@bitmagic/cli 0.1.83-dev.5 → 0.1.83-dev.7

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Files changed (51) hide show
  1. package/README.md +25 -0
  2. package/dist/cli.d.ts +5 -0
  3. package/dist/cli.js +2 -0
  4. package/dist/cli.js.map +1 -1
  5. package/dist/commands/build.d.ts +4 -0
  6. package/dist/commands/build.js +20 -3
  7. package/dist/commands/build.js.map +1 -1
  8. package/dist/commands/import.js +7 -0
  9. package/dist/commands/import.js.map +1 -1
  10. package/dist/commands/pages.d.ts +25 -0
  11. package/dist/commands/pages.js +95 -0
  12. package/dist/commands/pages.js.map +1 -0
  13. package/dist/editor/animation-preview-page.d.ts +8 -0
  14. package/dist/editor/animation-preview-page.js +15 -1
  15. package/dist/editor/animation-preview-page.js.map +1 -1
  16. package/dist/editor/server.js +7 -2
  17. package/dist/editor/server.js.map +1 -1
  18. package/dist/editor/shell-page.js +1 -1
  19. package/dist/forge/upload-proxy.d.ts +1 -1
  20. package/dist/forge/upload-proxy.js +5 -4
  21. package/dist/forge/upload-proxy.js.map +1 -1
  22. package/dist/package/collect-urls.d.ts +3 -4
  23. package/dist/package/collect-urls.js +51 -9
  24. package/dist/package/collect-urls.js.map +1 -1
  25. package/dist/poki/publish.js +4 -3
  26. package/dist/poki/publish.js.map +1 -1
  27. package/dist/project/context.d.ts +7 -0
  28. package/dist/project/context.js.map +1 -1
  29. package/dist/publish/bundle.d.ts +43 -0
  30. package/dist/publish/bundle.js +135 -29
  31. package/dist/publish/bundle.js.map +1 -1
  32. package/dist/scaffold/engine-capabilities.d.ts +10 -0
  33. package/dist/scaffold/engine-capabilities.js +1 -4
  34. package/dist/scaffold/engine-capabilities.js.map +1 -1
  35. package/dist/scaffold/github-pages.d.ts +83 -0
  36. package/dist/scaffold/github-pages.js +200 -0
  37. package/dist/scaffold/github-pages.js.map +1 -0
  38. package/dist/scaffold/project-files.d.ts +11 -0
  39. package/dist/scaffold/project-files.js +13 -6
  40. package/dist/scaffold/project-files.js.map +1 -1
  41. package/dist/scaffold/project.d.ts +15 -0
  42. package/dist/scaffold/project.js +35 -0
  43. package/dist/scaffold/project.js.map +1 -1
  44. package/dist/scaffold/skill-files.js +18 -1
  45. package/dist/scaffold/skill-files.js.map +1 -1
  46. package/dist/scaffold/upgrade-project.d.ts +4 -1
  47. package/dist/scaffold/upgrade-project.js +16 -2
  48. package/dist/scaffold/upgrade-project.js.map +1 -1
  49. package/dist/vendor/hud-theme/engine/hud/fonts.js +28 -6
  50. package/dist/vendor/hud-theme/engine/hud/presets.js +1 -0
  51. package/package.json +6 -6
@@ -7,6 +7,9 @@ import { projectBin } from '../project/context.js';
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  import { spawnBinSync } from '../project/spawn-bin.js';
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  import { computeFingerprint } from './fingerprint.js';
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  import { describeDevOnlyThreeUses, scanWorkForDevOnlyThree } from '../project/published-three.js';
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+ import { readEngineCapabilities } from '../scaffold/engine-capabilities.js';
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+ import { PAGES_OUTPUT_DIR, pagesAssetHostMeta, requireStaticPageEngine, } from '../scaffold/github-pages.js';
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+ import { renderIndexHtml } from '../scaffold/project-files.js';
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  /**
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  * The configs the scaffold vendors alongside `engine/`, one per bundle mode.
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  *
@@ -103,38 +106,22 @@ export function isCurrentBundle(root, fingerprint, singleFile) {
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  return createHash('sha256').update(contents).digest('hex') === manifest.sha256;
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  }
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  /**
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- * Compile and bundle the project into one HTML file, and record what was built.
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- *
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- * One file either way — `bitmagic publish` PUTs a single object and api-server range-reads that
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- * same object to confirm the meta block, so there is nowhere for a second file to go. What the
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- * mode changes is what is INSIDE it: by default the engine, the game and its data are inlined
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- * while three.js, Rapier and the other CDN packages are fetched at runtime, matching what the
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- * Creator publishes; `singleFile` inlines those too, for a game that must run with no network.
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- *
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- * Exit code 1 on failure, matching the table in the spec: a build failure is the creator's own
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- * code, and the compiler's output has already been printed.
