@bitmagic/cli 0.1.53-dev.9 → 0.1.53

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.
@@ -1,5 +1,14 @@
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- /** The config the scaffold vendors alongside `engine/`. */
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+ /**
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+ * The configs the scaffold vendors alongside `engine/`, one per bundle mode.
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+ *
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+ * The default leaves three.js, Rapier and the rest of the import map's packages to the CDN, which
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+ * is what every production publish from the Creator does. The standalone one inlines them, for a
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+ * game that has to run with no network at all.
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+ */
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  export declare const VITE_PUBLISH_CONFIG = "vite.publish.config.js";
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+ export declare const VITE_PUBLISH_STANDALONE_CONFIG = "vite.publish-standalone.config.js";
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+ /** The vendored config a build of this mode loads. */
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+ export declare function publishConfigFor(singleFile: boolean): string;
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  /**
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  * What was built, and from what.
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  *
@@ -9,6 +18,15 @@ export declare const VITE_PUBLISH_CONFIG = "vite.publish.config.js";
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  export interface BuildManifest {
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  engineVersion: string;
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  fingerprint: string;
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+ /**
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+ * Whether this bundle inlines the CDN packages (`--single-file`) or leaves them external.
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+ *
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+ * Recorded because nothing else can tell the two apart. The mode changes no file on disk, so it
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+ * does not move the fingerprint — and `publish` reuses a build on the fingerprint alone. Without
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+ * this field, `bitmagic publish --single-file` straight after a default build would happily ship
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+ * the external one, and the reverse.
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+ */
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+ singleFile: boolean;
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  bytes: number;
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  /** Recorded for the publish audit trail. The server stores it; it cannot verify it. */
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  sha256: string;
@@ -23,15 +41,24 @@ export declare function writeBuildManifest(root: string, manifest: BuildManifest
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  /** The last build's manifest, or null if there is none to trust — same contract as readVerifyRecord. */
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  export declare function readBuildManifest(root: string): BuildManifest | null;
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  /**
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- * Compile and bundle the project into one self-contained HTML, and record what was built.
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+ * Compile and bundle the project into one HTML file, and record what was built.
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+ *
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+ * One file either way — `bitmagic publish` PUTs a single object and api-server range-reads that
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+ * same object to confirm the meta block, so there is nowhere for a second file to go. What the
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+ * mode changes is what is INSIDE it: by default the engine, the game and its data are inlined
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+ * while three.js, Rapier and the other CDN packages are fetched at runtime, matching what the
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+ * Creator publishes; `singleFile` inlines those too, for a game that must run with no network.
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  *
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  * Exit code 1 on failure, matching the table in the spec: a build failure is the creator's own
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  * code, and the compiler's output has already been printed.
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  *
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- * The pre-flight below runs BEFORE `tsc`, not after: a project scaffolded before
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- * `vite.publish.config.js` existed has no config for vite to load, and without this check the
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- * creator pays a full type-check and then reads a raw vite "config not found" that names no
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- * remedy. `bitmagic upgrade` is the remedy — it vendors the file without touching game code —
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- * so the error says so.
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+ * The pre-flight below runs BEFORE `tsc`, not after: a project scaffolded before the config it
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+ * needs existed has none for vite to load, and without this check the creator pays a full
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+ * type-check and then reads a raw vite "config not found" that names no remedy. `bitmagic upgrade`
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+ * is the remedy — it vendors the file without touching game code — so the error says so. It names
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+ * the config for the mode actually asked for, since a project can easily have one and not the
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+ * other: the standalone config was added later than the default one.
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  */
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- export declare function runBuild(root: string, engineVersion: string): BuildManifest;
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+ export declare function runBuild(root: string, engineVersion: string, options?: {
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+ singleFile?: boolean;
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+ }): BuildManifest;
@@ -5,8 +5,19 @@ import * as path from 'path';
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  import { CliError } from '../errors.js';
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  import { projectBin } from '../project/context.js';
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  import { computeFingerprint } from './fingerprint.js';
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- /** The config the scaffold vendors alongside `engine/`. */
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+ /**
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+ * The configs the scaffold vendors alongside `engine/`, one per bundle mode.
