import type { GameVaultSDK } from "./index.js"; import type { RuntimeLoadOptions, GenerationJobResult } from "./types.js"; export declare class RuntimeLoader { private sdk; private cache; private maxCacheSize; private currentCacheSize; constructor(sdk: GameVaultSDK, options?: RuntimeLoadOptions); /** * Load an asset by ID with optional caching. */ loadAsset(assetId: string, options?: RuntimeLoadOptions): Promise; /** * Generate an asset and wait for the result in one call. */ generateAndLoad(type: "creature" | "world" | "npc" | "quest", params: Record): Promise; /** * Preload multiple assets in parallel, with progress tracking. */ preloadAssets(assetIds: string[], onProgress?: (loaded: number, total: number) => void): Promise>; /** * Clear the entire cache. */ clearCache(): void; /** * Get current cache statistics. */ getCacheStats(): { entries: number; size: number; maxSize: number; }; /** * Add an entry to the cache, evicting LRU entries if needed. */ private addToCache; /** * Evict least recently used entries until there is enough space. */ private evictLRU; } //# sourceMappingURL=runtime.d.ts.map