@patchgg/cli 0.2.0 → 0.3.1
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/README.md +19 -29
- package/dist/cli.js +620 -442
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -23,8 +23,7 @@ pch agent install # gives your coding agent Patch's tools
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pch search "grappling hook" # something to start from: then pch remix or pch clone it, and change it
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pch new your-name/my-game # a repo with a patch.json; or pch init in a folder you have
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pch validate
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pch publish #
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pch test start your-name/my-game@0.1.0 # played on your PC in Patch Desktop, which it takes to go live
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pch publish # upload, test on your PC, your review of the footage, then live
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pch media add your-name/my-game cover.png --kind cover
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pch project update your-name/my-game --summary "One line about it"
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```
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@@ -337,37 +336,28 @@ It's advice. Nothing reads its result, nothing stops you publishing, and it does
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### From upload to live
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`pch publish` takes a release from upload to live, saying where it is in one line: **Uploading**, **Testing on your PC**, **In review**, **Live**. Running it is your yes. A browser game or a mod Patch installs (a recipe's `mode` of `browser`, `installed` or `standalone`) is played on your PC by Patch Desktop and recorded, and the flow stops once for its review: look at the footage it saved, then send the review it prints, which sends it on to Patch's review and follows it until it's live.
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```sh
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pch publish #
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pch
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pch test view patch/lantern@0.1.0 --wait # follows it until it's been played
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pch test footage patch/lantern@0.1.0 # saves its pictures, and prints where
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pch test review patch/lantern@0.1.0 --verdict pass --plays yes --harmful no \
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--summary "It starts and plays" \
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--moment "1 00:04 the title screen draws" --moment "1 00:10 a round of play"
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pch release submit patch/lantern@0.1.0 # your yes: Patch reviews it, and it goes live
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pch publish # upload, test on your PC, save the footage
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pch publish patch/lantern@0.1.0 --review pass --summary "It starts and plays" --moment "1 00:04 the title screen draws" --moment "1 00:10 a round of play"
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```
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| 3 | Failed, on a check on the PC or in its review. A version that failed can't be tested or published again |
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`pch publish` and `pch release promote` exit 0 when they leave a private draft that needs its test, since that's the usual first stop: with `--json`, `release.status` is `draft` and `next` says what to run. So a 0 from them doesn't mean published, as a release in review doesn't either. `pch release submit` exits 5 with `test_first` or `test_not_passed` until it has passed, and `pch publish` with `test_not_passed` for a draft whose test hasn't. Both exit 3 with `files_failed` when the file checks stop it, as `pch test start` does. Each error has what to run in `details.next`.
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- A review needs `pass` or `fail`, a summary, and at least two moments you saw, with at least one from each run: `"<run> <mm:ss> <what you saw>"`, with the time on a frame. Add `--harmful` if it does anything harmful, which fails it.
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- Patch Desktop has to be open and signed in on your PC. A test started from pch asks you to press Start wherever you are in Patch Desktop, unless you've turned on "Start my agents' tests by themselves"; only one asked for from a chat in Patch Desktop starts by itself either way. What only you can do is printed as it comes up, as `needs_person` with `--json`.
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- At a terminal it follows the release until it stops; with nobody there, for 100 seconds, since an agent's shell commands get about 2 minutes. If it isn't over by then, it says so and exits 0: run `pch publish <owner/slug@version>`, as it prints, to keep following.
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- After a test that couldn't run, `pch publish <owner/slug@version> --test-again` starts another.
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- `pch test start` tries a build on your PC without publishing it, and `pch test view`, `pch test footage` and `pch test review` look at it. `pch publish <owner/slug@version>` carries it on from there once you want it out.
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- Who can see a release is said once a project, the first time it comes up, and always in `--json` as `who_can_see`. Only your team can find a release on the `private` channel, and they play it signed in. It isn't locked: anyone who has a browser game's or a block demo's game address could load it, so don't put anything secret in it.
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- A passed test shows it starts and runs, not that it plays well, so play a game yourself before its first public release. `pch guide` says how.
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- A second `pch publish` of a version that's past draft uploads nothing: a release never changes, so it says how to finish that one, or to move the version on.
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- A mod players install some other way (`workshop` or `manual`) has no test, so it goes straight to Patch's review. A staff key publishes directly.
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| Exit code | `pch publish` |
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| --------- | ------------------------------------------------------------------------------------------------------------- |
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| 0 | Live, waiting for your review of the footage, ready for a press in a chat, or still going: `stage` says which |
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| 1 | Its test couldn't run, or its repo is private: `code` and the message say what to do |
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| 3 | It failed its test or its checks. A version that failed can't be tested or published again |
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### Blocks
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