@looop-games/cli 0.1.26 → 0.1.28

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 +14,34 @@ 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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+ ## [0.1.28] - 2026-08-18
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+
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+ ### Added
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+ - `looop update --rc <version>` takes a specific **release candidate** — a
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+ pre-release engine (e.g. `0.2.0-rc.1`) you've been handed to test before it
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+ becomes an official release. It installs that exact version and re-pins your
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+ game to it. Candidates are unlisted: a plain `looop update` never picks one
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+ up, and they don't appear in `looop changelog`. A candidate can be re-cut
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+ under the same name while it's iterated on, so `--rc` always re-downloads it
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+ rather than trusting a cached copy.
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+
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+ ## [0.1.27] - 2026-08-09
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+
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+ ### Added
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+ - `looop dev` now injects the **dev toolbox** into every game it serves — the
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+ looop chip / `Ctrl/Cmd+Shift+L` overlay with the Inspector, your tweaks, and
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+ a link to the Assets page (see the engine changelog for what is inside). The
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+ tag is added only when your pinned engine actually ships the toolbox, so an
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+ older engine just keeps working until you `looop update`. `?_toolbox=off`
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+ hides it for a session. Published games are untouched — this exists only on
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+ your dev server.
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+
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+ ### Changed
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+ - **BREAKING** `looop inspect` is now `looop assets`.
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+ Migration: same command, same arguments — `looop assets [<id>]` opens the
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+ dev stack on the Assets page (the renamed asset inspector). The old verb is
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+ gone; "Inspector" now names the toolbox's live-world tool instead.
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+
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  ## [0.1.26] - 2026-08-07
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46
 
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  ### Added
package/bin/looop.mjs CHANGED
@@ -28,12 +28,12 @@ const HELP = `looop — build and run Looop games
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  Usage:
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  looop create <name> Bootstrap a new game folder (multiplayer works out of the box)
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  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
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+ looop assets [<id>] Browse and drive your models, sounds and assets on their own
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  looop lane <name> Open an isolated copy of the game to experiment in, safely
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  looop test Run the game's tests (*.test.mjs) and smokes (*.smoke.mjs)
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  looop lint [--fix] Check the game against the Looop rules (runs inside 'looop test')
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  looop changelog [<v>] What changed in the engine (default: everything newer than your pin)
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- looop update Move this game to the latest engine release (re-pins looop.engine)
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+ looop update [--rc <v>] Move this game to the latest engine release (--rc <v> takes a specific pre-release)
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  looop model bake <glb> Re-bake a 3D model's server-side hit data now (normally automatic)
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  looop publish [--slug <s>] Publish this game to play.looop.games (--slug for an A/B copy)
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  looop feedback Send reports + replies under notes/feedback/; pull outcomes back in
@@ -61,14 +61,14 @@ try {
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  // Keep the process alive; servers + children hold the loop open.
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  break;
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  }
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- case 'inspect': {
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- // The same dev stack `looop dev` runs, opened on the inspector. Not a
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- // second server: the inspector is a page under /shared/, which this one
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+ case 'assets': {
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+ // The same dev stack `looop dev` runs, opened on the assets page. Not a
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+ // second server: the assets page 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 { assetsPageUrl, openBrowser, itemArg } = await import('../lib/assets-page.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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+ const target = assetsPageUrl(handle.url, { item: itemArg(rest) });
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+ console.log(`\n 🔎 Assets → ${target}\n`);
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  if (!rest.includes('--no-open')) openBrowser(target);
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  const shutdown = () => {
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  handle.stop();
@@ -104,9 +104,15 @@ try {
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  all: rest.includes('--all'),
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  });
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  break;
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- case 'update':
108
- await update();
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+ case 'update': {
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+ // `--rc <version>` takes an exact release candidate by reference (a
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+ // pre-release you were handed); no flag → the normal newest-stable update.
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+ const rcIdx = rest.indexOf('--rc');
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+ const target = rcIdx >= 0 ? rest[rcIdx + 1] : null;
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+ if (rcIdx >= 0 && !target) throw new Error('`--rc` needs a version, e.g. `looop update --rc 0.2.0-rc.1`');
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+ await update({ target });
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  break;
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+ }
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  case 'model': {
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  // `model` is the accessor for 3D-model tooling; `bake` is its first verb.
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  // Baking is normally automatic (dev/test/publish re-bake changed models);
@@ -1,9 +1,9 @@
1
- // `looop inspect` — the dev stack, opened on the asset inspector instead of the
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+ // `looop assets` — the dev stack, opened on the Assets page instead of the
2
2
  // game.
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3
  //
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- // The inspector is a served page under /shared/, not a separate server: the dev
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+ // the assets page is a served page under /shared/, not a separate server: the dev
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  // server already mounts the engine's shared tree, so there is nothing new to
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- // start and nothing to keep in sync. That also means the inspector still works
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+ // start and nothing to keep in sync. That also means the assets page still works
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  // when the game itself is broken, which is when it is most wanted.
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  //
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  // It finds the game on its own — the page asks the dev server what it is serving
@@ -13,18 +13,18 @@ import { spawn } from 'node:child_process';
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  import { existsSync } from 'node:fs';
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  import { join } from 'node:path';
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15
 
