@bitmagic/cli 0.1.65-dev.19 → 0.1.65-dev.2

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Files changed (62) hide show
  1. package/README.md +13 -127
  2. package/dist/assets/materials.d.ts +0 -9
  3. package/dist/assets/materials.js +2 -10
  4. package/dist/assets/materials.js.map +1 -1
  5. package/dist/cli.d.ts +0 -9
  6. package/dist/cli.js +0 -2
  7. package/dist/cli.js.map +1 -1
  8. package/dist/commands/forge.d.ts +0 -15
  9. package/dist/commands/forge.js +38 -143
  10. package/dist/commands/forge.js.map +1 -1
  11. package/dist/commands/generate.d.ts +13 -31
  12. package/dist/commands/generate.js +56 -48
  13. package/dist/commands/generate.js.map +1 -1
  14. package/dist/commands/trailer.js +1 -1
  15. package/dist/commands/trailer.js.map +1 -1
  16. package/dist/editor/asset-viewer.js +8 -31
  17. package/dist/editor/asset-viewer.js.map +1 -1
  18. package/dist/forge/run-pipeline.js +1 -5
  19. package/dist/forge/run-pipeline.js.map +1 -1
  20. package/dist/forge/stream.d.ts +1 -5
  21. package/dist/forge/stream.js +0 -4
  22. package/dist/forge/stream.js.map +1 -1
  23. package/dist/mobile/asset-hosts.d.ts +9 -7
  24. package/dist/mobile/asset-hosts.js +16 -7
  25. package/dist/mobile/asset-hosts.js.map +1 -1
  26. package/dist/scaffold/blender-level-skill-files.js +2 -3
  27. package/dist/scaffold/blender-level-skill-files.js.map +1 -1
  28. package/dist/scaffold/project-files.js +12 -16
  29. package/dist/scaffold/project-files.js.map +1 -1
  30. package/dist/scaffold/project.js +1 -4
  31. package/dist/scaffold/project.js.map +1 -1
  32. package/dist/scaffold/skill-files.d.ts +5 -32
  33. package/dist/scaffold/skill-files.js +63 -102
  34. package/dist/scaffold/skill-files.js.map +1 -1
  35. package/dist/telemetry/creator-prompt.d.ts +2 -18
  36. package/dist/telemetry/creator-prompt.js +3 -24
  37. package/dist/telemetry/creator-prompt.js.map +1 -1
  38. package/dist/telemetry/report.js +16 -31
  39. package/dist/telemetry/report.js.map +1 -1
  40. package/package.json +4 -4
  41. package/assets/skills/trailer-craft.md +0 -180
  42. package/dist/commands/character.d.ts +0 -18
  43. package/dist/commands/character.js +0 -268
  44. package/dist/commands/character.js.map +0 -1
  45. package/dist/forge/edit-target.d.ts +0 -30
  46. package/dist/forge/edit-target.js +0 -88
  47. package/dist/forge/edit-target.js.map +0 -1
  48. package/dist/forge/prune-store.d.ts +0 -46
  49. package/dist/forge/prune-store.js +0 -86
  50. package/dist/forge/prune-store.js.map +0 -1
  51. package/dist/forge/remote-store.d.ts +0 -36
  52. package/dist/forge/remote-store.js +0 -113
  53. package/dist/forge/remote-store.js.map +0 -1
  54. package/dist/generate/character-body.d.ts +0 -79
  55. package/dist/generate/character-body.js +0 -100
  56. package/dist/generate/character-body.js.map +0 -1
  57. package/dist/project/character-search.d.ts +0 -30
  58. package/dist/project/character-search.js +0 -82
  59. package/dist/project/character-search.js.map +0 -1
  60. package/dist/scaffold/asset-pipeline-skill-files.d.ts +0 -38
  61. package/dist/scaffold/asset-pipeline-skill-files.js +0 -202
  62. package/dist/scaffold/asset-pipeline-skill-files.js.map +0 -1
@@ -11,17 +11,7 @@
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  * `project-files.test.ts` enforces the frontmatter (name == directory) and that AGENTS.md names
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  * every shipped skill. The same template-literal rule applies: the markdown is full of backticks,
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  * so every one inside is escaped as \` and the test checks the rendered output.
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- *
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- * One renderer here breaks the template-literal rule on purpose: `renderTrailerCraftReference`
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- * reads `assets/skills/trailer-craft.md`, because that file is the SOURCE OF TRUTH for trailer
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- * craft in two places at once — the skill scaffolded into a creator's project, and the monorepo's
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- * own `make-trailer` skill, which symlinks to the same file. Craft is the half of trailer guidance
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- * that is not about commands, so both readers need all of it and neither owns it; a second copy
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- * would drift the moment either was edited, and the drift is silent (both files still look like
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- * guidance). A shipped asset is the only shape that lets a symlink do the sharing.
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  */
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- import fs from 'node:fs';
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- import { fileURLToPath } from 'node:url';
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  import { describeSkillsDir } from './agent-targets.js';
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  /**
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  * `.kiro/steering/bitmagic.md` — Kiro's startup instructions, and the only per-agent extra file
@@ -85,10 +75,10 @@ See \`AGENTS.md\` at the project root for the guidance an agent should read befo
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  ${alsoWritten}
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  ## Which of these are yours
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- \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`choosing-asset-pipelines/\`,
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- \`checking-usage/\`, \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`,
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- \`publishing-a-game/\`, \`working-with-the-creator/\`, \`converting-unity-levels/\`,
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- \`building-levels-in-blender/\` — and this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
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+ \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`checking-usage/\`,
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+ \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`, \`publishing-a-game/\`,
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+ \`working-with-the-creator/\`, \`converting-unity-levels/\`, \`building-levels-in-blender/\` — and
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+ this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
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  describe what the CLI and the engine can do, so they have to stay current with both; edits to them
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  are lost on the next upgrade.
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@@ -97,7 +87,6 @@ are lost on the next upgrade.
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  | \`planning-a-game/\` | starting a game, a genre, or anything touching more than one gameplay feature — scoping the first playable slice and writing \`mechanics-plan.md\` |
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  | \`finding-engine-apis/\` | you need an engine API and do not know its name or signature, or \`bitmagic check\` cannot resolve a symbol |
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  | \`generating-assets/\` | the game needs a skybox, a background, a custom block type, sound, music, image, character, animation or vehicle |
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- | \`choosing-asset-pipelines/\` | deciding HOW to make something — which command, skill, file or free built-in fits a level, character, prop, vehicle, weapon, sky, block, image, animation, audio or cutscene need, roughly what it costs in sparks and minutes, and when to ask the creator before an expensive one |
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  | \`checking-usage/\` | asked what sparks were spent on, how much Pro allowance is left, or whether there is enough left to keep generating |
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  | \`judging-quality/\` | a milestone is done and the game deserves an independent quality verdict — \`bitmagic judge\` |
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  | \`theming-the-hud/\` | any ask about the game's LOOK — colors, fonts, rounder/sharper, outlines, glow, glossy, mobile-button styling |
@@ -116,14 +105,11 @@ in \`AGENTS.md\` — both are left alone.
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  * `<skills dir>/making-a-trailer/SKILL.md` — the whole trailer flow, and the craft that makes a
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  * cut watchable.
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  *
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- * Two kinds of knowledge live here on purpose, and they are split across two files. The FLOW
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- * (record → make → look → publish) is plain command routing an agent could read off \`--help\`,
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- * and it is what SKILL.md carries. The CRAFT — ordering, pacing, the five variety axes, the
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- * selection rules earlier trailer reviews paid for — is not derivable from any command, and
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- * without it the agent's "tuning" is random; it lives in \`references/trailer-craft.md\`
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- * (\`renderTrailerCraftReference\`) because it is longer than the flow and read once per trailer
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- * rather than once per command. The tuning table at the end is the part the creator actually
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- * experiences: a prompt in, a shots.json edit out, one command to see it.
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+ * Two kinds of knowledge live here on purpose. The FLOW (record → make → look → publish) is plain
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+ * command routing an agent could read off \`--help\`. The CRAFT — ordering, pacing, the five variety
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+ * axes, the selection rules the repo's own trailer reviews paid for — is not derivable from any
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+ * command, and without it the agent's "tuning" is random. The tuning table at the end is the part
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+ * the creator actually experiences: a prompt in, a shots.json edit out, one command to see it.
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  */
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  export function renderTrailerSkill() {
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  return `---
@@ -142,43 +128,19 @@ and running one command again.
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  1. **Have \`bitmagic dev\` running** (it is the sink the recorder streams frames to, and the HUD
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  replay for \`--ui\`). ffmpeg and Google Chrome must be installed; the commands say so if not.
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- 2. **Record — played footage, a fly-through, or both.** Decide this BEFORE you ask anyone to play:
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-
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- \`\`\`
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- bitmagic trailer record --seconds 60 # they play
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- bitmagic trailer record --flythrough trailer/flythrough.json # nobody plays
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- \`\`\`
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-
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- **Played footage** is the bulk of any trailer — it is the only thing that shows what the game
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- does. \`record\` opens Chrome on the dev view, waits for the creator to press Play, starts the
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- recorder for them, stops after 60 s (or when they press F9), and prints the recording directory.
