summer-engine 3.5.0 → 3.5.2

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Files changed (53) hide show
  1. package/.claude-plugin/marketplace.json +1 -1
  2. package/.claude-plugin/plugin.json +2 -1
  3. package/.codex-plugin/plugin.json +2 -1
  4. package/.cursor-plugin/plugin.json +2 -1
  5. package/.factory-plugin/plugin.json +2 -1
  6. package/CHANGELOG.md +23 -0
  7. package/README.md +3 -3
  8. package/commands/summer.md +1 -0
  9. package/dist/cli/commands/setup.js +2 -2
  10. package/dist/core/capabilities/publish-build.d.ts +4 -0
  11. package/dist/core/capabilities/publish-build.js +67 -34
  12. package/dist/core/capabilities/runtime-control.d.ts +2 -2
  13. package/dist/installer/agent-config.d.ts +5 -5
  14. package/dist/installer/agent-config.js +96 -32
  15. package/dist/installer/agent-table.d.ts +7 -6
  16. package/dist/installer/agent-table.js +117 -6
  17. package/dist/mcp/hosted-mount.js +2 -1
  18. package/dist/mcp/provider-safe-schema.d.ts +10 -0
  19. package/dist/mcp/provider-safe-schema.js +96 -0
  20. package/dist/mcp/server.js +3 -0
  21. package/gemini-extension.json +2 -1
  22. package/integrations/README.md +6 -0
  23. package/library/skills/README.md +3 -2
  24. package/library/skills/export-and-ship/SKILL.md +2 -0
  25. package/library/skills/make-game/SKILL.md +21 -2
  26. package/library/skills/make-game/resource.yaml +1 -0
  27. package/library/skills/multiplayer/SKILL.md +3 -1
  28. package/library/skills/multiplayer/resource.yaml +1 -0
  29. package/library/skills/multiplayer-movement/SKILL.md +1 -1
  30. package/library/skills/multiplayer-movement/files.md +2 -3
  31. package/library/skills/multiplayer-project/SKILL.md +20 -4
  32. package/library/skills/multiplayer-project/files.md +2 -3
  33. package/library/skills/multiplayer-publish/SKILL.md +86 -5
  34. package/library/skills/multiplayer-publish/resource.yaml +1 -0
  35. package/library/skills/multiplayer-state/SKILL.md +1 -1
  36. package/library/skills/multiplayer-state/files.md +2 -3
  37. package/library/skills/multiplayer-testing/SKILL.md +13 -0
  38. package/library/skills/multiplayer-testing/resource.yaml +1 -0
  39. package/library/skills/publish-your-game/SKILL.md +2 -0
  40. package/library/skills/release-readiness/SKILL.md +298 -0
  41. package/library/skills/release-readiness/resource.yaml +41 -0
  42. package/library/skills/summer-parties/SKILL.md +1 -1
  43. package/package.json +1 -1
  44. package/registry/generated/counts.json +2 -2
  45. package/registry/generated/gemini-extension.json +2 -1
  46. package/registry/generated/index.json +63 -11
  47. package/registry/generated/marketplace.claude.json +1 -1
  48. package/registry/generated/plugin.claude.json +2 -1
  49. package/registry/generated/plugin.codex.json +2 -1
  50. package/registry/generated/plugin.cursor.json +2 -1
  51. package/registry/generated/plugin.factory.json +2 -1
  52. package/registry/generated/skills-index.md +3 -2
  53. package/registry/generated/skills-registry.json +14 -0
@@ -25,6 +25,7 @@ related:
25
25
  - skill/multiplayer-state
26
26
  - skill/multiplayer-testing
27
27
  - skill/multiplayer-publish
28
+ - skill/release-readiness
28
29
  - skill/summer-matchmaking
29
30
  - skill/summer-player-data
30
31
  source: official
@@ -176,7 +176,7 @@ func _ready() -> void:
176
176
  spawner.entity_spawned.connect(_on_player_spawned)
177
177
  spawner.command_received.connect(_on_command)
178
178
  world.session_left.connect(_on_session_left)
179
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
179
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
180
180
  if not initialized.ok:
181
181
  push_error(initialized.message)
182
182
  return
@@ -26,7 +26,7 @@ func _ready() -> void:
26
26
  spawner.entity_spawned.connect(_on_player_spawned)
27
27
  spawner.command_received.connect(_on_command)
28
28
  world.session_left.connect(_on_session_left)
29
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
29
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
30
30
  if not initialized.ok:
31
31
  push_error(initialized.message)
32
32
  return
@@ -141,7 +141,7 @@ func _ready() -> void:
