Part of the
multiplayer-publish skill. The skill links here when your agent needs the detail.multiplayer-publish. The messages are the summer.games
exporter’s own, word for word; %s stands for the value it names. Headless,
the checks that run before exporting follow Cannot export project with preset "summer.games" due to configuration errors:, and server pack messages
start with Server pack (<preset>):.
Result messages
| Message | Meaning |
|---|---|
summer.games bundle for iOS, macOS with ETC2/ASTC textures: <path> | The file to publish, and the platforms and texture formats in client.pck. |
bundleSha256: sha256:…, bundleSize: … | The identity of the file you upload. |
Entries: summer-bundle.json, client.pck (… bytes), config/…, server.pck (… bytes) | What the bundle holds. Check that server.pck and your config/ files are listed. |
clientSha256: sha256:…, clientSize: … | The identity of client.pck inside the bundle. |
Server: server.pck from preset "…", mainScene … | The server pack and the scene it starts. Server: none, the game has no host means there is no summer.build.json. |
mainScene: … and compositionPath: … | What client.pck starts, and the composition both packs are checked against. |
Exported by Summer X.Y.Z (engine …). Summer runs it on a template set with the same MAJOR.MINOR and a patch at least this one. | The Summer version recorded in the bundle. |
The Build also accepts: … | Other client scene + composition pairs your WorldDefinitions name. Only the first is checked here. |
The Build also declares …, which no client pack serves. | targetPlatforms lists a platform, such as web, that the summer.games client pack does not cover. |
Left N server-only files out of client.pck, as <graph> declares. | The authority and debug files the source graph names stayed out of the client. They ship only in server.pck. |
Publish uploads this one file as a new Build. | Done. |
summer.build.json declares <platform>, but this pack is not for it. … (tick that platform), and The pack starts <scene>, but the Build's mainScene is <scene>. Set application/run/main_scene, or its summer_client override, to the Build's scene.
Upload probe rejection codes
On failure the probe writesrejection.json next to the report instead:
code | Fix |
|---|---|
invalid_paths | Use absolute pack and output paths, and res:// .tscn and .tres paths. |
pack_load_failed | The pack file is missing or is not a pack. |
scene_load_failed | The scene, or a resource it loads, is not in that pack. Fix that preset’s filters. |
composition_load_failed | The composition is missing from that pack, is not a SummerNetworkComposition, or has a script. |
composition_invalid | The composition fails its own validation, for example a state stream without a schema or audience policy. |
manifest_invalid | The composition’s manifest is not summer.network.composition.v1. Probe with the Summer version you exported with. |
Export errors and fixes
| Message | Fix |
|---|---|
summer.build.json must list the Build's targetPlatforms, for example ["ios", "macos", "windows"]. | Add a targetPlatforms array. |
summer.build.json's targetPlatforms [%s] name no platform a client pack runs on: ios, macos or windows. | List at least one of ios, macos, windows. |
summer.build.json's executionMode is '%s'; it must be hosted or standalone. | Use hosted for a multiplayer game. |
A game without a host (executionMode standalone) names its client.entryPoint in summer.build.json: it is the pack's mainScene. | For multiplayer, set executionMode to hosted. For a single-player game, delete summer.build.json. |
summer.build.json lists an invalid WorldDefinition path: %s. | Use a project-relative path with no .., backslash or leading /. |
Cannot read %s. or %s is not a JSON object: %s (line %d). | Fix that file’s location or its JSON. |
A hosted Build's pack starts a WorldDefinition's client_entry_point with one of its network_compositions, and no WorldDefinition in summer.build.json's runtime.worldDefinitions names both. | Give a WorldDefinition both client_entry_point and network_compositions. |
Tick the platforms the game supports. | Tick iOS, macOS or Windows on the summer.games preset. |
The project has no main scene for the pack to start. | Set client_entry_point (or, without summer.build.json, the project’s main scene). |
The pack's mainScene %s does not exist in this project. | Create the scene, or fix client_entry_point. |
The pack's compositionPath %s does not exist in this project. | Create the composition, or fix network_compositions. |
iOS and macOS read ETC2/ASTC textures. Enable Import ETC2 ASTC in Project Settings > Rendering > Textures > VRAM Compression (Fix Import does this). | Do that, or set textures/vram_compression/import_etc2_astc=true. |
