@genex-ai/cli-demo 0.18.0 → 0.21.0

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package/dist/index.js CHANGED
@@ -1064,7 +1064,7 @@ async function deployGame(ctx, opts, log) {
1064
1064
  }
1065
1065
  if (!await pushSource(cwd, ctx.sshUrl, keyPath, log)) return false;
1066
1066
  log.step("Publishing\u2026");
1067
- if (!await callPublish(ctx, commit, opts.matchmaking ?? null, log)) return false;
1067
+ if (!await callPublish(ctx, commit, opts, log)) return false;
1068
1068
  const index = files.find((f) => f.relPath === "index.html");
1069
1069
  await waitUntilLive(grant.playUrl, fingerprintOf(index.bytes.toString("utf8")), opts.liveTimeoutMs ?? 2e4, log);
1070
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  return true;
@@ -1148,15 +1148,21 @@ async function uploadAll(uploadUrl, uploadToken, files, log) {
1148
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  await Promise.all(Array.from({ length: Math.min(8, files.length) }, () => worker()));
1149
1149
  return !failed;
1150
1150
  }
1151
- async function callPublish(ctx, commit, matchmaking, log) {
1151
+ async function callPublish(ctx, commit, opts, log) {
1152
1152
  let res;
1153
1153
  try {
1154
1154
  res = await fetch(`${ctx.apiUrl}/api/games/${ctx.projectId}/publish`, {
1155
1155
  method: "POST",
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  headers: { "Content-Type": "application/json", Authorization: `Bearer ${ctx.token}` },
1157
- // matchmaking rides every go-live (preview AND publish): object = upsert,
1158
- // null = clear so a draft's declared preset reaches the relay immediately.
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- body: JSON.stringify({ commit, matchmaking: matchmaking ?? null })
1157
+ // Detections ride every go-live (preview AND publish): matchmaking is
1158
+ // tri-state (object = upsert, null = clear); embedSdkVersion/multiplayer
1159
+ // are sent only when detected (absent = server keeps the stored value).
1160
+ body: JSON.stringify({
1161
+ commit,
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+ matchmaking: opts.matchmaking ?? null,
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+ ...opts.embedSdkVersion ? { embedSdkVersion: opts.embedSdkVersion } : {},
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+ ...opts.multiplayer !== void 0 ? { multiplayer: opts.multiplayer } : {}
1165
+ })
1160
1166
  });
1161
1167
  } catch (err) {
1162
1168
  log.error(`Couldn't reach the API at ${ctx.apiUrl}: ${String(err)}`);
@@ -1370,7 +1376,12 @@ async function runPublish(opts) {
1370
1376
  if (!opts.noPush) {
1371
1377
  const ok = await deployGame(
1372
1378
  { projectId: meta.id, sshUrl: meta.sshUrl, apiUrl, token },
1373
- { noBuild: opts.noBuild, matchmaking: detections.matchmaking },
1379
+ {
1380
+ noBuild: opts.noBuild,
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+ matchmaking: detections.matchmaking,
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+ embedSdkVersion: detections.embedSdkVersion,
1383
+ multiplayer: detections.multiplayer
1384
+ },
1374
1385
  log
1375
1386
  );
1376
1387
  if (!ok) {
@@ -1388,6 +1399,9 @@ async function runPublish(opts) {
1388
1399
  if (opts.description) body.description = opts.description;
1389
1400
  if (opts.regenerateCover) body.regenerateCover = true;
1390
1401
  if (opts.categories?.length) body.categories = opts.categories;
1402
+ if (opts.sourceRepoUrl) body.sourceRepoUrl = opts.sourceRepoUrl;
1403
+ if (opts.sourceAuthor) body.sourceAuthor = opts.sourceAuthor;
1404
+ if (opts.license) body.license = opts.license;
1391
1405
  if (detections.embedSdkVersion) body.embedSdkVersion = detections.embedSdkVersion;
1392
1406
  body.multiplayer = detections.multiplayer;
1393
1407
  body.matchmaking = detections.matchmaking ?? null;
@@ -1434,9 +1448,16 @@ async function runPreview(opts) {
1434
1448
  const apiUrl = getApiUrl(meta.apiUrl);
1435
1449
  const ok = await deployGame(
1436
1450
  { projectId: meta.id, sshUrl: meta.sshUrl, apiUrl, token },
1437
- // matchmaking reaches the server on every preview too a draft with a declared
1438
- // preset must not silently run the default one (null clears a removed config).
1439
- { noBuild: opts.noBuild, matchmaking: detections.matchmaking },
1451
+ // Detections reach the server on every preview too: matchmaking so a draft's
1452
+ // declared preset doesn't silently run the default (null clears a removed
1453
+ // config), embedSdkVersion/multiplayer so the dashboard's Publish button can
1454
+ // list the draft without wrongly treating it as a pre-embed-auth bundle.
1455
+ {
1456
+ noBuild: opts.noBuild,
1457
+ matchmaking: detections.matchmaking,
1458
+ embedSdkVersion: detections.embedSdkVersion,
1459
+ multiplayer: detections.multiplayer
1460
+ },
1440
1461
  log
1441
1462
  );
1442
1463
  if (!ok) {
@@ -1888,6 +1909,72 @@ async function exists2(p) {
1888
1909
  }
1889
1910
  }
1890
1911
 
