Repository navigation
EN Team Builds
Français · Type: how-to · Audience: author, admin · Context: hosted Studio · Status: ready · Applies from: 4.2.2
The Studio Server (hosted team Studio) · contract: experimental · verified by CI (support matrix of 4.4.0, 2026-10-23): Postgres, S3 and Keycloak in CI; Chromium and Firefox (job studio-hosted); WebKit on macOS, by hand only · automated checks: jobs
studio-hosted,studio-install-smoke; CI planstudioHosted; 3 test files · people's passes:studio-hostednot run (#149),studio-collabnot run (#150),studio-previewnot run (#166),studio-assets-hostednot run (#167),studio-mcp-remotenot run (#196),studio-oidc-genericnot run (#197) · known limits:build-limits
On a team Studio, a dev publishes the game at the current revision as a numbered build that never changes, served on the game's origin for the team (or for anyone, if the owner chose so). This page says how to publish, what a build holds, how to check its signature, and how an owner checks it can be rebuilt.
Build #n, the player's game at one revision (no editing tools), at /play/<n>/ on the game's origin, with a signed
manifest. /play/ always opens the last green build.
A hosted Studio (the Studio Server) with its worker, from 4.2.2. The code is
studio-server/src/server/builds.ts. To release a game outside the
Studio, see Build and release.
- The
devrole to publish,ownerto rebuild fresh (see Roles and actions). - The game's assets prepared, if they changed (Prepare assets, see Hosted assets): a build serves the instance's prepared images and sounds.
In the Studio, the Play tab, panel Published builds. Or through the API with a member's token.
-
Publish. Click Publish this revision. The worker builds the player's game from the head; its number is
reserved first, so two publications never share one. The revision is judged (the validator, then the solver, as
the health judges it) unless it was already. Through the API:
POST /api/builds.
-
Open it. Each build is listed with its number, its revision, who made it, when, and its revision's verdict
(green when judged valid). Its link opens
/play/<n>/on the game's origin.
-
Share it.
/play/on the game's origin always redirects to the last green build: the latest whose revision the health judged valid, as judged now. With"publicBuilds": truein the configuration (off by default; the owner's choice per instance, D42),/play/…and the icons it names open to anyone, without a session; everything else on the game's origin stays behind the session.
-
Check its signature (optional).
GET /api/builds/<n>gives{manifest, signed, signature}. The signature is Ed25519, made with the Studio's job key over the bytesweb-scumm build manifest v1\nfollowed bysigned;studio-worker.pub(the worker's public key) checks it:// node verify-build.mjs build.json studio-worker.pub, where build.json is the answer of GET /api/builds/<n> import { createPublicKey, verify } from 'node:crypto'; import { readFileSync } from 'node:fs'; const b = JSON.parse(readFileSync(process.argv[2], 'utf8')); const key = createPublicKey(readFileSync(process.argv[3])); const data = Buffer.from(`web-scumm build manifest v1\n${b.signed}`); console.log(verify(null, data, key, Buffer.from(b.signature, 'base64url')) ? 'valid' : 'INVALID');
-
Rebuild fresh (owner). Rebuild fresh builds the same snapshot again, against the same assets' version, and
says whether the files are the same, byte for byte (
build.json, which says what built it, is compared apart). The published build does not change; the comparison is kept with it. Through the API:POST /api/builds/<n>/rebuild, answering{n, same, differ}.
| Field | What |
|---|---|
n, epoch, rev
|
the build's number, the project's history and the revision |
snapshot |
the sha256 of the snapshot it was built from |
engine, commit, lockfile
|
what built it, as the worker said: its engine's version, its commit, its lockfile's sha256 (unknown when the worker did not say) |
assets |
the prepared assets' version it was built against |
health |
the revision's verdict at publication: ok, failed or unknown
|
files |
each file of the build and its sha256 |
key |
the signing key: the first 16 hex digits of the sha256 of its public key |
Guarantee ·
build-never-changes· referenced · scope self-checked by the author (AI), not reviewed A rebuild compares the files byte for byte with the published build, and the published build never changes.
Limit ·
build-limitsA fresh rebuild checks that the build is reproducible on the worker as it is now, not that its content is harmless. A build's code never changes, but its images and sounds are the instance's prepared assets, served beside it as they are now, not as they were. A published build has no service worker: it is not installed for offline play. Its saves are not yet told apart by build. One publication or rebuild at a time (429 while one runs).
The build appears in the list with its number and a green verdict once judged valid; /play/<n>/ opens it; /play/
redirects to the last green one. GET /api/builds lists them, latest first (100 at most).
| Symptom | Cause | Fix |
|---|---|---|
a build is being made: try again when it is done (429) |
Another publication or rebuild runs | Wait |
/play/ answers no build is green yet (404) |
No build's revision was judged valid | Fix the game, publish again |
build <n> belongs to another history of the game (an import or a restore since) (409) |
A rebuild after an import or restore | Publish a new build |
build <n>: the revision's snapshot rebuilt from the journal is not the one published (409) |
The journal does not give back the same snapshot | Report it: the build stays as published |
published builds are a hosted Studio's (404) |
No worker configured | Builds need a hosted Studio with its worker |
503 this instance does not serve writes yet
|
A redeploy | Try again in a few seconds |
A row of studio_builds (the manifest and its signature) and the build's files in the bucket, by content. No game
file and no revision.
A build cannot be deleted or replaced: publish a newer one. /play/ follows the last green build, so a build whose
revision is later judged failing stops being the one /play/ opens.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.4.0 r1, documentation revision · révision de la documentation 8dc717c69acb62c4742b69c54a7e7dfb620f75d8.
Earlier versions and permalinks · versions précédentes et liens permanents: https://wanoo.github.io/quest-n-click/docs/
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
Edit the source · Modifier la source · Report an error · Signaler une erreur
Index (6)
Start (6)
Play (9)
Install (17)
- Requirements
- Install from the release archive
- Install from npm, once published
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits