@looop-games/cli 0.1.12 → 0.1.13
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 +18 -0
- package/lib/lint.mjs +21 -6
- package/lib/update.mjs +44 -14
- package/package.json +1 -1
package/CHANGELOG.md
CHANGED
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@@ -14,6 +14,24 @@ Versions: [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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## [0.1.13] - 2026-07-12
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### Fixed
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- **`looop update` deleted your engine.** The engine is not an npm package — it
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installs without a record in `package.json`, so *any* `npm install` in your game
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treats it as junk and removes it. `looop update` then updated the `looop` command
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itself with an npm install — **after** putting the engine in place — and wiped it
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out every time. The update said it succeeded; `node_modules/@looop-games/engine`
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was gone. Everything that reads the engine then failed, and re-running
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`looop update` cheerfully said "already up to date" and fixed nothing.
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The engine is now the last thing installed, and an update that finds it missing
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puts it back (from the local cache — instant, no download). If you hit this, one
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`npx looop update` repairs it.
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- `looop lint` said "this engine ships no rules yet" when the real problem was that
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the engine was not installed at all — sending you to `looop update`, the one
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command that could not help. It now tells you which of the two it is.
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## [0.1.12] - 2026-07-12
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### Added
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package/lib/lint.mjs
CHANGED
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@@ -38,17 +38,23 @@ async function loadFromProject(projectDir) {
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}
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// The shareable config, out of the installed engine artifact.
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//
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// The two ways this can come up empty are DIFFERENT problems with different
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// fixes, and conflating them sends people in a circle: the first version of this
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// said "engine ships no rules — run looop update" when the engine was not
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// installed at all, so `looop update` was the one command that could never help.
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// Say which it is.
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async function loadRulesFromEngine(projectDir) {
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let engineDir;
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try {
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({ dir: engineDir } = resolveEngine(projectDir));
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} catch {
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return null
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return { configs: null, why: 'no-engine' };
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}
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const entry = join(engineDir, 'eslint', 'index.js');
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if (!existsSync(entry)) return null
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if (!existsSync(entry)) return { configs: null, why: 'engine-too-old' };
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const mod = await import(pathToFileURL(entry).href);
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return mod.configs ?? mod.default?.configs ?? null;
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return { configs: mod.configs ?? mod.default?.configs ?? null, why: 'ok' };
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}
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export async function lintCmd({
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@@ -68,10 +74,19 @@ export async function lintCmd({
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return { ok: true, skipped: true, errorCount: 0, warningCount: 0 };
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}
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const configs = await loadRules(project.dir);
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const { configs, why } = await loadRules(project.dir);
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if (!configs) {
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-
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-
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if (why === 'no-engine') {
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// The engine is not on disk. Usually it was PRUNED: it installs with
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// `npm install --no-save`, so npm has no record of it and any later
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// `npm install` in this game deletes it. It is not lost — it is cached.
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log('⚠️ looop lint: the Looop engine is not installed in this game — skipping.');
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log(' (A plain `npm install` removes it; it is cached, so putting it back is instant.)');
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log(' Restore it with: looop update');
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} else {
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log('⚠️ looop lint: your engine is older than the Looop rules — skipping.');
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log(' Get an engine that carries them: looop update');
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}
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return { ok: true, skipped: true, errorCount: 0, warningCount: 0 };
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}
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package/lib/update.mjs
CHANGED
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@@ -97,19 +97,52 @@ export async function update({
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.sort((a, b) => compareVersions(b.version, a.version))
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: null;
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// ── The `looop` command FIRST, before the engine lands ─────────────────────
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//
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// Order is load-bearing, and getting it wrong deleted the engine. The engine is
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// not an npm package — it installs with `npm install --no-save`, so npm has no
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// record of it and treats it as extraneous. ANY later `npm install` in the game
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// prunes it. syncCli runs exactly such an install (`--save-dev` the new CLI), so
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// running it AFTER the engine install wiped the engine every single time: the
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// update reported success and left node_modules/@looop-games/engine gone. The
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// next `looop lint` then found no engine at all (caught on a real game).
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//
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// So: do every npm install that this command is going to do BEFORE the engine
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// is put on disk, and let the engine be the last thing to land.
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//
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// Wrapped: syncCli is already fail-soft, and a bug in it must not stop the
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// engine update that is the point of this command.
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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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} catch (err) {
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cli = { updated: false, error: err };
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}
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let engineDir = null;
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let updated = false;
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if (from === latest) {
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log(`✅ Engine ${latest} — already up to date.`);
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// Reconcile anyway. A repo can sit on the latest engine and STILL have an
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// out-of-date surface: one scaffolded before this mechanism existed has
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// never had its skills adopted, and would otherwise wait forever for a
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// release it already has.
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try {
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engineDir = resolveEngine(project.dir).dir;
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log(`✅ Engine ${latest} — already up to date.`);
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} catch {
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-
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// Pinned to the latest, but NOT on disk. The pin is a claim about what this
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// game runs; node_modules is the truth, and they disagree — because a plain
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// `npm install` (the creator's own, or ours above) prunes the engine, which
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// npm never recorded. "Already up to date" while the engine is missing is a
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// lie that leaves every engine-reading command broken, and re-running update
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// could never fix it. Put it back — from the local cache, so this is fast and
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// works offline.
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log(`Engine ${latest} is pinned but missing from node_modules — reinstalling it.`);
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const engine = await ensure(project.dir, { apiBase, log, fetchImpl });
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engineDir = engine.dir ?? null;
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log('');
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log(`✅ Engine ${latest} — restored.`);
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}
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} else {
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// Rewrite the pin first; ensureEngine honors it (download → install → pin).
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@@ -125,21 +158,18 @@ export async function update({
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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
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//
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//
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// we reconciled ship WITH the engine and can name any command they like — a real
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// game ended up on an engine whose skills say `looop changelog` while its CLI was
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// four versions too old to have it. So update moves this too.
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//
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//
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//
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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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// It already RAN, at the top: its npm install has to happen before the engine
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// lands or it prunes it. This is only the report.
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if (cli?.error) {
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log('');
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log(` The looop command could not be updated (${
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log(` The looop command could not be updated (${cli.error.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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} else {
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reportCli(log, cli);
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}
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if (updated) {
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