1912
+ // src/commands/explore.ts
1913
+ async function runExplore(opts) {
1914
+ const log = createLogger({ quiet: opts.quiet });
1915
+ const query = opts.query?.trim();
1916
+ if (!query) {
1917
+ log.error('Missing query. Usage: genex explore "<what you need>"');
1918
+ process.exitCode = 1;
1919
+ return;
1920
+ }
1921
+ const apiUrl = getApiUrl(opts.apiUrl);
1922
+ let res;
1923
+ try {
1924
+ res = await fetch(`${apiUrl}/api/gallery/search-corpus?curated=1`);
1925
+ } catch {
1926
+ log.error("Couldn't reach Genex \u2014 please try again.");
1927
+ process.exitCode = 1;
1928
+ return;
1929
+ }
1930
+ if (!res.ok) {
1931
+ log.error(`explore: API returned ${res.status} \u2014 please try again.`);
1932
+ process.exitCode = 1;
1933
+ return;
1934
+ }
1935
+ const { items } = await res.json();
1936
+ const ranked = rank(items, query).slice(0, 5);
1937
+ if (opts.json) {
1938
+ console.log(JSON.stringify(ranked, null, 2));
1939
+ return;
1940
+ }
1941
+ if (ranked.length === 0) {
1942
+ log.plain(
1943
+ `No curated projects matched "${query}". Try a broader term (terrain, grass, vehicle, water, building, dungeon, fish, shader).`
1944
+ );
1945
+ return;
1946
+ }
1947
+ for (const [i, p] of ranked.entries()) {
1948
+ const meta = [
1949
+ p.categories.join(", "),
1950
+ p.license ?? "",
1951
+ p.sourceAuthor ? `originally by ${p.sourceAuthor}` : ""
1952
+ ].filter(Boolean).join(" \xB7 ");
1953
+ log.plain(`${c.bold(`${i + 1}. ${p.title}`)} \u2014 ${meta}`);
1954
+ if (p.description) log.plain(` ${p.description.slice(0, 160)}`);
1955
+ if (p.playUrl) log.plain(` play: ${p.playUrl}`);
1956
+ if (p.cloneUrl) log.plain(` clone: ${p.cloneUrl} (editable source on main)`);
1957
+ if (p.sourceRepoUrl) log.plain(` upstream: ${p.sourceRepoUrl}`);
1958
+ }
1959
+ log.plain("");
1960
+ log.plain(
1961
+ `To use one: clone it as a starting template, or borrow parts into your current game \u2014 the genex-explore skill has the exact steps. Keep the credits.`
1962
+ );
1963
+ }
1964
+ function rank(items, query) {
1965
+ const terms = query.toLowerCase().split(/\s+/).filter(Boolean);
1966
+ return items.map((p) => {
1967
+ const hay = `${p.title} ${p.description} ${p.categories.join(" ")}`.toLowerCase();
1968
+ let score = 0;
1969
+ for (const t of terms) {
1970
+ if (p.title.toLowerCase().includes(t)) score += 3;
1971
+ if (p.categories.some((cat) => cat.includes(t))) score += 2;
1972
+ if (hay.includes(t)) score += 1;
1973
+ }
1974
+ return { p, score };
1975
+ }).filter((x) => x.score > 0).sort((a, b) => b.score - a.score || b.p.playsCount - a.p.playsCount).map((x) => x.p);
1976
+ }
1977
+
1891
1978
  // src/index.ts
1892
1979
  var GEN_KINDS = /* @__PURE__ */ new Set(["model", "skybox", "sfx", "texture"]);
1893
1980
  function getVersion() {
@@ -1916,6 +2003,8 @@ ${c.bold("Usage")}
1916
2003
  genex texture "<prompt>" [options] Generate a PBR texture into public/assets/textures.
1917
2004
  genex controller <type> [--force] Install a physics controller (character|car|drone)
1918
2005
  into src/controllers (+ assets into public/assets).
2006
+ genex explore "<query>" [options] Search the curated community gallery \u2014 proven
2007
+ Three.js systems you can clone or borrow parts from.
1919
2008
 
1920
2009
  ${c.bold("Options for the generators (`model` `skybox` `sfx` `texture`)")}
1921
2010
  --terrain (texture) seamless tiling surface for terrain/ground.
@@ -1954,9 +2043,17 @@ ${c.bold("Options for `preview` / `publish`")}
1954
2043
  --categories <list> (publish) 1-3 gallery categories, comma-separated.
1955
2044
  Valid: games, assets, physics, terrain, lighting, vfx.
1956
2045
  --regenerate-cover (publish) Re-mint the disc cover (concept changed).
2046
+ --source-repo-url <url> (publish) Upstream repo this game is a port of \u2014
2047
+ shown as "Ported from \u2026" credit on the game page.
2048
+ --source-author <name> (publish) Upstream author to credit.
2049
+ --license <label> (publish) Upstream license label (e.g. MIT).
1957
2050
  --api-url <url> (publish) Override the API base URL.
1958
2051
  --env <path> Token env file (default: ~/.genex/env).
1959
2052
 
