@makefully/adaptfully
v3.4.0
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Platform abstraction and Wrapfully deploy client for Makefully games
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Adaptfully
Platform abstraction and Wrapfully deploy client for Makefully games.
- Adaptfully runtime — shared auth and platform services via
adaptfully.register()/adaptfully.get() - Adaptfully pipeline — prebuild, build, and deploy stages driven by
config.platforms - Wrapfully deploy — zip-and-post client for building desktop, mobile, and Steam packages
Install
npm install @makefully/adaptfullyMaintainers: see PUBLISHING.md for npm trusted publishing setup.
Adaptfully runtime
Games register platform services before load and retrieve them in-game. Adaptfully applies platform registrations during prebuild — games compile a neutral deploy/ folder, then Adaptfully writes output/<platform>-prebuild/ with the correct auth and plugin scripts injected into HTML.
Pipeline stages
adaptfully prebuild web # deploy/ → output/web-prebuild/
adaptfully build steam # prebuild + zip and send to Wrapfully
adaptfully deploy steam # build + platform release when credentials are present| Stage | What it does |
|-------|----------------|
| prebuild | Copy deploy/ to output/<platform>-prebuild/ and inject registrations into config.htmlInjections |
| build | Prebuild, then POST the result to Wrapfully |
| deploy | Build, then release to the target platform (Steam upload, webapp SFTP, etc. via Wrapfully when credentials are in assets/meta/publish/) |
wrapfully-deploy is a compatibility alias for adaptfully deploy when invoked with a Wrapfully builder name (steam, win, android, etc.).
Place <!-- adaptfully --> / <!-- /adaptfully --> markers in your HTML templates where registrations should be injected (typically between split bundle scripts, before account.js runs).
// Injected into deploy/index.html for the target platform (before game code):
adaptfully.register('auth', adaptfully.auth.Google);
// In-game:
const platform = adaptfully.get('auth');
platform.login(function (result) { /* ... */ });Storage plugins
| Plugin key | Registration | Runtime |
|------------|--------------|---------|
| localStorage | adaptfully.register('storage', adaptfully.storage.LocalStorage()) | Sync key/value storage in the browser |
| indexedDB | adaptfully.register('storage', adaptfully.storage.IndexedDB()) | Async key/value storage for larger payloads |
In-game:
const storage = adaptfully.get('storage');
storage.set('playerName', 'Ada');
storage.getObject('currentGame');Auth plugins
| Plugin key | Registration | Runtime |
|------------|--------------|---------|
| google-auth | adaptfully.register('auth', adaptfully.auth.Google) | Web, Android, iOS |
| steam-auth | adaptfully.register('auth', adaptfully.auth.Steam) | Steam / Electron (via steamworks.js) |
| dev-auth | adaptfully.register('auth', adaptfully.auth.Dev) | Local dev (test user) |
Use plugin keys in config.platforms.<platform>.registrations. Custom deploy scripts use a path relative to the deploy folder instead:
{
"config": {
"platforms": {
"steam": {
"registrations": {
"storage": "localStorage",
"auth": "steam-auth"
}
},
"web": {
"registrations": {
"storage": "localStorage",
"auth": "google-auth"
}
},
"dev": {
"registrations": {
"storage": "localStorage",
"auth": "dev-auth"
}
}
}
}
}Standard plugin keys load bundled Adaptfully runtime scripts and emit an inline adaptfully.register() call. Path values add a <script src="..."> tag — the script is expected to call adaptfully.register() itself (for example a bridge that wires storage and config). Use a leading / for site-root URLs; omit it for paths relative to each HTML page (required when the game is hosted in a subdirectory).
Wrapfully builders (steam, win, mac, android, etc.) map to platform keys via defaults (win → steam) or an explicit builders array on the platform config.
