@genex-ai/cli-demo 0.3.0 → 0.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +9 -4
- package/dist/index.js +99 -61
- package/package.json +1 -1
- package/templates/skills/genex-getting-started/SKILL.md +9 -5
- package/templates/skills/genex-threejs-multiplayer/SKILL.md +132 -0
- package/templates/skills/genex-threejs-multiplayer/references/realtime-patterns.md +202 -0
- package/templates/skills/genex-threejs-skill-router/SKILL.md +19 -0
- package/templates/skills/genex-threejs-skill-router/references/routing-map.md +8 -0
package/README.md
CHANGED
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@@ -21,9 +21,13 @@ genex texture "<prompt>" # generate a texture → assets/textures/
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`genex init` does four things:
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1. **
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-
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1. **Installs the skills for your coding agents** — copies the bundled templates
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into every agent it detects: Claude Code (`~/.claude`, full set incl.
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agents/ + commands/), Codex (`~/.codex/skills`), and Cursor
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(`~/.cursor/skills`). genex-owned skills (`genex-*`) are **always refreshed**
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to the package version so a stale copy can't linger; your own files are never
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overwritten. Pick agents explicitly with `--agents claude,codex,cursor`, or a
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single custom dir with `--dir`.
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2. **Authorizes you** — opens the Genex auth site (web) in your browser. If the
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browser can't open, it prints the URL to open manually.
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3. **Saves your token** — writes `GENEX_TOKEN` to `~/.genex/env` (per-user;
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@@ -107,7 +111,8 @@ npx @genex-ai/cli-demo@latest init
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genex init [options]
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Options
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--
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--agents <list> Agents to install for: claude,codex,cursor (default: auto-detect)
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--dir <path> Single destination workspace (overrides --agents)
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--env <path> Token env file (default: ~/.genex/env)
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--auth-url <url> Override the auth site (default: https://demo-web.glotech.world)
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--no-auth Only scaffold templates; skip authorization
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package/dist/index.js
CHANGED
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@@ -9,6 +9,7 @@ import { fileURLToPath as fileURLToPath2 } from "url";
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import path6 from "path";
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// src/config.ts
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import fs from "fs";
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import os from "os";
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import path from "path";
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import { fileURLToPath } from "url";
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@@ -42,45 +43,77 @@ function getTemplatesDir() {
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const here = path.dirname(fileURLToPath(import.meta.url));
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return path.resolve(here, "..", "templates");
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}
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var KNOWN_AGENTS = {
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claude: { label: "Claude Code", dirName: ".claude", full: true },
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codex: { label: "Codex", dirName: ".codex", full: false },
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cursor: { label: "Cursor", dirName: ".cursor", full: false }
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};
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var KNOWN_AGENT_IDS = Object.keys(KNOWN_AGENTS);
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function resolveAgentTargets(opts = {}) {
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if (opts.dir) {
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return [{ id: "custom", label: "workspace", baseDir: path.resolve(opts.dir), full: true }];
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}
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const home = os.homedir();
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let ids;
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if (opts.agents && opts.agents.length > 0) {
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ids = opts.agents.filter((id) => KNOWN_AGENTS[id]);
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} else {
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ids = KNOWN_AGENT_IDS.filter((id) => isDir(path.join(home, KNOWN_AGENTS[id].dirName)));
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if (ids.length === 0) ids = ["claude"];
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}
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return ids.map((id) => {
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const def = KNOWN_AGENTS[id];
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return { id, label: def.label, baseDir: path.join(home, def.dirName), full: def.full };
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});
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}
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function isDir(p) {
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try {
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return fs.statSync(p).isDirectory();
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} catch {
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return false;
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}
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}
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// src/lib/copy-templates.ts
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import
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import fs2 from "fs/promises";
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import path2 from "path";
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function isGenexManaged(rel) {
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return rel.split(path2.sep).some((seg) => seg.startsWith("genex"));
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}
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async function copyTemplates(srcDir, destDir, opts = {}) {
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const result = { copied: [], skipped: [] };
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const result = { copied: [], updated: [], skipped: [] };
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await walk(srcDir, srcDir, destDir, opts, result);
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return result;
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}
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async function walk(rootSrc, src, dest, opts, result) {
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const entries = await
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const entries = await fs2.readdir(src, { withFileTypes: true });
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for (const entry of entries) {
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const srcPath = path2.join(src, entry.name);
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const destPath = path2.join(dest, entry.name);
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const rel = path2.relative(rootSrc, srcPath);
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if (entry.isDirectory()) {
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await
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await fs2.mkdir(destPath, { recursive: true });
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await walk(rootSrc, srcPath, destPath, opts, result);
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continue;