2053
+ ${c.bold("Options for `explore`")}
2054
+ --json Print the top matches as JSON (for tools/agents).
2055
+ --api-url <url> Override the API base URL.
2056
+
1960
2057
  ${c.bold("Global")}
1961
2058
  --quiet Reduce output.
1962
2059
  -h, --help Show this help.
@@ -1981,6 +2078,7 @@ ${c.bold("Examples")}
1981
2078
  genex sfx "punchy laser zap" --duration 2
1982
2079
  genex texture "mossy cracked cobblestone" --terrain
1983
2080
  genex controller character
2081
+ genex explore "grass"
1984
2082
  `;
1985
2083
  function parseArgs(argv) {
1986
2084
  const parsed = {
@@ -2001,7 +2099,10 @@ function parseArgs(argv) {
2001
2099
  "--description",
2002
2100
  "--categories",
2003
2101
  "--timeout",
2004
- "--duration"
2102
+ "--duration",
2103
+ "--source-repo-url",
2104
+ "--source-author",
2105
+ "--license"
2005
2106
  ]);
2006
2107
  let i = 0;
2007
2108
  while (i < argv.length) {
@@ -2040,6 +2141,9 @@ function parseArgs(argv) {
2040
2141
  case "--quiet":
2041
2142
  parsed.options.quiet = true;
2042
2143
  break;
2144
+ case "--json":
2145
+ parsed.options.json = true;
2146
+ break;
2043
2147
  default: {
2044
2148
  if (needsValue.has(arg)) {
2045
2149
  const value = argv[i++];
@@ -2055,6 +2159,8 @@ function parseArgs(argv) {
2055
2159
  parsed.command = arg;
2056
2160
  } else if (parsed.options.name === void 0) {
2057
2161
  parsed.options.name = arg;
2162
+ } else if (parsed.command === "explore") {
2163
+ parsed.options.name = `${parsed.options.name} ${arg}`;
2058
2164
  } else {
2059
2165
  parsed.error = `Unexpected argument: ${arg}`;
2060
2166
  return parsed;
@@ -2097,6 +2203,15 @@ function applyValueFlag(options, flag, value) {
2097
2203
  case "--categories":
2098
2204
  options.categories = value.split(",").map((s) => s.trim().toLowerCase()).filter(Boolean);
2099
2205
  break;
2206
+ case "--source-repo-url":
2207
+ options.sourceRepoUrl = value;
2208
+ break;
2209
+ case "--source-author":
2210
+ options.sourceAuthor = value;
2211
+ break;
2212
+ case "--license":
2213
+ options.license = value;
2214
+ break;
2100
2215
  case "--timeout": {
2101
2216
  const n = Number(value);
2102
2217
  if (!Number.isFinite(n) || n <= 0) {
@@ -2162,6 +2277,9 @@ async function main() {
2162
2277
  case "publish":
2163
2278
  await runPublish(parsed.options);
2164
2279
  break;
2280
+ case "explore":
2281
+ await runExplore({ ...parsed.options, query: parsed.options.name });
2282
+ break;
2165
2283
  default:
2166
2284
  log.error(`Unknown command: ${parsed.command}`);
2167
2285
  log.plain(`Run ${c.cyan("genex --help")} for usage.`);
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@genex-ai/cli-demo",
3
- "version": "0.18.0",
3
+ "version": "0.21.0",
4
4
  "description": "Set up your ~/.claude workspace, authorize, create a game project, generate AI assets, and publish (genex CLI).",
5
5
  "type": "module",
6
6
  "bin": {
@@ -0,0 +1,11 @@
1
+ # Networking these controllers
2
+
3
+ These controllers simulate **your own player only** (self-authoritative, zero input
4
+ latency). To show OTHER players' rigs in a multiplayer game, publish a small flat state on
5
+ a fixed tick and play it back on a visual-only remote rig — never instantiate a controller
6
+ or a Rapier body for a remote player.
7
+
8
+ The complete recipe (what to publish per controller, remote playback, contested-contact
9
+ physics via the host) lives in the multiplayer skill:
10
+ `genex-threejs-multiplayer` → `references/host-physics.md`. Load that skill before writing
11
+ any networking code.
@@ -32,25 +32,33 @@ lives under `public/` so Vite ships it in the build (load it as `./assets/models
32
32
  the `public/` prefix is stripped when served). It is **committed by `npx genex publish`**,
33
33
  so it ships inside your published game.
34
34
 
