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EN Studio Semantic Diff
Français · Type: how-to · Audience: author · Context: local Studio · Status: ready · Applies from: 4.2.3
The local Studio · contract: stable · verified by CI (support matrix of 4.4.0, 2026-10-23): Chromium end to end (the Studio's checks); Windows: the unit suite only · automated checks: jobs
e2e,windows; CI plane2e,windows; 2 test files · people's passes:studio-hero-matrixnot run (#238) · known limits:local-revision-numbers
"Changes between revisions", in the Check tab, says what changed between two revisions of the game by what the game names: the rules, rooms, lines and values added, removed or changed, file by file, rather than a text diff.
For two revision numbers, the list of the files the Studio's operations between them changed, and in each one the ids added, removed and changed (with the fields that changed), or the JSON value paths, or "file changed" when it cannot say more.
The local Studio (npm run studio) and a hosted Studio; not the demo Studio (it has no journal). From 4.2.3. On a
hosted Studio a build is a revision: compare two builds by theirs (Map and semantic diff).
- The Studio running (overview), with writes made through it (or through the MCP server, which shares the journal).
In the browser, on the Check tab, panel Changes between revisions.
Every write to the game is one operation of its journal (.cache/studio-journal/), numbered: that number is the
revision. A Studio write, an MCP write and an undo each make one; a change made outside (an editor, git) is recorded
as an operation of its own before the next write touches that file. Revision 0 is before the first operation.
Limit ·
local-revision-numbersThe local Studio does not display the current revision number. Asking for a revision past the last one answersno revision <n> yet(404): lower the number until it answers.
- Type two revisions, From and to (whole numbers, from ≤ to; at most 2,000 apart).
-
Show the changes. For each file the operations between them wrote, compared at both ends (its content before
the first of those operations, after the last):
- a source: the ids it added, removed and changed, each changed id with the fields that changed (or "its place" when only its position moved);
- a JSON file: the value paths added, removed and changed;
- anything else, or a content it cannot read: "file changed";
- a file written back to what it was: no change.
- To see the rooms those changes name, drawn at both revisions: Before and after captures.
A list of files with what they gained and lost, or "Nothing changed between them." A list past 500 entries ends with "… and more (cut at 500)"; past 500 files, "… and more files (cut at 500)".
| Symptom | Cause | Fix |
|---|---|---|
two revisions, as numbers |
A field is empty or not a whole number | Type two numbers |
from and to are revisions, from ≤ to |
From is after to | Swap them |
2,000 revisions at most between from and to |
The range is too wide | Narrow it |
no revision <n> yet (404) |
The journal has not reached that number | Lower it |
| "file changed" for a source you know | Content the local journal did not keep (a file adopted from outside) | Compare with git diff
|
None: the diff only reads the journal. The game's private/ folder is left out of it.
-
tools/studio/semantic-diff.ts,src/studio/diff-panel.ts, thediffoperation ofstudio-server/src/ops/core.ts. - The route
GET diff/<from>..<to>: Studio API.
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