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- *
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- * The pre-flight below runs BEFORE `tsc`, not after: a project scaffolded before the config it
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- * needs existed has none for vite to load, and without this check the creator pays a full
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- * type-check and then reads a raw vite "config not found" that names no remedy. `bitmagic upgrade`
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- * is the remedy — it vendors the file without touching game code — so the error says so. It names
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- * the config for the mode actually asked for, since a project can easily have one and not the
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- * other: the standalone config was added later than the default one.
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- */
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- export function runBuild(root, engineVersion,
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- /**
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- * `stderr: true` sends the compiler's and bundler's own chatter to stderr instead of inheriting
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- * stdout — a `--json` run must keep stdout clean for its single result document.
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+ * The pre-flight every bundle mode shares. It runs BEFORE `tsc`, not after: a project scaffolded
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+ * before the config it needs existed has none for vite to load, and without this check the creator
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+ * pays a full type-check and then reads a raw vite "config not found" that names no remedy.
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  */
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- options = {}) {
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- const singleFile = options.singleFile === true;
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- const configFile = publishConfigFor(singleFile);
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+ function requirePublishConfig(root, configFile) {
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  if (!fs.existsSync(path.join(root, configFile))) {
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  throw new CliError(`This project has no ${configFile}, which \`bitmagic build\` needs to bundle it. ` +
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  'It was added to the scaffold after this project was created — run `bitmagic upgrade` to ' +
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  'vendor it (your game code is not touched), then build again.', 1);
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  }
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- const stdio = options.stderr === true ? ['ignore', 2, 2] : 'inherit';
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+ }
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+ function buildStdio(options) {
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+ return options.stderr === true ? ['ignore', 2, 2] : 'inherit';
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+ }
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+ /** `tsc`, then the dev-only three.js scan: what has to pass before anything is bundled. */
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+ function compileForBundle(root, stdio) {
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  const tsc = projectBin(root, 'tsc');
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  const compile = spawnBinSync(tsc, [], { cwd: root, stdio });
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  if (compile.error)
@@ -146,8 +133,8 @@ options = {}) {
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  const devOnlyThree = scanWorkForDevOnlyThree(root);
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  if (devOnlyThree.length > 0)
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  throw new CliError(`Build failed. ${describeDevOnlyThreeUses(devOnlyThree)}`, 1);
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- const { dir, htmlPath } = buildBundlePaths(root);
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- fs.mkdirSync(dir, { recursive: true });
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+ }
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+ function bundleWithVite(root, configFile, outDir, stdio) {
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  const vite = projectBin(root, 'vite');
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  // Covers `bitmagic build`, `bitmagic publish` and `bitmagic ios` in one
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  // place: the vendored configs read BUNDLE_RAPIER_FLAVOR and stub the Rapier
@@ -155,7 +142,7 @@ options = {}) {
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  // variable is OWNED here — an inherited value from the caller's shell never
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  // overrides the game's own physics mode.
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  const bundleEnv = { ...process.env, BUNDLE_RAPIER_FLAVOR: resolveRapierFlavor(root) };
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- const bundle = spawnBinSync(vite, ['build', '--config', configFile, '--outDir', dir, '--emptyOutDir'], {
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+ const bundle = spawnBinSync(vite, ['build', '--config', configFile, '--outDir', outDir, '--emptyOutDir'], {
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  cwd: root,
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  stdio,
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  env: bundleEnv,
@@ -164,6 +151,40 @@ options = {}) {
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  throw new CliError(`Could not run vite: ${bundle.error.message}`, 1);
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  if (bundle.status !== 0)
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  throw new CliError('Build failed: the bundle did not complete.', 1);
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+ }
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+ /**
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+ * Compile and bundle the project into one HTML file, and record what was built.
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+ *
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+ * One file either way — `bitmagic publish` PUTs a single object and api-server range-reads that
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+ * same object to confirm the meta block, so there is nowhere for a second file to go. What the
160
+ * mode changes is what is INSIDE it: by default the engine, the game and its data are inlined
161
+ * while three.js, Rapier and the other CDN packages are fetched at runtime, matching what the
162
+ * Creator publishes; `singleFile` inlines those too, for a game that must run with no network.
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+ *
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+ * Exit code 1 on failure, matching the table in the spec: a build failure is the creator's own
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+ * code, and the compiler's output has already been printed.
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+ *
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+ * The pre-flight below runs BEFORE `tsc`, not after: a project scaffolded before the config it
168
+ * needs existed has none for vite to load, and without this check the creator pays a full
169
+ * type-check and then reads a raw vite "config not found" that names no remedy. `bitmagic upgrade`
170
+ * is the remedy — it vendors the file without touching game code — so the error says so. It names
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+ * the config for the mode actually asked for, since a project can easily have one and not the
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+ * other: the standalone config was added later than the default one.
