slashvibe-mcp 0.2.4 → 0.2.5

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/auth-store.js ADDED
@@ -0,0 +1,148 @@
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+ /**
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+ * Auth Store - In-memory singleton for authentication state
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+ *
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+ * This is the SOURCE OF TRUTH for auth during MCP runtime.
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+ * File persistence (config.json) is only for durability across restarts.
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+ *
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+ * Why this exists:
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+ * - OAuth callback and API calls happen in the same MCP process
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+ * - File-based auth was unreliable due to per-PID session files and caching
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+ * - In-memory state is immediate and deterministic
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+ *
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+ * Usage:
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+ * - Startup: authStore.hydrate() loads from disk once
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+ * - OAuth: authStore.setToken(token) updates immediately
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+ * - API calls: authStore.getToken() returns current token (no file I/O)
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+ */
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+
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+ // In-memory state - the single source of truth during runtime
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+ let _token = null;
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+ let _handle = null;
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+ let _oneLiner = null;
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+ let _hydrated = false;
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+
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+ /**
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+ * Hydrate auth state from disk (call once at MCP startup)
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+ * This loads persisted state from config.json
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+ */
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+ function hydrate() {
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+ if (_hydrated) return; // Only hydrate once
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+
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+ try {
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+ const config = require('./config');
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+ const cfg = config.load();
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+
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+ _token = cfg.privyToken || null;
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+ _handle = cfg.handle || cfg.username || null;
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+ _oneLiner = cfg.one_liner || cfg.workingOn || null;
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+ _hydrated = true;
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+
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+ if (_token) {
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+ console.error('[auth-store] Hydrated from disk: @' + _handle);
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+ } else {
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+ console.error('[auth-store] Hydrated from disk: no token');
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+ }
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+ } catch (e) {
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+ console.error('[auth-store] Hydration failed:', e.message);
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+ }
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+ }
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+
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+ /**
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+ * Set auth token (call after OAuth completes)
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+ * @param {string} token - JWT token
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+ */
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+ function setToken(token) {
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+ const hadToken = !!_token;
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+ _token = token;
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+
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+ if (!hadToken && token) {
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+ console.error('[auth-store] Token set (was empty)');
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+ } else if (hadToken && token && token !== _token) {
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+ console.error('[auth-store] Token updated');
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+ }
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+ }
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+
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+ /**
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+ * Get current auth token
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+ * @returns {string|null} Current token or null
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+ */
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+ function getToken() {
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+ return _token;
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+ }
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+
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+ /**
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+ * Set user handle
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+ * @param {string} handle - User handle (without @)
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+ */
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+ function setHandle(handle) {
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+ _handle = handle;
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+ }
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+
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+ /**
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+ * Get current handle
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+ * @returns {string|null} Current handle or null
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+ */
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+ function getHandle() {
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+ return _handle;
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+ }
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+
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+ /**
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+ * Set one-liner (what user is building)
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+ * @param {string} oneLiner - One-liner description
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+ */
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+ function setOneLiner(oneLiner) {
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+ _oneLiner = oneLiner;
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+ }
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+
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+ /**
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+ * Get current one-liner
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+ * @returns {string|null} Current one-liner or null
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+ */
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+ function getOneLiner() {
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+ return _oneLiner;
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+ }
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+
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+ /**
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+ * Check if user is authenticated
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+ * @returns {boolean} True if token exists
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+ */
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+ function isAuthenticated() {
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+ return !!_token;
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+ }
