jsmdcui 0.8.0 → 0.10.1
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/CHANGELOG.md +129 -0
- package/README.md +141 -1
- package/cdp-maze.js +141 -0
- package/demos/maze.md +6 -1
- package/llm-maze.txt +94 -0
- package/package.json +7 -5
- package/runmd.mjs +20 -11
- package/runtime/help/cdp.md +5 -0
- package/runtime/help/help.md +141 -1
- package/runtime/jsplugins/cdp/cdp-server.js +26 -2
- package/runtime/jsplugins/cdp/cdp.js +55 -49
- package/runtime/jsplugins/chapter/chapter.js +2 -1
- package/runtime/jsplugins/example/example.js +2 -0
- package/single-exe/README.md +268 -45
- package/single-exe/compiled.js +11 -6
- package/single-exe/entry.mjs +4 -3
- package/single-exe/packAssets.sh +1 -1
- package/src/cui/kitty-debug.mjs +1 -1
- package/src/index.js +208 -74
- package/src/lua/engine.js +1 -4
- package/src/plugins/js-bridge.js +43 -0
- package/tests/cat-markdown.test.js +59 -0
- package/tests/compiled-runtime.test.js +8 -0
- package/tests/demo.test.js +81 -2
- package/tests/kitty-demo.md +1 -1
- package/demo.resized.jpg +0 -0
- package/src/runtime/compiled.js +0 -25
package/single-exe/README.md
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#
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- I still recommend using the methods in the root README.md
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- Bun's Android build is currently not supported
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# Bun Single-File Executable Bootstrap
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- Then run the build script like this
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Build a Bun application and its runtime assets into one executable while
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keeping the regular main module free of Bun-specific asset imports.
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```
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You can copy and adapt this build setup for your own project by changing its
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main-module path and asset list as described below.
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- Bundle an asset tree alongside the application code in one executable.
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- Keep the regular main module available to the Node.js ESM execution path.
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- Read embedded resources first with an optional external-file fallback.
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- List, extract, or bypass embedded assets with built-in CLI flags.
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- Build for the current platform or pass a Bun cross-compilation target.
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> This workflow is optional; the standard methods in the root README remain
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> available. Bun's Android build is currently not supported.
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## Quick start for jsmdcui
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From the repository root, build for the current platform:
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```shell
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bun ./src/index.js --build-exe
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./mdcui --version
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```
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`--build-exe` runs `packAssets.sh` automatically and writes the `mdcui`
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executable to the current directory. To pass a Bun compilation target, use:
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```shell
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bun ./src/index.js --build-for <target>
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```
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Any additional arguments after `--build-exe`, or after the target passed to
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`--build-for`, are forwarded to the `bun build` command:
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```shell
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bun ./src/index.js --build-exe --sourcemap
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bun ./src/index.js --build-for <target> --sourcemap
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```
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The following presence-based build constants select distribution defaults:
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- `MDCUI_DEFAULT_EDIT`: open files as editable text by default.
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- `MDCUI_DEFAULT_DEMO`: add `--demo` when launched without arguments.
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- `MDCUI_DEFAULT_DEMO_WUI`: add `--wui` when launched without arguments.
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Choose only one of these three default-mode constants for each build.
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`MDCUI_OVERWRITE_DEMO` is an optional modifier for a demo or WUI build.
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For example, build a default text editor with:
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```shell
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bun ./src/index.js --build-exe \
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--define MDCUI_DEFAULT_EDIT=true
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```
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To build a bundled terminal demo that replaces its local copy:
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```shell
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bun ./src/index.js --build-exe \
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--define MDCUI_DEFAULT_DEMO=true \
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--define MDCUI_OVERWRITE_DEMO=true
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```
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`MDCUI_DEFAULT_DEMO=true` makes an executable launched without arguments behave
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as if `--demo` was passed. `MDCUI_OVERWRITE_DEMO=true` makes every selected demo
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replace an existing local copy; it does not select a demo by itself.
