@looop-games/cli 0.1.32 → 0.1.34
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 +21 -0
- package/lib/dev.mjs +1 -0
- package/lib/room-server.mjs +13 -1
- package/lib/static-server.mjs +89 -1
- package/lib/test-cmd.mjs +22 -7
- package/package.json +1 -1
package/CHANGELOG.md
CHANGED
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@@ -14,6 +14,27 @@ Versions: [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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## [0.1.34] - 2026-09-02
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### Fixed
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- `looop test` on Windows no longer discovers and runs the engine's own scaffold smokes from `node_modules` (or anything under `overrides/` and dot-folders). The gate could never go green there because those smokes always failed; it now runs only your game's tests, as on macOS and Linux. A test filter typed as `sub/depth` also matches on Windows now.
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- `looop dev`, `looop test` and `looop publish` on Windows no longer fail with `Could not resolve "./entitiessaucer.js"` when a game has entity kinds: the generated room module now writes import paths with forward slashes whichever engine version produced them.
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## [0.1.33] - 2026-08-27
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### Added
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- **The dev server now carries an agent inbox** — `POST /__looop/agent-inbox`.
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Dev tools in the running game (starting with the Performance tool's "Send to
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agent" button) can ship a JSON report out of the browser; it lands as one
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file under your game's `.looop/agent-inbox/` and prints one line in the
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`looop dev` terminal. That folder is where your agent looks when you send it
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something from inside the game — it ignores itself in git, so reports never
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clutter `git status`. Only pages served by your own dev server can write to
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it (cross-origin posts from other websites are refused), and single reports
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are capped at 2 MB. There's no cleanup/rotation yet — reports are small and
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yours to delete.
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## [0.1.32] - 2026-08-23
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### Fixed
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package/lib/dev.mjs
CHANGED
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@@ -145,6 +145,7 @@ export async function dev({ cwd = process.cwd(), port, noMp = process.env.NO_MP
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const staticServer = createStaticServer({
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slug: project.slug,
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projectDir: project.dir, // answers /__looop/whoami — see ports.mjs
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log, // agent-inbox report lines ride the dev logger
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mounts: [
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{ url: `/games/${project.slug}/`, dir: project.dir },
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{ url: '/shared/', dir: generatedOverridesDir },
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package/lib/room-server.mjs
CHANGED
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@@ -155,7 +155,19 @@ export function renderEntityComponents(components) {
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// generated entry to wrap. Kept as one function so the kind-aliasing, the
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// `./world.js` root convention, and the assemble→lower call can never drift
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// between the dev and publish builds.
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-
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// A relative path with forward slashes whichever host produced it.
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const posixPath = (p) => p.split('\\').join('/');
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function renderV2Preamble(raw) {
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// Kind modules are game-relative paths the engine relativized on the
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// creator's machine. An engine whose framework build predates the
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// forward-slash fix emits them with the host separator, so on Windows they
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// arrive as `entities\saucer.js`. Dropped raw into a string literal, `\s` is
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// an escape sequence and esbuild looks for `./entitiessaucer.js`. The CLI and
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// the engine ship separately, so a fixed CLI on an unfixed engine is a real
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// pairing; import specifiers and the URLs the client's kind loader builds
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// from the embedded skeleton are always forward-slash, so normalize both.
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const skeleton = { ...raw, kinds: raw.kinds.map((k) => ({ ...k, module: posixPath(k.module) })) };
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const imports = skeleton.kinds.map(
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(k, i) => `import { ${k.name} as K${i} } from './${k.module}';`,
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);
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package/lib/static-server.mjs
CHANGED
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@@ -10,7 +10,7 @@
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// overrides dir mounts at /shared/ ahead of the bundle.
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import http from 'node:http';
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import { EventEmitter } from 'node:events';
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-
import { readdirSync, readFileSync, statSync, existsSync } from 'node:fs';
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import { readdirSync, readFileSync, statSync, existsSync, mkdirSync, writeFileSync } from 'node:fs';
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import { extname, join, normalize, sep } from 'node:path';
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import { injectHeadTags, rewriteHtmlScripts, rewriteJsImports, PLATFORM_URL, TOOLBOX_URL } from './inject.mjs';
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import { WHOAMI_PATH } from './ports.mjs';
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@@ -34,6 +34,12 @@ const RELOAD_CLIENT = `<script>
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const WATCH_EXTS = new Set(['.html', '.css', '.js', '.mjs', '.json', '.svg', '.png', '.jpg', '.jpeg', '.gif', '.webp']);
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// The toolbox → agent report channel (see handleAgentInbox below). The path is
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// a contract with the toolbox shell's ctx.toAgent(); the cap keeps a runaway
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// payload from filling the disk — reports are small JSON summaries.
