@bitmagic/cli 0.1.53-dev.10 → 0.1.53-dev.11

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/README.md CHANGED
@@ -196,8 +196,8 @@ browser reloads itself on every change and the assets panel shows each generatio
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  | `bitmagic dev [--port <port>] [--editor-port <port>] [--no-open]` | Build, then serve everything and keep it running: `tsc --watch`, `vite` on 3010, and a **Game / Editor** view on 3011 that reloads itself when the project changes, and shows where the game is published (with a QR code) once it has been. Opens the view in your browser; `--no-open` (or `BITMAGIC_NO_OPEN=1`) skips that. The one command to leave open. See **The dev view** below. |
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  | `bitmagic reload [--port <port>]` | Tell a running `bitmagic dev` to reload the browser now. For agents: run it when you finish a round of edits. Exits 0 and does nothing when no dev server is running. |
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  | `bitmagic verify [--timeout <ms>] [--renderer webgpu\|webgl] [--platform desktop\|mobile\|both] [--fast] [--watch]` | Build, boot the game in a headless browser, press the engine's Play button like a player would, and report what broke. A game without the button passes as long as gameplay starts by itself (auto-starting genres, custom start UIs); a run where gameplay never starts fails. The settle is adaptive: the run ends as soon as the live engine proves stable gameplay (state, rendered frames, no fresh errors, player standing), with `--timeout` as the cap. The verdict includes live engine state — actual GPU backend, fps, player position, physics body count, gameplay events (see **Gameplay events** below) — recorded in `result.json`. `--renderer` pins the pipeline (default `webgpu`, what players run; a silent WebGPU→WebGL2 fallback **fails** the run, and `--renderer webgl` is the deliberate escape hatch). A run failing on a lost WebGL context retries once on software rendering automatically. `--fast` skips the screenshot pipeline (then there is no thumbnail candidate from this run). `--watch` keeps everything warm — incremental `tsc --watch`, one vite, one browser — and re-verifies on file change in seconds; `--fast` is the watch default (`--no-fast` restores the screenshot). `--platform` picks what the run emulates — see **Verifying the mobile path** below. Every run also reports the engine's mobile-parity check: a desktop action with no touch button is a warning, and a **failure** when `game.json` declares `primaryPlatform: "mobile"`. Writes the artifacts the publish gate reads (see below). |
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- | `bitmagic build` | Bundle the game into one self-contained `.bitmagic/build/index.html`. Rarely needs to be run by hand — `publish` builds automatically when the project changed. |
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- | `bitmagic publish [--visibility public\|private] [--name <name>] [--description <desc>] [--force] [--no-qr]` | Verify-gate, build if needed, and upload straight to GCS. **Keeps the game's current visibility**; a new game is private until published with `--visibility public`. Shows the published URL as a QR code so you can scan it onto a phone — drawn in the terminal, or written to `.bitmagic/publish-qr.png` when it cannot be. `--no-qr` skips both. |
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+ | `bitmagic build [--single-file]` | Bundle the game into a single `.bitmagic/build/index.html`. The engine, your game and its data are inlined; three.js, Rapier and the other third-party packages load from a CDN at the versions your import map pins — the same shape a game published from bitmagic.ai has. `--single-file` inlines those too, for a game that has to run with no network (offline, `file://`, a packaged shell); the file is several megabytes bigger. Rarely needs to be run by hand — `publish` builds automatically when the project changed. |
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+ | `bitmagic publish [--visibility public\|private] [--name <name>] [--description <desc>] [--force] [--single-file] [--no-qr]` | Verify-gate, build if needed, and upload straight to GCS. `--single-file` publishes the offline bundle described under `bitmagic build`; switching the flag between runs always rebuilds, since it changes nothing on disk for the reuse check to notice. **Keeps the game's current visibility**; a new game is private until published with `--visibility public`. Shows the published URL as a QR code so you can scan it onto a phone — drawn in the terminal, or written to `.bitmagic/publish-qr.png` when it cannot be. `--no-qr` skips both. |
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  | `bitmagic self-update [--tag latest\|dev]` | Update the **CLI itself** to the newest build of its line, installing into the place this CLI actually lives rather than wherever the `npm` on your `PATH` would put it — which under nvm is routinely somewhere else. Reads the project's line from `bitmagic.json` when there is one, so it also fixes a wrong-line install; `--tag` overrides. Verifies the version on disk moved, and refuses (naming the path) for an `npx` run, a source checkout, or an install shape it cannot recognise. Not to be confused with `upgrade`, which is about the project's engine. |
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  | `bitmagic upgrade [--engine <version>] [--force]` | Refresh vendored platform files and the CLI's own skills to the currently published engine. Refuses a dirty git tree unless `--force`. Also records the project's `environment` in `bitmagic.json` if it has none yet — the engine it just vendored came from that api-server — and says so when it does. |
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  | `bitmagic generate <skybox\|background\|block-type\|sound\|image\|character\|animation\|model\|prop\|vehicle> ...` | Generate one asset directly into `src/work/world.json`. Costs sparks. `model` mints a **new** 3D object from a prompt, `prop` upgrades an existing placeholder **in place**, `vehicle` adds a new drivable one, `animation` takes a parameter spec rather than a prompt, `block-type` registers a custom voxel block — see below. `skybox` and `background` write the **same** field: pick one. |
@@ -850,7 +850,7 @@ refused is a bundle that is not a Bitmagic engine build at all (exit 1).
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  | Code | Meaning |
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  |---|---|
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- | 1 | Build failed, or the uploaded bundle was not a Bitmagic engine build (check `vite.publish.config.js`). Not retryable — republishing the same bytes gets the same refusal. |
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+ | 1 | Build failed, or the uploaded bundle was not a Bitmagic engine build (check `vite.publish.config.js`, or `vite.publish-standalone.config.js` for a `--single-file` build). Not retryable — republishing the same bytes gets the same refusal. |
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  | 2 | Not logged in |
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  | 3 | Verify missing, stale, or failed |
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  | 4 | `bitmagic judge --min-score`: the judge ran, but the overall score is below the bar. The scorecard is in `.bitmagic/judge.json`. |
@@ -907,10 +907,12 @@ exact install command to run, using your project's own package manager (detected
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  added needs that command run once before `bitmagic build` (and therefore `bitmagic publish`) will
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  work.
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- A project scaffolded before `vite.publish.config.js` existed cannot be bundled at all: `bitmagic
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+ A project scaffolded before the bundle config it needs existed cannot be bundled at all: `bitmagic
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  build` stops with a message naming `bitmagic upgrade`, which vendors the file without touching
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- your game code. Run the printed install command afterwards if `upgrade` reports missing
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- dependencies too.
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+ your game code. This applies to `vite.publish-standalone.config.js` too, which arrived later than
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+ `vite.publish.config.js` — so a project can have one and not the other, and the message names
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+ whichever one your build actually needs. Run the printed install command afterwards if `upgrade`
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+ reports missing dependencies too.
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  ## Machine-readable output
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@@ -1054,9 +1056,10 @@ it, modified or not, free or paid, as a game engine, framework, SDK, library, st
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  game-creation tool.
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  One practical consequence: a published game contains compiled engine code, so the licence requires
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- the notice to travel with it. `vite.publish.config.js` carries a `banner` that does this
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- automatically, along with the attribution three.js, Rapier and the other bundled libraries require.
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- Leave it in place. `engine/THIRD-PARTY-NOTICES.md` has the full texts.
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+ the notice to travel with it. Both bundle configs carry a `banner` that does this automatically,
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+ along with the attribution three.js, Rapier and the other libraries require — which a
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+ `--single-file` build inlines outright, and a default build still ships loaders for. Leave it in
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+ place. `engine/THIRD-PARTY-NOTICES.md` has the full texts.
