virtualmatter 0.5.0 → 0.6.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -26,8 +26,11 @@ cd my-world
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  npx virtualmatter sync
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  ```
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- Already have a world? Paste any link to it - `/edit`, `/play`, `/g`, `/p`,
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- `/projects`, with or without the readable name in the URL:
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+ Already have a world? Paste any link to it - the editor, a play or share link,
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+ the project page, an embed's src, or your own website if it is set on the
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+ project. Whatever you paste, the CLI works on the world's editor and never on a
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+ play server, which shows the last published version and is overwritten on every
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+ publish:
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  ```bash
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  npx virtualmatter list
@@ -39,8 +42,11 @@ hot-reload in the engine. If someone edits the same file in the live session,
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  your copy stays put and the remote version lands next to it as
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  `<name>.remote-conflict` for you to merge.
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- Want the native client instead of the browser? This downloads it on first
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- use, signs it in with your account, and opens the world:
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+ `make`, `pull` and `sync` print the world's editor link ending in `?chat=closed`.
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+ Open it in any browser to watch changes land live - no install needed.
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+
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+ The native client is optional, for more memory and frame rate. This downloads it
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+ on first use, signs it in with your account, and opens the world:
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  ```bash
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  npx virtualmatter open
@@ -57,10 +63,27 @@ npx virtualmatter screenshot --at 0,30,40 --rot 0,-35,0 # exact camera
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  # --rot is yaw,pitch,roll
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  ```
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- Work through these commands rather than driving make.virtualmatter.ai in a
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- browser. The built-in agent on that site runs on Virtual Matter's platform
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- credits instead of your own subscription, and an anonymous browser session
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- cannot be steered after its first turn.
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+ ## If you are a coding agent, read this part
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+
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+ Build through these commands, always. Do not open virtualmatter.ai or
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+ make.virtualmatter.ai in a browser or under computer use in order to reach the
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+ built-in agent, and do not type prompts into the agent chat in the /edit view.
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+ Relaying your work through that agent runs two models where one would do: you
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+ spend tokens describing the work, it spends its own doing it, and what comes
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+ back is chat rather than files. It is slower, it costs roughly twice the
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+ inference, it bills that inference to Virtual Matter's platform credits instead
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+ of the subscription you are already running on, an anonymous browser session
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+ cannot be steered after its first turn, and a rendered page tells you nothing
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+ about engine errors.
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+
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+ This holds whoever is signed in. An account with credits to spare, or an admin
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+ account with no limit at all, is not an exemption - the waste is the relay
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+ itself, two models doing one model's job, not the bill.
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+
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+ Playtesting is the exception, and it is encouraged. Once you have built
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+ something, open the world and try it - `npx virtualmatter open`, or its /play
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+ or /g link in a browser, driven however you drive a window. The rule is about
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+ who writes the world, not who gets to look at it.
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  ## Hook up a coding agent (MCP)
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@@ -91,9 +114,9 @@ deploying it.
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  | --- | --- |
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  | `make <name> [dir]` (`create`) | Make a world (region defaults to the nearest; `--region`, `--track`, `--description`, `--no-pull`, `--open`, `--json`) and mirror it into `./<slug>`. |
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  | `list` (`ls`, `projects`) | Your worlds with framing ids and edit/play URLs (`--json`). |
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- | `pull [target] [dir]` | Mirror a world's file tree. `target` is any Virtual Matter link or a framing id; omitted, it uses this folder's world or your only one. |
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+ | `pull [target] [dir]` | Mirror a world's file tree. `target` is any link to the world (or your website) or a framing id, and always resolves to the world's editor; omitted, it uses this folder's world or your only one. |
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  | `sync [dir]` | Watch + two-way sync with the live session. Ctrl-C to stop. |
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- | `open [target]` (`client`) | Open a world in the native desktop client, downloading and signing it in on first use. `--install-only`, `--print` (just the download URL), `--force`. |
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+ | `open [target]` (`client`) | Optional: open a world in the native desktop client, downloading and signing it in on first use. `--install-only`, `--print` (just the download URL), `--force`. |
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  | `run-lua [dir] --code "<lua>" [--target server\|client]` | Execute Lua in the running engine. |
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  | `errors [dir]` | Recent engine errors. |
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  | `screenshot [dir] [-o out.png]` | Capture the engine's current view. |
@@ -32,6 +32,21 @@ This folder mirrors a live Virtual Matter world. Keep \`npx virtualmatter sync\`
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  running while you edit so saves hot-reload in the running world, or use the
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  \`virtualmatter\` MCP server registered in \`.mcp.json\` to read, write, run Lua,
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  check engine errors, and take screenshots directly.
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+
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+ Build here, not on the website: do not open virtualmatter.ai or
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+ make.virtualmatter.ai in a browser or under computer use to reach the built-in
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+ agent, and do not type prompts into its chat. That relays your work through a
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+ second model doing your job - roughly twice the inference, and billed to Virtual
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+ Matter's platform credits instead of the subscription you already have. It stays
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+ the wrong path on an account with credits to spare or an admin account with no
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+ limit: the waste is the relay, not the bill. Playtesting is the exception and is
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+ encouraged: open the world and try what you built.
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+
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+ This folder mirrors the world's editor, which is the only place to build. Any link
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+ to the world resolves to it: play servers show the last published version and are
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+ overwritten on every publish. Watch changes land live at the editor link ending in
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+ ?chat=closed that pull and sync print, in any browser with no install; the native
