@looop-games/cli 0.1.16 → 0.1.18

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 CHANGED
@@ -14,6 +14,44 @@ Versions: [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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14
 
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15
  ## [Unreleased]
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16
 
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+ ## [0.1.18] - 2026-07-15
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+
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+ ### Added
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+
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+ - **`looop dev`, `looop test`, and `looop publish` understand entity
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+ components.** A game that declares behavior in `components/` folders (the
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+ entity system — see `shared/practices/entities.md` in your installed engine)
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+ now works across the whole command surface: `dev` bundles your components
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+ into the local room server, `test` runs the entity graph lint out of the
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+ installed engine before anything else (it runs even when eslint isn't
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+ installed in the game), and `publish` bundles them into your game's own
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+ multiplayer server — a component game is server-backed automatically,
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+ exactly like a primitives game. Requires engine 0.1.27 or newer; run
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+ `looop update` if your game pins an older one.
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+
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+ ## [0.1.17] - 2026-07-14
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+
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+ ### Added
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+ - **`looop test <pattern>` runs just the tests you name.** While you're iterating
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+ on one part of your game, running the *whole* suite every time is most of the
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+ wait. `looop test charge` now runs only the files whose name contains `charge`
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+ (`charge.smoke.mjs`, `game-charge.test.mjs`) and skips the rest — a focused,
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+ fast re-run. Name more than one (`looop test charge aim`) to widen it. It's for
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+ the inner loop, not a replacement for the gate: a pattern that matches nothing
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+ stops with an error (so a typo can never pass green having run nothing), and you
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+ still run the full `looop test` before you call the work done — a change can
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+ break a part you didn't touch, and only the whole suite catches that.
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+
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+ ### Fixed
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+ - **`looop test` no longer pins your whole machine while smokes run.** A headless
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+ browser has no graphics card, so a 3D game's tests were rendering on the CPU —
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+ one test could quietly eat 8+ processor cores and freeze a modest laptop solid.
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+ Tests now render on your actual GPU instead, which is what it's for: the same
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+ test that hogged 8+ cores now uses a fraction of one, and renders several times
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+ faster. Nothing in your game changes, and your tests check exactly what they
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+ did before. On a machine with no usable GPU it simply falls back to the old
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+ behaviour — never worse. (Set `LOOOP_TEST_NO_GPU=1` to force the old path.)
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+
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  ## [0.1.16] - 2026-07-13
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56
 
19
57
  ### Added
package/bin/looop.mjs CHANGED
@@ -69,7 +69,9 @@ try {
69
69
  await create({ name: rest.find((a) => !a.startsWith('--')) });
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  break;
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71
  case 'test': {
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- const { ok } = await testCmd();
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+ // Positional args scope the run: `looop test charge` runs only files whose
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+ // path contains "charge". Flags are left for future options (e.g. --changed).
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+ const { ok } = await testCmd({ patterns: rest.filter((a) => !a.startsWith('--')) });
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  process.exit(ok ? 0 : 1);
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  }
75
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  case 'lint': {
@@ -17,6 +17,7 @@
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17
  // class past the setInterval/park cost boundary. Keeping it external means the
18
18
  // worker's room code is always ours.
19
19
  import { assertNoOverrideCycle, PRIMITIVES_DIR, SERVER_BARREL, renderBarrel, scanPrimitives } from './primitives.mjs';
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+ import { scanEntityComponents, renderEntityComponents } from './room-server.mjs';
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21
  import { shadowResolvePlugin } from './shadow-resolve.mjs';
21
22
  import { join } from 'node:path';
22
23
 
@@ -29,17 +30,19 @@ export const PRIMITIVES_ENTRY = SERVER_BARREL;
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30
  // engine import in the primitives bundle is rewritten to this.
30
31
  export const ENGINE_ARTIFACT_MODULE = './rooms-runtime.js';
31
32
 
