@bitmagic/cli 0.1.31 → 0.1.32
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/browser-gl.d.ts +38 -0
- package/dist/browser-gl.js +53 -0
- package/dist/browser-gl.js.map +1 -0
- package/dist/forge/browser-host.d.ts +6 -4
- package/dist/forge/browser-host.js +10 -11
- package/dist/forge/browser-host.js.map +1 -1
- package/dist/verify/browser.js +8 -1
- package/dist/verify/browser.js.map +1 -1
- package/package.json +3 -3
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@@ -0,0 +1,38 @@
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/**
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* Which GL backend the CLI's headless Chrome renders the game with. One place, because `verify`
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* and `forge` want exactly the same answer and got it wrong in opposite directions before.
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*
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* The thing to know: **headless Chrome does not use the machine's GPU unless it is told to.**
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* On Linux the GPU process starts with no display and no ANGLE backend it trusts, so it falls
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* back to SwiftShader — Chrome's software rasteriser — and every WebGL2 draw runs on the CPU.
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* Nothing announces this. `WEBGL_debug_renderer_info` reports
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* `ANGLE (Google, Vulkan 1.3.0 (SwiftShader Device (Subzero)), SwiftShader driver)` on a machine
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* whose real GPU is idle two feet away, and a fill-heavy frame that takes 0.2ms on the GPU takes
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* ~70ms in software. That is the whole reason a verify run of a healthy game feels slow.
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*
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* `--use-angle=vulkan` is what fixes it, and the choice of Vulkan over `--use-angle=gl` is
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* deliberate: the GL backend needs an X display, so it works from a developer's terminal and
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* silently drops back to SwiftShader from anything without `DISPLAY` (a systemd service, a
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* detached agent run, an ssh session). The Vulkan backend needs no display at all and reaches the
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* discrete GPU either way, so the result does not depend on how the CLI was invoked.
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*
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* `--enable-unsafe-swiftshader` stays on in BOTH modes. It does not force software rendering
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* (`--use-angle=swiftshader` does that); it only permits the fallback, which Chrome otherwise
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* deprecation-warns about and is on a path to refusing outright. Keeping it means a machine with
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* no usable GPU still renders — slowly, but it renders — instead of failing verify with a dead
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* WebGL context that looks like a broken game.
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*/
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/** `process.platform`, named so callers can pass one in without pulling in the `NodeJS` global. */
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export type Platform = typeof process.platform;
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/**
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* Chrome flags for the GL backend, given the environment and platform.
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*
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* Software GL is used when `CI=true` (GitHub-hosted runners have no GPU, and asking ANGLE for a
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* Vulkan device there just wastes the startup) or when `BITMAGIC_BROWSER_SOFTWARE_GL=true`, the
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* escape hatch for a machine whose driver makes the GPU path worse than the software one.
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*
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* Everywhere else the real GPU is requested. The Vulkan flags are Linux-only because they are only
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* a fix there: macOS headless already reaches the GPU through ANGLE's Metal backend, and asking it
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* for Vulkan would take that away.
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*/
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export declare function browserGlArgs(env: Record<string, string | undefined>, platform?: Platform): string[];
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@@ -0,0 +1,53 @@
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/**
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* Which GL backend the CLI's headless Chrome renders the game with. One place, because `verify`
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3
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+
* and `forge` want exactly the same answer and got it wrong in opposite directions before.
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4
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+
*
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5
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+
* The thing to know: **headless Chrome does not use the machine's GPU unless it is told to.**
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6
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+
* On Linux the GPU process starts with no display and no ANGLE backend it trusts, so it falls
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7
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* back to SwiftShader — Chrome's software rasteriser — and every WebGL2 draw runs on the CPU.
|
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8
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+
* Nothing announces this. `WEBGL_debug_renderer_info` reports
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9
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+
* `ANGLE (Google, Vulkan 1.3.0 (SwiftShader Device (Subzero)), SwiftShader driver)` on a machine
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10
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+
* whose real GPU is idle two feet away, and a fill-heavy frame that takes 0.2ms on the GPU takes
|
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11
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+
* ~70ms in software. That is the whole reason a verify run of a healthy game feels slow.
|
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12
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+
*
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13
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+
* `--use-angle=vulkan` is what fixes it, and the choice of Vulkan over `--use-angle=gl` is
|
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14
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+
* deliberate: the GL backend needs an X display, so it works from a developer's terminal and
|
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15
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+
* silently drops back to SwiftShader from anything without `DISPLAY` (a systemd service, a
|
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16
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+
* detached agent run, an ssh session). The Vulkan backend needs no display at all and reaches the
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17
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+
* discrete GPU either way, so the result does not depend on how the CLI was invoked.
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18
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+
*
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19
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* `--enable-unsafe-swiftshader` stays on in BOTH modes. It does not force software rendering
|
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20
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+
* (`--use-angle=swiftshader` does that); it only permits the fallback, which Chrome otherwise
|
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21
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+
* deprecation-warns about and is on a path to refusing outright. Keeping it means a machine with
|
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22
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+
* no usable GPU still renders — slowly, but it renders — instead of failing verify with a dead
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23
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* WebGL context that looks like a broken game.