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+ *
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+ * The default leaves three.js, Rapier and the rest of the import map's packages to the CDN, which
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+ * is what every production publish from the Creator does. The standalone one inlines them, for a
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+ * game that has to run with no network at all.
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+ */
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  export const VITE_PUBLISH_CONFIG = 'vite.publish.config.js';
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+ export const VITE_PUBLISH_STANDALONE_CONFIG = 'vite.publish-standalone.config.js';
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+ /** The vendored config a build of this mode loads. */
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+ export function publishConfigFor(singleFile) {
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+ return singleFile ? VITE_PUBLISH_STANDALONE_CONFIG : VITE_PUBLISH_CONFIG;
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+ }
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  export function buildBundlePaths(root) {
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  const dir = path.join(root, '.bitmagic', 'build');
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  return { dir, htmlPath: path.join(dir, 'index.html'), manifestPath: path.join(dir, 'manifest.json') };
@@ -20,6 +31,11 @@ function isManifest(value) {
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  if (typeof value !== 'object' || value === null)
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  return false;
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  const m = value;
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+ // `singleFile` is deliberately NOT required. A manifest written before the flag existed has no
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+ // such field, and rejecting those outright would force a rebuild on every project's first
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+ // publish after upgrading. The reader below defaults it to `false`, which is the safe direction:
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+ // the config now on disk is the external one, so at worst this costs one rebuild — it can never
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+ // reuse a bundle built in the other mode, because there was no other mode.
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  return (typeof m.engineVersion === 'string'
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  && typeof m.fingerprint === 'string'
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  && typeof m.bytes === 'number'
@@ -30,27 +46,38 @@ function isManifest(value) {
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  export function readBuildManifest(root) {
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  try {
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  const parsed = JSON.parse(fs.readFileSync(buildBundlePaths(root).manifestPath, 'utf-8'));
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- return isManifest(parsed) ? parsed : null;
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+ if (!isManifest(parsed))
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+ return null;
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+ return { ...parsed, singleFile: parsed.singleFile === true };
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  }
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  catch {
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  return null;
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  }
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  }
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  /**
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- * Compile and bundle the project into one self-contained HTML, and record what was built.
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+ * Compile and bundle the project into one HTML file, and record what was built.
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+ *
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+ * One file either way — `bitmagic publish` PUTs a single object and api-server range-reads that
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+ * same object to confirm the meta block, so there is nowhere for a second file to go. What the
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+ * mode changes is what is INSIDE it: by default the engine, the game and its data are inlined
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+ * while three.js, Rapier and the other CDN packages are fetched at runtime, matching what the
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+ * Creator publishes; `singleFile` inlines those too, for a game that must run with no network.
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  *
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  * Exit code 1 on failure, matching the table in the spec: a build failure is the creator's own
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  * code, and the compiler's output has already been printed.
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  *
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- * The pre-flight below runs BEFORE `tsc`, not after: a project scaffolded before
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- * `vite.publish.config.js` existed has no config for vite to load, and without this check the
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- * creator pays a full type-check and then reads a raw vite "config not found" that names no
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- * remedy. `bitmagic upgrade` is the remedy — it vendors the file without touching game code —
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- * so the error says so.
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+ * The pre-flight below runs BEFORE `tsc`, not after: a project scaffolded before the config it
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+ * needs existed has none for vite to load, and without this check the creator pays a full
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+ * type-check and then reads a raw vite "config not found" that names no remedy. `bitmagic upgrade`
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+ * is the remedy — it vendors the file without touching game code — so the error says so. It names
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+ * the config for the mode actually asked for, since a project can easily have one and not the
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+ * other: the standalone config was added later than the default one.