32
- export async function bundlePrimitives(projectDir, { esbuildImpl } = {}) {
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+ export async function bundlePrimitives(projectDir, { esbuildImpl, engineSharedDir } = {}) {
33
34
  // The barrel is GENERATED, not authored. A creator adds a primitive by adding
34
- // a file to `overrides/shared/ui/room/primitives/` — there is no list to keep
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- // in sync, and therefore no way for the list and the folder to disagree.
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+ // a file to `overrides/shared/ui/room/primitives/` — and an entity component
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+ // by adding a folder under components/ there is no list to keep in sync,
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+ // and therefore no way for the list and the folder to disagree.
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  const primitives = scanPrimitives(projectDir); // throws on a reserved index.js
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- if (!primitives.length) {
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+ const engineShared = engineSharedDir ?? join(projectDir, 'node_modules/@looop-games/engine/shared');
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+ const entityComponents = await scanEntityComponents(projectDir, engineShared); // throws on a malformed component
41
+ if (!primitives.length && !entityComponents.length) {
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42
  throw new Error(
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- `no server primitives to bundle — ${PRIMITIVES_DIR}/ is empty (this is not a server-backed game)`,
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+ `nothing to bundle — ${PRIMITIVES_DIR}/ and components/ are both empty (this is not a server-backed game)`,
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  );
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  }
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- const engineShared = join(projectDir, 'node_modules/@looop-games/engine/shared');
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  assertNoOverrideCycle(primitives, projectDir, engineShared);
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47
 
45
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  const esbuild = esbuildImpl ?? (await import('esbuild'));
@@ -68,7 +71,7 @@ export async function bundlePrimitives(projectDir, { esbuildImpl } = {}) {
68
71
  // against the game root so `./overrides/...` means what it says. Same shape
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72
  // the dev room server uses (lib/room-server.mjs) — one contract, two builds.
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  stdin: {
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- contents: renderBarrel(primitives),
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+ contents: `${renderBarrel(primitives)}\n${renderEntityComponents(entityComponents)}\n`,
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  resolveDir: projectDir,
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  sourcefile: 'looop-primitives.js',
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  loader: 'js',
package/lib/lint.mjs CHANGED
@@ -57,21 +57,46 @@ async function loadRulesFromEngine(projectDir) {
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  return { configs: mod.configs ?? mod.default?.configs ?? null, why: 'ok' };
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58
  }
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59
 
60
+ // The entity graph lint — the SECOND shared step, alongside the eslint rules.
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+ // Like the rules, the implementation lives in the ENGINE (shared/ui/room/
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+ // entity/lint-run.mjs), so every gate that checks a game runs the identical
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+ // pass — there is no second copy to drift. An engine too old to carry it
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+ // skips — same degradation contract as the rules.
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+ async function loadEntityLintFromEngine(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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+ }
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+ const entry = join(engineDir, 'shared', 'ui', 'room', 'entity', 'lint-run.mjs');
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+ if (!existsSync(entry)) return null;
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+ const mod = await import(pathToFileURL(entry).href);
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+ return mod.runEntityLint ?? null;
76
+ }
77
+
60
78
  export async function lintCmd({
61
79
  cwd = process.cwd(),
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80
  fix = false,
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81
  log = console.log,
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82
  loadEslint = loadFromProject,
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83
  loadRules = loadRulesFromEngine,
84
+ loadEntityLint = loadEntityLintFromEngine,
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85
  } = {}) {
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86
  const project = findProject(cwd);
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87
 
88
+ // The entity graph check runs regardless of the eslint tooling below — a
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+ // missing dev tool must never switch off a structural guarantee. It skips
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+ // itself silently for games with no entity folders.
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+ const runEntity = await loadEntityLint(project.dir);
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+ const entity = runEntity ? await runEntity(project.dir, { log }) : { ok: true, skipped: true };
93
+
69
94
  const ESLint = await loadEslint(project.dir);
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95
  if (!ESLint) {
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96
  log('⚠️ looop lint: eslint is not installed in this game — skipping the rule checks.');
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97
  log(' To turn them on (recommended — they catch bugs that silently pass your tests):');
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  log(' npm i -D eslint');
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- return { ok: true, skipped: true, errorCount: 0, warningCount: 0 };
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+ return { ok: entity.ok, skipped: true, errorCount: 0, warningCount: 0, entity };
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100
  }
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101
 