Each platform entry may set a packager (web, electron, cordova, or capacitor). Defaults to web — copy deploy and inject HTML only. Packagers are implemented as classes (WebPackager, ElectronPackager, CordovaPackager, CapacitorPackager) that handle prebuild output for their target platforms.
| Packager | Prebuild adds |
|----------|---------------|
| web | game-config.js for uwp platform prebuilds |
| electron | main.js (Electron shell); preload.js when steam-auth is registered |
| cordova | cordova.js stub, game-config.js, CSP/viewport HTML extras |
| capacitor | game-config.js (more Capacitor-specific output planned) |
steam-auth requires packager: "electron" and config.steamId.
{
"config": {
"steamId": 719140,
"platforms": {
"web": {
"packager": "web",
"registrations": { "auth": "google-auth" }
},
"steam": {
"packager": "electron",
"registrations": { "auth": "steam-auth" }
}
}
}
}Steam auth (steam-auth)
When steam-auth is registered on an electron platform, Adaptfully prebuild writes:
main.js— Electron shell with Steam overlay enabled and a preload script wired inpreload.js— initializes steamworks.js withconfig.steamIdand exposeswindow.__ADAPTFULLY_STEAMWORKS__
The renderer steam-auth plugin reads the Steam ID from that bridge. When Steam is available, autoLogin() succeeds immediately with { id: steamId64, email: '' }. Optional config keys:
| Key | Default | Purpose |
|-----|---------|---------|
| autoLoginStorageKey | lastLoggedIn | Storage key written with the Steam ID on login |
| steamReadyTimeoutMs | 10000 | Max wait when a bridge exists but identity is not yet ready |
Node API
import {
prebuildPlatform,
createPackagerForPlatform,
resolveHtmlInjections,
runAdaptfullyStage,
buildAdaptfullyInjection,
injectAdaptfullyRegistrations,
adaptfullyInjectionForPlatform,
resolveRegistrationAssets,
resolvePlatformKey,
resolveBuilderForPlatform,
getRuntimeDir,
resolveRuntimeScript,
STANDARD_PLUGINS,
} from '@makefully/adaptfully';prebuildPlatform(deployFolder, platformKey, pkg)— copydeploy/tooutput/<platform>-prebuild/and inject registrations intoconfig.htmlInjections(default:index.html).createPackagerForPlatform(platformKey, pkg, { platforms, log })— get a packager instance for custom prebuild or future build/deploy integration. The instance exposesusesPlugin('steam-auth'),collectUsedPlugins(), andprebuild(dest, htmlPaths).resolveRegistrationAssets(registrations)— resolve runtime script paths, inline registration JS, and external script tags for a registration map (useful for Vite dev servers).runAdaptfullyStage('prebuild' | 'build' | 'deploy', platformKey, options)— run a pipeline stage programmatically.platform.autoLogin(callback)— restore a prior session without UI when the auth plugin supports it (Google useslastLoggedInin storage and a cached OAuth token).platform.supportsAutoLogin()— whether the active auth plugin can attempt automatic sign-in.
Wrapfully deploy
After prebuild, the build and deploy stages zip output/<platform>-prebuild/ and POST it to a Wrapfully build server. Artifacts are saved to ./output/.
Quick start
- Build your web app into a neutral deploy folder (default:
./deploy/, must includeindex.htmlwith adaptfully markers). - Add
config.platformsand other settings topackage.json(see Configuration). - Add icons and any signing credentials under
./assets/meta/. - Prebuild for your target platform, then build or deploy:
npx adaptfully prebuild web
npx adaptfully deploy steam http://build.example.com:9630/For web-only hosting (no Wrapfully), stop after prebuild and upload output/web-prebuild/ yourself.
