Repository navigation
EN Clever Domains And TLS
Français · How-to · Published, partly reviewed by a person · Applies from: 4.2.3
The Studio and its game need two origins, and they must be two subdomains of one domain you own. This page gives
them to the studio app, gives the worker its own name, and says why *.cleverapps.io names are not enough.
Audience, context, and the statuses of what this page rests on
Audience: admin · Context: hosted Studio
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:never-cleverapps
Three HTTPS names, all under your domain: studio.example.fr (the Studio and its API, publicUrl) and
play.example.fr (the game, playUrl), both served by the studio app, and worker.example.fr (worker.url) served
by the worker app.
- A hosted Studio on Clever Cloud, from 4.2.3.
-
Verified on: not verified on a live installation for this page. Two names on one application, routed by
Host, was confirmed by spike S on 17 October 2026, and the reference deployment of 19 October 2026 ran with three*.cleverapps.ionames. Nobody has yet deployed the Studio on a custom domain and recorded it: thestudio-hostedpass ("a TLS domain") isnot-runfor 4.4.0.
- The apps of Apps and add-ons.
- A domain of your own, and access to its DNS zone.
clever …: on your machine, in the engine repository where both apps are linked under their alias. The DNS records:
at your DNS provider.
-
Give the studio app both of its names, and the worker its own:
# on your machine, in the engine repository clever domain add studio.example.fr --alias my-game-studio clever domain add play.example.fr --alias my-game-studio clever domain add worker.example.fr --alias my-game-worker
- At your DNS provider, point each name at Clever Cloud with the record Clever's console shows on the app's domain names page (for a subdomain, a CNAME). Clever Cloud then serves it over HTTPS with a certificate it obtains itself; this project has not recorded how long that takes.
- Write the same names in the configuration:
publicUrl,playUrlandworker.url(Configuration). The server keeps only their origins, and refuses to start whenpublicUrlandplayUrlare the same origin ("playUrl must be another origin than publicUrl").
The game runs in a frame of the Studio, on playUrl, behind its own session cookie
(Secure; HttpOnly; SameSite=None; Partitioned). With two subdomains of your domain, the Studio and the game are one
site. Where that was checked, the frame keeps its cookie: the hosted e2e shows it in Chromium, Firefox and WebKit
on macOS. Not everywhere: WebKit on Linux (GNOME Web) keeps no cookie a frame of another host sets, even on one site,
and a real Safari on macOS and iOS has not been checked yet (the studio-hosted pass). One domain is the
architecture to choose; it is not a proof on every browser.
cleverapps.io is on the Public Suffix List (a private entry, Clever Cloud's): studio-x.cleverapps.io and
play-x.cleverapps.io are two sites. The game's cookie then lives in a frame of another site only because it is
partitioned (CHIPS):
Measure ·
cross-site-cookieA cross-site game frame on twocleverapps.ionames: aSameSite=Nonecookie was kept by Chromium and Firefox 157 and blocked by WebKit (Safari 27.2 engine); aPartitioned(CHIPS) cookie was kept by all three.
- date: 2026-10-17
- version: 4.2.1
- volume: one page
/iframe-test, three authentications per browser- conditions: spike S, Clever Cloud test organisation, region par; browsers driven by Playwright; real Safari on macOS and iOS not measured
- source: SPIKE-4.2.1-CLEVER.md §7
Limit ·
never-cleverappsNever use two*.cleverapps.ionames forpublicUrlandplayUrlin a deployment people use. The hosted e2e shows Chromium, Firefox and WebKit on macOS keeping the partitioned cookie; WebKit on Linux (GNOME Web) stores no cookie a frame of another host sets, even on one site, so the game's frames stay empty there. A real Safari, on macOS and iOS, is thestudio-hostedpass, not done yet.
-
clever domain --alias my-game-studiolists both names;clever domain --alias my-game-workerlists the worker's. - Once deployed (First deployment),
https://studio.example.fr/livezanswers{"ok":true}with a valid certificate, andhttps://play.example.fr/answers 401 ("open the game from the Studio"): the game's origin refuses any request without the game's session. - In the Studio, the room view and the Play tab show the game.
| Symptom | Cause | Fix |
|---|---|---|
playUrl must be another origin than publicUrl (plan §6.1) at start |
The same name in both | Two names, studio. and play.
|
| The game's frames stay empty in one browser | Two sites (*.cleverapps.io), or WebKit on Linux |
Two subdomains of one domain; see Troubleshooting |
| A certificate error | The DNS record does not point at Clever Cloud yet | Check the record; wait for propagation |
The apps' domain lists in Clever Cloud, your DNS zone, and later the configuration's URLs.
clever domain rm <name> --alias <app> removes a name. Changing the names of a running Studio is
Changing domain or OIDC provider: the provider's redirect URIs change with them.
- The game origin's cookie:
studio-server/src/server/play.ts; the origins checked:studio-server/src/server/config.ts. - Spike S §7 and §9:
docs/dev/SPIKE-4.2.1-CLEVER.md. - Security, for the cookie policies.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.5.3 r1, documentation revision · révision de la documentation b061c4ae6fbeb0be47a11ba8a442ba7e23ecb0a1.
Latest documentation · dernière documentation: https://quest-n-click.cleverapps.io/docs · https://quest-n-click.cleverapps.io/fr/docs; earlier versions · versions précédentes: each release's quest-n-click-docs-<version>.tar.gz · l'archive quest-n-click-docs-<version>.tar.gz de chaque release, https://github.com/Quest-n-Click/quest-n-click/releases
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 (18)
- Requirements
- Install from the release archive
- Install from npm
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.5
- 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