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  ## Development
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package/dist/cli.d.ts CHANGED
@@ -247,6 +247,10 @@ declare const rawCommands: {
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  readonly type: "boolean";
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  readonly description: "Print the result as JSON on stdout; all progress goes to stderr.";
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  };
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+ readonly 'single-file': {
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+ readonly type: "boolean";
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+ readonly description: string;
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+ };
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  }>;
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  generate: CommandDef<ArgsDef>;
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  assets: CommandDef<ArgsDef>;
@@ -362,6 +366,10 @@ declare const rawCommands: {
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  readonly type: "boolean";
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  readonly description: "Do not draw the published URL as a QR code. `BITMAGIC_NO_QR` does the same for every run.";
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  };
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+ readonly 'single-file': {
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+ readonly type: "boolean";
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+ readonly description: string;
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+ };
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  readonly json: {
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  readonly type: "boolean";
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  readonly description: "Print the result as JSON on stdout; all progress goes to stderr.";
@@ -3,4 +3,8 @@ export declare const buildCommand: import("citty").CommandDef<{
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  readonly type: "boolean";
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  readonly description: "Print the result as JSON on stdout; all progress goes to stderr.";
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  };
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+ readonly 'single-file': {
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+ readonly type: "boolean";
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+ readonly description: string;
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+ };
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  }>;
@@ -12,12 +12,18 @@ export const buildCommand = defineCommand({
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  type: 'boolean',
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  description: 'Print the result as JSON on stdout; all progress goes to stderr.',
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  },
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+ 'single-file': {
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+ type: 'boolean',
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+ description: 'Inline three.js, Rapier and the other CDN packages into the bundle, so it runs with no '
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+ + 'network. Bigger; for offline or packaged distribution, not everyday publishing.',
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+ },
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  },
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  async run({ args }) {
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  const output = createOutput(args.json === true);
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  const context = loadProjectContext();
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  output.info('Building…');
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- const manifest = runBuild(context.root, context.metadata.engineVersion);
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+ const singleFile = args['single-file'] === true;
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+ const manifest = runBuild(context.root, context.metadata.engineVersion, { singleFile });
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  const { htmlPath, manifestPath } = buildBundlePaths(context.root);
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  output.info(`Bundle ready: .bitmagic/build/index.html (${manifest.bytes} bytes)`);
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  output.result({ ok: true, bundlePath: htmlPath, manifestPath, ...manifest });
@@ -1 +1 @@
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- {"version":3,"file":"build.js","sourceRoot":"","sources":["../../src/commands/build.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,OAAO,CAAC;AACtC,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAClE,OAAO,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC;AAE5C,MAAM,CAAC,MAAM,YAAY,GAAG,aAAa,CAAC;IACxC,IAAI,EAAE;QACJ,IAAI,EAAE,OAAO;QACb,WAAW,EAAE,iEAAiE;KAC/E;IACD,IAAI,EAAE;QACJ,IAAI,EAAE;YACJ,IAAI,EAAE,SAAS;YACf,WAAW,EAAE,kEAAkE;SAChF;KACF;IACD,KAAK,CAAC,GAAG,CAAC,EAAE,IAAI,EAAE;QAChB,MAAM,MAAM,GAAG,YAAY,CAAC,IAAI,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC;QAChD,MAAM,OAAO,GAAG,kBAAkB,EAAE,CAAC;QACrC,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;QACzB,MAAM,QAAQ,GAAG,QAAQ,CAAC,OAAO,CAAC,IAAI,EAAE,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC;QACxE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,GAAG,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAClE,MAAM,CAAC,IAAI,CAAC,6CAA6C,QAAQ,CAAC,KAAK,SAAS,CAAC,CAAC;QAClF,MAAM,CAAC,MAAM,CAAC,EAAE,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,YAAY,EAAE,GAAG,QAAQ,EAAE,CAAC,CAAC;IAC/E,CAAC;CACF,CAAC,CAAC"}
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+ {"version":3,"file":"build.js","sourceRoot":"","sources":["../../src/commands/build.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,OAAO,CAAC;AACtC,OAAO,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAC3D,OAAO,EAAE,gBAAgB,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAClE,OAAO,EAAE,YAAY,EAAE,MAAM,cAAc,CAAC;AAE5C,MAAM,CAAC,MAAM,YAAY,GAAG,aAAa,CAAC;IACxC,IAAI,EAAE;QACJ,IAAI,EAAE,OAAO;QACb,WAAW,EAAE,iEAAiE;KAC/E;IACD,IAAI,EAAE;QACJ,IAAI,EAAE;YACJ,IAAI,EAAE,SAAS;YACf,WAAW,EAAE,kEAAkE;SAChF;QACD,aAAa,EAAE;YACb,IAAI,EAAE,SAAS;YACf,WAAW,EACT,yFAAyF;kBACvF,iFAAiF;SACtF;KACF;IACD,KAAK,CAAC,GAAG,CAAC,EAAE,IAAI,EAAE;QAChB,MAAM,MAAM,GAAG,YAAY,CAAC,IAAI,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC;QAChD,MAAM,OAAO,GAAG,kBAAkB,EAAE,CAAC;QACrC,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;QACzB,MAAM,UAAU,GAAG,IAAI,CAAC,aAAa,CAAC,KAAK,IAAI,CAAC;QAChD,MAAM,QAAQ,GAAG,QAAQ,CAAC,OAAO,CAAC,IAAI,EAAE,OAAO,CAAC,QAAQ,CAAC,aAAa,EAAE,EAAE,UAAU,EAAE,CAAC,CAAC;QACxF,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,GAAG,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAClE,MAAM,CAAC,IAAI,CAAC,6CAA6C,QAAQ,CAAC,KAAK,SAAS,CAAC,CAAC;QAClF,MAAM,CAAC,MAAM,CAAC,EAAE,EAAE,EAAE,IAAI,EAAE,UAAU,EAAE,QAAQ,EAAE,YAAY,EAAE,GAAG,QAAQ,EAAE,CAAC,CAAC;IAC/E,CAAC;CACF,CAAC,CAAC"}
@@ -27,7 +27,9 @@ export interface PublishRunDeps {
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  */
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  log?: (message: string) => void;
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  /** Injectable so a test can assert reuse-vs-rebuild without a real tsc/vite toolchain. */
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- runBuild: (root: string, engineVersion: string) => BuildManifest;
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+ runBuild: (root: string, engineVersion: string, options: {
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+ singleFile: boolean;
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+ }) => BuildManifest;
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  readBuildManifest: (root: string) => BuildManifest | null;
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  /** Injectable so a test can assert the smoke check's wiring without launching a browser. */
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  runSmokeCheck: (options: {
@@ -55,6 +57,7 @@ export interface PublishArgs {
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  /** Hyphenated to match the flag citty parses; there is no camelCase alias. */
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  'skip-smoke'?: boolean;
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  'no-qr'?: boolean;
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+ 'single-file'?: boolean;
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  json?: boolean;
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  }
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  /** One candidate for this publish's thumbnail, already read off disk. */
@@ -112,6 +115,10 @@ export declare const publishCommand: import("citty").CommandDef<{
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  readonly type: "boolean";
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  readonly description: "Do not draw the published URL as a QR code. `BITMAGIC_NO_QR` does the same for every run.";
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  };
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+ readonly 'single-file': {
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+ readonly type: "boolean";
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+ readonly description: string;
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+ };
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  readonly json: {
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  readonly type: "boolean";
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  readonly description: "Print the result as JSON on stdout; all progress goes to stderr.";
@@ -173,6 +173,7 @@ export async function runPublish(args, deps = defaultDeps()) {
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  const log = deps.log ?? output.info;
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  const visibility = resolveVisibility(args.visibility);
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  const force = args.force === true;
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+ const singleFile = args['single-file'] === true;
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  // Omitted rather than sent as undefined, so the server's own defaults apply. Spread into BOTH
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  // request bodies — see the comment on the `completePublish` call for why `complete` must repeat
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  // every one of them rather than inherit what `begin` was told.
@@ -188,13 +189,17 @@ export async function runPublish(args, deps = defaultDeps()) {
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  const gate = checkVerifyGate(readVerifyRecord(verifyArtifactDir(context.root)), fingerprint, force);
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  if (!gate.ok)
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  throw new CliError(gate.message, 3);
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- // Reuse: same inputs, same bundle — skip the rebuild. `manifest.bytes`/`manifest.sha256`
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- // themselves are never read past this point: what's actually PUT and what `complete` validates
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- // is the bundle AFTER the meta block is injected below, which this pre-injection manifest
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- // cannot describe either way.
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+ // Reuse: same inputs and same mode, same bundle — skip the rebuild. `manifest.bytes`/
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+ // `manifest.sha256` themselves are never read past this point: what's actually PUT and what
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+ // `complete` validates is the bundle AFTER the meta block is injected below, which this
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+ // pre-injection manifest cannot describe either way.
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+ //
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+ // The mode has to be compared alongside the fingerprint. `--single-file` changes no file in the
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+ // project, so it moves nothing in the fingerprint — matching on that alone would publish the
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+ // bundle from the previous run's mode, silently, in whichever direction the creator switched.