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+
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+ /**
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+ * Clear all auth state (for logout/reset)
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+ */
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+ function clear() {
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+ _token = null;
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+ _handle = null;
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+ _oneLiner = null;
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+ console.error('[auth-store] Cleared');
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+ }
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+
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+ /**
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+ * Get full auth state (for debugging)
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+ * @returns {object} Current auth state
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+ */
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+ function getState() {
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+ return {
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+ token: _token ? _token.substring(0, 20) + '...' : null,
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+ handle: _handle,
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+ oneLiner: _oneLiner,
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+ hydrated: _hydrated,
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+ isAuthenticated: !!_token
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+ };
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+ }
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+
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+ module.exports = {
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+ hydrate,
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+ setToken,
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+ getToken,
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+ setHandle,
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+ getHandle,
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+ setOneLiner,
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+ getOneLiner,
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+ isAuthenticated,
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+ clear,
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+ getState
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+ };
package/auto-update.js ADDED
@@ -0,0 +1,125 @@
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+ /**
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+ * Auto-update mechanism for /vibe MCP server
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+ * Checks for updates and prompts user to update
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+ */
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+
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+ import { exec } from 'child_process';
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+ import { promisify } from 'util';
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+ import fs from 'fs/promises';
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+ import path from 'path';
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+ import { fileURLToPath } from 'url';
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+
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+ const execAsync = promisify(exec);
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+ const __dirname = path.dirname(fileURLToPath(import.meta.url));
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+
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+ export async function checkForUpdates() {
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+ try {
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+ // Read local version
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+ const versionPath = path.join(__dirname, 'version.json');
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+ const localVersion = JSON.parse(await fs.readFile(versionPath, 'utf-8'));
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+
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+ // Check remote version
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+ const response = await fetch('https://www.slashvibe.dev/api/version', {
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+ headers: { 'User-Agent': 'vibe-mcp-client' }
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+ });
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+
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+ if (!response.ok) {
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+ return null; // Silent fail - don't block startup
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+ }
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+
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+ const remoteVersion = await response.json();
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+
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+ // Compare versions
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+ if (compareVersions(remoteVersion.version, localVersion.version) > 0) {
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+ return {
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+ current: localVersion.version,
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+ latest: remoteVersion.version,
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+ changelog: remoteVersion.changelog,
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+ features: remoteVersion.features,
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+ breaking: remoteVersion.breaking
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+ };
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+ }
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+
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+ return null; // Up to date
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+ } catch (error) {
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+ // Silent fail - don't block startup
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+ return null;
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+ }
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+ }
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+
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+ export async function performUpdate() {
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+ try {
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+ const repoPath = path.join(__dirname, '..');
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+
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+ // Check if we're in a git repo
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+ try {
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+ await execAsync('git rev-parse --git-dir', { cwd: repoPath });
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+ } catch {
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+ throw new Error('Not a git repository. Manual update required.');
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+ }
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+
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+ // Stash any local changes
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+ await execAsync('git stash', { cwd: repoPath });
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+
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+ // Pull latest
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+ const { stdout, stderr } = await execAsync('git pull origin main', { cwd: repoPath });
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+
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+ // Pop stash if we had changes
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+ try {
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+ await execAsync('git stash pop', { cwd: repoPath });
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+ } catch {
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+ // No stash to pop, that's fine
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+ }
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+
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+ return {
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+ success: true,
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+ output: stdout,
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+ message: 'Update successful! Restart /vibe to apply changes.'