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}
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if (!entry.isFile()) {
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continue;
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}
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const present = await exists(destPath);
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const mayOverwrite = opts.force || isGenexManaged(rel);
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if (present && !mayOverwrite) {
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result.skipped.push(rel);
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continue;
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}
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await
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await
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await fs2.mkdir(path2.dirname(destPath), { recursive: true });
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await fs2.copyFile(srcPath, destPath);
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result.copied.push(rel);
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if (present) result.updated.push(rel);
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}
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}
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async function exists(p) {
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try {
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await
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await fs2.access(p);
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return true;
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} catch {
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return false;
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@@ -416,7 +449,7 @@ function randomSuffix() {
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}
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// src/lib/ssh.ts
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import
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import fs3 from "fs/promises";
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import path3 from "path";
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import { spawn as spawn2 } from "child_process";
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var KEY_NAME = "genex_key";
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@@ -424,7 +457,7 @@ async function generateSshKeypair(dir, log) {
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const keyPath = path3.join(dir, KEY_NAME);
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const pubPath = `${keyPath}.pub`;
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try {
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const existing = (await
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const existing = (await fs3.readFile(pubPath, "utf8")).trim();
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if (existing) {
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log.dim(`Reusing existing deploy key (${KEY_NAME}).`);
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return { publicKey: existing };
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const ok = await runSshKeygen(keyPath, log);
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if (!ok) return null;
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try {
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const pub = (await
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const pub = (await fs3.readFile(pubPath, "utf8")).trim();
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log.warn("ssh-keygen produced no public key.");
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}
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await
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await fs3.chmod(keyPath, 384).catch(() => {
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});
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return { publicKey: pub };
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} catch (err) {
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@@ -473,7 +506,7 @@ async function writeGitignore(dir, log) {
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const file = path3.join(dir, ".gitignore");
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let content = "";
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try {
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content = await
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content = await fs3.readFile(file, "utf8");
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} catch {
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}
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const present = new Set(content.split("\n").map((l) => l.trim()));
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if (next.length > 0 && !next.endsWith("\n")) next += "\n";
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if (!content.trim()) next += "# genex (deploy key + local metadata \u2014 never publish)\n";
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next += toAdd.join("\n") + "\n";
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await fs3.writeFile(file, next);
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log.dim(`Updated .gitignore (${toAdd.join(", ")}).`);
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}
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// src/lib/store.ts
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import
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import fs5 from "fs/promises";
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// src/lib/env.ts
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import fs4 from "fs/promises";
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import path4 from "path";
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import { spawn as spawn3 } from "child_process";
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async function writeEnvVar(envPath, key, value) {
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let content = "";
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let existed = false;
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content = await fs4.readFile(envPath, "utf8");
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existed = true;
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} catch {
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}
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next = prefix + assignment + "\n";
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mode = existed ? "appended" : "created";
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}
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await fs4.mkdir(path4.dirname(envPath), { recursive: true });
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await fs4.writeFile(envPath, next, { mode: 384 });
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await restrictFilePermissions(envPath);
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return { mode, path: envPath };
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}
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async function restrictFilePermissions(filePath) {
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await fs4.chmod(filePath, 384).catch(() => {
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});
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async function readTokenFromFile(file) {
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try {
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content = await
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content = await fs5.readFile(file, "utf8");
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} catch {
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return null;
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}
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}
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async function readProject(cwd = process.cwd()) {
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try {
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const raw = await
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const raw = await fs5.readFile(getProjectMetadataPath(cwd), "utf8");
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return JSON.parse(raw);
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} catch {
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}
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async function writeProject(meta, cwd = process.cwd()) {
