@looop-games/cli 0.1.24 → 0.1.26

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 +14,76 @@ Versions: [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
14
14
 
15
15
  ## [Unreleased]
16
16
 
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+ ## [0.1.26] - 2026-08-07
18
+
19
+ ### Added
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+
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+ - `looop inspect [<id>]` — runs the dev stack and opens the asset inspector on
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+ it, so you can look at and drive one model or sound at a time. Name an asset
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+ to open straight onto it; `--no-open` prints the URL instead of launching a
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+ browser.
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+
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+ - `looop dev` now prints the inspector's link when your game declares assets (it
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+ has an `assets.js`). Not on every boot: a line that always appears is one
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+ nobody reads by the third time.
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+
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+ - `LOOOP_ENGINE_DIR=<path>` runs against an engine **checkout** where it lies,
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+ installing nothing — `dev`, `test`, `lint` and the automatic model re-bake all
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+ resolve the same one, so what runs in the browser and what the gate checks
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+ cannot be two different engines. Only useful if you are working on the engine
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+ itself: `LOOOP_ENGINE_TARBALL` installs into your project, so trying a
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+ work-in-progress engine used to mean deleting your game's working engine and
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+ putting it back afterwards. This leaves your project exactly as it was. Point
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+ it at an engine bundle (`packages/engine/dist`); a path that is not one fails
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+ loudly rather than quietly falling back to the installed copy.
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+
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+ ### Fixed
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+
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+ - **`looop publish` no longer ships files your `.gitignore` excludes.** Build
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+ output, scratch files and the screenshots a test run leaves behind were being
44
+ uploaded and served from your public game URL. If your `.gitignore` says a path
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+ is not part of the game, publish now agrees with it. (A game folder that isn't
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+ a git repo publishes exactly as before.)
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+
48
+ - `looop inspect --port <n>` opened the inspector on an asset named after the
49
+ port number instead of on your game's first asset.
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+
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+ - The dev server no longer injects the game platform layer (the boot gate, the
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+ loading curtain, the identity menu) into HTML pages that are not your game.
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+ Only `/games/<slug>/` gets it, which is what happens in production — before
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+ this, any other page the dev server served came up behind a curtain waiting
55
+ for an identity it had never asked for.
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+
57
+ ### Changed
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+
59
+ - The automatic model re-bake that `dev`, `test` and `publish` run now finds
60
+ your models in `assets.js` rather than by scanning `entities/**/entity.json`
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+ for `.glb` strings — entities name a model by asset id, so there is no path
62
+ left in one to scan. It is also the more complete list: a model your game
63
+ loads from its own code is re-baked now too, where before only a model some
64
+ entity referenced was.
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+
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+ ## [0.1.25] - 2026-08-01
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+
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+ ### Fixed
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+
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+ - `looop dev` now rebuilds and restarts the multiplayer room when you edit a
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+ file the room depends on — your primitives and their helpers, entity data
72
+ (`entities/`), components, and `overrides/`. Before, only the page reloaded:
73
+ the room kept adjudicating with your pre-edit code and pre-edit spawned
74
+ entities until you killed and relaunched the stack, so a change could look
75
+ like it did nothing. Room state resets on such an edit (the world reseeds
76
+ when the page rejoins); if the rebuild fails, the previous room keeps
77
+ running and the error is printed. This also means a game that gains its
78
+ first primitive while `dev` is running now gets its own room server
79
+ immediately, instead of silently staying on the stock one.
80
+ - `looop dev` could keep running your pre-edit code after you changed a file,
81
+ with no error anywhere — the game just looked like your change did nothing.
82
+ Import URLs are now stamped so that editing any file renames the URL of every
83
+ module that (directly or indirectly) imports it, which forces the browser to
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+ refetch the changed part of the game on the next reload instead of silently
85
+ reusing what it had cached.
86
+
17
87
  ## [0.1.24] - 2026-08-01
18
88
 
19
89
  ### Changed
package/bin/looop.mjs CHANGED
@@ -28,6 +28,7 @@ const HELP = `looop — build and run Looop games
28
28
  Usage:
29
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  looop create <name> Bootstrap a new game folder (multiplayer works out of the box)
30
30
  looop dev [--port <n>] Run the full dev stack (game + multiplayer + services)
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+ looop inspect [<id>] Browse and drive your models, sounds and assets on their own
31
32
  looop lane <name> Open an isolated copy of the game to experiment in, safely
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33
  looop test Run the game's tests (*.test.mjs) and smokes (*.smoke.mjs)
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34
  looop lint [--fix] Check the game against the Looop rules (runs inside 'looop test')
@@ -60,6 +61,23 @@ try {
60
61
  // Keep the process alive; servers + children hold the loop open.
61
62
  break;
62
63
  }
64
+ case 'inspect': {
65
+ // The same dev stack `looop dev` runs, opened on the inspector. Not a
66
+ // second server: the inspector is a page under /shared/, which this one
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+ // already mounts.
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+ const { inspectorUrl, openBrowser, itemArg } = await import('../lib/inspect.mjs');
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+ const handle = await dev({ port: flag('port') ? Number(flag('port')) : undefined });
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+ const target = inspectorUrl(handle.url, { item: itemArg(rest) });
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+ console.log(`\n 🔎 Inspector → ${target}\n`);
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+ if (!rest.includes('--no-open')) openBrowser(target);
73
+ const shutdown = () => {
74
+ handle.stop();
75
+ process.exit(0);
76
+ };
77
+ process.on('SIGINT', shutdown);
78
+ process.on('SIGTERM', shutdown);
79
+ break;
80
+ }
63
81
  case 'lane': {
64
82
  const name = rest.find((a) => !a.startsWith('--'));
65
83
  if (!name) throw new Error('Name the lane: looop lane <name> (e.g. looop lane judder)');
package/lib/dev.mjs CHANGED
@@ -19,6 +19,8 @@ import { getToken, getApiBase } from './config.mjs';
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19
  import { resolvePorts, portInUse, killPort, lanIp } from './ports.mjs';
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20
  import { assertNoInertOverride, scanPrimitives } from './primitives.mjs';
21
21
  import { buildDevRoomServer, DEV_OVERRIDES_DIR } from './room-server.mjs';
22
+ import { createFileWatcher, createRoomReloader } from './room-reload.mjs';
23
+ import { hasInspectableAssets, inspectorUrl } from './inspect.mjs';
22
24
 
23
25
  // Resolve the partykit CLI entry from OUR dependencies (the game never
24
26
  // declares partykit; it rides @looop-games/cli). partykit's `exports` map hides
@@ -90,7 +92,7 @@ export async function dev({ cwd = process.cwd(), port, noMp = process.env.NO_MP
90
92
  // creator is told the actual problem: the server cannot take this file.
91
93
  assertNoInertOverride({ projectDir: project.dir, engine });
92
94
  const serverPrimitives = scanPrimitives(project.dir);
93
- const roomServerCwd = await buildDevRoomServer({ projectDir: project.dir, engine });
95
+ const { cwd: roomServerCwd, inputs: roomInputs } = await buildDevRoomServer({ projectDir: project.dir, engine });
94
96
  const ownServer = roomServerCwd !== engine.roomServerDir;
95
97
 