Usage
Adaptfully CLI
Run from your project root:
npx adaptfully <prebuild|build|deploy> <platform> [server] [mode]| Stage | Description |
|-------|-------------|
| prebuild | Copy deploy/ → output/<platform>-prebuild/ with registrations injected into config.htmlInjections |
| build | Prebuild, then POST to Wrapfully (no platform release) |
| deploy | Prebuild, POST to Wrapfully, then release when credentials are present |
| Argument | Default | Description |
|----------|---------|-------------|
| platform | — | Platform key from config.platforms (web, steam, etc.) |
| server | see below | Wrapfully server base URL (build and deploy only) |
| mode | extract | extract unpacks the response zip into ./output/; any other value saves ./output/{name}-{version}-{builder}.zip |
Examples:
# Prebuild for web (upload output/web-prebuild/ via FTP, S3, etc.)
npx adaptfully prebuild web
# Build for Steam via Wrapfully
npx adaptfully build steam http://build.example.com:9630/
# Full Steam deploy (build + upload when steam.json credentials are present)
npx adaptfully deploy steam http://build.example.com:9630/Add scripts to your project's package.json:
{
"scripts": {
"web:prebuild": "adaptfully prebuild web",
"steam:deploy": "adaptfully deploy steam"
}
}wrapfully-deploy (legacy alias)
npx wrapfully-deploy [builder] [server] [mode]Accepts Wrapfully builder names (steam, win, mac, android, webapp, etc.) instead of platform keys. Maps to the matching config.platforms entry (defaults: win → steam, webapp → web) and runs the deploy stage.
Server address
The server URL is resolved in this order:
- CLI argument
WRAPFULLY_SERVERenvironment variableserverfield inwrapfully.jsonhttp://localhost:9630/
Keep server addresses and credentials out of version control — use environment variables or a gitignored wrapfully.json.
What gets sent
The client POSTs a zip stream built from output/<platform>-prebuild/ to:
{server}{builder}/{name}-{version}For example, a project named mygame at version 1.2.0 with builder android:
http://build.example.com:9630/android/mygame-1.2.0The server extracts the zip, reads the embedded package.json, runs the build for that platform, and streams a zip of artifacts back to the client.
Zip contents
| Archive path | Source on disk | Purpose |
|--------------|----------------|---------|
| deploy/ | prebuilt output/<platform>-prebuild/ | Built web app with Adaptfully registrations injected |
| deploy/index.html | prebuilt entry point | Platform-specific HTML |
| meta/ | ./assets/meta/ (if present) | Icons, signing keys, and publish credentials |
| package.json | project root | Merged package.json + wrapfully.json config |
Project layout
mygame/
├── package.json # npm metadata + config.platforms (see below)
├── wrapfully.json # optional — merged into config
├── deploy/ # neutral build output (default deployFolder)
│ └── index.html
├── output/
│ ├── web-prebuild/ # after adaptfully prebuild web
│ └── steam-prebuild/ # after adaptfully prebuild steam
└── assets/
└── meta/ # packaged as meta/ in the zip
├── icon-foreground.png
├── icon-background.png
└── publish/ # platform signing & deploy credentials
├── build.json
├── android/
├── apple.json
└── ...Icons (icon-foreground.png, icon-background.png) are required for mobile, desktop, and Steam builds.
Icons
Place two layered PNG files in ./assets/meta/ (packaged as meta/ in the zip):
| File | Purpose |
|------|---------|
| icon-foreground.png | Foreground layer (typically the character or subject) |
| icon-background.png | Background layer (typically the scene or environment) |
The build server composites the foreground over the background, applies a binding/logo overlay, and generates the icon sizes each platform needs.
Recommended format: 1536×1536 pixel square PNGs for both files. Images with other dimensions are scaled to 1536×1536 automatically, but matching the target size produces the sharpest results.