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const file = getProjectMetadataPath(cwd);
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await fs5.mkdir(path5.dirname(file), { recursive: true });
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await fs5.writeFile(file, JSON.stringify(meta, null, 2) + "\n", { mode: 384 });
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await fs5.chmod(file, 384).catch(() => {
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});
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return { path: file };
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}
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log.plain(c.bold("genex init"));
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log.plain("");
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const templatesDir = getTemplatesDir();
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const
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log.step(
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}
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const targets = resolveAgentTargets({ dir: opts.dir, agents: opts.agents });
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log.step(
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`Installing Genex skills for: ${targets.map((t) => c.cyan(t.label)).join(", ")}`
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);
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let totalNew = 0;
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let totalUpdated = 0;
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for (const t of targets) {
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const src = t.full ? templatesDir : path6.join(templatesDir, "skills");
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const dest = t.full ? t.baseDir : path6.join(t.baseDir, "skills");
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const { copied, updated } = await copyTemplates(src, dest, { force: opts.force });
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const added = copied.length - updated.length;
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totalNew += added;
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totalUpdated += updated.length;
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log.dim(` ${t.label}: ${added} added, ${updated.length} refreshed \u2192 ${dest}`);
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}
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log.success(
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`Skills ready (${totalNew} added, ${totalUpdated} refreshed across ${targets.length} agent${targets.length === 1 ? "" : "s"}).`
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);
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log.plain("");
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if (opts.noAuth) {
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log.info("Skipping authorization (--no-auth).");
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@@ -703,7 +736,7 @@ async function runInit(opts) {
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// src/lib/deploy.ts
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import { spawn as spawn4 } from "child_process";
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import
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import fs6 from "fs/promises";
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import os2 from "os";
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import path7 from "path";
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function run(cmd, args, env) {
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@@ -737,24 +770,24 @@ async function deployGame(sshUrl, opts, log) {
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log.success("Built.");
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}
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const distDir = path7.join(cwd, "dist");
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const siteDir = await
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const siteDir = await isDir2(distDir) ? distDir : cwd;
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if (siteDir === cwd) {
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await writeGitignore(cwd, log);
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}
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const rel = path7.relative(cwd, siteDir) || ".";
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try {
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await
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await fs6.access(path7.join(siteDir, "index.html"));
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} catch {
|
|
748
781
|
log.warn(`No index.html in ${rel} \u2014 GitHub Pages needs one to serve the game.`);
|
|
749
782
|
}
|
|
750
783
|
await warnIfAbsolutePaths(siteDir, log);
|
|
751
|
-
await
|
|
784
|
+
await fs6.writeFile(path7.join(siteDir, ".nojekyll"), "");
|
|
752
785
|
const keyPath = path7.resolve(cwd, KEY_NAME);
|
|
753
786
|
if (!await fileExists(keyPath)) {
|
|
754
787
|
log.warn(`No deploy key (${KEY_NAME}) here \u2014 run \`genex init\` in this folder first.`);
|
|
755
788
|
return false;
|
|
756
789
|
}
|
|
757
|
-
const gitDir = await
|
|
790
|
+
const gitDir = await fs6.mkdtemp(path7.join(os2.tmpdir(), "genex-deploy-"));
|
|
758
791
|
const gitEnv = { GIT_DIR: gitDir, GIT_WORK_TREE: siteDir };
|
|
759
792
|
try {
|
|
760
793
|
if ((await run("git", ["init", "-q"], gitEnv)).code !== 0) {
|
|
@@ -790,28 +823,28 @@ async function deployGame(sshUrl, opts, log) {
|
|
|
790
823
|
if (tail) log.dim(` ${tail}`);
|
|
791
824
|
return false;
|
|
792
825
|
} finally {
|
|
793
|
-
await
|
|
826
|
+
await fs6.rm(gitDir, { recursive: true, force: true }).catch(() => {
|
|
794
827
|
});
|
|
795
828
|
}
|
|
796
829
|
}
|
|
797
830
|
async function hasBuildScript(cwd) {
|
|
798
831
|
try {
|
|
799
|
-
const pkg = JSON.parse(await
|
|
832
|
+
const pkg = JSON.parse(await fs6.readFile(path7.join(cwd, "package.json"), "utf8"));
|
|
800
833
|
return Boolean(pkg.scripts?.build);
|
|
801
834
|
} catch {
|
|
802
835
|
return false;
|
|
803
836
|
}
|
|
804
837
|
}
|
|
805
|
-
async function
|
|
838
|
+
async function isDir2(p) {
|
|
806
839
|
try {
|
|
807
|
-
return (await
|
|
840
|
+
return (await fs6.stat(p)).isDirectory();
|
|
808
841
|
} catch {
|
|
809
842
|
return false;
|
|
810
843
|
}
|
|
811
844
|
}
|
|
812
845
|
async function fileExists(p) {
|
|
813
846
|
try {
|
|
814
|
-
await
|
|
847
|
+
await fs6.access(p);
|
|
815
848
|
return true;
|
|
816
849
|
} catch {
|
|
817
850
|
return false;
|
|
@@ -820,7 +853,7 @@ async function fileExists(p) {
|
|
|
820
853
|
async function warnIfAbsolutePaths(siteDir, log) {
|
|
821
854
|
let html;
|
|
822
855
|
try {
|
|
823
|
-
html = await
|
|
856
|
+
html = await fs6.readFile(path7.join(siteDir, "index.html"), "utf8");
|
|
824
857
|
} catch {
|
|
825
858
|
return;
|
|
826
859
|
}
|
|
@@ -918,7 +951,7 @@ async function runPreview(opts) {
|
|
|
918
951
|
import path9 from "path";
|
|
919
952
|
|
|
920
953
|
// src/lib/assets.ts
|
|
921
|
-
import
|
|
954
|
+
import fs7 from "fs/promises";
|
|
922
955
|
import path8 from "path";
|
|
923
956
|
function slugify(input) {
|
|
924
957
|
const s = input.toLowerCase().normalize("NFKD").replace(/[^a-z0-9]+/g, "-").replace(/^-+|-+$/g, "").slice(0, 50).replace(/-+$/g, "");
|
|
@@ -928,8 +961,8 @@ async function downloadToFile(url, dest, headers) {
|
|
|
928
961
|
const res = await fetch(url, { headers });
|
|
929
962
|
if (!res.ok) throw new Error(`download failed (HTTP ${res.status}) for ${url}`);
|
|
930
963
|
const buf = Buffer.from(await res.arrayBuffer());
|
|
931
|
-
await
|
|
932
|
-
await
|
|
964
|
+
await fs7.mkdir(path8.dirname(dest), { recursive: true });
|
|
965
|
+
await fs7.writeFile(dest, buf);
|
|
933
966
|
return buf.byteLength;
|
|
934
967
|
}
|
|
935
968
|
|
|
@@ -1099,7 +1132,8 @@ ${c.bold("Options for the generators (`model` `skybox` `sfx` `texture`)")}
|
|
|
1099
1132
|
${c.bold("Options for `init`")}
|
|
1100
1133
|
<name> Project name (positional; default: current directory name).
|
|
1101
1134
|
--name <name> Same as the positional name.
|
|
1102
|
-
--
|
|
1135
|
+
--agents <list> Agents to install skills for (claude,codex,cursor; default: auto-detect).
|
|
1136
|
+
--dir <path> Single destination workspace (overrides --agents).
|
|
1103
1137
|
--env <path> Token env file (default: ~/.genex/env).
|
|
1104
1138
|
--auth-url <url> Override the auth site (default: ${DEFAULT_AUTH_URL}).
|
|
1105
1139
|
--api-url <url> Override the API base URL (default: ${DEFAULT_API_URL}).