96
98
  const stop = () => {
@@ -153,20 +155,115 @@ export async function dev({ cwd = process.cwd(), port, noMp = process.env.NO_MP
153
155
  log(`→ multiplayer :${ports.mp} (our stale server — reclaiming)`);
154
156
  await killPort(ports.mp);
155
157
  }
156
- const pk = spawn(
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- process.execPath,
158
- [partykitBin(), 'dev', '--port', String(ports.mp), '--persist', join(tmpdir(), `looop-partykit-${ports.mp}`)],
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- { cwd: roomServerCwd, stdio: ['ignore', 'pipe', 'pipe'], detached: true },
160
- );
161
- pk.stdout.on('data', () => {});
162
- pk.stderr.on('data', (d) => {
163
- const s = String(d);
164
- if (/error/i.test(s)) log(`[partykit] ${s.trim()}`);
165
- });
166
- children.push(pk);
158
+ const spawnMp = (cwd) => {
159
+ const pk = spawn(
160
+ process.execPath,
161
+ [partykitBin(), 'dev', '--port', String(ports.mp), '--persist', join(tmpdir(), `looop-partykit-${ports.mp}`)],
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+ { cwd, stdio: ['ignore', 'pipe', 'pipe'], detached: true },
163
+ );
164
+ pk.stdout.on('data', () => {});
165
+ pk.stderr.on('data', (d) => {
166
+ const s = String(d);
167
+ if (/error/i.test(s)) log(`[partykit] ${s.trim()}`);
168
+ });
169
+ // A spawn that fails (ENOENT, EMFILE) emits 'error' and never 'exit';
170
+ // without a listener the event throws and takes the stack down.
171
+ pk.on('error', (err) => log(`[partykit] failed to start: ${err.message}`));
172
+ children.push(pk);
173
+ return pk;
174
+ };
175
+ const killMp = async (pk) => {
176
+ const idx = children.indexOf(pk);
177
+ if (idx !== -1) children.splice(idx, 1);
178
+ if (pk.pid == null) return; // never started — nothing to reap, and 'exit' will never fire
179
+ const exited = new Promise((resolveExit) => {
180
+ if (pk.exitCode !== null || pk.signalCode !== null) return resolveExit();
181
+ pk.once('exit', resolveExit);
182
+ pk.once('error', resolveExit);
183
+ });
184
+ try {
185
+ process.kill(-pk.pid, 'SIGTERM');
186
+ } catch {
187
+ try {
188
+ pk.kill('SIGTERM');
189
+ } catch {
190
+ /* gone */
191
+ }
192
+ }
193
+ // partykit is a node wrapper forking workerd; if the tree ignores TERM,
194
+ // escalate — the port must be free before the replacement binds it.
195
+ const hardKill = setTimeout(() => {
196
+ try {
197
+ process.kill(-pk.pid, 'SIGKILL');
198
+ } catch {
199
+ /* gone */
200
+ }
201
+ }, 2000);
202
+ hardKill.unref();
203
+ await exited;
204
+ clearTimeout(hardKill);
205
+ // The parent's exit is not the port's release: workerd is a separate
206
+ // process in the group and can hold the listening socket a beat longer.
207
+ // A replacement that binds too early dies on EADDRINUSE — killing a
208
+ // working room and leaving nothing. Wait until the port is actually free.
209
+ const deadline = Date.now() + 5000;
210
+ while ((await portInUse(ports.mp)) && Date.now() < deadline) {
211
+ await new Promise((r) => setTimeout(r, 100));
212
+ }
213
+ };
214
+ const pk = spawnMp(roomServerCwd);
167
215
  log(
168
216
  `→ multiplayer :${ports.mp} (partykit on ${ownServer ? `this game's OWN server — ${serverPrimitives.map((p) => p.type).join(', ')}` : "the engine's room server"}, pid ${pk.pid})`,
169
217
  );
218
+
219
+ // The room bundle is frozen at build time, so the static watcher's page
220
+ // reload is only half the contract: an edit to anything the room runs on
221
+ // (entity data, a room override, a server sim) must also rebuild the room
222
+ // and restart its child, or the creator playtests against pre-edit
223
+ // adjudication with everything looking live — a failure `looop test` is
224
+ // structurally blind to, because it boots fresh stacks.
225
+ //
226
+ // The watch set is the bundle's own input list (covers every file the room
227
+ // actually imports, wherever it lives) plus the room-shaped game trees for
228
+ // files that don't exist yet — a first primitive, a new entity, a new room
229
+ // override. overrides/ is deliberately scoped to its room subtree: editing
230
+ // a purely client-side override must not restart the room and reset its
231
+ // state mid-playtest.
232
+ let roomWatcher = null;
233
+ let roomCwd = roomServerCwd;
234
+ const reloader = createRoomReloader({
235
+ build: () => buildDevRoomServer({ projectDir: project.dir, engine }),
236
+ spawnChild: spawnMp,
237
+ killChild: killMp,
238
+ log,
239
+ onRebuilt: (built) => {
240
+ roomWatcher?.setFiles(built.inputs);
241
+ // A rebuild can flip which server the game runs on (first primitive
242
+ // added, last one removed) — say so, or the startup line misleads for
243
+ // the rest of the session.
244
+ if (built.cwd !== roomCwd) {
245
+ roomCwd = built.cwd;
246
+ log(
247
+ `→ multiplayer :${ports.mp} (now on ${roomCwd === engine.roomServerDir ? "the engine's room server" : "this game's OWN server"})`,
248
+ );
249
+ }
250
+ },
251
+ });
252
+ reloader.attach(roomServerCwd, pk);
253
+ roomWatcher = createFileWatcher({
254
+ files: roomInputs,
255
+ dirs: ['entities', 'components', 'overrides/shared/ui/room'].map((d) => join(project.dir, d)),
256
+ onChange: reloader.onChange,
257
+ });
258
+ // stop() (e.g. `looop test` tearing down its stack) must also stop the
259
+ // reloader: a rebuild in flight would otherwise spawn a replacement room
260
+ // child AFTER the children list was killed — a leaked detached process.
261
+ servers.push({
262
+ close: () => {
263
+ reloader.stop();
264
+ roomWatcher.close();
265
+ },
266
+ });
170
267
  }
171
268
 