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export const AGENT_INBOX_PATH = '/__looop/agent-inbox';
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const AGENT_INBOX_MAX_BYTES = 2 * 1024 * 1024;
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const MIME = {
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'.html': 'text/html; charset=utf-8',
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'.js': 'text/javascript; charset=utf-8',
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@@ -102,6 +108,7 @@ export function createStaticServer({
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injectReload = true,
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watchIntervalMs = 400,
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identity,
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log = console.log,
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// A framework-v2 game's lowered skeleton — injected into the entry HTML as an
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// import map + globalThis.__LOOOP_SKELETON__ so startGame() can boot. Null for
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// a v1 game (no bare `looop` import, no skeleton).
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@@ -234,10 +241,91 @@ export function createStaticServer({
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});
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}
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// The agent inbox — the write half of the toolbox → agent channel (project
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// note nf7zwa). A dev tool in the running game POSTs an envelope
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// ({ tool, at, payload }, stamped by the toolbox shell); it lands as ONE file
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// in <projectDir>/.looop/agent-inbox/ and prints one summary line. The file
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// is the load-bearing sink: the agent working on this game usually does NOT
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// hold the dev-server terminal, so stdout alone would be invisible to it.
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// The mailbox dir ignores itself (a `.gitignore` of `*` inside it), so
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// reports never show up in the creator's `git status` whatever repo shape
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// the game has.
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function handleAgentInbox(req, res) {
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if (req.method !== 'POST') {
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res.writeHead(405, { 'Content-Type': 'text/plain', Allow: 'POST' });
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return res.end('POST only');
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}
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// Only the page this server itself served may write. A hostile website in
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// the creator's browser can fire a no-preflight POST at localhost (a CORS
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// "simple" content-type skips the preflight, and CORS only gates reading
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// the response, never the server-side write) — and these files are later
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// read by an AI agent as trusted tool reports, so a foreign page must not
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// be able to author them. Browsers send Origin on every POST; the real
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// client is served from this server, so its Origin equals our host.
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// Non-browser callers (curl, node) send no Origin and pass — same trust
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// level as anything else already running on the creator's machine/LAN.
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const origin = req.headers.origin;
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if (origin && origin !== `http://${req.headers.host}`) {
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res.writeHead(403, { 'Content-Type': 'text/plain' });
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return res.end('cross-origin post rejected');
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}
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const chunks = [];
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let size = 0;
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let overflowed = false;
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req.on('data', (chunk) => {
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if (overflowed) return; // draining the rest so the client can read the 413
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size += chunk.length;
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if (size > AGENT_INBOX_MAX_BYTES) {
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overflowed = true;
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chunks.length = 0;
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res.writeHead(413, { 'Content-Type': 'text/plain', Connection: 'close' });
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res.end(`report too large (max ${AGENT_INBOX_MAX_BYTES} bytes)`);
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return;
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}
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chunks.push(chunk);
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});
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req.on('end', () => {
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if (overflowed) return;
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let envelope;
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try {
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envelope = JSON.parse(Buffer.concat(chunks).toString('utf8'));
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} catch {
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res.writeHead(400, { 'Content-Type': 'text/plain' });
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return res.end('body must be JSON');
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}
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// The tool id names the file — it must be a plain slug, never a path.
