equal distance to two levels) resolve to the FIRST one found
--- (v1 uses a strict `<` comparison, so an equal-or-greater distance never
--- displaces the current nearest).
function VolumeHandlers.snapIndex(volume: number, levels: { number }): number
	if volume <= 0 then
		return 0
	end

	local nearest, nearestDist = 1, math.huge
	for i, v in ipairs(levels) do
		local dist = math.abs(v - volume)
		if dist < nearestDist then
			nearest, nearestDist = i, dist
		end
	end
	return nearest
end

--- Snaps `current` to its nearest ladder step (via `snapIndex`), moves
--- `delta` steps, clamps the result to `[0, #levels]`, and returns the
--- resulting Volume value - `0` for step `0` (silent). Pure extraction of
--- v1 `adjustVolume`'s step arithmetic (v1 also mutated `group.Volume` and
--- repainted the bar in the same function; that side-effecting part lives in
--- `handlers` below, this half is just the number).
function VolumeHandlers.stepVolume(current: number, delta: number, levels: { number }): number
	local step = VolumeHandlers.snapIndex(current, levels)
	local newStep = math.max(0, math.min(#levels, step + delta))
	return newStep > 0 and levels[newStep] or 0
end

-- ════════════════════════════════════════════════════════════════════
-- Shared paint/discovery helpers (used by both `handlers` and `attach`)
-- ════════════════════════════════════════════════════════════════════

-- Color3 is referenced only inside these function BODIES (never at module
-- scope) so merely `require`-ing/`luau.load`-ing this module never touches
-- the global - see the module-level note above.
local function setToggleStatus(button: Instance?, muted: boolean)
	if not button then
		return
	end
	local status = button:FindFirstChild("Status")
	if status then
		(status :: any).Text = muted and "OFF" or "ON"
	end
	(button :: any).BackgroundColor3 = muted and Color3.fromRGB(255, 50, 50) or Color3.fromRGB(85, 255, 0)
end

local function updateVolumeBar(volumeFrame: Instance?, volume: number)
	if not volumeFrame then
		return
	end
	local lit = VolumeHandlers.snapIndex(volume, VolumeHandlers.VOLUME_LEVELS)
	for i = 1, #VolumeHandlers.VOLUME_LEVELS do
		local frame = volumeFrame:FindFirstChild("Volume" .. i)
		if frame then
			(frame :: any).BackgroundColor3 = i <= lit and Color3.fromRGB(85, 255, 0) or Color3.fromRGB(74, 74, 74)
			;(frame :: any).BackgroundTransparency = i <= lit and 0 or 0.5
		end
	end
end

-- Declared-fix discovery (see module note): scoped to `gui:GetDescendants()`.
-- EVERY match, not the first: the Kernel shell can hold two Settings panels.
-- When Sound System's unstamped 2.x copy is adopted before the Kernel's
-- piece decision reaches the client, the General UI Kit piece deposes it
-- (MenuSystem hides it and leaves it in Menus, "deposed by the 3.0 piece"),
-- and a first-match scan painted that hidden copy only: the visible toggle
-- stayed ON after the player's Mute and the visible bars never moved
-- (reported from the owner's Player, 3.0.0). Painting a hidden copy too is
-- harmless. Pure (GetDescendants/IsA/GetAttribute only) - Lune-tested.
function VolumeHandlers.findToggleButtons(gui: Instance, action: string): { Instance }
	local found = {}
	for _, d in ipairs(gui:GetDescendants()) do
		if d:IsA("GuiButton") and d:GetAttribute("Action") == action then
			table.insert(found, d)
		end
	end
	return found
end

function VolumeHandlers.findVolumeFrames(gui: Instance, groupName: string): { Instance }
	local found = {}
	for _, d in ipairs(gui:GetDescendants()) do
		if d:GetAttribute("VolumeGroup") == groupName then
			local frame = d:FindFirstChild("VolumeFrame")
			if frame then
				table.insert(found, frame)
			end
		end
	end
	return found
end

local function paintGroup(gui: Instance, group: Instance, groupName: string, toggleAction: string)
	local volume = (group :: any).Volume
	for _, button in ipairs(VolumeHandlers.findToggleButtons(gui, toggleAction)) do
		setToggleStatus(button, volume == 0)
	end
	for _, frame in ipairs(VolumeHandlers.findVolumeFrames(gui, groupName)) do
		updateVolumeBar(frame, volume)
	end
end

-- ════════════════════════════════════════════════════════════════════
-- Handlers
-- ════════════════════════════════════════════════════════════════════

--- Builds the 6 Actions this pack dispatches through
--- `ctx.ui:registerHandlers`: `ToggleMusicMute`, `ToggleSFXMute`,
--- `MusicVolumeUp`, `MusicVolumeDown`, `SFXVolumeUp`, `SFXVolumeDown`.
--- `deps = { sfxGroup: SoundGroup, musicGroup: SoundGroup, gui: Instance }`.
--- The v1 saved-volume-on-mute state (`savedMusicVolume`/`savedSFXVolume`)
--- becomes a closure-local per call, seeded from the live group exactly like
--- v1 (`group.Volume > 0 and group.Volume or 1`). A volume step that leaves
--- the group audible also becomes the saved volume, so the toggle unmutes to
--- the last level the player chose even when the music player's Mute (not
--- this toggle) silenced it. A step up from silent unmutes; every toggle and
--- bar in `gui` is repainted after each action.
function VolumeHandlers.handlers(deps: { sfxGroup: Instance, musicGroup: Instance, gui: Instance })
	local sfxGroup, musicGroup, gui = deps.sfxGroup, deps.musicGroup, deps.gui

	local savedMusicVolume = (musicGroup :: any).Volume > 0 and (musicGroup :: any).Volume or 1
	local savedSFXVolume = (sfxGroup :: any).Volume > 0 and (sfxGroup :: any).Volume or 1

	local function paintMusic()
		paintGroup(gui, musicGroup, "Music", "ToggleMusicMute")
	end
	local function paintSFX()
		paintGroup(gui, sfxGroup, "SFX", "ToggleSFXMute")
	end

	return {
		ToggleMusicMute = function(button: Instance?)
			if (musicGroup :: any).Volume > 0 then
				savedMusicVolume = (musicGroup :: any).Volume
				;(musicGroup :: any).Volume = 0
			else
				(musicGroup :: any).Volume = savedMusicVolume
			end
			setToggleStatus(button, (musicGroup :: any).Volume == 0)
			paintMusic()
		end,

		ToggleSFXMute = function(button: Instance?)
			if (sfxGroup :: any).Volume > 0 then
				savedSFXVolume = (sfxGroup :: any).Volume
				;(sfxGroup :: any).Volume = 0
			else
				(sfxGroup :: any).Volume = savedSFXVolume
			end
			setToggleStatus(button, (sfxGroup :: any).Volume == 0)
			paintSFX()
		end,

		MusicVolumeUp = function(_button: Instance?)
			local v = VolumeHandlers.stepVolume((musicGroup :: any).Volume, 1, VolumeHandlers.VOLUME_LEVELS)
			;(musicGroup :: any).Volume = v
			savedMusicVolume = v > 0 and v or savedMusicVolume
			paintMusic()
		end,

		MusicVolumeDown = function(_button: Instance?)
			local v = VolumeHandlers.stepVolume((musicGroup :: any).Volume, -1, VolumeHandlers.VOLUME_LEVELS)
			;(musicGroup :: any).Volume = v
			savedMusicVolume = v > 0 and v or savedMusicVolume
			paintMusic()
		end,

		SFXVolumeUp = function(_button: Instance?)
			local v = VolumeHandlers.stepVolume((sfxGroup :: any).Volume, 1, VolumeHandlers.VOLUME_LEVELS)
			;(sfxGroup :: any).Volume = v
			savedSFXVolume = v > 0 and v or savedSFXVolume
			paintSFX()
		end,

		SFXVolumeDown = function(_button: Instance?)
			local v = VolumeHandlers.stepVolume((sfxGroup :: any).Volume, -1, VolumeHandlers.VOLUME_LEVELS)
			;(sfxGroup :: any).Volume = v
			savedSFXVolume = v > 0 and v or savedSFXVolume
			paintSFX()
		end,
	}
end

-- ════════════════════════════════════════════════════════════════════
-- Init + external sync
-- ════════════════════════════════════════════════════════════════════