141
141
  # Connect before joining, or the first values arrive unseen.
142
142
  spawner.state_group_created.connect(_on_group_created)
143
143
  spawner.entity_spawned.connect(_on_entity_spawned)
144
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
144
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
145
145
  if not initialized.ok:
146
146
  push_error(initialized.message)
147
147
  return
@@ -440,7 +440,6 @@ occurrence_streams = Array[SummerNetworkOccurrenceStream]([SubResource("Commands
440
440
  extends RefCounted
441
441
  ## Shared by the client and the authority: ids, streams and shared rules.
442
442
 
443
- const GAME_ID := "game_courtyard"
444
443
  const QUEUE := &"courtyard"
445
444
  const MOTION := &"courtyard.motion"
446
445
  const CMD := &"courtyard.cmd"
@@ -74,7 +74,14 @@ textures/vram_compression/import_etc2_astc=true
74
74
  ```
75
75
 
76
76
  The `.summer_client` and `.summer_authority` overrides tell each exported pack
77
- which scene to start. Leave the `[summer] version` line the editor writes.
77
+ which scene to start. Summer starts the hosted server with no scene
78
+ argument, so `run/main_scene.summer_authority` is the only thing that makes
79
+ `server.pck` start the authority. It applies only when the server export
80
+ preset carries the custom feature `summer_authority` (`multiplayer-publish`).
81
+ Without it the server starts the client scene, never reports ready, and every
82
+ online join fails with `world_start_timeout`. Local Play names the scene
83
+ itself, so it works either way. Leave the `[summer] version` line the editor
84
+ writes.
78
85
 
79
86
  ## 4. The declarations
80
87
 
@@ -116,6 +123,9 @@ starts. Summer rejects unknown fields, so copy the shape exactly.
116
123
  }
117
124
  ```
118
125
 
126
+ - `gameId` is the game's id in Summer Studio, for your publishing tools. The
127
+ summer.games export leaves it out of the bundle, so game code never reads
128
+ it: both sides call `Summer.initialize()` with no ID (sections 7 and 8).
119
129
  - `queues[].minPlayers` / `maxPlayers` bound a match. `worldDefinition` names
120
130
  the `definition_id` in `world.json`.
121
131
  - `server.exportPreset` names the server export preset (`multiplayer-publish`).
@@ -250,7 +260,6 @@ on both sides:
250
260
  extends RefCounted
251
261
  ## Shared by the client and the authority: ids, streams and shared rules.
252
262
 
253
- const GAME_ID := "game_courtyard"
254
263
  const QUEUE := &"courtyard"
255
264
  const CMD := &"courtyard.cmd"
256
265
  const MAX_PLAYERS := 8
@@ -321,7 +330,7 @@ func _ready() -> void:
321
330
  spawner.entity_spawned.connect(_on_player_spawned)
322
331
  spawner.command_received.connect(_on_command)
323
332
  world.session_left.connect(_on_session_left)
324
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
333
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
325
334
  if not initialized.ok:
326
335
  push_error(initialized.message)
327
336
  return
@@ -379,6 +388,11 @@ func _on_session_left(session: SummerSession, reason: String) -> void:
379
388
 
380
389
  `authority/main.tscn` is a plain `Node` with that script ([files.md](files.md)).
381
390
 
391
+ - `Summer.initialize()` takes no Game ID. Summer takes the game's identity
392
+ from where it runs: Local Play, the hosted server or the Summer Games app.
393
+ Never pass a literal, a placeholder or a fallback ID: any ID that differs
394
+ from the hosted one fails with `game_identity_mismatch`, and the authority
395
+ stops before it reports ready.
