@bitmagic/cli 0.1.83-dev.1 → 0.1.83-dev.3

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Files changed (206) hide show
  1. package/README.md +69 -0
  2. package/assets/skills/publishing-to-steam/SKILL.md +218 -0
  3. package/dist/assets/vxl-summary.d.ts +6 -20
  4. package/dist/assets/vxl-summary.js +9 -100
  5. package/dist/assets/vxl-summary.js.map +1 -1
  6. package/dist/cli.d.ts +1 -0
  7. package/dist/cli.js +2 -0
  8. package/dist/cli.js.map +1 -1
  9. package/dist/commands/check.js +5 -0
  10. package/dist/commands/check.js.map +1 -1
  11. package/dist/commands/forge.js +1 -1
  12. package/dist/commands/forge.js.map +1 -1
  13. package/dist/commands/ios.js +88 -136
  14. package/dist/commands/ios.js.map +1 -1
  15. package/dist/commands/steam-build.d.ts +67 -0
  16. package/dist/commands/steam-build.js +286 -0
  17. package/dist/commands/steam-build.js.map +1 -0
  18. package/dist/commands/steam-portal.d.ts +1 -0
  19. package/dist/commands/steam-portal.js +319 -0
  20. package/dist/commands/steam-portal.js.map +1 -0
  21. package/dist/commands/steam-upload.d.ts +37 -0
  22. package/dist/commands/steam-upload.js +174 -0
  23. package/dist/commands/steam-upload.js.map +1 -0
  24. package/dist/commands/steam.d.ts +1 -0
  25. package/dist/commands/steam.js +504 -0
  26. package/dist/commands/steam.js.map +1 -0
  27. package/dist/commands/verify.js +6 -0
  28. package/dist/commands/verify.js.map +1 -1
  29. package/dist/editor/asset-viewer.js +5 -4
  30. package/dist/editor/asset-viewer.js.map +1 -1
  31. package/dist/editor/server.js +1 -1
  32. package/dist/editor/server.js.map +1 -1
  33. package/dist/editor/shell-page.js +3 -3
  34. package/dist/forge/browser-host.d.ts +1 -1
  35. package/dist/forge/browser-host.js +1 -1
  36. package/dist/forge/browser-host.js.map +1 -1
  37. package/dist/ios/native-overrides.d.ts +27 -0
  38. package/dist/ios/native-overrides.js +87 -0
  39. package/dist/ios/native-overrides.js.map +1 -0
  40. package/dist/ios/record-validate.d.ts +1 -33
  41. package/dist/ios/record-validate.js +2 -100
  42. package/dist/ios/record-validate.js.map +1 -1
  43. package/dist/ios/store-bridge.d.ts +26 -0
  44. package/dist/ios/store-bridge.js +224 -0
  45. package/dist/ios/store-bridge.js.map +1 -0
  46. package/dist/ios/storekit-config.d.ts +15 -0
  47. package/dist/ios/storekit-config.js +106 -0
  48. package/dist/ios/storekit-config.js.map +1 -0
  49. package/dist/ios/xcode-template.d.ts +12 -3
  50. package/dist/ios/xcode-template.js +158 -27
  51. package/dist/ios/xcode-template.js.map +1 -1
  52. package/dist/package/collect-urls.d.ts +1 -1
  53. package/dist/package/collect-urls.js +10 -2
  54. package/dist/package/collect-urls.js.map +1 -1
  55. package/dist/package/offline-payload.d.ts +35 -0
  56. package/dist/package/offline-payload.js +142 -0
  57. package/dist/package/offline-payload.js.map +1 -0
  58. package/dist/package/packaged-check.d.ts +39 -0
  59. package/dist/package/packaged-check.js +104 -0
  60. package/dist/package/packaged-check.js.map +1 -0
  61. package/dist/package/transform.d.ts +4 -4
  62. package/dist/package/transform.js +3 -3
  63. package/dist/project/published-three.d.ts +14 -0
  64. package/dist/project/published-three.js +91 -0
  65. package/dist/project/published-three.js.map +1 -0
  66. package/dist/publish/bundle.js +6 -0
  67. package/dist/publish/bundle.js.map +1 -1
  68. package/dist/scaffold/project-files.js +7 -4
  69. package/dist/scaffold/project-files.js.map +1 -1
  70. package/dist/scaffold/project.js +2 -0
  71. package/dist/scaffold/project.js.map +1 -1
  72. package/dist/scaffold/skill-files.js +3 -1
  73. package/dist/scaffold/skill-files.js.map +1 -1
  74. package/dist/scaffold/steam-skill-files.d.ts +2 -0
  75. package/dist/scaffold/steam-skill-files.js +7 -0
  76. package/dist/scaffold/steam-skill-files.js.map +1 -0
  77. package/dist/steam/art-generate.d.ts +55 -0
  78. package/dist/steam/art-generate.js +174 -0
  79. package/dist/steam/art-generate.js.map +1 -0
  80. package/dist/steam/art-render.d.ts +25 -0
  81. package/dist/steam/art-render.js +157 -0
  82. package/dist/steam/art-render.js.map +1 -0
  83. package/dist/steam/art-use.d.ts +20 -0
  84. package/dist/steam/art-use.js +84 -0
  85. package/dist/steam/art-use.js.map +1 -0
  86. package/dist/steam/art.d.ts +98 -0
  87. package/dist/steam/art.js +243 -0
  88. package/dist/steam/art.js.map +1 -0
  89. package/dist/steam/check.d.ts +21 -0
  90. package/dist/steam/check.js +113 -0
  91. package/dist/steam/check.js.map +1 -0
  92. package/dist/steam/config.d.ts +57 -0
  93. package/dist/steam/config.js +145 -0
  94. package/dist/steam/config.js.map +1 -0
  95. package/dist/steam/electron-cache.d.ts +11 -0
  96. package/dist/steam/electron-cache.js +105 -0
  97. package/dist/steam/electron-cache.js.map +1 -0
  98. package/dist/steam/fuses.d.ts +16 -0
  99. package/dist/steam/fuses.js +75 -0
  100. package/dist/steam/fuses.js.map +1 -0
  101. package/dist/steam/icon-files.d.ts +16 -0
  102. package/dist/steam/icon-files.js +70 -0
  103. package/dist/steam/icon-files.js.map +1 -0
  104. package/dist/steam/image-info.d.ts +16 -0
  105. package/dist/steam/image-info.js +89 -0
  106. package/dist/steam/image-info.js.map +1 -0
  107. package/dist/steam/launch-check.d.ts +12 -0
  108. package/dist/steam/launch-check.js +101 -0
  109. package/dist/steam/launch-check.js.map +1 -0
  110. package/dist/steam/media.d.ts +48 -0
  111. package/dist/steam/media.js +155 -0
  112. package/dist/steam/media.js.map +1 -0
  113. package/dist/steam/package-macos.d.ts +52 -0
  114. package/dist/steam/package-macos.js +268 -0
  115. package/dist/steam/package-macos.js.map +1 -0
  116. package/dist/steam/package-windows.d.ts +23 -0
  117. package/dist/steam/package-windows.js +83 -0
  118. package/dist/steam/package-windows.js.map +1 -0
  119. package/dist/steam/paths.d.ts +35 -0
  120. package/dist/steam/paths.js +44 -0
  121. package/dist/steam/paths.js.map +1 -0
  122. package/dist/steam/playtest-shots.d.ts +18 -0
  123. package/dist/steam/playtest-shots.js +83 -0
  124. package/dist/steam/playtest-shots.js.map +1 -0
  125. package/dist/steam/portal-recipes.d.ts +25 -0
  126. package/dist/steam/portal-recipes.js +61 -0
  127. package/dist/steam/portal-recipes.js.map +1 -0
  128. package/dist/steam/portal.d.ts +58 -0
  129. package/dist/steam/portal.js +340 -0
  130. package/dist/steam/portal.js.map +1 -0
  131. package/dist/steam/raster.d.ts +58 -0
  132. package/dist/steam/raster.js +285 -0
  133. package/dist/steam/raster.js.map +1 -0