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+ */
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+ export function runBuild(root, engineVersion,
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+ /**
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+ * `stderr: true` sends the compiler's and bundler's own chatter to stderr instead of inheriting
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+ * stdout — a `--json` run must keep stdout clean for its single result document.
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+ */
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+ options = {}) {
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+ const singleFile = options.singleFile === true;
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+ const configFile = publishConfigFor(singleFile);
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+ requirePublishConfig(root, configFile);
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+ const stdio = buildStdio(options);
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+ compileForBundle(root, stdio);
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+ const { dir, htmlPath } = buildBundlePaths(root);
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+ fs.mkdirSync(dir, { recursive: true });
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+ bundleWithVite(root, configFile, dir, stdio);
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  if (!fs.existsSync(htmlPath)) {
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  throw new CliError(`Build produced no ${path.relative(root, htmlPath)}. Check ${configFile}.`, 1);
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  }
@@ -179,4 +200,89 @@ options = {}) {
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  writeBuildManifest(root, manifest);
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  return manifest;
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  }
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+ /** Where `bitmagic build --pages` puts its page, and the scratch directory it builds it from. */
204
+ export function pagesBundlePaths(root) {
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+ const dir = path.join(root, PAGES_OUTPUT_DIR);
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+ return { dir, htmlPath: path.join(dir, 'index.html'), sourceDir: path.join(root, '.bitmagic', 'pages-src') };
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+ }
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+ /**
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+ * The Vite config a Pages build runs: the project's own vendored publish config, with the static
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+ * page as its input instead of the project's `index.html`. Everything else (aliases, the CDN
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+ * table, `__BUNDLED__`, the Rapier stub, the licence banner, single-file output) is the vendored
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+ * config's, so a Pages page ships exactly what a publish ships around a different entry module.
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+ *
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+ * Generated next to the page for each build rather than vendored, so the vendored configs stay
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+ * byte-identical in every project and a project on an older scaffold needs no upgrade for it. Vite
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+ * bundles a config's relative imports, which is how this file reaches the vendored one.
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+ */
218
+ export function renderPagesViteConfig(baseConfigFile, inputHtml) {
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+ return `// Generated by \`bitmagic build --pages\` for one build; never edit it, it is rewritten every time.
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+ // The project's vendored ${baseConfigFile}, with the static GitHub Pages page as the input.
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+ import base from '../../${baseConfigFile}';
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+
223
+ export default {
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+ ...base,
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+ build: {
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+ ...base.build,
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+ rollupOptions: {
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+ ...base.build.rollupOptions,
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+ input: ${JSON.stringify(inputHtml)},
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+ },
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+ },
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+ };
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+ `;
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+ }
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+ /**
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+ * `bitmagic build --pages`: compile and bundle the project into `.bitmagic/pages/index.html`, the
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+ * STATIC page the GitHub Pages workflow deploys (`scaffold/github-pages.ts`).
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+ *
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+ * The page differs from the publish bundle in its entry and its metas only: it boots
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+ * `bitmagic/boot-static.js` (no platform services, so nothing calls api-server or game-server from
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+ * a `*.github.io` origin) and declares `bm:platform` `bitmagic-static`, plus `bm:asset-host` for a
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+ * non-default `pagesHosting`. It never touches `.bitmagic/build/`, whose manifest `publish` reuses.
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+ *
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+ * An engine without `staticPage` is refused before the compile, as is an unreadable `pagesHosting`.
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+ */
246
+ export function runPagesBuild(root, options = {}) {
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+ const capabilities = readEngineCapabilities(path.join(root, 'engine'));
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+ requireStaticPageEngine(capabilities);
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+ const assetHost = pagesAssetHostMeta(options.pagesHosting);
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+ const singleFile = options.singleFile === true;
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+ const configFile = publishConfigFor(singleFile);
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+ requirePublishConfig(root, configFile);
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+ const stdio = buildStdio(options);
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+ compileForBundle(root, stdio);
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+ const { dir, htmlPath, sourceDir } = pagesBundlePaths(root);
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+ fs.rmSync(sourceDir, { recursive: true, force: true });
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+ fs.mkdirSync(sourceDir, { recursive: true });
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+ const inputHtml = path.join(sourceDir, 'index.html');
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+ fs.writeFileSync(inputHtml, renderIndexHtml({ capabilities, staticPage: { assetHost } }));
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+ const pagesConfig = path.join(sourceDir, 'vite.pages.config.mjs');
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+ fs.writeFileSync(pagesConfig, renderPagesViteConfig(configFile, inputHtml));
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+ try {
263
+ bundleWithVite(root, path.relative(root, pagesConfig), dir, stdio);
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+ // Vite writes an HTML input under its path relative to the root, so the page lands at
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+ // <outDir>/.bitmagic/pages-src/index.html; Pages serves the directory's own index.html.