--- Wires initial paint + bidirectional `Volume` sync for both groups, scoped
--- to `gui`. `trove` owns the connections (the kernel Trove, passed in
--- already-constructed by the caller) so cleanup on respawn/reload is
--- automatic. The Settings panel usually reaches `gui` AFTER this runs (the
--- Kernel adopts General UI Kit's piece when it arrives), so a toggle or a
--- volume bar added to `gui` later is painted as it arrives, instead of
--- showing the asset's ON and full bars until the first volume change.
--- Needs `GetPropertyChangedSignal` and `task.defer`, neither available
--- under Lune's sandboxed Instance/globals - validated in Studio
--- (tools/v3/sound-settings), not Lune-tested (see module note above).
function VolumeHandlers.attach(gui: Instance, sfxGroup: Instance, musicGroup: Instance, trove: any)
	local function syncMusic()
		paintGroup(gui, musicGroup, "Music", "ToggleMusicMute")
	end

	local function syncSFX()
		paintGroup(gui, sfxGroup, "SFX", "ToggleSFXMute")
	end

	task.defer(function()
		syncMusic()
		syncSFX()
	end)

	trove:Connect(musicGroup:GetPropertyChangedSignal("Volume"), syncMusic)
	trove:Connect(sfxGroup:GetPropertyChangedSignal("Volume"), syncSFX)

	-- One deferred repaint per batch of arrivals (an adopted panel brings
	-- its whole subtree through DescendantAdded at once).
	local pending = false
	trove:Connect(gui.DescendantAdded, function(d: Instance)
		if pending then
			return
		end
		local action = d:GetAttribute("Action")
		if d:GetAttribute("VolumeGroup") ~= nil or action == "ToggleMusicMute" or action == "ToggleSFXMute" then
			pending = true
			task.defer(function()
				pending = false
				syncMusic()
				syncSFX()
			end)
		end
	end)
end

return VolumeHandlers
]]></string>
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                <BinaryString name="Tags"></BinaryString>
              </Properties>
            </Item>
          </Item>
          <Item class="Folder" referent="32">
            <Properties>
              <string name="Name">Migrations</string>
              <BinaryString name="AttributesSerialize"></BinaryString>
              <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
              <Color3 name="IconTint">
                <R>0</R>
                <G>0</G>
                <B>0</B>
              </Color3>
              <bool name="DefinesCapabilities">false</bool>
              <BinaryString name="SerializedOverrides">
              </BinaryString>
              <int64 name="SourceAssetId">-1</int64>
              <BinaryString name="Tags"></BinaryString>
            </Properties>
            <Item class="ModuleScript" referent="33">
              <Properties>
                <string name="Name">Content</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- Migrations/Content - generated by node tools/v3/b-release/run.mjs fingerprints SoundSystem (plan B0)
-- from tools/v3/b-release/packs/SoundSystem.json and fingerprints computed in Studio.
-- Do not edit it: change the descriptor and run that command again.
--   each entry: a subtree of buyer content, and "<PackId>@<version> <element>"
--   of every published 2.x copy with its fingerprint (Migrate.contentFingerprint).
return {
	{
		path = "SoundService/SoundSystem/SFX",
		published = {
			["SoundSystem@2.0.0 SoundService/SoundSystem/SFX"] = "f2:e4023159:?cfcb0ed7",
			["SoundSystem@2.1.0 SoundService/SoundSystem/SFX"] = "f2:e4023159:?ad847a85",
			["SoundSystem@2.1.1 SoundService/SoundSystem/SFX"] = "f2:e4023159:?ad847a85",
		},
	},
	{
		path = "SoundService/SoundSystem/Music",
		published = {
			["SoundSystem@2.0.0 SoundService/SoundSystem/Music"] = "f2:e4023159:?9ca6f9e7",
			["SoundSystem@2.1.0 SoundService/SoundSystem/Music"] = "f2:e4023159:?9ca6f9e7",
			["SoundSystem@2.1.1 SoundService/SoundSystem/Music"] = "f2:e4023159:?9ca6f9e7",
		},
	},
	{
		path = "Workspace/SoundSystem/Demo",
		published = {
			["SoundSystem@2.0.0 Workspace/SoundSystem/Demo"] = "f2:e4023159:?860e2f99",
			["SoundSystem@2.1.0 Workspace/SoundSystem/Demo"] = "f2:e4023159:?860e2f99",
			["SoundSystem@2.1.1 Workspace/SoundSystem/Demo"] = "f2:e4023159:?860e2f99",
		},
	},
	{
		path = "ReplicatedStorage/Packs/SoundSystem/Assets/Templates",
		published = {
			["SoundSystem@2.0.0 ReplicatedStorage/Packs/SoundSystem/Assets/Templates"] = "f2:e4023159:?1e6d402f",
			["SoundSystem@2.1.0 ReplicatedStorage/Packs/SoundSystem/Assets/Templates"] = "f2:e4023159:0cedd141",
			["SoundSystem@2.1.1 ReplicatedStorage/Packs/SoundSystem/Assets/Templates"] = "f2:e4023159:0cedd141",
		},
	},
}
]]></string>
                <int64 name="SourceAssetId">-1</int64>
                <BinaryString name="Tags"></BinaryString>
              </Properties>
            </Item>
            <Item class="ModuleScript" referent="34">
              <Properties>
                <string name="Name">FromV2</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- Migrations/FromV2 - Sound System 2.x to the 3.0 configuration (plan B1,
-- Sound rulings). T.migrate reads the 2.x sources Migrations/Sources names
-- into plain data (plugins/Official/Tools/Core/Tree.lua: node = { name,
-- class, value?, attributes, children, deep? }) and calls
-- FromV2({ Settings = node?, Templates = node?, MusicPlayerGUI = node?,
-- SoundLibrary = node?, DemoRoot = node?, PackAssets = node? }, ctx),
-- ctx = { packId, fromVersion, find }; a source the place lacks is absent.
-- FromV2 takes nothing from the last three: since plan B3a what the game put
-- next to the content Migrations/Content declares stays live, and T.migrate
-- names it (content-kept), so FromV2 no longer notes it (plan B3b). Pure:
-- data in, data out; no game, no Instances, no script.
--
-- Returns (config, notes, sources, refusals). config always holds
-- SFXEnabled and MusicPlayer.Enabled; Volumes stays unset (2.x read each
-- SoundGroup's own Volume, which Tree.read does not read; the migration and
-- later updates keep the groups live, and a note says so).
-- notes = { { path, message, fix?, action?, search? } } says what 2.x did
-- with each value that is not carried as it stood, and what the migration
-- cannot keep; a note whose message asks for an action (a search of the
-- game's scripts, an edit the user decides) gives its own fix, which
-- T.migrate reports in place of its generic one (B3b acceptance R1); one
-- that asks the user before an edit is marked action = true, which
-- T.migrate reports as migration-action, and the live SFXEnabled note
-- gives the names T.migrate searches the game's scripts for (search), which
-- decides it (B3b acceptance R2); sources =
-- { [option] = 2.x instance }; refusals is always empty: Sound 2.x booted
-- with any Settings (its client failed later, in a thread of its own), so
-- nothing is refused (ruling 3).
--
-- It mirrors the 2.x client exactly (2.0.0's, and 2.1.0's and 2.1.1's,
-- which are the same code); tests/fromv2.spec runs every published client
-- and server on the same trees and compares what played. The client waited
-- for its inputs in this order, in one spawned thread, and a step that
-- failed stopped everything after it:
--   1. Settings.SFXEnabled: WaitForChild with no timeout. Settings or
--      SFXEnabled missing: no sound effect, no music, no positional sound
--      ever. Then every sound read `.Value` by truthiness (any value but
--      false or nil was on); an instance with no Value made every sound
--      effect call throw.
--   2. Assets.Templates, then Settings."Music Player", its Template (its
--      Value read at once) and its MusicPlayerEnabled: WaitForChild with no
--      timeout. Any of them missing, or a Value that threw: the sound
--      effects stayed as step 1 left them, but no music played and the
--      positional receiver (PlayAt, PlayAtForPlayer) was never wired.
--   3. Assets.Templates:FindFirstChild(Template's Value): only text or a
--      number is a name; anything else threw, as in step 2.
--   4. 2.0.0 only: PlayerGui's copy of StarterGui's MusicPlayerGUI, 10 s at
--      most. Without it no music played; the sound effects and the
--      positional receiver, wired after that wait, still worked. (2.1
--      started the music without it.)
--   5. MusicPlayerEnabled: 2.1 read it by truthiness; 2.0.0 also wrote it to
--      MusicPlayerGUI.Enabled, which takes only true or false, so on 2.0.0
--      any other value threw, as in step 2.
-- Wherever the client stopped before the music, StarterGui's MusicPlayerGUI
-- still reached the screen, unwired.
-- The server's Demo part Play checked SFXEnabled on its own: only a Value
-- equal to false silenced it, so a missing SFXEnabled or an ObjectValue
-- with no target still played it. 3.0 plays it only when sound effects
-- are on, and says so where that differs.
--
-- Template is not carried: 3.0 has no Template option and no Apply
-- Template action (ruling Q3). The music player is the MusicPlayer piece,
-- the StarterGui copy as it stands, forked by T.migrate when it differs
-- from 3.0's; the note names the skin 2.x showed, and whether StarterGui's
-- copy holds a frame of that name.
local VALUE_BASES = {
	BoolValue = true, BrickColorValue = true, CFrameValue = true, Color3Value = true, DoubleConstrainedValue = true,
	IntConstrainedValue = true, IntValue = true, NumberValue = true, ObjectValue = true, RayValue = true,
	StringValue = true, Vector3Value = true,
}
-- The classes that are not values but have a Value property a script can
-- read (Roblox's reflection database): a number or text, which 2.x read and
-- Tree.read does not keep. Either one counts as on, and is a valid name.
local UNREADABLE = { KeyframeMarker = true, NumberPose = true }
local GUI_PATH = "StarterGui.RBLXEssentials.SoundSystem.MusicPlayerGUI"
local LIBRARY = "SoundService.RBLXEssentials.SoundSystem"

local function child(node, name)
	for _, item in ipairs(node and node.children or {}) do
		if item.name == name then
			return item
		end
	end
	return nil
end

-- valueOf(node) -> (kind, value): what 2.x's `inst.Value` gave.
--   "value"       a value's Value (nil when an ObjectValue has no target);
--   "instance"    an Instance: an ObjectValue's target (Tree.read keeps it
--                 as a path), or the child named Value of an instance that
--                 is not a value;
--   "unreadable"  the Value property of a class in UNREADABLE;
--   "error"       no Value at all: `.Value` threw.
local function valueOf(node)
	if node.value ~= nil then
		return if node.class == "ObjectValue" then "instance" else "value", node.value
	end
	if VALUE_BASES[node.class] then
		return "value", nil
	end
	if UNREADABLE[node.class] then
		return "unreadable", nil
	end
	if child(node, "Value") ~= nil then
		return "instance", child(node, "Value")
	end
	return "error", nil
end

local function truthy(kind, value)
	return kind == "instance" or kind == "unreadable" or (kind == "value" and value ~= nil and value ~= false)
end

local function describe(node, kind, value)
	if kind == "instance" then
		return if node.class == "ObjectValue" then "an ObjectValue pointing at an instance" else ("a %s with a child named Value"):format(node.class)
	end
	if kind == "unreadable" or kind == "error" then
		return ("a %s"):format(node.class)
	end
	if value == nil then
		return "an ObjectValue with no target"
	end
	if type(value) == "string" then
		return ("a %s %q"):format(node.class, value)
	end
	return ("a %s %s"):format(node.class, tostring(value))
end

local LIVE = "2.x read SFXEnabled live, so a game script could turn sound effects off while the game ran by setting it. In 3.0 SFXEnabled is the value when the server starts; the live switch is the SFXEnabled attribute of ReplicatedStorage.RBLXEssentials.Packs.SoundSystem (true or false), or SetSFXEnabled on the pack's API: from the server for every player, from a client for that player only. The Settings folder is gone in 3.0: a script that still reads or sets Settings.SFXEnabled or Music Player.MusicPlayerEnabled stops with an error or waits forever. T.migrate searches every script of the game for SFXEnabled and MusicPlayerEnabled: each one that uses either must use SetSFXEnabled/IsSFXEnabled or the attribute instead"
-- The fixes of the notes that ask for an action (B3b acceptance R1).
-- B3b acceptance R2: T.migrate makes the live note's search itself (its
-- `search`, the names Sources.bare declares too) over every script of the
-- place, once the run is done: none found, the note is a migration-note
-- with "Nothing to do: no script of the game uses SFXEnabled or
-- MusicPlayerEnabled."; found, a migration-action whose fix names each
-- script, then LIVE_FIX. Until then (a run that stopped) it is an action.
local LIVE_SEARCH = { "SFXEnabled", "MusicPlayerEnabled" }
local LIVE_FIX = "Switch each use of SFXEnabled to the SFXEnabled attribute of ReplicatedStorage.RBLXEssentials.Packs.SoundSystem or SetSFXEnabled/IsSFXEnabled, and MusicPlayerEnabled to MusicPlayer.Enabled in Config.SoundSystem (read when the server starts); ask the user before editing one"
local SKIN_NOTHING = "Nothing to do: T.describe({ pack = \"SoundSystem\" }) names the music player copy the Kernel uses"
local SKIN_FIX = "Ask the user whether players should see the skin 2.x showed; only then edit the fork in StarterGui.RBLXEssentials.Interface as this note says, never the pack's own MusicPlayerGUI"
local HIDDEN_FIX = "Nothing to do: the music plays with no player on screen, as in 2.1. To show the player, ask the user, then remove that hidden fork: T.content.deactivate(\"SoundSystem.MusicPlayer\")"
local DEMO = "The Demo part Play, which 2.x's server still played, is silent in 3.0 too"
local NO_MUSIC = "so the 2.x client stopped there, after the sound effects and before the music player and the positional receiver: the game had no music, and PlayAt and PlayAtForPlayer were silent. Carried as MusicPlayer.Enabled = false; 3.0 plays positional sounds whenever sound effects are on"
-- The library's groups (rulings Q1 and Q5; plan B3a): the migration keeps
-- them live, the same instances, and so does every later install or
-- update. B3b acceptance R3 review: Tools cannot compare a SoundGroup, so
-- T.migrate's report lists them as kept as 2.x had them, unverified, never
-- as the game's change, and this note's first sentence, its line in that
-- report, says the same. Always said, since Tools reads neither a
-- SoundGroup's Volume nor what refers to it.
local VOLUMES = "The SFX and Music SoundGroups stay live as 2.x had them, the same instances with their Volumes, and later updates keep them; Tools cannot compare them to tell whether the game changed them. They are marked RBLXE_GameContent: a later install or update keeps them live and names them (game-content-kept). Volumes.SFX and Volumes.Music in the config module, when set, win when the server starts"

return function(input, ctx)
	local config, notes, sources, refusals = {}, {}, {}, {}
	local function note(path, message, fix, action)
		table.insert(notes, { path = path, message = message, fix = fix, action = action })
	end
	input = if type(input) == "table" then input else {}
	local function finish()
		note(LIBRARY, VOLUMES)
		return config, notes, sources, refusals
	end
	local settings, templates, gui = input.Settings, input.Templates, input.MusicPlayerGUI
	local legacy = ctx ~= nil and ctx.fromVersion == "2.0.0"
	local release = if legacy then "2.0.0" else "2.1"
	-- Where the client stopped before the music, StarterGui's copy still
	-- reached the screen, unwired; 3.0 hides it.
	local unwired = if gui ~= nil
		then (". %s still showed StarterGui's music player, unwired; 3.0 hides it (MusicPlayer.Enabled = false)"):format(release)
		else ""
	local root = if settings ~= nil then settings.name else "Settings"
	config.SFXEnabled = false
	config.MusicPlayer = { Enabled = false }

	-- 1. SFXEnabled
	local sfxNode = child(settings, "SFXEnabled")
	if sfxNode == nil then
		local path = if settings == nil then root else root .. ".SFXEnabled"
		note(path, ("is missing, so the 2.x client %s and started no audio: no sound effect, no music and no positional sound (PlayAt, PlayAtForPlayer). %s. Carried as SFXEnabled = false and MusicPlayer.Enabled = false: set them in the config module to turn audio on%s"):format(
			if settings == nil then "failed at once" else "waited for it forever", DEMO, unwired))
		return finish()
	end
	local sfxPath = root .. ".SFXEnabled"
	sources.SFXEnabled = sfxPath
	local sfxKind, sfxValue = valueOf(sfxNode)
	if sfxKind == "error" then
		note(sfxPath, ("is %s with no Value: every 2.x sound effect call threw, and so did every menu button, which plays a sound first. Carried as off"):format(describe(sfxNode, sfxKind)))
	else
		config.SFXEnabled = truthy(sfxKind, sfxValue)
		if sfxKind == "value" and sfxValue == nil then
			note(sfxPath, ("is %s: 2.x read nil, so sound effects were off. %s. Carried as off"):format(describe(sfxNode, sfxKind, sfxValue),
				"The Demo part Play, which 2.x's server still played, is silent in 3.0"))
		elseif sfxNode.class ~= "BoolValue" then
			note(sfxPath, ("is %s: 2.x read it by truthiness (any value but false or nil is on): carried as %s"):format(
				describe(sfxNode, sfxKind, sfxValue), if config.SFXEnabled then "on" else "off"))
		end
	end
	table.insert(notes, { path = sfxPath, message = LIVE, fix = LIVE_FIX, action = true, search = table.clone(LIVE_SEARCH) })

