virtualmatter 0.6.0 → 0.6.1
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 +3 -1
- package/dist/agents-md.generated.js +1 -1
- package/dist/client.js +139 -14
- package/package.json +1 -1
package/README.md
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@@ -131,7 +131,9 @@ deploying it.
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an error, for scripts that must never block on a browser.
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- The native client is unpacked under `~/.config/virtualmatter/client/<build>`
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(override with `VIRTUALMATTER_CLIENT_DIR`); each engine build gets its own
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folder, so a newer build never overwrites the one you are running.
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folder, so a newer build never overwrites the one you are running. Once a
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newer build is installed, older ones are removed unless a client is still
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running from them.
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- Sync skips `Uploads/`, `Screenshots/`, `Agent Logs/`, dotfiles, the
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harness files the CLI writes (`AGENTS.md`, `CLAUDE.md`, `.mcp.json`,
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`.cursor/`, `.codex/`, `.virtualmatter.json`), and the SDK's in-session tooling at the
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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 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";
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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, variant, url, filename,\n file_size, branch, commit, match }] } - per-platform native client\n installers (kind \"download\") or store links (kind \"store\", iOS).\n Windows and Linux list two downloads each: variant \"installer\" /\n \"flatpak\" for people, and \"portable\" / \"tarball\", the file tree the\n CLI installs.\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/client.js
CHANGED
|
@@ -5,7 +5,8 @@
|
|
|
5
5
|
*
|
|
6
6
|
* Builds are unpacked under <configDir>/client/<dir_uid>/ so re-running
|
|
7
7
|
* `open` is instant, and a newer build lands next to the old one instead
|
|
8
|
-
* of over it. Archives are removed after extraction
|
|
8
|
+
* of over it. Archives are removed after extraction, and once a new build
|
|
9
|
+
* is in place the older ones are removed unless a client is running from them.
|
|
9
10
|
*/
|
|
10
11
|
import { spawn, spawnSync } from "node:child_process";
|
|
11
12
|
import fs from "node:fs";
|
|
@@ -21,9 +22,23 @@ export function detectPlatform(p = process.platform) {
|
|
|
21
22
|
return "windows";
|
|
22
23
|
return "linux";
|
|
23
24
|
}
|
|
24
|
-
/**
|
|
25
|
+
/**
|
|
26
|
+
* The build the CLI can install for a platform, or null when there is none.
|
|
27
|
+
*
|
|
28
|
+
* Linux and Windows list two downloads each: the one for people (the Flatpak,
|
|
29
|
+
* the installer) and a plain file tree (the tarball, the portable zip). The
|
|
30
|
+
* CLI unpacks and runs a file tree, which a Flatpak bundle or a Setup.exe is
|
|
31
|
+
* not, so it always takes the file tree - by `variant`, and by file name for a
|
|
32
|
+
* platform that predates the field.
|
|
33
|
+
*/
|
|
25
34
|
export function pickBuild(clients, platform) {
|
|
26
|
-
return clients.find((c) => c.platform.toLowerCase() === platform && c.kind === "download") ?? null;
|
|
35
|
+
return (clients.find((c) => c.platform.toLowerCase() === platform && c.kind === "download" && !isHumanOnlyDownload(c)) ?? null);
|
|
36
|
+
}
|
|
37
|
+
function isHumanOnlyDownload(client) {
|
|
38
|
+
if (client.variant === "flatpak" || client.variant === "installer")
|
|
39
|
+
return true;
|
|
40
|
+
const name = (client.filename ?? client.url).toLowerCase();
|
|
41
|
+
return name.endsWith(".flatpak") || name.endsWith(".exe") || name.endsWith(".msi");
|
|
27
42
|
}
|
|
28
43
|
/** A stable per-build install directory name derived from the download path. */
|
|
29
44
|
export function buildKey(client) {
|
|
@@ -116,10 +131,54 @@ async function download(url, dest, onProgress, fetchFn = fetch) {
|
|
|
116
131
|
}
|
|
117
132
|
fs.renameSync(tmp, dest);
|
|
118
133
|
}
|
|
134
|
+
function run(cmd, args) {
|
|
135
|
+
const res = spawnSync(cmd, args, { stdio: ["ignore", "ignore", "pipe"] });
|
|
136
|
+
if (res.error)
|
|
137
|
+
throw new Error(`Could not run ${cmd}: ${res.error.message}`);
|
|
138
|
+
if (res.status !== 0) {
|
|
139
|
+
throw new Error(`${cmd} failed (${res.status}): ${res.stderr?.toString().trim()}`);
|
|
140
|
+
}
|
|
141
|
+
}
|
|
142
|
+
/**
|
|
143
|
+
* A macOS disk image: mount it read-only out of sight, copy every top-level
|
|
144
|
+
* .app out with ditto (which keeps the bundle's symlinks and signature), and
|
|
145
|
+
* always detach. The image's other entries - the /Applications shortcut, the
|
|
146
|
+
* window background - are for people dragging the app across by hand.