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- Ask them to PLAY WELL — the trailer is only as good as the footage: overtakes, jumps, kills,
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- close calls, a finish. \`--seconds\` is wall-clock; the recording counts FRAMES at 60 fps, and the
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- game runs as fast as the machine encodes them — on a machine capturing at 30 fps, 60 s of play
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- becomes 30 s of footage (the command reports both). After stop the frames are extracted from the
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- capture; the command waits for that. Aim for about 3x the trailer length: a 30 s trailer wants
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- 90 s of footage, so \`--seconds 120\` or two sittings.
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-
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- **A fly-through needs nobody.** \`--flythrough\` clicks through the menu and Play itself, then
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- glides the camera along an authored path WHILE THE GAME RUNS — traffic drives, animations play,
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- physics ticks — and stops at the last marker. It is the whole trailer flow with no human in it,
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- so reach for it when the creator is not around, when you are working on your own, or when they
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- would rather not be filmed playing badly.
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-
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- **Offer it even when there IS gameplay.** A chase camera almost never gives you the two shots
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- the craft doc asks for by name — a composed cold open and one calm wide breath before the end —
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- and a fly-through costs the creator nothing. Record a short one as well and join the two:
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-
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- \`\`\`
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- bitmagic trailer merge <gameplay-dir> <flythrough-dir> --out <dir>
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- \`\`\`
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-
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- \`merge\` is how two sittings become one cuttable recording, and it does not care how the
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- footage was made — only that the runs share a resolution and post-processing state. So the cut
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- can pull an establishing shot from the fly-through and everything else from play.
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- Tell the creator the offer in one line ("I can also fly a camera through the level for the
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- opening shot — you don't have to do anything"), and write the path yourself from the level you
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- built: \`world.json\` has the coordinates.
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+ 2. **Record.** \`bitmagic trailer record --seconds 60\` opens Chrome on the dev view, waits for the
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+ creator to press Play, starts the recorder for them, stops after 60 s (or when they press F9),
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+ and prints the recording directory. Ask the creator to PLAY WELL — the trailer is only as good
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+ as the footage: overtakes, jumps, kills, close calls, a finish. \`--seconds\` is wall-clock; the
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+ recording counts FRAMES at 60 fps, and the game runs as fast as the machine encodes them — on a
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+ machine capturing at 30 fps, 60 s of play becomes 30 s of footage (the command reports both).
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+ After stop the frames are extracted from the capture; the command waits for that. Aim for
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+ footage of about 3x the trailer length: a 30 s trailer wants
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+ 90 s of footage, so \`--seconds 120\` or two sittings. Two sittings?
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+ \`bitmagic trailer merge <dirA> <dirB> --out <dir>\`.
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+ No human available: author \`trailer/flythrough.json\` (below) and
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+ \`bitmagic trailer record --flythrough trailer/flythrough.json\` records a camera path with
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+ nobody playing — scenery trailers, world reveals.
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  3. **Make.** \`bitmagic trailer make --music-prompt "<style that fits the game>" --title "<name>"\`
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  analyzes the recording, generates a music bed (sparks — say so to the creator; \`--music <file>\`
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  uses their own track, \`--no-music\` skips it), writes a first cut to \`trailer/shots.json\`,
@@ -201,7 +163,7 @@ cut before delivering.
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  | File | What it is |
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  |---|---|
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  | \`trailer/shots.json\` | **The cut.** Committed. Your edits live here; \`make\` re-cuts from it every run. |
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- | \`trailer/flythrough.json\` | A camera path you author. Committed. Records with nobody playing — the whole trailer, or just the opening shot. |
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+ | \`trailer/flythrough.json\` | Optional camera path for a no-human recording. |
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  | \`.bitmagic/trailer/recordings/<name>/\` | A recording: \`<name>_%06d.png\` at 60 fps + \`timeline.json\` (events, sounds, HUD). |
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  | \`.bitmagic/trailer/<name>/analysis.json\` | Scored highlight windows: \`startFrame\`, \`endFrame\`, \`score\`, event digests (\`"f3121 explosion i0.9"\`), \`sheet\`. |
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  | \`.bitmagic/trailer/<name>/sheets/\` | Contact sheets, one per window — read these. |
@@ -238,26 +200,46 @@ seconds or \`"last-clip"\` for the end card. \`bitmagic trailer cut\` turns this
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  Positions are world units (\`engine/agent-docs/coordinate-system.md\`); \`timestamp\` is seconds,
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  ascending from 0; \`lookAt\` (or an Euler \`rotation\`) per marker. The camera glides through the
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- markers and the recording stops at the last one (600 s is the ceiling).