|
|
@@ -1151,6 +1185,7 @@ function parseArgs(argv) {
|
|
|
1151
1185
|
"--auth-url",
|
|
1152
1186
|
"--api-url",
|
|
1153
1187
|
"--colyseus-url",
|
|
1188
|
+
"--agents",
|
|
1154
1189
|
"--name",
|
|
1155
1190
|
"--title",
|
|
1156
1191
|
"--description",
|
|
@@ -1233,6 +1268,9 @@ function applyValueFlag(options, flag, value) {
|
|
|
1233
1268
|
case "--colyseus-url":
|
|
1234
1269
|
options.colyseusUrl = value;
|
|
1235
1270
|
break;
|
|
1271
|
+
case "--agents":
|
|
1272
|
+
options.agents = value.split(",").map((s) => s.trim().toLowerCase()).filter(Boolean);
|
|
1273
|
+
break;
|
|
1236
1274
|
case "--name":
|
|
1237
1275
|
options.name = value;
|
|
1238
1276
|
break;
|
package/package.json
CHANGED
|
@@ -11,11 +11,15 @@ architecture, and team-ready workflows.
|
|
|
11
11
|
|
|
12
12
|
## What got installed
|
|
13
13
|
|
|
14
|
-
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
|
|
18
|
-
|
|
14
|
+
`genex init` installs the Genex skills into **every coding agent it detects** —
|
|
15
|
+
Claude Code (`~/.claude`), Codex (`~/.codex`), and Cursor (`~/.cursor`) — so the
|
|
16
|
+
same skills are available whichever agent you build with. Re-running `init`
|
|
17
|
+
always refreshes the genex-owned skills to the latest version (your own files
|
|
18
|
+
are never touched).
|
|
19
|
+
|
|
20
|
+
- **skills/** - reusable Genex skills for 3D browser-game work (all agents).
|
|
21
|
+
- **agents/** - example subagent definitions (Claude Code).
|
|
22
|
+
- **commands/** - example slash commands (Claude Code).
|
|
19
23
|
|
|
20
24
|
Start with `$genex-threejs-skill-router` for broad game or graphics requests.
|
|
21
25
|
It routes the agent to focused skills for cameras, procedural geometry,
|
|
@@ -0,0 +1,132 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: genex-threejs-multiplayer
|
|
3
|
+
description: Implement realtime multiplayer for Genex Three.js games with `@genex-ai/multiplayer`. Use whenever 2+ players share a world — movement sync, shared scores/rounds, shots/emotes, presence, and persistent worlds. MANDATORY whenever a game has multiplayer: load this before writing any networking code.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Genex Three.js Multiplayer
|
|
7
|
+
|
|
8
|
+
`@genex-ai/multiplayer` is a **relay**: whatever you write to `me` or `shared` is
|
|
9
|
+
synced to everyone; everything else stays local. The server runs **no physics, no
|
|
10
|
+
prediction, and no interpolation** — you run your own game logic and add your own
|
|
11
|
+
smoothing. This skill covers the API, the smoothing you must add yourself
|
|
12
|
+
(interpolation + prediction), config wiring, and persistent worlds.
|
|
13
|
+
|
|
14
|
+
**This skill is mandatory for any multiplayer game.** Load it before you write a
|
|
15
|
+
single line of networking code. Naïvely snapping every remote player to their last
|
|
16
|
+
raw network position looks terrible — interpolation/prediction are not optional polish.
|
|
17
|
+
|
|
18
|
+
Read [references/realtime-patterns.md](references/realtime-patterns.md) for the
|
|
19
|
+
copy-paste `RemoteInterpolator` + local-prediction helpers and the persistence/config code.
|
|
20
|
+
|
|
21
|
+
## Install
|
|
22
|
+
|
|
23
|
+
```bash
|
|
24
|
+
npm i @genex-ai/multiplayer
|
|
25
|
+
```
|
|
26
|
+
|
|
27
|
+
## Connect
|
|
28
|
+
|
|
29
|
+
Pick your own per-player state shape (any JSON). `room` is the **project slug**
|
|
30
|
+
(printed by `genex init`) — same id = same room, different ids are fully isolated.
|
|
31
|
+
|
|
32
|
+
```ts
|
|
33
|
+
import { connect } from "@genex-ai/multiplayer";
|
|
34
|
+
|
|
35
|
+
type State = { x: number; z: number; yaw: number }; // YOUR per-player state
|
|
36
|
+
|
|
37
|
+
const room = await connect<State>({
|
|
38
|
+
url: GENEX.colyseusUrl, // e.g. "wss://demo-colyseus.glotech.world" — see config wiring below
|
|
39
|
+
room: GENEX.slug, // the project slug — everyone with this id shares a room
|
|
40
|
+
name: "ada", // optional display name
|
|
41
|
+
});
|
|
42
|
+
```
|
|
43
|
+
|
|
44
|
+
## API surface (exact — do not invent methods)
|
|
45
|
+
|
|
46
|
+
- `room.id` — your own session id.
|
|
47
|
+
- `room.me.set(state)` — publish your state. **Replaces it wholesale** (send the full
|
|
48
|
+
object, not a partial). Call on a **fixed 10–20 Hz tick**, never per render frame —
|
|
49
|
+
one `set` = one network message.
|
|
50
|
+
- `room.players` — a **fresh `Map` each read**, and it **includes you**. Skip yourself
|
|
51
|
+
with `if (id === room.id) continue;`. Each value is `{ id, name, state }`.