77
102
  const { configs, why } = await loadRules(project.dir);
@@ -87,7 +112,7 @@ export async function lintCmd({
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112
  log('⚠️ looop lint: your engine is older than the Looop rules — skipping.');
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113
  log(' Get an engine that carries them: looop update');
89
114
  }
90
- return { ok: true, skipped: true, errorCount: 0, warningCount: 0 };
115
+ return { ok: entity.ok, skipped: true, errorCount: 0, warningCount: 0, entity };
91
116
  }
92
117
 
93
118
  // A game that ships its own eslint.config.js owns its rules — we do not
@@ -131,10 +156,11 @@ export async function lintCmd({
131
156
  }
132
157
 
133
158
  return {
134
- ok: errorCount === 0,
159
+ ok: errorCount === 0 && entity.ok,
135
160
  skipped: false,
136
161
  errorCount,
137
162
  warningCount,
163
+ entity,
138
164
  files: results.map((r) => relative(project.dir, r.filePath)),
139
165
  };
140
166
  }
@@ -127,8 +127,19 @@ export function scanPrimitives(projectDir) {
127
127
  // other. (They used to disagree: publish looked for `_local/primitives/index.js`
128
128
  // while dev looked for a `partykit.json` that nothing ever created, so a
129
129
  // creator's primitive ran in production and silently did not run in dev.)
130
+ //
131
+ // TWO trees make a game server-backed: vendored primitives (overrides/) and
132
+ // entity components (components/, or entity-local ones under entities/). The
133
+ // entity half is a cheap folder check, not a scan — a malformed component
134
+ // still makes the game server-backed; the build is where it fails loudly.
130
135
  export function isServerBacked(projectDir) {
131
- return scanPrimitives(projectDir).length > 0;
136
+ if (scanPrimitives(projectDir).length > 0) return true;
137
+ if (existsSync(join(projectDir, 'components'))) return true;
138
+ const entitiesDir = join(projectDir, 'entities');
139
+ if (!existsSync(entitiesDir)) return false;
140
+ return readdirSync(entitiesDir).some((name) => {
141
+ try { return existsSync(join(entitiesDir, name, 'components')); } catch { return false; }
142
+ });
132
143
  }
133
144
 
134
145
  // The one cycle shadowing makes possible, caught in the creator's own words.
package/lib/publish.mjs CHANGED
@@ -18,6 +18,7 @@ import { ensureEngine } from './engine.mjs';
18
18
  import { getToken, getApiBase } from './config.mjs';
19
19
  import { DEFAULT_API_BASE } from './llm-shim.mjs';
20
20
  import { bundlePrimitives } from './bundle-primitives.mjs';
21
+ import { scanEntityComponents } from './room-server.mjs';
21
22
  import {
22
23
  BROWSER_REGISTRY,
23
24
  SERVER_BARREL,
@@ -119,13 +120,22 @@ export async function publish({
119
120
  // are killing is an override that uploads, serves, and silently never runs.
120
121
  assertNoInertOverride({ projectDir: project.dir, engine });
121
122
  const serverPrimitives = scanPrimitives(project.dir); // throws on a reserved index.js
122
- if (serverPrimitives.length) {
123
- const { source, externals } = await bundlePrimitives(project.dir);
123
+ const entityComponents = await scanEntityComponents(project.dir, engine.sharedDir); // throws on a malformed component
124
+ if (serverPrimitives.length || entityComponents.length) {
125
+ const { source, externals } = await bundlePrimitives(project.dir, { engineSharedDir: engine.sharedDir });
124
126
  files.set(SERVER_BARREL, Buffer.from(source, 'utf8'));
125
- files.set(BROWSER_REGISTRY, Buffer.from(renderBrowserRegistry(serverPrimitives), 'utf8'));
126
- const names = serverPrimitives.map((p) => p.type).join(', ');
127
+ // The browser prediction registry exists for PRIMITIVES only — entity
128
+ // components' client/shared files ship as ordinary game files, and the
129
+ // client imports its own manifests directly.
130
+ if (serverPrimitives.length) {
131
+ files.set(BROWSER_REGISTRY, Buffer.from(renderBrowserRegistry(serverPrimitives), 'utf8'));
132
+ }
133
+ const names = [
134
+ ...serverPrimitives.map((p) => p.type),
135
+ ...entityComponents.map((c) => `${c.name} (component)`),
136
+ ].join(', ');
127
137
  log(
128
- `Bundled server primitives — ${names} (${(source.length / 1024).toFixed(0)} KB, engine external${externals.length ? `: ${[...new Set(externals)].length} module(s)` : ''}).`,
138
+ `Bundled server code — ${names} (${(source.length / 1024).toFixed(0)} KB, engine external${externals.length ? `: ${[...new Set(externals)].length} module(s)` : ''}).`,
129
139
  );
130
140
  }
131
141
 
