summer-engine 3.5.1 → 3.5.2

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Files changed (43) 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 +15 -0
  7. package/commands/summer.md +1 -0
  8. package/dist/mcp/hosted-mount.js +2 -1
  9. package/dist/mcp/provider-safe-schema.d.ts +10 -0
  10. package/dist/mcp/provider-safe-schema.js +96 -0
  11. package/dist/mcp/server.js +3 -0
  12. package/gemini-extension.json +2 -1
  13. package/library/skills/README.md +3 -2
  14. package/library/skills/export-and-ship/SKILL.md +2 -0
  15. package/library/skills/make-game/SKILL.md +21 -2
  16. package/library/skills/make-game/resource.yaml +1 -0
  17. package/library/skills/multiplayer/SKILL.md +3 -1
  18. package/library/skills/multiplayer/resource.yaml +1 -0
  19. package/library/skills/multiplayer-movement/SKILL.md +1 -1
  20. package/library/skills/multiplayer-movement/files.md +2 -3
  21. package/library/skills/multiplayer-project/SKILL.md +20 -4
  22. package/library/skills/multiplayer-project/files.md +2 -3
  23. package/library/skills/multiplayer-publish/SKILL.md +86 -5
  24. package/library/skills/multiplayer-publish/resource.yaml +1 -0
  25. package/library/skills/multiplayer-state/SKILL.md +1 -1
  26. package/library/skills/multiplayer-state/files.md +2 -3
  27. package/library/skills/multiplayer-testing/SKILL.md +13 -0
  28. package/library/skills/multiplayer-testing/resource.yaml +1 -0
  29. package/library/skills/publish-your-game/SKILL.md +2 -0
  30. package/library/skills/release-readiness/SKILL.md +298 -0
  31. package/library/skills/release-readiness/resource.yaml +41 -0
  32. package/library/skills/summer-parties/SKILL.md +1 -1
  33. package/package.json +1 -1
  34. package/registry/generated/counts.json +2 -2
  35. package/registry/generated/gemini-extension.json +2 -1
  36. package/registry/generated/index.json +63 -11
  37. package/registry/generated/marketplace.claude.json +1 -1
  38. package/registry/generated/plugin.claude.json +2 -1
  39. package/registry/generated/plugin.codex.json +2 -1
  40. package/registry/generated/plugin.cursor.json +2 -1
  41. package/registry/generated/plugin.factory.json +2 -1
  42. package/registry/generated/skills-index.md +3 -2
  43. package/registry/generated/skills-registry.json +14 -0
@@ -96,6 +96,15 @@ To make the same in the Export dialog:
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  Both presets must include the composition; each must include its entry
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  scene.
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98
 
99
+ The `summer_authority` custom feature is what makes the server start the
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+ authority. Summer starts `server.pck` with no scene argument, so the pack's
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+ own main scene decides what runs: `run/main_scene.summer_authority` from
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+ `project.godot` (`multiplayer-project`), which applies only to a pack whose
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+ preset carries that feature. Without it, the server runs the client's main
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+ 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.
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+
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
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  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
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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.
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154
 
137
155
  **a. Local Play passes** (`multiplayer-testing`): every process has
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  `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 "$P/out"
187
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  Paths must be absolute. Pass: both reports say `"sceneLoaded": true`, and
188
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  their `compositionManifest` objects are identical. On failure the probe
189
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  writes `rejection.json`; its codes are in [export-errors.md](export-errors.md).
208
+ The probe names the scene to load, so it does not show which scene the
209
+ server starts on its own.
210
+
211
+ **d. The server pack starts the authority scene.** Start the bundle's
212
+ `server.pck` the way Summer does, with no scene argument, and stop it after
213
+ a few seconds:
214
+
215
+ ```sh
216
+ perl -e 'alarm shift; exec @ARGV' 15 <summer> --headless --verbose --main-pack "$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
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+ 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
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+ 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`,
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248
  `gameId` and section `builds`, or summerengine.com → Studio → your game →
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  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
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+ 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.