|
|
52
|
+
- `room.shared.get(key)` / `room.shared.set(key, value)` / `room.shared.keys()` —
|
|
53
|
+
a key/value store (any JSON) synced to everyone. Use for world state, scores, round.
|
|
54
|
+
- `room.on(event, cb)` → returns an **unsubscribe** function. Events: `'join'` /
|
|
55
|
+
`'change'` `(id, state)` (both also fire for **you** on connect — filter `id === room.id`),
|
|
56
|
+
`'leave'` `(id)`, `'shared'` `(key, value)`, and any custom event name from `send`.
|
|
57
|
+
- `room.send(type, payload)` — fire-and-forget to all **other** clients, not stored in
|
|
58
|
+
state. Use for shots, emotes, chat, pings.
|
|
59
|
+
- `room.leave()` — leave the room.
|
|
60
|
+
|
|
61
|
+
## The loop you must build (input → local → tick → render)
|
|
62
|
+
|
|
63
|
+
1. **Input mutates a local object only** (`me.x += …`). Never network on keypress.
|
|
64
|
+
2. **A fixed tick publishes it:** `setInterval(() => room.me.set(me), 66)` (~15 Hz).
|
|
65
|
+
3. **Render at your own framerate**, drawing:
|
|
66
|
+
- **yourself** from your *local predicted* state (zero latency — never from the
|
|
67
|
+
echoed server copy of you), and
|
|
68
|
+
- **every other player** through an **interpolator** (render ~100 ms in the past and
|
|
69
|
+
lerp between their last two snapshots) — never snap to raw network state.
|
|
70
|
+
4. **Create-or-reuse one mesh per id**; remove a player's mesh on `'leave'`.
|
|
71
|
+
|
|
72
|
+
See [references/realtime-patterns.md](references/realtime-patterns.md) for the ready-made
|
|
73
|
+
`RemoteInterpolator` helper and a complete movement example.
|
|
74
|
+
|
|
75
|
+
## Config wiring (required — the browser can't read `.genex/project.json`)
|
|
76
|
+
|
|
77
|
+
The game runs in the browser; `.genex/project.json` (which holds `slug`, `colyseusUrl`,
|
|
78
|
+
`apiUrl`) is gitignored and not bundled. Surface those values to the client explicitly —
|
|
79
|
+
e.g. a tiny committed `src/genex.config.ts`:
|
|
80
|
+
|
|
81
|
+
```ts
|
|
82
|
+
// src/genex.config.ts — values from `.genex/project.json` (printed by `genex init`)
|
|
83
|
+
export const GENEX = {
|
|
84
|
+
slug: "my-game-slug",
|
|
85
|
+
colyseusUrl: "wss://demo-colyseus.glotech.world",
|
|
86
|
+
apiUrl: "https://demo-api.glotech.world",
|
|
87
|
+
} as const;
|
|
88
|
+
```
|
|
89
|
+
|
|
90
|
+
Read `.genex/project.json` once and fill these in. (A Vite `define` / `.env` with
|
|
91
|
+
`VITE_` vars works too — the point is the values must end up in the built JS.)
|
|
92
|
+
|
|
93
|
+
## Persistent worlds (optional — survives restarts)
|
|
94
|
+
|
|
95
|
+
The relay is in-memory: room state is gone when everyone leaves or the server restarts.
|
|
96
|
+
For a world that persists, save/load one JSON blob keyed by the project slug:
|
|
97
|
+
|
|
98
|
+
```ts
|
|
99
|
+
// load on boot
|
|
100
|
+
const { data } = await fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`).then(r => r.json());
|
|
101
|
+
initWorld(data ?? defaultWorld());
|
|
102
|
+
|
|
103
|
+
// save from ONE authority (e.g. the host client) to avoid races; max 1 MB, last-write-wins
|
|
104
|
+
fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`, {
|
|
105
|
+
method: "PUT",
|
|
106
|
+
headers: { "Content-Type": "application/json" },
|
|
107
|
+
body: JSON.stringify(world),
|
|
108
|
+
});
|
|
109
|
+
```
|
|
110
|
+
|
|
111
|
+
`GET` returns `{ data }` (or `{ data: null }` if never saved). It's public (no auth) and
|
|
112
|
+
size-capped at 1 MB. Don't save every frame — debounce, and elect a single writer.
|
|
113
|
+
|
|
114
|
+
## Checklist
|
|
115
|
+
|
|
116
|
+
- [ ] `npm i @genex-ai/multiplayer`, and config values wired into the client build.
|
|
117
|
+
- [ ] `room` is the **project slug**.
|
|
118
|
+
- [ ] `me.set` on a fixed **10–20 Hz** tick (not per frame); full object each time.
|
|
119
|
+
- [ ] Skip yourself in `room.players` (`id === room.id`).
|
|
120
|
+
- [ ] Remote players go through interpolation; **you** render from local predicted state.
|
|
121
|
+
- [ ] Create-or-reuse a mesh per id; remove it on `'leave'`.
|
|
122
|
+
- [ ] If the world should persist, save from one authority via the state API.
|
|
123
|
+
|
|
124
|
+
## Troubleshooting
|
|
125
|
+
|
|
126
|
+
- **Other players stutter / teleport** — you're snapping to raw network state. Use the
|
|
127
|
+
`RemoteInterpolator` (render-delay + lerp).
|
|
128
|
+
- **My own movement feels laggy** — you're rendering yourself from the echoed server
|
|
129
|
+
state. Render yourself from your local predicted object instead.