@@ -23,8 +23,9 @@
23
23
  // imports EXTERNAL and rewrites them to the release's pre-bundled
24
24
  // `rooms-runtime.js`, because the publish endpoint is a Worker with no bundler.
25
25
  // Same seam, two deliveries.)
26
- import { mkdirSync, rmSync, writeFileSync } from 'node:fs';
27
- import { join } from 'node:path';
26
+ import { existsSync, mkdirSync, rmSync, writeFileSync } from 'node:fs';
27
+ import { dirname, join, relative } from 'node:path';
28
+ import { pathToFileURL } from 'node:url';
28
29
  import {
29
30
  assertNoOverrideCycle,
30
31
  isServerBacked,
@@ -65,17 +66,76 @@ function engineAliasPlugin(sharedDir) {
65
66
  };
66
67
  }
67
68
 
69
+ // Entity components take the same trip as vendored primitives: scanned from
70
+ // the game tree, bundled, handed to the host — through the sibling
71
+ // `extraEntityComponents()` seam. The room bundle carries each component's
72
+ // MANIFEST (so channel gates are trusted — a world spec arrives from a
73
+ // client and may not define them) and its SIM entry: `server/sim.js` when
74
+ // the component has one, else `shared/sim.js` (predicted sims live in
75
+ // shared/ so the browser can run them too; server/ is for genuinely
76
+ // server-only adjudication and may import shared/ itself).
77
+ //
78
+ // The scan implementation lives in the ENGINE (shared/ui/room/entity/) at
79
+ // the same relative path in the repo and the built artifact. An engine too
80
+ // old to carry it means no entity components exist for that game — skip.
81
+ export async function scanEntityComponents(projectDir, sharedDir) {
82
+ const scanPath = join(sharedDir, 'ui', 'room', 'entity', 'scan.js');
83
+ if (!existsSync(scanPath)) return [];
84
+ const { scanGame } = await import(pathToFileURL(scanPath).href);
85
+ const { components, errors } = scanGame(projectDir);
86
+ if (errors.length) {
87
+ throw new Error(`this game's entity components cannot build a room server:\n - ${errors.join('\n - ')}`);
88
+ }
89
+ const posix = (p) => relative(projectDir, p).split('\\').join('/');
90
+ return [...components.values()].map((c) => {
91
+ const serverSim = join(c.dir, 'server', 'sim.js');
92
+ const sharedSim = join(c.dir, 'shared', 'sim.js');
93
+ const code = existsSync(serverSim) ? serverSim : existsSync(sharedSim) ? sharedSim : null;
94
+ return {
95
+ name: c.name,
96
+ manifestRel: posix(c.manifestPath),
97
+ codeRel: code ? posix(code) : null,
98
+ };
99
+ });
100
+ }
101
+
102
+ export function renderEntityComponents(components) {
103
+ if (!components.length) return 'export const extraEntityComponents = null;';
104
+ const lines = [];
105
+ const manifests = [];
106
+ const code = [];
107
+ components.forEach((c, i) => {
108
+ lines.push(`import entityManifest${i} from './${c.manifestRel}';`);
109
+ manifests.push(`entityManifest${i}`);
110
+ if (c.codeRel) {
111
+ lines.push(`import * as entityCode${i} from './${c.codeRel}';`);
112
+ code.push(` '${c.name}': entityCode${i},`);
113
+ }
114
+ });
115
+ return [
116
+ ...lines,
117
+ 'export const extraEntityComponents = {',
118
+ ` manifests: [${manifests.join(', ')}],`,
119
+ ' code: {',
120
+ ...code,
121
+ ' },',
122
+ '};',
123
+ ].join('\n');
124
+ }
125
+