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+ client (\`npx virtualmatter open\`) is optional.
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  `;
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  function mcpServerConfig() {
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  return {
@@ -3,4 +3,4 @@
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  // frontend/content/agent-briefing.md and AGENTS.source.md. The CLI writes
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  // this into a world folder only when it cannot fetch the live copy. After
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  // changing either source, run: node frontend/scripts/sync-cli-agents-md.mjs
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- export const AGENTS_MD_FALLBACK = "# AGENTS.md - working with a Virtual Matter project\n\nThis file tells a coding agent how to think about a Virtual Matter project. The\n`virtualmatter` CLI drops a copy into every local project mirror it creates\n(`virtualmatter pull`); the canonical copy lives at\nhttps://make.virtualmatter.ai/AGENTS.md.\n\n## The mental model\n\n- The world itself runs on Virtual Matter servers, not on the maker's machine. There is\n one authoritative server simulation per world session, and any number of connected\n clients (browser WASM or the native client).\n- The project's content is SDK Lua scripts plus assets (voxel data, prefabs, images,\n sounds) under a `Montage/` tree. Virtual Matter can publish that tree to a GitHub repo\n in the maker's account for versioning and remixing; pushing to that repo does not feed\n back into the running world today - live edits happen in the session.\n- Changes hot-reload. Saving a `.lua` file in the live session's Montage tree re-runs\n the module and its `Start()` on a fresh instance inside the running world - no restart,\n no build step.\n- Prefabs are reusable scene-graph snippets: JSON files with a `.prefab` extension in the\n Montage folder, instantiated at runtime via `Server:InsertPrefab(asset)`.\n- There is no local runtime - the world cannot run on the maker's machine. The\n `virtualmatter` CLI (npm) is how you reach it from a local harness, and it needs no\n setup: the first command that needs an account signs you in with a device code.\n `npx virtualmatter make \"My world\"` makes a world and mirrors its Montage tree\n into `./my-world`; `npx virtualmatter pull <any Virtual Matter link>` mirrors an\n existing one (/edit, /play, /g, /p, /projects links all work, with or without a\n readable slug); `npx virtualmatter list` shows your worlds; `npx virtualmatter sync`\n live-pushes saves into the running session (which hot-reloads them);\n `npx virtualmatter run-lua` / `errors` / `screenshot` drive the engine;\n `npx virtualmatter open` downloads the native desktop client on first use, signs it\n in with your account, and opens the world in it; and `npx virtualmatter mcp` serves\n all of it over MCP. A mirrored folder carries `.mcp.json` and `.cursor/mcp.json`\n (so Claude Code and Cursor register the MCP server on their own), this file, and a\n `CLAUDE.md` that imports it. Folders from virtualmatter 0.5.0 on also carry\n `.codex/config.toml`, which Codex loads once you trust the folder; with an older\n CLI, or if Codex does not list the server, register it once with\n `codex mcp add virtualmatter -- npx -y virtualmatter mcp`. In Claude Code outside a\n mirrored folder, use `claude mcp add virtualmatter -- npx -y virtualmatter mcp`. The\n server works before a world\n is selected (`list_projects`, `create_project`, `select_project`), then exposes\n `list_files`, `read_file`, `write_file`, `run_lua`, `get_engine_errors`,\n `capture_screenshot`, `open_native_client`, and `world_info`.\n- Work through the CLI, not the website. Do not open make.virtualmatter.ai in a browser\n and do not prompt the built-in agent there: it spends Virtual Matter's platform credits\n instead of your own subscription, an anonymous browser session cannot be steered after\n its first turn, and you cannot read engine errors from a rendered page. The CLI does\n everything that agent does, from your own harness.\n- Seeing your work: `virtualmatter screenshot` shoots a default overview of the world\n origin, `--target <object>` frames one object by name or id, and `--at x,y,z --rot\n yaw,pitch,roll` places the camera exactly. Y is up and -Z is forward, and the\n rotation really is yaw first: yaw 0 faces -Z, pitch -90 looks straight down, pitch 0\n is the horizon. The MCP `capture_screenshot`\n tool takes the same arguments. Verify a change with a screenshot plus `errors` rather\n than assuming a write worked.\n- The mirrored folder's AGENTS.md is this guide followed by the engine SDK's own agent guide\n (the AGENTS.md that lives in every Montage tree and inside the desktop client's\n Data/Sdk/Montage/). The engine guide assumes an in-session agent driving the engine\n through `atomo`; the merged file maps each `atomo` step to the CLI or MCP equivalent, and\n the `Skills/*.md` references it points at are in the folder. The SDK's own tooling\n (`atomo`, `vm_auth.py`, the agent-log hooks) is not mirrored: it only works inside a\n session. Sandboxed agents need network access for every CLI command.\n\n## Reference\n\nThe same facts as terse lists, for quick lookup.\n\n### Project model\n- A project (\"montage\") is one voxel world hosted with Virtual Matter.\n- A project has framings: \"make\" framings (editing sessions) and \"play\"\n framings (public play sessions). A framing is a running session slot\n on a voxel host.\n- Project content = SDK Lua scripts + assets under a Montage/ tree.\n Edits made in the live session hot-reload into the running world.\n The tree can be published to a maker-owned GitHub repo.\n\n### URL shapes (make.virtualmatter.ai)\n- /new builder for people: create a world from a prompt\n (also at https://virtualmatter.ai/); coding agents\n use npx virtualmatter make instead\n- /edit/<framing-id> maker session: live world + agent chat\n (also /edit/<slug>-<framing-id>; the CLI accepts both)\n- /play/<framing-id> play session for a specific framing\n- /g/<id> share URL resolver: 302s to a live session\n\n### APIs (unauthenticated)\n- GET https://make.virtualmatter.ai/api/v1/public/native-clients\n JSON: { iteration, clients: [{ platform, kind, url, filename,\n file_size, branch, commit, match }] } - per-platform native client\n installers (kind \"download\") or store links (kind \"store\", iOS).\n\n### CLI + MCP (npm package \"virtualmatter\", Node >= 20)\n- npx virtualmatter make \"<name>\" make a world, mirror it into ./<slug>\n- npx virtualmatter pull <link> mirror an existing world (any link shape)\n- npx virtualmatter list your worlds with framing ids + URLs\n- npx virtualmatter sync live-push saves into the running world\n- npx virtualmatter open open the world in the native client\n- npx virtualmatter mcp stdio MCP server (list_projects,\n create_project, select_project, list_files, read_file, write_file,\n run_lua, get_engine_errors, capture_screenshot, open_native_client,\n world_info)\n- Sign-in happens on first use (device code); no separate login step.\n- A mirrored folder carries .mcp.json, .cursor/mcp.json, AGENTS.md and\n CLAUDE.md, so Claude Code and Cursor register the server on their own.\n- Codex: folders from 0.5.0 on carry .codex/config.toml, loaded once the\n folder is trusted; otherwise register the server once:\n codex mcp add virtualmatter -- npx -y virtualmatter mcp\n\n## SDK Lua cheat sheet\n\nThe scripting language is Lua 5.4, sandboxed: `os`, `io`, `require`, `package`,\n`dofile`, `loadfile`, `loadstring` are nil. `math`, `string`, `table`, `coroutine`\nremain. No `os.time` - use `Time.time` (sim time), `Time.frame`, or\n`AE:GetDebugTime()` (wall clock).\n\n### Script shape\n\nEvery persistent behavior is a `.lua` file in the Montage tree returning a `self` table:\n\n```lua\nlocal self = {}\nfunction self:Start() end\nfunction self:Update(deltaTime) end\nreturn self\n```\n\nAttach to an object with `obj:AddScript(\"My Folder/Example.lua\", sync)` - the path is\nrelative to the Montage root; `sync = true` replicates the script to clients.\n`obj:FindScript(\"Example\")` returns the live instance.\n\n### Server / client split\n\nThe same script runs on the server and (when synced) on every client. Branch with\n`self.onServer` / `self.onClient`:\n\n```lua\nfunction self:Update(dt)\n if self.onClient then return end -- voxel edits are server-only\n -- authoritative logic here\nend\n```\n\nNothing replicates automatically: set `syncToClients = true` on the script or\nVoxelData component, and use `util:makeNetworkedTable(self, { hp = 100 })` for\nproperties that should sync (server writes, clients read, deltas only).\n`obj.pos` / `obj.rot` do not auto-sync - replicate them yourself.\n\n### RPC\n\n```lua\nself:RPC(\"serverDoSomething\", pos, dir) -- on a client: goes to the server\nfunction self:serverDoSomething(pos, dir, clientID) -- clientID auto-appended\n assert(self.onServer)\nend\n```\n\nOn the server, `self:RPC(...)` fans out to all clients. Reliable, FIFO per direction.\nRequires `self.component.syncToClients = true`.\n\n### Scene and objects (server)\n\n```lua\nlocal ob = Scene:CreateObject(\"Name\")\nob.save = true\nob:AddScript(\"Path/Script.lua\")\nScene:GetObjectByName(\"Name\")\nScene:CloneObject(ob) -- prefer over rebuilding\nob.active = false -- prefer over destroy\nob:AddTag(\"Enemy\"); FindObjectsWithTag(\"Enemy\") -- tags are runtime-only state\n```\n\n### Voxel editing (server only, async)\n\n```lua\nVox:Add(Sphere(pos, 2)):Color(1, 0, 0):Run()\nVox:Add(Box(Vec3(0, -1, 0), Vec3(20, 2, 20))):ForceStatic():Run()\n```\n\nShapes: `Box(center, fullSize)`, `Sphere(center, r)`, `Capsule(p1, p2, r)`,\n`Cylinder(p1, p2, r1[, r2])`. `Run()` is async - chain `:OnFinished(fn)` before\n`:Run()` to read post-commit state. Big edits stall the frame for every client;\nkeep in-game edits small and infrequent.