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const tool = envelope?.tool;
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if (typeof tool !== 'string' || !/^[a-z0-9][a-z0-9-]{0,39}$/i.test(tool)) {
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res.writeHead(400, { 'Content-Type': 'text/plain' });
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return res.end('envelope needs a tool id ([a-z0-9-])');
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}
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try {
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const inboxDir = join(projectDir, '.looop', 'agent-inbox');
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mkdirSync(inboxDir, { recursive: true });
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const selfIgnore = join(inboxDir, '.gitignore');
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if (!existsSync(selfIgnore)) writeFileSync(selfIgnore, '*\n');
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const d = new Date();
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const p = (n, w = 2) => String(n).padStart(w, '0');
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const stamp = `${d.getFullYear()}-${p(d.getMonth() + 1)}-${p(d.getDate())}-${p(d.getHours())}-${p(d.getMinutes())}-${p(d.getSeconds())}-${p(d.getMilliseconds(), 3)}`;
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let file = join(inboxDir, `${stamp}-${tool}.json`);
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for (let n = 2; existsSync(file); n += 1) file = join(inboxDir, `${stamp}-${tool}-${n}.json`);
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writeFileSync(file, JSON.stringify(envelope, null, 2) + '\n');
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log(`agent-inbox: ${tool} (${(size / 1024).toFixed(1)} KB) → ${file}`);
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sendBody(res, 200, JSON.stringify({ ok: true, file }), 'application/json');
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} catch (err) {
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res.writeHead(500, { 'Content-Type': 'text/plain' });
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res.end(`agent-inbox write failed: ${err?.message ?? err}`);
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}
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});
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}
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const server = http.createServer((req, res) => {
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const reqUrl = new URL(req.url, 'http://x');
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const urlPath = reqUrl.pathname;
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if (urlPath === '/__reload') return handleSse(res);
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// Without a projectDir there is nowhere to land a report — the route
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// simply doesn't exist (falls through to 404), same as any unknown path.
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if (urlPath === AGENT_INBOX_PATH && projectDir) return handleAgentInbox(req, res);
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// Ownership probe (ports.mjs): "whose dev server is this?". It is what lets
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// another `looop dev` — a lane, another game — tell OUR stale server (kill
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// and reclaim) from a live one that belongs to somebody else (step around,
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package/lib/test-cmd.mjs
CHANGED
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import { spawn } from 'node:child_process';
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import { existsSync, readdirSync, readFileSync } from 'node:fs';
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import { createRequire } from 'node:module';
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import { join, relative, dirname } from 'node:path';
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import nodePath, { join, relative, dirname } from 'node:path';
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import { pathToFileURL } from 'node:url';
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import { findProject, resolveEngine } from './project.mjs';
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import { dev } from './dev.mjs';
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const SKIP_DIRS = new Set(['node_modules', 'overrides']);
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// Whether a game-relative path lies under a directory discovery must ignore:
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// dependencies (the engine ships its own scaffold smokes under node_modules),
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// engine-override copies, and dot-directories. `path.relative()` returns
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// backslash-separated paths on Windows, so the split accepts both separators —
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// splitting on '/' alone yields one giant segment there and skips nothing.
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export function isSkippedPath(rel) {
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return rel.split(/[\\/]/).some((p) => SKIP_DIRS.has(p) || p.startsWith('.'));
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}
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// The game-relative path with forward slashes on every platform, so a filter
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// the creator types as `sub/depth` matches on Windows too. The path module is
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// injectable so the Windows form can be produced on any host.
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export const posixRelative = (dir, file, p = nodePath) => p.relative(dir, file).split('\\').join('/');
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// The path module is injectable for the same reason: with `path.win32` the
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// real readdir → join → relative → skip chain runs with Windows semantics
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// against real files, on any host.
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export function discoverTestFiles(dir, { path: p = nodePath } = {}) {
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const unit = [];
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const smokes = [];
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const entries = readdirSync(dir, { withFileTypes: true, recursive: true });
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for (const entry of entries) {
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if (!entry.isFile()) continue;
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const path = join(entry.parentPath, entry.name);
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const parts = rel.split('/');
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if (parts.some((p) => SKIP_DIRS.has(p) || p.startsWith('.'))) continue;
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const path = p.join(entry.parentPath, entry.name);
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if (isSkippedPath(p.relative(dir, path))) continue;
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if (entry.name.endsWith('.test.mjs')) unit.push(path);
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else if (entry.name.endsWith('.smoke.mjs')) smokes.push(path);
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}
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// milestone close and before publish (qa.md T3). With no pattern, everything
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// runs, exactly as before.
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const scoped = patterns.length > 0;
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const matches = (f) => patterns.some((p) =>
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const matches = (f) => patterns.some((p) => posixRelative(project.dir, f).includes(p));
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const unit = scoped ? all.unit.filter(matches) : all.unit;
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const smokes = scoped ? all.smokes.filter(matches) : all.smokes;
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