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For a browser UI that automatically adds `--wui` when launched without
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arguments, use `MDCUI_DEFAULT_DEMO_WUI` instead:
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```shell
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bun ./src/index.js --build-exe \
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--define MDCUI_DEFAULT_DEMO_WUI=true \
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--define MDCUI_OVERWRITE_DEMO=true
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```
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To perform the same steps manually, run these commands from `single-exe/`:
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```shell
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bun ./packAssets.sh
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bun build --format=esm --compile --minify --bytecode ./entry.mjs --outfile=mdcui
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```
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## Adapting this folder to another project
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This folder is a reusable starting point, not a drop-in package. The current
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`entry.mjs` and `packAssets.sh` contain jsmdcui paths, so another project must
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complete the following integration steps.
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The adopting project needs Bun for packing and compiling, a `tar` command for
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`packAssets.sh`, and an ES-module setup. Keep `"type": "module"` in
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`package.json`, or rename the copied `.js` modules to `.mjs` and update their
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imports. The supported uncompiled Node path requires Node.js 20.11 or newer
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because `compiled.js` uses `import.meta.dirname`.
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`assetsHelper.js` and `compiled.js` are Node-compatible under those conditions.
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`assetsLoader.mjs` and `entry.mjs` are Bun-only and must not be imported by the
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regular Node entry path.
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### 1. Copy the bootstrap directory
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Copy the entire `single-exe/` directory to the root of the other project and
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keep its name and relative position unless you also update the paths in
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`compiled.js` and `packAssets.sh`. A typical layout is:
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```text
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my-project/
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├── single-exe/
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│ ├── assetsHelper.js
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│ ├── assetsLoader.mjs
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│ ├── compiled.js
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│ ├── entry.mjs
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│ └── packAssets.sh
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└── src/
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└── index.js
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```
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`assets.tar` is generated by `packAssets.sh`; it does not need to exist before
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the first packing step.
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### 2. Point `entry.mjs` at the main program
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Keep the asset loader as the first import and change the path passed to the
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final `await import()` so it points to the other project's real entry module:
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```js
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#!/usr/bin/env bun
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import "./assetsLoader.mjs";
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await globalThis.assetsLoaderPromise;
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await import("../src/index.js");
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```
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> **Important:** Keep the final import dynamic. Do not replace it with a static
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> `import "../src/index.js"`, because static dependencies are evaluated before
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> the asset Promise is awaited.
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Only the Bun single-file executable build should use this bootstrap entry.
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Continue to run the regular main module directly when using Node:
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```shell
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node ./src/index.js
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```
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### 3. Choose which files to embed
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Edit the resource list in `packAssets.sh`; the script runs `tar` for you. It
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changes to the project root, writes `single-exe/assets.tar`, and packs every
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listed runtime resource required by the compiled program. Paths stored in the
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archive become the lookup keys used by `assetsHelper.js`; use keys such as
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`public/app.css`, without a leading `./`. The normal `--build-exe` and
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`--build-for` flows invoke this script automatically, so you do not need to run
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`tar` yourself.
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For example:
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```sh
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#!/bin/sh
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script_dir=$(dirname "$0")
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cd "$script_dir/.." || exit 1
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tar -cvf single-exe/assets.tar public templates README.md
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```
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Do not retain jsmdcui's `demos`, `runtime`, `src/cui`, or `testapp.md` entries
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unless the adopting project actually contains and needs them.
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### 4. Read embedded assets with an external fallback
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Import the Node-compatible helpers from `assetsHelper.js`. They return `null`
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when the embedded store is unavailable or a path is not present:
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```js
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import { readFile } from "node:fs/promises";
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import { resolve } from "node:path";
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import { readInternalAssetText } from "../single-exe/assetsHelper.js";
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import { REPO_ROOT } from "../single-exe/compiled.js";
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async function readResourceText(path) {
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return readInternalAssetText(path) ??