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+ const emitted = path.join(dir, path.relative(root, inputHtml));
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+ if (!fs.existsSync(emitted)) {
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+ throw new CliError(`Build produced no ${path.relative(root, emitted)}. Check ${configFile}.`, 1);
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+ }
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+ fs.renameSync(emitted, htmlPath);
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+ fs.rmSync(path.join(dir, path.relative(root, inputHtml).split(path.sep)[0]), {
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+ recursive: true,
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+ force: true,
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+ });
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+ }
276
+ finally {
277
+ fs.rmSync(sourceDir, { recursive: true, force: true });
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+ }
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+ const contents = fs.readFileSync(htmlPath);
280
+ return {
281
+ htmlPath,
282
+ singleFile,
283
+ assetHost,
284
+ bytes: contents.byteLength,
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+ sha256: createHash('sha256').update(contents).digest('hex'),
286
+ };
287
+ }
182
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  //# sourceMappingURL=bundle.js.map
@@ -1 +1 @@
1
- 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@@ -15,6 +15,16 @@
15
15
  * it the page loads `engine/GameTemplate.js` as it always has (`renderIndexHtml`).
16
16
  * - `gameExchange`: the engine can show Game Exchange tiles. Older engines are recognised by
17
17
  * their exchange module instead; see `vendoredEngineSupportsExchange`.
18
+ * - `hostingSeam`: asset hosting is a platform slice. The engine's `AnimationAssets` exports a
19
+ * pure `createAnimationAssets(hosting)`, and the Bitmagic package carries its own preset in
20
+ * `bitmagic/hosting/BitmagicCdnHosting.js` (`bitmagicCdn()`). Node readers of the engine's
21
+ * URL tables (`loadAnimationAssets`) pass that preset explicitly instead of taking the engine's
22
+ * default, which stops being Bitmagic's. Without it they import the module's `animationAssets`
23
+ * as they always have.
24
+ * - `staticPage`: the engine carries `bitmagic/boot-static.js`, the entry of the static page
25
+ * `bitmagic build --pages` builds for GitHub Pages (no platform services, the engine's files
26
+ * on the Bitmagic CDN). Without it `bitmagic pages init` and `build --pages` refuse with an
27
+ * upgrade hint (`requireStaticPageEngine` in `github-pages.ts`).
18
28
  */
19
29
  export interface EngineCapabilities {
20
30
  readonly [name: string]: number | undefined;
@@ -18,10 +18,7 @@ export function readEngineCapabilities(engineDir) {
18
18
  catch {
19
19
  return NO_ENGINE_CAPABILITIES;
20
20
  }
21
- if (typeof parsed !== 'object' || parsed === null || !('capabilities' in parsed)) {
22
- return NO_ENGINE_CAPABILITIES;
23
- }
24
- const raw = parsed.capabilities;
21
+ const raw = typeof parsed === 'object' && parsed !== null && 'capabilities' in parsed ? parsed.capabilities : null;
25
22
  if (typeof raw !== 'object' || raw === null)
26
23
  return NO_ENGINE_CAPABILITIES;
27
24
  const capabilities = {};
@@ -1 +1 @@
1
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@@ -0,0 +1,83 @@
1
+ import type { PackageManager } from '../project/package-manager.js';
2
+ import { type EngineCapabilities } from './engine-capabilities.js';
3
+ /**
4
+ * The GitHub Pages target for a standalone project (engine OSS audit W5.6 §2.6, decision H-h):
5
+ * `bitmagic pages init` writes the workflow below, and the workflow runs `bitmagic build --pages`
6
+ * on every push to the default branch and deploys `.bitmagic/pages/` with GitHub's own Pages
7
+ * actions.
8
+ *
9
+ * What `build --pages` makes is a STATIC page: it boots through `bitmagic/boot-static.js`, which
10
+ * registers no platform services, so a `*.github.io` page never calls api-server, game-server or
11
+ * GTM. Only the engine's own files still come from Bitmagic: the Bitmagic CDN, until the open
12
+ * engine's asset site exists (`pagesHosting` in `bitmagic.json` switches that).
13
+ */
14
+ /** Where `bitmagic pages init` writes the workflow, relative to the project root. */
15
+ export declare const PAGES_WORKFLOW_PATH = ".github/workflows/bitmagic-pages.yml";
16
+ /** The directory `bitmagic build --pages` writes and the workflow uploads, relative to the root. */
17
+ export declare const PAGES_OUTPUT_DIR = ".bitmagic/pages";
18
+ /** The engine capability a vendored engine advertises once it carries `bitmagic/boot-static.ts`. */
19
+ export declare const STATIC_PAGE_CAPABILITY = "staticPage";
20
+ /** The `bm:platform` id the static page declares and `bitmagic/register-static.ts` registers. */
21
+ export declare const BITMAGIC_STATIC_PLATFORM_ID = "bitmagic-static";
22
+ /**
23
+ * Refuses an engine without the static page, before anything is written or built. The page boots
24
+ * `bitmagic/boot-static.js`; on an engine that has none, the build would compile clean and then
25
+ * fail in Vite on an unresolved entry, naming a file the creator never wrote.
