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Web editor: projects, storage and backup

Project import, IndexedDB, asynchronous saving and verifying a backup ZIP.

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Web editor: projects, storage and backup

The source tree includes a browser-editor shell. That does not establish a deployed Reckfell Web editor, a matching WASM build or a working C# browser runtime. Use this workflow only with a trusted, verified editor build. No hosted editor address or ready download is asserted here. The current C# exporter 1.0.0 does not implement Web; use the native editor for the installed C# workflow.

Before importing a project

Use a small copy of the project, not its only copy. Confirm the editor build identity and whether its project/script features match yours. A page opening successfully does not prove import or persistence.

The supplied shell uses a threaded editor and single-window launch. Its browser stack needs WebGL2, Fetch and a secure context; threaded builds also need cross-origin isolation and SharedArrayBuffer. Check the build's missing-feature diagnostics and the browser console. The Compatibility renderer is the web path; desktop Vulkan/Forward+ settings are not available through this shell. Do not assume browser/editor UI labels have been validated merely because they exist in source.

Import and run

  1. On the source-provided launcher, select your project ZIP with Preload project ZIP, then Start Reckfell Editor. These are source-shell labels, not a verified live hosted service.
  2. In Project Manager, install into a project subdirectory under /home/web_user/, for example /home/web_user/projects/demo. Do not use /tmp as the working project directory. The shell initially preloads the ZIP there, but it is temporary input, not the installed project.
  3. Open the project, check its manifest and import errors, then open a known level and verify a small change. A ZIP with a nested project directory is distinct from an archive of the engine itself.
  4. The shell provides Editor/Game tabs for the single-window workflow. Stop the running game before downloading a final project backup. A browser download of project files is not an exported playable build.

Keep one editing session for a project. This procedure does not establish safe concurrent editing between tabs, devices or different editor versions.

What saving means

The editor shell configures /home/web_user as its persistent mount. This is a virtual filesystem backed by IndexedDB when initialization succeeds, not a normal directory visible in Windows Explorer. The game's default /userfs mount is a separate configuration; do not assume every virtual path is persistent.

The current bridge restores storage asynchronously. An IndexedDB initialization failure resolves with an error value rather than rejecting the promise, and the engine launcher currently continues initialization without using that error value. The editor opening does not prove persistence. Check errors such as IndexedDB not available or Failed to save IDB file system.

Writes and directory changes schedule synchronization. A successful in-memory save is not proof that writeback completed. The bridge's availability flag can remain true after a later writeback failure; a second sync request during an active sync resolves without waiting for that first writeback. Do not treat either as a durability receipt. These are source/mock-test observations, not engine repairs.

Browser storage belongs to the site origin and browser profile. A different host, scheme, port, profile or private session may use different data. Quotas, site-data deletion and eviction also matter; see browser storage behavior. Browser storage alone is not your backup.

Download and verify a backup

  1. Save the open resources and stop the game.
  2. Use Project > Download Project Source. Current menu source places it directly under Project, not inside Tools. It downloads the project files as ZIP; it does not publish or download engine source.
  3. Confirm the browser actually produced a nonempty file in your chosen download location. Keep the existing good backup until the new one is checked.
  4. Extract into a separate directory and open it in the matching native editor. Verify project.reckfell, scripts, source assets, .rscene levels and .rprefab prefabs used by your project. The packer excludes the project data/cache directory, so reimport may be expected. It can log unreadable-file warnings; a ZIP existing alone does not establish completeness.
  5. Check a known level and your latest change. Only then treat the archive as a usable backup. This restore workflow has not been executed in a browser in this review.

Do not use Clear Persistent Data to troubleshoot before recovering your files: the launcher implements it by deleting its IndexedDB database. No storage-clearing action was performed here.

Diagnosis

SymptomCheck
Editor will not startActual WASM/JS build, network errors, WebGL2, secure context, isolation and SharedArrayBuffer.
Project disappeared after reopeningSame origin/profile, correct persistent project path and storage initialization/writeback errors. Do not clear site data.
Save seemed successful, but files are missingMemory write versus completed persistent writeback; inspect errors and recover the last verified ZIP.
Download option cannot be foundSource build/version and Project menu; do not follow the old Tools submenu path blindly.
ZIP opens but the project is incompleteArchive contents, unreadable-file warnings, source assets and cache reimport.
C# or export is unavailableTarget/toolchain support; move the verified project copy to the native editor.

Verification scope

Current source was reviewed for launcher labels, mount path, single-window execution, persistence and project ZIP packing. Actual FS bridge bodies ran 15 checks in Node using mock FS/IDBFS callbacks, including initialization/writeback failures and pending synchronization. No real browser persistence, eviction, reload, editor UI, WASM build, download, ZIP restore or C# Web execution was accepted. Engine Source, Runtime and SDK were unchanged.

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