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await readFile(resolve(REPO_ROOT, path), "utf8");
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}
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```
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In the source tree, `REPO_ROOT` is the project root. In a compiled executable,
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it is the executable's directory, which is also where `--assets-extract`
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places the external resource tree. Apply the same embedded-first fallback to
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every file that must work in both modes. Use `readInternalAssetBytes()` when
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a resource should be returned as bytes instead of decoded text.
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Use `listInternalAssetPaths()` to list embedded asset paths and
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`listInternalAssetDirs()` to list embedded directories.
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### 5. Add the optional build commands to the regular CLI
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Before normal argument parsing, call `buildEarlyExit` from the regular main
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module:
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```js
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const compiledHelper = await import("../single-exe/compiled.js").catch(() => null);
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await compiledHelper?.buildEarlyExit?.(process.argv, "my-bin");
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```
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The second argument is the output filename; it defaults to `single.exe` when
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omitted. This enables:
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```shell
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bun ./src/index.js --build-exe
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bun ./src/index.js --build-for <target>
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```
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Both commands run `packAssets.sh` before `bun build`. The second form passes
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`<target>` through as Bun's `--target=<target>` value.
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Alternatively, build manually from inside `single-exe/`:
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```shell
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bun ./packAssets.sh
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bun build --format=esm --compile --minify --bytecode ./entry.mjs --outfile=my-bin
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```
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### 6. Verify both execution paths
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Verify the compiled asset archive and then run the program normally:
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```shell
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./my-bin --assets-list
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./my-bin
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```
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Also run the uncompiled main module with Node.js 20.11 or newer to verify that
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all required files have a working external fallback:
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```shell
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node ./src/index.js
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```
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Use `./my-bin --assets-extract` to write the packed tree beside the executable.
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After extraction, `./my-bin --assets-external` skips the embedded store and is
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useful for testing the external-resource path.
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### Why `assetsLoaderPromise` is used
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A more tightly coupled ESM design could export the assets with top-level
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`await`, then make the main module import `assetsLoader.mjs` directly. This
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project deliberately does not do that because `assetsLoader.mjs` contains
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Bun's compiled-file import:
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```js
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import assets from "./assets.tar" with { type: "file" };
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```
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If the regular main module imported `assetsLoader.mjs`, that Bun-specific
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`type: "file"` dependency would enter the main module graph. Node would then be
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unable to load the program before it could select an external-file fallback.
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Instead, only Bun's `entry.mjs` imports the Bun-specific loader, awaits its
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Promise, and then dynamically imports the regular main module. The main module
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does not import the loader, inspect the Promise, or contain Bun bootstrap code.
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Under the supported Node.js 20.11+ ESM path, Node runs that clean main module
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directly with external files. The Promise is therefore an intentional
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Node-compatibility boundary inside the Bun-only bootstrap, not a failure to use
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a more modern dependency or top-level-`await` design.
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## Entry Flow
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- `entry.mjs` imports `assetsLoader.mjs` first
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- `assetsLoader.mjs` loads `assets.tar` with `Bun.Archive` and mounts it as `globalThis.internalAssets`
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- `assetsLoaderPromise` is exposed on `globalThis`
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- `entry.mjs` awaits `assetsLoaderPromise`
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- `entry.mjs` dynamically imports the main program after the assets are ready
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That keeps the main program bootable even if asset loading reports errors.
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@@ -32,6 +281,12 @@ That keeps the main program bootable even if asset loading reports errors.
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- Asset loading never rejects the bootstrap promise
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- When loading succeeds, the archive is available through `globalThis.internalAssets`
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This loader is not zero-copy: it materializes every bundled file in memory and
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keeps the resulting bytes in `globalThis.internalAssets`. Large asset archives
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can therefore increase startup and ongoing RAM usage. For workloads where that
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matters, I also wrote an experimental Linux-only zero-copy hack:
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[bun-assets-zerocopy](https://github.com/jjtseng93/bun-assets-zerocopy).
