@looop-games/cli 0.1.10 → 0.1.11
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 +17 -0
- package/lib/self-update.mjs +120 -0
- package/lib/update.mjs +21 -1
- package/package.json +1 -1
package/CHANGELOG.md
CHANGED
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@@ -14,6 +14,23 @@ Versions: [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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## [0.1.11] - 2026-07-12
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### Fixed
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- `looop update` now updates the **`looop` command itself**, not just the engine.
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It used to leave the command at whatever version your game had pinned — so an
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update could hand you an engine whose skills tell you to run a command your
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`looop` was too old to have (`Unknown command: changelog`). It now moves both,
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and says which versions it moved you between.
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If you are seeing `Unknown command` today, you are on a `looop` from before
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this fix and it cannot update itself. Run this once, and it will keep itself
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current from then on:
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```bash
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npm update @looop-games/cli
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```
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## [0.1.10] - 2026-07-12
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### Added
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@@ -0,0 +1,120 @@
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// Keep the `looop` command itself up to date — the third lane.
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//
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// THE BUG THIS EXISTS FOR. A game's skills and its engine ride one artifact, so
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// they can't drift. The `looop` command does not: it's an npm devDependency
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// pinned in the game's own lockfile, and `npx looop` runs THAT copy, not npm's
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// latest. `looop update` used to move only the engine — so a real game (riven)
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// ended up on engine 0.1.14, whose skills tell the agent to run
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// `looop changelog`, while its CLI was still 0.1.6:
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//
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// $ npx looop changelog
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// Unknown command: changelog
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//
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// The agent surface is shipped BY the engine and can name any `looop` command it
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// likes. Nothing kept the CLI in step with it. So `looop update` must mean
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// "update Looop" — engine, skills, AND the command — or the next skill that
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// mentions a new command breaks the same way.
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//
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// FAIL SOFT, ALWAYS. The engine update is the important half and it has already
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// happened by the time we get here. A CLI bump that cannot be done (offline, npm
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// down, no write access) must warn and step aside — never take the command down
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// with it. Nothing in here throws.
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import { readFileSync } from 'node:fs';
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import { join } from 'node:path';
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import { runNpm } from './npm.mjs';
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export const CLI_PKG = '@looop-games/cli';
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// What `npx looop` will run NEXT TIME — the copy on disk in this game, which is
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// not necessarily the copy running right now (`npx @looop-games/cli@x update` in
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// a repo pinned to something older runs the newer one but must still fix the
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// repo).
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export function projectCliVersion(projectDir) {
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try {
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const pkg = JSON.parse(
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readFileSync(join(projectDir, 'node_modules', ...CLI_PKG.split('/'), 'package.json'), 'utf8'),
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);
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return typeof pkg.version === 'string' ? pkg.version : null;
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} catch {
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return null;
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}
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}
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function isOlder(a, b) {
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const pa = a.split('.').map(Number);
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const pb = b.split('.').map(Number);
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for (let i = 0; i < 3; i++) {
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if ((pa[i] ?? 0) !== (pb[i] ?? 0)) return (pa[i] ?? 0) < (pb[i] ?? 0);
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}
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return false;
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}
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export async function syncCli({ projectDir, npm = runNpm, log = console.log } = {}) {
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const from = projectCliVersion(projectDir);
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// Nothing installed: `create` and `dev` own that. There is nothing to bring up
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// to date, and force-installing here would be a surprise.
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if (!from) return { from: null, to: null, updated: false, skipped: 'not-installed' };
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let latest;
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try {
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const out = npm(['view', CLI_PKG, 'version', '--json'], { cwd: projectDir });
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latest = JSON.parse(out.stdout.toString());
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} catch (err) {
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log('');
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log(` Could not check for a newer looop command (npm did not answer). Your engine is`);
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log(` up to date; the command stayed at ${from}. Try again later, or run:`);
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log(` npm update ${CLI_PKG}`);
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return { from, to: null, updated: false, error: err };
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}
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// Never downgrade. A local dev build (or a version newer than the registry
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// knows about) is deliberate — leave it alone.
