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EN Team Hosted Assets
Français · Type: how-to + reference · Audience: author · Context: hosted Studio · Status: ready · Applies from: 4.2.3
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:upload-bounds,cut-on-worker,prepare-bounds
On a team Studio the Assets tab works on the server: a reviewer reads the listing, the prompts and the files; a dev uploads sounds and decors, cuts sprite sheets, and prepares the game's images and sounds, as jobs on the worker. This page gives each action, its bounds, and the routes.
New art and sounds in the hosted game, each written as one operation; the prepared images and sounds every preview and build plays; and long work (cuts, Prepare) you can follow and cancel.
A hosted Studio with its worker: Prepare from 4.2.2, the Assets tab's uploads and cuts and the jobs from 4.2.3. The
code is studio-server/src/server/hosted-assets.ts,
prepared.ts and jobs.ts.
On a local Studio, see Assets and cutting.
-
reviewerto read,devto upload, cut and prepare (see Roles and actions). - The worker deployed with its Python packages (its build hook installs
ops/studio/worker-requirements.lock; see Configuration).
In the Studio, the Assets tab, and the Play tab for Prepare assets. Or through the API with a member's token.
-
Upload a sound or a decor (a dev). A sound is music or an effect (
kind), an.ogg,.mp3or.wavfile whose bytes say the same; a decor is a PNG or a JPEG image. It is written as one operation, never run.
-
Cut a sprite sheet (a dev). Upload the sheet (a PNG, JPEG or WebP image) with its id and grid (
6x4by default). Cells that already exist are never recut by accident: name the cells to recut (r1c1,r2c3), or upload into a new sheet id. The cut runs on the worker as a job.
-
Replace or key one cell (a dev): one image for one cell of a sheet, keyed (its background made transparent)
auto,alwaysornever. Also a job.
-
Prepare the assets (a dev). Click Prepare assets (Play or Assets tab). The worker runs
prepareon the head's art and sounds; the prepared set is kept by the Studio and served beforepublicDir, and the game'sassets.gen.jsonis written as one operation. Each run prepares everything again.
- Follow the job. A cut, a keying or Prepare answers at once (202) with a job; a small panel says where it is ("Cutting the sheet", "Keying the cell", "Preparing the assets") with a Cancel button.
- The request answers 202 with the job. Its states go to the live stream (
jobevents, in order:queued,runningwith its stepspacking,on the worker,writing, thendone,failedorcancelled), andGET /api/jobs/<id>reads it again (the page does when the stream is down). - One runs at a time; four more may wait (429 past them).
-
Cancel (
POST /api/jobs/<id>/cancel, who started it, or an owner): a waiting job never runs; a running one has its request to the worker closed, and the worker kills its child with its process group; nothing is written (no operation, no prepared set kept) and the exclusive lease is given back. Once a job is writing, it is past cancelling (409). - A job lives in the instance's memory: after a restart its state is gone (its write, if it was made, is in the journal).
- Cuts and Prepare run under the exclusive lease of the member who started them: nobody writes meanwhile, and someone else's span refuses them, with their name (the job fails with that 423).
| Route | Body | Does |
|---|---|---|
GET /api/assets |
the listing | |
GET /api/assets/prompts[?missing=1] |
the art prompts (only the images not cut yet with missing=1) |
|
GET /api/assets/file/<path> |
a member's file of art/ or audio/, served with its own type, never run |
|
GET /api/assets/prepared |
the prepared runs | |
POST /api/assets/sound |
{kind: "music" | "sfx", file, data} |
an upload (200, with the revision) |
POST /api/assets/decor |
{name, data} |
an upload (200) |
POST /api/assets/sheet |
{sheetId, grid?, cells?, data} |
a cut, as a job (202) |
POST /api/assets/cell |
{sheetId, cell, data, key?: "auto" | "always" | "never"} |
a keying, as a job (202) |
POST /api/assets/prepare |
Prepare, as a job (202) | |
GET /api/jobs/<id>, POST /api/jobs/<id>/cancel
|
a job read, cancelled |
data is the file in base64 (a data URL is accepted).
Limit ·
upload-boundsAn upload is 10 MiB at most once decoded (413 past it). Its type is read from its bytes: a PNG, JPEG or WebP image (a decor: PNG or JPEG), an Ogg, MP3 or WAV sound whose extension says the same (415 otherwise). A local Studio also takes M4A, FLAC, AAC, Opus and WebM sounds.
Limit ·
cut-on-workerA sheet's cutting and a cell's keying run on the worker (cutjobs, Python with the hook's packages, no game code). The worker gets the image, that sheet's cells andsite.json, and gives back only cells of that sheet; the cells, with the backups of those recut, are written as one operation. A hosted Studio does not keep the uploaded sheet itself (a local one keeps it underprivate/sheets/, which no span names).
Limit ·
prepare-boundsPrepare runs within 2 minutes. It is refused, and the game is prepared on a local Studio, when its art and sounds pass about 31 MiB (in base64) or the prepared files about 22 MiB; when it names its sources insources.json(they live outside the art and sounds a hosted Studio holds); or when the new manifest would lose an image or a sound the game had. Published builds serve the prepared set as it is now, not the one they were built against. The game's code runs on the worker as the asset tools' user (ADR 0028: one machine, one user).
An upload or a cut adds a revision (the header moves); the listing shows the new files. After Prepare, the previews
built from then on play the new images and sounds, and GET /api/assets/prepared lists the run.
| Symptom | Cause | Fix |
|---|---|---|
an upload is 10 MiB at most (413) |
Too big | Compress or split |
a sound on a hosted Studio is an .ogg, .mp3 or .wav file (415) |
Another format | Convert it |
the file is not MP3 sound: its bytes say otherwise (415) |
The extension lies | Fix the file |
a decor is a PNG or a JPEG image (415) |
A WebP or other decor | Convert it |
N cell(s) of "<sheet>" already exist: name the cells to recut (cells), or upload into a new sheet id (409) |
Existing cells | Name the cells, or use a new id |
too many jobs are waiting: try again when one is done (429) |
Five jobs already | Wait |
the assets are being prepared: try again when it is done (429) |
Prepare already runs | Wait |
refused: the prepared assets would lose N image(s) or sound(s) the game had (…) (422) |
The asset tools could not find them | Prepare on a local Studio |
this game names its sources in sources.json: prepare its assets on a local Studio |
sources.json |
Prepare locally |
too late: the job is writing its result (409) |
Cancel after the write began | Undo the result if needed |
preparing the assets needs a hosted Studio with its processing worker (404) |
No worker | Configure the worker |
art/, audio/ (span assets), the backups of recut cells, assets.gen.json; the prepared set in the bucket and a
row of studio_prepared.
Uploads, cuts and Prepare are written without an undo. A file an upload or a cut replaced is kept as a backup (the
answer names it, backup or backups): to go back, upload that earlier file again, or prepare again. A whole-game return is a restore (see Backups).
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.
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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