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  const existing = deps.readBuildManifest(context.root);
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- if (existing?.fingerprint !== fingerprint) {
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- deps.runBuild(context.root, context.metadata.engineVersion);
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+ if (existing?.fingerprint !== fingerprint || existing.singleFile !== singleFile) {
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+ deps.runBuild(context.root, context.metadata.engineVersion, { singleFile });
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  }
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  const environment = resolveEnvironmentForCommand({ cwd: context.root, baseDir: deps.baseDir });
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  const clientId = resolveAuth0ClientId(environment);
@@ -450,6 +455,11 @@ export const publishCommand = defineCommand({
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  type: 'boolean',
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  description: 'Do not draw the published URL as a QR code. `BITMAGIC_NO_QR` does the same for every run.',
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  },
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+ 'single-file': {
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+ type: 'boolean',
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+ description: 'Inline three.js, Rapier and the other CDN packages, so the published game runs with no '
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+ + 'network. Bigger; for offline or packaged distribution, not everyday publishing.',
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+ },
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  json: {
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  type: 'boolean',
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  description: 'Print the result as JSON on stdout; all progress goes to stderr.',
@@ -1 +1 @@
1
- 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@@ -1,5 +1,14 @@
1
- /** The config the scaffold vendors alongside `engine/`. */
1
+ /**
2
+ * The configs the scaffold vendors alongside `engine/`, one per bundle mode.
3
+ *
4
+ * The default leaves three.js, Rapier and the rest of the import map's packages to the CDN, which
5
+ * is what every production publish from the Creator does. The standalone one inlines them, for a
6
+ * game that has to run with no network at all.
7
+ */
2
8
  export declare const VITE_PUBLISH_CONFIG = "vite.publish.config.js";
9
+ export declare const VITE_PUBLISH_STANDALONE_CONFIG = "vite.publish-standalone.config.js";
10
+ /** The vendored config a build of this mode loads. */
11
+ export declare function publishConfigFor(singleFile: boolean): string;
3
12
  /**
4
13
  * What was built, and from what.
5
14
  *
@@ -9,6 +18,15 @@ export declare const VITE_PUBLISH_CONFIG = "vite.publish.config.js";
9
18
  export interface BuildManifest {
10
19
  engineVersion: string;
11
20
  fingerprint: string;
21
+ /**
22
+ * Whether this bundle inlines the CDN packages (`--single-file`) or leaves them external.
23
+ *
24
+ * Recorded because nothing else can tell the two apart. The mode changes no file on disk, so it
25
+ * does not move the fingerprint — and `publish` reuses a build on the fingerprint alone. Without
26
+ * this field, `bitmagic publish --single-file` straight after a default build would happily ship
27
+ * the external one, and the reverse.
28
+ */
29
+ singleFile: boolean;
12
30
  bytes: number;
13
31
  /** Recorded for the publish audit trail. The server stores it; it cannot verify it. */
14
32
  sha256: string;
@@ -23,15 +41,24 @@ export declare function writeBuildManifest(root: string, manifest: BuildManifest
23
41
  /** The last build's manifest, or null if there is none to trust — same contract as readVerifyRecord. */
24
42
  export declare function readBuildManifest(root: string): BuildManifest | null;
25
43
  /**
26
- * Compile and bundle the project into one self-contained HTML, and record what was built.
44
+ * Compile and bundle the project into one HTML file, and record what was built.
45
+ *
46
+ * One file either way — `bitmagic publish` PUTs a single object and api-server range-reads that
47
+ * same object to confirm the meta block, so there is nowhere for a second file to go. What the
48
+ * mode changes is what is INSIDE it: by default the engine, the game and its data are inlined
49
+ * while three.js, Rapier and the other CDN packages are fetched at runtime, matching what the
50
+ * Creator publishes; `singleFile` inlines those too, for a game that must run with no network.
27
51
  *
28
52
  * Exit code 1 on failure, matching the table in the spec: a build failure is the creator's own
29
53
  * code, and the compiler's output has already been printed.
30
54
  *
31
- * The pre-flight below runs BEFORE `tsc`, not after: a project scaffolded before
32
- * `vite.publish.config.js` existed has no config for vite to load, and without this check the
33
- * creator pays a full type-check and then reads a raw vite "config not found" that names no
34
- * remedy. `bitmagic upgrade` is the remedy — it vendors the file without touching game code —
35
- * so the error says so.
55
+ * The pre-flight below runs BEFORE `tsc`, not after: a project scaffolded before the config it
56
+ * needs existed has none for vite to load, and without this check the creator pays a full
57
+ * type-check and then reads a raw vite "config not found" that names no remedy. `bitmagic upgrade`
58
+ * is the remedy — it vendors the file without touching game code — so the error says so. It names
59
+ * the config for the mode actually asked for, since a project can easily have one and not the
60
+ * other: the standalone config was added later than the default one.
36
61
  */
37
- export declare function runBuild(root: string, engineVersion: string): BuildManifest;
62
+ export declare function runBuild(root: string, engineVersion: string, options?: {
63
+ singleFile?: boolean;
64
+ }): BuildManifest;
@@ -5,8 +5,19 @@ import * as path from 'path';
5
5
  import { CliError } from '../errors.js';
6
6
  import { projectBin } from '../project/context.js';
7
7
  import { computeFingerprint } from './fingerprint.js';
8
- /** The config the scaffold vendors alongside `engine/`. */
8
+ /**
9
+ * The configs the scaffold vendors alongside `engine/`, one per bundle mode.
10
+ *
11
+ * The default leaves three.js, Rapier and the rest of the import map's packages to the CDN, which
12
+ * is what every production publish from the Creator does. The standalone one inlines them, for a
13
+ * game that has to run with no network at all.
14
+ */
9
15
  export const VITE_PUBLISH_CONFIG = 'vite.publish.config.js';
16
+ export const VITE_PUBLISH_STANDALONE_CONFIG = 'vite.publish-standalone.config.js';
17
+ /** The vendored config a build of this mode loads. */
18
+ export function publishConfigFor(singleFile) {
19
+ return singleFile ? VITE_PUBLISH_STANDALONE_CONFIG : VITE_PUBLISH_CONFIG;
20
+ }
10
21
  export function buildBundlePaths(root) {
11
22
  const dir = path.join(root, '.bitmagic', 'build');
12
23
  return { dir, htmlPath: path.join(dir, 'index.html'), manifestPath: path.join(dir, 'manifest.json') };
@@ -20,6 +31,11 @@ function isManifest(value) {
20
31
  if (typeof value !== 'object' || value === null)
21
32
  return false;
22
33
  const m = value;
34
+ // `singleFile` is deliberately NOT required. A manifest written before the flag existed has no
35
+ // such field, and rejecting those outright would force a rebuild on every project's first
36
+ // publish after upgrading. The reader below defaults it to `false`, which is the safe direction:
37
+ // the config now on disk is the external one, so at worst this costs one rebuild — it can never
38
+ // reuse a bundle built in the other mode, because there was no other mode.
23
39
  return (typeof m.engineVersion === 'string'
24
40
  && typeof m.fingerprint === 'string'
25
41
  && typeof m.bytes === 'number'
@@ -30,27 +46,38 @@ function isManifest(value) {
30
46
  export function readBuildManifest(root) {
31
47
  try {
32
48
  const parsed = JSON.parse(fs.readFileSync(buildBundlePaths(root).manifestPath, 'utf-8'));
33
- return isManifest(parsed) ? parsed : null;
49
+ if (!isManifest(parsed))
50
+ return null;
51
+ return { ...parsed, singleFile: parsed.singleFile === true };
34
52
  }
35
53
  catch {
36
54
  return null;
37
55
  }
38
56
  }
39
57
  /**
40
- * Compile and bundle the project into one self-contained HTML, and record what was built.
58
+ * Compile and bundle the project into one HTML file, and record what was built.
59
+ *
60
+ * One file either way — `bitmagic publish` PUTs a single object and api-server range-reads that
61
+ * same object to confirm the meta block, so there is nowhere for a second file to go. What the
62
+ * mode changes is what is INSIDE it: by default the engine, the game and its data are inlined
63
+ * while three.js, Rapier and the other CDN packages are fetched at runtime, matching what the
64
+ * Creator publishes; `singleFile` inlines those too, for a game that must run with no network.
