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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:per-file
Several people edit one game on a team Studio at the same time. This page is the daily routine: see who is where, keep a room to yourself while you work on it, save without overwriting anyone, follow the others' changes, and undo your own.
Your changes land as revisions in your name, nobody's work is overwritten unseen, and you see the others' changes as they land.
A hosted Studio (the Studio Server), from 4.2.3: the check of what each editor read (x-studio-base) arrived in
4.2.3, personal undo in 4.2.2, spans and the live stream in 4.2.1. Words such as span and lease are explained in
Concepts.
- A member's account with the
devrole (a reviewer reads, plays and comments; see Roles and actions). - You already logged in once (see Starting as an invited dev).
In your browser, in the Studio at its public URL. Nothing runs on your machine.
- See who is here. The header shows the revision you are at ("revision N", its dot green while the live stream is up), the game's health, and one avatar per member present, with where they are (a tab, a room). Presence is sent every 30 seconds and goes after 60 seconds without news.
-
Keep the room you work on. Each room in the Rooms tab shows a chip: free, "held by you", or the holder's name.
You do not have to do anything: saving a file takes its span for you for 120 seconds, renewed every 30 seconds
while your Studio is open. To reserve a room before you start, open Spans… (your name in the header) and click
Take on it. Every file belongs to one span: a room (its code and its layout), a language, the story, the items,
the cast, the rules, the voices, the assets, the notes, the scenario map's groupings, the playtests, the Reality
signals, the rest (
meta).
- Edit and save as usual. Your save is one operation; the header moves to the new revision. If someone else holds that span, your save is refused with a 423 naming them, and your draft stays with you: see Write refused: span locked (423).
-
Saving checks what you read. Each write carries the revision its editor read (
x-studio-base; every read answers with its revision inx-studio-revision). If someone else wrote one of the same files since, the write is refused (409) with that file as you read it and as it is now. The writes you made since from the same tab never refuse it; those of your other tab, or of an agent of yours, do. The Studio shows what changed and keeps your draft:- for an edit the server makes on the file (a text, a value, a note, a voice), it offers Apply my edit on the latest version;
- for a whole document (a room's layout, the storyboard, the map's groupings), it offers Replace with my version (drops their change), and says so.
Nothing is sent again unless you ask. See Write refused: stale base revision (409).
-
Follow the others. The Studio listens to
GET /api/events: every revision with its author and files, who holds what, who is here, the previews and the health. Editors reload what others commit. The game view shows the preview of a revision; a label under it says when a newer one is ready (see Recovering after a stale preview).
- Undo is yours. Undo and Redo (Ctrl/Cmd+Z, with Shift to redo) take back your own last operation, whatever the others wrote meanwhile, as a new revision: history is never rewritten. Undo is refused when someone else wrote one of its files since (409), or holds its span (423, with their name). A new edit of yours drops your redo. Your stack is kept by the server: another tab, a restart, another instance see the same.
- Let go when you are done. In Spans…, Release a span you hold, or simply close the Studio: your leases run out 120 seconds after it stops renewing them.
Limit ·
per-fileThe 409 check is per file: two notes edited at once are one file (notes.json), so they refuse each other. The room view's placement is checked against what the Rooms tab read, while the view may still show an older preview for a moment. A script or an agent that sends nox-studio-base(the CLI's and the MCP's clients do not) is not checked this way: its writes are made on the file as it is, inside the span rules.
Your save shows a new revision in the header. GET /api/ops?after=<rev> (or the history) lists your operation with
your name. The others see it at once on their screen.
| Symptom | Cause | Fix |
|---|---|---|
| "The room kitchen is held by Léa" (423) | Someone holds that span | 423 |
| "The file changed since you read it" (409) | Someone saved the same file after you opened it | 409 |
| "Reconnecting… last revision seen: N" | The live stream was cut | Recovery |
| "N changes not answered yet, sent again with the same id" | A write waits for an answer (a redeploy, a cut) | Wait: each applies once (Recovery) |
undo is not available on this shared Studio (409) |
A shared Studio configured without personal undo | Not the case of a standard Studio Server; report it |
Each save is one operation of the journal: the game's files at a new revision, in your name. Leases and presence live in the database and in memory; they are not game files.
Undo your own operation, or ask the author of another one to undo theirs. Going back further (a whole day) is a restore from a backup: see Backups.
- Concepts, Roles and actions.
- Recovering after a lost lease, a disconnection or a stale preview.
- Comments, Map and semantic diff.
-
src/studio/api.ts(what the Studio sends),src/studio/spans.ts.
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