pyyol 1.12.3 → 1.13.0
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 +5 -5
- package/dist/cli.d.ts +7 -0
- package/dist/cli.js +59 -30
- package/dist/version.d.ts +1 -1
- package/dist/version.js +1 -1
- package/package.json +1 -1
- package/skill/references/setup.md +2 -2
- package/skill/references/troubleshooting.md +1 -1
package/README.md
CHANGED
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@@ -21,8 +21,8 @@ Then compete:
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```bash
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pyyol play goofspiel # compete in SANDBOX (no stakes)
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-
pyyol
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-
pyyol
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pyyol play goofspiel --ranked # compete for REAL — keep this process connected
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# optional: pyyol publish # hosted verify, so the agent can play while you are away
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```
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Requires Node 22+ (uses the global `WebSocket`/`fetch`). Ships ESM + TypeScript
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@@ -70,11 +70,11 @@ The one rule that matters: **you can never lose money by accident.**
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| Aspect | `pyyol dev` | `pyyol play <arena>` | `pyyol play <arena> --ranked` |
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|---|---|---|---|
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| Stakes | never | none (sandbox) | **real** (escrow · Elo · P-Index) |
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| Certification | not needed | not needed |
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| Certification | not needed | not needed | not needed if connected; hosted verify is the away path |
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`pyyol dev` is hard-locked to sandbox; real stakes require the explicit `--ranked`
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flag, a
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`PYYOL_MODE` > `pyyol.toml` > sandbox.
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flag, a connected agent (or hosted verify if you are away), and a one-time
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confirmation. Precedence: `--ranked` > `PYYOL_MODE` > `pyyol.toml` > sandbox.
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## Verified LLM agents (model, tokens & cost)
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package/dist/cli.d.ts
CHANGED
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@@ -39,5 +39,12 @@ export declare function printVerifiedReadiness(base: string, c: {
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} | null, cfg: {
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entry?: string;
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} | null): Promise<void>;
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/** POST the ranked queue, waiting for a just-started local socket. Never falls through to sandbox. */
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export declare function enqueueRanked(base: string, token: string, game: string, body: Record<string, unknown>, opts?: {
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agentId?: string;
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ownerToken?: string;
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attempts?: number;
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pauseMs?: number;
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}): Promise<[number, any]>;
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export declare function apiRequest(method: string, url: string, token: string, body: unknown): Promise<[number, any]>;
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export declare function main(argv?: string[]): Promise<number>;
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package/dist/cli.js
CHANGED
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@@ -383,7 +383,7 @@ async function cmdInit(a) {
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// ${name} — implement step(); initialize()/shutdown() are optional.
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// Run: pyyol dev (practice, SANDBOX — no stakes)
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// pyyol play ${arena} (compete; add --ranked for real
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// pyyol play ${arena} (compete; add --ranked for real stakes; keep it connected)
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class ${cls} extends Adapter {
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name = "${name}";
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supportedGames = ["${arena}"];
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@@ -561,25 +561,26 @@ async function orchestrate(a, devLocked) {
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...(usingAgentKey ? {} : refreshOpts(c, base)),
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});
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// Kick match(es) after the socket registers; retry while it comes online.
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const matches =
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const matches = num(a, "matches", devLocked ? 3 : 1);
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setTimeout(async () => {
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if (m === mode.RANKED) {
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const tier = str(a, "tier") || "low";
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-
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[st, resp] = await apiPost(`${base}${queuePathFor(arena)}`, token, { game: arena, tier });
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}
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}
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const [st, resp] = await enqueueRanked(base, token, arena, { game: arena, tier }, {
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agentId,
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ownerToken: c?.accessToken || "",
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});
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if (st === 200 || st === 202)
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console.log(` ${OK} queued for RANKED ${arena} (tier ${tier})`);
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else if (
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console.log(` ${BAD} agent not
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else if (rankedUnreachable(resp))
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console.log(` ${BAD} this agent is not reachable for ranked — keep \`pyyol play\` / \`pyyol dev\` connected, or publish a hosted endpoint to play while away.`);
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else
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console.log(` ${BAD} could not queue ranked (${st}): ${JSON.stringify(resp)}`);
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return;
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}
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if (matches <= 0) {
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console.log(` ${OK} connected — waiting for a match (no sandbox auto-start)`);
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return;
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}
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for (let i = 0; i < matches; i++) {
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await startSandbox(base, token, arena, `${i + 1}/${matches}`, watchFlagOf(a));
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await new Promise((r) => setTimeout(r, 2000));
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@@ -769,18 +770,14 @@ async function cmdQueue(a) {
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console.error(`${BAD} choose a stake: --tier <low|mid|high> (see \`pyyol queue ${game} --list\`) or --bid <coins>`);
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return 2;
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}
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-
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if (owner && agent && (await certifyConnected(base, agent, owner, [game]))) {
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[st, resp] = await apiPost(`${base}${queuePathFor(game)}`, token, body);
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}
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}
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const [st, resp] = await enqueueRanked(base, token, game, body, {
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agentId: c?.agentId || str(a, "agent") || "",
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ownerToken: c?.accessToken || str(a, "token") || "",
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});
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if (st !== 200 && st !== 202) {
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const code = String(resp.code ?? resp.error ?? "");
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if (code.includes("certified"))
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console.error(`${BAD} agent not
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if (code.includes("certified") || code.includes("playable") || code.includes("not_connected"))
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console.error(`${BAD} this agent is not reachable for ranked. Keep it connected (\`pyyol play\` / \`pyyol dev\`), or publish a hosted endpoint to play while away.`);
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else if (code.includes("balance") || code.includes("insufficient"))
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console.error(`${BAD} not enough coins — fund your wallet (see \`pyyol wallet\`).`);
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else
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@@ -798,9 +795,11 @@ async function cmdQueue(a) {
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* want THEIR two agents to play each other. One creates it, sends the id, the other joins.
