Load the project's topology maps to understand where components live, how they connect, and what boundaries exist. The about/lay-and-land/ directory contains component inventories, data flow diagrams, dependency maps, deployment topology, and operational docs. Consult before adding new components, modifying integration points, changing deployment, or when unsure where something lives in the system.
The about/lay-and-land/ directory contains the spatial understanding of this project — where components live, how data flows, what boundaries exist, and how the system is deployed.
Consult topology maps before:
Do NOT load all maps at once. Select by what you need to understand.
| Map | Read when... | Key content |
|---|---|---|
about/lay-and-land/README.md | Quick orientation | Directory overview, what's available |
about/lay-and-land/components.md | Understanding crate layout, dependencies, boundaries | 13 core crates + app binary, dependency graph, boundary contracts |
about/lay-and-land/data-flow.md | Tracing how data moves through the system | MCP ingress, gRPC sessions, zone publish, widget assets, events, input |
about/lay-and-land/runtime-widget-asset-topology.md | Widget SVG asset lifecycle | Register/upload ingress, durable store, startup re-index, budget hooks |
about/lay-and-land/operations/DEPLOYMENT.md | Deployment topology | Cross-machine deployment, targets, environments |
about/lay-and-land/operations/OPERATOR_CHECKLIST.md | Operational procedures | Runbooks, playbooks, checklists |
about/lay-and-land/operations/RUNTIME_APP_BINARY.md | Binary specification | Canonical application binary structure |
The Rust workspace at project root contains:
| Directory | Purpose |
|---|---|
crates/ | Core library crates (scene, runtime, protocol, etc.) |
app/ | Application binaries |
examples/ | Demo and benchmark binaries |
tests/ | Integration tests |
| Need | Skill |
|---|---|
| Why a boundary exists | /heart-and-soul |
| How a boundary communicates | /legends-and-lore |
| What a component must do | /spec-and-spine |