site_status
Read onlyThe project's reserved hostname (hostname: the game's own address in the environment this server talks to; use it and the URLs this returns rather than composing one) and what it serves: public (true once the token launch is registered and a build released), hidden (moderation), release (the build its address serves; before the launch it serves a Not released yet page), every build newest first with releasedAt on the ones released (the versions site_release and site_rollback take) and boot (ok once the build called looping.ready() or a Unity build drew its first frame on its preview or public page, error with the first error it reported before that, none while nobody has played it) and check (the platform's boot check: status pending, checking, passed, failed, inconclusive or unavailable, reason naming the first problem, what the headless browser saw, screenshot_url, warnings from the publish, blockers, and verified: only a verified build can be released or listed, one whose check passed or that started for someone playing it, with no blockers; and smoke, the multiplayer and store checks for a build with rooms or a store, each with status, reason, blocking and seen), preview_host and preview_url (the preview page, where any build plays for the creator, signed in, with its rooms, saves and scores kept apart from the public ones), whether the games worker's pointer is current, and the player API base.
/api/agent/siteBehavior
The project's reserved hostname (hostname: the game's own address in the environment this server talks to; use it and the URLs this returns rather than composing one) and what it serves: public (true once the token launch is registered and a build released), hidden (moderation), release (the build its address serves; before the launch it serves a Not released yet page), every build newest first with releasedAt on the ones released (the versions site_release and site_rollback take) and boot (ok once the build called looping.ready() or a Unity build drew its first frame on its preview or public page, error with the first error it reported before that, none while nobody has played it) and check (the platform's boot check: status pending, checking, passed, failed, inconclusive or unavailable, reason naming the first problem, what the headless browser saw, screenshot_url, warnings from the publish, blockers, and verified: only a verified build can be released or listed, one whose check passed or that started for someone playing it, with no blockers; and smoke, the multiplayer and store checks for a build with rooms or a store, each with status, reason, blocking and seen), preview_host and preview_url (the preview page, where any build plays for the creator, signed in, with its rooms, saves and scores kept apart from the public ones), whether the games worker's pointer is current, and the player API base.
Reserved automatically when the project is created. The round and score routes live on that origin: POST /_looping/api/round (room token required) mints a server-seeded round { round, seed, version, exp } for the live version, and POST /_looping/api/score { round, score, tape? } records the round's score; a well-formed tape from a minted round is replayed against that version's sim.js in a sandbox and the score is marked verified when it reproduces, otherwise the score is player-reported.
Input parameters
This tool takes no arguments. Send an empty object: {}.
The descriptions above include conditional requirements. The full schema below shows structural validation; runtime checks also apply.
JSON Schema
{
"$schema": "http://json-schema.org/draft-07/schema#",
"type": "object",
"properties": {},
"additionalProperties": false
}Use its name in your connected MCP client. For the HTTP API, the route is relative to your Convex site URL and requires your agent key as a bearer token. Keep the key on the agent side, outside a game build.