@homie-rocks/studio 0.46.3 → 0.46.5

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package/CHANGELOG.md CHANGED
@@ -17,6 +17,51 @@ 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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+ ## [0.46.5] - 2026-10-11
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+
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+ **Plugin 0.46.5**
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+
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+ A page left open across a deploy is brought up to date with its game, and a check never opens the live site
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+ unless it is asked to.
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+
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+ ### Added
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+
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+ - `room.bots: { keep, names: [...] }`: a rules game names its own bots, by seat. The roster, the results and
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+ `world.label` all use it. Opt-in: without `names` the toolkit's own list is used, as before.
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+
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+ - A predictor can judge its own shot as the server will: `ctx.judgedTick(aimTick)` (the tick the server will
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+ pose the others at for this seat; the snapshot's control row now carries the seat's own rewind allowance in a
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+ game that declares `room.historySeconds`), `ctx.ray/rays(..., { atTick })` and `room.poseAt(id, tick)` (the pose
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+ at a tick from the snapshots the browser holds), and `ctx.math` (the rules' own `math`).
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+
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+ ### Fixed
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+
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+ Each of these changes what happened before; none needs a change to a game.
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+
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+ - A play page open during a deploy kept hosting the newer game inside the older page: only the frame was loaded
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+ again. When the newer game needed something the old page did not have (a player ticket, for a game that had
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+ just started keeping results with `room.records`), the player saw an empty history and finished rounds were not
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+ recorded until they reloaded the page themselves. The page now says what it was made for, the Worker answers
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+ the frame with a stand-in when a page made now would differ, and the page does one full reload to the same room
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+ and seat. A page from before this handshake is sent to a fresh page, by the one way it has, only when the game
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+ cannot keep its results inside it. A deploy that changes only a game's code or art still reloads the frame alone.
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+ - A finished round that had no player to be written for was dropped without a word. The log now says
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+ `record-unsaved`, and the player is told on their screen that the round was not saved and to reload.
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+ - The player's own body was drawn sinking for the whole tick it landed in, and standing only at the tick's end
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+ (up to 33 ms late at 20 ticks a second). It is drawn down to the ground by the moment it met it.
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+ - `homie-studio check` with no `--url` opened the studio's **live** site, and with no game the first game by name:
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+ `npm run check` could seat two check browsers in a live public room of a game nobody was working on. With no
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+ `--url` a check now runs against this studio's own build: its running dev server, or one it starts on a free
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+ port and stops afterwards. With no game it covers the games this checkout changed (against the default branch,
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+ committed or not), else every game. The live site is checked only when asked: `--live`, or its address in
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+ `--url`. `port check` and `perf` follow the same rule (the running dev server, `--url`, or `--live`).
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+
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+ ### Upgrade notes
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+
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+ - Nothing to do. A script that relied on `homie-studio check` reaching the live site says `--live` now.
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+ - The first deploy of this version reloads open play pages whole, once (their pages are older than it).
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+ - Version 0.46.5 is provisional. No deploy or merge is part of this PR.
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+
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  ## [0.46.3] - 2026-10-11
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  **Plugin 0.46.3**
@@ -785,6 +785,8 @@ function print(result) {
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  `Written: ${result.file}`);
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  break;
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  case 'check':
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+ if (result.results) { for (const r of result.results) lines.push(`${r.game}: PASS at ${r.site}: room ${r.room}, round ${r.round?.n} (${r.round?.humans} humans, ${r.round?.bots} bots), connection ${r.uninterrupted === true ? 'uninterrupted' : r.uninterrupted === false ? 'INTERRUPTED' : 'unknown'}`); break; }
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+ if (result.site) lines.push(`Checked ${result.local ? 'this studio\'s own build' : 'the site'} at ${result.site}.`);
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  lines.push(`PASS: two fresh browsers in room ${result.room} finished round ${result.round.n} (${result.round.humans} humans, ${result.round.bots} bots) in ${Math.round(result.totalMs / 1000)} s.`,
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  ...result.seats.map((s) => ` ${s.browser}: seat ${s.seat} (${s.role}), seated in ${(s.seatedMs / 1000).toFixed(1)} s`),
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  ...(result.frames ?? []).map((f) => ` ${f.browser} drew ${f.fps ?? '?'} fps${f.renderer ? ` on ${f.renderer}` : ''}`),
@@ -933,8 +935,9 @@ async function main() {
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  if (cmd === 'port' && sub === 'import') return importPort(root, positional[2], flags.get('id'), { name: flags.get('name'), mode: flags.get('mode') });
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  if (cmd === 'port' && sub === 'check') {
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  const game = positional[2] ?? listGames(root)[0]?.id;
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- const url = flags.get('url') ?? siteUrl(root);
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- if (!url) return { ok: false, command: 'port check', why: 'give --url (the local dev address or the live site)' };
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+ // Never the live site unless asked (--live, or its address): this studio's running dev server, else say so.
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+ const url = flags.get('url') ?? (flags.has('live') ? siteUrl(root) : (await import('../lib/dev.mjs')).runningDev(root)?.url);
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+ if (!url) return { ok: false, command: 'port check', why: 'give --url (the local dev address), start npm run dev, or say --live for the live site' };
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  return tracked(root, 'checks', (report) => portCheck({ url, game, root, only: flags.get('only') ?? null, shots: flags.get('shots') ? resolve(flags.get('shots')) : null, log, report }), 'port check');
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  }
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  if (cmd === 'app' && sub === 'role') {
@@ -955,8 +958,8 @@ async function main() {
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  if (cmd === 'lab') return labCommand(root, sub);
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  if (cmd === 'perf') {
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  const game = sub ?? listGames(root)[0]?.id;
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- const url = flags.get('url') ?? siteUrl(root);
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- if (!url) return { ok: false, command: 'perf', why: 'give --url (the local dev address or the live site)' };
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+ const url = flags.get('url') ?? (flags.has('live') ? siteUrl(root) : (await import('../lib/dev.mjs')).runningDev(root)?.url);
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+ if (!url) return { ok: false, command: 'perf', why: 'give --url (the local dev address), start npm run dev, or say --live for the live site' };
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  const devices = String(flags.get('device') ?? 'computer,phone').split(',').map((d) => d.trim()).filter(Boolean);
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  const num = (k, d, lo, hi) => Math.max(lo, Math.min(hi, Number(flags.get(k) ?? d) || d));
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  return perfRun({ root, url, game, devices, runs: num('runs', 1, 1, 50), seconds: num('seconds', 15, 3, 300), warm: num('warm', 3, 0, 60), profile: flags.has('profile'), out: flags.get('out') ? resolve(String(flags.get('out'))) : null, maxLoad: num('max-load', 0.8, 0.05, 50), cpu: num('cpu', 4, 1, 20), pair: flags.get('pair') ? String(flags.get('pair')) : null, log });
@@ -973,14 +976,30 @@ async function main() {
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  if (cmd === 'dev' && flags.has('stop')) return stopDev(root);
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  if (cmd === 'dev') return dev(root, { lan: flags.has('lan'), port: flags.get('port') ?? 8787, remoteAi: flags.has('remote-ai'), localAi: !flags.has('no-local-ai'), timestamps: flags.has('timestamps'), log });
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  if (cmd === 'check') {
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- const game = positional[1] ?? listGames(root)[0]?.id;
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- const url = flags.get('url') ?? siteUrl(root);
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- if (!url) return { ok: false, command: 'check', why: 'give --url (the local dev address or the live site)' };
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+ // lib/check-site.mjs: with no --url a check runs against this studio's own build, never the live site (--live asks
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+ // for that); with no game it covers the games this checkout changed.
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+ const { checkSite, gamesToCheck } = await import('../lib/check-site.mjs');
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+ const { games, why } = gamesToCheck(root, positional[1]);
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+ if (!games.length) return { ok: false, command: 'check', why: 'this studio has no game to check' };
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  // A big binary committed under games/ fails the check before any browser starts: it belongs in R2, never in git.