172
269
  // ─── platform services shim ───
@@ -187,6 +284,12 @@ export async function dev({ cwd = process.cwd(), port, noMp = process.env.NO_MP
187
284
  log(`✅ ${project.slug} ready. Open:`);
188
285
  log(` ${url}`);
189
286
  if (ip) log(` 📱 http://${ip}:${ports.static}/games/${project.slug}/index.html (phone / LAN)`);
287
+ // Only when this game declares assets (inspect.mjs). A line printed on every
288
+ // single boot is a line nobody reads by the third one, and the tool it points
289
+ // at is then invisible exactly when it would have helped.
290
+ if (hasInspectableAssets(project.dir)) {
291
+ log(` 🔍 ${inspectorUrl(url)} (your models, sounds and assets, one at a time)`);
292
+ }
190
293
  log('────────────────────────────────────────────────────────────');
191
294
 
192
295
  return { project, engine, ports, url, stop };
package/lib/engine.mjs CHANGED
@@ -67,8 +67,20 @@ export async function ensureEngine(
67
67
  loginFn = login,
68
68
  installTarball = npmInstallTarball,
69
69
  tarballOverride = process.env.LOOOP_ENGINE_TARBALL,
70
+ dirOverride = process.env.LOOOP_ENGINE_DIR,
70
71
  } = {},
71
72
  ) {
73
+ // Before the pin, before the installed copy, before the network: an explicit
74
+ // checkout is the most specific thing anyone can ask for.
75
+ if (dirOverride) {
76
+ // resolveEngine owns the override for EVERY tool (project.mjs) — this only
77
+ // announces it, so the banner and the lint can never disagree about which
78
+ // engine is in play.
79
+ const e = resolveEngine(projectDir);
80
+ log(`→ engine ${e.version} from LOOOP_ENGINE_DIR (${e.dir}) — nothing installed`);
81
+ return e;
82
+ }
83
+
72
84
  let pin = readEnginePin(projectDir);
73
85
 
74
86
  const installed = installedEngine(projectDir);
package/lib/inject.mjs CHANGED
@@ -5,10 +5,10 @@
5
5
  // (classic scripts, so globals exist before any module runs) + the ONE
6
6
  // platform-layer module tag. New platform features are added to
7
7
  // shared/platform/platform.js FEATURES — never here.
8
- // * ?v=<mtime> rewriting on <script src> and JS imports busts Chrome's
8
+ // * ?v=<stamp> rewriting on <script src> and JS imports busts Chrome's
9
9
  // sticky module cache on edit.
10
- import { statSync } from 'node:fs';
11
- import { join, dirname, normalize } from 'node:path';
10
+ import { readFileSync, statSync } from 'node:fs';
11
+ import { dirname } from 'node:path';
12
12
 
13
13
  // MUST match builder/functions/_shared/serve-identity.ts DEV_IDENTITY.
14
14
  export const DEV_IDENTITY = { userId: 'dev-local-user', name: 'Dev', color: '#38bdf8' };
@@ -39,36 +39,137 @@ const JS_IMPORT_RE = /(\b(?:from|import)\s*\(?\s*)(['"])([^'"\n]+?)\2/g;
39
39
  // Match <script src="X"> in HTML.
40
40
  const HTML_SCRIPT_RE = /(<script\b[^>]*?\bsrc\s*=\s*["'])([^"']+?)(["'])/gi;
41
41
 
42
- // Resolve `relPath` and return `<relPath>?v=<mtime-seconds>` or null.
43
- // `resolveUrl(urlPath)` maps an absolute URL path through the server's mounts.
44
- function versionedPath(relPath, { baseDir, resolveUrl, allowBareRelative = false }) {
45
- if (/^(https?:)?\/\//.test(relPath) || relPath.startsWith('data:') || relPath.startsWith('blob:')) return null;
46
- if (relPath.includes('?') || relPath.includes('#')) return null;
47
- if (!/\.(js|mjs)$/.test(relPath)) return null;
48
- let target;
49
- if (relPath.startsWith('/')) target = resolveUrl(relPath);
50
- else if (relPath.startsWith('.')) target = normalize(join(baseDir, relPath));
51
- else if (allowBareRelative) target = normalize(join(baseDir, relPath));
52
- else return null; // bare module specifier
53
- if (!target) return null;
42
+ // A spec that can never name a local file the server would stamp: absolute
43
+ // URLs, data:/blob:, and anything already carrying a query or fragment.
44
+ function isExternalSpec(spec) {
45
+ return (
46
+ /^(https?:)?\/\//.test(spec) ||
47
+ spec.startsWith('data:') ||
48
+ spec.startsWith('blob:') ||
49
+ spec.includes('?') ||
50
+ spec.includes('#')
51
+ );
52
+ }
53
+
54
+ // Resolve an import specifier the way the BROWSER does — against the importing
55
+ // module's URL — returning an absolute URL path, or null for bare/external
56
+ // specs. Stamping must live in URL space because that is where module identity
57
+ // lives: an engine file's relative sibling import can be shadowed by the
58
+ // game's overrides mount, so the file the URL serves is not the file that sits
59
+ // next to the importer on disk.
60
+ function resolveSpecToUrl(spec, baseUrl, { allowBareRelative = false } = {}) {
61
+ if (isExternalSpec(spec)) return null;
62
+ if (spec.startsWith('/')) return spec;
63
+ if (!spec.startsWith('.') && !allowBareRelative) return null; // bare module specifier
64
+ try {
65
+ return new URL(spec, 'http://x' + baseUrl).pathname;
66
+ } catch {
67
+ return null;
68
+ }
69
+ }
70
+
71
+ // The version stamp is the max mtime over the module's TRANSITIVE static
72
+ // import closure, not the file's own mtime. Module identity is the full URL,
73
+ // and a browser may reuse a cached body for an unchanged URL across reloads
74
+ // (Chrome's memory cache does not honor no-store for same-URL subresources).
75
+ // A per-target stamp renames only the edited file's URL — its importers' URLs
76
+ // stay put, so a reloading page reassembles the whole pre-edit graph from
77
+ // cache with zero requests and no error anywhere. Stamping the closure renames
78
+ // every URL on the path from the entry (which a navigation always re-fetches),
79
+ // so no URL-keyed cache can serve stale bytes.
80
+ //
81
+ // The parse cache stores RAW specifiers keyed by file path + mtime; resolution
82
+ // happens per walk, because the same file's specs resolve differently through
83
+ // different mount tables (two servers in one process must not contaminate each
84
+ // other). Boundary: only string-literal static/dynamic imports are seen —
85
+ // import(expr) and new URL(...) are runtime-computed and stay unstamped.
86
+ const parseCache = new Map(); // abs fs path -> { mtimeMs, specs: string[] }
87
+
88
+ function fileInfo(path) {
89
+ let st;
54
90
  try {
55
- const mtime = Math.floor(statSync(target).mtimeMs / 1000);
56
- return `${relPath}?v=${mtime}`;
91
+ st = statSync(path);
57
92
  } catch {
58
93
  return null;
59
94
  }
95
+ const hit = parseCache.get(path);
96
+ if (hit && hit.mtimeMs === st.mtimeMs) return hit;
97
+ const specs = [];
98
+ if (/\.(js|mjs)$/.test(path)) {
99
+ let text = null;
100
+ try {
101
+ text = readFileSync(path, 'utf8');
102
+ } catch {
103
+ /* unreadable: stamp from its own mtime alone */
104
+ }
105
+ if (text !== null) {
106
+ for (const m of text.matchAll(JS_IMPORT_RE)) {
107
+ if (!isExternalSpec(m[3])) specs.push(m[3]);
108
+ }
109
+ }
110
+ }
111
+ const info = { mtimeMs: st.mtimeMs, specs };
112
+ parseCache.set(path, info);
113
+ return info;
114
+ }
115
+
116
+ // Walk in URL space: each node is a URL path, mapped to bytes through the
117
+ // server's mount table. `memo` (shared across one rewrite pass) short-circuits
118
+ // only entry nodes — a spec repeated in one body — not intermediates.
119
+ function closureStampUrl(urlPath, resolveUrl, memo) {
120
+ if (memo?.has(urlPath)) return memo.get(urlPath);
121
+ let max = 0;
122
+ const seen = new Set();
123
+ const stack = [urlPath];
124
+ while (stack.length) {
125
+ const u = stack.pop();
126
+ if (seen.has(u)) continue;
127
+ seen.add(u);
128
+ const fs = resolveUrl(u);
129
+ if (!fs) continue;
130
+ const info = fileInfo(fs);
131
+ if (!info) continue;
132
+ if (info.mtimeMs > max) max = info.mtimeMs;
133
+ for (const spec of info.specs) {
134
+ const child = resolveSpecToUrl(spec, u);
135
+ if (child) stack.push(child);
136
+ }
137
+ }
138
+ const stamp = max ? Math.floor(max) : null;
139
+ memo?.set(urlPath, stamp);
140
+ return stamp;
141
+ }
142
+
143
+ // Resolve `relPath` and return `<relPath>?v=<closure-stamp>` or null. Stamped
144
+ // extensions include .json: entity/config data is imported by games, and its
145
+ // URL must rename on edit exactly like a module's.
146
+ //
147
+ // `baseUrl` + `resolveUrl` are REQUIRED for stamping: there is deliberately no
148
+ // disk-space fallback. Resolving a relative spec beside the importer on disk
149
+ // stamps the wrong file whenever a mount shadows it (the overrides mechanism),
150
+ // which silently re-opens the staleness hole. No serving context → no stamp.
151
+ function versionedPath(relPath, { baseUrl, resolveUrl, allowBareRelative = false, memo }) {
152
+ if (!/\.(js|mjs|json)$/.test(relPath)) return null;
153
+ if (baseUrl == null || !resolveUrl) return null;
154
+ const urlTarget = resolveSpecToUrl(relPath, baseUrl, { allowBareRelative });
155
+ if (!urlTarget) return null;
156
+ if (!resolveUrl(urlTarget)) return null; // nothing serves it — leave the spec alone
157
+ const stamp = closureStampUrl(urlTarget, resolveUrl, memo);
158
+ return stamp === null ? null : `${relPath}?v=${stamp}`;
60
159
  }
61
160
 
