begin_build_upload
Start uploading a READY web build of the game (static files: index.html + assets — e.g. Vite dist/, Unity WebGL) to a Title. Returns build_id, a one-hour upload_url and asset_base. Build the game with asset_base as its base path (or a relative './'), zip the CONTENTS of the output folder so index...
This record as markdown: /tools/com-idosgames-platform/begin-build-upload.md
What begin_build_upload does on iDos Games
AI agents invoke begin_build_upload to trigger actions in iDos Games. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.
| Parameter | Type | Required | Description |
|---|---|---|---|
title_id | string | Yes | Live TitleID (not the -DEV copy). |
Parameters from the server's own tool schema.
Why begin_build_upload is rated High
begin_build_upload triggers real processes with real consequences. An agent gone sideways doesn't fire it once. It starts dozens of builds, sends mass notifications, or burns through compute before anyone looks up.
Risk signalsAdmin/system-level operation
Attacks that exploit this kind of access
The rule that runs begin_build_upload safely
PolicyLayer is an MCP gateway: it sits between your AI agents and iDos Games, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For begin_build_upload, this is the rule to start with:
begin_build_upload stays usable, but rate-capped: a runaway agent can't fire it dozens of times a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect iDos Games, apply this rule, and every begin_build_upload call is checked against it from then on.
Questions about begin_build_upload
Start uploading a READY web build of the game (static files: index.html + assets — e.g. Vite dist/, Unity WebGL) to a Title. Returns build_id, a one-hour upload_url and asset_base. Build the game with asset_base as its base path (or a relative './'), zip the CONTENTS of the output folder so index.html is at the zip root, upload it with curl -T build.zip "<upload_url>" (a plain HTTP PUT of the file, no headers), then call finish_build_upload. Needs a shell to run the upload — a browser-only client cannot upload files. Free: only the storage it takes counts toward the publisher's quota. The build must be the GAME ITSELF, hosted here: on the Title's idosgames.com page the game may embed (iframe) only platform hosts, never another website, so a wrapper that frames the publisher's own site shows "Content unavailable" there instead of the game. Network requests (fetch/WebSocket) from the embedded game reach platform hosts plus the Title's Blockchain.IframeConnectHosts (save_blockchain; wallet-connection hosts are always refused). It is categorised as a Execute tool in the iDos Games MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
begin_build_upload accepts 1 parameter: title_id. Required: title_id. The full parameter table on this page comes from the server's own tool schema.
Register the iDos Games MCP server in PolicyLayer and add a rule for begin_build_upload: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches iDos Games. Nothing to install.
begin_build_upload is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.
Yes. Add a rate_limit block to the begin_build_upload rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for begin_build_upload. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
begin_build_upload is provided by the iDos Games MCP server (https://site.idosgames.com/api/v2/mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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