68
126
  // The room the game actually gets: the engine's room class, subclassed to hand
69
127
  // the host the creator's primitives through the `extraPrimitives()` seam the
70
128
  // engine already reads (server.js). Identical in shape to what the publish
71
129
  // endpoint generates for the per-game Worker — one contract, two builders.
72
- function renderEntry(primitives) {
130
+ function renderEntry(primitives, entityComponents) {
73
131
  return [
74
132
  renderBarrel(primitives),
133
+ renderEntityComponents(entityComponents),
75
134
  "import LooopRoom from '/shared/ui/room/server.js';",
76
135
  '',
77
136
  'export default class GameRoom extends LooopRoom {',
78
137
  ' extraPrimitives() { return extraPrimitives; }',
138
+ ' extraEntityComponents() { return extraEntityComponents; }',
79
139
  '}',
80
140
  '',
81
141
  ].join('\n');
@@ -88,7 +148,8 @@ function renderEntry(primitives) {
88
148
  // dev must not quietly serve a room that is missing the creator's code.
89
149
  export async function buildDevRoomServer({ projectDir, engine, esbuildImpl }) {
90
150
  const primitives = scanPrimitives(projectDir); // throws on a reserved index.js
91
- if (!primitives.length) {
151
+ const entityComponents = await scanEntityComponents(projectDir, engine.sharedDir); // throws on a malformed component
152
+ if (!primitives.length && !entityComponents.length) {
92
153
  // Not server-backed (any more). A PREVIOUS run may have generated a room
93
154
  // server and a registry shadow; both must go, or dev keeps mounting a stale
94
155
  // `.looop/overrides/shared/.../index.js` that imports a primitive the creator
@@ -109,7 +170,7 @@ export async function buildDevRoomServer({ projectDir, engine, esbuildImpl }) {
109
170
  // against the game root, so `./overrides/...` means what it says and no
110
171
  // machine-specific absolute path can leak into the output.
111
172
  stdin: {
112
- contents: renderEntry(primitives),
173
+ contents: renderEntry(primitives, entityComponents),
113
174
  resolveDir: projectDir,
114
175
  sourcefile: 'looop-room-server.js',
115
176
  loader: 'js',
@@ -156,9 +217,15 @@ export async function buildDevRoomServer({ projectDir, engine, esbuildImpl }) {
156
217
  // same in dev (static mount fall-through) and in production (the import map):
157
218
  // /shared/ui/room/primitives/engine.js → not shadowed → the engine's list
158
219
  // /shared/ui/room/primitives/beacon.js → shadowed → the game's primitive
159
- const registryDir = join(projectDir, DEV_OVERRIDES_DIR, 'ui/room/primitives');
160
- mkdirSync(registryDir, { recursive: true });
161
- writeFileSync(join(registryDir, 'index.js'), renderBrowserRegistry(primitives));
220
+ if (primitives.length) {
221
+ const registryDir = join(projectDir, DEV_OVERRIDES_DIR, 'ui/room/primitives');
222
+ mkdirSync(registryDir, { recursive: true });
223
+ writeFileSync(join(registryDir, 'index.js'), renderBrowserRegistry(primitives));
224
+ } else {
225
+ // Entity components alone need no primitive-registry shadow — and a stale
226
+ // one from a removed primitive must not stay mounted.
227
+ rmSync(join(projectDir, DEV_OVERRIDES_DIR), { recursive: true, force: true });
228
+ }
162
229
 