62
- export function rewriteJsImports(text, { baseDir, resolveUrl }) {
161
+ export function rewriteJsImports(text, { baseUrl, resolveUrl }) {
162
+ const memo = new Map();
63
163
  return text.replace(JS_IMPORT_RE, (whole, prefix, quote, path) => {
64
- const v = versionedPath(path, { baseDir, resolveUrl });
164
+ const v = versionedPath(path, { baseUrl, resolveUrl, memo });
65
165
  return `${prefix}${quote}${v ?? path}${quote}`;
66
166
  });
67
167
  }
68
168
 
69
- export function rewriteHtmlScripts(html, { baseDir, resolveUrl }) {
169
+ export function rewriteHtmlScripts(html, { baseUrl, resolveUrl }) {
170
+ const memo = new Map();
70
171
  return html.replace(HTML_SCRIPT_RE, (whole, prefix, path, suffix) => {
71
- const v = versionedPath(path, { baseDir, resolveUrl, allowBareRelative: true });
172
+ const v = versionedPath(path, { baseUrl, resolveUrl, allowBareRelative: true, memo });
72
173
  return `${prefix}${v ?? path}${suffix}`;
73
174
  });
74
175
  }
@@ -0,0 +1,71 @@
1
+ // `looop inspect` — the dev stack, opened on the asset inspector instead of the
2
+ // game.
3
+ //
4
+ // The inspector is a served page under /shared/, not a separate server: the dev
5
+ // server already mounts the engine's shared tree, so there is nothing new to
6
+ // start and nothing to keep in sync. That also means the inspector still works
7
+ // when the game itself is broken, which is when it is most wanted.
8
+ //
9
+ // It finds the game on its own — the page asks the dev server what it is serving
10
+ // (/__looop/whoami) — so the URL carries no slug.
11
+
12
+ import { spawn } from 'node:child_process';
13
+ import { existsSync } from 'node:fs';
14
+ import { join } from 'node:path';
15
+
16
+ export const INSPECTOR_PATH = '/shared/ui/inspector/';
17
+
18
+ // Built from the dev server's OWN url rather than an assumed localhost:8000: a
19
+ // lane runs on its own port base and 8000 may belong to somebody else's server,
20
+ // and an inspector opened on the wrong port inspects the wrong game — or none.
21
+ export function inspectorUrl(gameUrl, { item } = {}) {
22
+ const base = new URL(gameUrl);
23
+ const q = item ? `?_item=${encodeURIComponent(item)}` : '';
24
+ return `${base.origin}${INSPECTOR_PATH}${q}`;
25
+ }
26
+
27
+ // Does this game have anything for the inspector to show?
28
+ //
29
+ // The whole answer is `assets.js`, because the list IS the declaration — nothing
30
+ // walks the folder looking for files any more. So this is the same question as
31
+ // "did anyone declare anything", and it is asked for the dev banner: a line that
32
+ // appears on every boot is a line nobody reads by the third one, and the tool it
33
+ // points at is then invisible exactly when it would have helped.
34
+ //
35
+ // The file's CONTENTS are not read. A registry that declares nothing, or one
36
+ // that throws on import, is a case the inspector page itself reports far better
37
+ // than a banner line could — and reading it here would mean the dev server
38
+ // evaluating game code to decide how to print a URL.
39
+ export function hasInspectableAssets(projectDir) {
40
+ return !!projectDir && existsSync(join(projectDir, 'assets.js'));
41
+ }
42
+
43
+ // Flags that take a VALUE, so the value is not mistaken for the asset name.
44
+ // `looop inspect --port 8210` is two argv entries, and reading "the first
45
+ // argument that is not a flag" turns 8210 into the thing to open — on the one
46
+ // command whose entire job is opening the right asset.
47
+ const VALUED_FLAGS = new Set(['--port']);
48
+
49
+ export function itemArg(rest = []) {
50
+ for (let i = 0; i < rest.length; i += 1) {
51
+ const a = rest[i];
52
+ if (a.startsWith('--')) {
53
+ if (VALUED_FLAGS.has(a)) i += 1;
54
+ continue;
55
+ }
56
+ return a;
57
+ }
58
+ return undefined;
59
+ }
60
+
61
+ export function openBrowser(url) {
62
+ const cmd = process.platform === 'darwin' ? 'open' : process.platform === 'win32' ? 'start' : 'xdg-open';
63
+ try {
64
+ // Detached and fully ignored: a browser that outlives the CLI, and one that
65
+ // cannot hold the dev stack's stdio open if it decides to write to it.
66
+ spawn(cmd, [url], { stdio: 'ignore', detached: true, shell: process.platform === 'win32' }).unref();
67
+ return true;
68
+ } catch {
69
+ return false;
70
+ }
71
+ }
@@ -57,9 +57,10 @@
57
57
  // it twice.
58
58
 