41
65
  *
42
66
  * Exit code 1 on failure, matching the table in the spec: a build failure is the creator's own
43
67
  * code, and the compiler's output has already been printed.
44
68
  *
45
- * The pre-flight below runs BEFORE `tsc`, not after: a project scaffolded before
46
- * `vite.publish.config.js` existed has no config for vite to load, and without this check the
47
- * creator pays a full type-check and then reads a raw vite "config not found" that names no
48
- * remedy. `bitmagic upgrade` is the remedy — it vendors the file without touching game code —
49
- * so the error says so.
69
+ * The pre-flight below runs BEFORE `tsc`, not after: a project scaffolded before the config it
70
+ * needs existed has none for vite to load, and without this check the creator pays a full
71
+ * type-check and then reads a raw vite "config not found" that names no remedy. `bitmagic upgrade`
72
+ * is the remedy — it vendors the file without touching game code — so the error says so. It names
73
+ * the config for the mode actually asked for, since a project can easily have one and not the
74
+ * other: the standalone config was added later than the default one.
50
75
  */
51
- export function runBuild(root, engineVersion) {
52
- if (!fs.existsSync(path.join(root, VITE_PUBLISH_CONFIG))) {
53
- throw new CliError(`This project has no ${VITE_PUBLISH_CONFIG}, which \`bitmagic build\` needs to bundle it. ` +
76
+ export function runBuild(root, engineVersion, options = {}) {
77
+ const singleFile = options.singleFile === true;
78
+ const configFile = publishConfigFor(singleFile);
79
+ if (!fs.existsSync(path.join(root, configFile))) {
80
+ throw new CliError(`This project has no ${configFile}, which \`bitmagic build\` needs to bundle it. ` +
54
81
  'It was added to the scaffold after this project was created — run `bitmagic upgrade` to ' +
55
82
  'vendor it (your game code is not touched), then build again.', 1);
56
83
  }
@@ -63,7 +90,7 @@ export function runBuild(root, engineVersion) {
63
90
  const { dir, htmlPath } = buildBundlePaths(root);
64
91
  fs.mkdirSync(dir, { recursive: true });
65
92
  const vite = projectBin(root, 'vite');
66
- const bundle = spawnSync(vite, ['build', '--config', VITE_PUBLISH_CONFIG, '--outDir', dir, '--emptyOutDir'], {
93
+ const bundle = spawnSync(vite, ['build', '--config', configFile, '--outDir', dir, '--emptyOutDir'], {
67
94
  cwd: root,
68
95
  stdio: 'inherit',
69
96
  });
@@ -72,12 +99,13 @@ export function runBuild(root, engineVersion) {
72
99
  if (bundle.status !== 0)
73
100
  throw new CliError('Build failed: the bundle did not complete.', 1);
74
101
  if (!fs.existsSync(htmlPath)) {
75
- throw new CliError(`Build produced no ${path.relative(root, htmlPath)}. Check ${VITE_PUBLISH_CONFIG}.`, 1);
102
+ throw new CliError(`Build produced no ${path.relative(root, htmlPath)}. Check ${configFile}.`, 1);
76
103
  }
77
104
  const contents = fs.readFileSync(htmlPath);
78
105
  const manifest = {
79
106
  engineVersion,
80
107
  fingerprint: computeFingerprint(root),
108
+ singleFile,
81
109
  bytes: contents.byteLength,
82
110
  sha256: createHash('sha256').update(contents).digest('hex'),
83
111
  builtAt: new Date().toISOString(),
@@ -1 +1 @@
1
- {"version":3,"file":"bundle.js","sourceRoot":"","sources":["../../src/publish/bundle.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,QAAQ,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAC1C,OAAO,KAAK,EAAE,MAAM,IAAI,CAAC;AACzB,OAAO,KAAK,IAAI,MAAM,MAAM,CAAC;AAC7B,OAAO,EAAE,QAAQ,EAAE,MAAM,cAAc,CAAC;AACxC,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AACnD,OAAO,EAAE,kBAAkB,EAAE,MAAM,kBAAkB,CAAC;AAEtD,2DAA2D;AAC3D,MAAM,CAAC,MAAM,mBAAmB,GAAG,wBAAwB,CAAC;AAiB5D,MAAM,UAAU,gBAAgB,CAAC,IAAY;IAC3C,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,OAAO,CAAC,CAAC;IAClD,OAAO,EAAE,GAAG,EAAE,QAAQ,EAAE,IAAI,CAAC,IAAI,CAAC,GAAG,EAAE,YAAY,CAAC,EAAE,YAAY,EAAE,IAAI,CAAC,IAAI,CAAC,GAAG,EAAE,eAAe,CAAC,EAAE,CAAC;AACxG,CAAC;AAED,MAAM,UAAU,kBAAkB,CAAC,IAAY,EAAE,QAAuB;IACtE,MAAM,EAAE,GAAG,EAAE,YAAY,EAAE,GAAG,gBAAgB,CAAC,IAAI,CAAC,CAAC;IACrD,EAAE,CAAC,SAAS,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC;IACvC,EAAE,CAAC,aAAa,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,SAAS,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,CAAC,CAAC;AAC3E,CAAC;AAED,SAAS,UAAU,CAAC,KAAc;IAChC,IAAI,OAAO,KAAK,KAAK,QAAQ,IAAI,KAAK,KAAK,IAAI;QAAE,OAAO,KAAK,CAAC;IAC9D,MAAM,CAAC,GAAG,KAAgC,CAAC;IAC3C,OAAO,CACL,OAAO,CAAC,CAAC,aAAa,KAAK,QAAQ;WAChC,OAAO,CAAC,CAAC,WAAW,KAAK,QAAQ;WACjC,OAAO,CAAC,CAAC,KAAK,KAAK,QAAQ;WAC3B,OAAO,CAAC,CAAC,MAAM,KAAK,QAAQ;WAC5B,OAAO,CAAC,CAAC,OAAO,KAAK,QAAQ,CACjC,CAAC;AACJ,CAAC;AAED,wGAAwG;AACxG,MAAM,UAAU,iBAAiB,CAAC,IAAY;IAC5C,IAAI,CAAC;QACH,MAAM,MAAM,GAAY,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,YAAY,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,YAAY,EAAE,OAAO,CAAC,CAAC,CAAC;QAClG,OAAO,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC;IAC5C,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,IAAI,CAAC;IACd,CAAC;AACH,CAAC;AAED;;;;;;;;;;;GAWG;AACH,MAAM,UAAU,QAAQ,CAAC,IAAY,EAAE,aAAqB;IAC1D,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,mBAAmB,CAAC,CAAC,EAAE,CAAC;QACzD,MAAM,IAAI,QAAQ,CAChB,uBAAuB,mBAAmB,iDAAiD;YACzF,0FAA0F;YAC1F,8DAA8D,EAChE,CAAC,CACF,CAAC;IACJ,CAAC;IAED,MAAM,GAAG,GAAG,UAAU,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IACpC,MAAM,OAAO,GAAG,SAAS,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC,CAAC;IACpE,IAAI,OAAO,CAAC,KAAK;QAAE,MAAM,IAAI,QAAQ,CAAC,0CAA0C,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,CAAC;IAC5G,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC;QAAE,MAAM,IAAI,QAAQ,CAAC,6CAA6C,EAAE,CAAC,CAAC,CAAC;IAE/F,MAAM,EAAE,GAAG,EAAE,QAAQ,EAAE,GAAG,gBAAgB,CAAC,IAAI,CAAC,CAAC;IACjD,EAAE,CAAC,SAAS,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC;IAEvC,MAAM,IAAI,GAAG,UAAU,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;IACtC,MAAM,MAAM,