26
+ */
27
+ export declare function requireStaticPageEngine(capabilities: EngineCapabilities): void;
28
+ /** The values `pagesHosting` in `bitmagic.json` takes, besides a root URL. */
29
+ export declare const PAGES_HOSTING_PRESETS: readonly ["bitmagic-cdn", "github-pages"];
30
+ export type PagesHostingPreset = (typeof PAGES_HOSTING_PRESETS)[number];
31
+ /** The default: the engine's files from the Bitmagic CDN, which is where they all are today. */
32
+ export declare const DEFAULT_PAGES_HOSTING: PagesHostingPreset;
33
+ /**
34
+ * The `<meta name="bm:asset-host">` content the static page carries for `bitmagic.json`'s
35
+ * `pagesHosting`, or null for none.
36
+ *
37
+ * - absent, or `"bitmagic-cdn"`: no meta. The static platform registers the Bitmagic CDN preset,
38
+ * and a page with no meta takes the platform's hosting (`resolveHosting` in the engine's
39
+ * `runtime/hosting.ts`).
40
+ * - `"github-pages"`: the meta `github-pages`, the open engine's own asset site. That site does
41
+ * not exist yet, so a page built this way loads no engine assets until it does.
42
+ * - a root URL (`https://…`, `http://…`, or a page-relative `./…`, `../…` or `/…` path): the meta
43
+ * names that root, which the engine reads as a self-hosted copy of the engine's files.
44
+ *
45
+ * Anything else is refused: the engine would read an unknown name as an unregistered provider and
46
+ * silently fall back to the platform's hosting, which is the opposite of what the creator asked.
47
+ */
48
+ export declare function pagesAssetHostMeta(pagesHosting: unknown): string | null;
49
+ export interface GithubPagesWorkflowOptions {
50
+ /**
51
+ * The CLI version the workflow runs, pinned: the version that scaffolded it. An unpinned `npx`
52
+ * would build with whatever was published last, against an engine this project may not have.
53
+ */
54
+ cliVersion: string;
55
+ /** The project's package manager, from its lockfile (`detectPackageManager`). */
56
+ packageManager: PackageManager;
57
+ /**
58
+ * The branch whose pushes deploy: the repository's default branch (`detectDefaultBranch`).
59
+ * Named literally, because `$default-branch` only works in GitHub's workflow templates; in a
60
+ * repository's own workflow file it is a branch called `$default-branch`, and nothing deploys.
61
+ */
62
+ branch: string;
63
+ }
64
+ /**
65
+ * `.github/workflows/bitmagic-pages.yml`.
66
+ *
67
+ * Action majors follow this repository's own workflows (`actions/checkout@v6`,
68
+ * `actions/setup-node@v6`, `pnpm/action-setup@v5`); the two Pages actions, which the repository
69
+ * does not otherwise use, are pinned to their current majors. Checkout fetches LFS objects,
70
+ * because a project may keep large models there and the bundle inlines nothing it cannot read.
71
+ */
72
+ export declare function renderGithubPagesWorkflow(options: GithubPagesWorkflowOptions): string;
73
+ /**
74
+ * What `bitmagic pages init` prints after writing the workflow: the one step only the creator can
75
+ * take, the limits GitHub sets, and the terms note. Lines, so `--json` can carry them as an array.
76
+ */
77
+ export declare function pagesSetupNotes(): string[];
78
+ /**
79
+ * The repository's default branch, for the workflow's push trigger: the remote's `HEAD` when the
80
+ * clone knows it, else the branch checked out now, else `main` (GitHub's default for a new
81
+ * repository). `bitmagic pages init --branch` overrides it.
82
+ */
83
+ export declare function detectDefaultBranch(root: string): string;
@@ -0,0 +1,200 @@
1
+ import { CliError } from '../errors.js';
2
+ import { spawnPathCommandSync } from '../project/spawn-bin.js';
3
+ import { hasEngineCapability } from './engine-capabilities.js';
4
+ /**
5
+ * The GitHub Pages target for a standalone project (engine OSS audit W5.6 §2.6, decision H-h):
6
+ * `bitmagic pages init` writes the workflow below, and the workflow runs `bitmagic build --pages`
7
+ * on every push to the default branch and deploys `.bitmagic/pages/` with GitHub's own Pages
8
+ * actions.
9
+ *
10
+ * What `build --pages` makes is a STATIC page: it boots through `bitmagic/boot-static.js`, which
11
+ * registers no platform services, so a `*.github.io` page never calls api-server, game-server or
12
+ * GTM. Only the engine's own files still come from Bitmagic: the Bitmagic CDN, until the open
13
+ * engine's asset site exists (`pagesHosting` in `bitmagic.json` switches that).