  134. package/dist/steam/shell-files.d.ts +17 -0
  135. package/dist/steam/shell-files.js +268 -0
  136. package/dist/steam/shell-files.js.map +1 -0
  137. package/dist/steam/specs.d.ts +61 -0
  138. package/dist/steam/specs.js +103 -0
  139. package/dist/steam/specs.js.map +1 -0
  140. package/dist/steam/steampipe.d.ts +46 -0
  141. package/dist/steam/steampipe.js +170 -0
  142. package/dist/steam/steampipe.js.map +1 -0
  143. package/dist/steam/store-copy.d.ts +88 -0
  144. package/dist/steam/store-copy.js +214 -0
  145. package/dist/steam/store-copy.js.map +1 -0
  146. package/dist/steam/tags.d.ts +9 -0
  147. package/dist/steam/tags.js +52 -0
  148. package/dist/steam/tags.js.map +1 -0
  149. package/dist/steam/trailer.d.ts +34 -0
  150. package/dist/steam/trailer.js +141 -0
  151. package/dist/steam/trailer.js.map +1 -0
  152. package/dist/theme/kernel.d.ts +14 -0
  153. package/dist/theme/kernel.js +15 -0
  154. package/dist/theme/kernel.js.map +1 -0
  155. package/dist/theme/theme-io.js +11 -16
  156. package/dist/theme/theme-io.js.map +1 -1
  157. package/dist/vendor/hud-theme/catalog.js +71 -0
  158. package/dist/vendor/hud-theme/engine/hud/ThemeTokens.js +115 -0
  159. package/dist/{theme/theme-color-math.js → vendor/hud-theme/engine/hud/colorMath.js} +13 -14
  160. package/dist/vendor/hud-theme/engine/hud/decorations.js +179 -0
  161. package/dist/vendor/hud-theme/engine/hud/fonts.js +147 -0
  162. package/dist/vendor/hud-theme/engine/hud/presets.js +80 -0
  163. package/dist/vendor/hud-theme/engine/hud/resolveWorldTheme.js +66 -0
  164. package/dist/vendor/hud-theme/engine/hud/themes/bitmagic.js +29 -0
  165. package/dist/vendor/hud-theme/engine/hud/themes/nexus.js +69 -0
  166. package/dist/vendor/hud-theme/engine/hud/themes/racing.js +57 -0
  167. package/dist/vendor/hud-theme/engine/hud/themes/rift-raider.js +63 -0
  168. package/dist/vendor/hud-theme/engine/hud/themes/simulator.js +55 -0
  169. package/dist/vendor/hud-theme/engine/hud/themes/village-keep.js +108 -0
  170. package/dist/vendor/hud-theme/engine/hud/validateTheme.js +535 -0
  171. package/dist/vendor/hud-theme/index.js +26 -0
  172. package/dist/{theme/theme-merge.js → vendor/hud-theme/merge.js} +0 -1
  173. package/dist/{theme/theme-report.js → vendor/hud-theme/report.js} +8 -9
  174. package/dist/{theme/theme-stored.js → vendor/hud-theme/stored.js} +6 -9
  175. package/dist/{theme/theme-validate.js → vendor/hud-theme/validate-strict.js} +102 -164
  176. package/dist/verify/browser.d.ts +11 -0
  177. package/dist/verify/browser.js +222 -155
  178. package/dist/verify/browser.js.map +1 -1
  179. package/dist/verify/categories.d.ts +1 -1
  180. package/dist/verify/categories.js +1 -0
  181. package/dist/verify/categories.js.map +1 -1
  182. package/dist/verify/classify.d.ts +14 -2
  183. package/dist/verify/classify.js +23 -4
  184. package/dist/verify/classify.js.map +1 -1
  185. package/dist/verify/hud-theme.d.ts +19 -14
  186. package/dist/verify/hud-theme.js +23 -17
  187. package/dist/verify/hud-theme.js.map +1 -1
  188. package/dist/verify/mobile-parity.d.ts +1 -1
  189. package/dist/verify/mobile-parity.js +1 -1
  190. package/dist/verify/start.d.ts +3 -2
  191. package/dist/verify/start.js +1 -1
  192. package/dist/verify/start.js.map +1 -1
  193. package/package.json +8 -6
  194. package/dist/theme/hud-theme-catalog.d.ts +0 -235
  195. package/dist/theme/hud-theme-catalog.js +0 -389
  196. package/dist/theme/hud-theme-catalog.js.map +0 -1
  197. package/dist/theme/theme-color-math.d.ts +0 -21
  198. package/dist/theme/theme-color-math.js.map +0 -1
  199. package/dist/theme/theme-merge.d.ts +0 -36
  200. package/dist/theme/theme-merge.js.map +0 -1
  201. package/dist/theme/theme-report.d.ts +0 -28
  202. package/dist/theme/theme-report.js.map +0 -1
  203. package/dist/theme/theme-stored.d.ts +0 -21
  204. package/dist/theme/theme-stored.js.map +0 -1
  205. package/dist/theme/theme-validate.d.ts +0 -41
  206. package/dist/theme/theme-validate.js.map +0 -1
package/README.md CHANGED
@@ -229,6 +229,8 @@ browser reloads itself on every change and the assets panel shows each generatio
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  | `bitmagic tools <list\|path\|install> [bundle]` | The script bundles the CLI ships for skills that drive Blender, Python or Node (`blender-level`, `unity-import`, `metahuman`): what they are, where this install keeps them, and `install` to copy one into the project's `tools/`. Local, no network, no sparks. |
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  | `bitmagic event <setup\|claude\|codex\|status\|env\|clear> ...` | **Sponsored events only.** `setup --key sk-…` stores the API key from your event card and checks it works; `claude` / `codex` start that agent pointed at the event endpoint; `status` shows what is left of your budget. Nothing you own is modified: Claude Code is configured purely through the environment of the process it starts, and Codex gets a separate profile of ours (your `~/.codex/config.toml` is untouched and still applies when you run `codex` yourself). `clear` removes both. `env` prints the variables for wiring an agent up by hand, in your shell's syntax (`--shell posix\|powershell\|cmd`). Plain `claude` keeps using your own account — the event endpoint is only used when you start the agent through `bitmagic event`. Works on macOS, Linux and native Windows; participants who have no Node or agent at all are set up in one command by the bootstrap at `portal/public/event/install.sh` (`install.ps1` on Windows). |
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  | `bitmagic levels <list\|add\|rename\|set-start\|remove> ...` | Manage the levels `forge` creates: which one boots, their names, registering a bake you already have, deleting one. Local, no network, no sparks. See **Managing levels** below. |
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+ | `bitmagic ios <build\|submit\|storekit> ...` | Ship the game as a native iOS app (Mac with Xcode). `build` packages every asset into the app, proves it boots offline on WebGPU and WebGL, and builds a Simulator app (`--run` launches it) or, with `--ipa --team <TEAMID>`, a signed store build; `submit` uploads that to App Store Connect / TestFlight. The game can sell App Store consumables through `engine.getInAppStore()` (the engine credits each purchase to its wallet exactly once); `storekit <id...>` writes `ios/StoreKit.storekit`, the local catalogue a run from Xcode buys from with no Apple account — run from `.bitmagic/ios/App/App.xcodeproj`, not `--run`. Everything under `.bitmagic/ios/` is regenerated each build; native code of your own goes in `ios/Sources/*.swift` and is compiled in every time. The Apple Developer account, agreements, banking and the products in App Store Connect are yours to set up. |