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,OAAO,EAAE,UAAU,EAAE,mBAAmB,EAAE,UAAU,EAAE,GAAG,EAAE,eAAe,CAAC,EAAE;QAC3G,GAAG,EAAE,IAAI;QACT,KAAK,EAAE,SAAS;KACjB,CAAC,CAAC;IACH,IAAI,MAAM,CAAC,KAAK;QAAE,MAAM,IAAI,QAAQ,CAAC,uBAAuB,MAAM,CAAC,KAAK,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,CAAC;IACvF,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC;QAAE,MAAM,IAAI,QAAQ,CAAC,4CAA4C,EAAE,CAAC,CAAC,CAAC;IAE7F,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,QAAQ,CAAC,EAAE,CAAC;QAC7B,MAAM,IAAI,QAAQ,CAAC,qBAAqB,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,mBAAmB,GAAG,EAAE,CAAC,CAAC,CAAC;IAC7G,CAAC;IAED,MAAM,QAAQ,GAAG,EAAE,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;IAC3C,MAAM,QAAQ,GAAkB;QAC9B,aAAa;QACb,WAAW,EAAE,kBAAkB,CAAC,IAAI,CAAC;QACrC,KAAK,EAAE,QAAQ,CAAC,UAAU;QAC1B,MAAM,EAAE,UAAU,CAAC,QAAQ,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC;QAC3D,OAAO,EAAE,IAAI,IAAI,EAAE,CAAC,WAAW,EAAE;KAClC,CAAC;IACF,kBAAkB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IACnC,OAAO,QAAQ,CAAC;AAClB,CAAC"}
1
+ {"version":3,"file":"bundle.js","sourceRoot":"","sources":["../../src/publish/bundle.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,QAAQ,CAAC;AACpC,OAAO,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAC1C,OAAO,KAAK,EAAE,MAAM,IAAI,CAAC;AACzB,OAAO,KAAK,IAAI,MAAM,MAAM,CAAC;AAC7B,OAAO,EAAE,QAAQ,EAAE,MAAM,cAAc,CAAC;AACxC,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AACnD,OAAO,EAAE,kBAAkB,EAAE,MAAM,kBAAkB,CAAC;AAEtD;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,mBAAmB,GAAG,wBAAwB,CAAC;AAC5D,MAAM,CAAC,MAAM,8BAA8B,GAAG,mCAAmC,CAAC;AAElF,sDAAsD;AACtD,MAAM,UAAU,gBAAgB,CAAC,UAAmB;IAClD,OAAO,UAAU,CAAC,CAAC,CAAC,8BAA8B,CAAC,CAAC,CAAC,mBAAmB,CAAC;AAC3E,CAAC;AA0BD,MAAM,UAAU,gBAAgB,CAAC,IAAY;IAC3C,MAAM,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,OAAO,CAAC,CAAC;IAClD,OAAO,EAAE,GAAG,EAAE,QAAQ,EAAE,IAAI,CAAC,IAAI,CAAC,GAAG,EAAE,YAAY,CAAC,EAAE,YAAY,EAAE,IAAI,CAAC,IAAI,CAAC,GAAG,EAAE,eAAe,CAAC,EAAE,CAAC;AACxG,CAAC;AAED,MAAM,UAAU,kBAAkB,CAAC,IAAY,EAAE,QAAuB;IACtE,MAAM,EAAE,GAAG,EAAE,YAAY,EAAE,GAAG,gBAAgB,CAAC,IAAI,CAAC,CAAC;IACrD,EAAE,CAAC,SAAS,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC;IACvC,EAAE,CAAC,aAAa,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,SAAS,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,CAAC,CAAC;AAC3E,CAAC;AAED,SAAS,UAAU,CAAC,KAAc;IAChC,IAAI,OAAO,KAAK,KAAK,QAAQ,IAAI,KAAK,KAAK,IAAI;QAAE,OAAO,KAAK,CAAC;IAC9D,MAAM,CAAC,GAAG,KAAgC,CAAC;IAC3C,+FAA+F;IAC/F,0FAA0F;IAC1F,iGAAiG;IACjG,gGAAgG;IAChG,2EAA2E;IAC3E,OAAO,CACL,OAAO,CAAC,CAAC,aAAa,KAAK,QAAQ;WAChC,OAAO,CAAC,CAAC,WAAW,KAAK,QAAQ;WACjC,OAAO,CAAC,CAAC,KAAK,KAAK,QAAQ;WAC3B,OAAO,CAAC,CAAC,MAAM,KAAK,QAAQ;WAC5B,OAAO,CAAC,CAAC,OAAO,KAAK,QAAQ,CACjC,CAAC;AACJ,CAAC;AAED,wGAAwG;AACxG,MAAM,UAAU,iBAAiB,CAAC,IAAY;IAC5C,IAAI,CAAC;QACH,MAAM,MAAM,GAAY,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC,YAAY,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC,YAAY,EAAE,OAAO,CAAC,CAAC,CAAC;QAClG,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC;YAAE,OAAO,IAAI,CAAC;QACrC,OAAO,EAAE,GAAG,MAAM,EAAE,UAAU,EAAE,MAAM,CAAC,UAAU,KAAK,IAAI,EAAE,CAAC;IAC/D,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,IAAI,CAAC;IACd,CAAC;AACH,CAAC;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,MAAM,UAAU,QAAQ,CACtB,IAAY,EACZ,aAAqB,EACrB,UAAoC,EAAE;IAEtC,MAAM,UAAU,GAAG,OAAO,CAAC,UAAU,KAAK,IAAI,CAAC;IAC/C,MAAM,UAAU,GAAG,gBAAgB,CAAC,UAAU,CAAC,CAAC;IAChD,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,UAAU,CAAC,CAAC,EAAE,CAAC;QAChD,MAAM,IAAI,QAAQ,CAChB,uBAAuB,UAAU,iDAAiD;YAChF,0FAA0F;YAC1F,8DAA8D,EAChE,CAAC,CACF,CAAC;IACJ,CAAC;IAED,MAAM,GAAG,GAAG,UAAU,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IACpC,MAAM,OAAO,GAAG,SAAS,CAAC,GAAG,EAAE,EAAE,EAAE,EAAE,GAAG,EAAE,IAAI,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC,CAAC;IACpE,IAAI,OAAO,CAAC,KAAK;QAAE,MAAM,IAAI,QAAQ,CAAC,0CAA0C,OAAO,CAAC,KAAK,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,CAAC;IAC5G,IAAI,OAAO,CAAC,MAAM,KAAK,CAAC;QAAE,MAAM,IAAI,QAAQ,CAAC,6CAA6C,EAAE,CAAC,CAAC,CAAC;IAE/F,MAAM,EAAE,GAAG,EAAE,QAAQ,EAAE,GAAG,gBAAgB,CAAC,IAAI,CAAC,CAAC;IACjD,EAAE,CAAC,SAAS,CAAC,GAAG,EAAE,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,CAAC;IAEvC,MAAM,IAAI,GAAG,UAAU,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;IACtC,MAAM,MAAM,GAAG,SAAS,CAAC,IAAI,EAAE,CAAC,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,EAAE,GAAG,EAAE,eAAe,CAAC,EAAE;QAClG,GAAG,EAAE,IAAI;QACT,KAAK,EAAE,SAAS;KACjB,CAAC,CAAC;IACH,IAAI,MAAM,CAAC,KAAK;QAAE,MAAM,IAAI,QAAQ,CAAC,uBAAuB,MAAM,CAAC,KAAK,CAAC,OAAO,EAAE,EAAE,CAAC,CAAC,CAAC;IACvF,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC;QAAE,MAAM,IAAI,QAAQ,CAAC,4CAA4C,EAAE,CAAC,CAAC,CAAC;IAE7F,IAAI,CAAC,EAAE,CAAC,UAAU,CAAC,QAAQ,CAAC,EAAE,CAAC;QAC7B,MAAM,IAAI,QAAQ,CAAC,qBAAqB,IAAI,CAAC,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC,WAAW,UAAU,GAAG,EAAE,CAAC,CAAC,CAAC;IACpG,CAAC;IAED,MAAM,QAAQ,GAAG,EAAE,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;IAC3C,MAAM,QAAQ,GAAkB;QAC9B,aAAa;QACb,WAAW,EAAE,kBAAkB,CAAC,IAAI,CAAC;QACrC,UAAU;QACV,KAAK,EAAE,QAAQ,CAAC,UAAU;QAC1B,MAAM,EAAE,UAAU,CAAC,QAAQ,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC;QAC3D,OAAO,EAAE,IAAI,IAAI,EAAE,CAAC,WAAW,EAAE;KAClC,CAAC;IACF,kBAAkB,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;IACnC,OAAO,QAAQ,CAAC;AAClB,CAAC"}
@@ -2,8 +2,9 @@ import type { EnvironmentName } from '../config/environments.js';
2
2
  /**
3
3
  * The legal notice stamped into every game this project publishes.
4
4
  *
5
- * **A licence obligation, not decoration.** A published game is one file with the engine and its
6
- * third-party dependencies inlined, so distributing a game distributes part of the engine.
5
+ * **A licence obligation, not decoration.** A published game is one file with the engine inlined
6
+ * (and, from a `--single-file` build, its third-party dependencies too), so distributing a game
7
+ * distributes part of the engine.