14
+ */
15
+ /** Where `bitmagic pages init` writes the workflow, relative to the project root. */
16
+ export const PAGES_WORKFLOW_PATH = '.github/workflows/bitmagic-pages.yml';
17
+ /** The directory `bitmagic build --pages` writes and the workflow uploads, relative to the root. */
18
+ export const PAGES_OUTPUT_DIR = '.bitmagic/pages';
19
+ /** The engine capability a vendored engine advertises once it carries `bitmagic/boot-static.ts`. */
20
+ export const STATIC_PAGE_CAPABILITY = 'staticPage';
21
+ /** The `bm:platform` id the static page declares and `bitmagic/register-static.ts` registers. */
22
+ export const BITMAGIC_STATIC_PLATFORM_ID = 'bitmagic-static';
23
+ /**
24
+ * Refuses an engine without the static page, before anything is written or built. The page boots
25
+ * `bitmagic/boot-static.js`; on an engine that has none, the build would compile clean and then
26
+ * fail in Vite on an unresolved entry, naming a file the creator never wrote.
27
+ */
28
+ export function requireStaticPageEngine(capabilities) {
29
+ if (hasEngineCapability(capabilities, STATIC_PAGE_CAPABILITY))
30
+ return;
31
+ throw new CliError('This project\'s engine predates the GitHub Pages target: it has no static page '
32
+ + '(`staticPage` in engine/engine/engine-manifest.json). Run `bitmagic upgrade` to update the '
33
+ + 'engine (your game code is not touched), then try again.', 1);
34
+ }
35
+ /** The values `pagesHosting` in `bitmagic.json` takes, besides a root URL. */
36
+ export const PAGES_HOSTING_PRESETS = ['bitmagic-cdn', 'github-pages'];
37
+ /** The default: the engine's files from the Bitmagic CDN, which is where they all are today. */
38
+ export const DEFAULT_PAGES_HOSTING = 'bitmagic-cdn';
39
+ /**
40
+ * The `<meta name="bm:asset-host">` content the static page carries for `bitmagic.json`'s
41
+ * `pagesHosting`, or null for none.
42
+ *
43
+ * - absent, or `"bitmagic-cdn"`: no meta. The static platform registers the Bitmagic CDN preset,
44
+ * and a page with no meta takes the platform's hosting (`resolveHosting` in the engine's
45
+ * `runtime/hosting.ts`).
46
+ * - `"github-pages"`: the meta `github-pages`, the open engine's own asset site. That site does
47
+ * not exist yet, so a page built this way loads no engine assets until it does.
48
+ * - a root URL (`https://…`, `http://…`, or a page-relative `./…`, `../…` or `/…` path): the meta
49
+ * names that root, which the engine reads as a self-hosted copy of the engine's files.
50
+ *
51
+ * Anything else is refused: the engine would read an unknown name as an unregistered provider and
52
+ * silently fall back to the platform's hosting, which is the opposite of what the creator asked.
53
+ */
54
+ export function pagesAssetHostMeta(pagesHosting) {
55
+ if (pagesHosting === undefined || pagesHosting === DEFAULT_PAGES_HOSTING)
56
+ return null;
57
+ if (pagesHosting === 'github-pages')
58
+ return 'github-pages';
59
+ if (typeof pagesHosting === 'string' && /^(https?:\/\/[^\s"<>]+|\.{0,2}\/[^\s"<>]*)$/.test(pagesHosting)) {
60
+ return pagesHosting;
61
+ }
62
+ throw new CliError(`bitmagic.json's "pagesHosting" is ${JSON.stringify(pagesHosting)}, which is not one of `
63
+ + `${PAGES_HOSTING_PRESETS.map((p) => `"${p}"`).join(', ')} or a root URL (https://… or ./…). `
64
+ + 'Remove the field to keep the default, the Bitmagic CDN.', 1);
65
+ }
66
+ /** A branch name the workflow can carry unquoted in a YAML flow sequence. */
67
+ const PLAIN_BRANCH = /^[A-Za-z0-9][A-Za-z0-9._/-]*$/;
68
+ /**
69
+ * The install steps for the project's lockfile, indented to sit in the build job's `steps:`.
70
+ *
71
+ * pnpm needs its own setup action (a scaffolded package.json has no `packageManager` field, so the
72
+ * major version is named here) and must come before setup-node's cache. The frozen-lockfile
73
+ * installs are deliberate: CI must build what was committed, not re-resolve it.
74
+ */
75
+ function installSteps(manager) {
76
+ if (manager === 'pnpm') {
77
+ return ` - uses: pnpm/action-setup@v5
78
+ with:
79
+ version: 10
80
+ - uses: actions/setup-node@v6
81
+ with:
82
+ node-version: 24
83
+ cache: pnpm
84
+ - run: pnpm install --frozen-lockfile`;
85
+ }
86
+ if (manager === 'yarn') {
87
+ return ` - uses: actions/setup-node@v6
88
+ with:
89
+ node-version: 24
90
+ cache: yarn
91
+ - run: yarn install --frozen-lockfile`;
92
+ }
93
+ return ` - uses: actions/setup-node@v6
94
+ with:
95
+ node-version: 24
96
+ cache: npm
97
+ - run: npm ci`;
98
+ }
99
+ /**
100
+ * `.github/workflows/bitmagic-pages.yml`.