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  const { bigCommittedFiles } = await import('../lib/asset-check.mjs');
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- const big = bigCommittedFiles(root).filter((f) => f.path.startsWith(`games/${game}/`));
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- if (big.length) return { ok: false, command: 'check', why: `committed files over 5 MB under games/${game}: ${big.map((f) => `${f.path} (${(f.bytes / 1024 / 1024).toFixed(1)} MB)`).join(', ')}. Big media goes to the studio's R2 (homie-studio storage add, then media move); raw models stay in art/<slug>/raw/ (git-ignored); a shipped model is made phone-sized with homie-studio assets optimise. Take it out of git (git rm --cached), then check again.` };
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- return tracked(root, 'checks', (report) => check({ url, game, shots: flags.get('shots') ? resolve(flags.get('shots')) : null, log, report }), 'check');
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+ for (const game of games) {
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+ const big = bigCommittedFiles(root).filter((f) => f.path.startsWith(`games/${game}/`));
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+ if (big.length) return { ok: false, command: 'check', why: `committed files over 5 MB under games/${game}: ${big.map((f) => `${f.path} (${(f.bytes / 1024 / 1024).toFixed(1)} MB)`).join(', ')}. Big media goes to the studio's R2 (homie-studio storage add, then media move); raw models stay in art/<slug>/raw/ (git-ignored); a shipped model is made phone-sized with homie-studio assets optimise. Take it out of git (git rm --cached <file>) and check again.` };
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+ }
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+ const site = await checkSite(root, { url: flags.get('url') ?? null, live: flags.has('live'), log });
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+ if (!site.ok) return { ok: false, command: 'check', why: site.why };
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+ try {
993
+ if (!positional[1]) log(`check: ${games.join(', ')} (${why}) at ${site.url}`);
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+ const results = [];
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+ for (const game of games) {
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+ const shots = flags.get('shots') ? resolve(flags.get('shots'), ...(games.length > 1 ? [game] : [])) : null;
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+ const r = await tracked(root, 'checks', (report) => check({ url: site.url, game, shots, log, report }), 'check');
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+ results.push({ ...r, game, site: site.url, local: site.local });
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+ if (!r.ok) break;
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+ }
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+ return results.length === 1 ? results[0] : { ok: results.every((r) => r.ok), command: 'check', site: site.url, local: site.local, why: results.find((r) => !r.ok)?.why, results };
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+ } finally { await site.stop(); }
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  }
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  if (cmd === 'shoot') {
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  const game = positional[1] ?? listGames(root)[0]?.id;
@@ -1078,6 +1078,23 @@ leaves: take the marker down quietly. `ctx.ray/rays/rayAll` query what the
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  player sees (`ctx.viewTick`); `ctx.preview` says the run is between ticks. A
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  predictor runs often: keep it cheap, and keep per-entity state in `me`.
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+ To guess a shot the server will judge with rewind, ask for what the server
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+ will use (0.46.5). `ctx.judgedTick(aimTick)` is the tick it will pose the others
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+ at: the `aimTick` the input carries, held to how far back this seat may look
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+ right now (the server says so in every snapshot) and to this tick. Pass it on:
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+ `ctx.ray(from, dir, max, { atTick: ctx.judgedTick(input.aimTick), ...filters })`
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+ poses the other bodies as the server will, from the snapshots this browser
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+ holds (between two of them, or carried on from the newest along its velocity).
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+ Inside the allowance that is the drawn target; past the game's cap it is a newer
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+ pose, and the predictor then shows no hit where the server will see none.
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+ `room.poseAt(id, tick)` gives `{pos, vel, known}` for the game's own tests
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+ (`known: false` is a guess past the newest snapshot). `ctx.math` is the rules'
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+ own `math`, and the context is accepted by guarded rules code as a world is for
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+ what the two share (`tick`, `dt`, `math`, `ray`, `rays`, `rayAll`, and a scene's
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+ `ray`, `rayAll`, `sweep`, `support`), so an aiming helper written for the rules
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+ can be called with `ctx` instead of being restated in the view. It has no
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+ `near`, `inBox`, `send` or `emit`: a helper that needs those is the server's.
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+
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  A tick's prediction runs more than once (between ticks, again when the input
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  changes, then the tick itself) and shows each thing once. Things are told apart
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  by their name and `key`: give two effects of one name that mean different things
@@ -1087,6 +1104,12 @@ before using it in a `match` closure: `me` is reused. A valued pulse
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  (`f.pulse()`) carries the tick it was predicted on, and the server acts on it in
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  that tick, so a predicted swap is in the snapshot of the tick it was drawn for.
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1106
 
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+ ### Naming the bots (0.46.5)
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+
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+ `room.bots: { keep: 4, names: ['Vex', 'Moth', 'Kilo'] }` gives the game's bots its own names, by seat (the list
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+ wraps). The roster, the round's results and `world.label(id)` all say the same name, and a restore keeps it.
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+ Without `names` the toolkit's own list is used. A name is 1 to 24 characters on one line.
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+
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  ### Discrete actions with a value
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1114
 
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  Use `select: f.pulse()` for a weapon slot or other byte-valued action. Call
@@ -304,6 +304,8 @@ npm run build # fix every error it name
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  npx --no-install homie-studio build --types # the same, with the TypeScript checked first: run it before a deploy
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  npm run dev # in the background: http://127.0.0.1:8787/<id>/play
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  npx --no-install homie-studio check <id> --url http://127.0.0.1:8787 --shots ./.checks
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+ # With no --url the check runs against this studio's own build (its running dev server, or one it starts and
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+ # stops); with no <id>, on the games this checkout changed. The live site only with --live or its address.
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  npx --no-install homie-studio shoot <id> --preview # pictures of the built game on a stepped clock, no site needed (a 3D game where there is no GPU)
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  npx --no-install homie-studio preview <id> # only that game's built files at an address (alone, offline): for a capture script
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  ```
@@ -0,0 +1,85 @@
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+ /**
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+ * WHERE A CHECK RUNS, AND ON WHICH GAMES, WHEN NOBODY SAYS (0.46.5).
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+ *
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+ * A check puts real browsers in a real room. With no `--url` it used to open the studio's LIVE site, and with no game
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+ * the first game by name: `npm run check` in a studio working on one game sat two check browsers in a live public
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+ * room of another. A check is a gate on what is in this folder, so:
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+ *
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+ * where `--url <site>` as given; else this studio's own dev server: the one already running (lib/dev.mjs keeps
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+ * its record), or one started for the check on a free port and stopped when the check ends. The live site
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+ * only when asked by name: `--live`, or its address in `--url`.
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+ * which the game named; else every game this checkout changed (files under games/<id>/ that differ from the
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+ * default branch, committed or not); else, when nothing changed or this is not a git checkout, every game.
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+ */
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+ import { spawn, spawnSync } from 'node:child_process';
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+ import { once } from 'node:events';
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+ import { createServer } from 'node:net';
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+ import { fileURLToPath } from 'node:url';
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+ import { runningDev } from './dev.mjs';
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+ import { listGames, siteUrl } from './studio.mjs';
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+
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+ const CLI = fileURLToPath(new URL('../bin/homie-studio.mjs', import.meta.url));
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+
23
+ async function freePort() {
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+ const s = createServer(); s.listen(0, '127.0.0.1'); await once(s, 'listening');
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+ const port = s.address().port; await new Promise((r) => s.close(r)); return port;
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+ }
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+
28
+ /**
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+ * The site a check opens: { ok, url, local, live, started, stop() }. `stop` ends only a server this call started.
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+ * `spawnFn` and `fetchFn` are for tests.