Configuration
Build settings are read from package.json. The client merges any wrapfully.json fields into package.json's config object before sending.
package.json
Standard npm fields (name, version, description) are used directly. Add a config block:
{
"name": "mygame",
"version": "1.2.0",
"description": "My game",
"config": {
"title": "My Game",
"packageName": "com.example.mygame",
"publisherDisplayName": "Example Games",
"publisherFullName": "Example Games LLC",
"publisherWebsite": "https://example.com",
"publisherEmailAddress": "[email protected]",
"scope": "https://example.com/games/",
"themeColor": "#1a1a2e",
"twitterId": "@examplegames",
"steamId": 1234567,
"deployFolder": "deploy",
"platforms": {
"web": {
"registrations": {
"auth": "google-auth",
"storage": "javascript/adaptfully-bridge.js"
}
},
"steam": {
"packager": "electron",
"registrations": {
"auth": "steam-auth",
"storage": "javascript/adaptfully-bridge.js"
}
}
},
"properties": [
{ "tag": "plugin", "name": "cordova-plugin-inappbrowser" },
{ "tag": "allow-navigation", "href": "*" }
]
}
}| Field | Used by | Description |
|-------|---------|-------------|
| title | All | Display name shown in stores and app shells |
| packageName | Cordova, Electron, UWP | Reverse-DNS identifier (com.company.game) |
| publisherDisplayName | Cordova, Electron, web | Short publisher name |
| publisherFullName | Electron | Legal entity name for copyright |
| publisherWebsite | Cordova, web | Company URL |
| publisherEmailAddress | Cordova | Contact email |
| scope | Web/PWA | Base URL scope for the web app |
| themeColor | Cordova, UWP, web | Loading screen / theme color |
| twitterId | Web | Twitter handle for meta tags |
| steamId | Steam | Steam app ID |
| deployFolder | Client | Neutral deploy directory staged before prebuild (default: deploy) |
| htmlInjections | Prebuild | Deploy-relative HTML paths to inject (default: ["index.html"]) |
| outputFolder | Client | Prebuild output root (default: output) |
| platforms | Prebuild | Per-platform registration maps (see Adaptfully runtime) |
| platforms.<name>.builder | Build/deploy | Override Wrapfully builder for a platform (default: web → webapp, others match platform key) |
| platforms.<name>.builders | wrapfully-deploy | Map additional Wrapfully builder names to a platform |
| platforms.<name>.packager | Prebuild | web (default), electron, cordova, or capacitor — selects the packager class that adds platform-specific files during prebuild |
| properties | Cordova | Cordova config.xml entries (plugins, allow-navigation, etc.) |
wrapfully.json
Optional. Fields are shallow-merged into package.json's config:
{
"deployFolder": "dist",
"server": "http://build.example.com:9630/",
"title": "My Game",
"packageName": "com.example.mygame"
}Use this to set the server address or override config per environment without editing package.json.
Builders
Each builder name becomes a path segment on the server. Some builds require a specific host OS on the server side; composite builders fan out to multiple platforms automatically.
| Builder | Output |
|---------|--------|
| android | Release Android (.aab) |
| android-dev | Debug Android (.apk) |
| ios | Release iOS (.ipa) |
| ios-dev | Debug iOS (.ipa) |
| ios-sim | iOS Simulator (.app) |
| mac | Release Mac (.app) |
| mac-dev | Debug Mac (.app) with DevTools |
| win | Windows portable (.exe) |
| win-dev | Debug Windows portable with DevTools |
| linux | Linux build |
| linux-dev | Debug Linux build with DevTools |
| uwp | Universal Windows Package |
| webapp | Service-worker web app (optionally SFTP deploy) |
| steam | Windows + Mac + Linux, uploads to Steam |
| steam-dev | Debug Windows + Mac + Linux, no Steam upload |
| cordova | Release Android + iOS |
| cordova-dev | Debug Android + iOS |
| apple | Release Mac + iOS |
| apple-dev | Release Mac + debug iOS |
For a single platform, pass the specific builder name rather than a composite.
Platform package requirements
Signing keys, provisioning profiles, and store credentials go in ./assets/meta/publish/ on disk (sent as meta/publish/ in the zip). These files contain secrets — add them to .gitignore and never commit them to a public repository.