101
+ *
102
+ * Action majors follow this repository's own workflows (`actions/checkout@v6`,
103
+ * `actions/setup-node@v6`, `pnpm/action-setup@v5`); the two Pages actions, which the repository
104
+ * does not otherwise use, are pinned to their current majors. Checkout fetches LFS objects,
105
+ * because a project may keep large models there and the bundle inlines nothing it cannot read.
106
+ */
107
+ export function renderGithubPagesWorkflow(options) {
108
+ if (!/^\d+\.\d+\.\d+(-[0-9A-Za-z.-]+)?$/.test(options.cliVersion)) {
109
+ throw new CliError(`Cannot pin the workflow to this CLI's version (${JSON.stringify(options.cliVersion)}). `
110
+ + 'Reinstall the CLI with `bitmagic self-update` and run `bitmagic pages init` again.', 1);
111
+ }
112
+ if (!PLAIN_BRANCH.test(options.branch)) {
113
+ throw new CliError(`Cannot deploy from the branch ${JSON.stringify(options.branch)}: name a plain branch with --branch.`, 1);
114
+ }
115
+ return `# Builds this Bitmagic game and deploys it to GitHub Pages on every push to ${options.branch}.
116
+ # Written by \`bitmagic pages init\`; run it again to refresh this file.
117
+ #
118
+ # One-time setup: Settings -> Pages -> Build and deployment -> Source: GitHub Actions.
119
+ #
120
+ # The page is static: no Bitmagic sign-in, cloud saves, leaderboards, multiplayer or runtime AI.
121
+ # The engine's own files load from the Bitmagic CDN (\`pagesHosting\` in bitmagic.json).
122
+ name: Deploy to GitHub Pages
123
+
124
+ on:
125
+ push:
126
+ branches: [${options.branch}]
127
+ workflow_dispatch:
128
+
129
+ permissions:
130
+ contents: read
131
+ pages: write
132
+ id-token: write
133
+
134
+ concurrency:
135
+ group: pages
136
+ cancel-in-progress: false
137
+
138
+ jobs:
139
+ build:
140
+ runs-on: ubuntu-latest
141
+ steps:
142
+ - uses: actions/checkout@v6
143
+ with:
144
+ lfs: true
145
+ ${installSteps(options.packageManager)}
146
+ - run: npx --yes @bitmagic/cli@${options.cliVersion} build --pages
147
+ - uses: actions/upload-pages-artifact@v5
148
+ with:
149
+ path: ${PAGES_OUTPUT_DIR}/
150
+
151
+ deploy:
152
+ needs: build
153
+ runs-on: ubuntu-latest
154
+ environment:
155
+ name: github-pages
156
+ url: \${{ steps.deployment.outputs.page_url }}
157
+ steps:
158
+ - id: deployment
159
+ uses: actions/deploy-pages@v5
160
+ `;
161
+ }
162
+ /**
163
+ * What `bitmagic pages init` prints after writing the workflow: the one step only the creator can
164
+ * take, the limits GitHub sets, and the terms note. Lines, so `--json` can carry them as an array.
165
+ */
166
+ export function pagesSetupNotes() {
167
+ return [
168
+ 'One manual step: on GitHub, open the repository\'s Settings -> Pages -> Build and deployment, '
169
+ + 'and set Source to "GitHub Actions". Then push to the default branch (or run the workflow from '
170
+ + 'the Actions tab) and the game deploys.',
171
+ 'The page is static: no Bitmagic sign-in, cloud saves, leaderboards, multiplayer or runtime AI. '
172
+ + 'The engine\'s own files (characters, animations) load from the Bitmagic CDN.',
173
+ 'GitHub Pages limits: 1 GB per site, and a soft bandwidth limit of 100 GB per month.',
174
+ 'GitHub Pages is not meant to run a commercial business. A game run mainly as one fits the '
175
+ + 'Bitmagic CDN (`bitmagic publish`) or another host better. Your game\'s licence terms are in '
176
+ + 'engine/LICENSE.md.',
177
+ ];
178
+ }
179
+ /**
180
+ * The repository's default branch, for the workflow's push trigger: the remote's `HEAD` when the
181
+ * clone knows it, else the branch checked out now, else `main` (GitHub's default for a new
182
+ * repository). `bitmagic pages init --branch` overrides it.