31
+ */
32
+ export async function checkSite(root, { url = null, live = false, log = () => {}, spawnFn = spawn, fetchFn = globalThis.fetch, waitMs = 240_000 } = {}) {
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+ const none = async () => {};
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+ if (url) return { ok: true, url: String(url), local: /^https?:\/\/(?:127\.0\.0\.1|localhost|\[::1\])(?::|\/|$)/.test(String(url)), live: false, started: false, stop: none };
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+ if (live) {
36
+ const site = siteUrl(root);
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+ return site ? { ok: true, url: site, local: false, live: true, started: false, stop: none } : { ok: false, why: 'this studio has no live site yet (deploy it first), so there is nothing for --live to check' };
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+ }
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+ const running = runningDev(root);
40
+ if (running) return { ok: true, url: running.url, local: true, live: false, started: false, stop: none };
41
+ const port = await freePort(), origin = `http://127.0.0.1:${port}`;
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+ log(`check: no --url, so this studio's own build is checked: starting its dev server on ${origin} (stopped when the check ends; --live checks the live site)`);
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+ const child = spawnFn(process.execPath, [CLI, 'dev', '--port', String(port), '--no-local-ai'], { cwd: root, detached: true, stdio: ['ignore', 'pipe', 'pipe'] });
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+ let tail = '';
45
+ for (const stream of [child.stdout, child.stderr]) stream?.on('data', (chunk) => { tail = (tail + chunk).slice(-4000); });
46
+ const stop = async () => {
47
+ if (child.exitCode !== null || child.signalCode !== null) return;
48
+ const ended = once(child, 'exit');
49
+ try { process.kill(-child.pid, 'SIGTERM'); } catch { try { child.kill('SIGTERM'); } catch { /* gone */ } }
50
+ const force = setTimeout(() => { try { process.kill(-child.pid, 'SIGKILL'); } catch { /* gone */ } }, 8000);
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+ try { await ended; } finally { clearTimeout(force); }
52
+ };
53
+ const deadline = Date.now() + waitMs;
54
+ while (Date.now() < deadline && child.exitCode === null && child.signalCode === null) {
55
+ const up = await fetchFn(`${origin}/games.json`, { signal: AbortSignal.timeout(1500) }).then((r) => r.ok).catch(() => false);
56
+ if (up) return { ok: true, url: origin, local: true, live: false, started: true, stop };
57
+ await new Promise((r) => setTimeout(r, 400));
58
+ }
59
+ await stop();
60
+ return { ok: false, why: `this studio's dev server did not start for the check${tail ? `:\n${tail.trim().split('\n').slice(-12).join('\n')}` : ''}\nStart it yourself (npm run dev) and give its address with --url, or fix the build.` };
61
+ }
62
+
63
+ /** The ids of the games this checkout changed against its default branch (committed or not), in the studio's order; [] when it cannot be told. */
64
+ export function changedGames(root, { run = spawnSync } = {}) {
65
+ const git = (...args) => { const r = run('git', args, { cwd: root, encoding: 'utf8' }); return r.status === 0 ? String(r.stdout) : null; };
66
+ if (git('rev-parse', '--is-inside-work-tree') === null) return [];
67
+ const files = new Set((git('status', '--porcelain', '--', 'games') ?? '').split('\n').map((l) => l.slice(3).replace(/^"|"$/g, '').split(' -> ').pop()).filter(Boolean));
68
+ const head = (git('symbolic-ref', '--quiet', '--short', 'refs/remotes/origin/HEAD') ?? '').trim();
69
+ for (const base of [head, 'origin/main', 'main', 'origin/master', 'master'].filter(Boolean)) {
70
+ const fork = (git('merge-base', 'HEAD', base) ?? '').trim();
71
+ if (!fork) continue;
72
+ for (const f of (git('diff', '--name-only', `${fork}..HEAD`, '--', 'games') ?? '').split('\n')) if (f) files.add(f);
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+ break;
74
+ }
75
+ const touched = new Set([...files].map((f) => /^games\/([^/]+)\//.exec(f)?.[1]).filter(Boolean));
76
+ return listGames(root).map((g) => g.id).filter((id) => touched.has(id));
77
+ }
78
+
79
+ /** The games a check covers: the one named, else what changed, else all of them. */
80
+ export function gamesToCheck(root, named, options) {
81
+ if (named) return { games: [named], why: 'named' };
82
+ const changed = changedGames(root, options);
83
+ if (changed.length) return { games: changed, why: 'changed in this checkout' };
84
+ return { games: listGames(root).map((g) => g.id), why: 'nothing changed against the default branch: every game' };
85
+ }
package/lib/check.mjs CHANGED
@@ -1,5 +1,6 @@
1
1
  /**
2
- * `homie-studio check <game> --url <site>` — the promise, measured: two fresh
2
+ * `homie-studio check [<game>] [--url <site> | --live]` — the promise, measured (where it runs and on which games
3
+ * when nobody says: lib/check-site.mjs; never the live site unless asked): two fresh
3
4
  * browsers (separate Chrome processes and profiles, one a computer and one a
4
5
  * phone) press Play, land in the SAME public room, play, and both see the round
5
6
  * finish. Exit 0 only when all of that happened. Uses this Mac's Chrome through
@@ -28,10 +28,10 @@ export const LONG_ALLOWANCE = Object.freeze({ ...ALLOWANCE, ticks: 8 * ALLOWANCE
28
28
 
29
29
  /** The ordered declarations a save depends on. Functions contribute their presence, never their implementation. */
30
30
  export function stateHash(c) {
31
- const { kinds, events, commands, effects, shared, rounds, bots, roomOn, asks, map: geometry, dims, contract, seats, save, historySeconds, rewindSeconds } = c;
31
+ const { kinds, events, commands, effects, shared, rounds, bots, roomOn, asks, map: geometry, dims, contract, seats, save, historySeconds, rewindSeconds, botNames } = c;
32
32
  // Keep existing 2D save compatibility hashes when the 3D map vocabulary grows.
33
33
  const map = dims === 2 ? { name: geometry.name, bounds: geometry.bounds, boxes: geometry.boxes, circles: geometry.circles, spots: geometry.spots } : geometry;
34
- return createHash('sha256').update(JSON.stringify({ kinds, events, commands, effects, shared, rounds, bots, roomOn, asks, map, dims, contract, seats, ...(historySeconds?{historySeconds}:{}), ...(rewindSeconds!==undefined?{rewindSeconds}:{}), tickHz: c.settings.tickHz, save }, (k, v) => typeof v === 'function' ? true : v)).digest('hex').slice(0, 32);
34
+ return createHash('sha256').update(JSON.stringify({ kinds, events, commands, effects, shared, rounds, bots, roomOn, asks, map, dims, contract, seats, ...(historySeconds?{historySeconds}:{}), ...(rewindSeconds!==undefined?{rewindSeconds}:{}), ...(botNames?{botNames}:{}), tickHz: c.settings.tickHz, save }, (k, v) => typeof v === 'function' ? true : v)).digest('hex').slice(0, 32);
35
35
  }
36
36
 
37
37
  /**
@@ -78,7 +78,7 @@ type W = World<${parameters}>;
78
78
  type RW = World<${parameters}, true>;
79
79
  type Definition = Omit<RulesDef, 'entities' | 'room' | 'move' | 'asks'> & {
80
80
  entities: ${entities}; move?: Moves;
81
- room?: { records?: {key:string;identity:string;eligible?:string;fields:Readonly<Record<string,string>>}; rounds?: { seconds: number; breakSeconds: number }; bots?: { keep: number }; historySeconds?: number; rewindSeconds?: number;
81
+ room?: { records?: {key:string;identity:string;eligible?:string;fields:Readonly<Record<string,string>>}; rounds?: { seconds: number; breakSeconds: number }; bots?: { keep: number; names?: readonly string[] }; historySeconds?: number; rewindSeconds?: number;
82
82
  start?: (world: RW) => void;
83
83
  join?: (ctx: Pick<W, 'map' | 'shared' | 'tune' | 'math' | 'round'>, player: { seat: number; driver: 'person' | 'bot' | 'ai'; owner: string; character?: (${joins}) | null }) => ${joins};
84
84
  on?: { [K in keyof (Omit<Events, keyof GameRoomEvents> & GameRoomEvents)]?: (world: RW, event: EventData<(Omit<Events, keyof GameRoomEvents> & GameRoomEvents)[K]>) => void };
@@ -2817,6 +2817,48 @@
2817
2817
  }
2818
2818
  }
2819
2819
  }
2820
+ },
2821
+ "0.46.5": {
2822
+ "files": {
2823
+ "CLAUDE.md": "ddf2b2a0376202f6",
2824
+ "README.md": "684b3cca8001673c",
2825
+ "HANDOFF.md": "29337e2ace95b2e7",
2826
+ "games/README.md": "5ad32fe80c61f117",
2827
+ "music/README.md": "a3dc042dadd39df8",
2828
+ "videos/README.md": "16babc3437d5545b",
2829
+ "posts/README.md": "37841aae476bd540",
2830
+ "site/README.md": "732894273a32dc3f",
2831
+ "site/src/worker.mjs": "6cc5c6131eaf6fd0"
2832
+ },
2833
+ "sections": {
2834
+ "AGENTS.md": {
2835
+ "(intro)": "394cbbe934e80722",
2836
+ "## Version-matched authoring guides": "f6261a0e5801b96b",
2837
+ "## Layout": "f3a280b8c96cd068",
2838
+ "## Apps: one screen, roles and parts": "8596f2b25edda3e2",
2839
+ "## Commands (all through the pinned CLI in node_modules)": "5222e08ca55e326e",
2840
+ "## The site": "0cb8dd9a6f8a0096",
2841
+ "## Making games": "bb715272fd1a615b",
2842
+ "## The Game Codex and progress": "0738ef719cef3a4c",
2843
+ "## Art direction and models": "a48fff7bf0a5f2fc",
2844
+ "## Running live games (the back office)": "51ebf2ab756f6e4d",
2845
+ "## Servers and AI seats": "1ccfd549d2369a60",
2846
+ "## Selling things (the shop)": "9e020d69dd6a954e",
2847
+ "## Continuing a build from the Claude app": "0d68081e924ca419",
2848
+ "## Rules": "27881d11d3ff3803",
2849
+ "## Telling Homie": "80b46fdd9e578db8",
2850
+ "## Beta": "9d02638207a26e73"
2851
+ }
2852
+ },
2853
+ "named": {
2854
+ "Homie Arcade": {
2855
+ "sections": {
2856
+ "AGENTS.md": {
2857
+ "## Commands (all through the pinned CLI in node_modules)": "611b437f5b3303f0"
2858
+ }
2859
+ }
2860
+ }
2861
+ }
2820
2862
  }
2821
2863
  }
2822
2864
  }
@@ -1699,6 +1699,18 @@ reads the other's snapshot with the wrong code.
