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Français · Type: how-to · 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:comments-limits
On a team Studio, members comment on what the game names (a room, a door, an item, a rule, a storyboard panel) or on the game itself, in threads. Comments are kept by the Studio, never in a game file, so a reviewer comments too.
A thread anchored on a stable id of the game, with the revision it was written at, that the team answers, resolves
and opens again; and the old notes.json notes brought in as comments.
A hosted Studio (the Studio Server), from 4.2.3. The local Studio has notes (notes.json), not comments. The code is
studio-server/src/server/comments.ts.
- Any role: a
reviewercomments, replies and resolves their own threads; adevor anownerresolves any thread; bringing the notes in is an owner's (see Roles and actions).
In the Studio, the Notes tab, panel Comments. Or through the API with a member's token.
-
Write a comment. In the about field, type what it is about: a room id (
hall), an entity (hall.door), an item (item:key), a character (char:lou), a rule's id, an objective (objective:<id>), a checkpoint (checkpoint:<id>), or a storyboard board or panel id. Leave it empty for the game itself. Type the text (1 to 4,000 characters), then Comment.
- Reply. Under a thread, type in Reply. A thread is one level deep: a reply to a reply joins the same thread, on its anchor.
- Resolve, or open again. Resolve closes the whole thread; Open again reopens it.
-
Bring the notes in (owner). Bring the notes in turns each note of
notes.jsoninto a comment, once: itsaboutbecomes the anchor when it is an id, otherwise the note lands on the game's thread with itsaboutin front of its text. Running it again brings only the new notes. It answers{imported, already}.
Through the API:
# anywhere, with a member's token
curl -H "Authorization: Bearer $TOKEN" "https://studio.example.fr/api/comments?anchor=hall.door"
curl -X POST -H "Authorization: Bearer $TOKEN" -H "content-type: application/json" \
-d '{"anchor": "hall.door", "text": "The door should creak."}' https://studio.example.fr/api/comments
curl -X PUT -H "Authorization: Bearer $TOKEN" -H "content-type: application/json" \
-d '{"resolved": true}' https://studio.example.fr/api/comments/<id>| Route | Does |
|---|---|
GET /api/comments[?anchor=<id>] |
every comment (or one anchor's), oldest first, the 2,000 newest at most |
POST /api/comments {anchor?, text, parent?}
|
a comment, or a reply with parent (201) |
PUT /api/comments/<id> {text?, resolved?}
|
its text changed (its author only), its thread resolved or opened again |
POST /api/comments/import-notes |
the notes of notes.json in, each once (owner) |
Each comment has id, anchor ('' for the game), rev (the revision it was written at), parent, author,
text, resolved, at, edited, and orphan.
- A comment keeps its revision. It says which version of the game it was written about.
- Orphan, never moved. A comment whose anchor the game no longer names (a room removed, an id renamed) is shown "orphan: the game no longer names it"; it is never attached elsewhere. The anchors are the game's rooms, rules, scripts, entities, objectives and checkpoints, and the storyboard's boards and panels. A line's id is not an anchor. While the game does not load, no comment is said orphan.
-
Its author alone changes its text. The Studio's panel has no edit button: the text is changed through
PUT /api/comments/<id>withtext. - A reviewer resolves their own threads; a dev or an owner, any thread.
- Kept by the Studio: in its database and in its backups, never in a game file; no game file is written, so a comment needs no span and is never refused with a 423.
Guarantee ·
comment-author-edits· referenced · scope self-checked by the author (AI), not reviewed Only its author changes a comment's text; a thread is resolved as a whole; a reviewer resolves their own threads only.
Limit ·
comments-limitsA comment cannot be deleted (there is no route). One member keeps 2,000 open comments at most (429 past it: resolve some first). The list gives the 2,000 newest. Comments are not in the game's Git repository nor in an export: they live in the Studio's database.
The thread appears in everyone's Comments panel, under its anchor, with its revision. GET /api/comments?anchor=<id>
lists it.
| Symptom | Cause | Fix |
|---|---|---|
a comment is a text of 1 to 4000 characters (400) |
Empty or too long | Shorten it, or split it |
an anchor is a stable id of the game (letters, digits, . : @ - _) (400) |
Spaces or other characters in about | Use the id, not a sentence |
only its author changes a comment's text (403) |
Someone else's comment | Reply instead |
a reviewer resolves their own threads (403) |
A reviewer on someone else's thread | Ask a dev |
comments are a shared Studio's (404) |
A Studio Server without OIDC (local mode) | Comments need a team Studio |
Rows of the studio_comments table. No game file, no revision.
A thread resolved by mistake is opened again. A text is corrected by its author. Nothing else can be undone.
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