	-- 2. Assets.Templates, "Music Player", its Template and MusicPlayerEnabled
	local function stop(path, why)
		note(path, ("%s, %s%s"):format(why, NO_MUSIC, unwired))
		return finish()
	end
	if templates == nil then
		return stop("Assets.Templates", "is missing: the 2.x client waited for it forever")
	end
	local playerNode = child(settings, "Music Player")
	local playerPath = root .. ".Music Player"
	if playerNode == nil then
		return stop(playerPath, "is missing: the 2.x client waited for it forever")
	end
	local templateNode = child(playerNode, "Template")
	local templatePath = playerPath .. ".Template"
	if templateNode == nil then
		return stop(templatePath, "is missing: the 2.x client waited for it forever")
	end
	local templateKind, templateValue = valueOf(templateNode)
	if templateKind == "error" then
		return stop(templatePath, ("is %s with no Value: reading it threw"):format(describe(templateNode, templateKind)))
	end
	local enabledNode = child(playerNode, "MusicPlayerEnabled")
	local enabledPath = playerPath .. ".MusicPlayerEnabled"
	if enabledNode == nil then
		return stop(enabledPath, "is missing: the 2.x client waited for it forever")
	end

	-- 3. the skin's name
	local isName = templateKind == "unreadable" or (templateKind == "value" and (type(templateValue) == "string" or type(templateValue) == "number"))
	if not isName then
		return stop(templatePath, ("is %s: Assets.Templates:FindFirstChild could not take it as a name, and threw"):format(
			describe(templateNode, templateKind, templateValue)))
	end

	-- 4. 2.0.0 waited 10 s for PlayerGui's copy of StarterGui's MusicPlayerGUI.
	if legacy and gui == nil then
		note(GUI_PATH, "is missing: 2.0.0 waited 10 s for its PlayerGui copy and never started the music without it, while sound effects and PlayAt still played. Carried as MusicPlayer.Enabled = false: 3.0 places its default music player, hidden while MusicPlayer.Enabled is false")
	else
		-- 5. MusicPlayerEnabled
		sources["MusicPlayer.Enabled"] = enabledPath
		local enabledKind, enabledValue = valueOf(enabledNode)
		if enabledKind == "error" then
			return stop(enabledPath, ("is %s with no Value: reading it threw"):format(describe(enabledNode, enabledKind)))
		end
		if legacy and not (enabledKind == "value" and type(enabledValue) == "boolean") then
			return stop(enabledPath, ("is %s: 2.0.0 wrote it to MusicPlayerGUI.Enabled, which takes only true or false, and that threw"):format(
				describe(enabledNode, enabledKind, enabledValue)))
		end
		config.MusicPlayer.Enabled = truthy(enabledKind, enabledValue)
		if enabledKind == "value" and enabledValue == nil then
			note(enabledPath, ("is %s: 2.x read nil, so no music played, and 2.1 left the music player on screen, unwired. Carried as off: 3.0 hides it"):format(
				describe(enabledNode, enabledKind, enabledValue)))
		elseif enabledNode.class ~= "BoolValue" then
			note(enabledPath, ("is %s: 2.x read it by truthiness (any value but false or nil is on): carried as %s"):format(
				describe(enabledNode, enabledKind, enabledValue), if config.MusicPlayer.Enabled then "on" else "off"))
		end
		if gui == nil and config.MusicPlayer.Enabled then
			note(GUI_PATH, "is missing: 2.1 played the music with no player on screen. T.migrate keeps it that way: a hidden fork of the 3.0 default music player takes its place (deleted-kept-hidden: Enabled = false, and Visible = false on each frame directly in it, since the client sets Enabled from MusicPlayer.Enabled), so the music plays with nothing on screen. To show the player, remove that fork: T.content.deactivate(\"SoundSystem.MusicPlayer\")",
				HIDDEN_FIX)
		end
	end