|
|
147
|
+
*/
|
|
148
|
+
function extractDmg(archive, dest) {
|
|
149
|
+
const mount = fs.mkdtempSync(path.join(path.dirname(dest), ".mount-"));
|
|
150
|
+
try {
|
|
151
|
+
run("hdiutil", ["attach", archive, "-readonly", "-nobrowse", "-noautoopen", "-noverify", "-mountpoint", mount]);
|
|
152
|
+
try {
|
|
153
|
+
const apps = fs.readdirSync(mount).filter((n) => n.endsWith(".app"));
|
|
154
|
+
if (apps.length === 0)
|
|
155
|
+
throw new Error(`${path.basename(archive)} holds no .app bundle.`);
|
|
156
|
+
for (const app of apps)
|
|
157
|
+
run("ditto", [path.join(mount, app), path.join(dest, app)]);
|
|
158
|
+
}
|
|
159
|
+
finally {
|
|
160
|
+
const res = spawnSync("hdiutil", ["detach", mount, "-quiet"], { stdio: "ignore" });
|
|
161
|
+
if (res.status !== 0)
|
|
162
|
+
spawnSync("hdiutil", ["detach", mount, "-force", "-quiet"], { stdio: "ignore" });
|
|
163
|
+
}
|
|
164
|
+
}
|
|
165
|
+
finally {
|
|
166
|
+
try {
|
|
167
|
+
fs.rmdirSync(mount);
|
|
168
|
+
}
|
|
169
|
+
catch {
|
|
170
|
+
/* still attached: removing it would reach into the image */
|
|
171
|
+
}
|
|
172
|
+
}
|
|
173
|
+
}
|
|
119
174
|
/** Unpack with the OS's own tools: ditto keeps bundle symlinks + bits on macOS; bsdtar handles zip + tgz elsewhere. */
|
|
120
175
|
export function extractArchive(archive, dest, platform) {
|
|
121
|
-
fs.mkdirSync(dest, { recursive: true });
|
|
122
176
|
const lower = archive.toLowerCase();
|
|
177
|
+
if (platform === "macos" && lower.endsWith(".dmg")) {
|
|
178
|
+
fs.mkdirSync(dest, { recursive: true });
|
|
179
|
+
extractDmg(archive, dest);
|
|
180
|
+
return;
|
|
181
|
+
}
|
|
123
182
|
let cmd;
|
|
124
183
|
let args;
|
|
125
184
|
if (platform === "macos" && lower.endsWith(".zip")) {
|
|
@@ -137,12 +196,65 @@ export function extractArchive(archive, dest, platform) {
|
|
|
137
196
|
else {
|
|
138
197
|
throw new Error(`Don't know how to unpack ${path.basename(archive)}.`);
|
|
139
198
|
}
|
|
140
|
-
|
|
141
|
-
|
|
142
|
-
|
|
143
|
-
|
|
144
|
-
|
|
199
|
+
fs.mkdirSync(dest, { recursive: true });
|
|
200
|
+
run(cmd, args);
|
|
201
|
+
}
|
|
202
|
+
const ARCHIVE_RE = /\.(zip|tgz|tar\.gz|tar\.xz|tar\.bz2|tar|dmg)(\.part)?$/i;
|
|
203
|
+
/** A partial download younger than this may belong to another `open` still running. */
|
|
204
|
+
const PART_GRACE_MS = 60 * 60 * 1000;
|
|
205
|
+
/** Whether a running process was started from inside `dir`. */
|
|
206
|
+
function runningFrom(dir) {
|
|
207
|
+
if (process.platform === "win32")
|
|
208
|
+
return false; // Windows refuses to delete a running build, which is the same answer
|
|
209
|
+
const res = spawnSync("ps", ["-axo", "command="], { encoding: "utf8" });
|
|
210
|
+
if (res.status !== 0)
|
|
211
|
+
return true; // unknown: keep it
|
|
212
|
+
return res.stdout.split("\n").some((line) => line.includes(dir + path.sep));
|
|
213
|
+
}
|
|
214
|
+
/**
|
|
215
|
+
* Remove what earlier installs left in the install root: other builds, empty
|
|
216
|
+
* folders and archives from a download or unpack that never finished. Only
|
|
217
|
+
* touches what this module creates - a folder carrying the install marker,
|
|
218
|
+
* an empty folder, an archive - so a shared VIRTUALMATTER_CLIENT_DIR keeps
|
|
219
|
+
* anything else. A build a client is still running from is kept. Returns the
|
|
220
|
+
* paths removed.
