@homie-rocks/studio 0.42.0 → 0.44.0
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/CHANGELOG.md +43 -1
- package/README.md +35 -9
- package/app-starters/welcome/app.json +8 -1
- package/app-starters/welcome/map/main.json +1 -0
- package/app-starters/welcome/src/move.ts +3 -0
- package/app-starters/welcome/src/rules.ts +21 -0
- package/app-starters/welcome/src/{main.ts → view.ts} +8 -6
- package/bin/homie-studio.mjs +3 -3
- package/lib/build.mjs +31 -12
- package/lib/codex.mjs +1 -1
- package/lib/mcp-tools.mjs +10 -7
- package/lib/mcp.mjs +2 -1
- package/lib/port-check.mjs +7 -4
- package/lib/port.mjs +2 -2
- package/lib/rules-build.mjs +6 -6
- package/lib/rules-guard.mjs +9 -3
- package/lib/scaffold.mjs +42 -12
- package/lib/studio.mjs +3 -3
- package/lib/template-history.json +149 -5
- package/lib/trailer.mjs +7 -3
- package/lib/typecheck.mjs +10 -8
- package/netplay/NETPLAY.md +8 -0
- package/netplay/netplay.ts +3 -0
- package/package.json +1 -1
- package/rules/host.ts +4 -2
- package/rules/interest.mjs +79 -0
- package/rules/rules.ts +13 -5
- package/rules/view.ts +4 -1
- package/starters/coin-dash/src/move.ts +2 -0
- package/starters/coin-dash/src/rules.ts +2 -0
- package/starters/coin-dash/src/view.ts +2 -0
- package/starters/ember-vale/src/move.ts +2 -0
- package/starters/ember-vale/src/rules.ts +2 -0
- package/starters/ember-vale/src/view.ts +2 -0
- package/starters/gem-rush/src/move.ts +2 -0
- package/starters/gem-rush/src/rules.ts +2 -0
- package/starters/gem-rush/src/view.ts +2 -0
- package/starters/gem-rush-3d/src/move.ts +2 -0
- package/starters/gem-rush-3d/src/rules.ts +2 -0
- package/starters/gem-rush-3d/src/view.ts +2 -0
- package/starters/hero-rush-3d/src/move.ts +2 -0
- package/starters/hero-rush-3d/src/rules.ts +2 -0
- package/starters/hero-rush-3d/src/view.ts +2 -0
- package/worker/room.mjs +15 -5
- package/worker/version.mjs +1 -1
package/CHANGELOG.md
CHANGED
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@@ -17,6 +17,48 @@ To bring a studio up to date, tell Claude: "Upgrade my studio to the newest Homi
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`npx -y @homie-rocks/studio@latest upgrade`, which shows what's new since the version your studio pins (from this
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file) and what the upgrade would change, and changes nothing until you agree.
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## [0.44.0] - 2026-10-10
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**Plugin 0.44.0** · [#83](https://github.com/homie-rocks/homie/pull/83)
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Send each player the part of the room near their character.
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### Added
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- Server-hosted rules games can choose `room.view.radiusM` in game.json. Views receive nearby entities and their own body, with compact state updates and fresh state on reconnect. Omit it to keep the whole-room view.
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- Seeded tests cover spatial visibility, delta recovery and 300 simulated clients through the host and relay. The longer capacity workload runs in the extended suite.
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### Upgrade notes
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- `room.each`, `enter` and `leave` describe visible entities when a radius is set. Dispose of departed meshes and recreate them when they return. Rules and movement need no changes; existing starters keep their whole-room views.
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- This is the first bigger-rooms slice. The public build/join path still has 32 seats until Gates ship in the next slice. The 300-client proof is local, not a Cloudflare capacity measurement. Interest filtering does not hide secrets; private fields and tells follow later.
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## [0.43.0] - 2026-10-09
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**Plugin 0.43.0** · [release-2026-10-10-studio-0.43.0](https://github.com/homie-rocks/homie/releases/tag/release-2026-10-10-studio-0.43.0)
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Ask for a game and its rules run on your server.
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### Added
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- The game skill teaches the whole rules-and-view workflow: shared truth, immediate movement, levels, companions, saving and the checks that prove the requested game plays. Your AI chooses the engineering defaults.
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- A guided rewrite keeps an older game's look, controls and feel while moving its rules to the server. It preserves the studio's other games and existing tests; there is no automatic converter.
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### Changed
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- Apps that need a shared live screen now start with the same server rooms. A quiz, queue or turn-based app gets real actions and shared state without pretend movement or compulsory game rounds.
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- Playtests explain stationary controls and intentional freezes. Performance reports measure both players when the server hosts. Covers and trailers use a live rules room and explain when an empty spectator room is paused.
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### Fixed
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- Builds explain the exact script tag a game page needs, check rules types once, and keep guarded builds working through a temporary-directory alias.
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- Builds refuse a game with neither rules plus view nor a browser-hosted netplay contract, instead of silently calling an unconnected page multiplayer. Existing netplay games keep their compatibility path.
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### Upgrade notes
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- Existing games keep working as they are. A rewrite happens only when requested. Building a game does not ask for publication or deploy it.
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- Rooms still hold at most 32 seats. Larger rooms are a later milestone; Cloudflare capacity and billing remain unmeasured.
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## [0.42.0] - 2026-10-09
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**Plugin 0.42.0**
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## [0.40.0] - 2026-10-09
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**Plugin 0.40.0**
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**Plugin 0.40.0** · [#79](https://github.com/homie-rocks/homie/pull/79)
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New 3D games keep their matches on the server and answer your controls immediately.
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package/README.md
CHANGED
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@@ -38,6 +38,14 @@ A new studio has no game: its home page says "First game coming soon" until the
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`homie-studio demo` names a live game on Homie Arcade to try meanwhile. A starter is copied in only when the person
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asks (`game new <id> --from gem-rush`, or `--from ember-vale` for a hero who lasts, with cloud saves).
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New games are rules plus view: `src/rules.ts` declares state and server decisions,
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`src/move.ts` supplies shared movement and local prediction, and `src/view.ts` draws
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and sends input through `openRoom`. All five starters declare `room.host: server`.
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Follow the game skill and `RULES.md`; `build` checks rules, movement and view types
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and refuses a game with neither rules nor a browser-hosted netplay contract.
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The same rules support browser hosting for offline, local and private play.
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Existing browser-hosted games remain supported; rewriting one is an explicit task.