16
- export const INSPECTOR_PATH = '/shared/ui/inspector/';
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+ export const ASSETS_PAGE_PATH = '/shared/ui/assets/';
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17
 
18
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  // Built from the dev server's OWN url rather than an assumed localhost:8000: a
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19
  // lane runs on its own port base and 8000 may belong to somebody else's server,
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- // and an inspector opened on the wrong port inspects the wrong game — or none.
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- export function inspectorUrl(gameUrl, { item } = {}) {
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+ // and an assets page opened on the wrong port inspects the wrong game — or none.
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+ export function assetsPageUrl(gameUrl, { item } = {}) {
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22
  const base = new URL(gameUrl);
23
23
  const q = item ? `?_item=${encodeURIComponent(item)}` : '';
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- return `${base.origin}${INSPECTOR_PATH}${q}`;
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+ return `${base.origin}${ASSETS_PAGE_PATH}${q}`;
25
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  }
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26
 
27
- // Does this game have anything for the inspector to show?
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+ // Does this game have anything for the assets page to show?
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  //
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  // The whole answer is `assets.js`, because the list IS the declaration — nothing
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  // walks the folder looking for files any more. So this is the same question as
@@ -33,15 +33,15 @@ export function inspectorUrl(gameUrl, { item } = {}) {
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  // points at is then invisible exactly when it would have helped.
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  //
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  // The file's CONTENTS are not read. A registry that declares nothing, or one
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- // that throws on import, is a case the inspector page itself reports far better
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+ // that throws on import, is a case the assets page itself reports far better
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37
  // than a banner line could — and reading it here would mean the dev server
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  // evaluating game code to decide how to print a URL.
39
- export function hasInspectableAssets(projectDir) {
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+ export function hasDeclaredAssets(projectDir) {
40
40
  return !!projectDir && existsSync(join(projectDir, 'assets.js'));
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41
  }
42
42
 
