spawn_validate
Validate a Spawn game project before pushing: pre-flight checks parse scripts and templates, verify .scene headers and cell keys, confirm image bytes match extensions, and reject binary assets.
Instructions
Check the project before pushing. ON ENGINE 6.0+ (git lane) there is no server-side validator — the push itself is the authority and refuses typed, naming the row, the line and the field — so this runs a LOCAL pre-flight over the tree instead: every script and template is ESM-parsed, .scene files are checked against the # spawn-scene v2 yaml <cellKey> header and their filename's cell key, image bytes are checked against their extension, and binaries under assets/ are caught (law.git.asset-kind refuses them). Clean here does NOT mean the push will land. ON A PRE-6.0 WORLD it is unchanged: compile the project and run authoritative server-side schema validation. Either way, valid is not the same as good — it says nothing about how the result looks or feels, which comes from the skills you loaded (spawn_skill) before writing the code.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| projectDir | No | Absolute path to the Spawn game project (game.json / .env). Defaults to SPAWN_PROJECT_DIR or the MCP process cwd. | |
| engineVersion | No | Optional engine version this call assumes: a semver ('6.0.0', '5.4') or an era name ('6.0' for a git world, 'document' for a pre-6.0 one). Omit it and the world's engine is detected from the API and cached. When passed it is CHECKED against the real pin and a mismatch fails the call without writing anything — it is an assertion, not an override. |