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+ | `bitmagic steam <init\|art\|screenshots\|trailer\|check\|build\|play\|login\|upload\|portal> ...` | Put the game on Steam. `init`, `art`, `screenshots`, `trailer` and `check` make the store page kit — every capsule, library image and icon at Steam's exact size from AI key art and a keyed logo, 1920x1080 gameplay screenshots, a 1080p trailer ending on the logo, and the store copy, held to Valve's rules. `build` makes the Windows depot and a signed, notarized universal macOS app (a Mac is needed for it), each proven to reach gameplay with no network; `play` opens it. `login` (the creator, once, in a terminal) and `upload` ship it with SteamPipe. `portal` drives the Steamworks website in a Chrome window the creator logs in to. See **Steam** below. |
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  Every command exits non-zero on failure with a single-line message (no stack trace) and, where a
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  distinction is useful to an automated caller, a specific exit code — see **Exit codes** below.
@@ -1767,6 +1769,73 @@ override a stale or failed source record but cannot bypass ZIP validation. Exit
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  engine/config needs upgrading; exit 7 means package validation failed and the previous successful
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  ZIP is retained. These meanings are specific to the Poki target.
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+ ### Steam
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+
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+ `bitmagic steam` takes the game to Steam for Windows and macOS. Ask your agent to "put the game on
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+ Steam"; the shipped `publishing-to-steam` skill walks it through. The creator does the parts only
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+ an account holder can: handles Valve's app fee and account onboarding at
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+ [partner.steamgames.com](https://partner.steamgames.com/), logs in, picks the price and the date,
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+ and approves anything that submits, publishes or releases. When asked, the agent can create the
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+ app using a purchased credit and save private drafts in an existing signed-in browser session.
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+
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+ ```sh
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+ bitmagic steam init # .bitmagic/steam/store.json (copy) and art.json (layouts)
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+ bitmagic steam art generate wide|tall|hero|logo|icon # AI candidates (sparks); look, then:
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+ bitmagic steam art use <candidate> --as <source>
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+ bitmagic steam art render # every capsule at Steam's exact size, plus .ico/.icns
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+ bitmagic steam screenshots --playtest <script.mjs> # real play, scripted, shot at 1920x1080
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+ bitmagic steam screenshots --video <gameplay.mp4> # or the sharpest frame of each shot of a video
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+ bitmagic steam trailer --video <cut> --tagline "..." # 1080p H.264/AAC, ending on the logo
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+ bitmagic steam check # Valve's rules; exit 4 until the kit passes
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+
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+ bitmagic steam init --app-id <id> --windows-depot <id> --mac-depot <id> # use IDs confirmed in Steamworks
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+ bitmagic steam build # Windows .exe + signed, notarized universal .app
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+ bitmagic steam play # open the build as a player would
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+ bitmagic steam login --account <name> # the creator, in their own terminal, once
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+ bitmagic steam upload # SteamPipe; setting it live is a Steamworks click
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+
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+ bitmagic steam portal open # Steamworks in its own Chrome window
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+ bitmagic steam portal look | fill | upload | click # what an agent drives that window with
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+ ```
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+
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+ **The store kit** lives in `.bitmagic/steam/`, outside the publish fingerprint, so making it never
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+ invalidates a verify. Key art is generated through the same image lane as `bitmagic cover` (drawn
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+ against the cover or the accepted reference image, never written into `world.json`); the logo is
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+ drawn on a flat colour and keyed to transparency, or authored as `.html`/`.svg`. Every capsule is
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+ then laid out from `art.json` in headless Chrome, so moving a logo or a crop is a number edit and a
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+ re-render. The trailer you upload must not be the one that ends on "Play free at bitmagic.ai" — start
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+ from the cut without that end card. `steam check` refuses copy longer than Steam allows, links off
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+ Steam, tags Steam does not have, an empty AI-content disclosure (Valve requires one, and every
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+ Bitmagic game has AI-made content), wrong image sizes, fewer than five screenshots and a trailer
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+ outside Steam's limits.