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-
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- You write this file — take the coordinates from the level you built, in \`world.json\`. Aim the
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- first marker at whatever makes the game recognisable, keep the camera moving slowly and in one
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- direction per leg (a drifting push or a slow arc reads as deliberate; a whip-pan reads as a
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- mistake), and give each leg several seconds. Six markers over 20 s is plenty for the two or three
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- shots a cut will actually use — you are recording candidate footage, not the trailer.
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-
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- ## Craft — read \`references/trailer-craft.md\` before touching the cut
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-
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- Everything about WHICH moments and in what order lives in
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- \`references/trailer-craft.md\`, next to this file: the Genre → Hook → Anchors → Content ordering,
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- laying the timeline out as a skeleton before hunting footage, pacing and shot length, the five
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- variety axes, the rules for on-screen text, a section-by-section structure template, and the
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- selection rules earlier trailers already paid for (never slow motion; a high \`impactSpeed\` is
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- usually a car dead against a wall; low speed can BE the drama; menus need \`"ui": false\`).
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-
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- Read it in full the first time you cut a trailer for this game. The tool finds candidate windows
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- and snaps cuts to the beat — it has no opinion about any of the above, so without that file your
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- "tuning" is random.
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+ markers and the recording stops at the last one.
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+
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+ ## Craft — read before touching the cut
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+
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+ **Order: Genre → Hook → Anchors → Content.** The first 1–2 shots must say what kind of game this
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+ is. The hook — the thing only this game has — lands inside the first third. The middle holds the
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+ anchors people expect from the genre; breadth (levels, modes) comes last.
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+
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+ **Skeleton first, footage last.** Cold open → introduction → escalation → climax → one breath →
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+ end card. Reserve the end card (2–3 s, one card) before anything else, then find the ONE clip
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+ that proves each beat — not "fifteen great clips", which drifts toward sameness.
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+
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+ **Pacing.** Shots run 1.5–3 s for arcade action, with a few longer holds where one continuous
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+ action is the payoff. Vary lengths (2, 3, 4, 6 beats); do not cut on every beat — let a musical
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+ hit land on an in-clip impact sometimes. Build to a peak, then a calmer wider shot, then build
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+ again. 30–45 s total. More cutting is not better editing: if one take shows the whole stunt,
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+ keep the take.
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+
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+ **Variety, five axes** — audit the labels in shots.json top to bottom, repetition shows in text
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+ before you ever re-watch: content (different actions, escalate rather than repeat), composition
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+ (camera distance and framing), energy (intense vs quiet), pacing (section tempo), shot length.
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+ **Rule of three**: never more than three similar things in a row, and max three of any shot
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+ type in the whole cut.
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+
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+ **Text.** End card only, unless the footage cannot say it. ≤ 6 words, evocative verbs, sounds
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+ like this game and no other. Banned: quantities ("5 unique levels"), genre stacks, verb lists
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+ ("Race! Drift! Win!"), stock phrases ("Get ready…", "…like never before"). Cards get their own
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+ beat — never over action.
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+
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+ ## Selection rules this project already paid for
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+
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+ - **Never slow motion.** On gameplay footage it reads as a low framerate. \`speed\` is 1.0.
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+ - **Numbers are not interest.** A high \`impactSpeed\` is often a car dead against a wall — the
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+ worst clip. A crash earns its slot only if things visibly break and motion continues.
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+ - **Low speed can BE the drama.** Wheelspin recoveries, plowing back onto the track, being
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+ overtaken while struggling — often the best clips, and they score near zero.
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+ - **"Some shots of X" means a few.** One standing start is an opener; five is a broken trailer.
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+ - **Menu and selection screens need \`"ui": false\`** — the HUD replay paints the race HUD over them.
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+ - **Verify on pixels.** Sheets and stills, every candidate. Then render — iterating is minutes and
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+ revisions are kept, so render rather than debate.