163
230
  return outDir;
164
231
  }
@@ -0,0 +1,75 @@
1
+ // Preloaded before every browser smoke via `node --import`. Its whole job is to
2
+ // make headless Chromium render on the real GPU instead of SwiftShader.
3
+ //
4
+ // Why it matters: a headless browser has no GPU, so WebGL falls back to
5
+ // SwiftShader — software rasterization spread across a thread pool sized to the
6
+ // machine's core count. A single 3D-game smoke can pin 8+ cores that way, which
7
+ // on a modest laptop means a frozen machine, not just a slow test. Rendering on
8
+ // the actual GPU (Metal / D3D / GL, chosen by ANGLE per platform) moves that work
9
+ // off the CPU entirely: measured ~8.5 cores → ~0.1, with pixel-identical output.
10
+ //
11
+ // It runs as a preload so an UNMODIFIED smoke needs no change: it patches the
12
+ // `chromium.launch` of the GAME's own playwright (resolved from cwd, the same
13
+ // instance the smoke imports) to append the flags. Fetch-only smokes that never
14
+ // import playwright, and machines with no usable GPU, both fall through
15
+ // untouched — ANGLE simply falls back to software, so this is never worse than
16
+ // before. Opt out with LOOOP_TEST_NO_GPU=1.
17
+ import { createRequire } from 'node:module';
18
+ import { pathToFileURL } from 'node:url';
19
+ import { readFileSync } from 'node:fs';
20
+ import { join, dirname } from 'node:path';
21
+
22
+ export function gpuArgs() {
23
+ if (process.env.LOOOP_TEST_NO_GPU === '1') return [];
24
+ return ['--enable-gpu', '--ignore-gpu-blocklist'];
25
+ }
26
+
27
+ // Append `extra` to whatever args a caller already passed to chromium.launch(),
28
+ // preserving theirs. Idempotent enough for our use: called once per smoke process.
29
+ export function patchLaunch(chromium, extra = gpuArgs()) {
30
+ if (!chromium || typeof chromium.launch !== 'function' || extra.length === 0) return false;
31
+ const orig = chromium.launch.bind(chromium);
32
+ chromium.launch = (opts = {}) => orig({ ...opts, args: [...(opts.args || []), ...extra] });
33
+ return true;
34
+ }
35
+
36
+ // Resolve the SAME playwright module object a smoke's `import 'playwright'` gets.
37
+ // The catch: a bare ESM import resolves via the package's "import" export
38
+ // (index.mjs), while createRequire().resolve() returns the "require" main
39
+ // (index.js) — a DIFFERENT module instance. Patching that one would miss, and the
40
+ // smoke would silently fall back to software with no error. So resolve the
41
+ // package dir, then import its ESM entry explicitly.
42
+ //
43
+ // Resolve from the SMOKE FILE's directory first (process.argv[1] under
44
+ // `node --import <preload> <smoke>`), then cwd. A smoke normally runs from its
45
+ // own game folder (cwd == the smoke's dir), but a runner may invoke it from a
46
+ // different working directory — resolving off the smoke's own location makes the
47
+ // same playwright install resolve either way.
48
+ async function loadGamePlaywright() {
49
+ const bases = [];
50
+ const smoke = process.argv[1];
51
+ if (smoke) bases.push(join(dirname(smoke), 'package.json'));
52
+ bases.push(join(process.cwd(), 'package.json'));
53
+ let lastErr;
54
+ for (const base of bases) {
55
+ try {
56
+ const require = createRequire(base);
57
+ const pkgDir = dirname(require.resolve('playwright')); // .../node_modules/playwright
58
+ const pkg = JSON.parse(readFileSync(join(pkgDir, 'package.json'), 'utf8'));
59
+ const entry = pkg.exports?.['.']?.import ?? pkg.module ?? pkg.main ?? 'index.js';
60
+ return import(pathToFileURL(join(pkgDir, entry)).href);
61
+ } catch (e) { lastErr = e; }
62
+ }
63
+ throw lastErr;
64
+ }
65
+
66
+ // Self-execute on preload. Kept in try/catch so a smoke without playwright (a
67
+ // fetch-only boot smoke) or a missing install never turns a preload into a crash.
68
+ if (gpuArgs().length > 0) {
69
+ try {
70
+ const pw = await loadGamePlaywright();
71
+ patchLaunch(pw.chromium ?? pw.default?.chromium);
72
+ } catch {
73
+ // No playwright here, or it couldn't be patched — leave the smoke unchanged.
74
+ }
75
+ }
package/lib/test-cmd.mjs CHANGED
@@ -57,16 +57,46 @@ async function freeTestPort(base = 8100) {
57
57
  throw new Error('no free port triple found for the test dev stack');
58
58
  }
59
59
 