59
59
  import { createHash } from 'node:crypto';
60
- import { existsSync, readFileSync, writeFileSync, readdirSync, statSync } from 'node:fs';
60
+ import { existsSync, readFileSync, writeFileSync } from 'node:fs';
61
61
  import { join, resolve, basename, dirname } from 'node:path';
62
62
  import { pathToFileURL } from 'node:url';
63
+ import { resolveEngine } from './project.mjs';
63
64
 
64
65
  // Version stamped into artifacts. Bump when the bake OUTPUT changes shape or
65
66
  // meaning — it participates in the staleness hash, so old artifacts re-bake.
@@ -805,38 +806,58 @@ export async function bakeModel(glbPath, { dir = process.cwd(), log = console.lo
805
806
  }
806
807
 
807
808
  // ── auto-bake: the staleness sweep dev/test/publish run ──────────────────────
808
- // The game's entity definitions say which models matter: any string field ending
809
- // in `.glb` inside entities/**/entity.json is a model reference. Model paths are
810
- // GAME-ROOT-relative — the same string is the presenter's fetch URL (the page
811
- // sits at the game root) and the room registry key so they resolve against the
812
- // game dir here too. Each referenced GLB whose artifacts are missing or stale
813
- // re-bakes. A bake failure is a real failure surfaced with the model named,
814
- // never swallowed: a stale artifact means the server shoots at a shape the
815
- // player no longer sees.
816
-
817
- export function referencedModels(gameDir) {
809
+ // The game's DECLARATION says which models matter: every `src` in `assets.js`
810
+ // that names a `.glb`. Paths there are GAME-ROOT-relative the same string is
811
+ // the presenter's fetch URL (the page sits at the game root) — so they resolve
812
+ // against the game dir here too. Each declared GLB whose artifacts are missing
813
+ // or stale re-bakes. A bake failure is a real failure, surfaced with the model
814
+ // named and never swallowed: a stale artifact means the server shoots at a shape
815
+ // the player no longer sees.
816
+ //
817
+ // Entity definitions are NOT scanned. A `rig-hitbox.model` is an asset id, so
818
+ // there is no path in an entity.json left to find — and the declaration is the
819
+ // better list anyway, because it also holds models a game loads from its own
820
+ // code, which the entity scan never saw.
821
+ //
822
+ // Read as TEXT rather than imported, by the engine's own reader
823
+ // (`shared/ui/assets/declared.js`) — the same one the entity lint uses, so the
824
+ // two gates cannot disagree about what a game declares. Its blind spot is a
825
+ // computed `src`, which mirrors the one the entity scan had for a computed model
826
+ // reference.
827
+
828
+ // The reader is passed IN rather than imported: it lives in the engine tree
829
+ // (which the CLI resolves at run time — in a creator's repo it sits under
830
+ // node_modules), and handing it over keeps this function a pure filter over a
831
+ // parse somebody else did.
832
+ export function referencedModels(gameDir, readDeclaration) {
833
+ const manifest = join(gameDir, 'assets.js');
834
+ if (!existsSync(manifest) || typeof readDeclaration !== 'function') return [];
835
+ let declared;
836
+ try {
837
+ declared = readDeclaration(readFileSync(manifest, 'utf8'));
838
+ } catch {
839
+ return []; // unreadable assets.js fails its own gate
840
+ }
818
841
  const found = new Set();
819
- const scan = (dir) => {
820
- if (!existsSync(dir)) return;
821
- for (const e of readdirSync(dir)) {
822
- const p = join(dir, e);
823
- const st = statSync(p);
824
- if (st.isDirectory()) { if (e !== 'node_modules') scan(p); continue; }
825
- if (!/entity\.json$/.test(e)) continue;
826
- const walk = (v) => {
827
- if (typeof v === 'string') { if (/\.glb$/i.test(v)) found.add(resolve(gameDir, v)); }
828
- else if (Array.isArray(v)) v.forEach(walk);
829
- else if (v && typeof v === 'object') Object.values(v).forEach(walk);
830
- };
831
- try { walk(JSON.parse(readFileSync(p, 'utf8'))); } catch { /* a broken entity.json fails its own gate */ }
832
- }
833
- };
834
- scan(join(gameDir, 'entities'));
842
+ for (const src of declared.sources.values()) {
843
+ if (/\.glb$/i.test(src)) found.add(resolve(gameDir, src));
844
+ }
835
845
  return [...found].filter(existsSync);
836
846
  }
837
847
 
848
+ // The engine's declaration reader, or null when there is no engine to read with.
849
+ async function declarationReader(gameDir) {
850
+ try {
851
+ const { dir } = resolveEngine(gameDir);
852
+ const mod = await import(pathToFileURL(join(dir, 'shared', 'ui', 'assets', 'declared.js')).href);
853
+ return mod.readDeclaration;
854
+ } catch {
855
+ return null;
856
+ }
857
+ }
858
+
838
859
  export async function ensureBaked({ dir = process.cwd(), log = console.log } = {}) {
839
- const models = referencedModels(dir);
860
+ const models = referencedModels(dir, await declarationReader(dir));
840
861
  const baked = [];
841
862
  for (const glb of models) {
842
863
  if (!isStale(glb)) continue;
package/lib/project.mjs CHANGED
@@ -32,7 +32,38 @@ export function findProject(startDir = process.cwd()) {
32
32
  }
33
33
  }
34
34
 