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## In one chat: `homie-studio mcp`
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```sh
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Join on every room): the game itself, drawn by the watcher's own browser as a watcher that never takes a seat,
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with a strip of the players to switch between (a tap, keys 1-9, Auto, the whole room). A game draws the followed
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player's camera and HUD from `net.viewSeat` (Gem Rush and Ember Vale do; a game that does not is watched as its
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overview), and game.json `"watch": "overview"` or `false`
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overview), and game.json `"watch": "overview"` or `false` changes the watch UI. Rules state is public to replicas; these settings do not secure hidden hands. Private and invite-only games
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are watched only by those they let in (NETPLAY.md section 16, site/SITE.md).
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## Upgrading a studio
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Every room of a game has the seats its netplay manifest names: game.json's `netplay`
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block (`maxPlayers`), or a `netplay.json` beside game.json or in the game's build
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(`maxPlayers` or `players.max`), else game.json's `players.max`, else 8; at most 32.
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Bots
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Bots and a late joiner taking a bot's body work the same at 32 as at 4.
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Server rules keep running when a browser leaves; older browser-hosted games elect a new host. One address may hold every seat plus four sockets, so a party
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on one Wi-Fi (or strangers behind one carrier's address) fills a room with a TV beside it.
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## A game's netplay manifest
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For rules games the build derives the revision from the rules and view; do not bump
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`netplay.version` or tune browser host election. `room` sets hosting and tick rate.
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The version and stall settings below describe existing browser-hosted games.
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game.json `"netplay"` says more than the room's size. All of it is optional, and `homie-studio build`
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writes it to the catalogue for the site's rooms (`netplay/NETPLAY.md` sections 22 to 24):
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@@ -364,7 +376,8 @@ npx homie-studio agents pass night-rush --label Claude
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account) or invite (`office invite <id> --server <server>`).
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- **AI is always marked AI**, by the room's relay, not the game: every agent is named "<label> · AI", and the
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relay rewrites a host's roster and results so a game cannot hide one.
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- **
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- **Rules authoring:** use `world.level`, `world.guideLevel`, `world.guideSeats` and `world.kids`; declare `guide.view`, `guide.floor`, `think` and `world.goalDone` for companions, and `asks` with `world.ask` / `on.answer` for decisions. The following `net.skillOf`, `BotBrain`, `useAgents` and `net.decide` recipes apply to existing browser-hosted games.
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- **The skill dial (browser-hosted games):** 1 Rookie to 5 Maxed (`{ reactionMs, aimNoise, aggression, positioning }`). The party votes it
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on a card in the play page (the middle vote wins); `net.skillOf(slot)` is what a bot reads (`NETPLAY.md` section
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17), and `BotBrain` reads it with a rebuild. In the starters, Gem Rush's Rookie bots collect far fewer gems than
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its Maxed ones.
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(humans-only, a stricter door), closing it, removing a member, and the first time AI guides may talk are asked
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for, and the owner confirms with one tap.
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- **AI guides that talk** (0.17.0): a game's `agents.json` is its guides' vocabulary (goals, lines, the asks a
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player taps), and `useAgents` from `@homie-rocks/studio/agents` its host side (Ember Vale is the reference). The
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player taps), and `useAgents` from `@homie-rocks/studio/agents` its browser-host side (the pre-rules Ember Vale is the reference). The
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brain is the server's: `agents brain night-rush first-light workers-ai` (the studio's own Workers AI; deploy binds
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it; 8,000 neurons a day by default) or `owner-key` (the owner's own key, `agents brain key`, capped in dollars a
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day); with none, the game's scripted floor. The local MCP's `agent_sit` puts the owner's own Claude in a guide's
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- **A game's own decisions** (0.24.4, NETPLAY.md section 20): `net.decide(state, questions, { floor })` on the host,
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for a game whose game.json says `"decide": true`: tactics for its opponents, an NPC's reaction, a director's call,
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a turn's move, answered by Clef in the room in about a quarter of a second, per beat (never per frame), within the
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AI brains' day; the floor answers whenever it cannot. Ember Vale
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AI brains' day; the floor answers whenever it cannot. Rules-based Ember Vale declares asks instead (opt-in).
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- Everything is in the studio's own Worker and D1 (migration `0006_studio_servers.sql`). The site's side is in
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[site/SITE.md](site/SITE.md); the room's in [netplay/NETPLAY.md](netplay/NETPLAY.md) sections 17, 18 and 20.
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```sh
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npx homie-studio perf crown-thief --url http://127.0.0.1:8787 [--device computer,phone] [--runs 3] [--profile]
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npx homie-studio perf sizes crown-thief # every built file, raw and gzipped; with build --maps, the bundle's modules
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npx homie-studio perf compare .perf/crown-thief/<before> .perf/crown-thief/<after> --goal phone.
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npx homie-studio perf compare .perf/crown-thief/<before> .perf/crown-thief/<after> --goal phone.replica.frame.p95
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```
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One run is two headless Chromes on this computer's GPU in a fresh room of their own (`?room=perf-…`):
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rules, the bots, the snapshots) and a replica, both a computer (1280x800 at 2x) or both an emulated phone (390x844 at
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One run is two headless Chromes on this computer's GPU in a fresh room of their own (`?room=perf-…`): two replicas for server rules, or a host and replica for older browser-hosted games, both a computer (1280x800 at 2x) or both an emulated phone (390x844 at
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3x, touch, Chrome's CPU throttle at 4x with `--cpu`, 4G; each run records the slow-down the throttle really gave, which
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on a fast computer is less than its rate). They play the same seeded presses through a warm-up and a measured
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window, and each run's JSON says, per browser: the time between animation frames (median, p95, p99, the share over 33
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## License
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Apache-2.0. See `LICENSE` and `NOTICE`.
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### Spatial state delivery
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player nearby entities and its own body. Omitted or null sends the whole room.
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Rules and movement stay the same; the view's `each`, `enter` and `leave` describe
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the visible set. Dispose of meshes on leave and recreate them on enter.
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Watchers, shared state, effects and rosters remain public. This is bandwidth
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filtering, not private state. Browser-hosted rooms send the whole room.
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0.44.0 delivers this first part of bigger rooms. Public admission above 32 seats
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arrives with Gates in the next slice. See [the milestone 2 notes](../../docs/rooms-milestone-2-notes.md)
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for the remaining slices and the local 300-client proof.
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"id": "welcome",
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"name": "Welcome together",
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"blurb": "A little place to gather. Join the queue, keep your ticket, and see when it is your turn.",
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"entry": "src/
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"entry": "src/view.ts",
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"roles": {
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"customer": {
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"signIn": false,
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"phone": "Join once and keep your ticket.",
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"computer": "Staff call the next person from their signed-in tablet."