183
+ */
184
+ export function detectDefaultBranch(root) {
185
+ const git = (args) => {
186
+ const result = spawnPathCommandSync('git', ['-C', root, ...args], { encoding: 'utf-8', stdio: ['ignore', 'pipe', 'ignore'] });
187
+ if (result.error !== undefined || result.status !== 0)
188
+ return null;
189
+ const out = String(result.stdout).trim();
190
+ return out.length > 0 ? out : null;
191
+ };
192
+ const remoteHead = git(['symbolic-ref', '--short', 'refs/remotes/origin/HEAD']);
193
+ if (remoteHead !== null && remoteHead.startsWith('origin/'))
194
+ return remoteHead.slice('origin/'.length);
195
+ const current = git(['symbolic-ref', '--short', 'HEAD']);
196
+ if (current !== null)
197
+ return current;
198
+ return 'main';
199
+ }
200
+ //# sourceMappingURL=github-pages.js.map
@@ -0,0 +1 @@
1
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@@ -63,6 +63,17 @@ export interface IndexHtmlOptions {
63
63
  * directory to load.
64
64
  */
65
65
  capabilities: EngineCapabilities;
66
+ /**
67
+ * Render the STATIC page `bitmagic build --pages` bundles for GitHub Pages instead of the
68
+ * project's own page: it boots through `bitmagic/boot-static.js` (no platform services, the
69
+ * engine's files on the Bitmagic CDN) and declares `<meta name="bm:platform"
70
+ * content="bitmagic-static">`, plus `<meta name="bm:asset-host">` when `assetHost` is a string
71
+ * (`pagesAssetHostMeta` in `github-pages.ts`). Only for an engine that advertises `staticPage`.
72
+ * Absent, the page is byte for byte the one every project is scaffolded with.
73
+ */
74
+ staticPage?: {
75
+ assetHost: string | null;
76
+ };
66
77
  }
67
78
  /** The `bm:platform` value a page carries when it boots through the Bitmagic platform package. */
68
79
  export declare const BITMAGIC_PLATFORM_ID = "bitmagic";
@@ -2,6 +2,7 @@ import { FAVICON_LINK_ID } from '@bitmagic/asset-core/favicon';
2
2
  import { describeArtStyle } from '@bitmagic/asset-core/art-style';
3
3
  import { tsconfigPaths, importMapEntries, viteAliasEntries } from './aliases.js';
4
4
  import { hasEngineCapability } from './engine-capabilities.js';
5
+ import { BITMAGIC_STATIC_PLATFORM_ID } from './github-pages.js';
5
6
  import { currentPortLane } from '../port-lane.js';
6
7
  import { AGENTS_MD_REFERENCE_SECTION, GAME_DESIGN_REFERENCE_HINT, GENERATE_SKILL_REFERENCE_SECTION, PLANNING_SKILL_REFERENCE_STEP1, PLANNING_SKILL_REFERENCE_STEP4, } from './reference-guidance.js';
7
8
  import { ALWAYS_AGENTS, PRIMARY_SKILLS_DIR, joinWithAnd, skillDirsFor, } from './agent-targets.js';
@@ -273,14 +274,20 @@ export function renderIndexHtml(options) {
273
274
  const imports = { ...CDN_IMPORTS, ...aliasImports };
274
275
  // Derived from the same alias model as the import map above, not a hardcoded literal, so the
275
276
  // two cannot drift: the entry point is an alias's import-map target plus its filename.
276
- const engineEntryPoint = platformEntry
277
- ? `${aliasImports['bitmagic/']}boot.js`
278
- : `${aliasImports['engine/']}GameTemplate.js`;
277
+ const staticPage = options.staticPage;
278
+ const engineEntryPoint = staticPage !== undefined
279
+ ? `${aliasImports['bitmagic/']}boot-static.js`
280
+ : platformEntry
281
+ ? `${aliasImports['bitmagic/']}boot.js`
282
+ : `${aliasImports['engine/']}GameTemplate.js`;
279
283
  // Only on a page that registers the platform: the engine logs an error when a page declares a
280
284
  // platform that never registered, so an older engine's page must not carry it.
281
- const platformMeta = platformEntry
282
- ? `\n <meta name="bm:platform" content="${BITMAGIC_PLATFORM_ID}">`
283
- : '';
285
+ const platformMeta = staticPage !== undefined
286
+ ? `\n <meta name="bm:platform" content="${BITMAGIC_STATIC_PLATFORM_ID}">`
287
+ + (staticPage.assetHost === null ? '' : `\n <meta name="bm:asset-host" content="${staticPage.assetHost}">`)
288
+ : platformEntry
289
+ ? `\n <meta name="bm:platform" content="${BITMAGIC_PLATFORM_ID}">`
290
+ : '';
284
291
  // The #game-container div below is required, not decorative: GameTemplate.ts
285
292
  // does document.getElementById('game-container') as HTMLElement, and GameEngine.ts
286
293
  // appendChild()s into it. The "as HTMLElement" cast erases the null a missing div would