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+
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.
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290
  - [ ] The export ends with `Publish uploads this one file as a new Build.`
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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.
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+ - [ ] `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`).
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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.
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306
  | Ship C#, `.gdextension` or native libraries in the client | GDScript only | Summer Games runs GDScript client packs only |
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  | Skip the source graph | Keep `source-domains.json` complete | Without it the server code ships to players (export warns) |
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  | Load an `authority/` file from client code | Move shared code into `network/` | The export stops: the client would load a missing file |
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- | Upload after only exporting | Run Local Play, the analyzer and both probes first | Each catches what the others miss |
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+ | Upload after only exporting | Run Local Play, the analyzer, both probes and the server start check first | Each catches what the others miss |
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+ | 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
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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:
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  spawner.entity_spawned.connect(_on_player_spawned)
175
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  spawner.command_received.connect(_on_command)
176
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  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
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  spawner.state_group_created.connect(_on_group_created)
267
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  spawner.entity_spawned.connect(_on_entity_spawned)
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  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
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  `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.
@@ -0,0 +1,298 @@
1
+ ---
2
+ name: release-readiness
3
+ description: "Before releasing a Summer game version, prove players can play it: server scene, online join, saved progress, no fixed Game ID, a released Summer compiles it."
4
+ license: MIT
5
+ compatibility: [Cursor, Claude Code, Windsurf, Codex]
6
+ category: deployment
7
+ user-invocable: true
8
+ allowed-tools: Read Grep Glob Bash summer_read_file summer_get_diagnostics
9
+ paths: ["export_presets.cfg", "project.godot", "summer.build.json", "world.json", "**/*.gd"]
10
+ ---
11
+
12
+ # /release-readiness: prove players can play it
13
+
14
+ Summer checks every upload: platforms, packs, and the files they name. Those
15
+ checks prove the export is well formed. They can't prove that a player who
16
+ presses **Play online** gets into a game. Each check below exists because a
17
+ real release passed every upload check and still failed for its players.
18
+
19
+ The creator docs have the same checklist, with the same numbers:
20
+ https://docs.summerengine.com/publishing/release-readiness (fetch it as `.md`).
21
+
22
+ ## When to run it
23
+
24
+ - Before you upload a new Build of a game that will go to players.
25
+ - Before you promote or release a version.
26
+ - After a release fails for players, to find the cause, and then to add the
27
+ check that would have caught it (see the last section).
28
+
29
+ For a jam build or a prototype nobody else plays, skip it.
30
+
31
+ ## How to report
32
+
33
+ Run every check that applies. Each check needs **evidence**: a command's
34
+ output or something you saw in the running game. Reading the project and
35
+ deciding it looks right is not evidence.
36
+
37
+ Report one line per check:
38
+
39
+ - **pass**, with the evidence;
40
+ - **fail**, with what you saw;
41
+ - **not applicable**, with the reason (for example, no server);
42
+ - **not run**, with what is still needed (for example, "needs a real online
43
+ join after publishing").
44
+
45
+ A check that was not run is not a pass. Show the list to the user before you
46
+ change anything; the user decides what to fix and whether to release with a
47
+ check still open.
48
+
49
+ ## Test the file you upload
50
+
51
+ Run the checks on the summer.games `.zip`, not on something close to it.
52
+ Export the bundle (in the editor: **Project > Export**, preset
53
+ **summer.games**, **Export Project**; from an agent: `summer_export_game`; or
54
+ from a terminal), then take the server pack and the packaged build file out
55
+ of it:
56
+
57
+ ```sh
58
+ <summer> --headless --path . --import
59
+ <summer> --headless --path . --export-release "summer.games" build/<game>.summer.zip
60
+ mkdir -p build/bundle
61
+ unzip -o build/<game>.summer.zip server.pck client.pck summer-bundle.json config/summer.build.json -d build/bundle
62
+ ```
63
+
64
+ A game without a server has no `server.pck` or `config/`; `unzip` then
65
+ warns about the missing names and extracts the rest.