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}
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},
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"room": {
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"host": "server"
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},
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"players": {
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"min": 1,
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"max": 32
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}
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}
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{"bounds":{"min":[-1,-1],"max":[1,1]},"boxes":[],"spots":{"start":[[0,0]]}}
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// Transient scene truth lives in the room; authorized queue records live in AppRecords.
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// A phone has a logical stationary seat anchor. The wall watches without a seat.
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import { defineRules, f } from '@homie-rocks/studio/rules';
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import { move } from './move';
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export default defineRules({
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contract: 2, space: { dims: 2 }, move,
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shared: { revision: f.u32() },
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shapes: { events: { refresh: {} }, commands: { refresh: {} }, effects: { refresh: {} } },
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entities: {
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participant: {
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player: true,
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body: { shape: 'circle', radius: 0.1, maxSpeed: 0 },
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commands: { refresh(world, self) { world.sendRoom('refresh', {}); } },
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},
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},
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room: {
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rounds: { seconds: 0, breakSeconds: 0 }, bots: { keep: 0 },
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join() { return { kind: 'participant', at: { x: 0, y: 0 } }; },
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on: { refresh(world) { world.shared.revision += 1; world.emit('refresh', { x: 0, y: 0 }, {}); } },
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},
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});
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import * as THREE from 'three';
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import { damp1 } from '@homie-rocks/camera/spring.js';
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import { chamferBox } from '@homie-rocks/geom/chamfer.js';
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import {
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import { openRoom } from '@homie-rocks/studio/rules/view';
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import type rules from './rules';
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import { createAppRecords, type AppRecord } from '@homie-rocks/studio/apps';
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import { appLink, qrSvg, randomId } from '@homie-rocks/studio/links';
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type Ticket = { label: string; status: string };
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9
|
-
const
|
|
10
|
+
const room = openRoom<typeof rules>();
|
|
11
|
+
const net = room.net;
|
|
10
12
|
const role = net.params.role ?? 'customer';
|
|
11
13
|
document.body.className = role;
|
|
12
14
|
const $ = <T extends HTMLElement = HTMLElement>(s: string) => document.querySelector<T>(s)!;
|
|
@@ -42,7 +44,7 @@ async function refresh() {
|
|
|
42
44
|
}
|
|
43
45
|
async function action(fn: () => Promise<unknown>) {
|
|
44
46
|
pending = true; paint();
|
|
45
|
-
try { await fn();
|
|
47
|
+
try { await fn(); room.command('refresh', {}); await refresh(); }
|
|
46
48
|
catch (e) { $('#status').textContent = (e as Error).message; }
|
|
47
49
|
finally { pending = false; paint(); }
|
|
48
50
|
}
|
|
@@ -61,10 +63,9 @@ next.onclick = () => action(async () => {
|
|
|
61
63
|
if (first) await records.update(first, { ...first.data, status: 'called' });
|
|
62
64
|
});
|
|
63
65
|
// The room carries scene state and change notices; records always come from the authorized database.
|
|
64
|
-
|
|
65
|
-
net.on('snapshot', (s) => { light = s.d.light; });
|
|
66
|
+
room.on('refresh', () => { void refresh(); });
|
|
66
67
|
net.on('link', () => { void refresh(); });
|
|
67
|
-
setInterval(() => {
|
|
68
|
+
setInterval(() => { $('#connection').textContent = net.link === 'online' ? 'Here together · live' : 'Reconnecting…'; }, 500);
|
|
68
69
|
setInterval(() => void refresh(), 2000); // recover a missed notice; no dependency on a trusted browser host
|
|
69
70
|
void refresh(); paint();
|
|
70
71
|
|
|
@@ -100,6 +101,7 @@ function draw(now: number) {
|
|
|
100
101
|
const phone = innerWidth < 600;
|
|
101
102
|
camera.position.set(phone ? 7 : 6, phone ? 6 : 5, distance); camera.lookAt(phone ? 1 : -.4, .6, 0);
|
|
102
103
|
stage.position.x = phone ? 1.8 : 2.4;
|
|
104
|
+
light = net.now() / 1000;
|
|
103
105
|
stage.rotation.y = reduced.matches ? 0 : Math.sin(light * .12) * .09;
|
|
104
106
|
lanterns.forEach((g, i) => { const target = i < waiting ? 1 : .28; g.scale.y += (target - g.scale.y) * (1 - Math.exp(-dt * 5)); g.position.y = .18 + (reduced.matches ? 0 : Math.sin(now / 1000 + i) * .05); });
|
|
105
107
|
renderer.render(scene, camera);
|
package/bin/homie-studio.mjs
CHANGED
|
@@ -57,8 +57,8 @@
|
|
|
57
57
|
* emulated (a --cpu times slower CPU, 4G) on this computer's GPU. The plugin's perf
|
|
58
58
|
* skill runs the whole measure, change, compare, keep-or-revert loop)
|
|
59
59
|
* homie-studio trailer <id> [--url <site>] [--seconds 40] [--length 20] [--title "…"] [--end "…"] [--skills <folder>]
|
|
60
|
-
* (a trailer in one command, by the plugin's video skill:
|
|
61
|
-
*
|
|
60
|
+
* (a trailer in one command, by the plugin's video skill: live footage for server rules,
|
|
61
|
+
* or a virtual clock and rebuilt sound for older browser games,
|
|
62
62
|
* the highlights picked, an end card, 16:9, 1:1 and 9:16 in videos/<id>-trailer/)
|
|
63
63
|
* homie-studio perf sizes <id> (what a player downloads: every built file, raw and gzipped, the biggest first; with
|
|
64
64
|
* build --maps, which modules make up the bundle; each big script read for whether it
|
|
@@ -412,7 +412,7 @@ function print(result) {
|
|
|
412
412
|
lines.push(`${result.name} is a studio now: ${result.dir}`, '', 'Wrote:', ...result.wrote.map((f) => ` ${f}`), '', `Dependencies: ${result.installed}`, '', 'Next:', ...result.next.map((n) => ` ${n}`), '', result.online);
|
|
413
413
|
break;
|
|
414
414
|
case 'game new':
|
|
415
|
-
lines.push(`games/${result.id} is a new game from the ${result.from} starter.