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  ## Tuning from prompts
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@@ -272,8 +254,6 @@ The creator talks; you edit \`trailer/shots.json\`, run \`bitmagic trailer make\
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  | "show the menu / the map / the start" | add ONE shot from the recording's opening with \`"ui": false\` |
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  | "put the title at the end" / "change the tagline" | \`titles: [{ "at": "last-clip", "text": "…", "sub": "…", "style": "card" }]\` |
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  | "add a title at the start" | a \`title\`-style cue at \`at: 0\` for ~2.5 s, and make the first shot calm enough to read over |
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- | "show more of the world / the level", "a wider shot", "an establishing shot" | record a fly-through, \`merge\` it with the gameplay recording, and take the cold open (and the breath) from it |
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- | "I can't play right now", "you do it", nobody available | \`record --flythrough\` — it clicks Play itself and needs no one |
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  | "different music", "more epic / chill" | \`--music-prompt\` with the new direction (spends sparks), or \`--music <file>\`; shots keep their beat counts and re-snap |
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  | "no HUD" / "show the HUD" | drop or add \`--ui\` (per shot: \`"ui": false\`) |
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  | "the HUD stutters" / "smoother HUD" | raise \`--ui-keyframe-rate\` on \`make\` or \`render\` (default 30/s; 0 = every change) |
@@ -285,25 +265,6 @@ Then: **quota check** the labels (rule of three, one standing start), render, ex
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  from the changed region, compare with the previous \`-rN\`, deliver the URL.
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  `;
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  }
288
- /**
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- * `<skills dir>/making-a-trailer/references/trailer-craft.md` — the only shipped skill file that is
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- * read from disk rather than written as a template literal.
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- *
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- * It is a shipped asset (`assets/skills/`, listed in package.json's `files`) because two skills
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- * need the same bytes: this one, and the monorepo's own `.claude/skills/make-trailer/`, whose copy
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- * is a SYMLINK to the asset. Trailer craft is editing knowledge — it says nothing about the CLI, so
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- * neither reader owns it and neither can be given an abridgement without going stale against the
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- * other. The same reasoning as the repo's `.agents/skills -> ../.claude/skills` link: a link is not
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- * a copy, so there is nothing to keep in step and no check to forget to run.
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- *
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- * Resolved from this module's own location the way `defaultTitleFont` resolves the bundled font:
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- * `../../assets/` is the same hop from `src/scaffold/` and from `dist/scaffold/`, so it works run
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- * from source and from an installed package alike.
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- */
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- export function renderTrailerCraftReference() {
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- const source = fileURLToPath(new URL('../../assets/skills/trailer-craft.md', import.meta.url));
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- return fs.readFileSync(source, 'utf-8');
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- }
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  /**
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  * `<skills dir>/publishing-a-game/SKILL.md` — the whole ship-it path, and every way it refuses.
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  *
@@ -1 +1 @@
1
- {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,OAAO,EAAE,MAAM,SAAS,CAAC;AACzB,OAAO,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AAEzC,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAGvD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;CAkBR,CAAC;AACF,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAAC,EAAE,SAAS,EAAE,SAAS,EAAsB;IAC7E,2FAA2F;IAC3F,6EAA6E;IAC7E,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC;IAC7F,6FAA6F;IAC7F,0EAA0E;IAC1E,MAAM,WAAW,GACf,QAAQ,CAAC,MAAM,KAAK,CAAC;QACnB,CAAC,CAAC,EAAE;QACJ,CAAC,CAAC,8FAA8F;YAC9F,mEAAmE;YACnE,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YAC5C,iFAAiF,CAAC;IAExF,OAAO;;sBAEa,SAAS,SAAS,iBAAiB,CAAC,SAAS,CAAC;;;EAGlE,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6JR,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;;;GAcG;AACH,MAAM,UAAU,2BAA2B;IACzC,MAAM,MAAM,GAAG,aAAa,CAAC,IAAI,GAAG,CAAC,sCAAsC,EAAE,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IAC/F,OAAO,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;AAC1C,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+HR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
1
+ {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAGvD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;CAkBR,CAAC;AACF,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAAC,EAAE,SAAS,EAAE,SAAS,EAAsB;IAC7E,2FAA2F;IAC3F,6EAA6E;IAC7E,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC;IAC7F,6FAA6F;IAC7F,0EAA0E;IAC1E,MAAM,WAAW,GACf,QAAQ,CAAC,MAAM,KAAK,CAAC;QACnB,CAAC,CAAC,EAAE;QACJ,CAAC,CAAC,8FAA8F;YAC9F,mEAAmE;YACnE,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YAC5C,iFAAiF,CAAC;IAExF,OAAO;;sBAEa,SAAS,SAAS,iBAAiB,CAAC,SAAS,CAAC;;;EAGlE,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuJR,CAAC;AACF,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+HR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
@@ -40,9 +40,8 @@ export declare function creatorPromptField(override?: unknown): {
40
40
  /** `body` plus the creator's own words, when the flag was given and telemetry is on. */
41
41
  export declare function withParent(body: Record<string, unknown>): Record<string, unknown>;
42
42
  /**
43
- * The creator's ask as an opaque, stable dedupe key — what a game's "Built with N prompts" is
44
- * counted on, so the COUNT never depends on storing anybody's words. (The beacon also carries the
45
- * words themselves in {@link creatorAskText}, for a channel that shows them and stores nothing.)