382
396
  - **Never** read who sent a Command from its payload: `request.get_session()`
383
397
  is verified. Don't name your own classes `SummerSession`, `SummerWorld` or
384
398
  other engine class names.
@@ -426,7 +440,7 @@ func _ready() -> void:
426
440
  spawner = Game.build_network(self, PlayerArchetype)
427
441
  # Connect signals like state_group_created here, before joining, or values
428
442
  # that arrive during the join go unseen (multiplayer-movement adds them).
429
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
443
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
430
444
  if not initialized.ok:
431
445
  push_error(initialized.message)
432
446
  return
@@ -510,6 +524,8 @@ warning yourself.
510
524
  | `@rpc`, `MultiplayerSynchronizer`, `ENetMultiplayerPeer` | The Spawner, State groups and Commands | Unverified peers, no late join, no Summer hosting |
511
525
  | `if multiplayer.is_server()` in one shared scene | Separate `client/` and `authority/` scenes | The engine starts the right scene on each side |
512
526
  | Load an `authority/` file from client or shared code | Move what both sides need into `network/` | The export leaves `authority/` out of the players' pack |
527
+ | `Summer.initialize("game_…")`, or a fallback ID when `gameId` is missing | `Summer.initialize()` | The bundle has no `gameId`; a different ID fails hosted with `game_identity_mismatch` |
528
+ | Set `run/main_scene.summer_authority` and stop there | Also give the server preset the `summer_authority` feature | Without the feature the hosted server starts the client scene |
513
529
  | Build the composition differently on each side | One `network/composition.tres`, loaded by both | Different compositions refuse each other |
514
530
  | Send a Command right after `join` succeeds | Await `spawner.network_ready` first | The authority does not know the client's network until then |
515
531
  | Free a player's things on `session_disconnected` | Free them on `session_left` | A disconnected player keeps their seat and may reconnect |
@@ -22,7 +22,7 @@ func _ready() -> void:
22
22
  spawner.entity_spawned.connect(_on_player_spawned)
23
23
  spawner.command_received.connect(_on_command)
24
24
  world.session_left.connect(_on_session_left)
25
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
25
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
26
26
  if not initialized.ok:
27
27
  push_error(initialized.message)
28
28
  return
@@ -127,7 +127,7 @@ func _ready() -> void:
127
127
  spawner = Game.build_network(self, PlayerArchetype)
128
128
  # Connect signals like state_group_created here, before joining, or values
129
129
  # that arrive during the join go unseen (multiplayer-movement adds them).
130
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
130
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
131
131
  if not initialized.ok:
132
132
  push_error(initialized.message)
133
133
  return
@@ -283,7 +283,6 @@ occurrence_streams = Array[SummerNetworkOccurrenceStream]([SubResource("Commands
283
283
  extends RefCounted
284
284
  ## Shared by the client and the authority: ids, streams and shared rules.
285
285
 
286
- const GAME_ID := "game_courtyard"
287
286
  const QUEUE := &"courtyard"
288
287
  const CMD := &"courtyard.cmd"
289
288
  const MAX_PLAYERS := 8
@@ -96,6 +96,15 @@ To make the same in the Export dialog:
96
96
  Both presets must include the composition; each must include its entry
97
97
  scene.
98
98
 
99
+ The `summer_authority` custom feature is what makes the server start the
100
+ authority. Summer starts `server.pck` with no scene argument, so the pack's
101
+ own main scene decides what runs: `run/main_scene.summer_authority` from
102
+ `project.godot` (`multiplayer-project`), which applies only to a pack whose
103
+ preset carries that feature. Without it, the server runs the client's main
104
+ scene, usually the title. It never restores the World or reports ready, and
105
+ every online join fails with `world_start_timeout`. Local Play and the upload
106
+ checks name the scene themselves, so they can't catch this; step 4d can.
107
+
99
108
  Textures: iOS and macOS read ETC2/ASTC (`textures/vram_compression/import_etc2_astc=true`
100
109
  in `project.godot`), and Windows reads S3TC/BPTC (`import_s3tc_bptc=true`).
