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EN Team Map And Diff
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:diff-bounds,map-bounds
Two tools help a team see the game as a whole on a team Studio: the Map tab, where the team groups what the game names into chapters, puzzles and characters, and Changes between revisions in the Check tab, which says what changed between two revisions by the names the game uses, not line by line.
- A shared map of the scenario: each chapter, puzzle or character with the rooms, items, rules and objectives it
covers, where each is written (
file:line), and what no grouping covers yet. - For any two revisions (or two published builds), the list of what was added, removed or changed, file by file.
From 4.2.3, on a hosted Studio, and on the local Studio as well (the same routes; see Map and Semantic diff for the local side). The before/after captures of the rooms (4.4.0) are local only.
- Any role reads the map and the diff; editing the groupings is a dev's (see Roles and actions).
In the Studio: the Map tab, and the Check tab's panel Changes between revisions. Or through the API.
-
Open the Map tab. Each grouping (
chapter,puzzle,character) lists its references, each with thefile:linethat writes it, or not declared when the game does not know it (a typo, an id written by code, something removed). Below, what no grouping names yet, by kind: rooms, characters, items, objectives, checkpoints.
-
Add or edit a grouping (a dev). Give it an id (lowercase letters, digits and
-), a kind, a title (1 to 200 characters) and its references: a room id, a rule or topic or listener id,item:<id>,char:<id>,<room>.<entity>,objective:<id>,checkpoint:<id>. Saving writesgroupings.jsononly, in its own span (groupings): a grouping never changes what it names. It is a whole document, so if someone saved the groupings since you read them, the Studio offers to replace theirs with yours, and says so (409).
- Compare two revisions. In Check, under Changes between revisions, type the two revision numbers (from, then to) and click Show the changes. For each file it lists the ids a source added, removed or changed (with the fields that changed), the values of a JSON that were added, removed or changed, or "file changed" when it cannot say more. "Nothing changed between them." when nothing did.
- Compare two builds. A published build is a revision: compare the two builds' revisions (the Play tab's Published builds gives each build's revision).
Through the API:
| Route | Does |
|---|---|
GET /api/map |
the map, derived from the game and the groupings at each read, never stored |
GET /api/groupings, PUT /api/groupings {groupings: [{id, kind, title, refs}]}
|
the groupings file (a dev writes) |
GET /api/diff/<from>..<to> |
{from, to, files: [{path, change, ids?, values?, opaque?}], cut?} |
Limit ·
diff-boundsThe diff covers 2,000 revisions and 500 files at most (cut: true, "… and more files (cut at 500)");tomust not be past the head (404). The game'sprivate/folder is left out, since a reviewer reads the diff. A file larger than 1 MiB, or not text, is "file changed". On a hosted Studio the before/after captures of the rooms (4.4.0) are not available (501, "a hosted Studio has no browser to draw them"): run the same diff on a local Studio.
Limit ·
map-bounds500 groupings at most, 500 references each. A grouping's title refuses control characters and bidirectional overrides. The map is the team's declaration: it proves nothing about the game, and a reference "not declared" is said, never guessed.
The Map tab shows your grouping for everyone at once; GET /api/map returns it with its references resolved. The diff
lists the files your revisions wrote.
| Symptom | Cause | Fix |
|---|---|---|
two revisions, as numbers |
A field empty or not a number | Type two revision numbers |
from and to are revisions, from ≤ to (400) |
The order is reversed | Put the older first |
2,000 revisions at most between from and to (400) |
Too wide a range | Split it |
no revision <n> yet (404) |
Past the head | Use the header's revision |
| A reference shows not declared | A typo, a removed id, or an id made by code the game does not declare | Fix the reference, or the game |
| "groupings.json holds entries the Studio cannot read" | The file was edited by hand with entries it refuses | Saving keeps only the readable ones; fix the file otherwise |
Only groupings.json (span groupings), as one operation. The diff and the map write nothing.
Undo your groupings save like any operation of yours (see Working together).
-
tools/studio/scenario-map.ts,tools/studio/semantic-diff.ts. -
src/studio/map-tab.ts,src/studio/diff-panel.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.
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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