LFS INTERNAL FILE FORMAT SPEC (v1.0)

Portable Interaction Runtime / LFW1.02

purpose:

  • deterministic packaging
  • drag & drop system building
  • AI cloneable system generation
  • secure signing & certification
  • offline-first compatibility
  • AirLink-ready deployment

1️⃣ MASTER OBJECT MODEL

everything in LFS is represented internally as:


LFSProject
├── System
├── Engines[]
├── Modules[]
├── Interfaces[]
├── CommandSchema
├── Dependencies
├── Permissions
├── Signature
└── BuildState

SDK never edits raw files directly.
it edits this internal model → compiler outputs .bundle.


2️⃣ SYSTEM REPRESENTATION


System {
  id
  name
  version
  frameworkVersion
  aiCloneHeader
  lifecycleHooks
  layoutProfiles
  sessionModel
  airlinkProfile
  defaultInterfaces
  engineRegistry
}

contains:

  • AI instructions
  • session persistence
  • device layout rules
  • engine ownership

this is the root container.


3️⃣ ENGINE REPRESENTATION


Engine {
  id
  name
  version
  capabilities[]
  commandSchemaRef
  hardwareAccess
  nativeProcessAccess
  eventTopics[]
  compatibilityRange
}

SDK checks:

  • capability collisions
  • command schema changes
  • unsafe permissions

engines are treated as hardware abstraction cores.


4️⃣ MODULE REPRESENTATION


Module {
  id
   name
   version
   capabilities[]
   engineDependencies[]
   lifecycleHooks
   permissionScope
   eventSubscriptions[]
}

 

modules:

  • extend system logic
  • never define hardware access directly
  • communicate only through event bus


5️⃣ INTERFACE REPRESENTATION


Interface {
   id
   type
   deviceProfiles[]
   allowedCommands[]
   layoutMode
   responsiveRules
    peerToPeer
}

types:

  • display
  • remote
  • keyboard
  • trackpad
  • gamepad
  • speaker
  • custom surface

SDK uses this to build:

  • mobile stack layouts
  • desktop bento layouts
  • multi-player control models


6️⃣ COMMAND SCHEMA REPRESENTATION


CommandSchema {
   version
   commands[]
}
Command {
   name
   engine
   parameters
   permissionLevel
   interfaceCompatibility[]
}

used for:

  • greyed-out commands
  • interface auto-binding
  • multiplayer arbitration

 

7️⃣ DEPENDENCY TREE MODEL


Dependencies {
   nodeVersion
   npmPackages[]
   nativeLibraries[]
   systemRequirements[]
}

SDK auto:

  • builds installer
  • validates compatibility
  • flags security risks

8️⃣ SIGNATURE STRUCTURE


Signature {
   devSignature
   labSignature
   officialSignature
   hash
   lockState
   allowedEditors[]
}

rules:

  • signed = read-only
  • unsigned = editable
  • unsign requires dev private key

SDK enforces:

  • deterministic hashing
  • integrity validation
  • tamper detection


9️⃣ CAPABILITY SANDBOX LAYER

internal object:

Permissions {
  engineAccessLevels
  hardwareLocks
  filesystemAccess
  networkScopes
  nativeExecution
}

SDK enforces:

  • runtime guardrails
  • module containment
  • hardware safety checks

even with “full host power” this is critical.


🔟 ENGINE VERSION RESOLVER

SDK compares:

oldSchema vs newSchema

 

checks:

  • removed commands
  • renamed parameters
  • capability changes

resolver actions:

  • auto-map equivalent commands
  • warn breaking changes
  • simulate engine behavior


1️⃣1️⃣ INTERFACE SIMULATOR MODEL

SDK emulates:


DeviceProfiles:
- mobile
- desktop
- tablet
- remote
- gamepad
- speaker

 

simulation engine:

  • command latency injection
  • multi-operator arbitration
  • AirLink bandwidth modeling


1️⃣2️⃣ CONFLICT RESOLVER

SDK scans internal model for:

  • duplicate modules
  • engine name collisions
  • command name overlap
  • port conflicts
  • dependency mismatch
  • incompatible permissions

 

resolution options:

  • auto rename
  • isolate namespace
  • deny build
  • request manual merge


1️⃣3️⃣ AI TEMPLATE GENERATOR

SDK auto-generates:

  System Template

  • AI clone header
  • lifecycle skeleton
  • engine registry


  Engine Template

  • capability schema
  • command schema
  • event topics


  Module Template

  • lifecycle hooks
  • event subscriptions
  • permission declarations


  Interface Template

  • device profile
  • layout rules
  • command compatibility


1️⃣4️⃣ BUILD PIPELINE (LFS Compiler)


Internal Model
→ Validation
→ Conflict Resolution
→ Dependency Build
→ Capability Scan
→ Signature Prep
→ Hash Generation
→ Bundle Output

 

output:

  System.bundle


1️⃣5️⃣ WHY THIS COMPLETES ECOSYSTEM

because now:

  • drag & drop edits object model
  • code surfaces edit object model
  • AI edits object model
  • packaging reads object model
  • signing hashes object model
  • runtime loads object model

everything becomes deterministic.

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