|
|
415
|
+
lines.push(`games/${result.id} is a new game from the ${result.from} starter. Its server rules are src/rules.ts, shared movement src/move.ts, and browser view src/view.ts. Read the game skill and RULES.md, change the mechanic, then build and run: npx --no-install homie-studio dev`);
|
|
416
416
|
if (result.installNeeded) lines.push(`It needs ${result.needsAdded.map((n) => `${n.name} ${n.version}`).join(', ')}, now in the studio's package.json: run npm install first.`);
|
|
417
417
|
for (const h of result.needsHeld ?? []) lines.push(`It was written against ${h.name} ${h.want}; this studio pins ${h.have}, which stays.`);
|
|
418
418
|
if (result.models) {
|
package/lib/build.mjs
CHANGED
|
@@ -210,11 +210,12 @@ export function genreOf(g, log = () => {}) {
|
|
|
210
210
|
* bundle (netplay/netplay.ts NETPLAY_MARK). A build without it is revision 5 or older: it plays on every server, but
|
|
211
211
|
* reserved AI seats stay empty and its bots do not read the dial, and the office says so. Null when nothing says.
|
|
212
212
|
*/
|
|
213
|
-
export function netplayRevOf(out) {
|
|
213
|
+
export function netplayRevOf(out, { skipPort = false } = {}) {
|
|
214
214
|
const files = [];
|
|
215
215
|
const walk = (dir, depth) => {
|
|
216
216
|
if (depth > 3 || !existsSync(dir)) return;
|
|
217
217
|
for (const name of readdirSync(dir)) {
|
|
218
|
+
if (skipPort && name === 'homie-port.js') continue;
|
|
218
219
|
const f = join(dir, name);
|
|
219
220
|
let st;
|
|
220
221
|
try { st = statSync(f); } catch { continue; }
|
|
@@ -381,6 +382,8 @@ export async function buildGameFiles(esbuild, root, g, out, { maps = false, sour
|
|
|
381
382
|
rmSync(out, { recursive: true, force: true });
|
|
382
383
|
mkdirSync(join(out, 'assets'), { recursive: true });
|
|
383
384
|
const mode = g.build?.mode ?? 'bundle';
|
|
385
|
+
const label = `${g.kind === 'app' ? 'apps' : 'games'}/${g.id}`;
|
|
386
|
+
const manifest = g.kind === 'app' ? 'app.json' : 'game.json';
|
|
384
387
|
let warnings = 0;
|
|
385
388
|
let metafile = null;
|
|
386
389
|
let bundled = null;
|
|
@@ -391,14 +394,22 @@ export async function buildGameFiles(esbuild, root, g, out, { maps = false, sour
|
|
|
391
394
|
// browser exactly as before, and cannot ask for the server.
|
|
392
395
|
const ruled = isRulesGame(g);
|
|
393
396
|
if (!ruled && g.room?.host === 'server') {
|
|
394
|
-
throw new Error(
|
|
397
|
+
throw new Error(`${label}/${manifest} asks for "room": { "host": "server" }, but ${mode === 'bundle' ? 'this game has no src/rules.ts: its rules are inside its own code and run in a player\'s browser. Ask for it to be rewritten as rules plus view' : 'a ported game is someone else\'s browser code, which the server cannot run. It stays hosted by a player\'s browser'}.`);
|
|
398
|
+
}
|
|
399
|
+
if (ruled && mode !== 'bundle') throw new Error(`${label} has a src/rules.ts and ${manifest} "build": { "mode": "${mode}" }. A game written as rules plus view is built by Homie itself: take the "build" setting out.`);
|
|
400
|
+
if (ruled) {
|
|
401
|
+
const file = join(g.dir, 'index.html');
|
|
402
|
+
const html = existsSync(file) ? readFileSync(file, 'utf8') : '';
|
|
403
|
+
const scripts = html.match(/<script\b[^>]*>/gi) ?? [];
|
|
404
|
+
if (!scripts.some((tag) => /\btype\s*=\s*["']module["']/i.test(tag) && /\bsrc\s*=\s*(["'])(?:\.\/)?assets\/main\.js(?:[?#][^"']*)?\1/i.test(tag))) {
|
|
405
|
+
throw new Error(`${g.kind === 'app' ? 'apps' : 'games'}/${g.id}/index.html: load the built view with <script type="module" src="./assets/main.js"></script>. The manifest entry names src/view.ts; HTML loads the bundle, not /src/view.ts. Keep the path relative so it works inside the game frame.`);
|
|
406
|
+
}
|
|
395
407
|
}
|
|
396
|
-
if (ruled && mode !== 'bundle') throw new Error(`games/${g.id} has a src/rules.ts and game.json "build": { "mode": "${mode}" }. A game written as rules plus view is built by Homie itself: take the "build" setting out.`);
|
|
397
408
|
const { prepareRules, viewPlugin } = ruled ? await rulesBuild() : {};
|
|
398
409
|
const rules = ruled ? await prepareRules(esbuild, root, g, { log, longCheck }) : null;
|
|
399
410
|
const bundle = async (entryRel) => {
|
|
400
411
|
const entry = join(g.dir, entryRel);
|
|
401
|
-
if (!existsSync(entry)) throw new Error(
|
|
412
|
+
if (!existsSync(entry)) throw new Error(`${label}: entry ${entryRel} not found`);
|
|
402
413
|
const options = {
|
|
403
414
|
entryPoints: [rules ? 'homie:view' : entry], bundle: true, format: 'esm', target: 'es2022', minify: true, sourcemap: sourcemap ?? false,
|
|
404
415
|
outdir: join(out, 'assets'), splitting: true, entryNames: hashed ? 'main-[hash]' : 'main', chunkNames: 'chunk-[hash]',
|
|
@@ -411,14 +422,14 @@ export async function buildGameFiles(esbuild, root, g, out, { maps = false, sour
|
|
|
411
422
|
};
|
|
412
423
|
const failed = (error) => {
|
|
413
424
|
const first = error.errors?.[0];
|
|
414
|
-
throw new Error(
|
|
425
|
+