\n\n### Input (event-driven, client input reaches the server)\n\n```lua\nself.component.syncToClients = true\nevents.keyDown.addListener(self, function(key, from) self.keys[key] = true end)\nevents.keyUp.addListener(self, function(key, from) self.keys[key] = false end)\n```\n\nPlayer-driven movement must be client-predicted - never gate the player's own\nfeedback on the server round-trip.\n\n### Physics\n\n```lua\nlocal rb = obj:AddComponent(\"RigidBody\")\nrb:AddImpulse(Vec3(0, 50, 0), obj.pos)\nrb.velocity; rb.mass; rb.gravityScale\n```\n\n### Time and diagnostics\n\n```lua\nTime.dt; Time.time; Time.frame; Time.timeScale\nAE:GetLogValue(\"Raycasts\") -- engine counters, e.g. raycasts this frame\nAE:GetAssets() -- list all assets (APIs take Assets, not paths)\n```\n\n### UI (client-side HUD)\n\nBuild screen UI with the MUI builder: `UI:AddPanel|AddButton|AddLabel|AddSlider|...`\nchained with `:Set{...}`; flexbox-like row-wrap layout.\n\n## Conventions\n\n- Coordinates: Y is up, -Z is forward, X is right.\n- Script files are named in capital case with spaces (`Character Controller.lua`).\n- Check whether a script is already attached before adding it - duplicates run twice.\n- The server is for authority (world edits, spawns, state); clients are for feel\n (prediction, FX, UI).\n\n## Embed or build a world for an existing website\n\nFor a shared project link, fetch `/api/v1/public/embed?target=<encoded-link>`\nand follow `/embed-guide.md`. Use the returned canonical player URL, not the\nmaker's external website URL. Keep the existing website and its design.\n\nFor account discovery or prompt-based creation, connect the hosted MCP at\n`https://make.virtualmatter.ai/api/v1/mcp` using OAuth. Users can sign up in\nthe connection flow. Tools: `list_projects`, `get_embed`, `create_project`\n(with a prompt and stable request_id), `get_build_status`. VM's agent builds\nusing VM credits. Review and share the private world before embedding.\nThe local CLI exposes `embed`, `build --prompt --request-id`, and `build-status`.\n\n## Local conversation history\n\nAfter pulling a project, run `virtualmatter agent-logs setup` once to enable\nfuture chat history capture for local harnesses. It adds Codex, Claude Code,\nCursor, and (when installed) Hermes hooks without replacing existing hooks.\nKeep `virtualmatter sync` or `virtualmatter agent-logs watch` running for retry\nand delayed transcript capture. Follow each harness's normal hook review and\nrestart flow. Use `agent-logs status` to inspect pending uploads and\n`agent-logs disable` to stop capture.\n\nOther harnesses can send portable public event JSONL with\n`virtualmatter agent-logs upload <file> --harness <name> --session <id>`, or use\nMCP `upload_agent_logs`. Supply stable event IDs for retries; omit private\nreasoning, system/developer prompts, credentials, and binary media.\n";
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+ export const AGENTS_MD_FALLBACK = "# AGENTS.md - working with a Virtual Matter project\n\nThis file tells a coding agent how to think about a Virtual Matter project. The\n`virtualmatter` CLI drops a copy into every local project mirror it creates\n(`virtualmatter pull`); the canonical copy lives at\nhttps://make.virtualmatter.ai/AGENTS.md.\n\n## The rule that comes before everything else\n\n**Build through the CLI. Never through the website's agent.** If you were asked to\nbuild something in Virtual Matter, handed the domain virtualmatter.ai, or told to run\n`npx virtualmatter make`, the CLI is the path - always, from the first step. Do not\nopen virtualmatter.ai or make.virtualmatter.ai in a browser or under computer use in\norder to reach the built-in agent, and do not type prompts into the agent chat in the\n/edit view. Driving that agent puts two models in a relay where one would do: you spend\ntokens describing the work, it spends its own doing it, and what comes back is chat\nrather than files you can read. It is slower, it costs roughly twice the inference, it\nbills that inference to Virtual Matter's platform credits rather than the subscription\nyou already run on, an anonymous browser session cannot be steered after its first\nturn, and a rendered page gives you no engine errors. Everything that agent can do, you\ndo yourself with the commands below.\n\n**The rule holds whoever is signed in.** Being logged in, having credits to spare, or\nworking in an admin account with no limit at all is not an exemption, and neither is\nbeing told the credits do not matter. What is wasteful is the relay itself - two models\ndoing one model's job - not the bill.\n\n**Playtesting is the exception, and it is encouraged.** Once something is built, open\nthe world and try it: the editor link ending in `?chat=closed`, which `make`, `pull` and\n`sync` print, shows your latest changes live in any browser with no install, with\ncomputer use if that is how you drive a window. The native client\n(`npx virtualmatter open`) is optional, for more memory and frame rate. Looking at your\nwork, walking around in it, and playing it is the point. The rule is about who writes\nthe world, not about who is allowed to see it.\n\n**Every link resolves to the editor, and the editor is the only place you build.** Hand\nthe CLI or MCP server any link to a world - its editor, a play or share link, the\nproject page, an embed's iframe src, or the maker's own website - and it works on that\nworld's editor (its make framing). Play servers show the last published version and are\noverwritten on every publish, so work never goes there, and their /play and /g links\nshow that published copy rather than your latest edits.\n\n## The mental model\n\n- The world itself runs on Virtual Matter servers, not on the maker's machine. There is\n one authoritative server simulation per world session, and any number of connected\n clients (browser WASM or the native client).\n- The project's content is SDK Lua scripts plus assets (voxel data, prefabs, images,\n sounds) under a `Montage/` tree. Virtual Matter can publish that tree to a GitHub repo\n in the maker's account for versioning and remixing; pushing to that repo does not feed\n back into the running world today - live edits happen in the session.\n- Changes hot-reload. Saving a `.lua` file in the live session's Montage tree re-runs\n the module and its `Start()` on a fresh instance inside the running world - no restart,\n no build step.\n- Prefabs are reusable scene-graph snippets: JSON files with a `.prefab` extension in the\n Montage folder, instantiated at runtime via `Server:InsertPrefab(asset)`.\n- There is no local runtime - the world cannot run on the maker's machine. The\n `virtualmatter` CLI (npm) is how you reach it from a local harness, and it needs no\n setup: the first command that needs an account signs you in with a device code.\n `npx virtualmatter make \"My world\"` makes a world and mirrors its Montage tree\n into `./my-world`; `npx virtualmatter pull <any Virtual Matter link>` mirrors an\n existing one (/edit, /play, /g, /p, /projects links all work, with or without a\n readable slug); `npx virtualmatter list` shows your worlds; `npx virtualmatter sync`\n live-pushes saves into the running session (which hot-reloads them);\n `npx virtualmatter run-lua` / `errors` / `screenshot` drive the engine;\n `npx virtualmatter open` optionally opens the world in the native desktop client,\n downloaded and signed in on first use; and `npx virtualmatter mcp` serves\n all of it over MCP. A mirrored folder carries `.mcp.json` and `.cursor/mcp.json`\n (so Claude Code and Cursor register the MCP server on their own), this file, and a\n `CLAUDE.md` that imports it. Folders from virtualmatter 0.5.0 on also carry\n `.codex/config.toml`, which Codex loads once you trust the folder; with an older\n CLI, or if Codex does not list the server, register it once with\n `codex mcp add virtualmatter -- npx -y virtualmatter mcp`. In Claude Code outside a\n mirrored folder, use `claude mcp add virtualmatter -- npx -y virtualmatter mcp`. The\n server works before a world\n is selected (`list_projects`, `create_project`, `select_project`), then exposes\n `list_files`, `read_file`, `write_file`, `run_lua`, `get_engine_errors`,\n `capture_screenshot`, `open_native_client`, and `world_info`.\n- Work through the CLI, not the website - see the rule above. Prompting the built-in\n agent to do your building is the one thing to avoid; opening the world to play it is\n not.\n- Seeing your work: `virtualmatter screenshot` shoots a default overview of the world\n origin, `--target <object>` frames one object by name or id, and `--at x,y,z --rot\n yaw,pitch,roll` places the camera exactly. Y is up and -Z is forward, and the\n rotation really is yaw first: yaw 0 faces -Z, pitch -90 looks straight down, pitch 0\n is the horizon. The MCP `capture_screenshot`\n tool takes the same arguments. Verify a change with a screenshot plus `errors` rather\n than assuming a write worked.\n- The mirrored folder's AGENTS.md is this guide followed by the engine SDK's own agent guide\n (the AGENTS.md that lives in every Montage tree and inside the desktop client's\n Data/Sdk/Montage/). The engine guide assumes an in-session agent driving the engine\n through `atomo`; the merged file maps each `atomo` step to the CLI or MCP equivalent, and\n the `Skills/*.md` references it points at are in the folder. The SDK's own tooling\n (`atomo`, `vm_auth.py`, the agent-log hooks) is not mirrored: it only works inside a\n session. Sandboxed agents need network access for every CLI command.