|
|
130
|
+
- **Too much traffic / desync** — you're calling `me.set` per frame. Move it to the tick.
|
|
131
|
+
- **Players never appear** — `room.players` is empty until the first state patch lands;
|
|
132
|
+
read it in the render loop, and remember it includes you (filter your own id).
|
|
@@ -0,0 +1,202 @@
|
|
|
1
|
+
# Realtime patterns: interpolation, prediction, persistence
|
|
2
|
+
|
|
3
|
+
The `@genex-ai/multiplayer` relay gives you the **latest** state of each player and
|
|
4
|
+
nothing else — no timestamps, no smoothing. These are the pieces you add on top so the
|
|
5
|
+
game feels good. All code is plain TypeScript; nothing here is provided by the package.
|
|
6
|
+
|
|
7
|
+
## Why you need this
|
|
8
|
+
|
|
9
|
+
- You publish `me.set` at ~15 Hz but render at 60 fps. If you snap each remote player to
|
|
10
|
+
their last received position, they move in visible 15 Hz steps and jump on packet
|
|
11
|
+
jitter. **Fix: interpolation** — render each remote player slightly in the past and
|
|
12
|
+
lerp between their two surrounding snapshots.
|
|
13
|
+
- Your *own* avatar would feel laggy if you waited for the server to echo your position
|
|
14
|
+
back. **Fix: prediction** — apply input locally and render yourself from that
|
|
15
|
+
immediately; the tick still publishes it for everyone else.
|
|
16
|
+
|
|
17
|
+
## RemoteInterpolator (render-delay interpolation)
|
|
18
|
+
|
|
19
|
+
Buffers timestamped snapshots per remote player and samples a smoothed value ~100 ms in
|
|
20
|
+
the past. Stamp snapshots with the local clock on arrival (we don't get server time).
|
|
21
|
+
|
|
22
|
+
```ts
|
|
23
|
+
// interpolation.ts
|
|
24
|
+
const RENDER_DELAY_MS = 100; // render remotes this far in the past; raise if jittery
|
|
25
|
+
const BUFFER_MS = 1000; // keep ~1s of history
|
|
26
|
+
|
|
27
|
+
type Vec = { x: number; y: number; z: number; yaw: number };
|
|
28
|
+
type Snap = { t: number; v: Vec };
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29
|
+
|
|
30
|
+
function lerp(a: number, b: number, k: number) {
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31
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+
return a + (b - a) * k;
|
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32
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+
}
|
|
33
|
+
// shortest-arc angle lerp (radians) — avoids spinning the wrong way across ±π
|
|
34
|
+
function lerpAngle(a: number, b: number, k: number) {
|
|
35
|
+
let d = (b - a) % (Math.PI * 2);
|
|
36
|
+
if (d > Math.PI) d -= Math.PI * 2;
|
|
37
|
+
if (d < -Math.PI) d += Math.PI * 2;
|
|
38
|
+
return a + d * k;
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
export class RemoteInterpolator {
|
|
42
|
+
private buffers = new Map<string, Snap[]>();
|
|
43
|
+
|
|
44
|
+
/** Call whenever you read a remote player's latest state (e.g. each frame, or on 'change'). */
|
|
45
|
+
push(id: string, v: Vec, now = performance.now()) {
|
|
46
|
+
let buf = this.buffers.get(id);
|
|
47
|
+
if (!buf) this.buffers.set(id, (buf = []));
|
|
48
|
+
const last = buf[buf.length - 1];
|
|
49
|
+
// de-dupe identical repeats (players is re-read every frame)
|
|
50
|
+
if (last && last.v.x === v.x && last.v.z === v.z && last.v.yaw === v.yaw && last.v.y === v.y) return;
|
|
51
|
+
buf.push({ t: now, v });
|
|
52
|
+
const cutoff = now - BUFFER_MS;
|
|
53
|
+
while (buf.length > 2 && buf[0].t < cutoff) buf.shift();
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
/** Smoothed value to render this frame, or null if we have nothing yet. */
|
|
57
|
+
sample(id: string, now = performance.now()): Vec | null {
|
|
58
|
+
const buf = this.buffers.get(id);
|
|
59
|
+
if (!buf || buf.length === 0) return null;
|
|
60
|
+
const target = now - RENDER_DELAY_MS;
|
|
61
|
+
if (buf.length === 1 || target <= buf[0].t) return buf[0].v;
|
|
62
|
+
if (target >= buf[buf.length - 1].t) return buf[buf.length - 1].v; // clamp (no extrapolation)
|
|
63
|
+
for (let i = 0; i < buf.length - 1; i++) {
|
|
64
|
+
const a = buf[i], b = buf[i + 1];
|
|
65
|
+
if (target >= a.t && target <= b.t) {
|
|
66
|
+
const k = (target - a.t) / (b.t - a.t || 1);
|
|
67
|
+
return {
|
|
68
|
+
x: lerp(a.v.x, b.v.x, k),
|
|
69
|
+
y: lerp(a.v.y, b.v.y, k),
|
|
70
|
+
z: lerp(a.v.z, b.v.z, k),
|
|
71
|
+
yaw: lerpAngle(a.v.yaw, b.v.yaw, k),
|
|
72
|
+
};
|
|
73
|
+
}
|
|
74
|
+
}
|
|
75
|
+
return buf[buf.length - 1].v;
|
|
76
|
+
}
|
|
77
|
+
|
|
78
|
+
remove(id: string) {
|
|
79
|
+
this.buffers.delete(id);
|
|
80
|
+
}
|
|
81
|
+
}
|
|
82
|
+
```
|
|
83
|
+
|
|
84
|
+
**Tuning:** `RENDER_DELAY_MS` ≈ one tick interval + jitter (100 ms is safe for a 15 Hz
|
|
85
|
+
tick). Lower = more responsive but more stutter on jitter. For sudden teleports (respawn,
|
|
86
|
+
warp) clear that player's buffer and snap, so you don't lerp across the whole map.