1699
1699
  - **An old tab that knocks at the live build's room is refused**: `error stale` (final; the helper
1700
1700
  shows "This game was updated. Tap to reload." and the play page reloads the frame, at most twice
1701
1701
  a minute).
1702
+ - **A page older than the game it would host is brought up to date too (0.46.5).** The frame alone
1703
+ is reloaded only while the play page around it is still the page the Worker would write now. The
1704
+ page says what it was made for (`sh` on the frame's address: the toolkit's version and the parts
1705
+ of the manifest a page is built around, `shellKey` in worker/pages.mjs; not the game's code or
1706
+ words). When that differs, the Worker answers the frame with a stand-in that says so, and the
1707
+ page does **one full reload**, to the same room (it is in the address) and the same seat (its
1708
+ token is in the tab). A page from before this handshake has only one way to load a whole new
1709
+ page, the one for leaving a finished room; it is used only when the game cannot work inside the
1710
+ old page at all: the game keeps results for a player (`room.records`) and the old page holds no
1711
+ player ticket. Such a player lands in a fresh page and a room the lobby gives them. A result
1712
+ that still has no player to be written for is never dropped in silence: the log says
1713
+ `record-unsaved`, and the player's screen says the round was not saved and to reload.
1702
1714
  - **A tab of the live build that knocks at a room still on the old build waits**: `error
1703
1715
  room-stale` (not final). The room's players are told to reload; when the last of them has left,
1704
1716
  the next knock is let in, and the room **starts fresh**: its checkpoint, snapshot, round, roster
@@ -2547,6 +2547,8 @@ export function createNetplay<S = unknown, A = unknown, C = unknown>(opts: Netpl
2547
2547
  // An AI alone in a room (nobody seated): it knocks again only after a while (section 17).
2548
2548
  if (code === 'agents-alone') aloneUntil = wall() + AGENTS_ALONE_WAIT_MS;
2549
2549
  if (code === 'host-fault') { rulesNotice(String(m.message)); return; }
2550
+ // A result the server could not keep for this player (0.46.5): said on their screen, not dropped in silence.
2551
+ if (code === 'unsaved') { rulesNotice(String(m.message)); return; }
2550
2552
  if (code === 'vote') { warnOnce('vote', m['message']); return; }
2551
2553
  if (code === 'rate' || code === 'state-full') { warnOnce(`${code}:${String(m['of'] ?? '')}`, m['message']); return; }
2552
2554
  // The room still runs another build of the game (section 23): not final. Its players were told to reload; this
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@homie-rocks/studio",
3
- "version": "0.46.3",
3
+ "version": "0.46.5",
4
4
  "description": "A studio for games, music and video on its own Cloudflare: scaffold, multiplayer starters on the netplay contract, a port toolkit that makes existing single-player web games multiplayer, the site Worker with public rooms (Table/Lobby Durable Objects and D1, all on the free Workers plan, no payment method), a site with the hub's sections (Home, Games, Music, Videos, Rooms, Posts with feeds) in the studio's own look, an epic landing page for every game, big songs and videos in the studio's own R2 once it has storage (uploaded, checked by SHA-256, served at the same addresses), deploy, and the homie.rocks directory.",
5
5
  "type": "module",
6
6
  "license": "Apache-2.0",
package/rules/host.ts CHANGED
@@ -289,6 +289,7 @@ export function createHost(o: HostOptions): Host {
289
289
  *
290
290
  * `room.rewindSeconds` is the game's hard cap on the sum. Without it the cap is `room.historySeconds`, as before.
291
291
  */
292
+ const historyTicks = Math.ceil((c.historySeconds ?? 0) * tickHz);
292
293
  const rewindCap = c.rewindSeconds !== undefined ? Math.ceil(c.rewindSeconds * tickHz) : null;
293
294
  const rewindTicks = (seat: number): number => {
294
295
  const waited = Math.max(1, Math.min(lateTicks, queues.get(seat)?.early ?? 1));
@@ -628,7 +629,9 @@ export function createHost(o: HostOptions): Host {
628
629
  /* ---------------------------------------------------------------- frames out */
629
630
 
630
631
  const hasHands = (seat: number, driver: Driver): boolean => driver === 'person' || (driver === 'ai' && [...peers.values()].some((p) => p.seat === seat && p.agent?.hands === 'self'));
631
- const nameOf = (seat: number, driver: Driver): string => (driver === 'bot' || (driver === 'ai' && (core.bodies().find((b) => b.seat === seat)?.owner === 'reserved' || !names.has(seat))) ? BOT_NAMES[seat % BOT_NAMES.length] : names.get(seat) || `Player ${seat + 1}`);
632
+ // The game's own names for its bots (room.bots.names, 0.46.5), else the toolkit's.
633
+ const botNames = c.botNames?.length ? c.botNames : BOT_NAMES;
634
+ const nameOf = (seat: number, driver: Driver): string => (driver === 'bot' || (driver === 'ai' && (core.bodies().find((b) => b.seat === seat)?.owner === 'reserved' || !names.has(seat))) ? botNames[seat % botNames.length] : names.get(seat) || `Player ${seat + 1}`);
632
635
  function sendRoster(): void {
633
636
  const guides = new Map(agentSlots().map((s) => [s.slot, s.agent]));
634
637
  const slots = core.bodies().sort((a, b) => a.seat - b.seat).map((b) => ({ slot: b.seat, seat: b.driver === 'bot' ? null : b.seat, name: nameOf(b.seat, b.driver), bot: b.driver === 'bot', ...(guides.has(b.seat) ? { agent: guides.get(b.seat) } : {}) }));
@@ -749,7 +752,12 @@ export function createHost(o: HostOptions): Host {
749
752
  const q = queues.get(b.seat);
750
753
  // A fifth number only for a seat that has sent a numbered pulse: the newest one acted on.
751
754
  const taken = pulsesTaken.get(b.seat);
752
- rows.push(taken === undefined ? [b.seat, b.r, q ? q.ack : 0, q && q.lead !== 127 ? q.lead : -128] : [b.seat, b.r, q ? q.ack : 0, q && q.lead !== 127 ? q.lead : -128, taken]);
755
+ const row = [b.seat, b.r, q ? q.ack : 0, q && q.lead !== 127 ? q.lead : -128];
756
+ // A sixth number only in a game that rewinds (room.historySeconds, 0.46.5): how many ticks back this seat's own
757
+ // ray may look right now, so its browser can predict against the pose the server will judge, not a guess at it.