7
8
  * PolyForm Shield's Notices section requires that anyone receiving any part of the software also
8
9
  * receives the terms and every `Required Notice:` line; MIT and ISC require their copyright and
9
10
  * permission notices to travel with copies; Apache-2.0 section 4 requires the licence to accompany
@@ -48,17 +49,49 @@ export declare function renderTsconfig(): string;
48
49
  export declare function renderIndexHtml(): string;
49
50
  export declare function renderViteConfig(): string;
50
51
  /**
51
- * The production bundle config, vendored into the project next to `engine/`.
52
+ * `CDN_IMPORTS` entries a published bundle keeps INLINED rather than fetching at runtime.
52
53
  *
53
- * One self-contained HTML: `viteSingleFile` with an effectively unlimited inline limit, so the
54
- * engine and all JS/CSS land inside index.html. Game ASSETS are deliberately NOT inlined — they
55
- * already live on the CDN with absolute URLs, and inlining them is what produced multi-hundred-MB
56
- * bundles and OOM-killed the web publish pod.
54
+ * `fflate` is the whole list, and it is a decision rather than an oversight. `engine/gzip.ts`
55
+ * falls back to fflate's synchronous codec when `CompressionStream` is missing that is
56
+ * iOS/WebKit below 16.4 and a long tail of embedded WebViews, i.e. exactly the browsers with the
57
+ * least reliable module-CDN story, and the file says so in as many words ("fflate is bundled (not
58
+ * externalized) so it works offline and without an import map"). Moving it out would break
59
+ * every compressed VXL/VWLD load precisely where the fallback is the only thing that works, and
60
+ * buys back about 30KB. `game/vite.bundle-publish.config.js` leaves it bundled for the same
61
+ * reason, and the two lanes have to agree.
57
62
  *
58
- * Vendored rather than generated per-build so a creator can read exactly what ships, and so it
59
- * versions with the engine it was written for.
63
+ * It stays in `CDN_IMPORTS` regardless: `bitmagic dev` serves raw /dist, where the browser still
64
+ * has to resolve the bare `fflate` specifier through the import map.
65
+ */
66
+ export declare const INLINED_CDN_IMPORTS: ReadonlySet<string>;
67
+ /**
68
+ * The exact/prefix table a published bundle leaves OUT of itself: every `CDN_IMPORTS` entry whose
69
+ * value resolves on its own (an absolute https URL, or the self-contained `data:` shim `three`
70
+ * maps to) and that is not deliberately inlined above.
71
+ *
72
+ * The local alias prefixes `renderIndexHtml` merges in alongside these (`engine/` -> `/dist/...`)
73
+ * are excluded by the URL filter, which is load-bearing rather than incidental: a published bundle
74
+ * is one HTML file sitting in a bucket with no same-origin siblings to fetch, so everything those
75
+ * name has to be bundled.
76
+ *
77
+ * Returned as ordered pairs, not an object, because the order is part of the contract — `cdnUrl`
78
+ * in the generated config takes the FIRST matching prefix where a browser's import map takes the
79
+ * LONGEST. The two agree only because `three/addons/` is declared above `three/`; flip them and
80
+ * every addon resolves through the bare `three/` entry, which is a second copy of three.js: an
81
+ * unlit scene, and `instanceof THREE.Mesh` scans that find nothing.
82
+ */
83
+ export declare function publishExternalEntries(): Array<[string, string]>;
84
+ /**
85
+ * The default config: three.js, Rapier and the rest of the import map's packages are left to the
86
+ * CDN, exactly as `game/vite.bundle-publish.config.js` does for every production web publish.
60
87
  */
61
88
  export declare function renderVitePublishConfig(): string;
89
+ /**
90
+ * The `--single-file` config: nothing external, so the published HTML plays with no network at all
91
+ * once it has loaded. Bigger by roughly the size of three.js and Rapier, and the reason it exists
92
+ * is offline and packaged distribution (`file://`, Poki, a desktop shell), not everyday publishing.
93
+ */
94
+ export declare function renderVitePublishStandaloneConfig(): string;
62
95
  export declare function renderGitignore(): string;
63
96
  export interface ProjectMetadata {
64
97
  gameId: string;
@@ -3,8 +3,9 @@ import { tsconfigPaths, importMapEntries, viteAliasEntries } from './aliases.js'
3
3
  /**
4
4
  * The legal notice stamped into every game this project publishes.
5
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  *
6
- * **A licence obligation, not decoration.** A published game is one file with the engine and its
7
- * third-party dependencies inlined, so distributing a game distributes part of the engine.
6
+ * **A licence obligation, not decoration.** A published game is one file with the engine inlined
7
+ * (and, from a `--single-file` build, its third-party dependencies too), so distributing a game
8
+ * distributes part of the engine.
8
9
  * PolyForm Shield's Notices section requires that anyone receiving any part of the software also
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  * receives the terms and every `Required Notice:` line; MIT and ISC require their copyright and
10
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  * permission notices to travel with copies; Apache-2.0 section 4 requires the licence to accompany
@@ -328,17 +329,179 @@ ${renderAliasEntries()}
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  `;
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  }
330
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  /**
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- * The production bundle config, vendored into the project next to `engine/`.
332
+ * `CDN_IMPORTS` entries a published bundle keeps INLINED rather than fetching at runtime.
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333
  *
333
- * One self-contained HTML: `viteSingleFile` with an effectively unlimited inline limit, so the
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- * engine and all JS/CSS land inside index.html. Game ASSETS are deliberately NOT inlined — they
335
- * already live on the CDN with absolute URLs, and inlining them is what produced multi-hundred-MB
336
- * bundles and OOM-killed the web publish pod.
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+ * `fflate` is the whole list, and it is a decision rather than an oversight. `engine/gzip.ts`
335
+ * falls back to fflate's synchronous codec when `CompressionStream` is missing that is
336
+ * iOS/WebKit below 16.4 and a long tail of embedded WebViews, i.e. exactly the browsers with the
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+ * least reliable module-CDN story, and the file says so in as many words ("fflate is bundled (not
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+ * externalized) so it works offline and without an import map"). Moving it out would break
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+ * every compressed VXL/VWLD load precisely where the fallback is the only thing that works, and
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+ * buys back about 30KB. `game/vite.bundle-publish.config.js` leaves it bundled for the same
341
+ * reason, and the two lanes have to agree.
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+ *
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+ * It stays in `CDN_IMPORTS` regardless: `bitmagic dev` serves raw /dist, where the browser still
344
+ * has to resolve the bare `fflate` specifier through the import map.
345
+ */
346
+ export const INLINED_CDN_IMPORTS = new Set(['fflate']);
347
+ /**
348
+ * The exact/prefix table a published bundle leaves OUT of itself: every `CDN_IMPORTS` entry whose
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+ * value resolves on its own (an absolute https URL, or the self-contained `data:` shim `three`
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+ * maps to) and that is not deliberately inlined above.
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+ *
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+ * The local alias prefixes `renderIndexHtml` merges in alongside these (`engine/` -> `/dist/...`)
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+ * are excluded by the URL filter, which is load-bearing rather than incidental: a published bundle
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+ * is one HTML file sitting in a bucket with no same-origin siblings to fetch, so everything those
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+ * name has to be bundled.
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+ *
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+ * Returned as ordered pairs, not an object, because the order is part of the contract — `cdnUrl`
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+ * in the generated config takes the FIRST matching prefix where a browser's import map takes the
359
+ * LONGEST. The two agree only because `three/addons/` is declared above `three/`; flip them and
360
+ * every addon resolves through the bare `three/` entry, which is a second copy of three.js: an
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+ * unlit scene, and `instanceof THREE.Mesh` scans that find nothing.
362
+ */
363
+ export function publishExternalEntries() {
364
+ return Object.entries(CDN_IMPORTS).filter(([key, url]) => !INLINED_CDN_IMPORTS.has(key) && /^(https?:\/\/|data:)/.test(url));
365
+ }
366
+ /**
367
+ * The generated config's CDN table and its resolver, shared by the `external` predicate and
368
+ * Rollup's `output.paths`.
369
+ *
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+ * The table is baked in rather than read out of the project's own index.html at build time (which
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+ * is what `game/vite.external-cdn-paths.js` does for the web lane): both files are
372
+ * platform-generated and rewritten together by `bitmagic upgrade`, so they cannot drift, and a
373
+ * literal is readable — which is the whole reason this config is vendored instead of generated.