\n\n## Reference\n\nThe same facts as terse lists, for quick lookup.\n\n### Project model\n- A project (\"montage\") is one voxel world hosted with Virtual Matter.\n- A project has framings: \"make\" framings (editing sessions) and \"play\"\n framings (public play sessions). A framing is a running session slot\n on a voxel host.\n- Project content = SDK Lua scripts + assets under a Montage/ tree.\n Edits made in the live session hot-reload into the running world.\n The tree can be published to a maker-owned GitHub repo.\n\n### URL shapes (make.virtualmatter.ai)\n- /new builder for people: create a world from a prompt\n (also at https://virtualmatter.ai/); coding agents\n use npx virtualmatter make instead\n- /edit/<framing-id> maker session: live world + agent chat. The chat is\n for people; a coding agent builds with the CLI and\n never prompts it\n (also /edit/<slug>-<framing-id>; the CLI accepts both)\n- /play/<framing-id> play session for a specific framing\n- /g/<id> share URL resolver: 302s to a live session\n\n### APIs (unauthenticated)\n- GET https://make.virtualmatter.ai/api/v1/public/native-clients\n JSON: { iteration, clients: [{ platform, kind, url, filename,\n file_size, branch, commit, match }] } - per-platform native client\n installers (kind \"download\") or store links (kind \"store\", iOS).\n\n### CLI + MCP (npm package \"virtualmatter\", Node >= 20)\n- npx virtualmatter make \"<name>\" make a world, mirror it into ./<slug>\n- npx virtualmatter pull <link> mirror an existing world (any link shape)\n- npx virtualmatter list your worlds with framing ids + URLs\n- npx virtualmatter sync live-push saves into the running world\n- npx virtualmatter open optional: open it in the native client\n- npx virtualmatter mcp stdio MCP server (list_projects,\n create_project, select_project, list_files, read_file, write_file,\n run_lua, get_engine_errors, capture_screenshot, open_native_client,\n world_info)\n- Sign-in happens on first use (device code); no separate login step.\n- These commands are the whole build path. Never prompt the built-in\n agent on the site to do the work; a browser or the native client is\n for playtesting what you built.\n- Any link to a world (editor, play or share link, project page, embed,\n or the maker's own website) resolves to its editor, the only place\n the CLI and MCP server work. Play servers show the last published\n version and are overwritten on publish.\n- Watch changes land live at the editor link ending in ?chat=closed,\n in any browser, no install. The native client is optional.\n- A mirrored folder carries .mcp.json, .cursor/mcp.json, AGENTS.md and\n CLAUDE.md, so Claude Code and Cursor register the server on their own.\n- Codex: folders from 0.5.0 on carry .codex/config.toml, loaded once the\n folder is trusted; otherwise register the server once:\n codex mcp add virtualmatter -- npx -y virtualmatter mcp\n\n## SDK Lua cheat sheet\n\nThe scripting language is Lua 5.4, sandboxed: `os`, `io`, `require`, `package`,\n`dofile`, `loadfile`, `loadstring` are nil. `math`, `string`, `table`, `coroutine`\nremain. No `os.time` - use `Time.time` (sim time), `Time.frame`, or\n`AE:GetDebugTime()` (wall clock).\n\n### Script shape\n\nEvery persistent behavior is a `.lua` file in the Montage tree returning a `self` table:\n\n```lua\nlocal self = {}\nfunction self:Start() end\nfunction self:Update(deltaTime) end\nreturn self\n```\n\nAttach to an object with `obj:AddScript(\"My Folder/Example.lua\", sync)` - the path is\nrelative to the Montage root; `sync = true` replicates the script to clients.\n`obj:FindScript(\"Example\")` returns the live instance.\n\n### Server / client split\n\nThe same script runs on the server and (when synced) on every client. Branch with\n`self.onServer` / `self.onClient`:\n\n```lua\nfunction self:Update(dt)\n if self.onClient then return end -- voxel edits are server-only\n -- authoritative logic here\nend\n```\n\nNothing replicates automatically: set `syncToClients = true` on the script or\nVoxelData component, and use `util:makeNetworkedTable(self, { hp = 100 })` for\nproperties that should sync (server writes, clients read, deltas only).\n`obj.pos` / `obj.rot` do not auto-sync - replicate them yourself.\n\n### RPC\n\n```lua\nself:RPC(\"serverDoSomething\", pos, dir) -- on a client: goes to the server\nfunction self:serverDoSomething(pos, dir, clientID) -- clientID auto-appended\n assert(self.onServer)\nend\n```\n\nOn the server, `self:RPC(...)` fans out to all clients. Reliable, FIFO per direction.\nRequires `self.component.syncToClients = true`.\n\n### Scene and objects (server)\n\n```lua\nlocal ob = Scene:CreateObject(\"Name\")\nob.save = true\nob:AddScript(\"Path/Script.lua\")\nScene:GetObjectByName(\"Name\")\nScene:CloneObject(ob) -- prefer over rebuilding\nob.active = false -- prefer over destroy\nob:AddTag(\"Enemy\"); FindObjectsWithTag(\"Enemy\") -- tags are runtime-only state\n```\n\n### Voxel editing (server only, async)\n\n```lua\nVox:Add(Sphere(pos, 2)):Color(1, 0, 0):Run()\nVox:Add(Box(Vec3(0, -1, 0), Vec3(20, 2, 20))):ForceStatic():Run()\n```\n\nShapes: `Box(center, fullSize)`, `Sphere(center, r)`, `Capsule(p1, p2, r)`,\n`Cylinder(p1, p2, r1[, r2])`. `Run()` is async - chain `:OnFinished(fn)` before\n`:Run()` to read post-commit state. Big edits stall the frame for every client;\nkeep in-game edits small and infrequent.\n\n### Input (event-driven, client input reaches the server)\n\n```lua\nself.component.syncToClients = true\nevents.keyDown.addListener(self, function(key, from) self.keys[key] = true end)\nevents.keyUp.addListener(self, function(key, from) self.keys[key] = false end)\n```\n\nPlayer-driven movement must be client-predicted - never gate the player's own\nfeedback on the server round-trip.\n\n### Physics\n\n```lua\nlocal rb = obj:AddComponent(\"RigidBody\")\nrb:AddImpulse(Vec3(0, 50, 0), obj.pos)\nrb.velocity; rb.mass; rb.gravityScale\n```\n\n### Time and diagnostics\n\n```lua\nTime.dt; Time.time; Time.frame; Time.timeScale\nAE:GetLogValue(\"Raycasts\") -- engine counters, e.g. raycasts this frame\nAE:GetAssets() -- list all assets (APIs take Assets, not paths)\n```\n\n### UI (client-side HUD)\n\nBuild screen UI with the MUI builder: `UI:AddPanel|AddButton|AddLabel|AddSlider|...`\nchained with `:Set{...}`; flexbox-like row-wrap layout.\n\n## Conventions\n\n- Coordinates: Y is up, -Z is forward, X is right.\n- Script files are named in capital case with spaces (`Character Controller.lua`).\n- Check whether a script is already attached before adding it - duplicates run twice.\n- The server is for authority (world edits, spawns, state); clients are for feel\n (prediction, FX, UI).\n\n## Embed or build a world for an existing website\n\nFor a shared project link, fetch `/api/v1/public/embed?target=<encoded-link>`\nand follow `/embed-guide.md`. Use the returned canonical player URL, not the\nmaker's external website URL. Keep the existing website and its design.\n\nFor account discovery or prompt-based creation, connect the hosted MCP at\n`https://make.virtualmatter.ai/api/v1/mcp` using OAuth. Users can sign up in\nthe connection flow. Tools: `list_projects`, `get_embed`, `create_project`\n(with a prompt and stable request_id), `get_build_status`. VM's agent builds\nusing VM credits. Review and share the private world before embedding.\nThe local CLI exposes `embed`, `build --prompt --request-id`, and `build-status`.\n\n## Local conversation history\n\nAfter pulling a project, run `virtualmatter agent-logs setup` once to enable\nfuture chat history capture for local harnesses. It adds Codex, Claude Code,\nCursor, and (when installed) Hermes hooks without replacing existing hooks.\nKeep `virtualmatter sync` or `virtualmatter agent-logs watch` running for retry\nand delayed transcript capture. Follow each harness's normal hook review and\nrestart flow. Use `agent-logs status` to inspect pending uploads and\n`agent-logs disable` to stop capture.\n\nOther harnesses can send portable public event JSONL with\n`virtualmatter agent-logs upload <file> --harness <name> --session <id>`, or use\nMCP `upload_agent_logs`. Supply stable event IDs for retries; omit private\nreasoning, system/developer prompts, credentials, and binary media.\n";
package/dist/api.js CHANGED
@@ -24,7 +24,7 @@ export async function resolveSession(framingId, opts = {}) {
24
24
  const now = opts.now ?? Date.now;
25
25
  const deadline = now() + (opts.timeoutMs ?? 120_000);
26
26
  for (;;) {
27
- const res = await authorizedFetch(`${apiBase()}/api/v1/framings/${encodeURIComponent(framingId)}/session`, { method: "POST" }, fetchFn);
27
+ const res = await authorizedFetch(`${apiBase()}/api/v1/framings/${encodeURIComponent(framingId)}/session${opts.intent ? `?intent=${opts.intent}` : ""}`, { method: "POST" }, fetchFn);
28
28
  if (res.status === 200) {
29
29
  return (await res.json());
30
30
  }
@@ -37,6 +37,13 @@ export async function resolveSession(framingId, opts = {}) {
37
37
  await sleep(wait);
38
38
  continue;
39
39
  }
40
+ if (res.status === 409) {
41
+ const body = (await res.json().catch(() => ({})));
42
+ if (body.code === "not_edit_framing" && body.make_framing_id) {
43
+ throw new NotEditFramingError(framingId, body.make_framing_id, body.edit_url ?? "", body.detail ?? "");
44
+ }
45
+ throw new Error(`Session lookup failed: HTTP 409`);
46
+ }
40
47
  if (res.status === 401 || res.status === 403) {
41
48
  throw new Error(`Not authorized for framing ${framingId} (HTTP ${res.status}).`);
42
49
  }
@@ -46,6 +53,41 @@ export async function resolveSession(framingId, opts = {}) {
46
53
  throw new Error(`Session lookup failed: HTTP ${res.status}`);
47
54
  }
48
55
  }
56
+ /**
57
+ * The platform's answer to `intent=edit` on a play framing: that id is a play
58
+ * server, and the world's editor is `makeFramingId`.