101
110
  Enable the ones for the platforms you tick. The exporter's **Fix Import**
@@ -126,13 +135,22 @@ summer.games: Publish uploads this one file as a new Build.
126
135
  ```
127
136
 
128
137
  Check that `server.pck` and your `config/` files are listed, and that the
129
- "Left N server-only files" count covers your `authority/` files. Every
138
+ "Left N server-only files" count covers your `authority/` files. The
139
+ `Server: … mainScene …` line names the scene the Build declares, not the
140
+ scene the pack will start; step 4d checks that. The `Exported by Summer`
141
+ line must name a released Summer: export with the released editor from the
142
+ download page, never a development build, and export again after you update
143
+ Summer. Players' apps run the packs on the released Summer of that version;
144
+ step 4e checks it. Every
130
145
  result message and every export error, with its fix, is in
131
146
  [export-errors.md](export-errors.md).
132
147
 
133
148
  ## 4. Check before uploading
134
149
 
135
- Do all three. Each catches problems the export doesn't.
150
+ Do all five. Each catches problems the export doesn't. Run them on the
151
+ `.zip` you will upload, not on a pack exported separately with the server
152
+ preset (`--export-pack`): that pack differs from the bundle's `server.pck`,
153
+ for example it keeps `gameId`, and can pass where the upload fails.
136
154
 
137
155
  **a. Local Play passes** (`multiplayer-testing`): every process has
138
156
  `script_errors` 0, there's no `cannot attach`, and your ready lines appear.
@@ -187,12 +205,45 @@ unzip -o build/courtyard.summer.zip client.pck server.pck -d "$P/out"
187
205
  Paths must be absolute. Pass: both reports say `"sceneLoaded": true`, and
188
206
  their `compositionManifest` objects are identical. On failure the probe
189
207
  writes `rejection.json`; its codes are in [export-errors.md](export-errors.md).
208
+ The probe names the scene to load, so it does not show which scene the
209
+ server starts on its own.
210
+
211
+ **d. The server pack starts the authority scene.** Start the bundle's
212
+ `server.pck` the way Summer does, with no scene argument, and stop it after
213
+ a few seconds:
214
+
215
+ ```sh
216
+ perl -e 'alarm shift; exec @ARGV' 15 <summer> --headless --verbose --main-pack "$P/out/server.pck"
217
+ ```
218
+
219
+ The first `Completed load for: 'res://….tscn'` line must be the authority
220
+ scene (`res://authority/main.tscn` here). If it is the client or title
221
+ scene, add `summer_authority` to the server preset's custom features and
222
+ export again. Later lines may complain that there is no hosted World; that
223
+ is expected locally.
224
+
225
+ **e. The client compiles on the released Summer.** Run the bundle's
226
+ `client.pck` with the released Summer of the version the export names (see
227
+ `release-readiness` check 7 for how to confirm the stamp), and fail on any
228
+ compile error:
229
+
230
+ ```sh
231
+ perl -e 'alarm shift; exec @ARGV' 60 <released-summer> --headless --verbose --main-pack "$P/out/client.pck" --quit-after 600 > "$P/out/client-run.log" 2>&1
232
+ grep -E 'SCRIPT ERROR|Parse Error|Failed to load script' "$P/out/client-run.log"
233
+ ```
234
+
235
+ The grep must print nothing; the run itself exits normally even when a
236
+ script fails. A failure here, such as `Static function "party_queue()" not
237
+ found`, means the scripts use an API the released version lacks, usually
238
+ because a development build made the export. Every player would see an
239
+ empty window. Re-export with the current Summer release.
190
240
 
191
241
  ## 5. Upload the Build
192
242
 
193
243
  1. The game must exist in Summer Studio, and `gameId` in
194
- `summer.build.json` and `GAME_ID` in `network/game.gd` must both be its
195
- id.
244
+ `summer.build.json` must be its id. The export leaves `gameId` out of the
245
+ bundle, and the game code calls `Summer.initialize()` with no ID: a
246
+ literal or fallback ID fails hosted with `game_identity_mismatch`.