66
+
67
+ `<summer>` is the Summer Engine executable. Two look-alikes hide real
68
+ failures:
69
+
70
+ - **A server pack exported on its own** with your server preset
71
+ (`--export-pack`) is not the bundle's `server.pck`. For example, it keeps
72
+ `gameId`, which the bundle leaves out, so it can pass check 6 while the
73
+ uploaded `.zip` fails it.
74
+ - **Local Play** always starts the authority scene by name, so it can't catch
75
+ check 1. It also runs without a hosted identity, so it can't catch check 6.
76
+
77
+ ## The checks
78
+
79
+ Checks 1 and 2 apply to every game with a server (`summer.build.json` names
80
+ a `server.exportPreset`). Checks 3 and 4 apply to every game with online
81
+ play. Checks 5, 6 and 7 apply to every game.
82
+
83
+ ### 1. The server pack starts the authority scene
84
+
85
+ **Why.** Summer starts a hosted World's `server.pck` with no scene argument,
86
+ so the pack's own main scene decides what runs. The server preset must carry
87
+ the custom feature `summer_authority`, and `project.godot` must set that
88
+ feature's main scene:
89
+
90
+ ```ini
91
+ [application]
92
+
93
+ run/main_scene="res://client/main.tscn"
94
+ run/main_scene.summer_client="res://client/main.tscn"
95
+ run/main_scene.summer_authority="res://authority/main.tscn"
96
+ ```
97
+
98
+ ```ini
99
+ # export_presets.cfg, the server preset
100
+ platform="Linux"
101
+ dedicated_server=true
102
+ custom_features="summer_authority"
103
+ ```
104
+
105
+ Without the feature, `run/main_scene.summer_authority` never applies and
106
+ the server starts the players' main scene, usually the title screen. That
107
+ scene never restores the World or tells Summer it is ready, so **every
108
+ online join fails with `world_start_timeout`**. The bundle manifest still
109
+ names the authority scene as the server's main scene, so reading the
110
+ manifest proves nothing.
111
+
112
+ **Check it.** Start the bundle's `server.pck` the way Summer does, with no
113
+ scene argument, and stop it after a few seconds:
114
+
115
+ ```sh
116
+ perl -e 'alarm shift; exec @ARGV' 15 <summer> --headless --verbose --main-pack build/bundle/server.pck
117
+ ```
118
+
119
+ Find the first `Completed load for: 'res://….tscn'` line. It must be the
120
+ authority scene: the `entry_point` of the `headless_engine` component in
121
+ `world.json`. Later lines may complain that there is no hosted World; that
122
+ is expected in a local run. Then confirm the source too: the server preset in
123
+ `export_presets.cfg` has `summer_authority` in `custom_features`, and
124
+ `project.godot` sets `run/main_scene.summer_authority`.
125
+
126
+ **Fix.** Add `summer_authority` to the server preset's **Features > Custom**,
127
+ set `application/run/main_scene.summer_authority` to the authority scene,
128
+ export again and rerun the check. If your Summer version's export refuses a
129
+ server pack that starts the wrong scene, that refusal is this check failing;
130
+ run the check anyway, because older versions don't refuse it.
131
+
132
+ ### 2. Join online with the version you release
133
+
134
+ **Why.** Check 1 runs on your computer. Players use a hosted server, and some
135
+ failures, such as check 6, only show up there.
136
+
137
+ **Check it.** Right after you publish or promote the version, open the game
138
+ in a Summer Games app as a player, join online and play until you are in the
139
+ game. Do it before you tell players about the update. An agent can't do this
140
+ step; report it as **not run** and ask the user to do it, then record what
141
+ they saw. If the join fails, see [Troubleshooting](#troubleshooting).
142
+
143
+ ### 3. Players can find online play
144
+
145
+ **Why.** If nobody, including you, reaches online play, nobody notices when
146
+ it breaks. A game hid online play behind a grown-ups setting, so its hosted
147
+ join was never tried before release, and it failed for every player who
148
+ found it.