758
+ if (historyTicks) row.push(taken ?? 0, Math.min(historyTicks, rewindTicks(b.seat)));
759
+ else if (taken !== undefined) row.push(taken);
760
+ rows.push(row);
753
761
  if (q) q.lead = 127;
754
762
  }
755
763
  // A snapshot is stamped with the moment its tick was due, so ticks run in a burst to catch up are still a tick
package/rules/rules.ts CHANGED
@@ -167,7 +167,8 @@ export interface RulesDef {
167
167
  shared?: Fields;
168
168
  room?: {
169
169
  rounds?: { seconds: number; breakSeconds: number };
170
- bots?: { keep: number };
170
+ /** `names` (0.46.5): what the game's bots are called, by seat; the toolkit's own list without it. */
171
+ bots?: { keep: number; names?: readonly string[] };
171
172
  records?: RoundRecords;
172
173
  historySeconds?: number;
173
174
  /** The furthest a person's ray may be rewound, in seconds (0.46.3): a hard cap under `historySeconds`, whatever their connection measures. */
@@ -396,6 +397,7 @@ export interface Compiled {
396
397
  rewindSeconds?: number;
397
398
  rounds: { seconds: number; breakSeconds: number } | null;
398
399
  bots: number;
400
+ botNames?: readonly string[];
399
401
  start: RoomHandler | null;
400
402
  join: NonNullable<RulesDef['room']>['join'] | null;
401
403
  roomOn: Record<string, RoomHandler>;
@@ -636,6 +638,8 @@ export function compileRules(def: RulesDef, env: CompileEnv = {}): Compiled {
636
638
  }
637
639
  const keep = room.bots === undefined ? 0 : typeof room.bots?.keep === 'number' ? Math.floor(room.bots.keep) : NaN;
638
640
  if (!(keep >= 0 && keep <= SEATS_MAX)) throw new Error(`room.bots is { keep: n }, 0 to ${SEATS_MAX}`);
641
+ const botNames = (room.bots as { names?: unknown } | undefined)?.names;
642
+ if (botNames !== undefined && !(Array.isArray(botNames) && botNames.length >= 1 && botNames.length <= 64 && botNames.every((n) => typeof n === 'string' && n.trim().length >= 1 && n.length <= 24 && !/[\u0000-\u001f\u007f\u200b-\u200f\u202a-\u202e\u2066-\u2069]/.test(n)))) throw new Error('room.bots.names is a list of 1 to 64 names, each 1 to 24 characters on one line');
639
643
  if (room.start !== undefined && typeof room.start !== 'function') throw new Error('room.start is a function');
640
644
  if (room.join !== undefined && typeof room.join !== 'function') throw new Error('room.join is a function');
641
645
  const players = kinds.filter((k) => k.player);
@@ -661,7 +665,7 @@ export function compileRules(def: RulesDef, env: CompileEnv = {}): Compiled {
661
665
  Object.freeze(navigation);
662
666
  return {
663
667
  navigation, contract: RULES_CONTRACT, save: SAVE_REVISION, dims, kinds, kindOf, events, commands, effects, effectNames: Object.keys(effects),
664
- shared: fieldList(d.shared, 'shared'), view, ...(room.records?{records:room.records}:{}), ...(room.historySeconds ? {historySeconds:room.historySeconds}:{}), ...(room.rewindSeconds !== undefined ? {rewindSeconds:room.rewindSeconds}:{}), rounds, bots: Math.min(keep, seats), start: room.start ?? null, join: room.join ?? null, roomOn, asks,
668
+ shared: fieldList(d.shared, 'shared'), view, ...(room.records?{records:room.records}:{}), ...(room.historySeconds ? {historySeconds:room.historySeconds}:{}), ...(room.rewindSeconds !== undefined ? {rewindSeconds:room.rewindSeconds}:{}), rounds, ...(botNames ? { botNames: Object.freeze([...(botNames as string[])]) } : {}), bots: Math.min(keep, seats), start: room.start ?? null, join: room.join ?? null, roomOn, asks,
665
669
  tune, publicTune, map, settings, seats,
666
670
  };
667
671
  }
@@ -674,6 +678,8 @@ export function compileRules(def: RulesDef, env: CompileEnv = {}): Compiled {
674
678
  */
675
679
  export interface Schema {
676
680
  records?: true;
681
+ /** A game that rewinds (0.46.5): its window and its cap, for a browser predicting its own shots. */
682
+ rewind?: { historySeconds: number; capSeconds?: number };
677
683
  contract: 2;
678
684
  dims: 2 | 3;
679
685
  seats: number;
@@ -698,7 +704,7 @@ function publicField(field: Field, hidden=false): Field {
698
704
  }
699
705
  export function schemaOf(c: Compiled): Schema {
700
706
  return {
701
- contract: RULES_CONTRACT, dims: c.dims, seats: c.seats, ...(c.records?{records:true as const}:{}),
707
+ contract: RULES_CONTRACT, dims: c.dims, seats: c.seats, ...(c.records?{records:true as const}:{}), ...(c.historySeconds ? { rewind: { historySeconds: c.historySeconds, ...(c.rewindSeconds !== undefined ? { capSeconds: c.rewindSeconds } : {}) } } : {}),
702
708
  kinds: c.kinds.map((k) => ({ ...(k.query?{query:k.query}:{}), ...(k.collider?{collider:k.collider}:{}), ...(k.body?.terrain ? {terrain:k.body.terrain} : {}), name: k.name, player: Boolean(k.player), ...(k.player?.control ? {control:k.player.control}:{}), owner: Boolean(k.body?.owner), radius: k.body?.radius ?? 0, ...(c.dims === 3 && k.body ? { shape: k.body.shape, height: k.body.height || 2 * k.body.radius } : {}), maxSpeed: k.body?.maxSpeed ?? 0, score: k.score, fields: k.fields.map(([name,field])=>[name,publicField(field)]), motion: k.motion, input: k.input })),
703
709
  effects: c.effects, effectNames: c.effectNames, commands: c.commands, shared: c.shared, rounds: c.rounds, settings: c.settings,
704
710
  };
package/rules/view.ts CHANGED
@@ -47,8 +47,8 @@ import { createNetplay } from '../netplay/netplay.ts';
47
47
  import type { Netplay, NetplayOptions, RulesHostFactory, RoundInfo, Snapshot, StepEntry } from '../netplay/netplay.ts';
48
48
  import { lab } from '../lab/lab.ts';
49
49
  import { exposePort, type PortProbeOptions } from '../port/probe.ts';
50
- import { BudgetError } from './guard.ts';
51
- import { moveContext } from './math.ts';
50
+ import { BudgetError, brand } from './guard.ts';
51
+ import { math, moveContext } from './math.ts';
52
52
  import { coerce, coerceFields, dir, initFields, stepMove, thawFields, unpackEntity, unpackFields, unpackVec, vec3 } from './pack.ts';
53
53
  import type { Unpacked } from './pack.ts';
54
54
  import { compileMap } from './rules.ts';
@@ -113,6 +113,15 @@ export interface OpenRoomOptions {
113
113
  /** What a predictor (`openRoom({ predict })`) is handed beside the body and the tick's input. */
114
114
  export interface PredictContext extends RayQueries {
115
115
  readonly tick: number; readonly dt: number;
116
+ /** The same deterministic `math` a `move` is handed (0.46.5): a helper shared with the rules can be called with `ctx`. */
117
+ readonly math: typeof math;
118
+ /**
119
+ * The tick the server will judge this player's ray against when the browser says it aimed at `aimTick` (0.46.5):
120
+ * `aimTick`, held to how far back this seat may look right now (the server says so in every snapshot) and to this
121
+ * tick. Pass it to `ctx.ray(..., { atTick })`: the other bodies are then posed as the server will pose them, from
122
+ * the snapshots this browser holds (between two of them, or carried on from the newest along its velocity).
123
+ */
124
+ judgedTick(aimTick: number): number;
116
125
  /** The tick the other bodies are drawn at: what the player is looking at. */
117
126
  readonly viewTick: number;
118
127
  /** This run draws ahead of the tick; the tick's own run follows. What it shows is shown once. */
@@ -128,6 +137,8 @@ export interface PredictContext extends RayQueries {
128
137
  export type Predictor = (me: any, input: any, ctx: PredictContext) => void;
129
138
  export interface Room<R = unknown> extends RayQueries {
130
139
  readonly viewTick: number;
140
+ /** Where a body was at a tick, from the snapshots this browser holds (0.46.5); `known: false` past the newest one. */
141
+ poseAt(id: string, tick: number): { pos: Vec3; vel: Vec3; known: boolean } | null;
131
142
  readonly status: RoomStatus;
132
143
  readonly seat: number | null;
133
144
  readonly me: Entity | null;
@@ -184,6 +195,8 @@ export function openRoom<R = unknown>(opts: OpenRoomOptions = {}): Room<R> {
184
195
 
185
196
  let status: RoomStatus = 'connecting';
186
197
  let latest: Frame | null = null;
198
+ /** The snapshots this browser holds, oldest first: two seconds of them (see poseAt). */
199
+ const held2: Frame[] = [];
187
200
  let epoch = 0;
188
201
  let round: RoomRound | null = null;
189
202
  let results: RoundInfo['results'] | undefined;
@@ -380,11 +393,14 @@ export function openRoom<R = unknown>(opts: OpenRoomOptions = {}): Room<R> {
380
393
  // run has asked for: never by the order of everything asked, which changes when another action joins the tick.