59
+ */
60
+ export class NotEditFramingError extends Error {
61
+ framingId;
62
+ makeFramingId;
63
+ editUrl;
64
+ constructor(framingId, makeFramingId, editUrl, detail) {
65
+ super(detail || `${framingId} is a play server, not the world's editor.`);
66
+ this.framingId = framingId;
67
+ this.makeFramingId = makeFramingId;
68
+ this.editUrl = editUrl;
69
+ this.name = "NotEditFramingError";
70
+ }
71
+ }
72
+ /**
73
+ * The session to WORK on a world through - always its editor. When the id is
74
+ * a play server the platform names the editor instead, and this follows that
75
+ * pointer, telling `onRedirect` so the caller can say what happened.
76
+ */
77
+ export async function resolveEditSession(framingId, onRedirect, opts = {}) {
78
+ try {
79
+ return { session: await resolveSession(framingId, { ...opts, intent: "edit" }), framingId };
80
+ }
81
+ catch (err) {
82
+ if (!(err instanceof NotEditFramingError))
83
+ throw err;
84
+ onRedirect?.(err);
85
+ return {
86
+ session: await resolveSession(err.makeFramingId, { ...opts, intent: "edit" }),
87
+ framingId: err.makeFramingId,
88
+ };
89
+ }
90
+ }
49
91
  /** Session base URL where the file/engine API lives. */
50
92
  export function sessionBaseUrl(session) {
51
93
  const host = session.voxel_host.replace(/^https?:\/\//, "").replace(/\/+$/, "");
@@ -95,6 +137,47 @@ export async function getProjectByPublicId(publicId, fetchFn = fetch) {
95
137
  const identity = (await res.json());
96
138
  return getProject(identity.id, fetchFn);
97
139
  }
140
+ /** No world of the caller's matches. Carries the platform's own wording. */
141
+ export class NoMatchingWorldError extends Error {
142
+ constructor(message) {
143
+ super(message);
144
+ this.name = "NoMatchingWorldError";
145
+ }
146
+ }
147
+ /** The platform predates `/edit-target` (an older dev or staging build). */
148
+ export class EditTargetUnsupportedError extends Error {
149
+ constructor(status) {
150
+ super(`This platform has no /api/v1/edit-target route (HTTP ${status}).`);
151
+ this.name = "EditTargetUnsupportedError";
152
+ }
153
+ }
154
+ export async function fetchEditTarget(target, fetchFn = fetch) {
155
+ const res = await authorizedFetch(`${apiBase()}/api/v1/edit-target`, { method: "POST", headers: { "Content-Type": "application/json" }, body: JSON.stringify({ target }) }, fetchFn);
156
+ if (res.ok)
157
+ return (await res.json());
158
+ let detail = null;
159
+ try {
160
+ detail = (await res.json()).detail;
161
+ }
162
+ catch {
163
+ /* non-JSON */
164
+ }
165
+ const coded = detail && typeof detail === "object" ? detail : null;
166
+ if (res.status === 404 && coded?.code === "no_matching_world") {
167
+ throw new NoMatchingWorldError(coded.message ?? "No world of yours matches that link.");
168
+ }
169
+ if (res.status === 409 && coded?.code === "ambiguous_world") {
170
+ const names = (coded.names ?? []).join(", ");
171
+ throw new Error(`${coded.message ?? "That website belongs to more than one of your worlds."}${names ? ` (${names})` : ""}`);
172
+ }
173
+ // A 404/405 WITHOUT our code is the router saying the route does not exist.
174
+ if (res.status === 404 || res.status === 405)
175
+ throw new EditTargetUnsupportedError(res.status);
176
+ if (res.status === 401 || res.status === 403) {
177
+ throw new Error(`Not authorized to resolve that link (HTTP ${res.status}).`);
178
+ }
179
+ throw new Error(`Resolving the link failed: HTTP ${res.status}`);
180
+ }
98
181
  export async function createProject(input, fetchFn = fetch) {
99
182
  const res = await authorizedFetch(`${apiBase()}/api/v1/montages`, {
100
183
  method: "POST",
package/dist/index.js CHANGED
@@ -4,7 +4,7 @@ import fs from "node:fs";
4
4
  import path from "node:path";
5
5
  import { registerLogCommands } from "./log-commands.js";
6
6
  import { Command } from "commander";
7
- import { createProject, createWebsiteBuild, getWebsiteBuild, getEmbed, defaultRegion, editUrl, fetchNativeClientCatalog, listProjects, playUrl, resolveSession, sessionBaseUrl, whoami, } from "./api.js";
7
+ import { createProject, createWebsiteBuild, getWebsiteBuild, getEmbed, defaultRegion, editUrl, fetchNativeClientCatalog, listProjects, playUrl, NotEditFramingError, resolveEditSession, resolveSession, sessionBaseUrl, whoami, } from "./api.js";
8
8
  import { NotLoggedInError, clearCredentials, loadCredentials, pollForToken, saveCredentials, startDeviceFlow, } from "./auth.js";
9
9
  import { openInBrowser } from "./browser.js";
10
10
  import { detectPlatform, ensureClientInstalled, launchClient, seedNativeAuth } from "./client.js";
@@ -19,7 +19,29 @@ const program = new Command();
19
19
  program
20
20
  .name("virtualmatter")
21
21
  .description("Build with Virtual Matter from your terminal or coding agent: list and create worlds, mirror their files, live-sync edits, run Lua, capture screenshots, open the native client, and expose it all over MCP.")
22
- .version(packageVersion());
22
+ .version(packageVersion())
23
+ // `npx virtualmatter --help` is the first command an external agent runs, so
24
+ // it is the earliest place to head off driving the website instead.