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+ };
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+ } catch (error) {
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+ return {
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+ success: false,
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+ error: error.message
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+ };
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+ }
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+ }
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+
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+ export function compareVersions(v1, v2) {
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+ const parts1 = v1.split('.').map(Number);
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+ const parts2 = v2.split('.').map(Number);
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+
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+ for (let i = 0; i < 3; i++) {
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+ if (parts1[i] > parts2[i]) return 1;
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+ if (parts1[i] < parts2[i]) return -1;
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+ }
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+
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+ return 0;
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+ }
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+
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+ export function formatUpdateNotification(update) {
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+ if (!update) return null;
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+
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+ let message = `\n${'='.repeat(60)}\n`;
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+ message += `📦 /vibe UPDATE AVAILABLE\n`;
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+ message += `${'='.repeat(60)}\n\n`;
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+ message += `Current: v${update.current}\n`;
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+ message += `Latest: v${update.latest}${update.breaking ? ' ⚠️ BREAKING' : ''}\n\n`;
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+ message += `${update.changelog}\n\n`;
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+
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+ if (update.features && update.features.length > 0) {
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+ message += `New features:\n`;
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+ update.features.forEach(f => {
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+ message += ` • ${f}\n`;
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+ });
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+ message += `\n`;
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+ }
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+
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+ message += `Update now:\n`;
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+ message += ` vibe update\n`;
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+ message += `\n`;
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+ message += `Or manually:\n`;
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+ message += ` cd ~/.vibe/vibe-repo && git pull origin main\n`;
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+ message += `${'='.repeat(60)}\n`;
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+
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+ return message;
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+ }
@@ -0,0 +1,406 @@
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+ /**
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+ * Workshop Arcade - A game launcher showcasing all /vibe games
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+ * Central hub for discovering and launching games
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+ */
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+
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+ // All available games in the workshop
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+ const GAMES = {
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+ // Classic games
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+ 'tictactoe': {
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+ name: 'Tic-Tac-Toe',
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+ description: 'Classic 3x3 grid game. Get three in a row!',
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+ category: 'classic',
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+ players: '1v1',
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+ icon: '⭕',
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+ difficulty: 'Easy'
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+ },
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+ 'chess': {
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+ name: 'Chess',
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+ description: 'The royal game. Master the 64 squares!',
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+ category: 'classic',
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+ players: '1v1',
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+ icon: '♟️',
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+ difficulty: 'Hard'
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+ },
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+ 'hangman': {
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+ name: 'Hangman',
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+ description: 'Guess the word letter by letter before time runs out!',
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+ category: 'word',
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+ players: 'Solo',
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+ icon: '🎯',
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+ difficulty: 'Medium'
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+ },
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+ 'wordchain': {
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+ name: 'Word Chain',
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+ description: 'Build a chain of words that connect letter by letter',