381
394
  const asked = new Map<string, number>();
382
395
  const once = (what: string): boolean => { if (!live) return false; let set = shown.get(t); if (!set) { set = new Set(); shown.set(t, set); } const n = asked.get(what) ?? 0; asked.set(what, n + 1); const key = what + '#' + n; if (set.has(key)) return false; set.add(key); return true; };
383
- const ctx: PredictContext = {
384
- tick: t, dt: 1 / tickHz, preview,
396
+ // Branded as a world is (0.46.5): a guarded helper of the rules may call its queries, so the server's own aiming
397
+ // code can be run on it instead of being restated in the view.
398
+ const ctx: PredictContext = brand({
399
+ tick: t, dt: 1 / tickHz, preview, math,
400
+ judgedTick: (aimTick) => Math.max(t - rewindAllowance(), Math.min(t, Number(aimTick) || 0)),
385
401
  get viewTick() { return viewTickNow(); },
386
402
  ray: (from, direction, max, options) => viewRay(from, direction, max, options)[0],
387
- rays: (options) => raySnapshot(map, viewTargets(), dims, options, id),
403
+ rays: (options) => raySnapshot(map, viewTargets(atTickOf(options)), dims, options, id),
388
404
  rayAll: (from, direction, max, options) => viewRay(from, direction, max, options, true),
389
405
  ghost(kindOfGhost, at, data = {}, options = {}) {
390
406
  const k = kindOf.get(kindOfGhost);
@@ -406,7 +422,7 @@ export function openRoom<R = unknown>(opts: OpenRoomOptions = {}): Room<R> {
406
422
  if (waiting) waiting.confirms = true; else provisional.push({ name, tick: t, payload, match: options.match });
407
423
  emit(name, Object.freeze({ ...payload, predicted: true }));
408
424
  },
409
- };
425
+ });
410
426
  const me = Object.assign(fields, { id, kind: kindName }) as Record<string, unknown>;
411
427
  for (const [key, value] of Object.entries({ pos: body.pos, vel: body.vel, heading: body.heading, grounded: body.grounded, motion: body.motion })) Object.defineProperty(me, key, { value, enumerable: false, configurable: true, writable: true });
412
428
  try { fn(me, input, ctx); } catch (err) { console.warn('[room] predict', err); }
@@ -551,6 +567,8 @@ export function openRoom<R = unknown>(opts: OpenRoomOptions = {}): Room<R> {
551
567
  const before = latest;
552
568
  if (before && before.e === f.e && f.k <= before.k) return;
553
569
  latest = f;
570
+ if (before && before.e !== f.e) held2.length = 0;
571
+ held2.push(f); if (held2.length > 2 * tickHz) held2.shift();
554
572
  if (!before || before.e !== f.e) collisionHistory = [];
555
573
  const collision = f.collision;
556
574
  if (collision) {
@@ -785,11 +803,19 @@ export function openRoom<R = unknown>(opts: OpenRoomOptions = {}): Room<R> {
785
803
  // and stops dead at a release, with nothing to blend away afterwards.
786
804
  for (const [name, fd] of kind.input) now[name] = (fd.t === 'press' || fd.t === 'pulse') ? (pressed.get(name) ?? (fd.t === 'press' ? false : 0)) : fd.t === 'held' ? coerce(fd, heldMean(name, fd.init, Math.min(clock(), edgeOf(stepped + 1)), false), dims) : coerce(fd, sample[name] ?? fd.init, dims);
787
805
  const next = runMove(kind.name, { pos: mine.pos, vel: mine.vel, heading: mine.heading, grounded: mine.grounded, motion: motionOf(mine.kind, mine.motion) }, Object.freeze(now), stepped + 1);
788
- pos = vec3({ x: lerp(mine.pos.x, next.pos.x, a), y: lerp(mine.pos.y, next.pos.y, a), z: lerp(mine.pos.z, next.pos.z, a) }, dims);
806
+ // A landing does not take the whole tick (0.46.5): the body met the ground part way through it. How far through is
807
+ // read from the fall it would have made at the speed it entered the tick with; it is drawn down to the ground by
808
+ // then and standing from then, not sinking until the tick's end.
809
+ let av = a, landed = false;
810
+ if (dims === 3 && !mine.grounded && next.grounded && mine.vel.z < 0) {
811
+ const free = -mine.vel.z / tickHz, contact = free > 1e-6 ? Math.max(0.05, Math.min(1, (mine.pos.z - next.pos.z) / free)) : 1;
812
+ av = Math.min(1, a / contact); landed = a >= contact;
813
+ }
814
+ pos = vec3({ x: lerp(mine.pos.x, next.pos.x, a), y: lerp(mine.pos.y, next.pos.y, a), z: lerp(mine.pos.z, next.pos.z, av) }, dims);
789
815
  heading = blendHeading(mine.heading, next.heading, a, dims);
790
816
  velocity = vec3({ x: lerp(mine.vel.x, next.vel.x, a), y: lerp(mine.vel.y, next.vel.y, a), z: lerp(mine.vel.z, next.vel.z, a) }, dims);
791
817
  // A takeoff is airborne as soon as it rises; a landing waits for its contact.
792
- grounded = mine.grounded && (a === 0 || next.grounded);
818
+ grounded = landed || mine.grounded && (a === 0 || next.grounded);
793
819
  preview = next;
794
820
  if (predictors[kind.name]) {
795
821
  // The own actions between ticks: the predictor on a copy of the fields, for the tick about to be stepped.
@@ -912,16 +938,43 @@ export function openRoom<R = unknown>(opts: OpenRoomOptions = {}): Room<R> {
912
938
  if (typeof document !== 'undefined') document.addEventListener('visibilitychange', onShow);
913
939
 
914
940
  function viewTickNow(): number { const s=net.sample();const a=s?frameOf(s.a):latest,b=s?frameOf(s.b):latest;return a&&b?a.k+(b.k-a.k)*(s?.alpha??0):latest?.k??0; }
915
- const viewTargets = () => {
941
+ /*
942
+ * WHERE A BODY WAS, OR WILL BE JUDGED TO BE (0.46.5). The server judges a rewound ray against poses it kept by
943
+ * tick. A browser holds the snapshots it has received: a pose at a tick between two of them is the point between;
944
+ * past the newest it is that snapshot's pose carried on along its velocity (`known: false`: a guess); before the
945
+ * oldest it is the oldest. A placement between the two is not glided across.
946
+ */
947
+ function poseAt(id: string, at: number): { pos: Vec3; vel: Vec3; known: boolean } | null {
948
+ let before: Frame | null = null, after: Frame | null = null;
949
+ for (const f of held2) { if (!f.ents.has(id)) continue; if (f.k <= at) before = f; if (f.k >= at && !after) after = f; }
950
+ const a = before?.ents.get(id), b = after?.ents.get(id);
951
+ if (a && b) { if (before === after || a.r !== b.r) return { pos: b.pos, vel: b.vel, known: true }; const m = (at - before!.k) / (after!.k - before!.k); return { pos: vec3({ x: lerp(a.pos.x, b.pos.x, m), y: lerp(a.pos.y, b.pos.y, m), z: lerp(a.pos.z, b.pos.z, m) }, dims), vel: b.vel, known: true }; }
952
+ if (a) { const s = Math.min(tickHz, at - before!.k) / tickHz; return { pos: vec3({ x: a.pos.x + a.vel.x * s, y: a.pos.y + a.vel.y * s, z: a.pos.z + a.vel.z * s }, dims), vel: a.vel, known: false }; }
953
+ return b ? { pos: b.pos, vel: b.vel, known: false } : null;
954
+ }
955
+ const atTickOf = (options: unknown): number | undefined => { const v = options !== null && typeof options === 'object' ? (options as { atTick?: unknown }).atTick : undefined; return typeof v === 'number' && Number.isFinite(v) ? v : undefined; };
956
+ /** How many ticks back this seat's ray may look: the server's own figure from the newest snapshot, else the rule it follows with this browser's round trip. */
957
+ function rewindAllowance(): number {
958
+ const seat = net.seat, row = seat === null ? undefined : latest?.rows.find((x) => x[0] === seat);
959
+ const history = Math.ceil((schema.rewind?.historySeconds ?? 0) * tickHz);
960
+ if (typeof row?.[5] === 'number') return row[5];
961
+ const cap = schema.rewind?.capSeconds !== undefined ? Math.ceil(schema.rewind.capSeconds * tickHz) : history;
962
+ return Math.min(history, cap, Math.ceil((authorityRtt() + 150) / period) + 1);
963
+ }
964
+ const viewTargets = (atTick?: number) => {
916
965
  pump();
917
966
  const targets: QueryTarget[] = collisionTargets(collisionMap(map, collisionHistory.at(-1)?.[2] ?? []));
918
967
  for(const k of schema.kinds) {
919
968
  if(k.collider || !k.radius)continue;
920
- each(k.name,e=>targets.push({id:e.id,kind:k.name,query:k.query,fields:e as Record<string,unknown>,geometry:false,solid:solidAt(e.pos,{shape:k.shape??'circle',radius:k.radius,height:k.height??0}),at:e.pos}));
969
+ each(k.name,e=>{
970
+ // At a tick: where the server will have the body, with the fields as they are now (the server filters on current fields too).