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+
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+ **The builds** are Electron shells around the self-contained bundle, with every asset inside: the
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+ payload is proven to boot with no network on WebGPU and WebGL exactly as `bitmagic ios build`
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+ proves its own, and then the finished app is launched and must reach gameplay. Electron is
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+ downloaded once per machine (`~/.bitmagic/cache/electron/`, checksum-verified, pinned to one
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+ version). The game loads from a `bitmagic://` origin, so its saves persist per player; the window
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+ opens fullscreen (F11 or Alt+Enter toggles it). The Windows build can be made on any OS. The
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+ macOS build needs a Mac with a **Developer ID Application** certificate and notarization
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+ credentials — the App Store Connect API key in `~/.bitmagic/ios-submit.json` that `bitmagic ios
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+ submit` uses, or `--notary-profile` after `xcrun notarytool store-credentials` — because Steam
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+ requires notarized macOS apps. Steam DRM must not be applied: it breaks Chromium.
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+
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+ **Uploading** downloads Valve's steamcmd on first use (`~/.bitmagic/tools/steamcmd/`; on Apple
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+ Silicon it needs Rosetta 2). `steam login` asks for the Steam password and a Steam Guard code in the
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+ terminal — run it yourself; agents never type those — and steamcmd remembers the login, so
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+ `steam upload` then runs unattended and stops with that remedy if it ever asks again. A build is
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+ never public until it is set live on the default branch in Steamworks.
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+
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+ **The Steamworks window** (`steam portal`) is your Chrome on its own profile under
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+ `~/.bitmagic/steam-portal/`, so you log in there once and your everyday browser is untouched. Your
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+ agent reads the page (`look` numbers every control), fills fields from `store.json`, uploads the kit
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+ and clicks Save. It cannot type into a login page or a password field, it stays on Valve's sites,
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+ and a button that submits, publishes, releases, pays or deletes is refused until it passes
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+ `--approved`, which the skill reserves for after you said yes. `steam portal close` closes it.
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+
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+ Not included yet: the Steamworks SDK (overlay, achievements, Steam Cloud) and a native Linux
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+ build. Test the Windows build under Proton before claiming Steam Deck or Linux compatibility.
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+
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  ### Testing it on a phone
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  Publish draws the URL it just printed as a QR code, so you can point a phone at the terminal
@@ -0,0 +1,218 @@
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+ ---
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+ name: publishing-to-steam
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+ description: Use when the creator wants this game on Steam — a Steam store page, capsule art or a library hero, Steam screenshots or a Steam trailer, Windows or macOS builds for Steam, SteamPipe uploads, setting up Steamworks, or sending the game to Valve for review.
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+ ---
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+
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+ # Shipping this game on Steam
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+
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+ First read `bitmagic steam --help`. If the CLI has no `steam` command, follow the project's
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+ `bitmagic self-update` guidance and check help again.
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+
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+ ## Who does what
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+
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+ The creator handles Valve's app fee and account onboarding, logs
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+ in (Steamworks, and `bitmagic steam login` for uploads — passwords and Steam Guard codes are
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+ theirs to type), decides the price and the release date, and approves every step that submits
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+ for review, publishes or releases. Everything else is yours: the art, the screenshots, the
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+ trailer, the store copy, the builds, the uploads, and — when they ask — filling in Steamworks.
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+ An explicit request to create the app authorizes redeeming an already purchased app credit.
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+ First check the partner's app list to avoid creating a duplicate. Record the actual app ID and
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+ depot IDs in `steam init`; a store item ID and a package ID are different identifiers.
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+ Developer and publisher may be different names. Ask once for missing support contact, price,
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+ release timing and browser preference, while preparing the kit independently.
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+
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+ Tell them the calendar on day one, because it decides everything else:
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+
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+ - The store page review takes 3–5 business days. Submit at least a week before the page should go up.
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+ - The page must be visible as "Coming Soon" for at least two weeks before release.
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+ - Submit the store page for review before submitting the build for review; both need approval.
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+ - Read the app dashboard's earliest-release restrictions and current
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+ [release documentation](https://partner.steamgames.com/doc/store/releasing). Do not calculate
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+ a promised release date from an assumed fee waiting period.
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+
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+ ## 1. The store kit — no Steam account needed
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+
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+ ```sh
36
+ bitmagic steam init # scaffolds .bitmagic/steam/store.json and art.json
37
+ bitmagic steam art generate wide|tall|hero|logo|icon # one AI candidate each (sparks); --prompt to steer
38
+ bitmagic steam art use <candidate> --as <source> # the logo is keyed off its flat background
39
+ bitmagic steam art render # every capsule, library image and icon at Steam's sizes
40
+ bitmagic steam screenshots --playtest <script.mjs> # real play, shot at 1920x1080 (after `steam build`)
41
+ bitmagic steam screenshots --video <gameplay.mp4> # or: the sharpest frame of each shot of a video
42
+ bitmagic steam trailer --video <cut> --tagline "..." # 1080p, H.264/AAC, ends on the game's logo
43
+ bitmagic steam check # exit 4 until everything meets Valve's rules
44
+ ```
45
+
46
+ **Look at every image you make** before you show it to anyone. Write a `--prompt` that names the
47
+ hero, the setting and the palette from GAME-DESIGN.md; the wide art should leave a calm area
48
+ (sky, ground) where the logo can sit without covering the hero. Valve's rules, which review enforces:
49
+
50
+ - Capsules carry the game's logo and no other text — no slogans, quotes, awards or prices. The
51
+ small capsule is shown as small as 120x45, so its logo nearly fills it.
52
+ - The library hero carries NO text at all; Steam draws the library logo over it.
53
+ - The library logo is the logo alone on transparency. Generated logos are drawn on flat green;
54
+ pass `--key-color magenta` when the logo itself is green. You may instead author the logo as
55
+ `.html` or `.svg` and `art use` it.