43
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  // Flags that take a VALUE, so the value is not mistaken for the asset name.
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- // `looop inspect --port 8210` is two argv entries, and reading "the first
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+ // `looop assets --port 8210` is two argv entries, and reading "the first
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45
  // argument that is not a flag" turns 8210 into the thing to open — on the one
46
46
  // command whose entire job is opening the right asset.
47
47
  const VALUED_FLAGS = new Set(['--port']);
package/lib/changelog.mjs CHANGED
@@ -24,13 +24,32 @@ const RULE = '─'.repeat(64);
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24
  // Semver by NUMBER. String order would put 0.1.9 after 0.1.10 and quietly show
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25
  // the wrong set — the kind of bug nobody notices until a release is missing
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  // from someone's update.
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+ //
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+ // Release candidates carry a pre-release suffix (`0.2.0-rc.1`); a game pinned to
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+ // one still asks this to compare versions (e.g. `looop changelog` filters by the
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+ // pin). Standard semver precedence: a pre-release ranks just BELOW its release
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+ // (`0.2.0-rc.1` < `0.2.0`), and two pre-releases of the same core order by their
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+ // suffix. Without this the raw `split('.').map(Number)` produced NaN and silently
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+ // mis-ranked every suffixed version.
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34
  export function compareVersions(a, b) {
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- const pa = a.split('.').map(Number);
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- const pb = b.split('.').map(Number);
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+ const parse = (v) => {
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+ const s = String(v);
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+ const dash = s.indexOf('-');
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+ const core = dash < 0 ? s : s.slice(0, dash);
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+ const pre = dash < 0 ? '' : s.slice(dash + 1);
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+ return { nums: core.split('.').map(Number), pre };
41
+ };
42
+ const A = parse(a);
43
+ const B = parse(b);
30
44
  for (let i = 0; i < 3; i++) {
31
- if ((pa[i] ?? 0) !== (pb[i] ?? 0)) return (pa[i] ?? 0) > (pb[i] ?? 0) ? 1 : -1;
45
+ if ((A.nums[i] ?? 0) !== (B.nums[i] ?? 0)) return (A.nums[i] ?? 0) > (B.nums[i] ?? 0) ? 1 : -1;
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46
  }
33
- return 0;
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+ // Same numeric core: a release outranks its pre-releases; two pre-releases
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+ // order lexically by suffix (a stable, total order — the label is opaque).
49
+ if (A.pre === B.pre) return 0;
50
+ if (!A.pre) return 1;
51
+ if (!B.pre) return -1;
52
+ return A.pre < B.pre ? -1 : 1;
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53
  }
35
54
 
36
55
  export function selectReleases(releases, { pinned, version, all } = {}) {
package/lib/dev.mjs CHANGED
@@ -20,7 +20,7 @@ import { resolvePorts, portInUse, killPort, lanIp } from './ports.mjs';
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20
  import { assertNoInertOverride, scanPrimitives } from './primitives.mjs';
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21
  import { buildDevRoomServer, DEV_OVERRIDES_DIR } from './room-server.mjs';
22
22
  import { createFileWatcher, createRoomReloader } from './room-reload.mjs';
23
- import { hasInspectableAssets, inspectorUrl } from './inspect.mjs';
23
+ import { hasDeclaredAssets, assetsPageUrl } from './assets-page.mjs';
24
24
 
25
25
  // Resolve the partykit CLI entry from OUR dependencies (the game never
26
26
  // declares partykit; it rides @looop-games/cli). partykit's `exports` map hides
@@ -287,8 +287,8 @@ export async function dev({ cwd = process.cwd(), port, noMp = process.env.NO_MP
287
287
  // Only when this game declares assets (inspect.mjs). A line printed on every
288
288
  // single boot is a line nobody reads by the third one, and the tool it points
289
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)`);
290
+ if (hasDeclaredAssets(project.dir)) {
291
+ log(` 🔍 ${assetsPageUrl(url)} (your models, sounds and assets, one at a time)`);
292
292
  }
293
293
  log('────────────────────────────────────────────────────────────');
294
294
 
package/lib/engine.mjs CHANGED
@@ -122,7 +122,11 @@ export async function ensureEngine(
122
122
 
123
123
  const cache = cacheDir();
124
124
  const cached = join(cache, `engine-${pin}.tgz`);
125
- if (!existsSync(cached)) {
125
+ // A release candidate (a `-suffix` pin) is MUTABLE — the same label can be
126
+ // re-cut with new bytes — so its cache entry can be stale. Always re-download
127
+ // a candidate; the content-addressed stable releases are safe to cache forever.
128
+ const isCandidate = pin.includes('-');
129
+ if (!existsSync(cached) || isCandidate) {
126
130
  log(`Downloading engine ${pin} from ${apiBase}…`);
127
131
  const dlUrl = `${apiBase}/api/creator/engine/${pin}`;
128
132
  let res = await fetchImpl(dlUrl, { headers: auth });
package/lib/inject.mjs CHANGED
@@ -14,6 +14,11 @@ import { dirname } from 'node:path';
14
14
  export const DEV_IDENTITY = { userId: 'dev-local-user', name: 'Dev', color: '#38bdf8' };
15
15
 