35
- ## Hero models must face forward
36
-
37
- For the model the player controls (a ship, car, character — the "hero"), the mesh should
38
- **face forward**: its front pointing down the direction of travel (conventionally `+Z`,
39
- i.e. "looking forward"). A hero whose nose points sideways reads as broken at a glance.
40
-
41
- - **In the prompt:** when it's the player's craft, ask for it facing forward — e.g.
42
- `"...game-ready, facing forward, front toward +Z"`.
43
- - **On load (fallback):** if the imported GLB still isn't forward, rotate it once so its
44
- nose aligns with travel. Wrap the model in a parent `Object3D` and apply the correction
45
- to the child, so your movement code can rotate the parent cleanly:
35
+ ## Models that point somewhere must face forward
36
+
37
+ Any model with a "front" the game aims — the hero the player controls, an **NPC that
38
+ walks toward or looks at players**, a turret, a vehicle should face **forward**: its
39
+ front toward `+Z` (glTF's "looking forward"), so yaw/`lookAt` code points it correctly.
40
+ A hero whose nose points sideways — or an enemy that chases you while staring off to the
41
+ side reads as broken at a glance.
42
+
43
+ - **In the prompt:** ask for it e.g. `"...game-ready, facing forward, front toward +Z"`.
44
+ Treat this as a hint, not a guarantee: generated meshes regularly come back rotated
45
+ anyway, so the check below is never optional.
46
+ - **On load (always check — hero AND NPC):** if the GLB isn't `+Z`-forward, rotate it
47
+ once. Wrap the model in a parent `Object3D` and put the correction on the child, so
48
+ game code rotates the parent cleanly:
46
49
  ```ts
47
- const hero = new THREE.Object3D();
50
+ const rig = new THREE.Object3D();
48
51
  gltf.scene.rotation.y = Math.PI / 2; // one-time facing correction — tune per model
49
- hero.add(gltf.scene);
50
- scene.add(hero); // move/rotate `hero`, not gltf.scene
52
+ rig.add(gltf.scene);
53
+ scene.add(rig); // move/rotate/lookAt `rig`, not gltf.scene
51
54
  ```
52
- - Orientation **is** visible in a still confirm the hero faces forward in your
53
- self-check screenshot before moving on.
55
+ Clones inherit the fix only if you clone the corrected child (or the whole rig) —
56
+ never the raw `gltf.scene`.
57
+ - **Verify it, don't assume it.** Orientation **is** visible in a still — in your
58
+ self-check screenshot confirm the hero faces its travel direction AND that NPCs driven
59
+ by chase/aim code face their target (an enemy rotated 90° from its victim is this
60
+ pipeline's most common visible bug). If you can't capture real gameplay (a draft's
61
+ sign-in gate is up), say so plainly instead of skipping the check silently.
54
62
 
55
63
  ## Load it into the scene
56
64
 
@@ -0,0 +1,69 @@
1
+ ---
2
+ name: genex-explore
3
+ description: Search the curated Genex community gallery with `npx genex explore` before hand-writing hard visual or physics systems. Use when the game needs terrain, grass, water, vehicles, buildings, dungeons, flocking/boids, or advanced shader work — proven open-source Three.js implementations you can clone as a starting point or borrow parts from, credits included.
4
+ ---
5
+
6
+ # Genex Explore — proven building blocks from the community gallery
7
+
8
+ Some systems are notoriously hard to get right from scratch: believable grass,
9
+ vehicle physics, procedural buildings and dungeons, fish/boid flocking, water,
10
+ advanced shader effects. The curated community gallery holds **faithful ports of
11
+ proven open-source Three.js projects** — playable, cloneable, and licensed for
12
+ reuse. Search it before hand-writing one of those systems.
13
+
14
+ ## When to use
15
+
16
+ Before building a hard visual/physics system by hand, run:
17
+
18
+ ```bash
19
+ npx genex explore "<what you need>"
20
+ ```
21
+
22
+ Examples: `npx genex explore "grass"`, `npx genex explore "vehicle physics"`,
23
+ `npx genex explore "procedural building"`. No sign-in needed — this works even
24
+ before `genex init`.
25
+
26
+ Each result prints everything you need to act on it:
27
+
28
+ - `play:` — open it in the browser to judge whether it fits.
29
+ - `clone:` — the public repo with **editable source on `main`**.
30
+ - `upstream:` — the original source repo, with its author and license.
31
+
32
+ Add `--json` for machine-readable output.
33
+
34
+ ## How to integrate a result
35
+
36
+ **As a NEW game (start from the whole project):**
37
+
38
+ 1. `git clone <clone URL from the output> <name>` — pick a short one-word name.
39
+ 2. `cd <name>`, then `npx @genex-ai/cli-demo@latest init <name>` — choose
40
+ "Ignore files and continue" if it warns the folder isn't empty; never use
41
+ `--force`. This creates your own project; the original is untouched.
42
+ 3. `npm install`, keep `base: './'` in `vite.config`, then build your changes
43
+ and ship with `npx genex preview`.
44
+
45
+ **To BORROW parts into the current project:**
46
+
47
+ 1. Clone the result somewhere temporary, separate from your project
48
+ (e.g. `/tmp/genex-explore-src`).
49
+ 2. Study how it implements the part you need, then bring **just that** over —
50
+ real code and assets, adapted to your file paths. Don't wholesale-overwrite
51
+ your game.
52
+ 3. Reused assets must live under `public/assets/` to ship. New assets are
53
+ generated as usual with `$genex-ai-model`, `$genex-ai-skybox`,
54
+ `$genex-ai-sfx`, or `$genex-ai-texture`.
55
+
56
+ ## Credits rule (non-negotiable)
57
+
58
+ Every curated result carries an upstream link, author, and license — that
59
+ credit is part of the deal that makes these projects reusable. Whatever you
60
+ build from one:
61
+
62
+ - keep the attribution block in the README (upstream source repo URL, author,
63
+ license) exactly as the port carries it;
64
+ - keep any in-game credits screens or notices in place;
65
+ - carry the credit into anything you publish or remix from it.
66
+
67
+ If nothing matches your query, try a broader term (terrain, grass, vehicle,
68
+ water, building, dungeon, fish, shader) — or build it with the regular
69
+ `genex-threejs-*` skills instead.
@@ -33,6 +33,18 @@ Read [references/camera-rigs.md](references/camera-rigs.md)
33
33
  for exact chase/side/orbit rigs, projection values, transition
34
34
  rules, floating-origin shot, pointer controls, and implementation limits.
35
35
 