35
+ // An engine CHECKOUT, used where it lies — the lane for working on the engine
36
+ // itself against a real game. Dev-only, and env-gated rather than a flag so it
37
+ // cannot be left switched on in a repo.
38
+ //
39
+ // Every tool resolves the engine through here, which is the point: the dev
40
+ // server serving one engine while `looop lint` and the auto-bake sweep check a
41
+ // different one is a false green of the worst kind — the browser runs the new
42
+ // code, the gate passes on the old, and nothing on screen says so.
43
+ //
44
+ // It does NOT fall back to the installed copy when the path is wrong. A silent
45
+ // fallback is how the override became invisible in the first place.
46
+ function engineCheckout(dir) {
47
+ if (!existsSync(join(dir, 'package.json')) || !existsSync(join(dir, 'shared'))) {
48
+ throw new Error(
49
+ `LOOOP_ENGINE_DIR=${dir} is not an engine build.\n` +
50
+ 'Expected a package.json and a shared/ directory in it — point at an engine ' +
51
+ "bundle (packages/engine/dist after `node packages/engine/build.mjs`), not at the repo root.",
52
+ );
53
+ }
54
+ const pkg = JSON.parse(readFileSync(join(dir, 'package.json'), 'utf8'));
55
+ return {
56
+ dir,
57
+ // A checkout carries no cut version; only a release does.
58
+ version: pkg.version ?? 'working tree',
59
+ sharedDir: join(dir, 'shared'),
60
+ roomServerDir: join(dir, 'room-server'),
61
+ };
62
+ }
63
+
35
64
  export function resolveEngine(projectDir) {
65
+ const override = process.env.LOOOP_ENGINE_DIR;
66
+ if (override) return engineCheckout(resolve(override));
36
67
  const dir = join(projectDir, 'node_modules', '@looop-games', 'engine');
37
68
  const pkgPath = join(dir, 'package.json');
38
69
  if (!existsSync(pkgPath)) {
package/lib/publish.mjs CHANGED
@@ -10,6 +10,7 @@
10
10
  // /api/publish stays behind the builder's Access wall). The endpoint
11
11
  // requires the creator token; without one it 401s with a login hint.
12
12
  import { createHash } from 'node:crypto';
13
+ import { execFileSync } from 'node:child_process';
13
14
  import { readdirSync, readFileSync, statSync } from 'node:fs';
14
15
  import { join, relative } from 'node:path';
15
16
  import { findProject } from './project.mjs';
@@ -32,6 +33,12 @@ export const PLAY_BASE = 'https://play.looop.games';
32
33
  // Never shipped: tooling, VCS, agent workspace, notes + handbook + agent
33
34
  // instructions (repo knowledge travels with the repo, not the catalog — a
34
35
  // published game must not expose it on a public URL), tests/smokes.
36
+ //
37
+ // This list is the floor, not the whole rule: whatever the game's own
38
+ // .gitignore excludes is dropped as well (gitIgnored below). Name-based lists
39
+ // can only ever cover the names somebody thought of, and the folder that
40
+ // prompted this was `screenshots/` — dev captures a test run had left behind,
41
+ // gitignored by the creator and published to their public URL regardless.
35
42
  const SKIP_DIRS = new Set(['node_modules', 'notes', 'handbook', '.git', '.looop', '.claude', '__pycache__']);
36
43
  const SKIP_FILES = [
37
44
  /^package(-lock)?\.json$/,
@@ -41,8 +48,38 @@ const SKIP_FILES = [
41
48
  /^(AGENTS|CLAUDE|GEMINI)\.md$/,
42
49
  ];
43
50
 
51
+ // What the creator's own .gitignore excludes, out of a list of candidate paths.
52
+ //
53
+ // A gitignored path is the creator saying, in the file they already maintain for
54
+ // exactly this, that it is not part of the game — build output, scratch, and the
55
+ // screenshots a test run left behind. Publishing it puts it on a public URL
56
+ // under their name, which is nobody's intent.
57
+ //
58
+ // One `git check-ignore` call for the whole list rather than one per file, and
59
+ // NUL-delimited so a path with a space or a newline in it survives. A folder
60
+ // that is not a git repo (or a machine with no git) answers nothing and the
61
+ // list goes through untouched — this can only ever REMOVE files, so failing
62
+ // open is the safe direction.
63
+ export function gitIgnored(dir, rels) {
64
+ if (!rels.length) return new Set();
65
+ try {
66
+ const out = execFileSync('git', ['check-ignore', '--stdin', '-z'], {
67
+ cwd: dir,
68
+ input: `${rels.join('\0')}\0`,
69
+ encoding: 'utf8',
70
+ stdio: ['pipe', 'pipe', 'ignore'],
71
+ });
72
+ return new Set(out.split('\0').filter(Boolean));
73
+ } catch (err) {
74
+ // Exit 1 means "nothing on the list is ignored" and is not an error; git
75
+ // still wrote an empty stdout. Anything else (no git, not a repo) lands here
76
+ // too, and the answer is the same: exclude nothing.
77
+ return new Set((err?.stdout ?? '').split('\0').filter(Boolean));
78
+ }
79
+ }
80
+
44
81
  export function collectGameFiles(dir) {
45
- const out = new Map(); // relative path → Buffer
82
+ const found = new Map(); // relative path → absolute path
46
83
  const walk = (d) => {
47
84
  for (const name of readdirSync(d)) {
48
85
  const p = join(d, name);
@@ -52,11 +89,18 @@ export function collectGameFiles(dir) {
52
89
  walk(p);
53
90
  } else {
54
91
  if (name.startsWith('.') || SKIP_FILES.some((re) => re.test(name))) continue;
55
- out.set(rel, readFileSync(p));
92
+ found.set(rel, p);
56
93
  }
57
94
  }
58
95
  };
59
96
  walk(dir);
97
+
98
+ const ignored = gitIgnored(dir, [...found.keys()]);
99
+ const out = new Map(); // relative path → Buffer
100
+ for (const [rel, p] of found) {
101
+ if (ignored.has(rel)) continue;
102
+ out.set(rel, readFileSync(p));
103
+ }
60
104
  return out;
61
105
  }
62
106
 