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+ category: 'word',
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+ players: '1v1',
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+ icon: '🔗',
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+ difficulty: 'Medium'
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+ },
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+ 'twentyquestions': {
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+ name: 'Twenty Questions',
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+ description: 'Guess what I\'m thinking in 20 questions or less!',
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+ category: 'puzzle',
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+ players: 'Solo',
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+ icon: '❓',
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+ difficulty: 'Medium'
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+ },
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+ 'wordassociation': {
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+ name: 'Word Association',
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+ description: 'Quick-fire word connections. Say the first thing you think!',
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+ category: 'word',
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+ players: '1v1',
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+ icon: '💭',
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+ difficulty: 'Easy'
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+ },
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+
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+ // Action games
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+ 'snake': {
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+ name: 'Snake',
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+ description: 'Guide your snake to eat food and grow longer!',
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+ category: 'action',
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+ players: 'Solo',
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+ icon: '🐍',
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+ difficulty: 'Medium'
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+ },
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+ 'rockpaperscissors': {
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+ name: 'Rock Paper Scissors',
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+ description: 'The ultimate hand game. Best of 3 wins!',
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+ category: 'classic',
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+ players: '1v1',
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+ icon: '✂️',
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+ difficulty: 'Easy'
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+ },
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+
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+ // Memory & puzzle games
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+ 'memory': {
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+ name: 'Memory Match',
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+ description: 'Flip cards and find matching pairs!',
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+ category: 'puzzle',
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+ players: 'Solo',
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+ icon: '🧠',
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+ difficulty: 'Medium'
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+ },
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+ 'riddle': {
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+ name: 'Riddle Master',
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+ description: 'Solve clever riddles and brain teasers!',
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+ category: 'puzzle',
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+ players: 'Solo',
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+ icon: '🧩',
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+ difficulty: 'Hard'
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+ },
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+ 'guessnumber': {
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+ name: 'Number Guessing',
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+ description: 'I\'m thinking of a number... can you guess it?',
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+ category: 'puzzle',
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+ players: 'Solo',
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+ icon: '🔢',
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+ difficulty: 'Easy'
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+ },
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+ 'colorguess': {
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+ name: 'Color Guess',
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+ description: 'Guess the secret color combination!',
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+ category: 'puzzle',
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+ players: 'Solo',
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+ icon: '🌈',
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+ difficulty: 'Medium'
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+ },
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+
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+ // Multiplayer games
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+ 'drawing': {
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+ name: 'Collaborative Drawing',
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+ description: 'Draw together on a shared canvas in real-time!',
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+ category: 'creative',
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+ players: 'Multiplayer',
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+ icon: '🎨',
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+ difficulty: 'Easy'
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+ },
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+ 'storybuilder': {