56
+ - Render, then tune `layouts` in `.bitmagic/steam/art.json` (logo position and size, crop focus,
57
+ scrim) and render again until every capsule reads at a glance.
58
+
59
+ **Screenshots** show gameplay only: no menus, title cards, watermarks or concept art; at least 5,
60
+ each a different moment, ideally across every world or mode, with the HUD a player sees. The best
61
+ source is real play: write `export default async ({ page, shot, wait }) => { … }` that drives the
62
+ game with its own controls (or its debug hooks) through several levels and calls `shot()` mid-run;
63
+ it runs the packaged build offline. Any file the run had to refuse is listed — that file is
64
+ MISSING from the Steam build, which is how a later world's sky or music gets caught. A trailer cut
65
+ without title cards (`--video`) or stills you captured (`--images`) work too.
66
+
67
+ **A trailer is required to release.** The `bitmagic trailer` render usually ends on "Play free at
68
+ bitmagic.ai" and carries a watermark — never upload that to Steam. Start from the cut without the
69
+ end card; `steam trailer` adds one with the store logo. No links, prices or other stores in it.
70
+
71
+ **The copy is yours to write** in `.bitmagic/steam/store.json`, from GAME-DESIGN.md and the game
72
+ as it actually plays — read the code when the design doc is out of date:
73
+
74
+ - `shortDescription` (≤ 300 characters, plain text) and `about` in Steam BBCode (`[h2]`, `[list]`, `[b]`).
75
+ - Only what exists at launch: count the levels, characters and modes in the code.
76
+ - No links off Steam, no "free" for a paid game, no mention of other stores.
77
+ - `tags`: up to 20 of Steam's own tags, most important first (`check` validates the names).
78
+ - `developer`, `publisher`, `supportUrl` and/or `supportEmail`: use the creator's confirmed
79
+ public identities and support destination. Support links belong in Basic Info, not the description.
80
+ - `ai.preGenerated` is mandatory — Valve requires disclosing AI-made content, and a Bitmagic game
81
+ is made with generative AI. Say plainly what was generated. Fill `ai.liveGenerated` only when
82
+ the game calls a model while it runs, and say what keeps that output safe.
83
+ - `controllerSupport` is a claim players rely on: `full` only if every menu works on a gamepad.
84
+ - `contentNotes` drafts the mature-content survey answers for the creator to confirm.
85
+ - Treat minimum hardware requirements as claims needing evidence. Do not invent or save
86
+ untested CPU/RAM/GPU minimums just to turn a checklist green; present estimates for explicit
87
+ draft approval and retain the hardware-validation task before release.
88
+ If the creator explicitly asks you to estimate, that is approval to save clearly labeled
89
+ estimates in the private draft. Inspect the packaged runtime's actual OS floor (on macOS,
90
+ `Contents/Info.plist` → `LSMinimumSystemVersion`) and installed size; do not copy an older
91
+ scaffold's OS or storage defaults. Keep local store copy aligned with saved Steam fields.
92
+
93
+ Show the creator the copy, capsules, screenshots and playable build together before asking for
94
+ version-specific approval to publish. A request to set up Steamworks permits saving private
95
+ drafts and uploading the prepared media; it does not approve making that version public.
96
+
97
+ ## 2. Builds and SteamPipe
98
+
99
+ ```sh
100
+ bitmagic steam init --app-id <id> [--windows-depot <id>] [--mac-depot <id>]
101
+ bitmagic steam build # Windows .exe + signed, notarized universal macOS .app
102
+ bitmagic steam login --account <name> # the creator, in their own terminal, once per machine
103
+ bitmagic steam upload # SteamPipe; --branch <beta> sets a beta branch live
104
+ ```
105
+
106
+ - `build` packages the self-contained bundle with every asset inside, proves it reaches gameplay
107
+ with NO network on WebGPU and WebGL (exit 5 names what it still fetched), then launches the
108
+ finished app to prove the shell works. Online features (multiplayer, AI) need a network; the
109
+ rest of the game must not.
110
+ - The macOS build needs a Mac, a "Developer ID Application" certificate in its keychain, and
111
+ notarization credentials: an App Store Connect API key in `~/.bitmagic/ios-submit.json` (the same
112
+ file `bitmagic ios submit` reads), or `--notary-profile <name>` after the creator runs
113
+ `xcrun notarytool store-credentials <name>`. Steam requires notarized macOS apps.
114
+ An earlier iOS upload may instead have used Xcode's signed-in account with
115
+ `xcodebuild -exportArchive`; that does not imply an App Store Connect API-key file exists.
116
+ With the creator's signed-in Apple browser, inspect Users and Access → Integrations →
117
+ App Store Connect API → Team Keys. Existing private keys are downloadable only once;
118
+ search the creator's known credential locations by filename without exposing key contents.
119
+ If a new key is necessary, prepare the name and Developer role, obtain confirmation before
120
+ generating persistent access, then download once and store outside the project with
121
+ owner-only permissions. Never include the private key in screenshots, logs or source control.
122
+ - `login` asks for a password and a Steam Guard code: never run it for the creator, never type
123
+ into it. Ask them to run it in their terminal; `upload` then works without a password.
124
+ Explain that SteamCMD is Valve's build uploader and its login is separate from Steamworks
125
+ in the browser. For a creator unfamiliar with terminals, prepare a double-click launcher
126
+ that changes to the game project, asks for the account name, and invokes `steam login`.
127
+ Use verified absolute executable paths and retain the window with a readable result;
128
+ never embed a password or Steam Guard code. Let the creator launch it themselves.
129
+ - Uploading never makes a build public. For an unreleased app, assigning the initial default
130
+ build enables private testing and the build checklist; it does not release the game.
131
+ When the creator requested complete Steam setup, perform this step within that authorization
132
+ after verifying the exact build, both depots and the unreleased state. For released apps,
133
+ changing the default build affects customers and requires version-specific approval.
134
+
135
+ In Steamworks, once per app: the Windows depot's OS is Windows and the macOS depot's is macOS
136
+ (SteamPipe → Depots); launch options are `<Game>.exe` for Windows and `<Game>.app` for macOS
137
+ (Installation → General); tick "App Bundles Are Notarized" for macOS; never apply Valve's DRM
138
+ wrapper — it breaks the Chromium the game runs in. Add the new Mac depot to the developer,
139
+ beta-testing and store packages: creating a depot does not add it to those packages. Confirm
140
+ the actual depot IDs rather than assuming the second is app ID + 2. Set the notarization flag
141
+ only after the shipped app has been notarized. Test the installed app through Steam on both
142
+ platforms; a Mac build machine cannot establish Windows gameplay or minimum hardware support.