@@ -0,0 +1,168 @@
1
+ // Room hot-reload for `looop dev`.
2
+ //
3
+ // The room bundle (room-server.mjs) is frozen at build time and partykit runs
4
+ // it as-is, so an edit to a room-authoritative file — entity data, an override,
5
+ // a server sim, a manifest — reaches the client (page reload) but not the room
6
+ // unless something rebuilds it. This module is that something: a poll watcher
7
+ // over the bundle's actual inputs plus the room-shaped game trees, and a
8
+ // reloader that rebuilds and restarts the partykit child on change.
9
+ //
10
+ // Restarting the child drops the room's in-memory world on purpose: the state
11
+ // was seeded from pre-edit files, and the page reload the static watcher
12
+ // already fires makes the next join reseed from the fresh ones. A rebuild that
13
+ // FAILS must never take the working room down with it — the creator gets the
14
+ // old room and a loud message, not a dead stack.
15
+ import { readdirSync, statSync } from 'node:fs';
16
+ import { extname, join } from 'node:path';
17
+
18
+ // Extensions that can be a room input when watching a whole dir. Explicit
19
+ // files (bundle metafile inputs) are watched regardless of extension.
20
+ const ROOM_EXTS = new Set(['.js', '.mjs', '.json', '.wasm']);
21
+
22
+ function snapshot(files, dirs) {
23
+ const out = new Map();
24
+ for (const f of files) {
25
+ try {
26
+ out.set(f, statSync(f).mtimeMs);
27
+ } catch {
28
+ out.set(f, -1); // a vanished input is a change too
29
+ }
30
+ }
31
+ const walk = (dir) => {
32
+ let names;
33
+ try {
34
+ names = readdirSync(dir);
35
+ } catch {
36
+ return; // the tree may not exist yet — its first file appearing is a change
37
+ }
38
+ for (const name of names) {
39
+ if (name.startsWith('.') || name === 'node_modules') continue;
40
+ const p = join(dir, name);
41
+ let st;
42
+ try {
43
+ st = statSync(p);
44
+ } catch {
45
+ continue;
46
+ }
47
+ if (st.isDirectory()) walk(p);
48
+ else if (ROOM_EXTS.has(extname(name).toLowerCase())) out.set(p, st.mtimeMs);
49
+ }
50
+ };
51
+ for (const d of dirs) walk(d);
52
+ return out;
53
+ }
54
+
55
+ function differs(a, b) {
56
+ if (a.size !== b.size) return true;
57
+ for (const [k, v] of a) if (b.get(k) !== v) return true;
58
+ return false;
59
+ }
60
+
61
+ export function createFileWatcher({ files = [], dirs = [], intervalMs = 400, onChange = null }) {
62
+ // Two independent baselines: the explicit file list (which setFiles swaps
63
+ // between rebuilds) and the dir walk (which setFiles must never touch). One
64
+ // merged map couldn't tell a dropped input apart from a dir-walk entry.
65
+ let watchedFiles = [...files];
66
+ const watchedDirs = [...dirs];
67
+ let fileSnap = snapshot(watchedFiles, []);
68
+ let dirSnap = snapshot([], watchedDirs);
69
+ const oneShots = [];
70
+ const timer = setInterval(() => {
71
+ const nextFiles = snapshot(watchedFiles, []);
72
+ const nextDirs = snapshot([], watchedDirs);
73
+ if (differs(fileSnap, nextFiles) || differs(dirSnap, nextDirs)) {
74
+ fileSnap = nextFiles;
75
+ dirSnap = nextDirs;
76
+ while (oneShots.length) oneShots.pop()();
77
+ // Fire-and-forget on purpose, but a rejection out of the handler must
78
+ // not become an unhandled rejection that takes the dev stack down.
79
+ try {
80
+ Promise.resolve(onChange?.()).catch(() => {});
81
+ } catch {
82
+ /* handler threw synchronously — the handler owns its own reporting */
83
+ }
84
+ }
85
+ }, intervalMs);
86
+ timer.unref();
87
+ return {
88
+ setFiles(next) {
89
+ // Swap the file LIST without rebaselining mtimes: an edit that landed
90
+ // after the last poll (mid-rebuild, before this call) must still diff
91
+ // on the next tick. Only genuinely new paths get a fresh stat; entries
92
+ // already tracked keep their last-observed mtime.
93
+ const merged = new Map();
94
+ for (const f of next) {
95
+ if (fileSnap.has(f)) merged.set(f, fileSnap.get(f));
96
+ else merged.set(f, snapshot([f], []).get(f));
97
+ }
98
+ watchedFiles = [...next];
99
+ fileSnap = merged;
100
+ },
101
+ onNextChange(fn) {
102
+ oneShots.push(fn);
103
+ },
104
+ close() {
105
+ clearInterval(timer);
106
+ },
107
+ };
108
+ }
109
+
110
+ export function createRoomReloader({ build, spawnChild, killChild, log, onRebuilt = null }) {
111
+ let current = null; // { cwd, child }
112
+ let running = false;
113
+ let dirty = false;
114
+ let stopped = false;
115
+
116
+ async function onChange() {
117
+ if (stopped) return;
118
+ if (running) {
119
+ dirty = true;
120
+ return;
121
+ }
122
+ running = true;
123
+ try {
124
+ do {
125
+ dirty = false;
126
+ let built;
127
+ try {
128
+ built = await build();
129
+ } catch (err) {
130
+ log(`✗ room rebuild failed — the running room still serves your PREVIOUS code:\n${err.message}`);
131
+ continue;
132
+ }
133
+ // stop() may race any await in here (`looop test` tearing the stack
134
+ // down, SIGINT): once stopped, spawning would leak a detached room
135
+ // child forever. The check must repeat AFTER the kill too — killChild
136
+ // waits for the child's exit and can take seconds (SIGTERM, then the
137
+ // SIGKILL escalation), which is the widest window a stop() can land in.
138
+ if (stopped) return;
139
+ try {
140
+ await killChild(current.child);
141
+ if (stopped) return;
142
+ const child = spawnChild(built.cwd);
143
+ current = { cwd: built.cwd, child };
144
+ } catch (err) {
145
+ log(`✗ room restart failed — fix the cause, then edit any room file to retry:\n${err.message}`);
146
+ continue;
147
+ }
148
+ onRebuilt?.(built);
149
+ log('→ room server rebuilt and restarted (room state reseeds on the next join)');
150
+ } while (dirty && !stopped);
151
+ } finally {
152
+ running = false;
153
+ }
154
+ }
155
+
156
+ return {
157
+ attach(cwd, child) {
158
+ current = { cwd, child };
159
+ },
160
+ onChange,
161
+ stop() {
162
+ stopped = true;
163
+ },
164
+ get current() {
165
+ return current;
166
+ },
167
+ };
168
+ }
@@ -24,7 +24,7 @@
24
24
  // `rooms-runtime.js`, because the publish endpoint is a Worker with no bundler.
25
25
  // Same seam, two deliveries.)
26
26
  import { existsSync, mkdirSync, rmSync, writeFileSync } from 'node:fs';
27
- import { dirname, join, relative } from 'node:path';
27
+ import { dirname, isAbsolute, join, relative } from 'node:path';
28
28
  import { pathToFileURL } from 'node:url';
29
29
  import {
30
30
  assertNoOverrideCycle,
@@ -141,8 +141,11 @@ function renderEntry(primitives, entityComponents) {
141
141
  ].join('\n');
142
142
  }
143
143
 