60
- export async function testCmd({ cwd = process.cwd(), log = console.log, devFn = dev, lintFn = lintCmd } = {}) {
60
+ // Preload that GPU-offloads each smoke's browser (see smoke-gpu-preload.mjs).
61
+ // A file URL so `node --import` resolves it regardless of the smoke's cwd.
62
+ const SMOKE_PRELOAD = new URL('./smoke-gpu-preload.mjs', import.meta.url).href;
63
+
64
+ export async function testCmd({ cwd = process.cwd(), log = console.log, devFn = dev, lintFn = lintCmd, runFn = run, patterns = [] } = {}) {
61
65
  const project = findProject(cwd);
62
- const { unit, smokes } = discoverTestFiles(project.dir);
66
+ const all = discoverTestFiles(project.dir);
67
+
68
+ // Scoped run (`looop test <pattern>…`): keep only files whose path contains a
69
+ // pattern. The file-naming convention already encodes the aspect
70
+ // (`charge.smoke.mjs`, `riven-charge.test.mjs`), so a substring on the path
71
+ // reaches both a unit test and its smoke without any source→test mapping.
72
+ // This is a PER-STEP speed lever, not the gate — the full suite still runs at
73
+ // milestone close and before publish (qa.md T3). With no pattern, everything
74
+ // runs, exactly as before.
75
+ const scoped = patterns.length > 0;
76
+ const matches = (f) => patterns.some((p) => relative(project.dir, f).includes(p));
77
+ const unit = scoped ? all.unit.filter(matches) : all.unit;
78
+ const smokes = scoped ? all.smokes.filter(matches) : all.smokes;
63
79
 
64
80
  // Lint FIRST — it needs no servers and no browser, and the defects it catches
65
81
  // (a hardcoded multiplayer host, a smoke pointed at the wrong port) are
66
82
  // exactly the ones that make the suite below pass while testing nothing.
67
83
  // Failing here does not skip the tests: the creator should see everything
68
84
  // that is wrong in one run, not peel it one gate at a time.
69
- const lint = await lintFn({ cwd: project.dir, log });
85
+ //
86
+ // A SCOPED run skips it: lint is the full gate's job and runs at milestone
87
+ // close with the whole suite — a `looop test <pattern>` is a focused per-step
88
+ // re-run, not the gate.
89
+ const lint = scoped ? { ok: true, skipped: true } : await lintFn({ cwd: project.dir, log });
90
+
91
+ // A pattern that matches nothing FAILS LOUD. "0 tests, all green" is the exact
92
+ // false-pass this whole gate exists to prevent — a mistyped scope must never
93
+ // read as "everything's fine." (A game with genuinely no tests and no pattern
94
+ // is the legitimately-green fresh-game case below.)
95
+ if (patterns.length && unit.length + smokes.length === 0) {
96
+ log(`No tests matched ${patterns.map((p) => `"${p}"`).join(', ')} in ${project.dir}.`);
97
+ log(`(${all.unit.length + all.smokes.length} test file(s) exist; none contain that pattern. Check the spelling, or run \`looop test\` with no pattern to run the whole suite.)`);
98
+ return { ok: false, ran: 0, lint };
99
+ }
70
100
 
71
101
  if (unit.length + smokes.length === 0) {
72
102
  log(`No tests yet in ${project.dir} — nothing to run.`);
@@ -74,6 +104,10 @@ export async function testCmd({ cwd = process.cwd(), log = console.log, devFn =
74
104
  return { ok: lint.ok, ran: 0 };
75
105
  }
76
106
 
107
+ if (patterns.length) {
108
+ log(`▶ scoped to ${patterns.map((p) => `"${p}"`).join(', ')}: ${unit.length + smokes.length} of ${all.unit.length + all.smokes.length} file(s) — full suite still runs at milestone close.`);
109
+ }
110
+
77
111
  let ok = lint.ok;
78
112
 
79
113
  // If looop test itself runs under a node --test parent, the inherited
@@ -117,7 +151,7 @@ export async function testCmd({ cwd = process.cwd(), log = console.log, devFn =
117
151
  try {
118
152
  for (const file of smokes) {
119
153
  const rel = relative(project.dir, file);
120
- const code = await run([file], {
154
+ const code = await runFn(['--import', SMOKE_PRELOAD, file], {
121
155
  cwd: project.dir,
122
156
  env: {
123
157
  ...env,
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@looop-games/cli",
3
- "version": "0.1.16",
3
+ "version": "0.1.18",
4
4
  "description": "Looop game development CLI — dev server, login, and publishing for standalone Looop games.",
5
5
  "type": "module",
6
6
  "license": "Apache-2.0",