16
16
  export const PLATFORM_URL = '/shared/platform/platform.js';
17
+ // The dev toolbox — injected ONLY here, never by the production serve path
18
+ // (builder/functions/_shared/serve-identity.ts). That separation is the gate
19
+ // that keeps a dev surface off published pages: the production injector never
20
+ // names this module, so there is nothing to strip and nothing to trust.
21
+ export const TOOLBOX_URL = '/shared/ui/toolbox/toolbox.js';
17
22
 
18
23
  // JSON safe for an inline <script>: `<` → < so a value containing
19
24
  // "</script>" can't terminate the script early.
@@ -21,13 +26,22 @@ function jsJson(value) {
21
26
  return JSON.stringify(value).replaceAll('<', '\\u003c');
22
27
  }
23
28
 
24
- export function injectHeadTags(html, slug, { identity = DEV_IDENTITY, platformUrl = PLATFORM_URL } = {}) {
29
+ export function injectHeadTags(html, slug, { identity = DEV_IDENTITY, platformUrl = PLATFORM_URL, toolbox = false, toolboxUrl = TOOLBOX_URL } = {}) {
25
30
  const parts = [];
26
31
  if (slug) parts.push(`<script>window.GAME_SLUG = ${jsJson(slug)};</script>`);
27
32
  parts.push(`<script>window.LOOOP_IDENTITY = ${jsJson(identity)};</script>`);
28
33
  parts.push(
29
34
  `<script type="module">import { installPlatform } from "${platformUrl}"; installPlatform();</script>`,
30
35
  );
36
+ // Dev-only, opt-in per request: the server sets `toolbox` only when the
37
+ // resolved engine bundle carries the module (inject-if-present), so an older
38
+ // pinned engine under a newer CLI never gets a 404ing tag. Behind the
39
+ // platform tag — the boot gate's error handlers come up first.
40
+ if (toolbox) {
41
+ parts.push(
42
+ `<script type="module">import { ensureToolbox } from "${toolboxUrl}"; ensureToolbox();</script>`,
43
+ );
44
+ }
31
45
  const inject = '\n ' + parts.join('\n ');
32
46
  const m = /<head[^>]*>/i.exec(html);
33
47
  if (m) return html.slice(0, m.index + m[0].length) + inject + html.slice(m.index + m[0].length);
@@ -12,7 +12,7 @@ import http from 'node:http';
12
12
  import { EventEmitter } from 'node:events';
13
13
  import { readdirSync, readFileSync, statSync, existsSync } from 'node:fs';
14
14
  import { extname, join, normalize, sep } from 'node:path';
15
- import { injectHeadTags, rewriteHtmlScripts, rewriteJsImports, PLATFORM_URL } from './inject.mjs';
15
+ import { injectHeadTags, rewriteHtmlScripts, rewriteJsImports, PLATFORM_URL, TOOLBOX_URL } from './inject.mjs';
16
16
  import { WHOAMI_PATH } from './ports.mjs';
17
17
 