971
+ const at = atTick !== undefined && e.id !== mine?.id && !e.provisional ? poseAt(e.id, atTick)?.pos ?? e.pos : e.pos;
972
+ targets.push({id:e.id,kind:k.name,query:k.query,fields:e as Record<string,unknown>,geometry:false,solid:solidAt(at,{shape:k.shape??'circle',radius:k.radius,height:k.height??0}),at});
973
+ });
921
974
  }
922
975
  return targets;
923
976
  };
924
- const viewRay = (from: unknown, direction: unknown, max: number, options?: RayOptions, all=false) => rayQuery(map,viewTargets(),dims,from,direction,max,options,mine?.id,all);
977
+ const viewRay = (from: unknown, direction: unknown, max: number, options?: RayOptions, all=false) => rayQuery(map,viewTargets(atTickOf(options)),dims,from,direction,max,options,mine?.id,all);
925
978
  return {
926
979
  get viewTick() { return solo ? solo.viewTick : viewTickNow(); },
927
980
  get status() { return solo ? 'offline' : status; },
@@ -929,7 +982,8 @@ export function openRoom<R = unknown>(opts: OpenRoomOptions = {}): Room<R> {
929
982
  get me() { pump(); return meNow(); },
930
983
  each, get,
931
984
  ray: (from,direction,max,options) => solo ? solo.ray(from,direction,max,options) : viewRay(from,direction,max,options)[0],
932
- rays: options => solo ? solo.rays(options) : raySnapshot(map,viewTargets(),dims,options,mine?.id),
985
+ rays: options => solo ? solo.rays(options) : raySnapshot(map,viewTargets(atTickOf(options)),dims,options,mine?.id),
986
+ poseAt: (id, tick) => solo ? solo.poseAt(id, tick) : poseAt(id, tick),
933
987
  rayAll: (from,direction,max,options) => solo ? solo.rayAll(from,direction,max,options) : viewRay(from,direction,max,options,true),
934
988
  on(name, fn) { let set = listeners.get(name); if (!set) { set = new Set(); listeners.set(name, set); } set.add(fn); forwardSolo(name); return () => { set?.delete(fn); }; },
935
989
  get shared() { if (solo) return solo.shared; return Object.freeze(unpackFields(schema.shared, net.stateOf('shared'), dims)); },
@@ -1,2 +1,2 @@
1
1
  // Generated by lib/build-identity.mjs; identifies the bundled runtime sources.
2
- export const STUDIO_BUILD = Object.freeze({"version":"0.46.3","sha256":"b36c0a219e734a32d419796f59d6965723849e1f462c75211468524c7b165266"});
2
+ export const STUDIO_BUILD = Object.freeze({"version":"0.46.5","sha256":"6e01cf0c45cbe8649134cb3332feed0ba34c9ac39f3431d4c8374e0237345c0b"});
package/worker/index.mjs CHANGED
@@ -92,7 +92,7 @@ import { NetRoom, WATCH_POLICIES, departure, errorLine, versionOf } from './room
92
92
  import { hostedGame, hostedBuild, compiledFor, startHost } from './hosted.mjs';
93
93
  import { roomStore, restoreDelay } from './room-store.mjs';
94
94
  import { appCors, isAppOrigin } from './standalone.mjs';
95
- import { ROOM_ID, badRoomPage, embedAncestors, embedPreview, frameAncestors, noWatchPage, playPage, watchPage } from './pages.mjs';
95
+ import { ROOM_ID, badRoomPage, embedAncestors, embedPreview, frameAncestors, noWatchPage, playPage, shellKey, shellStandIn, watchPage } from './pages.mjs';
96
96
  import {
97
97
  PUBLIC_SERVER, SERVER_ID, homeOf, memberCounts, memberOf, noteMember, policyOf, pooledRoom, roomCode, roomServer, serverAccess, serverPassOf, serverView, serversOf,
98
98
  setMembership,
@@ -1226,6 +1226,17 @@ async function route(request, env, ctx) {
1226
1226
  if (sub === '__game' || sub === '__game/' || sub === '__game/index.html') {
1227
1227
  if (url.searchParams.get('embed') === '1' && (!playerEnabled(cat, meta) || launch !== 'public')) return notFoundPage('Embedding is off for this game.', cat);
1228
1228
  const who = await ticketSub(env, game, url.searchParams.get('t'));
1229
+ // A play page left open across a deploy (0.46.5). One that names what it was made for (`sh`) and is behind is
1230
+ // told so, and reloads itself whole, once, to the same room and seat. One from before that handshake is sent
1231
+ // to a fresh page only when this game cannot work inside it: the game keeps verified results for a player, and
1232
+ // the old page has no player ticket to give its frame (a result would have nobody to be written for).
1233
+ if (url.searchParams.get('pf') === '1' && url.searchParams.get('embed') !== '1' && url.searchParams.get('want') !== 'screen' && !url.searchParams.has('watch')) {
1234
+ const said = url.searchParams.get('sh'), now = shellKey(meta);
1235
+ const ticketless = Boolean(meta.room?.records && env.DB) && !holders(who).some((x) => x.startsWith('p-'));
1236
+ if (said !== null ? said !== now : ticketless) {
1237
+ return new Response(shellStandIn(url.searchParams.get('room') ?? '', said !== null ? now : null), { headers: { 'content-type': 'text/html; charset=utf-8', 'cache-control': 'no-store' } });
1238
+ }
1239
+ }
1229
1240
  if (launch !== 'public' && !(await ticketAllows(env, who, launch))) return new Response('This game is not open to you.\n', { status: 403, headers: { 'content-type': 'text/plain; charset=utf-8', 'cache-control': 'no-store' } });
1230
1241
  // An agent's frame (hands `self`): the game plays as that AI.
1231
1242
  const agentPart = holders(who).find((x) => x.startsWith('a-'));
@@ -1778,7 +1789,12 @@ export class Table {
1778
1789
  sql.exec('CREATE TABLE IF NOT EXISTS round_players(owner TEXT PRIMARY KEY,player TEXT)');
1779
1790
  const client=[...this.room.clients.values()].find(c=>c.seat!==null&&'p'+this.room.seats.get(c.seat)?.occ===owner);
1780
1791
  const player=client?.player??sql.exec('SELECT player FROM round_players WHERE owner=?',owner).toArray()[0]?.player;
1781
- if(!player)return;
1792
+ if(!player){
1793
+ // Never dropped in silence (0.46.5): the log says so, and the person is told on their own screen.