144
- // → the cwd to run partykit in. The engine's stock room server when the game has
145
- // no primitives of its own; a freshly-built one when it does.
144
+ // → `{ cwd, inputs }`: the cwd to run partykit in the engine's stock room
145
+ // server when the game has no primitives of its own, a freshly-built one when
146
+ // it does — plus the absolute paths of every file bundled into it. The room
147
+ // bundle is frozen at build time, so `inputs` is what dev watches to know the
148
+ // running room no longer matches the files on disk.
146
149
  //
147
150
  // Throws if the primitives dir is malformed (e.g. a hand-written index.js) —
148
151
  // dev must not quietly serve a room that is missing the creator's code.
@@ -157,7 +160,7 @@ export async function buildDevRoomServer({ projectDir, engine, esbuildImpl }) {
157
160
  // loading. The mount is unconditional (dev.mjs), so the cleanup has to be too.
158
161
  rmSync(join(projectDir, DEV_ROOM_SERVER_DIR), { recursive: true, force: true });
159
162
  rmSync(join(projectDir, DEV_OVERRIDES_DIR), { recursive: true, force: true });
160
- return engine.roomServerDir;
163
+ return { cwd: engine.roomServerDir, inputs: [] };
161
164
  }
162
165
  assertNoOverrideCycle(primitives, projectDir, engine.sharedDir);
163
166
 
@@ -165,7 +168,7 @@ export async function buildDevRoomServer({ projectDir, engine, esbuildImpl }) {
165
168
  const outDir = join(projectDir, DEV_ROOM_SERVER_DIR);
166
169
  mkdirSync(outDir, { recursive: true });
167
170
 
168
- await esbuild.build({
171
+ const result = await esbuild.build({
169
172
  // No entry file on disk: the barrel + subclass are fed straight in, resolved
170
173
  // against the game root, so `./overrides/...` means what it says and no
171
174
  // machine-specific absolute path can leak into the output.
@@ -184,6 +187,7 @@ export async function buildDevRoomServer({ projectDir, engine, esbuildImpl }) {
184
187
  legalComments: 'none',
185
188
  conditions: ['workerd', 'worker'],
186
189
  loader: { '.wasm': 'binary' },
190
+ metafile: true,
187
191
  absWorkingDir: projectDir,
188
192
  plugins: [
189
193
  // Shadowing, for the bundler: an override's relative imports fall through
@@ -227,7 +231,13 @@ export async function buildDevRoomServer({ projectDir, engine, esbuildImpl }) {
227
231
  rmSync(join(projectDir, DEV_OVERRIDES_DIR), { recursive: true, force: true });
228
232
  }
229
233
 
230
- return outDir;
234
+ // Metafile inputs are relative to absWorkingDir (the game root); the stdin
235
+ // entry (keyed by its `sourcefile` name, no file on disk) is excluded.
236
+ const inputs = Object.keys(result.metafile?.inputs ?? {})
237
+ .filter((p) => p !== 'looop-room-server.js' && !p.startsWith('<'))
238
+ .map((p) => (isAbsolute(p) ? p : join(projectDir, p)));
239
+
240
+ return { cwd: outDir, inputs };
231
241
  }
232
242
 
233
243
  export { isServerBacked };
@@ -149,13 +149,19 @@ export function createStaticServer({
149
149
 
150
150
  function serveHtml(res, fsPath, urlPath, query) {
151
151
  let html = readFileSync(fsPath, 'utf8');
152
- const baseDir = join(fsPath, '..');
153
- html = rewriteHtmlScripts(html, { baseDir, resolveUrl });
152
+ html = rewriteHtmlScripts(html, { baseUrl: urlPath, resolveUrl });
154
153
  // Mirror the production /g/<slug> entry injection — only when the resolved
155
154
  // engine actually ships the platform layer (transition shim, same as
156
155
  // dev_server.py _engine_has_platform).
157
- if (resolveUrl(PLATFORM_URL)) {
158
- const m = /^\/games\/([^/]+)\//.exec(urlPath);
156
+ //
157
+ // Only a GAME entry is injected, which is what production does: /g/<slug> is
158
+ // the only page that gets the platform layer there. Injecting it into every
159
+ // HTML file the dev server happens to serve puts the boot gate, the loading
160
+ // curtain and the M-key menu on top of pages that are not games and cannot
161
+ // satisfy them — the shared inspector page (/shared/ui/inspector/) renders
162
+ // its stage underneath a curtain waiting for an identity it never asked for.
163
+ const m = /^\/games\/([^/]+)\//.exec(urlPath);
164
+ if (m && resolveUrl(PLATFORM_URL)) {
159
165
  // ?as=<name>: a distinct dev identity for this tab. The room dedups
160
166
  // same-account connections even for unverified dev claims, so two tabs
161
167
  // as the constant dev identity evict each other — ?as= is how a human
@@ -165,7 +171,7 @@ export function createStaticServer({
165
171
  const tabIdentity = as
166
172
  ? { userId: `dev-local-${as}`, name: as, color: '#f472b6' }
167
173
  : identity;
168
- html = injectHeadTags(html, m ? m[1] : null, tabIdentity ? { identity: tabIdentity } : {});
174
+ html = injectHeadTags(html, m[1], tabIdentity ? { identity: tabIdentity } : {});
169
175
  }
170
176
  if (injectReload) {
171
177
  html = html.includes('</body>') ? html.replace('</body>', RELOAD_CLIENT + '</body>') : html + RELOAD_CLIENT;
@@ -173,11 +179,11 @@ export function createStaticServer({
173
179
  sendBody(res, 200, html, MIME['.html']);
174
180
  }
175
181
 
176
- function serveJs(res, fsPath) {
182
+ function serveJs(res, fsPath, urlPath) {
177
183
  const raw = readFileSync(fsPath);
178
184
  let body;
179
185
  try {
180
- body = rewriteJsImports(raw.toString('utf8'), { baseDir: join(fsPath, '..'), resolveUrl });
186
+ body = rewriteJsImports(raw.toString('utf8'), { baseUrl: urlPath, resolveUrl });
181
187
  } catch {
182
188
  body = raw;
183
189
  }
@@ -244,7 +250,7 @@ export function createStaticServer({
244
250
  const ext = extname(fsPath).toLowerCase();
245
251
  try {
246
252
  if (ext === '.html') return serveHtml(res, fsPath, urlPath, reqUrl.searchParams);
247
- if (ext === '.js' || ext === '.mjs') return serveJs(res, fsPath);
253
+ if (ext === '.js' || ext === '.mjs') return serveJs(res, fsPath, urlPath);
248
254
  sendBody(res, 200, readFileSync(fsPath), MIME[ext] ?? 'application/octet-stream');
249
255
  } catch {
250
256
  res.writeHead(500, { 'Content-Type': 'text/plain' });
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@looop-games/cli",
3
- "version": "0.1.24",
3
+ "version": "0.1.26",
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",