	-- The skin 2.x showed, and what 3.0 shows instead. skinFix: the note's
	-- fix, which asks the user first where the note says to edit the fork.
	local shown
	local skinFix = SKIN_NOTHING
	if gui == nil then
		shown = "StarterGui held no MusicPlayerGUI, so 2.x showed no skin"
	elseif templateKind == "unreadable" then
		shown = ("Tools cannot read the Value of a %s, so which skin 2.x showed is not known"):format(templateNode.class)
	else
		local wanted = tostring(templateValue)
		local named = child(templates, wanted)
		local chosen = if named ~= nil then named else (templates.children or {})[1]
		if chosen == nil then
			shown = "Assets.Templates was empty, so 2.x showed no skin"
		else
			local how = if legacy
				then ("2.0.0 always replaced MusicPlayerGUI's frame with a clean copy of %s from Assets.Templates"):format(chosen.name)
				else ("2.1 showed %s: StarterGui's copy when MusicPlayerGUI held a frame of that name tagged MusicPlayerFrame (Apply Template put it there), otherwise a clean copy from Assets.Templates"):format(chosen.name)
			if named == nil then
				how ..= (" (no skin is named %q, so it fell back to the first one in Assets.Templates)"):format(wanted)
			end
			local holds = child(gui, chosen.name) ~= nil
			if legacy then
				how ..= (". The migrated player is StarterGui's copy as it stands, which T.migrate forks (a 2.0.0 copy never matches 3.0's)%s: to show what 2.0.0 showed, edit that fork in StarterGui.RBLXEssentials.Interface and put a copy of Assets.Templates.%s in it in place of its frame"):format(
					if holds then (", and its %s is StarterGui's frame, not that clean copy"):format(chosen.name) else "", chosen.name)
				skinFix = SKIN_FIX
			elseif holds then
				how ..= (". StarterGui's MusicPlayerGUI holds a frame named %s: the migrated player is that copy as it stands"):format(chosen.name)
			else
				how ..= (". StarterGui's MusicPlayerGUI holds no frame named %s, so the migrated player shows its own frame instead: edit the fork T.migrate placed in StarterGui.RBLXEssentials.Interface (or, if there is none, fork it with T.content.fork(\"SoundSystem.MusicPlayer\")) and put a copy of Assets.Templates.%s in it in place of its frame"):format(
					chosen.name, chosen.name)
				skinFix = SKIN_FIX
			end
			shown = how
		end
	end
	note(templatePath, ("is not carried: 3.0 has no Template option and no Apply Template action. The music player is the MusicPlayer piece, StarterGui.RBLXEssentials.SoundSystem.MusicPlayerGUI as it stands, which T.migrate forks into StarterGui.RBLXEssentials.Interface when it differs from 3.0's (a skin applied with Apply Template, or the game's edits). %s"):format(shown),
		skinFix, if skinFix == SKIN_FIX then true else nil)
	return finish()
end
]]></string>
                <int64 name="SourceAssetId">-1</int64>
                <BinaryString name="Tags"></BinaryString>
              </Properties>
            </Item>
            <Item class="ModuleScript" referent="35">
              <Properties>
                <string name="Name">Interface</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- Migrations/Interface - generated by node tools/v3/b-release/run.mjs fingerprints SoundSystem (plan B0)
-- from tools/v3/b-release/packs/SoundSystem.json and fingerprints computed in Studio.
-- Do not edit it: change the descriptor and run that command again.
--   derived: per piece, the properties and attributes a 2.x action wrote
--     from Settings, never counted as an edit (or a function of the
--     configuration that returns them);
--   conditional: for such a function, every rule it may return and the
--     published values of what they name (Migrate.conditionalValues);
--   published: per piece, "<PackId>@<version> <element>" of every published
--     2.x copy and its fingerprint (Migrate.pieceFingerprint);
--   foreign: this pack's own 2.x copies of other packs' pieces, each on its
--     owner piece's slot (key).
return {
	conditional = {},
	derived = {},
	foreign = {},
	published = {
		MusicPlayer = {
			["SoundSystem@2.1.0 StarterGui/SoundSystem/MusicPlayerGUI"] = "f2:e4023159:0bc1aed4",
			["SoundSystem@2.1.1 StarterGui/SoundSystem/MusicPlayerGUI"] = "f2:e4023159:0bc1aed4",
		},
	},
}
]]></string>
                <int64 name="SourceAssetId">-1</int64>
                <BinaryString name="Tags"></BinaryString>
              </Properties>
            </Item>
            <Item class="ModuleScript" referent="36">
              <Properties>
                <string name="Name">Keep</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- Migrations/Keep - what T.migrate must look at in the 2.x pack's own code
-- (plan B1). Everything below "return {" is generated from the published
-- 2.x releases by tools/v3/keep-gen.luau (plan B0, ruling 11): run it again
-- after a 2.x release, and with --check to compare.
--
-- folders: none. Sound System 2.x had no folder for the game's own modules
--   (no trigger modules, no custom rewards), so 3.0 reads no Extensions.
-- shipped: every script a 2.x release shipped under the pack's own roots
--   (ReplicatedStorage/Packs/SoundSystem, ServerScriptService/Packs/
--   SoundSystem; its StarterGui, SoundService and Workspace folders ship no
--   script), keyed "<service key>/<path under that service's
--   RBLXEssentials>", with the SourceHash (plugins/Official/src/Shared/
--   SourceHash.lua) of every published version of it. A game that edited
--   one (the volume ladder in VolumeHandlers, the voice limits in OneShots
--   or Loops, the icons in MusicSystem, the demo wiring or the positional
--   API in the server module, Apply Template) makes T.migrate refuse
--   without force (migrate-custom-modified) and name the lines it changed;
--   with force the 3.0 version replaces it (or, for Apply Template,
--   Client/Template and Client/AwaitGui, which 3.0 dropped, nothing does)
--   and the edited copy stays in the protected migration backup.
-- lines: for each published SourceHash, SourceHash.fnv1a32 of each line of
--   that source, trimmed, blank lines left out, in order. T.migrate names
--   the lines a game changed with them.
return {
	folders = {},
	shipped = {
		-- 2.0.0, 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Actions/Apply Template"] = { "89443e6d" },
		-- 2.0.0; 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Client"] = { "aeb8d347", "af263c9f" },
		-- 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Client/AwaitGui"] = { "e2838c36" },
		-- 2.0.0, 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Client/Backend"] = { "cbe87f20" },
		-- 2.0.0, 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Client/Fingerprint"] = { "adf6f40a" },
		-- 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Client/Loops"] = { "09c3c1b7" },
		-- 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Client/MusicPlayerHUD"] = { "ebfd67c0" },
		-- 2.0.0; 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Client/MusicSystem"] = { "06fc0cb9", "69c2d578" },
		-- 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Client/OneShots"] = { "c799d15e" },
		-- 2.0.0; 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Client/Template"] = { "4913ffa8", "a044be2b" },
		-- 2.0.0, 2.1.0, 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/Client/VolumeHandlers"] = { "c7b30135" },
		-- 2.0.0; 2.1.0; 2.1.1
		["ReplicatedStorage/Packs/SoundSystem/manifest"] = { "094c2e04", "db91263d", "b1e905c0" },
		-- 2.0.0, 2.1.0, 2.1.1
		["ServerScriptService/Packs/SoundSystem"] = { "3755ce51" },
	},
	lines = {
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              <Properties>
                <string name="Name">Sources</string>
                <BinaryString name="AttributesSerialize"></BinaryString>
                <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                <ContentId name="LinkedSource">
                  <null>
                  </null>
                </ContentId>
                <bool name="DefinesCapabilities">false</bool>
                <BinaryString name="SerializedOverrides">
                </BinaryString>
                <string name="Source"><![CDATA[-- Migrations/Sources - the 2.x inputs Sound System's Migrations/FromV2
-- reads (plan B0, ruling 9; plan B1): the Settings folder; Assets.Templates,
-- which the 2.x client waited for before it started the music and took the
-- skin from; StarterGui's MusicPlayerGUI, without which 2.0.0 played no
-- music, and whose frames name the skin a migrated player shows; and the
-- three trees that hold the content Migrations/Content declares (the
-- library in SoundService, the Demo's folder in Workspace and the pack's
-- Assets). FromV2 takes nothing from those three: since plan B3a what the
-- game put next to the declared content stays live where it is, and
-- T.migrate names it (content-kept), as later installs and updates keep it
-- live (game-content-kept); they stay declared (plan B3b, ruling 13). Each
-- path is "<service key>/<path under that service's RBLXEssentials>";
-- T.migrate hands FromV2 each tree by its name, and leaves out one the
-- place lacks.
-- T.migrate's gameReaders also names a game script that quotes
-- "SoundSystem" and a source's name or the last name of its path (a
-- LocalScript that finds the music player by its 2.x path, for example);
-- when the path ends with "/", only the source's name. The three trees end
-- with "/": their last names, "SoundSystem" and "Assets", would name every
-- game script that reaches the pack by its name.
return {
	Settings = "ReplicatedStorage/Packs/SoundSystem/Settings",
	Templates = "ReplicatedStorage/Packs/SoundSystem/Assets/Templates",
	MusicPlayerGUI = "StarterGui/SoundSystem/MusicPlayerGUI",
	SoundLibrary = "SoundService/SoundSystem/",
	DemoRoot = "Workspace/SoundSystem/",
	PackAssets = "ReplicatedStorage/Packs/SoundSystem/Assets/",
	-- Plan B3b (B3a's Sources.bare): names a game script may use on their
	-- own; gameReaders names each script that does.
	bare = { "SFXEnabled", "MusicPlayerEnabled" },
}
]]></string>
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            <Properties>
              <string name="Name">Pieces</string>
              <BinaryString name="AttributesSerialize"></BinaryString>
              <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
              <ContentId name="LinkedSource">
                <null>
                </null>
              </ContentId>
              <bool name="DefinesCapabilities">false</bool>
              <BinaryString name="SerializedOverrides">
              </BinaryString>
              <string name="Source"><![CDATA[-- Pieces.lua - the interface piece Sound System 3.0 drives (plain data;
-- Kernel/Contracts.lua checks it). The pack's own copy ships as
-- StarterGui.RBLXEssentials.SoundSystem.MusicPlayerGUI with RBLXE_Piece and
-- RBLXE_Contract on the ScreenGui itself: the default is 2.1.1's
-- MusicPlayer_Template_1. A fork in StarterGui.RBLXEssentials.Interface (a
-- ScreenGui of its own, as T.content.fork and T.migrate place a Layer
-- piece) replaces it: another skin, or the game's edits.
--
-- The contract requires nothing below the root: 2.x found its frames by the
-- MusicPlayerFrame tag and each frame's name is its skin's, so a path would
-- refuse forks 2.x ran. The client warns at runtime when the chosen copy
-- holds no tagged frame with Container/Buttons. The Settings panel and its
-- button (SoundSystemGUI) are not pieces: PanelId Settings belongs to
-- General UI Kit (spec D5), and that copy stays as 2.x shipped it.
return {
	MusicPlayer = {
		contract = 1,
		kind = "Layer",
		doc = "The HUD music player: a ScreenGui holding one or more frames tagged MusicPlayerFrame, each with Container/Buttons (Mute and Next) and, optionally, Container/SongName and Container/Duration. Music plays whatever this piece holds; the client wires every tagged frame in it, animates the ones marked CollapsibleMusicPlayer and disables the ScreenGui when MusicPlayer.Enabled is false.",
	},
}
]]></string>
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          <Item class="ModuleScript" referent="39">
            <Properties>
              <string name="Name">Schema</string>
              <BinaryString name="AttributesSerialize"></BinaryString>
              <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
              <ContentId name="LinkedSource">
                <null>
                </null>
              </ContentId>
              <bool name="DefinesCapabilities">false</bool>
              <BinaryString name="SerializedOverrides">
              </BinaryString>
              <string name="Source"><![CDATA[-- Schema.lua - the options a game sets for Sound System 3.0, in the
-- Kernel's Schema language (docs/kernel-api.md, section 8). The game's
-- values live in ReplicatedStorage.RBLXEssentials.Config.SoundSystem, a
-- module no update replaces; it returns only what the game changes, and
-- everything else is the default below. T.config.reference("SoundSystem")
-- prints this as a reference.
--
-- Every option is shared (plan B1, Sound rulings): 2.x kept its Settings in
-- ReplicatedStorage, where every client read them, and none is a secret.
-- The defaults are what 2.x ran: sound effects on, the music player on, and
-- each SoundGroup at the Volume it has in the game's library
-- (SoundService.RBLXEssentials.SoundSystem.SFX and Music, the game's
-- content: T.migrate keeps them).
--
-- SFXEnabled is the value at start only. 2.x read its BoolValue live, so a
-- game script could turn sound effects off while the game ran; in 3.0 the
-- live switch is the SFXEnabled attribute of ReplicatedStorage.
-- RBLXEssentials.Packs.SoundSystem, which the server sets from this option
-- when it starts unless a game script set it first, and SetSFXEnabled on
-- the pack's API.
--
-- 2.x's Music Player/Template option is gone: the music player is the
-- MusicPlayer piece (Pieces.lua), and another skin is a fork of it.
--
-- Self-contained on purpose: Tools loads this module as a clone with no
-- Parent, so it uses no `script` and requires nothing.
return function(S)
	return S.config({
		SFXEnabled = S.boolean({
			default = true,
			doc = "Sound effects on or off for every player when the server starts, unless a game script set the SFXEnabled attribute of ReplicatedStorage.RBLXEssentials.Packs.SoundSystem first. While the game runs, set that attribute to true or false, or call SetSFXEnabled on the pack's API: from the server for every player, from a client for that player only, until the server changes it (setting the value it already has reaches no client).",
		}),
		MusicPlayer = S.record({
			Enabled = S.boolean({
				default = true,
				doc = "Whether music plays and the music player shows. Read once when each player joins.",
			}),
		}, {
			doc = "The music player: the MusicPlayer piece (StarterGui.RBLXEssentials.SoundSystem.MusicPlayerGUI, or its fork in Interface) playing the tracks of the Music SoundGroup.",
		}),
		Volumes = S.record({
			SFX = S.optional(S.number({
				min = 0,
				max = 10,
				doc = "The SFX SoundGroup's Volume, set by the server when it starts. Unset, the group keeps the Volume it has in SoundService.",
			})),
			Music = S.optional(S.number({
				min = 0,
				max = 10,
				doc = "The Music SoundGroup's Volume, set by the server when it starts. Unset, the group keeps the Volume it has in SoundService.",
			})),
		}, {
			doc = "Start volumes of the two SoundGroups. Unset (the default), each group keeps the Volume it has in SoundService.RBLXEssentials.SoundSystem, as in 2.x. The groups are the game's own: a migration from 2.x keeps them live with the game's volumes, and later installs and updates keep them live too, so set these only to change the volumes at start. Players still change their own volume with the volume buttons.",
		}),
	})
end
]]></string>
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            <Properties>
              <string name="Name">manifest</string>
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                </null>
              </ContentId>
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              </BinaryString>
              <string name="Source"><![CDATA[return {
	id = "SoundSystem",
	version = "3.0.0",
	deps = {},
}
]]></string>
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                      <token name="AutomaticSize">0</token>
                      <Color3 name="BackgroundColor3">
                        <R>0.6392157</R>
                        <G>0.63529414</G>
                        <B>0.64705884</B>
                      </Color3>
                      <float name="BackgroundTransparency">1</float>
                      <Color3 name="BorderColor3">
                        <R>0.105882354</R>
                        <G>0.16470589</G>
                        <B>0.20784314</B>
                      </Color3>
                      <token name="BorderMode">0</token>
                      <int name="BorderSizePixel">1</int>
                      <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
                      <bool name="ClipsDescendants">false</bool>
                      <bool name="Draggable">false</bool>
                      <Color3 name="ImageColor3">
                        <R>1</R>
                        <G>1</G>
                        <B>1</B>
                      </Color3>
                      <Content name="ImageContent">
                        <uri>rbxassetid://76250739046181</uri>
                      </Content>
                      <Vector2 name="ImageRectOffset">
                        <X>0</X>
                        <Y>0</Y>
                      </Vector2>
                      <Vector2 name="ImageRectSize">
                        <X>0</X>
                        <Y>0</Y>
                      </Vector2>
                      <float name="ImageTransparency">0</float>
                      <bool name="Interactable">true</bool>
                      <int name="LayoutOrder">0</int>
                      <Ref name="NextSelectionDown">null</Ref>
                      <Ref name="NextSelectionLeft">null</Ref>
                      <Ref name="NextSelectionRight">null</Ref>
                      <Ref name="NextSelectionUp">null</Ref>
                      <UDim2 name="Position">
                        <XS>0.5</XS>
                        <XO>0</XO>
                        <YS>0.5</YS>
                        <YO>0</YO>
                      </UDim2>
                      <token name="ResampleMode">0</token>
                      <Ref name="RootLocalizationTable">null</Ref>
                      <float name="Rotation">0</float>
                      <bool name="DefinesCapabilities">false</bool>
                      <token name="ScaleType">3</token>
                      <bool name="Selectable">false</bool>
                      <token name="SelectionBehaviorDown">0</token>
                      <token name="SelectionBehaviorLeft">0</token>
                      <token name="SelectionBehaviorRight">0</token>
                      <token name="SelectionBehaviorUp">0</token>
                      <bool name="SelectionGroup">false</bool>
                      <Ref name="SelectionImageObject">null</Ref>
                      <int name="SelectionOrder">0</int>
                      <BinaryString name="SerializedOverrides">
                      </BinaryString>
                      <token name="Sink">0</token>
                      <UDim2 name="Size">
                        <XS>0.64285713</XS>
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                        <YS>0.64285713</YS>
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                      <token name="SizeConstraint">0</token>
                      <Rect2D name="SliceCenter">
                        <min>
                          <X>0</X>
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              </Item>
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          </Item>
        </Item>
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      <Properties>
        <string name="Name">ServerScriptService</string>
        <BinaryString name="AttributesSerialize"></BinaryString>
        <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
        <Color3 name="IconTint">
          <R>0</R>
          <G>0</G>
          <B>0</B>
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        <int64 name="SourceAssetId">-1</int64>
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      </Properties>
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        <Properties>
          <string name="Name">Kernel</string>
          <BinaryString name="AttributesSerialize"></BinaryString>
          <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
          <bool name="Disabled">false</bool>
          <ContentId name="LinkedSource">
            <null>
            </null>
          </ContentId>
          <token name="RunContext">0</token>
          <bool name="DefinesCapabilities">false</bool>
          <BinaryString name="SerializedOverrides">
          </BinaryString>
          <string name="Source"><![CDATA[-- RBLX Essentials Kernel - server boot. The only Script in the ecosystem.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local StarterGui = game:GetService("StarterGui")
local HttpService = game:GetService("HttpService")