throw new Error(`${label} did not build: ${first ? `${first.text}${first.location ? ` (${first.location.file}:${first.location.line})` : ''}` : error.message}`);
|
|
415
426
|
};
|
|
416
427
|
const result = await esbuild.build(options).catch(failed);
|
|
417
428
|
warnings += result.warnings.length;
|
|
418
429
|
metafile = result.metafile;
|
|
419
430
|
const outputs = Object.entries(result.metafile.outputs).filter(([k]) => k.endsWith('.js'));
|
|
420
431
|
const main = outputs.find(([, v]) => rules ? v.entryPoint === 'homie-view:homie:view' : Boolean(v.entryPoint))?.[0];
|
|
421
|
-
if (!main) throw new Error(
|
|
432
|
+
if (!main) throw new Error(`${label} did not build: esbuild wrote no bundle for ${entryRel}`);
|
|
422
433
|
bundled = `assets/${basename(main)}`;
|
|
423
434
|
chunks = outputs.filter(([k]) => k !== main).map(([k]) => `assets/${basename(k)}`).sort();
|
|
424
435
|
if (maps) {
|
|
@@ -442,25 +453,30 @@ export async function buildGameFiles(esbuild, root, g, out, { maps = false, sour
|
|
|
442
453
|
writeFileSync(join(out, 'homie-port.js'), await portScript(esbuild, root, cache));
|
|
443
454
|
if (g.entry) await bundle(g.entry);
|
|
444
455
|
const html = readFileSync(join(out, 'index.html'), 'utf8');
|
|
445
|
-
if (!/homie-port\.js/.test(html)) log(`warning:
|
|
456
|
+
if (!/homie-port\.js/.test(html)) log(`warning: ${label}/index.html does not load ./homie-port.js (the port toolkit); add <script src="./homie-port.js"></script> first in <head>`);
|
|
446
457
|
if (hashed && bundled) writeFileSync(join(out, 'index.html'), pointAtBundle(html, bundled));
|
|
447
458
|
} else if (mode === 'command') {
|
|
448
459
|
const command = String(g.build.command ?? 'npm run build');
|
|
449
460
|
const res = spawnSync(command, { cwd: g.dir, shell: true, encoding: 'utf8', timeout: 10 * 60_000, maxBuffer: 64 * 1024 * 1024 });
|
|
450
|
-
if (res.status !== 0) throw new Error(
|
|
461
|
+
if (res.status !== 0) throw new Error(`${label}: \`${command}\` failed: ${`${res.stdout ?? ''}${res.stderr ?? ''}`.trim().split('\n').slice(-6).join(' ')}`);
|
|
451
462
|
const built = join(g.dir, String(g.build.out ?? 'dist'));
|
|
452
|
-
if (!existsSync(join(built, 'index.html'))) throw new Error(
|
|
463
|
+
if (!existsSync(join(built, 'index.html'))) throw new Error(`${label}: \`${command}\` left no index.html in ${relative(g.dir, built) || '.'}`);
|
|
453
464
|
cpSync(built, out, { recursive: true });
|
|
454
465
|
writeFileSync(join(out, 'homie-port.js'), await portScript(esbuild, root, cache));
|
|
455
466
|
} else {
|
|
456
467
|
await bundle(g.entry ?? (rules ? 'src/view.ts' : 'src/main.ts'));
|
|
457
468
|
const html = join(g.dir, 'index.html');
|
|
458
|
-
if (!existsSync(html)) throw new Error(
|
|
469
|
+
if (!existsSync(html)) throw new Error(`${label}/index.html is missing`);
|
|
459
470
|
const text = readFileSync(html, 'utf8');
|
|
460
471
|
writeFileSync(join(out, 'index.html'), hashed ? pointAtBundle(text, bundled) : text);
|
|
461
472
|
}
|
|
462
473
|
if (mode !== 'static' && existsSync(join(g.dir, 'public'))) cpSync(join(g.dir, 'public'), out, { recursive: true });
|
|
463
|
-
if (!existsSync(join(out, 'index.html'))) throw new Error(
|
|
474
|
+
if (!existsSync(join(out, 'index.html'))) throw new Error(`${label}/index.html is missing`);
|
|
475
|
+
// Older games declare netplay v1 or carry the helper's revision marker. A plain
|
|
476
|
+
// browser bundle is not automatically a multiplayer game. Apps may be local-only.
|
|
477
|
+
if (!rules && g.kind !== 'app' && netplayOf(g, out).v !== 1 && netplayRevOf(out, { skipPort: true }) === null) {
|
|
478
|
+
throw new Error(`${label}/${manifest}: this game is neither rules plus view nor a browser-hosted netplay game. Start with game new, src/rules.ts, src/view.ts and "room": { "host": "server" }. Existing browser-hosted games must retain their netplay v1 manifest or netplay helper.`);
|
|
479
|
+
}
|
|
464
480
|
if (rules) {
|
|
465
481
|
// Only this game's executable view and rules data: buildInfo, the site and other games cannot reload its players.
|
|
466
482
|
const digest = createHash('sha256').update(rules.build);
|
|
@@ -501,7 +517,10 @@ export async function build(root, { only = null, log = () => {}, deploy = proces
|
|
|
501
517
|
for (const g of games) if (g.kind === 'app') { const bad = appProblems(g); if (bad.length) throw new Error(`apps/${g.id}/app.json: ${bad.join('; ')}`); }
|
|
502
518
|
// `--types`: the games' TypeScript is checked first (esbuild only strips types, it never reads them), and a type
|
|
503
519
|
// error stops the build before anything is built.
|
|
504
|
-
|
|
520
|
+
// Rules always use their generated capability types, including the view. The legacy
|
|
521
|
+
// compiler sees broad source types and can falsely reject valid rules callbacks.
|
|
522
|
+
const legacy = games.filter((g) => !isRulesGame(g));
|
|
523
|
+
const typed = types && legacy.length ? typecheck(root, legacy, { log }) : null;
|
|
505
524
|
// What the build before this one made, to say which games changed.