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  */
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- export function runBuild(root, engineVersion) {
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- if (!fs.existsSync(path.join(root, VITE_PUBLISH_CONFIG))) {
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- throw new CliError(`This project has no ${VITE_PUBLISH_CONFIG}, which \`bitmagic build\` needs to bundle it. ` +
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+ export function runBuild(root, engineVersion, options = {}) {
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+ const singleFile = options.singleFile === true;
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+ const configFile = publishConfigFor(singleFile);
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+ if (!fs.existsSync(path.join(root, configFile))) {
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+ throw new CliError(`This project has no ${configFile}, which \`bitmagic build\` needs to bundle it. ` +
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  'It was added to the scaffold after this project was created — run `bitmagic upgrade` to ' +
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  'vendor it (your game code is not touched), then build again.', 1);
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  }
@@ -63,7 +90,7 @@ export function runBuild(root, engineVersion) {
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  const { dir, htmlPath } = buildBundlePaths(root);
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  fs.mkdirSync(dir, { recursive: true });
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  const vite = projectBin(root, 'vite');
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- const bundle = spawnSync(vite, ['build', '--config', VITE_PUBLISH_CONFIG, '--outDir', dir, '--emptyOutDir'], {
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+ const bundle = spawnSync(vite, ['build', '--config', configFile, '--outDir', dir, '--emptyOutDir'], {
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  cwd: root,
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  stdio: 'inherit',
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  });
@@ -72,12 +99,13 @@ export function runBuild(root, engineVersion) {
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  if (bundle.status !== 0)
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  throw new CliError('Build failed: the bundle did not complete.', 1);
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  if (!fs.existsSync(htmlPath)) {
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- throw new CliError(`Build produced no ${path.relative(root, htmlPath)}. Check ${VITE_PUBLISH_CONFIG}.`, 1);
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+ throw new CliError(`Build produced no ${path.relative(root, htmlPath)}. Check ${configFile}.`, 1);
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  }
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  const contents = fs.readFileSync(htmlPath);
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  const manifest = {
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  engineVersion,
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  fingerprint: computeFingerprint(root),
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+ singleFile,
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  bytes: contents.byteLength,
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  sha256: createHash('sha256').update(contents).digest('hex'),
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  builtAt: new Date().toISOString(),
@@ -1 +1 @@
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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
5
  *
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
9
10
  * receives the terms and every `Required Notice:` line; MIT and ISC require their copyright and
10
11
  * permission notices to travel with copies; Apache-2.0 section 4 requires the licence to accompany
@@ -328,17 +329,179 @@ ${renderAliasEntries()}
328
329
  `;
329
330
  }
330
331
  /**
331
- * 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.
332
333
  *
333
- * One self-contained HTML: `viteSingleFile` with an effectively unlimited inline limit, so the
334
- * 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.
334
+ * `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
337
+ * least reliable module-CDN story, and the file says so in as many words ("fflate is bundled (not
338
+ * externalized) so it works offline and without an import map"). Moving it out would break
339
+ * every compressed VXL/VWLD load precisely where the fallback is the only thing that works, and
340
+ * 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.
342
+ *
343
+ * 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
349
+ * value resolves on its own (an absolute https URL, or the self-contained `data:` shim `three`
350
+ * maps to) and that is not deliberately inlined above.
351
+ *
352
+ * The local alias prefixes `renderIndexHtml` merges in alongside these (`engine/` -> `/dist/...`)
353
+ * are excluded by the URL filter, which is load-bearing rather than incidental: a published bundle
354
+ * is one HTML file sitting in a bucket with no same-origin siblings to fetch, so everything those
355
+ * name has to be bundled.
356
+ *
357
+ * Returned as ordered pairs, not an object, because the order is part of the contract — `cdnUrl`
358
+ * 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
361
+ * 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
+ *
370
+ * The table is baked in rather than read out of the project's own index.html at build time (which
371
+ * 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
404
+ // 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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