|
|
221
|
+
*/
|
|
222
|
+
export function pruneOtherBuilds(keepDir, root = path.dirname(keepDir)) {
|
|
223
|
+
let entries;
|
|
224
|
+
try {
|
|
225
|
+
entries = fs.readdirSync(root, { withFileTypes: true });
|
|
145
226
|
}
|
|
227
|
+
catch {
|
|
228
|
+
return [];
|
|
229
|
+
}
|
|
230
|
+
const removed = [];
|
|
231
|
+
for (const e of entries) {
|
|
232
|
+
const full = path.join(root, e.name);
|
|
233
|
+
if (path.resolve(full) === path.resolve(keepDir))
|
|
234
|
+
continue;
|
|
235
|
+
try {
|
|
236
|
+
if (e.isDirectory()) {
|
|
237
|
+
const ours = fs.existsSync(path.join(full, MARKER)) || fs.readdirSync(full).length === 0;
|
|
238
|
+
if (!ours || runningFrom(full))
|
|
239
|
+
continue;
|
|
240
|
+
}
|
|
241
|
+
else if (e.isFile()) {
|
|
242
|
+
if (!ARCHIVE_RE.test(e.name))
|
|
243
|
+
continue;
|
|
244
|
+
if (e.name.endsWith(".part") && Date.now() - fs.statSync(full).mtimeMs < PART_GRACE_MS)
|
|
245
|
+
continue;
|
|
246
|
+
}
|
|
247
|
+
else {
|
|
248
|
+
continue;
|
|
249
|
+
}
|
|
250
|
+
fs.rmSync(full, { recursive: true, force: true });
|
|
251
|
+
removed.push(full);
|
|
252
|
+
}
|
|
253
|
+
catch {
|
|
254
|
+
/* in use or not ours to delete: leave it */
|
|
255
|
+
}
|
|
256
|
+
}
|
|
257
|
+
return removed;
|
|
146
258
|
}
|
|
147
259
|
function formatMb(bytes) {
|
|
148
260
|
return `${(bytes / 1048576).toFixed(0)} MB`;
|
|
@@ -177,11 +289,21 @@ export async function ensureClientInstalled(opts = {}) {
|
|
|
177
289
|
}, fetchFn);
|
|
178
290
|
log(`Unpacking into ${dir} ...`);
|
|
179
291
|
fs.rmSync(dir, { recursive: true, force: true });
|
|
180
|
-
|
|
181
|
-
|
|
182
|
-
|
|
183
|
-
|
|
184
|
-
|
|
292
|
+
let entrypoint;
|
|
293
|
+
try {
|
|
294
|
+
extractArchive(archive, dir, platform);
|
|
295
|
+
entrypoint = findEntrypoint(dir, platform);
|
|
296
|
+
if (!entrypoint)
|
|
297
|
+
throw new Error(`Unpacked ${build.filename ?? "the build"} but found nothing to launch in ${dir}.`);
|
|
298
|
+
}
|
|
299
|
+
catch (err) {
|
|
300
|
+
// Leave nothing half-installed behind: the next run downloads afresh either way.
|
|
301
|
+
fs.rmSync(dir, { recursive: true, force: true });
|
|
302
|
+
throw err;
|
|
303
|
+
}
|
|
304
|
+
finally {
|
|
305
|
+
fs.rmSync(archive, { force: true });
|
|
306
|
+
}
|
|
185
307
|
if (platform !== "windows") {
|
|
186
308
|
// Archives produced on Windows CI can lose the executable bit.
|
|
187
309
|
for (const p of [entrypoint, path.join(dir, "Client"), path.join(dir, "crashpad_handler")]) {
|
|
@@ -196,6 +318,9 @@ export async function ensureClientInstalled(opts = {}) {
|
|
|
196
318
|
}
|
|
197
319
|
const installed = { platform, dir, entrypoint, build };
|
|
198
320
|
fs.writeFileSync(path.join(dir, MARKER), JSON.stringify(installed, null, 2) + "\n");
|
|
321
|
+
const pruned = pruneOtherBuilds(dir);
|
|
322
|
+
if (pruned.length)
|
|
323
|
+
log(`Removed ${pruned.length === 1 ? "an older build" : `${pruned.length} older builds and leftovers`}: ${pruned.map((p) => path.basename(p)).join(", ")}`);
|
|
199
324
|
return installed;
|
|
200
325
|
}
|
|
201
326
|
function apiBaseFor(_build) {
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "virtualmatter",
|
|
3
|
-
"version": "0.6.
|
|
3
|
+
"version": "0.6.1",
|
|
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",
|