Android (android, android-dev)
Place keystore files in assets/meta/publish/android/. Include assets/meta/publish/build.json:
{
"android": {
"debug": {
"keystore": "./android/debug.keystore",
"packageType": "apk",
"storePassword": "android",
"alias": "androiddebugkey",
"password": "android",
"keystoreType": ""
},
"release": {
"keystore": "./android/release.keystore",
"packageType": "bundle",
"storePassword": "(your store password)",
"alias": "(your alias)",
"password": "(your password)",
"keystoreType": ""
}
}
}To deploy to Google Play, also include assets/meta/publish/google.json:
{
"type": "service_account",
"project_id": "(your project id)",
"private_key_id": "(your private key id)",
"private_key": "(your private key)",
"client_email": "(your service account email)",
"client_id": "(your client id)",
"auth_uri": "https://accounts.google.com/o/oauth2/auth",
"token_uri": "https://oauth2.googleapis.com/token",
"auth_provider_x509_cert_url": "https://www.googleapis.com/oauth2/v1/certs",
"client_x509_cert_url": "(your service account cert URL)"
}Apple (ios, ios-dev, ios-sim, mac, apple, apple-dev)
Include assets/meta/publish/build.json with iOS signing settings:
{
"ios": {
"debug": {
"codeSignIdentity": "iPhone Development",
"provisioningProfile": "(your development provisioning profile id)",
"developmentTeam": "(your team id)",
"packageType": "development",
"automaticProvisioning": false
},
"release": {
"codeSignIdentity": "iPhone Distribution",
"provisioningProfile": "(your distribution provisioning profile id)",
"developmentTeam": "(your team id)",
"packageType": "app-store",
"automaticProvisioning": false
}
}
}To deploy to the App Store, include assets/meta/publish/apple.json:
{
"category": "(your app's category)",
"identity": "(your team identity)",
"username": "(your username)",
"password": "(your password)"
}Cordova (cordova, cordova-dev)
Requires the Android and Apple package requirements above.
Steam (steam, steam-dev)
steam-dev builds debug Electron binaries for Windows, Mac, and Linux without uploading to Steam. No steam.json credentials are required.
For release uploads, include assets/meta/publish/steam.json:
{
"username": "(your username)",
"password": "(your password)"
}Also set steamId in your config block.
Steam builds can run on either the Windows or Mac server. The server that receives the request builds its own platforms and requests the rest from the other server (Windows builds win and requests mac/linux; Mac builds mac/linux and requests win). Install the Steamworks SDK ContentBuilder on any server that will upload to Steam.
When builds relay between servers, meta/publish/ credentials travel in the zip with the game payload.
Electron (win, win-dev, mac, mac-dev, linux, linux-dev, steam, steam-dev)
-dev builders produce debug Electron apps with DevTools enabled and the application menu visible. Dev builds skip code signing, notarization, and Steam upload. No publish credentials are required for dev builds.
Release win builds can be signed with assets/meta/publish/ms.json (see Windows below). Release mac builds can use assets/meta/publish/apple.json for signing and notarization (see Apple above).
Web app (webapp)
To deploy via SFTP, include assets/meta/publish/sftp.json:
{
"webapp": {
"host": "(your sftp host)",
"port": 22,
"user": "(your username)",
"password": "(your password)",
"path": "(the sftp subdirectory in which to publish the app)"
}
}Windows (win, win-dev, uwp)
To sign the app, place your certificate at assets/meta/publish/ms/packcert.pfx and include assets/meta/publish/ms.json:
{
"publisherName": "CN=(your publisher id)",
"certificateFile": "./ms/packcert.pfx",
"password": "(your password)"
}Response
The server responds with a zip stream containing build artifacts (.apk, .aab, .ipa, .app, .exe, etc.) and optional status files. By default the client extracts this into ./output/. Use a non-extract mode value to save the raw response zip instead.
Every build also includes wrapfully-status.json with structured success, warn, and error events. The client prints these after extraction and exits with code 1 if any errors were reported, so build failures do not crash the server silently.
License
MIT
