@looop-games/cli 0.1.30 → 0.1.31
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 +9 -0
- package/lib/dev.mjs +35 -3
- package/lib/primitives.mjs +11 -0
- package/package.json +1 -1
package/CHANGELOG.md
CHANGED
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@@ -14,6 +14,15 @@ Versions: [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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## [0.1.31] - 2026-08-21
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### Changed
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- `looop dev` no longer starts a multiplayer server for a **single-player** game.
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A game with no `config({ multiplayer: true })` runs its whole simulation in the
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browser, so the local PartyKit server was dead weight — dev now skips it and
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says so. Structural hot-reload (adding an entity/trait) still works. A
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multiplayer game is unaffected.
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## [0.1.30] - 2026-08-21
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### Fixed
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package/lib/dev.mjs
CHANGED
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@@ -17,7 +17,7 @@ import { createStaticServer } from './static-server.mjs';
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import { createLlmShim, DEFAULT_API_BASE } from './llm-shim.mjs';
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import { getToken, getApiBase } from './config.mjs';
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import { resolvePorts, portInUse, killPort, lanIp } from './ports.mjs';
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import { assertNoInertOverride, isFrameworkV2, scanPrimitives } from './primitives.mjs';
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import { assertNoInertOverride, isFrameworkV2, isSinglePlayerV2, scanPrimitives } from './primitives.mjs';
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import { buildDevRoomServer, DEV_OVERRIDES_DIR } from './room-server.mjs';
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import { createFileWatcher, createRoomReloader } from './room-reload.mjs';
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import { hasDeclaredAssets, assetsPageUrl } from './assets-page.mjs';
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@@ -151,8 +151,40 @@ export async function dev({ cwd = process.cwd(), port, noMp = process.env.NO_MP
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log(`→ static :${ports.static} (serving ${project.dir}, engine ${engine.version}, auto-reload on)`);
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// ─── multiplayer (partykit on the bundle's room code) ───
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-
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-
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// A single-player framework-v2 game (no config({ multiplayer: true })) runs its
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// authoritative sim in-process via LocalRoom — its client never opens a socket,
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// so standing up partykit here just burns a port and a workerd process. Skip it,
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// mirroring publish, which deploys no per-game room worker for the same game.
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const singlePlayer = isSinglePlayerV2({ projectDir: project.dir, skeleton: roomSkeleton });
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if (noMp || singlePlayer) {
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log(
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singlePlayer && !noMp
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? `→ multiplayer :${ports.mp} (skipped — single-player; add config({ multiplayer: true }) to enable)`
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: `→ multiplayer :${ports.mp} (skipped — NO_MP=1)`,
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);
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// No room worker, but the client still assembles its graph against the injected
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// skeleton — so a STRUCTURAL edit (new entity/trait) must rebuild the skeleton
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// and push it to the static server, or the page reloads onto a stale skeleton
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// and assembleGraph throws ("re-ran N ticks but the skeleton has M"). The full
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// partykit reloader below does this as a side effect; single-player needs a
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// stripped-down version with no child to respawn. (NO_MP on a real multiplayer
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// game has no client to serve a skeleton to, so it needs none.)
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if (singlePlayer) {
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const skelWatcher = createFileWatcher({
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files: roomInputs,
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dirs: ['entities', 'components', 'overrides/shared/ui/room'].map((d) => join(project.dir, d)),
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onChange: async () => {
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try {
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const built = await buildDevRoomServer({ projectDir: project.dir, engine });
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staticServer.setSkeleton(built.skeleton ?? null);
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skelWatcher.setFiles(built.inputs);
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} catch (err) {
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log(`[skeleton] rebuild failed — fix the error and save again: ${err.message}`);
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}
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},
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});
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servers.push({ close: () => skelWatcher.close() });
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}
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} else {
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if (tookOver && (await portInUse(ports.mp))) {
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log(`→ multiplayer :${ports.mp} (our stale server — reclaiming)`);
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package/lib/primitives.mjs
CHANGED
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@@ -166,6 +166,17 @@ export function isServerBacked(projectDir) {
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});
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}
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// VQ7M2K: a framework-v2 game is SINGLE-PLAYER unless it declares
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// config({ multiplayer: true }). A single-player game runs its authoritative sim
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// in-process (the LocalRoom transport) with no wire — so dev stands up no partykit
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// room and publish deploys no per-game room worker. The multiplayer flag lives in
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// the built skeleton's config (emitSkeleton → graph.config, default false); a game
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// with no skeleton (a v1 primitive/entity game) is never single-player in this
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// sense and keeps its room. Callers pass the skeleton they already built.
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export function isSinglePlayerV2({ projectDir, skeleton }) {
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return isFrameworkV2(projectDir) && skeleton?.config?.multiplayer !== true;
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}
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// The one cycle shadowing makes possible, caught in the creator's own words.
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//
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// A NEW primitive may subclass an engine one — that is the RECOMMENDED way to
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