Windows reads S3TC/BPTC textures. Enable Import S3TC BPTC in Project Settings > Rendering > Textures > VRAM Compression (Fix Import does this). | Do that, or set textures/vram_compression/import_s3tc_bptc=true. |
Summer's client templates cannot decrypt a pack. Turn off encryption in this preset. | Turn off encryption on the summer.games preset. |
A client pack cannot be exported as a dedicated server. Use Export Mode "Export all resources" or a selection. | Dedicated-server mode belongs on the server preset only. |
%s is a symbolic link or junction, and the bundle carries only files inside the project. Replace the link with the file itself. | Replace the link with a real file. |
%s resolves to %s, outside the project. The bundle carries only files inside the project. | Move the file into the project. |
%s names an invalid %s path: %s. Name a file inside the project, without .. or backslashes. | Fix that path in summer.build.json or the WorldDefinition. |
%s names %s %s, which does not exist in this project. | Create the file, or fix the path. |
%s names %s %s: %s | The named WorldDefinition, runtime descriptor or source graph is a link, is outside the project, or is not a JSON object. |
summer.build.json names no server.exportPreset. A hosted game's bundle carries server.pck, exported with that preset (normally a Linux dedicated server). | Add "server": { "exportPreset": "<name>" }. |
summer.build.json names server preset "%s", which this project doesn't have. Its export presets are: %s. | Create the preset, or fix the name. Names must match exactly. |
summer.build.json's server preset "%s" exports for %s. server.pck needs the game's dedicated-server preset, normally Linux. | Point server.exportPreset at a Linux preset, not at summer.games. |
The Build's WorldDefinition names no headless_engine component entry_point, the scene server.pck starts. | Add a headless_engine component with an entry_point. |
The server pack's mainScene %s does not exist in this project. | Create the server scene, or fix entry_point. |
No source graph: server code may ship in client.pck. Name one in the WorldDefinition (source_graph) or exclude server files in the preset. | A warning. Add source_graph to the WorldDefinition and write source-domains.json. |
%s names source graph %s, which is not a valid summer.source-domain-graph.v1 (%s at %s: %s), so the export cannot tell which files to leave out of the client pack. | Fix the field the message names. The rules are under “source-domains.json” in section 3. |
The client pack keeps %s, which depends on %s, but the source graph leaves %s out of the client pack. Move what the client needs under a shared or client root, or remove the reference. | A client or shared file loads a server-only file. Move the part both sides need into a shared path, or remove the reference. |
The pack's %s %s is in the source graph's %s domain, which the client pack leaves out. Put the scenes and resources the client starts under a shared or client root. | The client entry scene or the composition sits under an authority or debug root. Move it to a client or shared path. |
Server preset "%s" is not a dedicated server export, so server.pck keeps the game's visuals. Set its Export Mode to Dedicated Server. | A warning. Set the server preset’s Export Mode to Export as dedicated server. |
Summer's client templates run GDScript only, so the Platform rejects a pack with native code, C# or a .gdextension. Exclude these from the preset's resources: %s. | Exclude the listed .gdextension, .dll, .dylib, .so, .a, .wasm, .cs and .csproj files from the summer.games preset. |
The Platform starts the pack's mainScene with its compositionPath, but the preset's resource filters leave out %s. | The summer.games preset’s filters drop the client scene or the composition. Stop excluding it. |
The server pack starts %s with %s, but the server preset's resource filters leave out %s. | The server preset’s filters drop the server scene or the composition. Stop excluding it. |
The server preset "%s" could not export server.pck. | Read the Server pack (<preset>): … messages before it. |
The summer.games bundle is one .zip file, not %s. Export a .pck with Export PCK/ZIP for a client-only update. | Export Project to a .zip. |
The client pack is one .pck file, not %s. Export a .zip for the summer.games bundle. | Use a .pck path for a client-only pack, or a .zip for the bundle. |
summer.games takes a complete bundle or pack, not a patch. Export it with Export Project, or with Export PCK/ZIP without Export As Patch. | Untick Export As Patch. |
client.pck and to stop when the client needs one of them. It does not run
the full source graph analyzer (step 4b of multiplayer-publish), the queue
rules, or the other summer.build.json rules (multiplayer-project). Summer
checks those when you upload, so follow them exactly.
Source:
library/skills/multiplayer-publish/export-errors.md, rendered from summer-engine@4.3.0 on npm.