149
+
150
+ **Check it.** Start the client as a new player and follow the default path
151
+ to online play. List every gate on that path: settings, parental or age
152
+ gates, debug toggles. A new player should reach online play without
153
+ changing a setting. If online play is off by default on purpose, the user
154
+ must confirm that decision, and then check 2 must run before every release.
155
+
156
+ ### 4. The server saves online progress
157
+
158
+ **Why.** Progress kept only in the player's local files is lost on
159
+ reinstall or a new device, and players can edit it.
160
+
161
+ **Check it.** In code, the authority loads each player's progress when they
162
+ join (`Summer.authority.player_data.load(session)`) and saves it with
163
+ `commit_public` or `commit_secret` (`summer-player-data`). Then play online,
164
+ earn something, leave, and join again from a fresh install or another
165
+ device. The progress must still be there. Local Play stores player data on
166
+ disk; only hosted play proves it lasts.
167
+
168
+ ### 5. Players can get back to the title
169
+
170
+ **Why.** A player with no way out of a session has to kill the app.
171
+
172
+ **Check it.** Play into a session, online and offline, and find the way
173
+ back: a pause menu or a **Leave** button. Use it, then start a new session
174
+ from the title. In online play, leaving should call
175
+ `Summer.client.leave()` before the title loads.
176
+
177
+ ### 6. The game doesn't hard-code its Game ID
178
+
179
+ **Why.** The summer.games export is portable: the bundle's
180
+ `summer.build.json` has no `gameId`. Summer takes the game's identity from
181
+ wherever it runs: the Summer Games app, the hosted server or Local Play.
182
+ Any other ID fails on the hosted server with `game_identity_mismatch`, "The
183
+ initialized Game ID does not match hosted runtime context." The authority
184
+ then stops before it restores the World or reports ready, and every online
185
+ join ends in `world_start_timeout`, even though check 1 passes. The Summer
186
+ Games app refuses a mismatched ID the same way.
187
+
188
+ **Check it.**
189
+
190
+ 1. Find every call: `grep -rn "Summer.initialize" --include=*.gd .`
191
+ 2. For each, trace the argument back to where it comes from. It must be
192
+ nothing (`Summer.initialize()`) or an ID the game got from Summer. It must
193
+ never be a literal, a placeholder, or a fallback such as
194
+ `"game.my-game"` used when `gameId` is missing.
195
+ 3. `cat build/bundle/config/summer.build.json`: it has no `gameId`, so
196
+ anything the game reads from this file at run time comes back empty.
197
+
198
+ Local Play and the local run in check 1 have no hosted identity, so a wrong
199
+ ID passes there. Only check 2 proves this one.
200
+
201
+ **Fix.** Call `Summer.initialize()` with no ID (Summer 0.7.1 and later), on
202
+ the client and on the authority.
203
+
204
+ ### 7. Export with a released Summer, and its scripts compile on the players' runtime
205
+
206
+ **Why.** The export records which Summer made it, in the client pack's
207
+ `.summer/export.json` and under `export` in the bundle's
208
+ `summer-bundle.json`: `summerVersion` and `engineSha`. Players' apps run the
209
+ game on a released Summer runtime with the same MAJOR.MINOR and a patch at
210
+ least the stamped one. A development build of Summer
211
+ can stamp a version that is already released while it has APIs that release
212
+ lacks. Scripts that use them then fail to compile on every player's device,
213
+ and the game opens to an empty or black window. Summer doesn't compile
214
+ scripts when you upload, so every upload check passes.
215
+
216
+ **Check it.**
217
+
218
+ 1. Read the stamp: `cat build/bundle/summer-bundle.json`. The export log
219
+ shows it too: `Exported by Summer <version> (engine <sha>)`.
220
+ 2. `summerVersion` must be a released Summer version, and `engineSha` must
221
+ equal that release's `engineSha` in
222
+ `downloads.summer.games/engine-templates/<summerVersion>/manifest.json`
223
+ (published for Summer 0.7.1 and later). If it differs, or that address has
224
+ nothing for the version, a development build made the export.