36
+ ## Aiming and pointer lock
37
+
38
+ Camera-aimed action — a third-person shooter reticle, first-person look —
39
+ wants **pointer lock**, not drag-orbit: request it on canvas click
40
+ (`canvas.requestPointerLock()`), drive yaw/pitch from `mousemove` deltas while
41
+ locked, and treat lock loss (Esc) as aim-paused — show a small "click to aim"
42
+ hint whenever unlocked. Keep drag-orbit for non-combat cameras (exploration,
43
+ building, spectating). Pointer lock works everywhere a Genex game runs:
44
+ standalone the game is the top-level page, and the platform's game frame
45
+ already grants the pointer-lock permission — no setup needed. Re-sync
46
+ yaw/pitch from the camera whenever lock is acquired (rule below).
47
+
36
48
  ## Non-negotiable rules
37
49
 
38
50
  - Use subject dimensions to derive offsets; do not tune one fixed distance for
@@ -260,6 +260,24 @@ instead. Don't code around any of this: no `?`/`#` URL params of yours will
260
260
  be affected, and `isEmbedded()` / the return-trip handling are internal SDK
261
261
  concerns.
262
262
 
263
+ ### Validating a draft (read before self-testing)
264
+
265
+ An unpublished draft shows the sign-in gate to any browser that isn't signed
266
+ in as the owner — **including your own test browser** (Playwright, headless
267
+ Chrome). The game still boots behind the overlay: console logs, DOM snapshots,
268
+ and key events all work — but every screenshot shows the gate, not the game,
269
+ and a gate capture is NOT visual evidence.
270
+
271
+ - Validate what the gate can't hide: a clean console, the canvas booting, the
272
+ HUD present in a DOM snapshot, controls registering.
273
+ - Do NOT work around the gate: don't dig through the SDK's internals for
274
+ undocumented URL fragments, and don't drive the user's own signed-in
275
+ browser.
276
+ - For the visual pass on a draft, hand it off plainly: "open your draft page
277
+ and tell me what you see" — the owner's view is the real check. Once the
278
+ game is **published**, any fresh browser gets in as a guest, so your own
279
+ test browser works again for full visual validation.
280
+
263
281
  ## Checklist
264
282
 
265
283
  - [ ] `initGameSentry({ slug: GENEX.slug })` is the very first call in `main.ts`.
@@ -33,6 +33,10 @@ no matter how good it looks.
33
33
  itself, or apply them only to hand-rolled movement.)
34
34
  - If an action can't fire (cooldown, no ammo), say so instantly — a click, a
35
35
  dimmed icon — silence reads as broken input.
36
+ - Camera-aimed shooting wants **pointer lock** (click to aim, Esc releases —
37
+ `$genex-threejs-camera-direction` has the rig rules); firing at a reticle
38
+ with an unlocked drag-to-turn camera feels imprecise no matter how tight
39
+ the numbers are.
36
40
 
37
41
  ## Movement: snappy beats realistic
38
42
 
@@ -37,7 +37,16 @@ example, the shared-object/ball code, rotation, and host usage. Read
37
37
  npm i @genex-ai/multiplayer
38
38
  ```
39
39
 
40
- This skill targets `@genex-ai/multiplayer` **≥ 0.7.1** (`objects`/`host` since 0.4; `matchmake()` since 0.5; presets + `score()`/`finish()` since 0.6; `createPrivate()`/`joinPrivate()` since 0.7; matchmake auto-retry + `retry()` since 0.7.1).
40
+ This skill targets `@genex-ai/multiplayer` **≥ 0.8.0** (`objects`/`host` since 0.4; `matchmake()` since 0.5; presets + `score()`/`finish()` since 0.6; `createPrivate()`/`joinPrivate()` since 0.7; matchmake auto-retry + `retry()` since 0.7.1; auto-reconnect + `inputs`/`onHostTick` since 0.8).
41
+
42
+ ## Trust model (say it plainly in your game's copy)
43
+
44
+ This is **casual, favor-the-player multiplayer** (Haxball, not Rocket League): you are
45
+ authoritative over yourself, match outcomes are self-reported, and there is no server-side
46
+ simulation or anti-cheat. The server DOES enforce identity (verified tokens), object
47
+ ownership, match seating/adjudication, and rate/size caps — but a modified client can still
48
+ lie about its own position or score. Great for friends and casual lobbies; don't promise
49
+ ranked-grade fairness.
41
50
 
42
51
  ## Matchmaking (competitive presets — server-owned)
43
52
 
@@ -123,6 +132,36 @@ const room = await connect<State>({
123
132
  });
124
133
  ```
125
134
 
135
+ **Capacity:** a room holds up to **64 players** (up to 48 of them guests). Above that, the
136
+ relay opens a **second room for the same game** — two parallel worlds, no error. If your
137
+ game needs seated, one-world competition, use the matchmaking presets instead of one big
138
+ `connect()` room.
139
+
140
+ ## Disconnects & reconnection (built in — render it, don't rebuild it)
141
+
142
+ The SDK auto-reconnects after a network blip or brief signal loss: the relay holds your seat
143
+ for a grace window (~30 s), and on recovery **nothing changed** — same session id, objects
144
+ still yours, host unchanged, and in a match **a blip is not a forfeit**. Your only job is UI:
145
+
146
+ ```ts
147
+ room.on("reconnecting", ({ attempt }) => showOverlay(`Reconnecting… (${attempt})`));
148
+ room.on("reconnected", () => hideOverlay());
149
+ room.on("disconnect", (code) => {
150
+ // Terminal: server restart, revoked session, or the link never came back.
151
+ // To play again, read a FRESH token and connect() anew — never reuse the old auth object.
152
+ showMenu("Connection lost");
153
+ });
154
+ room.on("server:restart", () => flushSaves()); // the relay warns before a deploy — save now
155
+ ```
156
+
157
+ Keep your render loop running during `reconnecting` — remote players freeze briefly and then
158
+ glide on; don't tear the scene down. A deliberate `room.leave()` never auto-reconnects.
159
+
160
+ **One seat per player (enforced server-side):** joining the same game again — a second tab,
161
+ another device, or a page reload — instantly evicts the previous session (it gets
162
+ `disconnect`, code 4409). You never need to handle "the same player twice" and a reload
163
+ never leaves a ghost avatar behind.
164
+
126
165
  ## Which channel for which data
127
166
 
128
167
  **This table is the most important thing in this skill.** Every piece of networked state is one
@@ -165,13 +204,21 @@ fights (many writers). A ball on `objects` glides and has one owner. That's the
165
204
  `'host'` `(id)`, and any custom `send` name.
166
205
  - `room.send(type, payload)` — fire-and-forget to all **other** clients. **It never echoes to
167
206
  you**, so apply your own action's local effect directly (draw your own tracer at fire time),
168
- not inside `on(...)`. `room.leave()`.
207
+ not inside `on(...)`. Relay-internal names (`state`, `shared`, `claim`, `obj`, `release`,
208
+ `destroy`, `match:*`, `__*`) are refused — pick your own event names. `room.leave()`.
209
+ - `room.inputs.send(payload)` / `room.inputs.on((fromId, payload) => …)` — the host-routed
210
+ input channel for host-authoritative physics: anyone sends, ONLY the current host receives.
211
+ See [references/host-physics.md](references/host-physics.md).
212
+ - `room.onHostTick(hz, cb)` — run a fixed simulation tick only while you are the host
213
+ (auto-starts/stops across host migration). Returns a disposer.
169
214
 
170
215
  ## The loop you must build (input → local → tick → render)
171
216
 
172
217
  1. **Input mutates a local object only** (`me.x += …`). Never network on keypress.
173
218
  2. **A fixed tick publishes it:** `setInterval(() => room.me.set(me), 66)` (~15 Hz). If you own an
174
- object, `objects.set` it in the same tick.
219
+ object, `objects.set` it in the same tick. **Round numbers before publishing** —
220
+ `Math.round(v * 100) / 100` (2 decimals ≈ cm precision) — raw floats serialize as 17-digit
221
+ JSON and are the #1 bandwidth waste; nobody can see a 0.001-unit difference.
175
222
  3. **Render at your own framerate:** yourself from your *local* object; every other player from
176
223
  `players.get(id).state` directly (already smoothed); every object from `objects.get(id).state`.
177
224
  4. **Create-or-reuse one mesh per id**; remove a player's mesh on `'leave'`.
@@ -223,6 +270,17 @@ For host-simulated NPCs, the host claims and drives each enemy as an `object`; w
223
270
  leaves, its enemies are reassigned to the new host, which reads their `stateRaw` and keeps
224
271
  simulating. See the co-op recipe in [references/genre-recipes.md](references/genre-recipes.md).
225
272
 
273
+ ### Contested physics (two players pushing ONE thing) — host-authoritative
274
+
275
+ Claim-on-touch is perfect for one-touch objects (kick a ball). It **breaks down under
276
+ sustained contact** — two players pushing the same crate steal ownership back and forth and
277
+ the crate judders. For contested objects, ONE simulation must own the contest: the **host**
278
+ runs the physics for those objects; everyone else sends **inputs**
279
+ (`room.inputs.send({ push })`), which the relay routes to the host only; the host applies
280
+ them on `room.onHostTick(...)` and publishes results via `objects` (smooth for everyone).
281
+ Full recipe — including surviving host migration and wiring the Rapier controllers —
282
+ in [references/host-physics.md](references/host-physics.md).
283
+
226
284
  ## Smoothness is felt, not seen — hand the feel to a human
227
285
 