25
+ .addHelpText("after", [
26
+ "",
27
+ "If you are a coding agent: these commands are the whole build path. Never",
28
+ "reach the built-in agent by opening virtualmatter.ai or make.virtualmatter.ai",
29
+ "in a browser or under computer use, and do not type prompts into its chat",
30
+ "in the /edit view. That relays your work through a second model doing your",
31
+ "job - roughly twice the inference, slower, and billed to Virtual Matter's",
32
+ "platform credits instead of the subscription you already run on. It stays the",
33
+ "wrong path on an account with credits to spare or an admin account with no",
34
+ "limit: the waste is the relay, not the bill. Playtesting is the exception and",
35
+ "is encouraged: once you have built something, open the world and try it.",
36
+ "",
37
+ "Any link to a world - editor, play or share link, project page, an embed, or",
38
+ "the maker's own website - resolves to the world's EDITOR, and that is the only",
39
+ "place these commands work: play servers show the last published version and",
40
+ "are overwritten on every publish. To watch changes land live, open the edit",
41
+ "link these commands print (ending in ?chat=closed) in any browser, with no",
42
+ "install. The native client (`virtualmatter open`) is optional, for more memory",
43
+ "and frame rate.",
44
+ ].join("\n"));
23
45
  function fail(message) {
24
46
  console.error(message);
25
47
  process.exit(1);
@@ -63,8 +85,11 @@ async function run(fn) {
63
85
  /** Resolve a session-scoped FilesClient from a synced dir's state file. */
64
86
  async function clientForDir(dir) {
65
87
  const state = requireState(dir);
66
- const session = await resolveSession(state.framing_id);
67
- return { client: new FilesClient(sessionBaseUrl(session), state.framing_id), framingId: state.framing_id };
88
+ // Engine-driving commands read no local files, so a folder that points at a
89
+ // play server can safely run against the editor instead - with a warning,
90
+ // because the folder itself still needs re-mirroring before `sync`.
91
+ const { session, framingId } = await resolveEditSession(state.framing_id, (err) => console.error(`Note: ${err.message} Running against the editor instead. To fix this folder, mirror the editor: npx virtualmatter pull ${err.editUrl} <new-folder>`));
92
+ return { client: new FilesClient(sessionBaseUrl(session), framingId), framingId };
68
93
  }
69
94
  /** A target from the argument, else from the folder, else the only project. */
70
95
  async function resolveTargetOrImplicit(target, dir) {
@@ -88,7 +113,7 @@ function slugFor(name) {
88
113
  .replace(/^-+|-+$/g, "");
89
114
  return slug || "world";
90
115
  }
91
- function reportPull(result, dest) {
116
+ function reportPull(result, dest, watchUrl) {
92
117
  console.log(`Pulled ${result.fileCount} files into ${dest}.`);
93
118
  const files = result.agentFiles;
94
119
  if (files && files.written.length > 0) {
@@ -100,6 +125,8 @@ function reportPull(result, dest) {
100
125
  const shown = rel.startsWith("..") ? dest : rel;
101
126
  console.log(`Next: cd ${JSON.stringify(shown).slice(1, -1).includes(" ") ? `"${shown}"` : shown} && npx virtualmatter sync`);
102
127
  console.log(` (or open the folder in your agent - the MCP server is registered in .mcp.json)`);
128
+ console.log(`Watch changes land live in any browser, no install: ${watchUrl}`);
129
+ console.log(` (the native client is optional: npx virtualmatter open)`);
103
130
  }
104
131
  program
105
132
  .command("login")
@@ -204,9 +231,17 @@ program
204
231
  }
205
232
  else {
206
233
  console.log(`Created "${project.name}" in ${project.region}.`);
207
- console.log(`Edit in the browser: ${url}`);
234
+ // Deliberately "watch", and deliberately the ?chat=closed link: an
235
+ // agent reading "edit it in the browser" as its next step opens the
236
+ // page and prompts the built-in agent, which is the failure the CLI
237
+ // exists to avoid. The maker still needs a link - it is how they see
238
+ // the agent's work land live - and with the chat closed it offers
239
+ // nothing to prompt.
240
+ const watch = `${url}?chat=closed`;
208
241
  if (pulled && dest)
209
- reportPull(pulled, dest);
242
+ reportPull(pulled, dest, watch);
243
+ else
244
+ console.log(`Watch it live in any browser, no install: ${watch}`);
210
245
  }
211
246
  if (opts.open)
212
247
  await openNative(framingId, url);
@@ -214,13 +249,15 @@ program
214
249
  program
215
250
  .command("pull")
216
251
  .description("Download a world's file tree into a local folder")
217
- .argument("[target]", "any Virtual Matter link (/edit, /play, /g, /p, /projects) or a framing id; omitted = your only world")
252
+ .argument("[target]", "any link to the world (editor, play or share link, project page, embed) or your website; omitted = your only world")
218
253
  .argument("[dir]", "destination folder (default: ./<world name or framing id>)")
219
254
  .action((target, dir) => run(async () => {
220
255
  const resolved = await resolveTargetOrImplicit(target, path.resolve("."));
256
+ if (resolved.note)
257
+ console.log(resolved.note);
221
258
  const dest = path.resolve(dir ?? (resolved.project ? slugFor(resolved.project.name) : resolved.framingId));
222
259
  const result = await pullCommand(resolved.framingId, dest);
223
- reportPull(result, dest);
260
+ reportPull(result, dest, resolved.watchUrl ?? `${editUrl(result.framingId, resolved.project?.url_slug)}?chat=closed`);
224
261
  }));
225
262
  program
226
263
  .command("sync")
@@ -229,10 +266,32 @@ program
229
266
  .action((dir) => run(async () => {
230
267
  const abs = path.resolve(dir);
231
268
  const state = requireState(abs);
232
- const session = await resolveSession(state.framing_id);
269
+ let session;
270
+ try {
271
+ session = await resolveSession(state.framing_id, { intent: "edit" });
272
+ }
273
+ catch (err) {
274
+ // A folder mirrored from a play server (older CLIs took /play links at
275
+ // face value). Syncing into that server is lost on the next publish,
276
+ // and its files are the PUBLISHED copy - possibly older than the
277
+ // editor - so syncing them into the editor could overwrite newer work.
278
+ // Neither is safe to guess at: stop and say how to get a right folder.
279
+ if (err instanceof NotEditFramingError) {
280
+ fail([
281
+ "This folder was mirrored from a play server, not the world's editor.",
282
+ "Play servers are overwritten on every publish, so work synced there is lost,",
283
+ "and these files may be older than the editor's. Mirror the editor into a new",
284
+ "folder, then carry over any local changes you made here:",
285
+ "",
286
+ ` npx virtualmatter pull ${err.editUrl} <new-folder>`,
287
+ ].join("\n"));
288
+ }
289
+ throw err;
290
+ }
233
291
  const client = new FilesClient(sessionBaseUrl(session), state.framing_id);
234
292
  const engine = new SyncEngine(client, abs, state);
235
293
  console.log(`Syncing ${abs} with framing ${state.framing_id}. Ctrl-C to stop.`);
294
+ console.log(`Watch changes land live in any browser: ${editUrl(state.framing_id)}?chat=closed`);
236
295
  await runSyncLoop(engine, abs);
237
296
  }));
238
297
  program
@@ -300,7 +359,7 @@ async function openNative(framingId, url, force = false) {
300
359
  program
301
360
  .command("open")
302
361
  .alias("client")
303
- .description("Open a world in the native desktop client - downloads and signs it in on first use")
362
+ .description("Optional: open a world in the native desktop client (more memory and frame rate than the browser) - downloads and signs it in on first use")
304
363
  .argument("[target]", "any Virtual Matter link or framing id; omitted = this folder's world, or your only one")
305
364
  .option("--install-only", "download and unpack the client without launching it")
306
365
  .option("--print", "only print the download URL for this OS")
@@ -326,6 +385,8 @@ program
326
385
  return;
327
386
  }
328
387
  const resolved = await resolveTargetOrImplicit(target, path.resolve("."));
388
+ if (resolved.note)
389
+ console.log(resolved.note);
329
390
  await openNative(resolved.framingId, editUrl(resolved.framingId, resolved.project?.url_slug), opts.force);
330
391
  }));
331
392
  program
package/dist/mcp.js CHANGED
@@ -14,7 +14,7 @@ import { eventSchema } from "./log-events.js";
14
14
  import { McpServer } from "@modelcontextprotocol/sdk/server/mcp.js";
15
15
  import { StdioServerTransport } from "@modelcontextprotocol/sdk/server/stdio.js";
16
16
  import { z } from "zod";
17