1794
+ try{console.error(JSON.stringify({at:new Date().toISOString(),ev:'record-unsaved',why:'no-player',game:this.game??null,room:this.code??null,key,id:value?.id??null}));}catch{}
1795
+ if(client)this.room.error(client,'unsaved','This round was not saved to your history. Reload the page to keep the next one.');
1796
+ return;
1797
+ }
1782
1798
  sql.exec('CREATE TABLE IF NOT EXISTS round_outbox(id TEXT PRIMARY KEY,player TEXT,key TEXT,value TEXT)');
1783
1799
  sql.exec('INSERT OR IGNORE INTO round_outbox VALUES(?,?,?,?)',player+':'+key+':'+value.id,player,key,JSON.stringify(value));
1784
1800
  this.ctx.waitUntil(this.flushRoundRecords());
package/worker/pages.mjs CHANGED
@@ -8,6 +8,36 @@ import { playerAncestors, PLAYER_SANDBOX, PLAYER_SIZE } from './embed.mjs';
8
8
  import { esc, layout, gameSocialTags } from './site.mjs';
9
9
  import { NET_PALETTE } from './room.mjs';
10
10
  import { PARAM_VALUE, PREFS_LIMITS, playParams } from './seats.mjs';
11
+ import { STUDIO_VERSION_TAG } from './version.mjs';
12
+
13
+ /**
14
+ * What a play page was made for (0.46.5): the toolkit that wrote it and the parts of the game's manifest it is built
15
+ * around (who may sit, what the room keeps, whether the player has saves and a ticket). The page hands it to the
16
+ * game's frame (`sh`), and the Worker that serves the frame knows what a page made now would say. A page left open
17
+ * across a deploy says something older: it is brought up to date with one full reload, to the same room and seat,
18
+ * instead of hosting a newer game inside a page that lacks what that game needs (a player ticket, for one).
19
+ * It does not change when only the game's code or art does: that is still a reload of the frame alone.
20
+ */
21
+ export function shellKey(g) {
22
+ // Never what names a build (the rules' build and state hashes, the bundle's version): those change with every
23
+ // edit, and a newer build of the same game inside the same page is exactly what the frame's own reload is for.
24
+ const { build: _build, stateHash: _state, ...room } = g?.room ?? {};
25
+ const { version: _version, ...netplay } = g?.netplay ?? {};
26
+ const text = JSON.stringify([g?.kind ?? null, g?.players ?? null, room, g?.saves ?? null, g?.agents ?? null, g?.screen ?? null, netplay, g?.launch ?? null]);
27
+ let h = 2166136261;
28
+ for (let i = 0; i < text.length; i += 1) { h ^= text.charCodeAt(i); h = Math.imul(h, 16777619); }
29
+ return `${STUDIO_VERSION_TAG}-${(h >>> 0).toString(36)}`;
30
+ }
31
+ /**
32
+ * The frame's stand-in when its page is older than the game it would host. It tells the page, and loads no game.
33
+ * `key`: the page understands the handshake and reloads itself once. No key: a page from before the handshake, whose
34
+ * only way to load a whole new page is the one it has for leaving a finished room; it is used only when the game cannot
35
+ * work inside that page at all.
36
+ */
37
+ export function shellStandIn(room, key) {
38
+ const message = key ? { t: 'homie-net', what: 'shell', key } : { t: 'homie-net', what: 'rematch', room };
39
+ return `<!doctype html><meta charset="utf-8"><title>Updating</title><body style="margin:0;background:#0b0d14;color:#cfd6e6;font:15px system-ui;display:grid;place-items:center;height:100vh"><p>This game was updated. Loading it again…</p><script>try{parent.postMessage(${JSON.stringify(message).replace(/</g, '\\u003c')},'*');}catch(e){}</script>`;
40
+ }
11
41
  import { SKILLS } from './agents.mjs';
12
42
  import { KIDS_LINE, POLICY_WORDS } from './servers.mjs';
13
43
  import { SAVES_SHELL_CSS, SAVES_SHELL_JS } from './saves-shell.mjs';
@@ -180,7 +210,7 @@ ${SERVER_CSS}${CHAT_CSS}${g.saves && !screen ? SAVES_SHELL_CSS : ''}${shop ? SHO
180
210
  // game.json "agents": { "vote": "game" } draws its own vote card; false turns the vote off (section 17).
181
211
  const vote = g.agents?.vote === 'game' || g.agents?.vote === false ? g.agents.vote : 'shell';
182
212
  // The address's switches the game's frame is handed (NETPLAY.md section 24): the defaults and the game's own names.
183
- const boot = { ...(g.kind === 'app' ? { kind: 'app', appWords: appWords(g) } : {}), embed, game: g.id, name: g.name, screen: Boolean(screen), share: places, params: playParams(g), paramValue: PARAM_VALUE, prefs: PREFS_LIMITS, ...(room ? { room } : {}), ...(ticket ? { t: ticket } : {}), ...(owner ? { owner: true, launch } : {}), ...(srv ? { server: srv } : {}), vote, skills: SKILLS.map((k) => ({ level: k.level, name: k.name, card: k.card })), words: POLICY_WORDS, kidsLine: KIDS_LINE, ...(shop ? { shop } : {}) };
213
+ const boot = { ...(g.kind === 'app' ? { kind: 'app', appWords: appWords(g) } : {}), embed, game: g.id, name: g.name, screen: Boolean(screen), share: places, params: playParams(g), paramValue: PARAM_VALUE, prefs: PREFS_LIMITS, ...(room ? { room } : {}), ...(ticket ? { t: ticket } : {}), sh: shellKey(g), ...(owner ? { owner: true, launch } : {}), ...(srv ? { server: srv } : {}), vote, skills: SKILLS.map((k) => ({ level: k.level, name: k.name, card: k.card })), words: POLICY_WORDS, kidsLine: KIDS_LINE, ...(shop ? { shop } : {}) };
184
214
  // game.json "screen": { "join": "top-left" | "top-right" | "bottom-left" | "bottom-right" } keeps the card off the game's own HUD.
185
215
  const joinCorner = corner('join', 'bottom-right');
186
216
  const first = places.desk;
@@ -497,6 +527,8 @@ const SHELL_JS = String.raw`${BUILD_RETRY_JS}(function () {
497
527
  q.set('b', roomKey);
498
528
  if (boot.embed) q.set('name', guestName);
499
529
  if (boot.t) q.set('t', boot.t);
530
+ // What this page was made for (0.46.5): the Worker answers with a stand-in when a page made now would differ.
531
+ if (boot.sh) q.set('sh', shellSaid || boot.sh);
500
532
  if (!boot.embed && params.get('name')) q.set('name', params.get('name'));
501
533
  else if (!boot.embed) {
502
534
  // A player with an account (or a named guest) on this studio plays under their own name in every room.
@@ -517,6 +549,18 @@ const SHELL_JS = String.raw`${BUILD_RETRY_JS}(function () {
517
549
  }
518
550
  state.params = {};
519
551
  (boot.params || []).forEach(function (k) { var v = params.get(k); if (v !== null && new RegExp(boot.paramValue || '^$').test(v)) state.params[k] = v; });
552
+ // The Worker says this page is older than the game (a deploy while it was open): one full reload, which keeps the
553
+ // room (it is in the address) and the seat (its token is in this tab's storage). Once for each newer page: if the
554
+ // reload came back the same, the frame is asked for as the Worker described it and play goes on.
555
+ var shellSaid = '';
556
+ function shellBehind(key) {
557
+ var tried = '';
558
+ try { tried = sessionStorage.getItem('homie-shell') || ''; } catch (e) {}
559
+ if (tried === key) { shellSaid = key; frame.src = frameUrl(); return; }
560
+ try { sessionStorage.setItem('homie-shell', key); } catch (e) { shellSaid = key; frame.src = frameUrl(); return; }
561
+ state.shellReload = key;
562
+ location.reload();
563
+ }
520
564
  var updating = buildRetry(function () {
521
565
  state.stale = null; state.closed = null; state.reloaded = (state.reloaded || 0) + 1;
522
566
  frame.src = frameUrl();
@@ -532,6 +576,7 @@ const SHELL_JS = String.raw`${BUILD_RETRY_JS}(function () {
532
576
  var m = ev.data;
533
577
  if (!m || typeof m !== 'object' || m.t !== 'homie-net') return;
534
578
  A.message(m);
579
+ if (m.what === 'shell' && typeof m.key === 'string' && /^[A-Za-z0-9._-]{1,64}$/.test(m.key)) { shellBehind(m.key); return; }
535
580
  if (m.what === 'wait') updating.stop();
536
581
  if (m.what === 'build' && updating.acknowledge(m.ver) && toast) toast.hidden = true;
537
582
  if (m.what === 'attached' || m.what === 'ready') updating.reported();
@@ -1,2 +1,2 @@
1
1
  /** The @homie-rocks/studio version this Worker code is (package.json's; a test keeps them equal). Cache-busts /_homie/site.js. */
2
- export const STUDIO_VERSION_TAG = '0.46.3';
2
+ export const STUDIO_VERSION_TAG = '0.46.5';