|
|
506
525
|
const before = readJson(join(live, '_site', 'build.json'))?.games ?? {};
|
|
507
526
|
// Everything is built in a folder of its own and put in place only when all of it is there (lib/stage.mjs): a
|
package/lib/codex.mjs
CHANGED
|
@@ -723,7 +723,7 @@ ${game.planned ? `- [ ] The plan (this codex)
|
|
|
723
723
|
-
|
|
724
724
|
`;
|
|
725
725
|
writeFileSync(file, text);
|
|
726
|
-
return { ok: true, command: 'codex new', id, file: relative(root, file), planned: Boolean(game.planned), next: [`fill it from the
|
|
726
|
+
return { ok: true, command: 'codex new', id, file: relative(root, file), planned: Boolean(game.planned), next: [`fill it from the request and sensible defaults (interview only when asked), then: npx --no-install homie-studio codex ${id}`, ...(game.planned ? [`after recording those defaults: npx --no-install homie-studio game new ${id} --from gem-rush --name "<Name>" makes the game around it (the codex stays)`] : [])] };
|
|
727
727
|
}
|
|
728
728
|
|
|
729
729
|
/** A sign-in link that opens one game's codex on the live site (the stats page's one-time sign-in, then the codex). */
|
package/lib/mcp-tools.mjs
CHANGED
|
@@ -925,7 +925,7 @@ export function toolDefs(ctx, avail = {}) {
|
|
|
925
925
|
},
|
|
926
926
|
{
|
|
927
927
|
name: 'game_make', title: 'Make a multiplayer game',
|
|
928
|
-
description: 'Make a game in the studio from a multiplayer starter, under the id you choose, to change into the person\'s game: gem-rush (an arena:
|
|
928
|
+
description: 'Make a game in the studio from a multiplayer starter, under the id you choose, to change into the person\'s game: coin-dash (the smallest rules-plus-view example), gem-rush (an arena: the server runs rules, browsers predict movement and render, bots fill empty seats, rounds restart), gem-rush-3d (the same arena in three.js, dressed with free CC0 models through @homie-rocks/studio/assets: the start for a 3D game), hero-rush-3d (the arena with animated CC0 heroes that run, jump and swing through @homie-rocks/studio/animate, a shared clip library per skeleton, a jump and a swing tuned in the Game Lab: the start for a 3D game with characters) or ember-vale (a hero who lasts for days, with cloud saves: for persistent games). In a new studio only once their game is planned (game_plan), or when they ask for a copy of a working starter; never as a first step. A planned game\'s codex stays. Before writing one of its systems from scratch, look for a piece of an existing game that does it (parts_find; part_add brings it in), and for the general mechanism in the @homie-rocks/* packages.',
|
|
929
929
|
inputSchema: { type: 'object', properties: { id: str('The game\'s id (lowercase, digits, hyphens): its address'), name: str('The game\'s display name'), from: str('Starter id (default gem-rush)'), ...STUDIO_ARG }, required: ['id', 'name'] },
|
|
930
930
|
annotations: { title: 'Make a game', ...RW },
|
|
931
931
|
run: async (a) => {
|
|
@@ -948,7 +948,7 @@ export function toolDefs(ctx, avail = {}) {
|
|
|
948
948
|
}
|
|
949
949
|
const m = r.result?.models;
|
|
950
950
|
const got = m ? ` Its models: ${m.fetched} from the starter library${m.missing.length ? `; ${m.missing.length} could not be fetched (${m.why ?? m.missing[0].why}), and it draws stand-ins for those` : ''}.` : '';
|
|
951
|
-
return ok(`games/${a.id} is ${a.name}, from the ${a.from ?? 'gem-rush'} starter (${(r.result?.files ?? []).length} files).${got}${install}
|
|
951
|
+
return ok(`games/${a.id} is ${a.name}, from the ${a.from ?? 'gem-rush'} starter (${(r.result?.files ?? []).length} files).${got}${install} Read studio_guide topic game, then file RULES.md. Change games/${a.id}/src/rules.ts (declared state and decisions), src/move.ts (server movement and local prediction), src/view.ts (pictures and input), and map/main.json (shared geometry). Read each file once and make its changes in ONE file_edit with an edits list (never a call per change). Keep room.host server. Choose defaults yourself. Build, repair every named diagnostic, preview_run and check; then play the requested mechanic in two browsers. A green check is not a playtest.`, { kind: 'game', ...r.result });
|
|
952
952
|
},
|
|
953
953
|
},
|
|
954
954
|
{
|
|
@@ -992,7 +992,7 @@ export function toolDefs(ctx, avail = {}) {
|
|
|
992
992
|
const guide = a.interview === true && ctx.skillsDir && existsSync(join(ctx.skillsDir, 'plan', 'references', 'INTERVIEW.md')) ? readFileSync(join(ctx.skillsDir, 'plan', 'references', 'INTERVIEW.md'), 'utf8') : null;
|
|
993
993
|
return ok([
|
|
994
994
|
made ? `Wrote games/${a.id}/CODEX.md (every section${made.planned ? '; the game is planned here before it is made' : ''}).` : `games/${a.id}/CODEX.md is there already: change it, never replace it.`,
|
|
995
|
-
'From the request and sensible defaults, fill CODEX.md in one call, then show it with game_codex and continue building. Choose phone and computer controls, a small first version, local sound and CC0 art. Infer persistent progress from the premise. No interview unless the person explicitly asks to plan together; no engineering or design questions.',
|
|
995
|
+
'From the request and sensible defaults, fill CODEX.md in one call, then show it with game_codex and continue building. New games are rules plus view with room.host server; read the game guide and RULES.md. Choose phone and computer controls, a small first version, local sound and CC0 art. Infer persistent progress from the premise. No interview unless the person explicitly asks to plan together; no engineering or design questions.',
|
|
996
996
|
'', PARTS_FIRST,
|
|
997
997
|
...(guide ? ['', 'Optional reference for a person who explicitly requests an interview:', guide] : []),
|
|
998
998
|
].join('\n'), { kind: 'plan', id: a.id, file: `games/${a.id}/CODEX.md`, created: Boolean(made) });
|
|
@@ -1018,7 +1018,7 @@ export function toolDefs(ctx, avail = {}) {
|
|
|
1018
1018
|
},
|
|
1019
1019
|
{
|
|
1020
1020
|
name: 'build', title: 'Build the site',
|
|
1021
|
-
description: 'Bundle every game
|
|
1021
|
+
description: 'Bundle every game or app and the site into site/dist. Rules builds always run strict types, the guard and deterministic generated play, including save/restore and prediction checks. Read full diagnostics and repair the named handler; info lines do not fail. Never bypass checks or switch to browser hosting to escape a failure. A running preview shows the new build on reload.',
|
|
1022
1022
|
inputSchema: { type: 'object', properties: { game: str('Optional: only this game'), ...STUDIO_ARG } },
|
|
1023
1023
|
annotations: { title: 'Build', ...RW },
|
|
1024
1024
|
run: async (a) => {
|
|
@@ -1097,8 +1097,9 @@ export function toolDefs(ctx, avail = {}) {
|
|
|
1097
1097
|
const url = a.url ? String(a.url) : await devUrl(ctx, root);
|
|
1098
1098
|
const shots = join('.checks', `${game}-look`);
|
|
1099
1099
|
return startRun(ctx, root, { kind: 'playtest', game, title: `${games.find((g) => g.id === game)?.name ?? game}: playtest`, steps: [
|
|
1100
|
+
...(games.some((g) => g.id === game && isRulesGame(g)) ? [{ label: 'rules build check', args: ['build', game] }] : []),
|
|
1100
1101
|
{ label: 'two-browser check', args: ['check', game, '--url', url, '--shots', join('.checks', game)] },
|
|
1101
|
-
{ label: 'pictures on a computer and a phone', soft: true, args: ['look', `/${game}/`, `/${game}
|
|
1102
|
+
{ label: 'pictures on a computer and a phone', soft: true, args: ['look', `/${game}/`, `/${game}/${games.find((g) => g.id === game)?.kind === 'app' ? 'open' : 'play'}`, '--url', url, '--only', 'computer,phone', '--shots', shots],
|
|
1102
1103
|
// The first screen of each page first (a whole page is a tall picture): what a person sees on arrival.