local kernelFolder = ReplicatedStorage:WaitForChild("RBLXEssentials"):WaitForChild("Kernel")
local RootPersistence = require(kernelFolder.UI.RootPersistence)

-- Run first, in its own pcall, before any other require or work: make
-- StarterGui.RBLXEssentials survive character respawns (see
-- UI/RootPersistence.lua) before any character spawns. Guarded: a failure
-- here must never stop the packs from booting, and the piece decision below
-- then uses the Folder root as it is.
local persistOk, persistResult, persistWarnings = pcall(RootPersistence.persist, StarterGui, Instance.new, Enum)
local uiRoot
if persistOk then
	uiRoot = persistResult
	for _, message in ipairs(persistWarnings) do
		warn("[RBLXE] UI root: " .. message)
	end
else
	warn("[RBLXE] could not make StarterGui.RBLXEssentials persistent; menus, HUD buttons and pack interfaces may stop working after a respawn: " .. tostring(persistResult))
	uiRoot = StarterGui:FindFirstChild("RBLXEssentials")
end

local Pieces = require(kernelFolder.UI.Pieces)
local Loader = require(kernelFolder.Loader)
local Version = require(kernelFolder.Version)
local Net = require(kernelFolder.Net)
local SFX = require(kernelFolder.SFX)
local Notify = require(kernelFolder.Notify)
local Signal = require(kernelFolder.Signal)
local Trove = require(kernelFolder.Packages.Trove)
local Schema = require(kernelFolder.Schema)
local Config = require(kernelFolder.Config)
local Contracts = require(kernelFolder.Contracts)

local ssRoot = script.Parent -- ServerScriptService/RBLXEssentials
local rsRoot = ReplicatedStorage.RBLXEssentials
local sharedPacks = rsRoot:WaitForChild("Packs")

rsRoot:SetAttribute("RBLXE_KernelVersion", Version)