225
+ 3. Run the client pack on that released Summer, and fail on any compile
226
+ error. The run exits normally even when a script fails, so the grep is the
227
+ check:
228
+
229
+ ```sh
230
+ perl -e 'alarm shift; exec @ARGV' 60 <released-summer> --headless --verbose --main-pack build/bundle/client.pck --quit-after 600 > build/client-run.log 2>&1
231
+ grep -E 'SCRIPT ERROR|Parse Error|Failed to load script' build/client-run.log
232
+ ```
233
+
234
+ `<released-summer>` is the Summer executable of the stamped version from
235
+ the download page, not the development build that made the export. The
236
+ grep must print nothing. The run compiles the scripts that the main
237
+ scene and autoloads load; a script that loads only later in play compiles
238
+ when play reaches it, so check 2 still matters for online games.
239
+
240
+ **Fix.** Ask the user to install the current Summer release from
241
+ https://summerengine.com/download (or, with their OK, run
242
+ `summer install --yes`). Export again with it, and rerun this check on the
243
+ new `.zip` before you upload it.
244
+
245
+ ## Troubleshooting
246
+
247
+ ### Every online join fails with `world_start_timeout`, but Local Play works
248
+
249
+ Most likely, in this order:
250
+
251
+ 1. The server pack starts the wrong scene. Run check 1.
252
+ 2. The game passes a fixed Game ID. Run check 6.
253
+
254
+ After the fix, export a new `.zip`, upload it, promote it and run check 2.
255
+
256
+ ### The game opens to a blank window for every player
257
+
258
+ The game works in your editor, but every player sees an empty or black
259
+ window. Running the client pack as in check 7 prints
260
+ `Parse Error: Static function "…" not found` and
261
+ `Failed to load script "res://…"`. A development build of Summer made the
262
+ export, and the scripts use something the released version doesn't have.
263
+ Re-export with the current Summer release, upload the new version and
264
+ promote it.
265
+
266
+ ### The game server's log is empty
267
+
268
+ An empty server log is not proof that the server hung or never started. A
269
+ release server holds back what the game prints until it exits when it isn't
270
+ attached to a terminal, so its log can look empty while the title scene
271
+ runs. Don't debug from the empty log; run check 1 on your own computer to
272
+ see which scene starts.
273
+
274
+ ## Add a check after every incident
275
+
276
+ The list grows from real failures. When a release fails in a way no check
277
+ here would have caught:
278
+
279
+ 1. Fix the game, and record the cause in the project's `.summer/memory/`.
280
+ 2. Write the check that would have caught it: **Why**, **Check it** (a
281
+ command to run or something to observe, against the real summer.games
282
+ `.zip`), and **Fix**.
283
+ 3. Propose it for this skill and for the docs page
284
+ (`/publishing/release-readiness`), with the same number in both, through
285
+ a pull request to summerengine/summer and to the docs. Until it lands,
286
+ keep it in the project's memory so the next release runs it.
287
+
288
+ ## Checklist
289
+
290
+ - [ ] Ran the checks on the summer.games `.zip` you upload, not a separately exported pack.
291
+ - [ ] 1. The bundle's `server.pck`, run with no scene, loads the authority scene first.
292
+ - [ ] 2. A real online join with the released version reaches the game (or is reported as not run).
293
+ - [ ] 3. A new player reaches online play without changing a setting, or the user confirmed it is off on purpose.
294
+ - [ ] 4. Online progress is loaded and committed through authority player data, and survives a fresh install.
295
+ - [ ] 5. Players can get back to the title from inside a session, online and offline.
296
+ - [ ] 6. Every `Summer.initialize` passes no ID, or an ID the game got from Summer.
297
+ - [ ] 7. The export stamp names a released Summer and its `engineSha`, and `client.pck` run on that released Summer prints no `SCRIPT ERROR`, `Parse Error` or `Failed to load script`.