143
+ Also set Windows/macOS under General Application Settings and the actual included CPU
144
+ architectures. Depot OS and launch settings alone do not populate the app's platform flags.
145
+ Before the first upload, inspect the pending Steamworks configuration diff. A newly created
146
+ depot can reject SteamPipe with `Failed to initialize build on server (Access Denied)` until
147
+ the depot metadata is applied through the application's Publish tab. Confirm the diff contains
148
+ only the intended settings and keeps an unreleased app's `ReleaseState` as `unavailable`.
149
+ Steamworks explains that applying configuration to an unreleased app does not release it;
150
+ this private setup is distinct from publishing the store page or releasing a playable game.
151
+ For an already released app, configuration publication can affect customers and needs the
152
+ creator's version-specific approval. Do not solve this error by changing account permissions
153
+ or asking for another login before checking whether the depot configuration is still pending.
154
+
155
+ ## 3. Steamworks in a browser
156
+
157
+ Store-page setup uses Steamworks in a browser; SteamPipe handles build uploads. Prefer the
158
+ agent's supported browser tools and the creator's chosen signed-in tab when available. The
159
+ CLI browser is an alternative for agents without those tools, not a reason to ask for another
160
+ login. When the creator wants you to fill it in:
161
+
162
+ ```sh
163
+ bitmagic steam portal open # a Chrome window of its own; the creator logs in there
164
+ bitmagic steam portal look --screenshot # the page's controls, numbered e1, e2, …
165
+ bitmagic steam portal fill e12 --store about
166
+ bitmagic steam portal upload e7 <file,file>
167
+ bitmagic steam portal click e3
168
+ bitmagic steam portal run <recipe> # use only recipes listed by --help
169
+ ```
170
+
171
+ - Never type a password, a Steam Guard code or payment details, and never accept an agreement on
172
+ the creator's behalf: the window refuses to fill login pages and password fields.
173
+ - Save drafts freely. A click that submits, publishes, releases, pays or deletes is refused until
174
+ you pass `--approved` — use it only after the creator said yes to that exact step.
175
+ - After every save, wait for completion and read the page's notices. Reopen the edited section
176
+ to confirm persisted values, uploads and processing state. A click or initial thumbnail is
177
+ not evidence of a completed upload. The description editor can switch from visual to BBCode.
178
+ Capsule uploads may expose a drag-and-drop area rather than a clickable file chooser.
179
+ - The `descriptions` recipe saves and reopens both descriptions to verify persistence. Some
180
+ legacy fields synchronize on change/blur: filling visible text alone can save an empty
181
+ value. If this occurs, use normal typing or native paste, Tab out, let autocomplete finish,
182
+ then save. Developer/publisher entries use "Save and add another".
183
+ - If form values appear correct but saving still loses them, use the browser tool's native
184
+ typing and native Save click, then reopen to verify. The same issue can affect the AI
185
+ disclosure and trailer-name field. Do not keep repeating a failed fill method.
186
+ - If the available browser tool cannot supply files to a drag-only uploader, prepare and open
187
+ the exact files for the creator to drop, then handle classification, saving and verification.
188
+ Record the blocker rather than claiming the assets were uploaded. Keep a local progress
189
+ record of IDs, verified drafts, pending uploads and decisions so another session can resume.
190
+ - Recheck transient pricing-access failures after app creation. The package page links to
191
+ the bulk pricing editor: filter to the exact package, include unreleased packages, enter
192
+ the agreed USD base price, inspect regional conversions, and keep publication manual.
193
+ Submitted pricing and published pricing are separate checklist items.
194
+ - Read the effect of each final button. The content survey explains that completing its
195
+ generated ratings for an unreleased app exposes nothing until the store becomes visible.
196
+ Tags have their own final Publish confirmation. Respect the creator's approval policy for
197
+ that exact result; never confuse a completed private setup with launching the store page.
198
+ - If extension file upload is blocked, follow the browser tool's instructions for file-URL
199
+ access or use its native file picker. Native macOS Go to Folder fields may require
200
+ `setValue` instead of paste. Verify the selected file and the upload's saved result.
201
+ - Make drag-and-drop handoffs easy: copy the final media into one visible folder with numbered
202
+ subfolders named for Steam's Store Assets, Screenshots, Library Assets and Trailers sections.
203
+ Name each capsule/library file for its exact slot and include direct links and brief instructions.
204
+ - Library Assets has five checklist items although there are four image files. Open the logo
205
+ Placement Tool, inspect the logo against the hero, and save its position and size. Reopen the
206
+ library section and verify the dashboard checkmark. A trailer upload remains incomplete
207
+ while Steam is converting it; verify processing and any required trailer metadata afterward.
208
+ - When a recipe stops because the page changed, finish that step with `look`/`fill`/`upload`.
209
+
210
+ ## What Steam players get
211
+
212
+ - Windows 10+ and macOS 13+ with the current Electron runtime. The game opens fullscreen (F11 or Alt+Enter toggles it) and saves
213
+ progress per player. A game can offer "Quit" and a fullscreen option where
214
+ `window.bitmagicDesktop` exists.
215
+ - No Steam overlay, achievements or cloud saves yet: those need the Steamworks SDK, which the shell
216
+ does not include.
217
+ - The Windows build can be tested under Proton for Steam Deck/Linux. Do not claim compatibility
218
+ or verification until that test has actually passed.
@@ -1,24 +1,10 @@
1
- export interface VxlSummary {
2
- version: number;
3
- minVoxelSize: number;
4
- boundingBox: {
5
- minX: number;
6
- minY: number;
7
- minZ: number;
8
- maxX: number;
9
- maxY: number;
10
- maxZ: number;
11
- };
12
- fragmentCount: number;
13
- /** Absent when the fragment table could not be walked to its end. */
14
- voxelCount?: number;
15
- }
16
- /** True when the first four bytes are the VXL3 magic — cheap, no copy, no decompression. */
17
- export declare function isVxl3(bytes: Uint8Array): boolean;
1
+ import { isVxl3, type VxlV3Summary } from '@bitmagic/asset-core';
2
+ export { isVxl3 };
3
+ export type VxlSummary = VxlV3Summary;
18
4
  /**
19
- * Read a VXL3 file's header. Returns `null` for anything that is not a well-formed VXL3 — a legacy
20
- * JSON `.vxl`, a truncated file, an unknown compression id — so the caller can name the problem
21
- * instead of writing an asset entry the engine would then fail to load.