43
+ * The creator's ask as an opaque, stable dedupe key — what the command beacon sends so
44
+ * api-server can count "prompts this game was built with" without ever being told the text.
46
45
  *
47
46
  * The CLI is the ONLY producer of this value. api-server stores it and compares it to other
48
47
  * values from this same function; it never recomputes one from text, so the two sides cannot
@@ -57,18 +56,3 @@ export declare function withParent(body: Record<string, unknown>): Record<string
57
56
  * `--original-prompt` produces — the count is a floor, never an overcount.
58
57
  */
59
58
  export declare function creatorAskDigest(override?: unknown): string | undefined;
60
- /**
61
- * The creator's ask as TEXT, bounded for a wire that has a body limit.
62
- *
63
- * The beacon carries this so the live-prompts Slack channel can show what an
64
- * agent is being asked for on the commands that send no prompt anywhere else —
65
- * `build`, `verify`, `dev`, `reload`, `publish` — which are most of what
66
- * building a GDK project consists of. api-server posts it and never stores it:
67
- * the count still runs on {@link creatorAskDigest}, and no prompt text reaches
68
- * Postgres.
69
- *
70
- * Capped by the same rule the digest hashes under, so the two always describe
71
- * the same words. `DO_NOT_TRACK` drops it upstream in `beginCommand`, like
72
- * every other field here.
73
- */
74
- export declare function creatorAskText(override?: unknown): string | undefined;
@@ -52,9 +52,8 @@ export function withParent(body) {
52
52
  return 'creatorPrompt' in field ? { ...body, ...field } : body;
53
53
  }
54
54
  /**
55
- * The creator's ask as an opaque, stable dedupe key — what a game's "Built with N prompts" is
56
- * counted on, so the COUNT never depends on storing anybody's words. (The beacon also carries the
57
- * words themselves in {@link creatorAskText}, for a channel that shows them and stores nothing.)
55
+ * The creator's ask as an opaque, stable dedupe key — what the command beacon sends so
56
+ * api-server can count "prompts this game was built with" without ever being told the text.
58
57
  *
59
58
  * The CLI is the ONLY producer of this value. api-server stores it and compares it to other
60
59
  * values from this same function; it never recomputes one from text, so the two sides cannot
@@ -69,29 +68,9 @@ export function withParent(body) {
69
68
  * `--original-prompt` produces — the count is a floor, never an overcount.
70
69
  */
71
70
  export function creatorAskDigest(override) {
72
- const text = creatorAskText(override);
73
- if (text === undefined)
74
- return undefined;
75
- return createHash('sha256').update(text).digest('hex').slice(0, 16);
76
- }
77
- /**
78
- * The creator's ask as TEXT, bounded for a wire that has a body limit.
79
- *
80
- * The beacon carries this so the live-prompts Slack channel can show what an
81
- * agent is being asked for on the commands that send no prompt anywhere else —
82
- * `build`, `verify`, `dev`, `reload`, `publish` — which are most of what
83
- * building a GDK project consists of. api-server posts it and never stores it:
84
- * the count still runs on {@link creatorAskDigest}, and no prompt text reaches
85
- * Postgres.
86
- *
87
- * Capped by the same rule the digest hashes under, so the two always describe
88
- * the same words. `DO_NOT_TRACK` drops it upstream in `beginCommand`, like
89
- * every other field here.