196
247
  2. Open the game's Builds page: `summer_open` with target `game`,
197
248
  `gameId` and section `builds`, or summerengine.com → Studio → your game →
198
249
  Builds.
@@ -209,6 +260,28 @@ writes `rejection.json`; its codes are in [export-errors.md](export-errors.md).
209
260
  For a client-only fix to an existing Build, export to a `.pck` path instead
210
261
  of `.zip`. That writes `client.pck` alone.
211
262
 
263
+ ## 6. Join it for real
264
+
265
+ Right after the Build is released, open the game in a Summer Games app,
266
+ join online and play until you are in the game, before players hear about
267
+ the update. A wrong Game ID only fails under a real hosted launch, so
268
+ nothing before this step catches it. An agent can't do this; ask the user
269
+ and record the result. The whole list of checks before a release is
270
+ `release-readiness`, and the creator docs have it at
271
+ https://docs.summerengine.com/publishing/release-readiness.
272
+
273
+ ## When online joins fail
274
+
275
+ Every join ends in `world_start_timeout`, but Local Play works:
276
+
277
+ 1. The server starts the wrong scene: run step 4d.
278
+ 2. The game passes a fixed Game ID to `Summer.initialize`: pass none.
279
+
280
+ Then export, upload and release a new Build, and join again. An empty game
281
+ server log is not proof that the server hung: a release server holds back
282
+ what the game prints until it exits when it isn't attached to a terminal.
283
+ Use step 4d to see which scene runs.
284
+
212
285
  ## Checklist
213
286
 
214
287
  - [ ] `summer.build.json`: `gameId`, `targetPlatforms`, `server.exportPreset`, every WorldDefinition selected by a queue.
@@ -217,6 +290,10 @@ of `.zip`. That writes `client.pck` alone.
217
290
  - [ ] The export ends with `Publish uploads this one file as a new Build.`
218
291
  - [ ] The analyzer prints `ok=true` twice.
219
292
  - [ ] Both probes load their scene, with identical composition manifests.
293
+ - [ ] The bundle's `server.pck`, run with no scene, loads the authority scene first.
294
+ - [ ] `Exported by Summer` names a released Summer, and the bundle's `client.pck` run on that release prints no `SCRIPT ERROR`, `Parse Error` or `Failed to load script`.
295
+ - [ ] Every `Summer.initialize` call passes no Game ID.
296
+ - [ ] After release: a real online join reaches the game (`release-readiness`).
220
297
  - [ ] Local Play passed with the same project.
221
298
 
222
299
  ## Common mistakes
@@ -229,5 +306,9 @@ of `.zip`. That writes `client.pck` alone.
229
306
  | Ship C#, `.gdextension` or native libraries in the client | GDScript only | Summer Games runs GDScript client packs only |
230
307
  | Skip the source graph | Keep `source-domains.json` complete | Without it the server code ships to players (export warns) |
231
308
  | Load an `authority/` file from client code | Move shared code into `network/` | The export stops: the client would load a missing file |
232
- | Upload after only exporting | Run Local Play, the analyzer and both probes first | Each catches what the others miss |
309
+ | Upload after only exporting | Run Local Play, the analyzer, both probes and the server start check first | Each catches what the others miss |
310
+ | Server preset without the `summer_authority` feature | `custom_features="summer_authority"` | The hosted server starts the title and every join times out |
311
+ | Test a server pack exported on its own | Test the `server.pck` inside the `.zip` | The separate pack keeps `gameId` and hides a wrong Game ID |
312
+ | Export with a development build of Summer | Export with the released editor from the download page, again after every update | Players run the pack on the released Summer of the stamped version; newer APIs fail to compile and the game opens to an empty window |
313
+ | Read an empty server log as a hang | Run step 4d | A release server holds back its output until it exits |
233
314
  | Export a patch | Export Project, or Export PCK/ZIP without Export As Patch | summer.games takes complete bundles or packs |
@@ -22,6 +22,7 @@ related:
22
22
  - skill/multiplayer
23
23
  - skill/multiplayer-project
24
24
  - skill/multiplayer-testing