5
+ * Read a VXL3 file's header. Returns `null` for anything that is not a well-formed VXL3 the engine
6
+ * reads — a legacy JSON `.vxl`, a truncated file, an unknown compression id or version — so the
7
+ * caller can name the problem instead of writing an asset entry the engine would then fail to load.
22
8
  */
23
9
  export declare function summarizeVxl(bytes: Uint8Array): VxlSummary | null;
24
10
  /**
@@ -1,111 +1,20 @@
1
1
  /**
2
2
  * The metadata a `.vxl` file carries in its own header, read here so `bitmagic assets add x.vxl`
3
3
  * can record `boundingBox` / `voxelSize` / `voxelCount` the way the Creator's upload does — the
4
- * Creator gets them from game-play-agent's `/api/analyze-asset` (`AssetsController.parseVxlV3Summary`),
5
- * which a CLI project cannot reach, and this is the same read of the same bytes.
6
- *
7
- * Only what the fixed 48-byte body header states outright is trusted unconditionally: bounds,
8
- * LOD-0 voxel size and fragment count. `voxelCount` is the sum of the LOD-0 fragments' leaf counts,
9
- * found by walking the fragment table (its stride is `16 + leafCount × (7 + paletteIdxBytes)` for
10
- * every version through v12 — every addition since v5 changed what is INSIDE a fragment and what
11
- * FOLLOWS the table, never its size; the v10 rig's bone column is per leaf but lives in its own
12
- * trailing section). Should a future version change that, the walk runs off the end and the count
13
- * is simply omitted rather than reported wrong.
14
- *
15
- * Layout reference: game/src/engine/VxlV3Format.ts (the wire-format doc comment at its top).
4
+ * Creator gets them from game-play-agent's `/api/analyze-asset`, which a CLI project cannot reach.
5
+ * Both read the same bytes through one reader, `readVxlV3Summary` in `@bitmagic/asset-core`, whose
6
+ * version ceiling the engine's tests pin to the engine's own codec.
16
7
  */
17
8
  import * as zlib from 'zlib';
18
- /** "VXL3" little-endian, as `VxlV3Format.ts` writes it. */
19
- const VXL3_MAGIC = 0x33_4c_58_56;
20
- const WRAPPER_BYTES = 5;
21
- const BODY_HEADER_BYTES = 48;
22
- /**
23
- * The versions the engine's own decoder accepts (`VxlV3Format.ts`: 3 no-LOD, 4 LOD trailer,
24
- * 5 columnar, 6 emissive, 7 slots, 8 per-LOD material columns, 9 block types, 10 rig,
25
- * 11 material classes).
26
- *
27
- * Checked rather than merely recorded: this header parse only reads the fixed 48-byte prologue,
28
- * which a FUTURE version could keep byte-compatible while changing what follows. Accepting such a
29
- * file would write an `assets[]` entry the vendored engine then throws on at load — the exact
30
- * outcome returning `null` exists to prevent.
31
- *
32
- * KEEP THIS IN STEP with the engine's version ladder. The cost of lagging is silent and one-sided:
33
- * the engine happily loads a version this file has not heard of, so a stale ceiling refuses a
34
- * perfectly good asset — `bitmagic assets add` reports the file as malformed, with nothing to
35
- * suggest that the file is fine and the CLI is behind.
36
- */
37
- const MIN_SUPPORTED_VERSION = 3;
38
- const MAX_SUPPORTED_VERSION = 12;
39
- /** True when the first four bytes are the VXL3 magic — cheap, no copy, no decompression. */
40
- export function isVxl3(bytes) {
41
- if (bytes.byteLength < 4)
42
- return false;
43
- return new DataView(bytes.buffer, bytes.byteOffset, 4).getUint32(0, true) === VXL3_MAGIC;
44
- }
9
+ import { isVxl3, readVxlV3Summary } from '@bitmagic/asset-core';
10
+ export { isVxl3 };
45
11
  /**
46
- * Read a VXL3 file's header. Returns `null` for anything that is not a well-formed VXL3 — a legacy
47
- * JSON `.vxl`, a truncated file, an unknown compression id — so the caller can name the problem
48
- * instead of writing an asset entry the engine would then fail to load.
12
+ * Read a VXL3 file's header. Returns `null` for anything that is not a well-formed VXL3 the engine
13
+ * reads — a legacy JSON `.vxl`, a truncated file, an unknown compression id or version — so the
14
+ * caller can name the problem instead of writing an asset entry the engine would then fail to load.
49
15
  */
50
16
  export function summarizeVxl(bytes) {
51
- // Only the WRAPPER is guaranteed to be on disk at full size — the body header's 48 bytes are
52
- // measured after decompression below. A gzipped body compresses well under 48 bytes for a
53
- // near-empty asset, and gating on the raw length here rejected such files as malformed.
54
- if (!isVxl3(bytes) || bytes.byteLength < WRAPPER_BYTES)
55
- return null;
56
- const compressionId = bytes[4];
57
- const payload = bytes.subarray(WRAPPER_BYTES);
58
- let body;
59
- if (compressionId === 1) {
60
- try {
61
- body = new Uint8Array(zlib.gunzipSync(payload));
62
- }
63
- catch {
64
- return null;
65
- }
66
- }
67
- else if (compressionId === 0) {
68
- body = payload;
69
- }
70
- else {
71
- return null;
72
- }
73
- if (body.byteLength < BODY_HEADER_BYTES)
74
- return null;
75
- const view = new DataView(body.buffer, body.byteOffset, body.byteLength);
76
- const version = view.getUint32(0, true);
77
- if (version < MIN_SUPPORTED_VERSION || version > MAX_SUPPORTED_VERSION)
78
- return null;
79
- const minVoxelSize = view.getFloat32(4, true);
80
- const boundingBox = {
81
- minX: view.getFloat32(16, true),
82
- minY: view.getFloat32(20, true),
83
- minZ: view.getFloat32(24, true),
84
- maxX: view.getFloat32(28, true),
85
- maxY: view.getFloat32(32, true),
86
- maxZ: view.getFloat32(36, true),
87
- };
88
- const paletteIdxBytes = body[41];
89
- if (paletteIdxBytes !== 1 && paletteIdxBytes !== 2)
90
- return null;
91
- const paletteCount = view.getUint16(42, true);
92
- const fragmentCount = view.getUint16(44, true);
93
- const summary = { version, minVoxelSize, boundingBox, fragmentCount };
94
- // Best-effort leaf total. Every fragment header is 16 bytes (leafCount + aabb) followed by
95
- // leafCount records of 7 + paletteIdxBytes bytes, however those bytes are arranged inside.