90
- */
91
- export function creatorAskText(override) {
92
71
  const field = creatorPromptField(override);
93
72
  if (!('creatorPrompt' in field))
94
73
  return undefined;
95
- return field.creatorPrompt.slice(0, MAX_ASK_CHARS);
74
+ return createHash('sha256').update(field.creatorPrompt.slice(0, MAX_ASK_CHARS)).digest('hex').slice(0, 16);
96
75
  }
97
76
  //# sourceMappingURL=creator-prompt.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"creator-prompt.js","sourceRoot":"","sources":["../../src/telemetry/creator-prompt.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,aAAa,CAAC;AACzC,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD,sGAAsG;AACtG,MAAM,aAAa,GAAG,IAAI,CAAC;AAE3B,MAAM,CAAC,MAAM,oBAAoB,GAAG;IAClC,IAAI,EAAE,QAAQ;IACd,WAAW,EAAE,oFAAoF;UAC7F,iEAAiE;CAC7D,CAAC;AAEX;;;;;;;;;GASG;AACH,MAAM,UAAU,kBAAkB,CAAC,QAAkB;IACnD,MAAM,KAAK,GAAG,QAAQ,IAAI,cAAc,EAAE,EAAE,aAAa,CAAC;IAC1D,oFAAoF;IACpF,OAAO,OAAO,KAAK,KAAK,QAAQ,IAAI,KAAK,CAAC,IAAI,EAAE,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,aAAa,EAAE,KAAK,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACrG,CAAC;AAED,wFAAwF;AACxF,MAAM,UAAU,UAAU,CAAC,IAA6B;IACtD,MAAM,KAAK,GAAG,kBAAkB,EAAE,CAAC;IACnC,gGAAgG;IAChG,8FAA8F;IAC9F,OAAO,eAAe,IAAI,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,EAAE,GAAG,KAAK,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;AACjE,CAAC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,gBAAgB,CAAC,QAAkB;IACjD,MAAM,IAAI,GAAG,cAAc,CAAC,QAAQ,CAAC,CAAC;IACtC,IAAI,IAAI,KAAK,SAAS;QAAE,OAAO,SAAS,CAAC;IACzC,OAAO,UAAU,CAAC,QAAQ,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;AACtE,CAAC;AAED;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,cAAc,CAAC,QAAkB;IAC/C,MAAM,KAAK,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC;IAC3C,IAAI,CAAC,CAAC,eAAe,IAAI,KAAK,CAAC;QAAE,OAAO,SAAS,CAAC;IAClD,OAAO,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC;AACrD,CAAC"}
1
+ {"version":3,"file":"creator-prompt.js","sourceRoot":"","sources":["../../src/telemetry/creator-prompt.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,aAAa,CAAC;AACzC,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAC;AAEtD,sGAAsG;AACtG,MAAM,aAAa,GAAG,IAAI,CAAC;AAE3B,MAAM,CAAC,MAAM,oBAAoB,GAAG;IAClC,IAAI,EAAE,QAAQ;IACd,WAAW,EAAE,oFAAoF;UAC7F,iEAAiE;CAC7D,CAAC;AAEX;;;;;;;;;GASG;AACH,MAAM,UAAU,kBAAkB,CAAC,QAAkB;IACnD,MAAM,KAAK,GAAG,QAAQ,IAAI,cAAc,EAAE,EAAE,aAAa,CAAC;IAC1D,oFAAoF;IACpF,OAAO,OAAO,KAAK,KAAK,QAAQ,IAAI,KAAK,CAAC,IAAI,EAAE,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,aAAa,EAAE,KAAK,CAAC,IAAI,EAAE,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;AACrG,CAAC;AAED,wFAAwF;AACxF,MAAM,UAAU,UAAU,CAAC,IAA6B;IACtD,MAAM,KAAK,GAAG,kBAAkB,EAAE,CAAC;IACnC,gGAAgG;IAChG,8FAA8F;IAC9F,OAAO,eAAe,IAAI,KAAK,CAAC,CAAC,CAAC,EAAE,GAAG,IAAI,EAAE,GAAG,KAAK,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;AACjE,CAAC;AAED;;;;;;;;;;;;;;;GAeG;AACH,MAAM,UAAU,gBAAgB,CAAC,QAAkB;IACjD,MAAM,KAAK,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC;IAC3C,IAAI,CAAC,CAAC,eAAe,IAAI,KAAK,CAAC;QAAE,OAAO,SAAS,CAAC;IAClD,OAAO,UAAU,CAAC,QAAQ,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC,EAAE,aAAa,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,KAAK,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC;AAC7G,CAAC"}
@@ -16,19 +16,11 @@
16
16
  * bounded to {@link REPORT_TIMEOUT_MS} per request so a finished command is
17
17
  * never held open by a sulking network (the same reasoning as
18
18
  * update/check.ts). It never prints.
19
- * 2. Its ANALYTICS are categories, never messages: the command name, ok/failed,
20
- * the exit code, a `CliError.code`, and a duration. A message can name a
21
- * path; that does not belong in an analytics event. The game id keeps the
22
- * rule (it is an id we minted) and so does the ask DIGEST (opaque by
23
- * construction), and neither reaches GA4.
24
- *
25
- * `creatorPrompt` is the one field that carries words, and it is not
26
- * analytics: api-server posts it to an internal Slack channel and stores it
27
- * nowhere — not GA4, not Postgres, not BigQuery. It is here because the
28
- * commands that send prompt text to a route are the generators, and an
29
- * agent building a GDK project spends most of its commands on the offline
30
- * ones. `DO_NOT_TRACK` drops it with everything else. See
31
- * {@link CommandProvenance}.