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+ name: 'Story Builder',
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+ description: 'Create stories together, one sentence at a time!',
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+ category: 'creative',
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+ players: 'Multiplayer',
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+ icon: '📚',
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+ difficulty: 'Easy'
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+ },
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+ 'werewolf': {
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+ name: 'Werewolf',
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+ description: 'Social deduction game. Who can you trust?',
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+ category: 'social',
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+ players: '4-12',
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+ icon: '🐺',
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+ difficulty: 'Hard'
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+ },
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+ 'twotruths': {
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+ name: 'Two Truths & A Lie',
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+ description: 'Share three statements - which one is fake?',
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+ category: 'social',
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+ players: '2+',
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+ icon: '🤔',
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+ difficulty: 'Easy'
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+ },
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+ 'quickduel': {
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+ name: 'Quick Duel',
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+ description: 'Fast-paced competitive challenges!',
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+ category: 'action',
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+ players: '1v1',
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+ icon: '⚔️',
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+ difficulty: 'Medium'
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+ },
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+ 'multiplayer-tictactoe': {
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+ name: 'Multiplayer Tic-Tac-Toe',
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+ description: 'Classic tic-tac-toe with room system for multiple games!',
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+ category: 'classic',
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+ players: '1v1',
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+ icon: '🎮',
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+ difficulty: 'Easy'
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+ }
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+ };
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+
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+ // Game categories
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+ const CATEGORIES = {
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+ 'classic': { name: 'Classic Games', icon: '🎲', description: 'Timeless favorites' },
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+ 'word': { name: 'Word Games', icon: '📝', description: 'Test your vocabulary' },
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+ 'puzzle': { name: 'Puzzle Games', icon: '🧩', description: 'Brain teasers and logic' },
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+ 'action': { name: 'Action Games', icon: '⚡', description: 'Fast-paced challenges' },
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+ 'creative': { name: 'Creative Games', icon: '🎨', description: 'Express yourself' },
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+ 'social': { name: 'Social Games', icon: '👥', description: 'Fun with friends' }
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+ };
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+
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+ // Create initial arcade state
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+ function createInitialArcadeState() {
173
+ return {
174
+ view: 'main', // main, category, game-info
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+ selectedCategory: null,
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+ selectedGame: null,
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+ totalGames: Object.keys(GAMES).length,
178
+ lastAction: null
179
+ };
180
+ }
181
+
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+ // Navigate to a category
183
+ function navigateToCategory(gameState, category) {
184
+ if (!CATEGORIES[category]) {
185
+ return { error: 'Category not found!' };
186
+ }
187
+
188
+ const newGameState = {
189
+ ...gameState,
190
+ view: 'category',
191
+ selectedCategory: category,
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+ selectedGame: null,
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+ lastAction: `browsing ${CATEGORIES[category].name}`
194
+ };
195
+
196
+ return { success: true, gameState: newGameState };
197
+ }
198
+
199
+ // Navigate to game info
200
+ function navigateToGame(gameState, gameId) {
201
+ if (!GAMES[gameId]) {
202
+ return { error: 'Game not found!' };
203
+ }
204
+
205
+ const newGameState = {
206
+ ...gameState,
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+ view: 'game-info',
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+ selectedGame: gameId,
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+ lastAction: `viewing ${GAMES[gameId].name}`
210
+ };
211
+
212
+ return { success: true, gameState: newGameState };
213
+ }
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+
215
+ // Go back to main menu
216
+ function navigateBack(gameState) {
217
+ const newGameState = {
218
+ ...gameState,
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+ view: 'main',
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+ selectedCategory: null,
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+ selectedGame: null,
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+ lastAction: 'returned to main menu'