18
18
  const RELOAD_CLIENT = `<script>
@@ -158,7 +158,7 @@ export function createStaticServer({
158
158
  // the only page that gets the platform layer there. Injecting it into every
159
159
  // HTML file the dev server happens to serve puts the boot gate, the loading
160
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
161
+ // satisfy them — the shared inspector page (/shared/ui/assets/) renders
162
162
  // its stage underneath a curtain waiting for an identity it never asked for.
163
163
  const m = /^\/games\/([^/]+)\//.exec(urlPath);
164
164
  if (m && resolveUrl(PLATFORM_URL)) {
@@ -171,7 +171,11 @@ export function createStaticServer({
171
171
  const tabIdentity = as
172
172
  ? { userId: `dev-local-${as}`, name: as, color: '#f472b6' }
173
173
  : identity;
174
- html = injectHeadTags(html, m[1], tabIdentity ? { identity: tabIdentity } : {});
174
+ // The toolbox rides only when the resolved engine carries it — an older
175
+ // pinned engine gets no 404ing tag (it gains the toolbox at `looop
176
+ // update`). Per-request, so a bundle swap mid-session is honoured.
177
+ const toolbox = !!resolveUrl(TOOLBOX_URL);
178
+ html = injectHeadTags(html, m[1], { ...(tabIdentity ? { identity: tabIdentity } : {}), toolbox });
175
179
  }
176
180
  if (injectReload) {
177
181
  html = html.includes('</body>') ? html.replace('</body>', RELOAD_CLIENT + '</body>') : html + RELOAD_CLIENT;
package/lib/update.mjs CHANGED
@@ -80,6 +80,8 @@ export async function update({
80
80
  ensure = ensureEngine,
81
81
  reconcile = reconcileAgentSurface,
82
82
  syncCliFn = syncCli,
83
+ // `looop update --rc <version>` — take an EXACT release candidate by reference.
84
+ target = null,
83
85
  } = {}) {
84
86
  const project = findProject(cwd);
85
87
  const from = readEnginePin(project.dir);
@@ -91,6 +93,64 @@ export async function update({
91
93
  if (!getToken()) throw new Error('login did not produce a token — run `looop login` and retry.');
92
94
  }
93
95
 
96
+ // ── Release-candidate lane ────────────────────────────────────────────────
97
+ // A candidate (`--rc 0.2.0-rc.1`) is UNLISTED: it never appears in `latest` or
98
+ // `looop changelog`, so this lane bypasses the newest-stable comparison and
99
+ // installs the named version directly. Its changelog and any migration notes
100
+ // ship INSIDE the engine tarball (the docs the agent reads), not through the
101
+ // version-crossing callout the stable lane prints. syncCli runs FIRST for the
102
+ // same reason it does below — its npm install would prune the engine if it ran
103
+ // after the engine landed.
104
+ if (target) {
105
+ // Validate the version shape BEFORE anything mutates the repo. syncCli's npm
106
+ // install below prunes the engine, so a typo caught only after that point
107
+ // would leave the game engine-less on a bad pin. This mirrors the platform's
108
+ // ENGINE_VERSION_WITH_PRERELEASE_OK; a well-formed but unknown/removed
109
+ // candidate is still caught below by restoring the pin on a failed download.
110
+ if (!/^\d+\.\d+\.\d+(-[0-9A-Za-z][0-9A-Za-z.-]*)?$/.test(target)) {
111
+ throw new Error(`\`--rc\` needs a valid engine version like 0.2.0-rc.1 — got "${target}".`);
112
+ }
113
+ let cli;
114
+ try {
115
+ cli = await syncCliFn({ projectDir: project.dir, log });
116
+ } catch (err) {
117
+ cli = { updated: false, error: err };
118
+ }
119
+ writeEnginePin(project.dir, target);
120
+ let engine;
121
+ try {
122
+ engine = await ensure(project.dir, { apiBase, log, fetchImpl });
123
+ } catch (err) {
124
+ // The candidate didn't download (a typo that still parsed, or one that was
125
+ // since removed). Restore the previous pin so the game isn't left pointing
126
+ // at a version that doesn't exist — the engine may have been pruned by the
127
+ // CLI install above, but is recoverable by a normal `looop dev`/`update` on
128
+ // the restored pin. A game with no prior pin keeps none.
129
+ if (from) writeEnginePin(project.dir, from);
130
+ throw err;
131
+ }
132
+ const engineDir = engine.dir ?? null;
133
+ log('');
134
+ log(`✅ Engine candidate installed: ${from ?? '(none)'} → ${engine.version}`);
135
+
136
+ const surface = engineDir ? reconcile(project.dir, engineDir, { log }) : { skipped: true };
137
+ if (!surface.skipped) report(log, surface.engineVersion ?? target, surface);
138
+
139
+ if (cli?.error) {
140
+ log('');
141
+ log(` The looop command could not be updated (${cli.error.message}).`);
142
+ log(' Retry with: npm update @looop-games/cli');
143
+ } else {
144
+ reportCli(log, cli);
145
+ }
146
+
147
+ log('');
148
+ log(' This is a pre-release candidate — its changelog and any migration');
149
+ log(' notes ship inside the engine (read the handbook / engine docs), not');
150
+ log(' via `looop changelog`. Republish (`npx looop publish`) when ready.');
151
+ return { from, to: engine.version, updated: from !== engine.version, surface, crossed: null, cli, candidate: true };
152
+ }
153
+
94
154
  const res = await fetchImpl(`${apiBase}/api/creator/engine`, {
95
155
  headers: { Authorization: `Bearer ${getToken()}` },
96
156
  });
@@ -143,27 +203,41 @@ export async function update({
143
203
  let engineDir = null;
144
204
  let updated = false;
145
205
 