228
286
  Lag and stutter are *motion over time*. A screenshot is one frozen instant, so **you cannot tell
@@ -306,7 +364,10 @@ host-driven saving works as long as ANY account is in the room.
306
364
 
307
365
  ## Checklist
308
366
 
309
- - [ ] `npm i @genex-ai/multiplayer` (≥ 0.7.1); config wired into the build.
367
+ - [ ] `npm i @genex-ai/multiplayer` (≥ 0.8.0 — auto-reconnect, `inputs`, `onHostTick`); config wired into the build.
368
+ - [ ] `reconnecting`/`reconnected`/`disconnect` render an overlay (don't tear the scene down).
369
+ - [ ] Numbers rounded (~2 decimals) before `me.set`/`objects.set`.
370
+ - [ ] Contested (sustained-contact) objects use the host-physics pattern, not claim-on-touch.
310
371
  - [ ] `connect()` runs AFTER `await waitForPlayer()` (never `waitForAuth()` — guests would
311
372
  hang) and passes `auth: getColyseusAuth()!` (the relay rejects tokenless joins —
312
373
  see `genex-threejs-embed-auth`).
@@ -328,3 +389,6 @@ host-driven saving works as long as ANY account is in the room.
328
389
  read `getColyseusAuth()` fresh at every connect). 403 "wrong game": the `room` value
329
390
  doesn't match this game's own slug. 403 "guest capacity": the room is at its guest
330
391
  limit — signing in gets the player a seat; surface the message as-is.
392
+ - **`disconnect` fired and the player wants back in** — the old session is dead; run your
393
+ connect flow again from the top with a FRESH `getColyseusAuth()` (a cached auth object is
394
+ the usual cause of a rejoin failing 401).
@@ -0,0 +1,111 @@
1
+ # Host-authoritative physics — contested objects + networked controllers
2
+
3
+ Two networking tiers exist for moving things, and picking the right one per object is the
4
+ whole trick:
5
+
6
+ | Object kind | Tier | Why |
7
+ | --- | --- | --- |
8
+ | One-touch (kick a ball, throw a crate once) | **claim-on-touch** (`objects.claim` on contact, owner simulates) | lowest latency — your kick lands instantly |
9
+ | Sustained contact / contested (two players pushing one crate, tug-of-war, sumo, shared vehicles) | **host-authoritative** (this doc) | one simulation owns the contest — no ownership ping-pong, physics stays consistent |
10
+
11
+ Claim-on-touch under sustained contact means every contact steals ownership, resets the
12
+ simulation, and the object judders between two owners' views. Host-authoritative kills that
13
+ by construction: **the host runs the ONE Rapier world for contested objects; everyone else
14
+ sends inputs.**
15
+
16
+ ## The pattern (complete)
17
+
18
+ Every client runs this same code — `onHostTick` only fires on the current host, so there is
19
+ no "am I host?" bookkeeping and host migration is automatic:
20
+
21
+ ```ts
22
+ // ---- inputs: NON-hosts (and the host itself) report intent, ~10-15Hz or on action ----
23
+ // Routed by the relay to the CURRENT HOST ONLY — never broadcast, cheap.
24
+ if (pushingCrate) room.inputs.send({ obj: "crate", push: dir.toArray() });
25
+
26
+ // ---- simulation: runs ONLY on the host, survives migration ----
27
+ const pending: { obj: string; push: number[] }[] = [];
28
+ room.inputs.on((fromId, payload) => {
29
+ const p = payload as { obj?: string; push?: number[] };
30
+ if (p?.obj && Array.isArray(p.push)) pending.push(p as { obj: string; push: number[] });
31
+ });
32
+
33
+ room.onHostTick(30, (dtMs) => {
34
+ // 1) First tick after election: adopt the objects + seed the physics world from the
35
+ // last published truth (stateRaw) — NEVER from zero, or the world teleports.
36
+ for (const id of CONTESTED_IDS) {
37
+ const view = room.objects.get(id);
38
+ if (!view || !view.isMine) {
39
+ room.objects.claim(id);
40
+ seedRapierBody(id, view?.stateRaw); // position/rotation/velocity from the wire
41
+ }
42
+ }
43
+ // 2) Apply everyone's inputs to the ONE authoritative Rapier world.
44
+ for (const { obj, push } of pending.splice(0)) applyImpulse(obj, push);
45
+ // 3) Step and publish (flat state: numbers + one [x,y,z,w] quaternion).
46
+ rapierWorld.step();
47
+ for (const id of CONTESTED_IDS) {
48
+ const b = bodyOf(id);
49
+ room.objects.set(id, {
50
+ x: r2(b.translation().x), y: r2(b.translation().y), z: r2(b.translation().z),
51
+ q: quatArray(b.rotation()),
52
+ });
53
+ }
54
+ });
55
+ const r2 = (v: number) => Math.round(v * 100) / 100; // quantize — floats are JSON bloat
56
+
57
+ // ---- rendering: identical on every client, host included ----
58
+ for (const id of CONTESTED_IDS) {
59
+ const view = room.objects.get(id);
60
+ if (view) meshOf(id).position.set(view.state.x, view.state.y, view.state.z); // auto-smoothed
61
+ }
62
+ ```
63
+
64
+ Rules that make it correct:
65
+
66