374
+ *
375
+ * Exact ids win over prefixes regardless of declaration order; only prefixes are order-sensitive.
376
+ */
377
+ function renderCdnModuleTable() {
378
+ const entries = publishExternalEntries()
379
+ .map(([key, url]) => ` [${JSON.stringify(key)}, ${JSON.stringify(url)}],`)
380
+ .join('\n');
381
+ return `// The third-party packages this bundle deliberately does NOT contain. The browser fetches them
382
+ // at runtime from the same CDN, at the same pinned versions, that index.html's import map names —
383
+ // this table is generated from that one source, so the two cannot come to disagree.
384
+ //
385
+ // Why the emitted imports carry ABSOLUTE URLs instead of bare specifiers for the import map to
386
+ // resolve: a browser without import-map support — iOS Safari before 16.4, and several in-app
387
+ // WebViews — dies on the first bare import with "Module specifier '@dimforge/rapier3d-compat'
388
+ // does not start with '/', './' or '../'", and the game never loads. These are the same URLs the
389
+ // map points at, so nothing else changes.
390
+ //
391
+ // ORDER IS LOAD-BEARING, and it is the OPPOSITE of the rule a browser applies to the import map.
392
+ // A browser takes the LONGEST matching prefix; this table takes the FIRST. So a nested prefix has
393
+ // to be declared ABOVE the prefix it nests inside. 'three/addons/' and 'three/examples/jsm/' sit
394
+ // above 'three/' for that reason: 'three/' would otherwise claim every addon and resolve it
395
+ // against esm.sh's plain build, which inlines its own copy of three.js. That copy shares no module
396
+ // with the webgpu build the engine runs on, so GLTFLoader hands back Meshes from a second Mesh
397
+ // class and the engine's instanceof scans find nothing in the loaded scene. Reordering this table
398
+ // is not cosmetic, and it fails silently.
399
+ const CDN_MODULES = [
400
+ ${entries}
401
+ ];
402
+
403
+ // The CDN URL an import resolves to, or undefined when it belongs inside this bundle. A key ending
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+ // in '/' is a prefix and covers everything beneath it; every other key matches exactly. Exact
405
+ // matches are checked first, so an exact key can never be shadowed by a prefix above it.
406
+ //
407
+ // The project's own aliases ('engine/', 'work/', 'core/', ...) are deliberately absent from the
408
+ // table: they are this project's compiled code, they are inlined here, and a published game is one
409
+ // file in object storage with no same-origin siblings to fetch. 'fflate' is absent for a different
410
+ // reason — see engine/gzip.ts, it is the codec fallback for browsers that would struggle to fetch
411
+ // it in the first place.
412
+ function cdnUrl(id) {
413
+ for (const [key, url] of CDN_MODULES) {
414
+ if (!key.endsWith('/') && id === key) return url;
415
+ }
416
+ for (const [key, url] of CDN_MODULES) {
417
+ if (key.endsWith('/') && id.startsWith(key)) return url + id.slice(key.length);
418
+ }
419
+ return undefined;
420
+ }
421
+
422
+ `;
423
+ }
424
+ /**
425
+ * Drops the whole creator/editor command surface out of a published bundle.
426
+ *
427
+ * A published game is player-facing and never runs in creator mode: `GameTemplate` registers the
428
+ * listener only behind `isCreatorMode`, so stubbing the module lets Rollup tree-shake the entire
429
+ * subtree behind it — FBXLoader, GLTFExporter, the voxelizer, the splat collider editors. Mirrors
430
+ * `game/vite.bundle-publish.config.js`, which does this for the web lane.
431
+ *
432
+ * `enforce: 'pre'` is required, not tidy: without it Vite's alias plugin resolves the `engine/`
433
+ * prefix to a real file first and the stub never fires.
434
+ */
435
+ function renderCreatorHandlerStub() {
436
+ return `// Published games never run in creator mode, so the creator<->game command surface (and its
437
+ // editor-only dependencies) is dead weight. 'pre' runs before Vite's alias plugin resolves the
438
+ // 'engine/' prefix, which is what lets this stub win.
439
+ const stubCreatorHandlerPlugin = () => ({
440
+ name: 'stub-creator-handler',
441
+ enforce: 'pre',
442
+ resolveId(id) {
443
+ if (id === 'engine/template/CreatorMessageHandler.js' ||
444
+ id.endsWith('/engine/template/CreatorMessageHandler.js')) {
445
+ return '\\0creator-handler-stub';
446
+ }
447
+ return null;
448
+ },
449
+ load(id) {
450
+ if (id === '\\0creator-handler-stub') {
451
+ return 'export function registerCreatorMessageListener() {}\\n' +
452
+ 'export function notifyPhysicsReady() {}\\n' +
453
+ 'export function flushPendingToolMessages() {}\\n';
454
+ }
455
+ return null;
456
+ }
457
+ });
458
+ `;
459
+ }
460
+ /** Rollup's `external` predicate, indented to sit inside the generated `rollupOptions` block. */
461
+ const PUBLISH_CONFIG_EXTERNAL_BLOCK = ` // Anything the CDN table resolves stays OUT of the bundle. Every other id — the 'engine/',
462
+ // 'core/', 'work/' aliases above included — is bundled, which is what a single published
463
+ // HTML file with no same-origin siblings requires.
464
+ external: (id) => cdnUrl(id) !== undefined,`;
465
+ /**
466
+ * The counterpart note in the `--single-file` config, where there is no `external` at all.
467
+ *
468
+ * It also has to say what this config must NOT do. The web lane's standalone config strips the
469
+ * import map out of index.html once nothing is external any more — copying that here would break
470
+ * every `--single-file` publish, because `ENGINE_BUILD_MARKERS` in
471
+ * `@bitmagic/asset-core/publish-source` are two of the map's own entries and api-server's
472
+ * `publish/complete` range-reads the bundle's first 64KB looking for them.
473
+ */
474
+ const PUBLISH_CONFIG_NO_EXTERNAL_NOTE = ` // No 'external' and no CDN rewriting: three.js, Rapier and the rest are bundled in, which is
475
+ // the entire difference between this config and vite.publish.config.js.
476
+ //
477
+ // The import map in index.html stays even though nothing needs it here. Two of its entries
478
+ // are what api-server reads back out of the uploaded bundle to confirm this is a real engine
479
+ // build; strip the map and every publish of this bundle is refused.`;
480
+ /** Rollup's `output.paths`, indented to sit inside the generated `output` block. */
481
+ const PUBLISH_CONFIG_PATHS_BLOCK = ` // Rewrite each externalized import to its absolute CDN URL, so the published HTML needs no
482
+ // import-map support to load. See the note on CDN_MODULES.
483
+ paths: (id) => cdnUrl(id) ?? id,
484
+ `;
485
+ /**
486
+ * Both production bundle configs, vendored into the project next to `engine/`.
487
+ *
488
+ * Rendered from one function because the two differ in exactly one dimension — whether three.js,
489
+ * Rapier and the other CDN packages are left external or inlined — and everything else about them
490
+ * (aliases, `__BUNDLED__`, the licence banner, the creator-handler stub) has to stay identical.
491
+ * Two hand-maintained copies is how the web lane's pair drifted.
492
+ *
493
+ * Either way the output is ONE index.html: `viteSingleFile` with an effectively unlimited inline
494
+ * limit, so the engine and all JS/CSS land inside it. `bitmagic publish` PUTs a single object and
495
+ * api-server range-reads that object to confirm the meta block, so a multi-file build would not
496
+ * ship at all. Game ASSETS are not inlined in either mode — they already live on the CDN with
497
+ * absolute URLs, and inlining them is what produced multi-hundred-MB bundles and OOM-killed the
498
+ * web publish pod.
337
499
  *
338
500
  * Vendored rather than generated per-build so a creator can read exactly what ships, and so it
339
501
  * versions with the engine it was written for.
340
502
  */
341
- export function renderVitePublishConfig() {
503
+ function renderPublishConfig(mode) {
504
+ const cdn = mode === 'cdn';
342
505
  return `import { defineConfig } from 'vite';
343
506
  import { viteSingleFile } from 'vite-plugin-singlefile';
344
507
 
@@ -351,6 +514,8 @@ import { viteSingleFile } from 'vite-plugin-singlefile';
351
514
  // 'dist/engine/engineGameTemplate.js' instead of 'dist/engine/engine/GameTemplate.js' — silently,
352
515
  // since Rollup then just treats the unmatched id as an unresolved bare specifier and fails the
353
516
  // build. Verified against a real \`vite build\` before trusting the plain-string form.