96
- const leafBytes = 7 + paletteIdxBytes;
97
- let cursor = BODY_HEADER_BYTES + paletteCount * 2;
98
- let voxelCount = 0;
99
- for (let f = 0; f < fragmentCount; f++) {
100
- if (cursor + 16 > body.byteLength)
101
- return summary;
102
- const leafCount = view.getUint32(cursor, true);
103
- voxelCount += leafCount;
104
- cursor += 16 + leafCount * leafBytes;
105
- if (cursor > body.byteLength)
106
- return summary;
107
- }
108
- return { ...summary, voxelCount };
17
+ return readVxlV3Summary(bytes, (payload) => zlib.gunzipSync(payload));
109
18
  }
110
19
  /** "glTF" little-endian — the magic every binary GLB starts with (`VoxelMessageHandlers` checks it too). */
111
20
  const GLB_MAGIC = 0x46546c67;
@@ -1 +1 @@
1
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+ {"version":3,"file":"vxl-summary.js","sourceRoot":"","sources":["../../src/assets/vxl-summary.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,OAAO,KAAK,IAAI,MAAM,MAAM,CAAC;AAC7B,OAAO,EAAE,MAAM,EAAE,gBAAgB,EAAqB,MAAM,sBAAsB,CAAC;AAEnF,OAAO,EAAE,MAAM,EAAE,CAAC;AAGlB;;;;GAIG;AACH,MAAM,UAAU,YAAY,CAAC,KAAiB;IAC5C,OAAO,gBAAgB,CAAC,KAAK,EAAE,CAAC,OAAO,EAAE,EAAE,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC;AACxE,CAAC;AAED,4GAA4G;AAC5G,MAAM,SAAS,GAAG,UAAU,CAAC;AAE7B;;;;;;;GAOG;AACH,MAAM,UAAU,KAAK,CAAC,KAAiB;IACrC,IAAI,KAAK,CAAC,UAAU,GAAG,EAAE;QAAE,OAAO,KAAK,CAAC;IACxC,OAAO,IAAI,QAAQ,CAAC,KAAK,CAAC,MAAM,EAAE,KAAK,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,SAAS,CAAC;AAC1F,CAAC"}
package/dist/cli.d.ts CHANGED
@@ -559,6 +559,7 @@ declare const rawCommands: {
559
559
  };
560
560
  }>;
561
561
  ios: CommandDef<ArgsDef>;
562
+ steam: CommandDef<ArgsDef>;
562
563
  tools: CommandDef<ArgsDef>;
563
564
  };
564
565
  type CommandName = keyof typeof rawCommands;
package/dist/cli.js CHANGED
@@ -36,6 +36,7 @@ import { judgeCommand } from './commands/judge.js';
36
36
  import { forgeCommand } from './commands/forge.js';
37
37
  import { publishCommand } from './commands/publish.js';
38
38
  import { iosCommand } from './commands/ios.js';
39
+ import { steamCommand } from './commands/steam.js';
39
40
  import { toolsCommand } from './commands/tools.js';
40
41
  // citty's runMain() catches every error thrown from a command's `run()` internally and calls
41
42
  // process.exit() itself — it never rejects the promise it returns, so the `.catch()` below
@@ -233,6 +234,7 @@ const rawCommands = {
233
234
  forge: forgeCommand,
234
235
  publish: publishCommand,
235
236
  ios: iosCommand,
237
+ steam: steamCommand,
236
238
  tools: toolsCommand,
237
239
  };
238
240
  export const subCommands = Object.fromEntries(Object.entries(rawCommands).map(([name, command]) => [name, withCleanErrors(command, name)]));
package/dist/cli.js.map CHANGED
@@ -1 +1 @@
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@@ -3,6 +3,7 @@ import { CliError } from '../errors.js';
3
3
  import { loadProjectContext, projectBin } from '../project/context.js';
4
4
  import { spawnBinSync } from '../project/spawn-bin.js';
5
5
  import { createOutput } from '../output.js';
6
+ import { describeDevOnlyThreeUses, scanWorkForDevOnlyThree } from '../project/published-three.js';
6
7
  export const checkCommand = defineCommand({
7
8
  meta: { name: 'check', description: 'Type-check the game against the vendored engine.' },
8
9
  args: {
@@ -24,6 +25,10 @@ export const checkCommand = defineCommand({
24
25
  // tsc already printed the diagnostics; add nothing but the exit code.
25
26
  throw new CliError('Type check failed.', result.status ?? 1);
26
27
  }
28
+ // tsc cannot see this one: the `three` types it checks against describe the full build.
29
+ const devOnlyThree = scanWorkForDevOnlyThree(context.root);
30
+ if (devOnlyThree.length > 0)
31
+ throw new CliError(describeDevOnlyThreeUses(devOnlyThree));
27
32
  output.info('Type check passed.');
28
33
  // tsc's own diagnostics went straight to the inherited stdio, so a --json run's stdout is
29
34
  // clean only on SUCCESS. A failure throws above and the wrapper emits the error document —
@@ -1 +1 @@
1
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@@ -308,7 +308,7 @@ async function runBrowserSteps(options) {
308
308
  gamePort: port,
309
309
  gameId: context.metadata.gameId,
310
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  gameData: readProjectGameData(context.root, context.metadata),
311
- // api-server, NOT game-play-agent: the engine reads this back as `window.AI_AGENT_URL` and
311
+ // api-server, NOT game-play-agent: the engine reads this back through `getAgentUrl()` and
312
312
  // uses it to reach `POST /api/cli/v1/uploads/signed-url` for every GLB and .vwld it writes.
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  // The LOCAL proxy, not api-server directly. The engine calls a hardcoded
314
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  // `${agentUrl}/api/generate-upload-url` with no Authorization header, which api-server