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## CLI Flags
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- `--assets-list`
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@@ -46,35 +301,3 @@ That keeps the main program bootable even if asset loading reports errors.
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301
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- Skips loading bundled assets into `globalThis.internalAssets`
|
|
47
302
|
- Forces the main program and runtime helpers to use the external file tree
|
|
48
303
|
- Keeps the bootstrap alive while leaving `internalAssets` falsy
|
|
49
|
-
|
|
50
|
-
## Adapting this folder
|
|
51
|
-
|
|
52
|
-
This single-exe folder is intended for reuse by other projects. Usually you
|
|
53
|
-
only need to edit these project-specific files first:
|
|
54
|
-
|
|
55
|
-
- `entry.mjs`
|
|
56
|
-
- `packAssets.sh`
|
|
57
|
-
|
|
58
|
-
Then the main program can import `buildEarlyExit` from `compiled.js` and call
|
|
59
|
-
it before normal CLI parsing. `--build-exe` and `--build-for <target>` will run
|
|
60
|
-
`packAssets.sh` first, so `assets.tar` is generated as part of the build flow.
|
|
61
|
-
|
|
62
|
-
```js
|
|
63
|
-
const compiledHelper = await import("./single-exe/compiled.js").catch(() => null);
|
|
64
|
-
await compiledHelper?.buildEarlyExit?.(process.argv, "my-bin");
|
|
65
|
-
```
|
|
66
|
-
|
|
67
|
-
- `--build-exe` builds with no Bun target.
|
|
68
|
-
- `--build-for <target>` passes `<target>` to `bun build --target=<target>`.
|
|
69
|
-
- The second argument is the output filename. If omitted, it defaults to `single.exe`.
|
|
70
|
-
|
|
71
|
-
The main program should also switch its repo/resource root when running as a
|
|
72
|
-
compiled binary. Use `IS_COMPILED` and `REPO_ROOT` from
|
|
73
|
-
`compiled.js`; when compiled, treat the executable directory as the repo root
|
|
74
|
-
used for external fallback files such as `static/`, `README.md`, or other files
|
|
75
|
-
packed by `packAssets.sh`.
|
|
76
|
-
|
|
77
|
-
```js
|
|
78
|
-
const compiledHelper = await import("./single-exe/compiled.js").catch(() => null);
|
|
79
|
-
const repoRoot = compiledHelper?.REPO_ROOT
|
|
80
|
-
```
|
package/single-exe/compiled.js
CHANGED
|
@@ -12,9 +12,12 @@ const SINGLE_EXE_DIR = resolve(REPO_ROOT, "single-exe");
|
|
|
12
12
|
const SINGLE_EXE_ENTRY = resolve(SINGLE_EXE_DIR, "entry.mjs");
|
|
13
13
|
|
|
14
14
|
|
|
15
|
-
export function isCompiledBinary() {
|
|
16
|
-
const
|
|
17
|
-
return Boolean(
|
|
15
|
+
export function isCompiledBinary(argv = process.argv) {
|
|
16
|
+
const entry = argv?.[1];
|
|
17
|
+
return Boolean(
|
|
18
|
+
entry?.startsWith?.("/$bunfs/") ||
|
|
19
|
+
entry?.startsWith?.("B:/~BUN")
|
|
20
|
+
);
|
|
18
21
|
}
|
|
19
22
|
|
|
20
23
|
export function getExeDirname() {
|
|
@@ -35,10 +38,11 @@ export function getDirnameFromUrl(importMetaUrl) {