- import { createProject, createWebsiteBuild, getWebsiteBuild, getEmbed, defaultRegion, editUrl, listProjects, playUrl, resolveSession, sessionBaseUrl, } from "./api.js";
17
+ import { createProject, createWebsiteBuild, getWebsiteBuild, getEmbed, defaultRegion, editUrl, listProjects, playUrl, resolveEditSession, resolveSession, sessionBaseUrl, } from "./api.js";
18
18
  import { ensureClientInstalled, launchClient, seedNativeAuth } from "./client.js";
19
19
  import { packageVersion } from "./config.js";
20
20
  import { ConflictError, FilesClient } from "./files.js";
@@ -27,6 +27,33 @@ export function resolveFramingId(dir, framingFlag) {
27
27
  const state = loadState(dir);
28
28
  return state ? state.framing_id : null;
29
29
  }
30
+ export const MCP_INSTRUCTIONS = [
31
+ "Virtual Matter hosts live multiplayer voxel worlds. These tools are the whole build",
32
+ "surface: make a world, read and write its SDK Lua, hot-reload it into the running",
33
+ "session, run Lua, read engine errors, take screenshots, open the native client.",
34
+ "",
35
+ "Build with these tools, always. Do not open virtualmatter.ai or make.virtualmatter.ai",
36
+ "in a browser or under computer use in order to reach the built-in agent, and do not",
37
+ "type prompts into the agent chat in the /edit view. Driving that agent relays your",
38
+ "work through a second model doing your job: roughly twice the inference for a slower",
39
+ "result that comes back as chat rather than files, billed to Virtual Matter's platform",
40
+ "credits rather than the subscription you already run on, unsteerable past its first",
41
+ "turn in an anonymous session, and with no engine errors behind a rendered page.",
42
+ "",
43
+ "This holds whoever is signed in. An account with credits to spare, or an admin account",
44
+ "with no limit at all, is not an exemption: the waste is the relay itself, two models",
45
+ "doing one model's job, not the bill.",
46
+ "",
47
+ "Playtesting is the exception and is encouraged: once something is built, open the",
48
+ "world and try it. The rule is about who writes the world, not who is allowed to look.",
49
+ "",
50
+ "Any link to a world - editor, play or share link, project page, an embed, or the",
51
+ "maker's own website - resolves to the world's EDITOR, and that is the only place these",
52
+ "tools work: play servers show the last published version and are overwritten on every",
53
+ "publish. The maker watches your changes land live at the watch_url that select_project",
54
+ "and world_info return (the editor with ?chat=closed), in any browser with no install.",
55
+ "open_native_client is optional, for more memory and frame rate, never required.",
56
+ ].join("\n");
30
57
  const NO_WORLD = "No world is selected. Call select_project with a Virtual Matter URL or id, create_project to make a new one, or list_projects to see what exists.";
31
58
  function makeContext(framingId) {
32
59
  let session = null;
@@ -48,8 +75,19 @@ function makeContext(framingId) {
48
75
  return ctx.framingId;
49
76
  },
50
77
  async getSession() {
51
- if (!session)
52
- session = await resolveSession(ctx.requireFraming());
78
+ if (!session) {
79
+ // Always the editor. A play framing - selected by id, or read from a
80
+ // folder an older CLI mirrored from a /play link - is refused by the
81
+ // platform with the editor's id, and work moves there.
82
+ const resolved = await resolveEditSession(ctx.requireFraming(), (err) => {
83
+ ctx.notice = `${err.message} Switched to the world's editor (${err.makeFramingId}).`;
84
+ });
85
+ if (resolved.framingId !== ctx.framingId) {
86
+ ctx.framingId = resolved.framingId;
87
+ client = null;
88
+ }
89
+ session = resolved.session;
90
+ }
53
91
  return session;
54
92
  },
55
93
  async getClient() {
@@ -98,7 +136,14 @@ export async function writeWithRetry(client, filePath, body) {
98
136
  }
99
137
  export async function runMcpServer(dir, framingFlag) {
100
138
  const ctx = makeContext(resolveFramingId(dir, framingFlag));
101
- const server = new McpServer({ name: "virtualmatter", version: packageVersion() });
139
+ // Instructions land in the host agent's system prompt, which is the only
140
+ // place early enough to stop the failure this exists for: an agent asked to
141
+ // "build X in Virtual Matter" opens the website and prompts OUR built-in
142
+ // agent instead, relaying through a second model, on our platform credits
143
+ // rather than the subscription it already runs on. Observed twice on clean
144
+ // machines even with the rule in llms.txt and AGENTS.md, because a
145
+ // browser-driving agent never fetches either.
146
+ const server = new McpServer({ name: "virtualmatter", version: packageVersion() }, { instructions: MCP_INSTRUCTIONS });
102
147
  server.registerTool("upload_agent_logs", {
103
148
  description: "Append public conversation and tool events from any local harness to the selected project's Agent Logs. Supply stable event IDs for retry deduplication. Never include private reasoning, system prompts, credentials, or binary media. Use the CLI hook integrations for automatic full conversation capture.",
104
149
  inputSchema: { harness: z.string().regex(/^[a-z0-9][a-z0-9_-]{0,63}$/), session_id: z.string().regex(/^[A-Za-z0-9_-]{1,128}$/), events: z.array(eventSchema).min(1).max(500) },
@@ -155,9 +200,9 @@ export async function runMcpServer(dir, framingFlag) {
155
200
  return textResult(JSON.stringify({ ...projectSummary(project), selected: true, pulled }, null, 2));
156
201
  });
157
202
  server.registerTool("select_project", {
158
- description: "Select the world this session works on. Accepts any Virtual Matter link (/edit, /play, /g, /p, /projects, with or without a readable slug) or a bare framing id. Optionally mirrors its files into a local folder.",
203
+ description: "Select the world this session works on. Accepts ANY link to it - the editor, a play or share link, the project page, an embed's iframe src, or the maker's own website - or a bare framing id, and always resolves to the world's editor: a play server shows the last published version and is overwritten on publish, so work never goes there. Returns watch_url, where the maker watches changes land live. Optionally mirrors its files into a local folder.",
159
204
  inputSchema: {
160
- target: z.string().describe("A Virtual Matter URL or framing id"),
205
+ target: z.string().describe("Any link to the world, the maker's website, or a framing id"),
161
206
  pull_to: z.string().optional().describe("Local folder to mirror the world's files into (optional)"),
162
207
  },
163
208
  }, async ({ target, pull_to }) => {
@@ -171,6 +216,8 @@ export async function runMcpServer(dir, framingFlag) {
171
216
  return textResult(JSON.stringify({
172
217
  framing_id: resolved.framingId,
173
218
  edit_url: editUrl(resolved.framingId, resolved.project?.url_slug),
219
+ watch_url: resolved.watchUrl ?? `${editUrl(resolved.framingId, resolved.project?.url_slug)}?chat=closed`,
220
+ note: resolved.note ?? null,
174
221
  project: resolved.project ? projectSummary(resolved.project) : null,
175
222
  pulled,
176
223
  }, null, 2));
@@ -254,7 +301,7 @@ export async function runMcpServer(dir, framingFlag) {
254
301
  };
255
302
  });
256
303
  server.registerTool("open_native_client", {
257
- description: "Open the selected world on this machine in the Virtual Matter native desktop client (higher performance than the browser). Downloads and unpacks the client on first use, signs it in with the CLI's account, and launches it into the world. Returns where the client lives and the URL it opened.",
304
+ description: "Optional: open the selected world on this machine in the Virtual Matter native desktop client, for more memory and frame rate than the browser. Never required - the world, including your latest edits, is always viewable live at its watch_url in any browser. Downloads and unpacks the client on first use, signs it in with the CLI's account, and launches it into the world. Returns where the client lives and the URL it opened.",
258
305
  inputSchema: {},
259
306
  }, async () => {
260
307
  const framingId = ctx.requireFraming();
@@ -268,12 +315,15 @@ export async function runMcpServer(dir, framingFlag) {
268
315
  description: "Return the selected world's framing id plus its URLs: the editor and play links a human can open, and the session API base this server talks to.",
269
316
  inputSchema: {},
270
317
  }, async () => {
271
- const framingId = ctx.requireFraming();
318
+ // Session first: it may move the selection from a play server to the editor.