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*/
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/** Chrome falls back to SwiftShader on its own; these force it, for machines with no GPU at all. */
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const SOFTWARE_GL_ARGS = ['--enable-unsafe-swiftshader', '--use-gl=angle', '--use-angle=swiftshader'];
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/**
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* Chrome flags for the GL backend, given the environment and platform.
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*
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* Software GL is used when `CI=true` (GitHub-hosted runners have no GPU, and asking ANGLE for a
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* Vulkan device there just wastes the startup) or when `BITMAGIC_BROWSER_SOFTWARE_GL=true`, the
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* escape hatch for a machine whose driver makes the GPU path worse than the software one.
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*
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* Everywhere else the real GPU is requested. The Vulkan flags are Linux-only because they are only
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* a fix there: macOS headless already reaches the GPU through ANGLE's Metal backend, and asking it
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* for Vulkan would take that away.
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*/
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export function browserGlArgs(env, platform = process.platform) {
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if (env.CI === 'true' || env.BITMAGIC_BROWSER_SOFTWARE_GL === 'true')
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return [...SOFTWARE_GL_ARGS];
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if (platform !== 'linux')
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return ['--enable-unsafe-swiftshader'];
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return [
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'--use-angle=vulkan',
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'--enable-features=Vulkan',
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// The blocklist is written for interactive browsing; it disables GPU rasterisation for whole
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// driver versions over bugs that do not touch a headless WebGL canvas.
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'--ignore-gpu-blocklist',
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'--enable-gpu',
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'--enable-unsafe-swiftshader',
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];
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}
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//# sourceMappingURL=browser-gl.js.map
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@@ -0,0 +1 @@
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{"version":3,"file":"browser-gl.js","sourceRoot":"","sources":["../src/browser-gl.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AAKH,oGAAoG;AACpG,MAAM,gBAAgB,GAAG,CAAC,6BAA6B,EAAE,gBAAgB,EAAE,yBAAyB,CAAC,CAAC;AAEtG;;;;;;;;;;GAUG;AACH,MAAM,UAAU,aAAa,CAC3B,GAAuC,EACvC,WAAqB,OAAO,CAAC,QAAQ;IAErC,IAAI,GAAG,CAAC,EAAE,KAAK,MAAM,IAAI,GAAG,CAAC,4BAA4B,KAAK,MAAM;QAAE,OAAO,CAAC,GAAG,gBAAgB,CAAC,CAAC;IACnG,IAAI,QAAQ,KAAK,OAAO;QAAE,OAAO,CAAC,6BAA6B,CAAC,CAAC;IACjE,OAAO;QACL,oBAAoB;QACpB,0BAA0B;QAC1B,6FAA6F;QAC7F,uEAAuE;QACvE,wBAAwB;QACxB,cAAc;QACd,6BAA6B;KAC9B,CAAC;AACJ,CAAC"}
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import type { ForgeTransport } from '@bitmagic/world-forger/pipeline/transport-types.js';
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import { type Platform } from '../browser-gl.js';
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import { type ForgePageTransportOptions } from './transport.js';
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export interface ForgeBrowserHostOptions {
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/** Port of the project's own vite dev server. */
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*/
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export declare function forgePageUrl(gamePort: number, gameId: string): string;
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/**
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* Chromium flags for a forge run. Split out so the
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* browser: web security is always off (presigned PUTs from localhost)
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*
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* Chromium flags for a forge run. Split out so the rule that matters is testable without a
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* browser: web security is always off (presigned PUTs from localhost). The GL backend is
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* `browser-gl.ts`'s call, shared with `verify` — a bake drives the engine's renderer for twenty
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* minutes, so software rasterisation is the difference between a coffee break and an afternoon.
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*/
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export declare function forgeLaunchArgs(env: Record<string, string | undefined
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export declare function forgeLaunchArgs(env: Record<string, string | undefined>, platform?: Platform): string[];
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/**
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* The game data `LOAD_GAME` carries. There is no `/api/get-game-config` in this lane — the CLI
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* project owns its game on disk.
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* origin; the CORS preflight refuses them otherwise. Chromium only accepts that flag on a
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* persistent context, which is why this is `launchPersistentContext` and why
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* `src/verify/browser.ts` (which uses `newContext`) cannot be reused.
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* 4. A
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* bails — hence the
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* 4. A working GL context. Without one, Three.js renders nothing and the engine's scene
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* validation bails — hence the GL flags from `browser-gl.ts`, which ask for the machine's real
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* GPU and keep software rendering available where there is none.