|
|
1103
1104
|
after: (j, run) => { run.look = (j.result?.rows ?? []).flatMap((r) => [r.fold, r.shot]).filter(Boolean).map((f) => relative(root, resolve(root, f))).slice(0, 8); } },
|
|
1104
1105
|
] });
|
|
@@ -1456,11 +1457,13 @@ export function toolDefs(ctx, avail = {}) {
|
|
|
1456
1457
|
if (!topics.includes(a.topic)) return fail(`guides: ${topics.join(', ')}`);
|
|
1457
1458
|
const dir = join(ctx.skillsDir, a.topic);
|
|
1458
1459
|
if (a.file) {
|
|
1459
|
-
const
|
|
1460
|
+
const name = basename(String(a.file));
|
|
1461
|
+
const direct = join(dir, name);
|
|
1462
|
+
const f = name.endsWith('.md') && existsSync(direct) ? direct : join(dir, 'references', name);
|
|
1460
1463
|
if (!existsSync(f)) return fail(`no reference ${a.file} in ${a.topic}`);
|
|
1461
1464
|
return ok(readFileSync(f, 'utf8'));
|
|
1462
1465
|
}
|
|
1463
|
-
const refs = (() => { try { return readdirSync(join(dir, 'references')); } catch { return []; } })();
|
|
1466
|
+
const refs = [...readdirSync(dir).filter(f => f.endsWith('.md') && f !== 'SKILL.md'), ...(() => { try { return readdirSync(join(dir, 'references')); } catch { return []; } })()];
|
|
1464
1467
|
return ok(`${DESKTOP_NOTE}${ctx.desktop ? `\n\n${DESKTOP_APPROVALS}` : ''}\n\n${readFileSync(join(dir, 'SKILL.md'), 'utf8')}${refs.length ? `\n\nReferences (file): ${refs.join(', ')}` : ''}`);
|
|
1465
1468
|
},
|
|
1466
1469
|
});
|
package/lib/mcp.mjs
CHANGED
|
@@ -35,7 +35,8 @@ export const INSTRUCTIONS = `Homie Studio, on this computer: make game studios a
|
|
|
35
35
|
|
|
36
36
|
Carry the person's request through to a working result without a lesson or an interview. Use their name or business name, otherwise "My Studio". Setup, dependencies, a plan, building and checking are AI work, not approval gates. Choose engineering and design defaults from the request; record them in CODEX.md so the person can change them later by asking. Phone and computer controls, a small first version, local sound and CC0 art are the defaults. No paid media unless requested with a budget. A business or charity may need an app or a site, not a game: do not make them play a demo or choose a genre.
|
|
37
37
|
Run setup_status (for a studio that is not made yet, pass its name as studio), studio_scaffold (NO game until one is requested), then build the requested thing and check it. A demo and a small-change lesson are optional only when requested. Look for existing engine mechanisms and parts_find before building systems. Use few, large edits: one file_edit carries every change to a file in its edits list. game_plan records your decisions; it does not require an interview. Install missing prerequisites yourself with setup_prepare; follow studio_job without asking the person to retry. Optional providers never block.
|
|
38
|
-
|
|
38
|
+
New games and apps needing transient shared live state use rules plus view with room.host server. Read studio_guide topic game and its file RULES.md before writing rules: declared entity/shared state and events, guarded deterministic move for immediate local prediction, and a browser view for input and rendering. Read file REWRITE.md when an owner asks to move an old game's rules to the server; no automatic converter exists and ordinary old games keep working. Repair the full build diagnostics and prove the requested behavior in two browsers. Current rooms have at most 32 seats; larger rooms and private per-seat state are not delivered. Apps use authorized app records for lasting/private business data; room hosting is not staff permission.
|
|
39
|
+
Show progress briefly and give the preview link as soon as it works. Only when going live was requested, studio_deploy with plan: true says what it creates and costs; cloudflare_login asks for browser approval once; then studio_deploy. Publish to the directory only when requested (offer once after going live). Honour an existing request to deploy or list; do not ask again except for a host's mandatory approval.
|
|
39
40
|
For a shop, stripe_login (shop connect) syncs Products, Prices, Payment Links and the webhook through one Stripe browser approval. No human-handled key. Follow studio_job and the result's single next step; rerun after shop.json changes. Test purchase, webhook, grant and refund with stand-ins before going live. Live payments only when requested.
|
|
40
41
|
For a custom domain already on Cloudflare, studio_domain prepares the exact hostname route using the existing sign-in; studio_deploy applies it and Cloudflare creates DNS and TLS. Never ask for zone or account ids. Keep workers.dev until a domain is requested.