19
+ * 2. It sends categories, never messages: the command name, ok/failed, the
20
+ * exit code, a `CliError.code`, and a duration. A message can name a path;
21
+ * that does not belong in an analytics event. The two later additions keep
22
+ * the rule: the project's game id is an id we minted, and the creator's ask
23
+ * travels as an opaque DIGEST, never its words. See {@link CommandProvenance}.
32
24
  * 3. It is authenticated with the creator's own token, so the server can key
33
25
  * the event to the account and look up their real Pro state. No token, no
34
26
  * report — an anonymous beacon would be a spammable endpoint for nothing.
@@ -40,7 +32,7 @@ import { resolveAuth0ClientId } from '../config/environments.js';
40
32
  import { getAccessToken } from '../auth/session.js';
41
33
  import { readProjectGameIdOrNull } from '../project/context.js';
42
34
  import { apiServerHeaders } from './request-headers.js';
43
- import { creatorAskDigest, creatorAskText } from './creator-prompt.js';
35
+ import { creatorAskDigest } from './creator-prompt.js';
44
36
  import { currentCommand, isTelemetryDisabled } from './command-context.js';
45
37
  // Re-exported because this is where the opt-out is enforced for a report that is already
46
38
  // under way; `beginCommand` consults the same predicate to skip collecting anything at all.
@@ -93,28 +85,21 @@ function defaultDeps() {
93
85
  return { fetch: globalThis.fetch, env: process.env };
94
86
  }
95
87
  /**
96
- * The game and the ask, when this command has either. Keys are omitted rather than sent as null:
97
- * api-server validates the body strictly, and an absent key is how "nothing to say" is spelled
98
- * everywhere else on this wire.
99
- *
100
- * Nothing is present unless the command declared `--original-prompt` AND the agent passed it —
101
- * `creatorAskDigest` reads the value `beginCommand` captured, which is also where `DO_NOT_TRACK`
102
- * already dropped it.
88
+ * The game and the ask, when this command has either. Both keys are omitted rather than sent as
89
+ * null: api-server validates the body strictly, and an absent key is how "nothing to say" is
90
+ * spelled everywhere else on this wire.
103
91
  *
104
- * `gameId` and `askDigest` are only sent TOGETHER: a digest with no game cannot be counted, and a
105
- * game with no digest is not an ask. `creatorPrompt` is independent of that pair, because the
106
- * channel it feeds wants the ask from a command run before a game exists just as much — the pair
107
- * is about counting, and counting needs a game to count against.
92
+ * The digest is only ever present when the command declared `--original-prompt` AND the agent
93
+ * passed it — `creatorAskDigest` reads the value `beginCommand` captured, which is also where
94
+ * `DO_NOT_TRACK` already dropped it. The pair is only sent together: a digest with no game
95
+ * cannot be counted, and a game with no digest is not an ask.
108
96
  */
109
97
  function provenance(deps) {
110
- const creatorPrompt = creatorAskText();
111
- if (creatorPrompt === undefined)
98
+ const askDigest = creatorAskDigest();
99
+ if (askDigest === undefined)
112
100
  return {};
113
101
  const gameId = readProjectGameIdOrNull(deps.cwd);
114
- const askDigest = creatorAskDigest();
115
- if (gameId === undefined || askDigest === undefined)
116
- return { creatorPrompt };
117
- return { creatorPrompt, gameId, askDigest };
102
+ return gameId === undefined ? {} : { gameId, askDigest };
118
103
  }
119
104
  /**
120
105
  * Report the running command's `report` to api-server. Resolves when the report
@@ -1 +1 @@
1
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@bitmagic/cli",
3
- "version": "0.1.65-dev.19",
3
+ "version": "0.1.65-dev.2",
4
4
  "description": "Build Bitmagic games from your own agent tool",
5
5
  "license": "SEE LICENSE IN LICENSE.md",
6
6
  "author": "Bitmagic Oy",
@@ -25,9 +25,9 @@
25
25
  "playwright-core": "^1.59.1",
26
26
  "tar": "^7.4.3",
27
27
  "ws": "^8.21.3",
28
- "@bitmagic/asset-core": "0.2.20-dev.19",
29
- "@bitmagic/animation-forger": "0.1.20-dev.19",
30
- "@bitmagic/world-forger": "0.1.25-dev.19"
28
+ "@bitmagic/animation-forger": "0.1.20-dev.2",
29
+ "@bitmagic/world-forger": "0.1.25-dev.2",
30
+ "@bitmagic/asset-core": "0.2.20-dev.2"
31
31
  },
32
32
  "devDependencies": {
33
33
  "@eslint/js": "^9.38.0",