223
+ };
224
+
225
+ return { success: true, gameState: newGameState };
226
+ }
227
+
228
+ // Get games by category
229
+ function getGamesByCategory(category) {
230
+ return Object.entries(GAMES)
231
+ .filter(([id, game]) => game.category === category)
232
+ .map(([id, game]) => ({ id, ...game }));
233
+ }
234
+
235
+ // Format arcade display
236
+ function formatArcadeDisplay(gameState) {
237
+ const { view, selectedCategory, selectedGame, totalGames } = gameState;
238
+
239
+ let display = '';
240
+
241
+ if (view === 'main') {
242
+ // Main arcade menu
243
+ display += '🎮 **WORKSHOP ARCADE** 🎮\n\n';
244
+ display += `*Welcome to the /vibe game collection!*\n`;
245
+ display += `**${totalGames} games available** • Built by @games-agent\n\n`;
246
+
247
+ display += '**📂 GAME CATEGORIES**\n';
248
+
249
+ Object.entries(CATEGORIES).forEach(([id, category]) => {
250
+ const gameCount = getGamesByCategory(id).length;
251
+ display += `${category.icon} **${category.name}** (${gameCount} games)\n`;
252
+ display += ` *${category.description}*\n\n`;
253
+ });
254
+
255
+ display += '**🎯 QUICK PICKS**\n';
256
+ display += '⭕ Tic-Tac-Toe • ♟️ Chess • 🎯 Hangman • 🐍 Snake\n\n';
257
+
258
+ display += '*Type a category name or game name to explore!*\n';
259
+ display += '*Examples: `classic`, `chess`, `hangman`*';
260
+
261
+ } else if (view === 'category') {
262
+ // Category view
263
+ const category = CATEGORIES[selectedCategory];
264
+ const games = getGamesByCategory(selectedCategory);
265
+
266
+ display += `${category.icon} **${category.name.toUpperCase()}**\n\n`;
267
+ display += `*${category.description}* • ${games.length} games\n\n`;
268
+
269
+ games.forEach(game => {
270
+ display += `${game.icon} **${game.name}**\n`;
271
+ display += ` *${game.description}*\n`;
272
+ display += ` Players: ${game.players} • Difficulty: ${game.difficulty}\n\n`;
273
+ });
274
+
275
+ display += '*Type a game name to learn more, or `back` for main menu*';
276
+
277
+ } else if (view === 'game-info') {
278
+ // Game info view
279
+ const game = GAMES[selectedGame];
280
+
281
+ display += `${game.icon} **${game.name.toUpperCase()}**\n\n`;
282
+ display += `**Description:** ${game.description}\n`;
283
+ display += `**Category:** ${CATEGORIES[game.category].name}\n`;
284
+ display += `**Players:** ${game.players}\n`;
285
+ display += `**Difficulty:** ${game.difficulty}\n\n`;
286
+
287
+ // How to play instructions based on game type
288
+ if (['tictactoe', 'chess'].includes(selectedGame)) {
289
+ display += '**How to play:**\n';
290
+ display += `Use \`vibe game @username\` to start playing with someone!\n\n`;
291
+ } else if (selectedGame === 'drawing') {
292
+ display += '**How to play:**\n';
293
+ display += 'Join the collaborative drawing canvas - just start drawing!\n\n';
294
+ } else if (selectedGame === 'hangman') {
295
+ display += '**How to play:**\n';
296
+ display += 'Guess letters one at a time to reveal the hidden word!\n\n';
297
+ } else {
298
+ display += '**How to play:**\n';
299
+ display += `Launch ${game.name} to start playing!\n\n`;
300
+ }
301
+
302
+ display += '*Type `back` for category menu, `main` for arcade home*';
303
+ }
304
+
305
+ return display;
306
+ }
307
+
308
+ // Handle arcade commands
309
+ function handleArcadeCommand(gameState, command) {
310
+ const cmd = command.toLowerCase().trim();
311
+
312
+ // Navigation commands
313
+ if (cmd === 'back') {
314
+ if (gameState.view === 'game-info') {
315
+ // From game info, go back to category
316
+ return navigateToCategory(gameState, gameState.selectedCategory);
317
+ } else if (gameState.view === 'category') {
318
+ // From category, go back to main
319
+ return navigateBack(gameState);
320
+ } else {
321
+ return { error: 'Already at main menu!' };
322
+ }
323
+ }
324
+
325
+ if (cmd === 'main' || cmd === 'home') {
326
+ return navigateBack(gameState);
327
+ }
328
+
329
+ // Check if command is a category
330
+ if (CATEGORIES[cmd]) {
331
+ return navigateToCategory(gameState, cmd);
332
+ }
333
+
334
+ // Check if command is a game
335
+ if (GAMES[cmd]) {
336
+ return navigateToGame(gameState, cmd);
337
+ }
338
+
339
+ // Check for partial matches
340
+ const categoryMatches = Object.keys(CATEGORIES).filter(cat =>
341
+ cat.includes(cmd) || CATEGORIES[cat].name.toLowerCase().includes(cmd)
342
+ );
343
+
344
+ if (categoryMatches.length === 1) {
345
+ return navigateToCategory(gameState, categoryMatches[0]);
346
+ }
347
+
348
+ const gameMatches = Object.keys(GAMES).filter(id =>
349
+ id.includes(cmd) || GAMES[id].name.toLowerCase().includes(cmd)
350
+ );
351
+
352
+ if (gameMatches.length === 1) {
353
+ return navigateToGame(gameState, gameMatches[0]);
354
+ }
355
+
356
+ // No matches found
357
+ let suggestions = [];
358
+ if (categoryMatches.length > 1) {
359
+ suggestions.push(`Categories: ${categoryMatches.join(', ')}`);
360
+ }
361
+ if (gameMatches.length > 1) {
362
+ suggestions.push(`Games: ${gameMatches.slice(0, 3).join(', ')}`);
363
+ }
364
+
365
+ const errorMsg = suggestions.length > 0
366
+ ? `Multiple matches found!\n${suggestions.join('\n')}`
367
+ : 'Command not found! Try a category name (like `classic`) or game name (like `chess`).';
368
+
369
+ return { error: errorMsg };
370
+ }
371
+
372
+ // Get random game recommendation
373
+ function getRandomRecommendation() {
374
+ const gameIds = Object.keys(GAMES);
375
+ const randomId = gameIds[Math.floor(Math.random() * gameIds.length)];
376
+ return { id: randomId, ...GAMES[randomId] };
377
+ }
378
+
379
+ // Get games by difficulty
380
+ function getGamesByDifficulty(difficulty) {
381
+ return Object.entries(GAMES)
382
+ .filter(([id, game]) => game.difficulty.toLowerCase() === difficulty.toLowerCase())
383
+ .map(([id, game]) => ({ id, ...game }));
384
+ }
385
+
386
+ // Get multiplayer games
387
+ function getMultiplayerGames() {
388
+ return Object.entries(GAMES)
389
+ .filter(([id, game]) => game.players !== 'Solo')
390
+ .map(([id, game]) => ({ id, ...game }));
391
+ }
392
+
393
+ module.exports = {
394
+ createInitialArcadeState,
395
+ navigateToCategory,
396
+ navigateToGame,
397
+ navigateBack,
398
+ handleArcadeCommand,
399
+ formatArcadeDisplay,
400
+ getGamesByCategory,
401
+ getRandomRecommendation,
402
+ getGamesByDifficulty,
403
+ getMultiplayerGames,
404
+ GAMES,
405
+ CATEGORIES
406
+ };