|
|
87
|
+
|
|
88
|
+
## Complete movement example
|
|
89
|
+
|
|
90
|
+
```ts
|
|
91
|
+
import * as THREE from "three";
|
|
92
|
+
import { connect } from "@genex-ai/multiplayer";
|
|
93
|
+
import { GENEX } from "./genex.config";
|
|
94
|
+
import { RemoteInterpolator } from "./interpolation";
|
|
95
|
+
|
|
96
|
+
type S = { x: number; z: number; yaw: number };
|
|
97
|
+
|
|
98
|
+
const room = await connect<S>({ url: GENEX.colyseusUrl, room: GENEX.slug });
|
|
99
|
+
const interp = new RemoteInterpolator();
|
|
100
|
+
|
|
101
|
+
// --- local player: prediction. Input mutates this; we render yourself from it. ---
|
|
102
|
+
const me = { x: 0, z: 0, yaw: 0 };
|
|
103
|
+
addEventListener("keydown", (e) => {
|
|
104
|
+
if (e.key === "ArrowLeft") me.yaw += 0.1;
|
|
105
|
+
if (e.key === "ArrowRight") me.yaw -= 0.1;
|
|
106
|
+
if (e.key === "ArrowUp") { me.x += Math.sin(me.yaw); me.z += Math.cos(me.yaw); }
|
|
107
|
+
});
|
|
108
|
+
|
|
109
|
+
// --- publish at ~15 Hz (NOT per frame) ---
|
|
110
|
+
const tick = setInterval(() => room.me.set(me), 66);
|
|
111
|
+
|
|
112
|
+
// --- meshes, one per id ---
|
|
113
|
+
const meshes = new Map<string, THREE.Object3D>();
|
|
114
|
+
function meshFor(id: string) {
|
|
115
|
+
let m = meshes.get(id);
|
|
116
|
+
if (!m) { m = new THREE.Mesh(boxGeo, boxMat); scene.add(m); meshes.set(id, m); }
|
|
117
|
+
return m;
|
|
118
|
+
}
|
|
119
|
+
room.on("leave", (id) => {
|
|
120
|
+
const m = meshes.get(id);
|
|
121
|
+
if (m) { scene.remove(m); meshes.delete(id); }
|
|
122
|
+
interp.remove(id);
|
|
123
|
+
});
|
|
124
|
+
|
|
125
|
+
function frame() {
|
|
126
|
+
// yourself: render from local predicted state (zero latency)
|
|
127
|
+
meshFor(room.id).position.set(me.x, 0, me.z);
|
|
128
|
+
meshFor(room.id).rotation.y = me.yaw;
|
|
129
|
+
|
|
130
|
+
// everyone else: feed the interpolator, render the smoothed sample
|
|
131
|
+
for (const [id, p] of room.players) {
|
|
132
|
+
if (id === room.id) continue;
|
|
133
|
+
interp.push(id, { x: p.state.x ?? 0, y: 0, z: p.state.z ?? 0, yaw: p.state.yaw ?? 0 });
|
|
134
|
+
const v = interp.sample(id);
|
|
135
|
+
if (!v) continue;
|
|
136
|
+
const m = meshFor(id);
|
|
137
|
+
m.position.set(v.x, v.y, v.z);
|
|
138
|
+
m.rotation.y = v.yaw;
|
|
139
|
+
}
|
|
140
|
+
|
|
141
|
+
renderer.render(scene, camera);
|
|
142
|
+
requestAnimationFrame(frame);
|
|
143
|
+
}
|
|
144
|
+
frame();
|
|
145
|
+
|
|
146
|
+
// cleanup if you ever tear down: clearInterval(tick); room.leave();
|
|
147
|
+
```
|
|
148
|
+
|
|
149
|
+
## Custom events (shots, emotes, chat)
|
|
150
|
+
|
|
151
|
+
For one-off actions that aren't part of continuous state, use `send` — it doesn't belong
|
|
152
|
+
in `me.set` (which is your *current* state, not events):
|
|
153
|
+
|
|
154
|
+
```ts
|
|
155
|
+
// shooter:
|
|
156
|
+
room.send("shot", { from: room.id, x: me.x, z: me.z, yaw: me.yaw });
|
|
157
|
+
|
|
158
|
+
// everyone else:
|
|
159
|
+
room.on("shot", (msg: any) => spawnTracer(msg.x, msg.z, msg.yaw));
|
|
160
|
+
```
|
|
161
|
+
|
|
162
|
+
## Shared room state (scores, round, world)
|
|
163
|
+
|
|
164
|
+
`shared` is for state everyone agrees on, not per-player position:
|
|
165
|
+
|
|
166
|
+
```ts
|
|
167
|
+
room.shared.set("round", (Number(room.shared.get("round")) || 0) + 1);
|
|
168
|
+
room.on("shared", (key, value) => { if (key === "score") updateScoreboard(value); });
|
|
169
|
+
```
|
|
170
|
+
|
|
171
|
+
Any client can write any key (demo relay has no auth). For authority (who may change the
|
|
172
|
+
score / advance the round), pick one client — e.g. the first/lowest session id present —
|
|
173
|
+
and let only it write.