|
|
|
35
38
|
return dirname(fileURLToPath(importMetaUrl));
|
|
36
39
|
}
|
|
37
40
|
|
|
38
|
-
export async function buildExecutable(target = "",build_outfile="single.exe") {
|
|
41
|
+
export async function buildExecutable(target = "",build_outfile="single.exe", bunArgs = []) {
|
|
39
42
|
|
|
40
43
|
const outfile = resolve(process.cwd(), build_outfile);
|
|
41
44
|
const normalizedTarget = String(target || "").trim();
|
|
45
|
+
const extraBunArgs = Array.from(bunArgs ?? [], String);
|
|
42
46
|
if(!globalThis.Bun || IS_COMPILED)
|
|
43
47
|
{
|
|
44
48
|
console.log("Build exe can only be run by Bun in the source tree");
|
|
@@ -68,6 +72,7 @@ export async function buildExecutable(target = "",build_outfile="single.exe") {
|
|
|
68
72
|
`--outfile=${outfile}`,
|
|
69
73
|
`--metafile-md=${outfile}.meta.md`,
|
|
70
74
|
...(normalizedTarget ? [`--target=${normalizedTarget}`] : []),
|
|
75
|
+
...extraBunArgs,
|
|
71
76
|
],
|
|
72
77
|
},
|
|
73
78
|
];
|
|
@@ -142,8 +147,8 @@ export async function buildEarlyExit(argv,build_outfile) {
|
|
|
142
147
|
console.error("Missing target value for --build-for");
|
|
143
148
|
process.exit(2);
|
|
144
149
|
}
|
|
145
|
-
process.exit(await buildExe(target,build_outfile));
|
|
150
|
+
process.exit(await buildExe(target, build_outfile, argv.slice(buildForIndex + 2)));
|
|
146
151
|
}
|
|
147
152
|
|
|
148
|
-
process.exit(await buildExe(null,build_outfile));
|
|
153
|
+
process.exit(await buildExe(null, build_outfile, argv.slice(buildExeIndex + 1)));
|
|
149
154
|
}
|
package/single-exe/entry.mjs
CHANGED
|
@@ -3,7 +3,8 @@
|
|
|
3
3
|
// 1. Injects assets to global.internalAssets
|
|
4
4
|
// as { "./path/in/tar":file.bytes() }
|
|
5
5
|
// 2. Sets global.assetsLoaderPromise
|
|
6
|
-
|
|
7
|
-
|
|
8
|
-
import "../src/index.js"
|
|
6
|
+
// 3. Starts the main program only after the assets are ready
|
|
7
|
+
import "./assetsLoader.mjs";
|
|
9
8
|
|
|
9
|
+
await globalThis.assetsLoaderPromise;
|
|
10
|
+
await import("../src/index.js");
|
package/single-exe/packAssets.sh
CHANGED
|
@@ -4,4 +4,4 @@ sd=$(dirname "$0")
|
|
|
4
4
|
|
|
5
5
|
cd "$sd"/..
|
|
6
6
|
|
|
7
|
-
tar -cvf single-exe/assets.tar demos runtime README.md CHANGELOG.md src/cui/server.mjs src/cui/rpc.mjs testapp.md
|
|
7
|
+
tar -cvf single-exe/assets.tar demos runtime README.md CHANGELOG.md cdp-maze.js src/cui/server.mjs src/cui/rpc.mjs testapp.md
|
package/src/cui/kitty-debug.mjs
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
import { appendFileSync, writeFileSync } from "node:fs";
|
|
2
2
|
import { resolve } from "node:path";
|
|
3
3
|
|
|
4
|
-
export const KITTY_DEBUG_LOG = resolve(import.meta.
|
|
4
|
+
export const KITTY_DEBUG_LOG = resolve(import.meta.dirname, "../..", "kitty-placement.log");
|
|
5
5
|
export const KITTY_DEBUG_ENABLED = /^(1|true|yes|on)$/i.test(
|
|
6
6
|
String(process.env.JSMDCUI_KITTY_DEBUG ?? ""),
|
|
7
7
|
);
|