-- 3.0 pieces: decide once, here, which copy of every declared interface piece
-- the game uses (a valid StarterGui.RBLXEssentials.Interface override, else the
-- pack's default) and publish it for every client, before any pack boots. The
-- JSON encoding runs inside the same pcall: whatever fails here falls back to
-- LEGACY and never stops the server script before Loader.boot.
-- RT-6: packs whose Pieces declaration is invalid; the Loader fails them.
local pieceFailures = {}
local planOk, encodedOrError = pcall(function()
	local declarations, declarationWarnings, declarationFailures = Pieces.collectDeclarations(sharedPacks, require, Contracts)
	pieceFailures = declarationFailures
	local plan = Pieces.plan({
		declarations = declarations,
		root = uiRoot,
		contracts = Contracts,
	})
	for _, message in ipairs(declarationWarnings) do
		warn("[RBLXE] UI: " .. message)
	end
	for _, message in ipairs(Pieces.strays(StarterGui, uiRoot)) do
		warn("[RBLXE] UI: " .. message)
	end
	for _, line in ipairs(plan.lines) do
		print("[RBLXE] UI: " .. line)
	end
	for _, message in ipairs(plan.warnings) do
		warn("[RBLXE] UI: " .. message)
	end
	return Pieces.encodeDecisions(plan, function(value)
		return HttpService:JSONEncode(value)
	end)
end)
if planOk then
	rsRoot:SetAttribute(Pieces.WINNERS_ATTRIBUTE, encodedOrError)
else
	warn("[RBLXE] UI: piece resolution failed, pieces keep 2.x adoption: " .. tostring(encodedOrError))
	rsRoot:SetAttribute(Pieces.WINNERS_ATTRIBUTE, Pieces.LEGACY)
end

local report = Loader.boot({
	side = "Server",
	sharedPacks = sharedPacks,
	serverPacks = ssRoot:WaitForChild("Packs"),
	kernelApi = { Version = Version, Trove = Trove, Signal = Signal, Net = Net, SFX = SFX, Notify = Notify },
	configLib = Config,
	schemaLib = Schema,
	configRoots = { shared = rsRoot:FindFirstChild("Config"), server = ssRoot:FindFirstChild("Config") },
	pieceFailures = pieceFailures,
	extensions = ssRoot:FindFirstChild("Extensions"),
})

-- RT-5: tell every client which packs did not start here. A reason that may
-- quote server-only values (an invalid configuration, a server module's
-- error) reaches clients as a fixed text (Loader.encodeServerReport); the
-- warnings below print it whole in the server output. The encoding and
-- the attribute write share one pcall: a report that cannot be published
-- must never stop the rest of this boot (the warnings below and
-- RBLXE_ServerBooted).
local reportOk, reportError = pcall(function()
	local encodedReport = Loader.encodeServerReport(report, function(value)
		return HttpService:JSONEncode(value)
	end)
	rsRoot:SetAttribute(Loader.SERVER_REPORT_ATTRIBUTE, encodedReport)
end)
if not reportOk then
	warn("[RBLXE] could not publish the boot report for clients; each client waits 30s for it, then boots every pack: " .. tostring(reportError))
end

print(Loader.formatReport("Server", report))
for id, reason in pairs(report.failed) do
	warn(string.format("[RBLXE] %s failed: %s", id, reason))
end
for id, reason in pairs(report.skipped) do
	warn(string.format("[RBLXE] %s skipped: %s", id, reason))
end
for _, notice in ipairs(report.notices or {}) do
	warn("[RBLXE] " .. notice)
end
ssRoot:SetAttribute("RBLXE_ServerBooted", true)
]]></string>
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          <Properties>
            <string name="Name">SoundSystem</string>
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            <string name="Source"><![CDATA[--[[
	SoundSystem server module (kernel v2 port). SFX/Music ship as EDIT-TIME
	SoundService content (2026-08-06 E2E revision - v1 parity, see
	docs/superpowers/specs/2026-08-06-sound-v2-conversion-design.md's
	server-module section): the SFX/Music SoundGroups are Rojo-synced
	directly to SoundService.RBLXEssentials.SoundSystem.{SFX,Music} (see
	default.project.json's SoundService node) so buyers can browse/replace
	sounds and tracks in the editor, the same place v1 kept them. This
	module no longer clones them out of Assets - it just resolves the
	already-present groups, assigns each group's SoundGroup property to
	every Sound present AND future (ChildAdded) - v1 Bootstrap.server.lua
	L48-66 parity, read fully for this port - and exposes positional
	playback over a kernel Net event, replacing v1 SFXSystem.lua's
	server-side branch (L69-85).

	Every connection lives on the pack's own Trove (belt-and-suspenders -
	`init` runs exactly once per server boot in normal operation, but this
	keeps the pack self-cleaning if that ever changes).

	3.0 (plan B1) reads ctx.config (Config.SoundSystem), never 2.x's
	Settings: Volumes sets each group's Volume at start when the game gave
	one; SFXEnabled starts the SFXEnabled attribute of the pack's
	ReplicatedStorage folder, the live switch every client reads (2.x's
	BoolValue was read live too) and SetSFXEnabled changes. A game script
	that set that attribute before this module ran keeps its value: Roblox
	does not order the Kernel's server Script against the game's own.
]]
return function(ctx)
	local SoundService = game:GetService("SoundService")

	local trove = ctx.kernel.Trove.new()

	-- FindFirstChild chain, not WaitForChild: `init` runs inside the
	-- Loader's serial boot loop (docs/kernel-api.md §3), so an unbounded
	-- wait here would hang every pack scheduled after this one with zero
	-- diagnostics if a buyer ever deleted/renamed the SoundService content.
	-- It ships as part of this pack's own Rojo-synced tree, so it's always
	-- already present by the time `init` runs in a correctly-installed
	-- pack - a miss degrades (warn + skip the SoundGroup-assignment wiring
	-- for the missing group(s)) rather than erroring this pack's whole
	-- boot or freezing the rest of the ecosystem.
	local root = SoundService:FindFirstChild("RBLXEssentials")
	local packRoot = root and root:FindFirstChild("SoundSystem")

	local function resolveGroup(groupName: string): Instance?
		local group = packRoot and packRoot:FindFirstChild(groupName)
		if not group then
			warn(("[RBLXE SoundSystem] SoundService.RBLXEssentials.SoundSystem.%s missing."
				.. " reinstall the pack. SFX/Music playback degraded this session."):format(groupName))
		end
		return group
	end

	local sfxGroup = resolveGroup("SFX")
	local musicGroup = resolveGroup("Music")

	-- The start volumes the game set in Config.SoundSystem.Volumes; unset,
	-- each group keeps the Volume it has in SoundService, as in 2.x.
	for _, entry in ipairs({ { "SFX", sfxGroup }, { "Music", musicGroup } }) do
		local volume = ctx.config.Volumes[entry[1]]
		if volume ~= nil and entry[2] ~= nil then
			(entry[2] :: any).Volume = volume
		end
	end

	-- SFXEnabled, live (Sound ruling Q4): this attribute reaches every client,
	-- which reads it on every sound (Client/Switch.lua). A value that is not
	-- true or false counts as off; unset, the configured value. Set from the
	-- configuration only while unset, so a game script that set it first
	-- (2.x's BoolValue was the place's, and such a script always won) wins.
	if ctx.folder:GetAttribute("SFXEnabled") == nil then
		ctx.folder:SetAttribute("SFXEnabled", ctx.config.SFXEnabled)
	end
	local function sfxOn(): boolean
		local value = ctx.folder:GetAttribute("SFXEnabled")
		if value == nil then
			return ctx.config.SFXEnabled
		end
		return value == true
	end

	-- v1 Bootstrap.server.lua L52-66 verbatim: every Sound (present and
	-- future) gets its owning group's SoundGroup property assigned.
	local function assignSoundGroup(sound: Instance, group: Instance)
		if sound:IsA("Sound") then
			(sound :: any).SoundGroup = group
		end
	end

	for _, group in ipairs({ sfxGroup, musicGroup }) do
		if group then
			for _, sound in ipairs(group:GetChildren()) do
				assignSoundGroup(sound, group)
			end
			trove:Connect(group.ChildAdded, function(child)
				assignSoundGroup(child, group)
			end)
		end
	end