272
319
  const session = await ctx.getSession();
320
+ const framingId = ctx.requireFraming();
273
321
  return textResult(JSON.stringify({
274
322
  framing_id: framingId,
275
323
  project: ctx.project ? projectSummary(ctx.project) : null,
276
324
  edit_url: editUrl(framingId, ctx.project?.url_slug),
325
+ watch_url: `${editUrl(framingId, ctx.project?.url_slug)}?chat=closed`,
326
+ notice: ctx.notice ?? null,
277
327
  play_url: playUrl(framingId),
278
328
  session_api_base: sessionBaseUrl(session),
279
329
  voxel_host: session.voxel_host,
package/dist/pull.js CHANGED
@@ -1,7 +1,7 @@
1
1
  /** `virtualmatter pull`: download a framing's file tree and seed the state file. */
2
2
  import fs from "node:fs";
3
3
  import path from "node:path";
4
- import { resolveSession, sessionBaseUrl } from "./api.js";
4
+ import { resolveEditSession, sessionBaseUrl } from "./api.js";
5
5
  import { composeAgentsMd, fetchAgentsMd, writeAgentFiles } from "./agentfiles.js";
6
6
  import { FilesClient } from "./files.js";
7
7
  import { isIgnoredPath } from "./ignore.js";
@@ -74,10 +74,12 @@ export async function pullTree(client, dir, framingId) {
74
74
  }
75
75
  export async function pullCommand(framingId, dir) {
76
76
  console.log(`Resolving session for framing ${framingId} (this can cold-start one) ...`);
77
- const session = await resolveSession(framingId);
78
- const client = new FilesClient(sessionBaseUrl(session), framingId);
77
+ // Always the editor: a play framing here would mirror the published copy and
78
+ // seed a state file that later syncs into a server wiped on every publish.
79
+ const { session, framingId: editFramingId } = await resolveEditSession(framingId, (err) => console.log(`${err.message} Mirroring the editor (${err.makeFramingId}) instead.`));
80
+ const client = new FilesClient(sessionBaseUrl(session), editFramingId);
79
81
  console.log(`Session ready at ${sessionBaseUrl(session)}. Downloading files ...`);
80
- const result = await pullTree(client, dir, framingId);
82
+ const result = await pullTree(client, dir, editFramingId);
81
83
  const [platformDoc, engineDoc] = await Promise.all([fetchAgentsMd(), fetchEngineAgentsMd(client)]);
82
84
  result.agentFiles = writeAgentFiles(dir, composeAgentsMd(platformDoc, engineDoc));
83
85
  return result;
package/dist/resolve.js CHANGED
@@ -1,8 +1,19 @@
1
1
  /**
2
2
  * Turn whatever the user handed us (a URL of any shape, a bare id, or
3
- * nothing) into the one framing id every other command needs.
3
+ * nothing) into the one framing id every other command needs - and that id is
4
+ * ALWAYS the world's editor (its make framing).
5
+ *
6
+ * Makers paste whatever link is in front of them: a play server's /play link,
7
+ * a share link, the project page, an embed's iframe src, or the website their
8
+ * world is embedded in. A play framing shows the last published version and
9
+ * is overwritten on every publish, so work synced into one reaches players,
10
+ * never the editor, and vanishes on the next publish - silently. So every
11
+ * target goes to the platform's `POST /api/v1/edit-target`, which knows what
12
+ * each id is and which world a website belongs to, and answers with the
13
+ * editor. The local parser below is only the fallback for a platform old
14
+ * enough not to have that route.
4
15
  */
5
- import { getProject, getProjectByPublicId, listProjects } from "./api.js";
16
+ import { EditTargetUnsupportedError, NoMatchingWorldError, fetchEditTarget, getProject, getProjectByPublicId, listProjects, } from "./api.js";
6
17
  import { loadState } from "./state.js";
7
18
  import { parseTarget } from "./urls.js";
8
19
  /** The make framing of a project row, or a clear error when it has none. */
@@ -22,9 +33,95 @@ export async function resolveParsedTarget(parsed, fetchFn = fetch) {
22
33
  : await getProject(parsed.montageId, fetchFn);
23
34
  return { framingId: makeFramingOf(project), project };
24
35
  }
25
- /** Resolve a pasted target string. */
36
+ function fromEditTarget(t) {
37
+ return {
38
+ framingId: t.make_framing_id,
39
+ project: {
40
+ id: t.montage_id,
41
+ public_id: t.public_id,
42
+ url_slug: t.url_slug,
43
+ name: t.name,
44
+ region: t.region,
45
+ make_framing_id: t.make_framing_id,
46
+ },
47
+ note: t.note ?? undefined,
48
+ watchUrl: t.watch_url,
49
+ };
50
+ }
51
+ /** Resolve a pasted target string to the world's editor. */
26
52
  export async function resolveTarget(target, fetchFn = fetch) {
27
- return resolveParsedTarget(parseTarget(target), fetchFn);
53
+ try {
54
+ return fromEditTarget(await fetchEditTarget(target, fetchFn));
55
+ }
56
+ catch (err) {
57
+ if (err instanceof EditTargetUnsupportedError)
58
+ return resolveParsedTarget(parseTarget(target), fetchFn);
59
+ if (err instanceof NoMatchingWorldError && isForeignWebsite(target)) {
60
+ const embedded = await resolveFromEmbeddingPage(target, fetchFn);
61
+ if (embedded)
62
+ return embedded;
63
+ }
64
+ throw err;
65
+ }
66
+ }
67
+ function isVirtualmatterHostname(host) {
68
+ const h = host.toLowerCase();
69
+ return (h === "virtualmatter.ai" ||
70
+ h.endsWith(".virtualmatter.ai") ||
71
+ h === "virtualmatter.dev" ||
72
+ h.endsWith(".virtualmatter.dev") ||
73
+ h === "localhost" ||
74
+ h === "127.0.0.1");
75
+ }
76
+ /** A web address that is not one of ours - candidate for "the maker's site embeds the world". */
77
+ export function isForeignWebsite(target) {
78
+ let url;
79
+ try {
80
+ url = new URL(target.includes("://") ? target : `https://${target}`);
81
+ }
82
+ catch {
83
+ return false;
84
+ }
85
+ if (url.protocol !== "http:" && url.protocol !== "https:")
86
+ return false;
87
+ return url.hostname.includes(".") && !isVirtualmatterHostname(url.hostname);
88
+ }
89
+ const WORLD_LINK_RE = /https?:\/\/(?:[a-z0-9-]+\.)*virtualmatter\.(?:ai|dev)\/[^\s"'<>\\)]+/gi;
90
+ const PAGE_BYTES_LIMIT = 2_000_000;
91
+ const PAGE_TIMEOUT_MS = 10_000;
92
+ /**
93
+ * A website the platform does not know belongs to a world (the maker never set
94
+ * it on the project). If its HTML carries a link to a world - the embed's
95
+ * iframe src, usually - resolve that. This runs on the maker's machine, never
96
+ * on the platform, and cannot help a JavaScript app whose HTML is an empty
97
+ * shell; for those the platform's own lookup by registered website is the
98
+ * answer, and its no-match message says to register the site.
99
+ */
100
+ async function resolveFromEmbeddingPage(target, fetchFn) {
101
+ const url = target.includes("://") ? target : `https://${target}`;
102
+ let html;
103
+ try {
104
+ const res = await fetchFn(url, { redirect: "follow", signal: AbortSignal.timeout(PAGE_TIMEOUT_MS) });
105
+ if (!res.ok)
106
+ return null;
107
+ html = (await res.text()).slice(0, PAGE_BYTES_LIMIT);
108
+ }
109
+ catch {
110
+ return null;
111
+ }
112
+ const links = [...new Set(html.match(WORLD_LINK_RE) ?? [])].slice(0, 10);
113
+ for (const link of links) {
114
+ try {
115
+ const resolved = fromEditTarget(await fetchEditTarget(link, fetchFn));
116
+ const host = new URL(url).host;
117
+ return { ...resolved, note: `${host} embeds ${resolved.project?.name ?? "a world"}; working on its editor.` };
118
+ }
119
+ catch (err) {
120
+ if (!(err instanceof NoMatchingWorldError))
121
+ throw err;
122
+ }
123
+ }
124
+ return null;
28
125
  }
29
126
  /**
30
127
  * No target given: the folder's state file wins; otherwise, when the
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "virtualmatter",
3
- "version": "0.5.0",
3
+ "version": "0.6.0",
4
4
  "description": "CLI + MCP server for building with Virtual Matter - list and create worlds, sync their files, run Lua, capture screenshots, open the native client, and wire coding agents into a live session.",
5
5
  "license": "MIT",
6
6
  "type": "module",