Document the remote browser as the way the suite is run
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@@ -403,10 +403,9 @@ npm run lint # ESLint, type-aware; --fix for the fixable half
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npm run format # Prettier over src, tests and tools
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npm run check # typecheck + lint + format:check + tests, what CI would run
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npm run build # writes dist/ and regenerates index.html
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export GM_REMOTE=user@host # where the browser runs; see below
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 267 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs # 24 checks: the example game, played end to end
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GM_REMOTE=user@host node tools/e2e.mjs # run the browser on another machine
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```
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**A run needs a working GPU.** An idle editor page keeps rendering a picture that never changes, and
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@@ -422,7 +421,9 @@ over SSH and forwards its CDP port back to `127.0.0.1`, so the harness itself is
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checks load the public base URL, so the remote side needs only a browser and internet: no repo, no
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node. Setup is an SSH key (`GM_REMOTE_KEY`, default `~/.ssh/gm-win.key`). Measured against a Windows
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desktop with an RTX 4070: **267 checks in 128 s and 24 smoke checks in 16 s, with this machine idle**
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(0.4 s of CPU for the whole smoke run, load average 0.04).
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(0.4 s of CPU for the whole smoke run, load average 0.04). **That is how the suite is meant to be
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run here.** A local run works and costs 124 s, but it pins the development box – set `GM_REMOTE` and
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leave it set; without a reachable host, do not fall back to local, fix the host.
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`tools/remote/gm-browser.ps1` is copied over on every run, and getting the browser to die with the
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run took three tries, because two obvious leashes do not hold on Windows:
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