517
+
518
+ ${cdn ? renderCdnModuleTable() : ''}${renderCreatorHandlerStub()}
354
519
  export default defineConfig({
355
520
  // The engine serves world.json/game.json two different ways, and this flag is how it chooses.
356
521
  // \`utils/worldDataLoader.ts\` reads \`typeof __BUNDLED__ !== 'undefined' && __BUNDLED__\`: true
@@ -372,23 +537,40 @@ ${renderAliasEntries()}
372
537
  },
373
538
  build: {
374
539
  // Effectively unlimited: everything the bundle references locally is inlined so the
375
- // published artifact is a single file. CDN assets are absolute URLs and are untouched.
540
+ // published artifact is a single file. Game assets are absolute CDN URLs and are untouched${cdn ? ',\n // and so are the packages the table above externalizes' : ''}.
376
541
  assetsInlineLimit: 100000000,
377
542
  cssCodeSplit: false,
378
543
  rollupOptions: {
544
+ ${cdn ? PUBLISH_CONFIG_EXTERNAL_BLOCK : PUBLISH_CONFIG_NO_EXTERNAL_NOTE}
379
545
  output: {
380
546
  inlineDynamicImports: true,
381
- // A licence obligation, not decoration — see engine/LICENSE.md. This bundle contains
382
- // compiled engine code and third-party libraries whose licences require their notices to
383
- // travel with any copy. Removing this banner puts your published game out of compliance.
547
+ ${cdn ? PUBLISH_CONFIG_PATHS_BLOCK : ''} // A licence obligation, not decoration — see engine/LICENSE.md. This bundle contains
548
+ // compiled engine code${cdn ? '' : ' and the third-party libraries it uses'}, whose licences
549
+ // require their notices to travel with any copy. Removing this banner puts your published
550
+ // game out of compliance.
384
551
  banner: ${JSON.stringify(PUBLISHED_BUNDLE_BANNER)},
385
552
  },
386
553
  },
387
554
  },
388
- plugins: [viteSingleFile()],
555
+ plugins: [stubCreatorHandlerPlugin(), viteSingleFile()],
389
556
  });
390
557
  `;
391
558
  }
559
+ /**
560
+ * The default config: three.js, Rapier and the rest of the import map's packages are left to the
561
+ * CDN, exactly as `game/vite.bundle-publish.config.js` does for every production web publish.
562
+ */
563
+ export function renderVitePublishConfig() {
564
+ return renderPublishConfig('cdn');
565
+ }
566
+ /**
567
+ * The `--single-file` config: nothing external, so the published HTML plays with no network at all
568
+ * once it has loaded. Bigger by roughly the size of three.js and Rapier, and the reason it exists
569
+ * is offline and packaged distribution (`file://`, Poki, a desktop shell), not everyday publishing.
570
+ */
571
+ export function renderVitePublishStandaloneConfig() {
572
+ return renderPublishConfig('standalone');
573
+ }
392
574
  export function renderGitignore() {
393
575
  return ['dist/', 'node_modules/', '.bitmagic/', '.vite-cache/', ''].join('\n');
394
576
  }
@@ -493,8 +675,8 @@ If you are unsure whether one is already running, \`bitmagic reload\` says so an
493
675
  Bitmagic's IP, licensed to you under the PolyForm Shield License 1.0.0 with an additional
494
676
  permission: build, modify, sell and distribute games anywhere you like, including off
495
677
  bitmagic.ai and with a modified engine. What you may not do is ship the engine *as an engine*.
496
- The licence obliges every published bundle to carry a notice, which is why
497
- \`vite.publish.config.js\` has a \`banner\`: leave it alone. \`engine/THIRD-PARTY-NOTICES.md\`
678
+ The licence obliges every published bundle to carry a notice, which is why both
679
+ \`vite.publish*.config.js\` files have a \`banner\`: leave it alone. \`engine/THIRD-PARTY-NOTICES.md\`
498
680
  covers three.js, Rapier and the rest.
499
681
  - \`engine/agent-docs/\` — **the engine's documentation, and the fastest thing in this project.**
500
682
  \`engine-api/\` is a generated signature digest covering every public engine class, method and
@@ -802,7 +984,7 @@ If \`bitmagic publish\` exits non-zero, branch on the exit code rather than pars
802
984
 
803
985
  | Code | Meaning | Fix |
804
986
  |---|---|---|
805
- | 1 | Build failed, or what was uploaded was not an engine build | Run \`bitmagic check\` to see the error, fix it. If the message says \`vite.publish.config.js\` is missing, this project predates it — run \`bitmagic upgrade\`. Do NOT retry an unchanged bundle; the refusal is deterministic |
987
+ | 1 | Build failed, or what was uploaded was not an engine build | Run \`bitmagic check\` to see the error, fix it. If the message names a missing \`vite.publish*.config.js\`, this project predates it — run \`bitmagic upgrade\`. Do NOT retry an unchanged bundle; the refusal is deterministic |
806
988
  | 2 | Not logged in | \`bitmagic login\` |
807
989
  | 3 | Verify missing, stale, or failed | \`bitmagic verify\` (then publish again, or add \`--force\` for a stale/failed record) |
808
990
  | 5 | Not this game's owner, or the account/game is banned | Not self-serve — stop and report it |
@@ -1 +1 @@
1
- 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@@ -2,7 +2,7 @@ import * as fs from 'fs';
2
2
  import * as path from 'path';
3
3
  import { CliError } from '../errors.js';
4
4
  import { aliasSourceDir } from './aliases.js';
5
- import { renderPackageJson, renderTsconfig, renderIndexHtml, renderViteConfig, renderVitePublishConfig, renderGitignore, renderBitmagicJson, renderAgentsMd, renderGameDesignMd, renderClaudeMd, renderJudgeSkill, renderSkillsReadme, renderGenerateSkill, renderPlanningSkill, renderEngineApiSkill, renderUsageSkill, } from './project-files.js';
5
+ import { renderPackageJson, renderTsconfig, renderIndexHtml, renderViteConfig, renderVitePublishConfig, renderVitePublishStandaloneConfig, renderGitignore, renderBitmagicJson, renderAgentsMd, renderGameDesignMd, renderClaudeMd, renderJudgeSkill, renderSkillsReadme, renderGenerateSkill, renderPlanningSkill, renderEngineApiSkill, renderUsageSkill, } from './project-files.js';
6
6
  import { hashAgentsMd } from './agents-md.js';
7
7
  import { CLAUDE_SETTINGS_FILE, renderClaudeSettings } from './claude-settings.js';
8
8
  /**
@@ -154,6 +154,7 @@ export const PLATFORM_GENERATED_FILES = [
154
154
  ['tsconfig.json', renderTsconfig],
155
155
  ['vite.config.js', renderViteConfig],
156
156
  ['vite.publish.config.js', renderVitePublishConfig],
157
+ ['vite.publish-standalone.config.js', renderVitePublishStandaloneConfig],
157
158
  ['index.html', renderIndexHtml],
158
159
  ['.claude/skills/README.md', renderSkillsReadme],
159
160
  ['.claude/skills/generating-assets/SKILL.md', renderGenerateSkill],
@@ -1 +1 @@
1
- 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@bitmagic/cli",
3
- "version": "0.1.53-dev.10",
3
+ "version": "0.1.53-dev.11",
4
4
  "description": "Build Bitmagic games from your own agent tool",
5
5
  "license": "SEE LICENSE IN LICENSE.md",
6
6
  "author": "Bitmagic Oy",
@@ -23,9 +23,9 @@
23
23
  "fflate": "^0.8.2",
24
24
  "playwright-core": "^1.59.1",
25
25
  "tar": "^7.4.3",
26
- "@bitmagic/asset-core": "0.2.8-dev.10",
27
- "@bitmagic/animation-forger": "0.1.8-dev.10",
28
- "@bitmagic/world-forger": "0.1.13-dev.10"
26
+ "@bitmagic/animation-forger": "0.1.8-dev.11",
27
+ "@bitmagic/asset-core": "0.2.8-dev.11",
28
+ "@bitmagic/world-forger": "0.1.13-dev.11"
29
29
  },
30
30
  "devDependencies": {
31
31
  "@eslint/js": "^9.38.0",