298
+ - [ ] One line per check reported to the user before anything is changed.
@@ -0,0 +1,41 @@
1
+ id: skill/release-readiness
2
+ kind: skill
3
+ version: 1.0.0
4
+ summary: "Before releasing a Summer game version, prove players can play it: server scene, online join, saved progress, no fixed Game ID, a released Summer compiles it."
5
+ use_when:
6
+ - "before uploading, promoting or releasing a new version to players: is it ready to release"
7
+ - "every online join fails with world_start_timeout, or the hosted server's log is empty, while Local Play works"
8
+ - "Summer.initialize fails with game_identity_mismatch: the initialized Game ID does not match hosted runtime context"
9
+ - "checking that a hosted game's server.pck starts the authority scene and not the title screen"
10
+ - "players get a blank or black screen when they open the released game, but it runs in the editor: client scripts fail with Parse Error or Failed to load script"
11
+ - "a game release failed for players and the check that would have caught it needs adding"
12
+ do_not_use_when:
13
+ - "only producing a local export for a jam or prototype nobody else plays — skill/export-and-ship"
14
+ facets:
15
+ lifecycle:
16
+ - launch
17
+ - support
18
+ domains:
19
+ - deployment
20
+ - multiplayer
21
+ - playtest
22
+ modalities:
23
+ - project
24
+ - docs
25
+ compatibility:
26
+ engine: ">=4.6"
27
+ related:
28
+ skills:
29
+ - skill/multiplayer
30
+ - skill/multiplayer-publish
31
+ - skill/multiplayer-testing
32
+ - skill/multiplayer-project
33
+ - skill/summer-player-data
34
+ - skill/publish-your-game
35
+ - skill/export-and-ship
36
+ - skill/make-game
37
+ - skill/bounded-engine-runs
38
+ source: official
39
+ license: MIT
40
+ status: preview
41
+ recommended: false
@@ -57,7 +57,7 @@ func _ready() -> void:
57
57
  spawner.state_group_created.connect(_on_group_created)
58
58
  spawner.entity_spawned.connect(_on_entity_spawned)
59
59
  spawner.event_received.connect(_on_event)
60
- var initialized: SummerResult = await Summer.initialize(Game.GAME_ID).get_result_or_completed_signal()
60
+ var initialized: SummerResult = await Summer.initialize().get_result_or_completed_signal()
61
61
  if not initialized.ok:
62
62
  push_error(initialized.message)
63
63
  return
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "summer-engine",
3
- "version": "3.5.1",
3
+ "version": "3.5.2",
4
4
  "description": "Local Summer CLI and MCP server for Summer Engine. Install and run the engine, connect Claude Code, Cursor, Codex, Gemini, and other agents, and build real games with bundled skills, hooks, and plugins.",
5
5
  "keywords": [
6
6
  "summer-engine",
@@ -4,9 +4,9 @@
4
4
  "collection": 0,
5
5
  "example": 0,
6
6
  "reference": 9,
7
- "skill": 122,
7
+ "skill": 123,
8
8
  "template": 19,
9
9
  "tool": 105
10
10
  },
11
- "total": 255
11
+ "total": 256
12
12
  }
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "_generated": "GENERATED from integrations/gemini — do not edit; npm run generate:registry",
3
3
  "name": "summer",
4
- "version": "3.5.1",
4
+ "version": "3.5.2",
5
5
  "description": "Agent tooling for Summer Engine: MCP bridge, context primer, and game-dev skills. Use with the npm CLI for skill files on disk.",
6
6
  "contextFileName": "GEMINI.md",
7
7
  "mcpServers": {
@@ -93,6 +93,7 @@
93
93
  "./library/skills/psx-retro-rendering/",
94
94
  "./library/skills/publish-your-game/",
95
95
  "./library/skills/realtime-wet-surfaces/",
96
+ "./library/skills/release-readiness/",
96
97
  "./library/skills/remote-deploy/",
97
98
  "./library/skills/retarget/",
98
99
  "./library/skills/running-in-the-cloud/",