+ - **Sim internals that must survive migration** (velocities, cooldowns, aggro) either live in
67
+ the published object state or get mirrored at low rate into a dedicated object
68
+ (`objects.set("sim", …)`) the next host reads on adoption. Positions/rotations come free
69
+ via `stateRaw`.
70
+ - **Latency honesty:** a non-host's push lands after ~RTT to the relay. At casual scale that
71
+ reads as weight, not lag. The host's own pushes are instant — that asymmetry is the tier's
72
+ price; don't fight it with client-side guessing.
73
+ - **Rate budget:** the host publishes N contested objects at 20–30 Hz; keep N modest (≤ ~10)
74
+ and state flat + quantized. Inputs are single-receiver and cheap.
75
+ - **Do not** run a second Rapier body for a contested object on non-hosts "for prediction" —
76
+ that's the double-simulation version of double-smoothing. Draw `state`.
77
+
78
+ ## Networked controllers (the vendored character / vehicle / drone)
79
+
80
+ The `genex controller` controllers are **local-only physics** — each player simulates their
81
+ OWN rig (self-authoritative, zero latency). Networking them is publish-and-playback, never
82
+ remote simulation:
83
+
84
+ ```ts
85
+ // You: after your controller's update, on the fixed tick (~15Hz)
86
+ room.me.set({
87
+ x: r2(rig.position.x), y: r2(rig.position.y), z: r2(rig.position.z),
88
+ q: rig.quaternion.toArray().map(r2), // quaternion — never a scalar yaw
89
+ anim: rig.animState, // discrete → remotes read via stateRaw
90
+ // vehicle extras: steer: r2(steerAngle), wheel: r2(wheelSpinPhase)
91
+ });
92
+
93
+ // Remote players: drive a VISUAL-ONLY rig from smoothed state — no Rapier body, no
94
+ // controller instance for remotes. Wheels/limbs animate from the published params.
95
+ const p = room.players.get(id)!;
96
+ remoteMesh.position.set(p.state.x, p.state.y, p.state.z);
97
+ remoteMesh.quaternion.fromArray(p.state.q);
98
+ remoteAnimator.play(p.stateRaw.anim); // discrete values from stateRaw
99
+ ```
100
+
101
+ What to publish per controller:
102
+
103
+ - **character**: `x/y/z`, `q`, `anim` (state-machine id), optionally `speed` for blend trees.
104
+ - **vehicle**: body `x/y/z` + `q`, `steer` angle, a `wheel` spin phase (remotes spin wheels
105
+ procedurally — never sync per-wheel transforms).
106
+ - **drone**: `x/y/z`, `q`, rotor throttle if the visual needs it.
107
+
108
+ Player-vs-player physical contact (bumping cars) stays approximate at this tier — each
109
+ client is authoritative over itself, so contacts are cosmetic. If a game's core loop IS
110
+ contested vehicle contact, that's the host-authoritative tier above, with the vehicles as
111
+ host-simulated objects and player inputs over `inputs.send`.
@@ -86,4 +86,8 @@ NPC, claimed on contact) and a room `host` (single writer of scores, single simu
86
86
  enemies). That skill covers the rules that keep it smooth (draw `state` directly, render
87
87
  yourself and objects you own from a local object, quaternion rotation, `stateRaw` for
88
88
  hit-tests), the per-genre recipes (sports/ball, shooter, co-op), config wiring, and the
89
- persistent-world API. Use only the APIs that skill documents — do not invent transport methods.
89
+ persistent-world API. Reconnection is built into the SDK (render `reconnecting`/
90
+ `reconnected`, never rebuild it), and **contested physics** (two players pushing one
91
+ object — sumo, tug-of-war, shared crates) routes to its host-authoritative pattern
92
+ (`inputs` + `onHostTick`, see that skill's host-physics reference) — never claim-on-touch.
93
+ Use only the APIs that skill documents — do not invent transport methods.
@@ -32,7 +32,15 @@ this is the whole acceptance gate, and it is also the minimum for every game:
32
32
  2. Press each documented control once (keys, pointer); assert a **visible
33
33
  response** to every one — the player moves, the camera turns, the button
34
34
  fires.
35
- 3. Capture one screenshot of live gameplay.
35
+ 3. Capture one screenshot of live gameplay — of the **game**, not a sign-in
36
+ gate or loading screen. A capture of the SDK's "Sign in to play" overlay is
37
+ NOT gameplay evidence; if a draft's gate blocks the view, say so plainly
38
+ (see the embed-auth skill's "Validating a draft" note) instead of passing
39
+ the capture off as validation.
40
+ 4. In that screenshot, check oriented models: the hero faces its travel
41
+ direction, and NPCs driven by chase/aim code face their target. A model
42
+ rotated 90° reads as broken — `$genex-ai-model` has the one-time facing
43
+ fix.
36
44
 
37
45
  Everything deeper (baselines, seed sweeps, mosaics, budgets) belongs to
38
46
  visual-system work — the sequence above.