architecture

Preview & CI Layer

How a change becomes a URL, and how runtime data finds its way back.

The pipeline

[Node commit/push] ──► [Build trigger] ──► [Build artifact] ──► [Preview host] ──► [Preview URL]


                                                                               [Telemetry collector]

                                                                            ◄── signals ──┘


                                                                                    [back to Node]

Every commit a Node produces — whether human-typed or agent-produced — triggers a build. The build artifact is hosted at a preview URL. Runtime telemetry from that URL flows back to the originating Node.

Web vs game pipelines

WebGame
Build agentVercel-style serverless buildContainerized headless build
Preview formatLive URL with HMR-equivalentCloud-streamed playable demo
TelemetryBrowser perf API + custom eventsEngine telemetry (FPS, GC, memory)
Reasonable build timeSecondsMinutes
Cache strategyPer-route + CDNPer-asset + delta uploads

The two pipelines share the same trigger surface and the same telemetry-back contract. They diverge in what “build” means and how artifacts are delivered.

Why this layer is separate from the Node

We could ask the Node to host the preview itself. We don’t, for two reasons:

  1. Reachability. A Node behind a residential firewall can’t easily serve a preview URL to a colleague’s iPad. Lifting the artifact off the Node and onto a public host removes that constraint.
  2. Lifetime. Preview URLs need to outlive any single agent Thread. If the Node goes offline, the preview should still be reachable.

How telemetry feeds back to the agent

The preview emits events to the Manifoldone telemetry collector. The collector groups events by deployment, calls back to the originating Node over the relay, and the Node attaches the data to the relevant Thread. The next time the agent acts on that Thread, it has the runtime data as input — without the developer having to copy-paste anything.

v0.1 scope note

This page describes the long-term architecture. v0.1 does not ship Preview/CI — see the roadmap for when it lands. The reason it’s documented now is that the topology design (Node + Relay + telemetry callback) has to be coherent with this layer to avoid late surprises.

What’s parked

  • Game CI specifics. Which engines we support first (Unity, Unreal, Godot) and what cloud-streaming provider we use are open questions tied to design partners.
  • Pricing for preview hosting. See Pricing & Phases.