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if (!isOlder(from, latest)) return { from, to: latest, updated: false };
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try {
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// --save-dev so the DECLARED range moves too. Without it the next plain
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// `npm install` in that repo happily resolves back down to the old pin, and
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// the update silently un-does itself.
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npm(['install', '--save-dev', `${CLI_PKG}@${latest}`], { cwd: projectDir });
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} catch (err) {
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log('');
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log(` The looop command could not be updated to ${latest} (npm install failed).`);
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log(` Your engine is up to date; the command is still ${from}. Run this to retry:`);
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log(` npm install --save-dev ${CLI_PKG}@${latest}`);
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return { from, to: latest, updated: false, error: err };
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}
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return { from, to: latest, updated: true };
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}
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// The version of the CLI EXECUTING right now — which is not always the one the
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// project has installed. `npx looop` runs the local install (so they match), but
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// `npx @looop-games/cli@latest update` runs a newer one against an older repo.
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export function runningCliVersion() {
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try {
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return JSON.parse(readFileSync(join(import.meta.dirname, '..', 'package.json'), 'utf8')).version ?? null;
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} catch {
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return null;
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}
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}
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// What `update` prints. Separate so the wording is testable.
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//
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// The caveat — "you're still running the old one" — is TRUE only when the process
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// executing is the copy we just replaced. An earlier version asserted it
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// unconditionally and told a `npx @looop-games/cli@latest update` run that it was
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// "still running 0.1.6", which it plainly was not. Caught by reading the output of
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// a real run against riven. Say it only when it's true.
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export function reportCli(log, cli, { running = runningCliVersion() } = {}) {
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if (!cli?.updated) return;
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log('');
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log(`✅ The looop command updated: ${cli.from} → ${cli.to}`);
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if (running === cli.from) {
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log(` You're still running ${cli.from} in this process — any new commands work from`);
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log(` your next \`npx looop\`.`);
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} else {
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log(` New commands are available from your next \`npx looop\`.`);
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}
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log(` Its own changes are in node_modules/${CLI_PKG}/CHANGELOG.md.`);
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}
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package/lib/update.mjs
CHANGED
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@@ -16,6 +16,7 @@ import { getToken, getApiBase } from './config.mjs';
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import { login } from './login.mjs';
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import { DEFAULT_API_BASE } from './llm-shim.mjs';
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import { compareVersions, renderReleases } from './changelog.mjs';
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import { syncCli, reportCli } from './self-update.mjs';
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// The report is the point. A creator reading this must be able to answer, with
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// no further digging: what changed, was any of it mine, and what do I do now.
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@@ -57,6 +58,7 @@ export async function update({
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loginFn = login,
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ensure = ensureEngine,
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reconcile = reconcileAgentSurface,
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syncCliFn = syncCli,
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} = {}) {
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const project = findProject(cwd);
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const from = readEnginePin(project.dir);
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const surface = engineDir ? reconcile(project.dir, engineDir, { log }) : { skipped: true };
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if (!surface.skipped) report(log, surface.engineVersion ?? latest, surface);
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// The third lane: the `looop` command itself (see self-update.mjs). The skills
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// we just reconciled ship WITH the engine and can name any command they like —
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// riven ended up on an engine whose skills say `looop changelog` while its CLI
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// was four versions too old to have it. So update moves this too.
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//
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// Wrapped: syncCli is already fail-soft, but a bug in it must not undo an
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// engine update that has already landed on disk.
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let cli;
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try {
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cli = await syncCliFn({ projectDir: project.dir, log });
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reportCli(log, cli);
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} catch (err) {
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cli = { updated: false, error: err };
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log('');
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log(` The looop command could not be updated (${err.message}).`);
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log(' Your engine and skills are up to date. Retry with: npm update @looop-games/cli');
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}
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if (updated) {
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log('');
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if (crossed === null) {
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log('');
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log(' Republish (`npx looop publish`) when you want the live game on it.');
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}
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return { from, to: latest, updated, surface, crossed };
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return { from, to: latest, updated, surface, crossed, cli };
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}
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