	-- Positional playback API - replaces v1 SFXSystem.lua's
	-- `SFX:PlayAt`/`SFX:PlayAtForPlayer`, same FireAllClients/FireClient
	-- argument shape (name, position, range?).
	local remote = ctx.kernel.Net.server(ctx.packId):event("PlayPositional")

	local api = {}

	function api.PlayAt(name: string, position: Vector3, range: number?)
		remote:FireAllClients(name, position, range)
	end

	function api.PlayAtForPlayer(player: Player, name: string, position: Vector3, range: number?)
		remote:FireClient(player, name, position, range)
	end

	-- Sound effects on or off for every player while the game runs, what a
	-- server script did in 2.x by setting the SFXEnabled BoolValue.
	function api.SetSFXEnabled(enabled: boolean)
		assert(type(enabled) == "boolean", "SoundSystem.SetSFXEnabled takes true or false")
		ctx.folder:SetAttribute("SFXEnabled", enabled)
	end

	function api.IsSFXEnabled(): boolean
		return sfxOn()
	end

	-- ── Demo part wiring ─────────────────────────────────────────────
	-- The pack ships script-less demo parts edit-time under
	-- Workspace.RBLXEssentials.SoundSystem.Demo (src/Workspace/SoundSystem/
	-- Demo.rbxm), each tagged `SoundSystem_Demo` with SFX_Action
	-- ("Play"/"PlayAt"/"PlayAtForPlayer"), SFX_Sound, and optional
	-- SFX_Range attributes. This server module discovers and wires them -
	-- same pattern as EasyPetSystem's AddCashPart (tag scan + late-added
	-- signal, non-blocking) - so the parts carry no code and buyers just
	-- delete the Demo folder when done testing. `SFX_Action = "Play"`
	-- reproduces v1's server-side `SFX:Play` (direct `:Play()` on the
	-- SoundService Sound, which replicates playback to all clients),
	-- including its SFXEnabled guard; positional actions route through
	-- the api above (the client handler owns the SFXEnabled check there,
	-- v1 parity).
	local CollectionService = game:GetService("CollectionService")

	local function playDirect(name: string)
		if not sfxOn() then
			return
		end
		local sound = sfxGroup and sfxGroup:FindFirstChild(name)
		if sound and sound:IsA("Sound") then
			sound:Play()
		else
			warn("[RBLXE SoundSystem] Demo sound not found in SFX group:", name)
		end
	end

	local wired = {} -- [part] = true, so the late-added signal can't double-wire

	local function wireDemoPart(part: Instance)
		if wired[part] then
			return
		end
		local prompt = part:FindFirstChildWhichIsA("ProximityPrompt", true)
		if not prompt then
			warn(("[RBLXE SoundSystem] Demo part %s has no ProximityPrompt, so it was skipped"):format(part.Name))
			return
		end
		wired[part] = true
		trove:Connect(prompt.Triggered, function(player)
			local action = part:GetAttribute("SFX_Action")
			local name = part:GetAttribute("SFX_Sound")
			local range = part:GetAttribute("SFX_Range")
			if type(name) ~= "string" then
				return
			end
			if action == "Play" then
				playDirect(name)
			elseif action == "PlayAt" and part:IsA("BasePart") then
				api.PlayAt(name, part.Position, range)
			elseif action == "PlayAtForPlayer" and part:IsA("BasePart") then
				api.PlayAtForPlayer(player, name, part.Position, range)
			else
				warn(("[RBLXE SoundSystem] Demo part %s has unknown SFX_Action %q"):format(part.Name, tostring(action)))
			end
		end)
	end

	for _, part in ipairs(CollectionService:GetTagged("SoundSystem_Demo")) do
		wireDemoPart(part)
	end
	trove:Connect(CollectionService:GetInstanceAddedSignal("SoundSystem_Demo"), function(part)
		wireDemoPart(part)
	end)

	return api
end
]]></string>
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      </Item>
    </Item>
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      <Properties>
        <string name="Name">StarterPlayerScripts</string>
        <BinaryString name="AttributesSerialize"></BinaryString>
        <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
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      </Properties>
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        <Properties>
          <string name="Name">KernelClient</string>
          <BinaryString name="AttributesSerialize"></BinaryString>
          <SecurityCapabilities name="Capabilities">0</SecurityCapabilities>
          <bool name="Disabled">false</bool>
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          <token name="RunContext">0</token>
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          </BinaryString>
          <string name="Source"><![CDATA[-- RBLX Essentials Kernel - client boot. The only LocalScript in the ecosystem.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local HttpService = game:GetService("HttpService")

-- 3.0: packs, Config modules and the server's piece decisions arrive with the
-- first replication; read them only once it is complete.
if not game:IsLoaded() then
	game.Loaded:Wait()
end

local rsRoot = ReplicatedStorage:WaitForChild("RBLXEssentials")
local kernelFolder = rsRoot:WaitForChild("Kernel")
local Loader = require(kernelFolder:WaitForChild("Loader"))
local Version = require(kernelFolder:WaitForChild("Version"))
local Net = require(kernelFolder:WaitForChild("Net"))
local SFX = require(kernelFolder:WaitForChild("SFX"))
local Notify = require(kernelFolder:WaitForChild("Notify"))
local Signal = require(kernelFolder:WaitForChild("Signal"))
local Trove = require(kernelFolder:WaitForChild("Packages"):WaitForChild("Trove"))
local Schema = require(kernelFolder:WaitForChild("Schema"))
local Config = require(kernelFolder:WaitForChild("Config"))
local uiFolder = kernelFolder:WaitForChild("UI")
local MenuSystem = require(uiFolder:WaitForChild("MenuSystem"))
local Pieces = require(uiFolder:WaitForChild("Pieces"))

local playerGui = Players.LocalPlayer:WaitForChild("PlayerGui")

-- The server publishes its piece decisions before a player can join; this
-- bounded wait only covers a server that is still starting.
local encoded = rsRoot:GetAttribute(Pieces.WINNERS_ATTRIBUTE)
local waited = 0
while encoded == nil and waited < 10 do
	waited += task.wait(0.1)
	encoded = rsRoot:GetAttribute(Pieces.WINNERS_ATTRIBUTE)
end
-- nil: every piece is adopted as in 2.x
local decisions = Pieces.decodeDecisions(encoded, function(text)
	return HttpService:JSONDecode(text)
end)
if decisions == nil then
	warn("[RBLXE] UI: no piece decisions from the server; every piece is adopted as in 2.x")
end

-- RT-5: the server publishes which packs did not start there once its boot
-- is done; wait for it (bounded) so this client does not boot them.
local serverEncoded = rsRoot:GetAttribute(Loader.SERVER_REPORT_ATTRIBUTE)
local waitedReport = 0
while serverEncoded == nil and waitedReport < 30 do
	waitedReport += task.wait(0.1)
	serverEncoded = rsRoot:GetAttribute(Loader.SERVER_REPORT_ATTRIBUTE)
end
local serverReport = Loader.decodeServerReport(serverEncoded, function(text)
	return HttpService:JSONDecode(text)
end)
if serverReport == nil then
	warn("[RBLXE] no boot report from the server within 30s; this client boots every pack")
end

local pieces = Pieces.runtime(decisions, { wait = task.wait, warn = warn, defer = task.defer })
pieces:attach(playerGui)
local ui = MenuSystem.new(playerGui, { pieces = pieces })

local report = Loader.boot({
	side = "Client",
	sharedPacks = rsRoot:WaitForChild("Packs"),
	kernelApi = { Version = Version, Trove = Trove, Signal = Signal, Net = Net, SFX = SFX, Notify = Notify },
	ui = ui,
	configLib = Config,
	schemaLib = Schema,
	configRoots = { shared = rsRoot:FindFirstChild("Config") },
	serverReport = serverReport,
	extensions = rsRoot:FindFirstChild("Extensions"),
})

print(Loader.formatReport("Client", report))
for id, reason in pairs(report.failed) do
	warn(string.format("[RBLXE] %s failed: %s", id, reason))
end
for id, reason in pairs(report.skipped) do
	warn(string.format("[RBLXE] %s skipped: %s", id, reason))
end
for _, notice in ipairs(report.notices or {}) do
	warn("[RBLXE] " .. notice)
end
playerGui:SetAttribute("RBLXE_ClientBooted", true)
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