25
+ - skill/release-readiness
25
26
  source: official
26
27
  license: MIT
27
28
  status: preview
@@ -174,7 +174,7 @@ func _ready() -> void:
174
174
  spawner.entity_spawned.connect(_on_player_spawned)
175
175
  spawner.command_received.connect(_on_command)
176
176
  world.session_left.connect(_on_session_left)
177
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
177
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
178
178
  if not initialized.ok:
179
179
  push_error(initialized.message)
180
180
  return
@@ -33,7 +33,7 @@ func _ready() -> void:
33
33
  spawner.entity_spawned.connect(_on_player_spawned)
34
34
  spawner.command_received.connect(_on_command)
35
35
  world.session_left.connect(_on_session_left)
36
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
36
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
37
37
  if not initialized.ok:
38
38
  push_error(initialized.message)
39
39
  return
@@ -266,7 +266,7 @@ func _ready() -> void:
266
266
  spawner.state_group_created.connect(_on_group_created)
267
267
  spawner.entity_spawned.connect(_on_entity_spawned)
268
268
  spawner.event_received.connect(_on_event)
269
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
269
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
270
270
  if not initialized.ok:
271
271
  push_error(initialized.message)
272
272
  return
@@ -528,7 +528,6 @@ occurrence_streams = Array[SummerNetworkOccurrenceStream]([SubResource("Commands
528
528
  extends RefCounted
529
529
  ## Shared by the client and the authority: ids, streams and shared rules.
530
530
 
531
- const GAME_ID := "game_courtyard"
532
531
  const QUEUE := &"courtyard"
533
532
  const MOTION := &"courtyard.motion"
534
533
  const CMD := &"courtyard.cmd"
@@ -207,9 +207,22 @@ capture, window size) with `DisplayServer.get_name() != "headless"`.
207
207
  `Summer.client.leave()` only disconnects. `session_disconnected` fires and
208
208
  their seat is held. `session_left` arrives when the World ends; hosted, it
209
209
  arrives when Summer ends the Session.
210
+ - **Which scene the hosted server starts.** Local Play starts the authority
211
+ scene by name. Summer starts the exported `server.pck` with no scene, so a
212
+ server preset without the `summer_authority` feature still passes here and
213
+ then runs the title screen hosted, where every join fails with
214
+ `world_start_timeout`. Run the bundle's `server.pck` with no scene
215
+ (`multiplayer-publish`, step 4d).
216
+ - **A wrong Game ID.** Local Play has no hosted identity, so
217
+ `Summer.initialize("some-id")` passes here and fails hosted with
218
+ `game_identity_mismatch`. Call `Summer.initialize()` with no ID; only a
219
+ real online join after publishing proves it.
210
220
  - **Real devices, real accounts, real distances.** Publish to staging for that
211
221
  (`multiplayer-publish`).
212
222
 
223
+ Before a version reaches players, run `release-readiness`: it covers these
224
+ gaps on the `.zip` you upload.
225
+
213
226
  ## Checklist for any multiplayer change
214
227
 
215
228
  - [ ] Ran Local Play with at least 2 players, and once with 100 ms / 10 ms / 1 %.
@@ -26,6 +26,7 @@ related:
26
26
  - skill/multiplayer-movement
27
27
  - skill/multiplayer-state
28
28
  - skill/multiplayer-publish
29
+ - skill/release-readiness
29
30
  - skill/summer-friends
30
31
  - skill/summer-match-results
31
32
  - skill/summer-matchmaking
@@ -18,4 +18,6 @@ Its current text lives on the hosted Summer Engine MCP, the same text the Studio
18
18
  2. A host that shows MCP prompts or resources has it as the `publish-your-game` prompt and the resource `summer://skills/publish-your-game`.
19
19
  3. Without a store sign-in: https://docs.summerengine.com/llms.txt lists every docs page; fetch any page as .md.
20
20
 
21
+ Before the build upload, run `release-readiness` on the exact `.zip` you upload, and report each check to the owner; a hosted game's upload checks can pass while every online join fails.
22
+
21
23
  The one rule to keep even before you load it: Submitting does not publish. `summer_store_submit` returns an approval link; only the owner's click sends the game to review, and review comes before live.