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*
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* The page is top-level, so `window.parent === window` and the engine's `safePostMessageToCreator`
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* posts to the page's own listener. That is the load-bearing reason this works with no creator
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@@ -31,6 +32,7 @@ import * as fs from 'fs';
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import * as os from 'os';
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import * as path from 'path';
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import { chromium } from 'playwright-core';
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import { browserGlArgs } from '../browser-gl.js';
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import { CliError } from '../errors.js';
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import { aliasSourceDir } from '../scaffold/aliases.js';
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import { createForgePageTransport, } from './transport.js';
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return `http://localhost:${gamePort}/?source=creator&gameId=${encodeURIComponent(gameId)}`;
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}
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/**
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* Chromium flags for a forge run. Split out so the
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* browser: web security is always off (presigned PUTs from localhost)
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*
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* Chromium flags for a forge run. Split out so the rule that matters is testable without a
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* browser: web security is always off (presigned PUTs from localhost). The GL backend is
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* `browser-gl.ts`'s call, shared with `verify` — a bake drives the engine's renderer for twenty
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* minutes, so software rasterisation is the difference between a coffee break and an afternoon.
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*/
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export function forgeLaunchArgs(env) {
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if (env.CI === 'true' || env.BITMAGIC_BROWSER_SOFTWARE_GL === 'true') {
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args.push('--enable-unsafe-swiftshader', '--use-gl=angle', '--use-angle=swiftshader');
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}
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return args;
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export function forgeLaunchArgs(env, platform) {
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return ['--disable-web-security', ...browserGlArgs(env, platform)];
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}
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/** Read one of the project's `work/` JSON files, naming it in every failure. */
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function readWorkJson(root, name, why) {
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{"version":3,"file":"browser-host.js","sourceRoot":"","sources":["../../src/forge/browser-host.ts"],"names":[],"mappings":"AAAA
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+
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|
package/dist/verify/browser.js
CHANGED
|
@@ -1,5 +1,6 @@
|
|
|
1
1
|
import * as fs from 'fs';
|
|
2
2
|
import { chromium } from 'playwright-core';
|
|
3
|
+
import { browserGlArgs } from '../browser-gl.js';
|
|
3
4
|
import { CliError } from '../errors.js';
|
|
4
5
|
export const DEFAULT_START_INTERACTION = {
|
|
5
6
|
playButtonSelector: '#play-button, .hud-play-button',
|
|
@@ -16,7 +17,13 @@ export async function runHeadlessCheck(options) {
|
|
|
16
17
|
try {
|
|
17
18
|
// `--mute-audio` because headless Chrome still plays sound through the machine's speakers:
|
|
18
19
|
// without it every verify run blares the game's music and effects at whoever is sitting there.
|
|
19
|
-
|
|
20
|
+
// The GL flags are not an optimisation — without them the game renders in software on a
|
|
21
|
+
// machine with a perfectly good GPU, and a run that should take seconds crawls (browser-gl.ts).
|
|
22
|
+
browser = await chromium.launch({
|
|
23
|
+
headless: true,
|
|
24
|
+
channel: 'chrome',
|
|
25
|
+
args: ['--mute-audio', ...browserGlArgs(process.env)],
|
|
26
|
+
});
|
|
20
27
|
}
|
|
21
28
|
catch {
|
|
22
29
|
// Not a game failure. Saying so plainly matters: an agent told "verification failed" would
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"browser.js","sourceRoot":"","sources":["../../src/verify/browser.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,MAAM,IAAI,CAAC;AACzB,OAAO,EAAE,QAAQ,EAAa,MAAM,iBAAiB,CAAC;AACtD,OAAO,EAAE,QAAQ,EAAE,MAAM,cAAc,CAAC;AAgBxC,MAAM,CAAC,MAAM,yBAAyB,GAA4B;IAChE,kBAAkB,EAAE,gCAAgC;IACpD,oBAAoB,EAAE,qBAAqB;IAC3C,eAAe,EAAE,MAAM;IACvB,uBAAuB,EAAE,MAAM;CAChC,CAAC;AA6BF;;;GAGG;AACH,MAAM,CAAC,KAAK,UAAU,gBAAgB,CACpC,OAA6B;IAE7B,IAAI,OAAO,CAAC;IACZ,IAAI,CAAC;QACH,2FAA2F;QAC3F,+FAA+F;QAC/F,OAAO,GAAG,MAAM,QAAQ,CAAC,MAAM,CAAC,
|
|
1
|
+
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|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@bitmagic/cli",
|
|
3
|
-
"version": "0.1.
|
|
3
|
+
"version": "0.1.32",
|
|
4
4
|
"description": "Build Bitmagic games from your own agent tool",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"bin": {
|
|
@@ -19,8 +19,8 @@
|
|
|
19
19
|
"citty": "^0.2.2",
|
|
20
20
|
"playwright-core": "^1.59.1",
|
|
21
21
|
"tar": "^7.4.3",
|
|
22
|
-
"@bitmagic/
|
|
23
|
-
"@bitmagic/
|
|
22
|
+
"@bitmagic/world-forger": "0.1.3",
|
|
23
|
+
"@bitmagic/asset-core": "0.1.1"
|
|
24
24
|
},
|
|
25
25
|
"devDependencies": {
|
|
26
26
|
"@eslint/js": "^9.38.0",
|