|
|
174
|
+
|
|
175
|
+
## Persistence helper
|
|
176
|
+
|
|
177
|
+
```ts
|
|
178
|
+
// persistence.ts
|
|
179
|
+
export async function loadWorld<T>(fallback: T): Promise<T> {
|
|
180
|
+
try {
|
|
181
|
+
const { data } = await fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`).then(r => r.json());
|
|
182
|
+
return (data as T) ?? fallback;
|
|
183
|
+
} catch { return fallback; }
|
|
184
|
+
}
|
|
185
|
+
|
|
186
|
+
let saveTimer: ReturnType<typeof setTimeout> | null = null;
|
|
187
|
+
export function saveWorld(world: unknown) {
|
|
188
|
+
// debounce: at most one PUT per second, from ONE authority client
|
|
189
|
+
if (saveTimer) return;
|
|
190
|
+
saveTimer = setTimeout(() => {
|
|
191
|
+
saveTimer = null;
|
|
192
|
+
fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`, {
|
|
193
|
+
method: "PUT",
|
|
194
|
+
headers: { "Content-Type": "application/json" },
|
|
195
|
+
body: JSON.stringify(world),
|
|
196
|
+
}).catch(() => {});
|
|
197
|
+
}, 1000);
|
|
198
|
+
}
|
|
199
|
+
```
|
|
200
|
+
|
|
201
|
+
State is one JSON blob per project, max 1 MB, last-write-wins. Save from a single
|
|
202
|
+
authority (host) so concurrent writers don't clobber each other.
|
|
@@ -36,6 +36,11 @@ map, execution order, and acceptance gate.
|
|
|
36
36
|
| exposure, tone mapping, color grading, LUTs | `$genex-threejs-exposure-color-grading` |
|
|
37
37
|
| render-target ownership, pass ordering, depth/normal/history signals | `$genex-threejs-image-pipeline` |
|
|
38
38
|
| fixed-view captures, seed sweeps, browser and GPU evidence | `$genex-threejs-visual-validation` |
|
|
39
|
+
| realtime multiplayer: movement sync, shared state, presence, shots/emotes, persistence | `$genex-threejs-multiplayer` |
|
|
40
|
+
|
|
41
|
+
**Multiplayer is mandatory routing:** if the game has 2+ players sharing a world, loading
|
|
42
|
+
`$genex-threejs-multiplayer` is **required** before any networking code — the relay does no
|
|
43
|
+
interpolation/prediction, and that skill is how you add them.
|
|
39
44
|
|
|
40
45
|
## Real (AI-generated) assets — `npx genex` commands
|
|
41
46
|
|
|
@@ -58,6 +63,20 @@ Prefer the **procedural** skills above for abstract/parametric/animated systems
|
|
|
58
63
|
**`npx genex` generators** for concrete, describable, photoreal assets. They complement
|
|
59
64
|
each other.
|
|
60
65
|
|
|
66
|
+
**Generate a core asset set by default — don't wait to be asked.** For any game that
|
|
67
|
+
needs concrete objects or surfaces, decide a small core set from the concept and start
|
|
68
|
+
generating it **up front, in parallel** (each `npx genex` is an independent ~1-minute
|
|
69
|
+
job — launch them concurrently in the background, then scaffold the scene while they run
|
|
70
|
+
and wire each asset in as it lands, with a procedural placeholder as fallback until then):
|
|
71
|
+
|
|
72
|
+
- the **hero model** the player controls or chases (`npx genex model`),
|
|
73
|
+
- one key **texture** for the ground/main surface (`npx genex texture --terrain` for ground),
|
|
74
|
+
- a **skybox** when the scene is outdoors (`npx genex skybox`),
|
|
75
|
+
- a **sfx** or two for the core action/feedback (`npx genex sfx`).
|
|
76
|
+
|
|
77
|
+
Skip generation only for purely abstract/geometric games. Keep the set small and
|
|
78
|
+
concept-driven — a richer first build beats a grey-box one.
|
|
79
|
+
|
|
61
80
|
## Routing rules
|
|
62
81
|
|
|
63
82
|
- Start from the playable game target: player verb, scene scale, camera distance,
|
|
@@ -51,3 +51,11 @@ publishing or multiplayer, inspect the project first. Prefer clean boundaries:
|
|
|
51
51
|
- serializable player/session state;
|
|
52
52
|
- explicit asset loading paths;
|
|
53
53
|
- one clear start function for local preview and hosted launch.
|
|
54
|
+
|
|
55
|
+
**Multiplayer is mandatory routing.** If the game has 2+ players sharing a world,
|
|
56
|
+
load `$genex-threejs-multiplayer` **before writing any networking code** — it is not
|
|
57
|
+
optional. The `@genex-ai/multiplayer` relay syncs `me`/`shared` but does **no**
|
|
58
|
+
physics, prediction, or interpolation; that skill is how you add interpolation for
|
|
59
|
+
remote players, prediction for the local player, config wiring, and (for save-state
|
|
60
|
+
games) the persistent-world API. Use only the APIs that skill documents — do not
|
|
61
|
+
invent transport methods.
|