|
|
41
42
|
|
package/lib/port-check.mjs
CHANGED
|
@@ -95,7 +95,7 @@ const steerable = (r) => finite(r) && !r[8];
|
|
|
95
95
|
export function judgeHold(rows, dir, a, b, size, view) {
|
|
96
96
|
const seg = rows.filter((r) => r[0] >= a && r[0] <= b + 40 && steerable(r));
|
|
97
97
|
const busyFrames = rows.filter((r) => r[0] >= a && r[0] <= b + 40 && finite(r) && r[8]).length;
|
|
98
|
-
if (seg.length < 8) return { ok: false, dir, busyFrames, why: busyFrames ? `the body was busy (knocked back, stunned, respawning) for ${busyFrames} frames of the hold` : `too few samples (${seg.length}): no body on the probe?` };
|
|
98
|
+
if (seg.length < 8) return { ok: false, dir, busyFrames, why: busyFrames ? `the body was busy (knocked back, stunned, respawning, or an intentional phase freeze) for ${busyFrames} frames of the hold; retry the actual controls during an active, steerable phase. Keep the mechanic and report this sample as blocked, not a controls pass` : `too few samples (${seg.length}): no body on the probe?` };
|
|
99
99
|
const u = DIRV[dir]; const r0 = seg[0];
|
|
100
100
|
const side = view === 'side';
|
|
101
101
|
const tiIdx = Math.max(0, seg.findIndex((r) => r[0] >= a + 400));
|
|
@@ -284,7 +284,7 @@ async function webkit(pw) {
|
|
|
284
284
|
const frameOf = (h) => h.page.frames().find((f) => f.url().includes('/__game/')) ?? null;
|
|
285
285
|
async function inFrame(h, src, v = null) { const f = frameOf(h); return f ? T(f.evaluate(src), 10_000, v) : v; }
|
|
286
286
|
const shell = (h) => T(h.page.evaluate(() => { const s = window.__shell; return s ? { room: s.room, seat: s.seat, role: s.stats?.role ?? null, results: s.results ?? [], facts: s.facts ? { counts: s.facts.counts } : null } : null; }), 8000, null);
|
|
287
|
-
const info = (h) => inFrame(h, '(() => { const p = window.__homiePort; if (!p) return null; const i = p.info(); i.observedAt = performance.now(); const n = window.__homieNet; i.net = n ? { snapHzIn: n.stats().snapHzIn, snapHzOut: n.stats().snapHzOut, rtt: n.stats().rtt, promotions: n.stats().promotions } : null; i.hosted = n?.probe?.hosted?.() ?? null; i.tick = n?.probe?.tick?.() ?? null; i.v = p.view; i.size = p.size; i.keys = p.keys; i.thumb = p.thumb; return i; })()');
|
|
287
|
+
const info = (h) => inFrame(h, '(() => { const p = window.__homiePort; if (!p) return null; const i = p.info(); i.observedAt = performance.now(); const n = window.__homieNet; i.net = n ? { snapHzIn: n.stats().snapHzIn, snapHzOut: n.stats().snapHzOut, rtt: n.stats().rtt, promotions: n.stats().promotions } : null; i.movement = n?.probe?.movement?.() ?? null; i.hosted = n?.probe?.hosted?.() ?? null; i.tick = n?.probe?.tick?.() ?? null; i.v = p.view; i.size = p.size; i.keys = p.keys; i.thumb = p.thumb; return i; })()');
|
|
288
288
|
const rowsSince = (h, t) => inFrame(h, `(window.__homiePort ? window.__homiePort.rows(${Number(t) || 0}) : [])`, []);
|
|
289
289
|
const frameNow = (h) => inFrame(h, '(window.__homiePort ? window.__homiePort.now() : performance.now())', 0);
|
|
290
290
|
|
|
@@ -411,6 +411,7 @@ const UI_COVER = `(() => {
|
|
|
411
411
|
|
|
412
412
|
async function ownerTests(h, how, log) {
|
|
413
413
|
const i = await info(h);
|
|
414
|
+
if (i?.movement === 'stationary') return { ok: null, applicable: false, why: 'Rules declare all player anchors with maxSpeed 0: directional movement is not applicable. Exercise the actual buttons, taps or word/turn actions in two browsers; this is not a controls pass.' };
|
|
414
415
|
const view = i?.v ?? 'top';
|
|
415
416
|
const size = Number(i?.size) || 1;
|
|
416
417
|
const keys = i?.keys ?? { up: 'ArrowUp', down: 'ArrowDown', left: 'ArrowLeft', right: 'ArrowRight' };
|
|
@@ -565,7 +566,8 @@ export async function portCheck({ url, game, root, only = null, shots = null, lo
|
|
|
565
566
|
await shot(h, 'desk-playing');
|
|
566
567
|
const audio = after?.audio ?? null;
|
|
567
568
|
row('owner-desk', res.ok, { ...res, seatedMs: o.ms, fps: after?.fps ?? null });
|
|
568
|
-
if (
|
|
569
|
+
if (res.applicable === false) row('audio', null, { why: 'No directional input was sent to this stationary game. Test sound with its actual controls.' });
|
|
570
|
+
else if (audio) {
|
|
569
571
|
const ctxs = audio.contexts ?? [];
|
|
570
572
|
row('audio', ctxs.length ? ctxs.every((s) => s === 'running') : null, { contexts: ctxs, refusedMedia: audio.refusedMedia, why: ctxs.length ? (ctxs.every((s) => s === 'running') ? undefined : 'an AudioContext is still suspended after the first keys') : 'no Web Audio in this game (media elements only, or silent)' });
|
|
571
573
|
}
|
|
@@ -591,7 +593,8 @@ export async function portCheck({ url, game, root, only = null, shots = null, lo
|
|
|
591
593
|
const after = await info(h);
|
|
592
594
|
await shot(h, 'phone-playing');
|
|
593
595
|
row('owner-phone', res.ok, { ...res, seatedMs: o.ms, fps: after?.fps ?? null });
|
|
594
|
-
|
|
596
|
+
const stationaryDom = res.applicable === false && await inFrame(h, "!document.querySelector('canvas')", false);
|
|
597
|
+
row('ui-cover', stationaryDom ? null : cover ? cover.cover <= 0.12 && !cover.opaqueCentre.length : null, { ...(cover ?? {}), why: stationaryDom ? 'The stationary DOM interface is its play surface. Inspect its actual buttons and layout; a movement-world overlay limit is not applicable.' : cover && (cover.cover > 0.12 || cover.opaqueCentre.length) ? `UI covers ${Math.round(cover.cover * 100)}% of a phone${cover.opaqueCentre.length ? ' and something opaque sits in the middle' : ''}` : undefined });
|
|
595
598
|
}
|
|
596
599
|
collect(h); await close(h);
|
|
597
600
|
} catch (e) {
|
package/lib/port.mjs
CHANGED
|
@@ -269,8 +269,8 @@ export function importPort(root, folder, id, { name, mode } = {}) {
|
|
|
269
269
|
return {
|
|
270
270
|
ok: true, command: 'port import', id, dir: dest, from: src, mode: buildMode, files: copied.length, edits, plan: { grade: plan.grade, movement: plan.recommend.movement, view: plan.recommend.view },
|
|
271
271
|
next: [
|
|
272
|
-
`Write games/${id}/PORT.md: the grade and why,
|
|
273
|
-
|
|
272
|
+
`Write games/${id}/PORT.md: the grade and why, server truth, shared movement, the browser view, bots, touch and camera.`,
|
|
273
|
+
'Read the port skill and game RULES.md. Preserve the imported game as the baseline, then write server rules, shared movement and a view with openRoom. Use room.host server and the bundled view entry. The imported browser-hosted format remains available for local/offline/private use or maintaining an existing port.',
|
|
274
274
|
`npm run dev (in the background), then: npx --no-install homie-studio port check ${id} --url http://127.0.0.1:8787`,
|
|
275
275
|
],
|
|
276
276
|
};
|