146
- if (from === latest) {
147
- // Reconcile anyway. A repo can sit on the latest engine and STILL have an
148
- // out-of-date surface: one scaffolded before this mechanism existed has
149
- // never had its skills adopted, and would otherwise wait forever for a
150
- // release it already has.
206
+ // Forward-only: `looop update` moves a game to `latest` only when `latest` is
207
+ // actually NEWER than the pin. It never moves a game that is already on latest
208
+ // OR ahead of it the latter is real now that release candidates exist: a
209
+ // testbed pinned to `0.2.0-rc.3` while the newest stable is `0.1.10` must not
210
+ // be silently DOWNGRADED to 0.1.10 (which would break every 0.2.0 API it uses)
211
+ // just because the plain `update` was run out of habit. `--rc` is the lane that
212
+ // moves onto a candidate; the stable lane only ever moves forward.
213
+ const cmp = from ? compareVersions(from, latest) : -1;
214
+ if (cmp >= 0) {
215
+ // On latest, or ahead of it on a pre-release. Reconcile the surface anyway —
216
+ // a repo can sit on the right engine with a STILL out-of-date surface (one
217
+ // scaffolded before this mechanism existed never had its skills adopted) —
218
+ // but never rewrite the pin.
219
+ const label = from ?? latest;
220
+ const ahead = cmp > 0;
151
221
  try {
152
222
  engineDir = resolveEngine(project.dir).dir;
153
- log(`✅ Engine ${latest} — already up to date.`);
223
+ log(
224
+ ahead
225
+ ? `✅ Engine ${label} — a pre-release ahead of the latest release (${latest}); not downgrading.`
226
+ : `✅ Engine ${label} — already up to date.`,
227
+ );
154
228
  } catch {
155
- // Pinned to the latest, but NOT on disk. The pin is a claim about what this
156
- // game runs; node_modules is the truth, and they disagree — because a plain
157
- // `npm install` (the creator's own, or ours above) prunes the engine, which
158
- // npm never recorded. "Already up to date" while the engine is missing is a
159
- // lie that leaves every engine-reading command broken, and re-running update
160
- // could never fix it. Put it back — from the local cache, so this is fast and
161
- // works offline.
162
- log(`Engine ${latest} is pinned but missing from node_modules — reinstalling it.`);
229
+ // Pinned to this version, but NOT on disk. The pin is a claim about what
230
+ // this game runs; node_modules is the truth, and they disagree — because a
231
+ // plain `npm install` (the creator's own, or ours above) prunes the engine,
232
+ // which npm never recorded. "Already up to date" while the engine is missing
233
+ // is a lie that leaves every engine-reading command broken, and re-running
234
+ // update could never fix it. Put it back — from the local cache, so this is
235
+ // fast and works offline.
236
+ log(`Engine ${label} is pinned but missing from node_modules — reinstalling it.`);
163
237
  const engine = await ensure(project.dir, { apiBase, log, fetchImpl });
164
238
  engineDir = engine.dir ?? null;
165
239
  log('');
166
- log(`✅ Engine ${latest} — restored.`);
240
+ log(`✅ Engine ${label} — restored.`);
167
241
  }
168
242
  } else {
169
243
  // Rewrite the pin first; ensureEngine honors it (download → install → pin).
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@looop-games/cli",
3
- "version": "0.1.26",
3
+ "version": "0.1.28",
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",