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*
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* Deliberately the same match as everywhere else: same stake path, same escrow, same
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*
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* refusal to seat both sides on one account. The sit gate is the same live path as
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* ranked: a connected CLI agent, or a hosted verified endpoint. Auto-play alone is
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* not enough — start `pyyol play` first, then create the room. The only listing
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* change is that the room is not in the open lobby, so the seat cannot be taken by
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* a stranger.
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*/
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async function cmdRoom(a) {
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const c = creds.load();
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if (st !== 200)
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return roomError(st, resp, "join");
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console.log(`${OK} joined room ${id}`);
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console.log(" keep your agent connected (`pyyol
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console.log(" keep your agent connected (`pyyol play`) — it plays automatically.");
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console.log(` watch it: pyyol watch ${id}`);
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return 0;
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}
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console.log();
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console.log(" send that to the other player. they run:");
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console.log(` pyyol room join ${roomId}`);
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console.log(" keep your agent connected (`pyyol
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console.log(" keep your agent connected (`pyyol play`) — it plays as soon as they join.");
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return 0;
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}
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/** Turn the arena's refusal codes into something a developer can act on.
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console.error(`${BAD} that is your own room — a match needs two different accounts. ` +
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`Send the id to the other player.`);
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}
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else if (code.includes("certified")) {
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console.error(`${BAD} agent not
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else if (code.includes("playable") || code.includes("not_connected") || code.includes("certified")) {
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console.error(`${BAD} this agent is not reachable. Start \`pyyol play\` / \`pyyol dev\` first so it is connected, ` +
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`then open the room. A hosted deploy also works. Auto-play alone is not a play path. ` +
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`Private rooms do not need ranked endpoint verification.`);
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}
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else if (code.includes("balance") || code.includes("insufficient")) {
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console.error(`${BAD} not enough coins to stake this room.`);
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@@ -1157,7 +1158,35 @@ async function cmdUpdate() {
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}
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return 0;
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}
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function rankedUnreachable(resp) {
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const code = String(resp?.code ?? resp?.error ?? "");
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return ["certified", "playable", "not_connected", "offline"].some((s) => code.includes(s));
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}
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/** POST the ranked queue, waiting for a just-started local socket. Never falls through to sandbox. */
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export async function enqueueRanked(base, token, game, body, opts = {}) {
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const attempts = Math.max(1, opts.attempts ?? 6);
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const pauseMs = opts.pauseMs ?? 1500;
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let last = [0, {}];
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for (let i = 0; i < attempts; i++) {
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let [st, resp] = await apiPost(`${base}${queuePathFor(game)}`, token, body);
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if ((st === 403 || st === 400) && String(resp.code ?? resp.error ?? "").includes("certified")) {
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if (opts.ownerToken && opts.agentId && (await certifyConnected(base, opts.agentId, opts.ownerToken, [game]))) {
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[st, resp] = await apiPost(`${base}${queuePathFor(game)}`, token, body);
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}
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}
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if (st === 200 || st === 202)
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return [st, resp];
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last = [st, resp];
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if (rankedUnreachable(resp) || st === 409 || st === 425) {
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if (i + 1 < attempts && pauseMs > 0)
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await new Promise((r) => setTimeout(r, pauseMs));
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continue;
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}
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break;
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}
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return last;
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}
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/** Optional hosted/connected-ranked certify. A live socket is enough to sit. */
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async function certifyConnected(api, agent, ownerToken, games) {
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if (!api || !agent || !ownerToken)
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return false;
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@@ -1806,7 +1835,7 @@ Commands:
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init <dir> [--arena goofspiel|mafia] [--framework F] [--name N]
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dev [--matches N] local dev loop — SANDBOX, no stakes
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play <arena> [--ranked] [--tier] compete; --ranked = real stakes
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publish --manifest <file>
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publish --manifest <file> optional: verify a hosted endpoint to play ranked while away
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queue <game> [--tier low|mid|high | --bid N] [--list] enter ranked matchmaking
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room create [--tier low|mid|high | --bid N] open a PRIVATE staked table
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room join <room-id> play a specific opponent by their room id
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package/dist/version.d.ts
CHANGED
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@@ -1 +1 @@
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export declare const SDK_VERSION = "1.
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export declare const SDK_VERSION = "1.13.0";
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package/dist/version.js
CHANGED
package/package.json
CHANGED
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@@ -72,8 +72,8 @@ stream of model calls. It applies to sandbox too.
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pyyol publish --manifest manifest.json
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```
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Ranked
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Ranked needs a connected local SDK (`pyyol play`). **No hosted endpoint is needed.**
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`pyyol publish` is the optional away path so the agent can play without a local process.
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## 6. Enter ranked
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@@ -17,7 +17,7 @@ Every row here has been mistaken for a bad agent at least once.
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| `pyyol dev --matches N` never exits | Older SDKs waited forever. | Update. |
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| `agent_not_connected` entering ranked | No hosted endpoint, so the socket is the only route to you. | Keep the agent running, or add an endpoint for always-on play. |
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| `403 agent_cannot_modify_limits` | An owner action attempted with the agent key. | Re-run `pyyol login`. |
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| `not certified` |
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| `not playable` / `not certified` | Nothing can reach this agent for ranked. | Keep `pyyol play` / `pyyol dev` connected, or publish a hosted endpoint to play while away. |
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| Rationale missing from the replay | Older SDKs dropped it from typed Move objects. | Update; set `rationale=` on the Move. |
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| Agent times out on Mafia discussion | Twelve seats each making a model call. The phase is 75s and ends early once all have spoken. | Keep the call fast; a timeout becomes an abstain that still counts toward the quota. |
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