Rename Game Maker to Feuerwerk and serve it at /feuerwerk/ (#422)

The editor gets a name of its own that fits beside Brandmauer,
Glutspeicher and Feuerwehr. This is stage 1, 2 and 4 of #422: the
name, the URL and the stored state in the browser. Repository, CI
runners, containers and the GAME_MAKER_* variables follow in stage 3.

- All paths come from SITE_PATH in src/core/site.ts: the API endpoint,
  the data folders, the play page and the base in vite.config.ts. A
  later move is one line instead of fifteen.
- The window title, the sign-in screen, the playground and the README
  say Feuerwerk. The package, __feuerwerkPlay, the take worklet and the
  writing app in Ogg and Matroska follow.
- The session cookie is now feuerwerk_session, so everyone signs in
  once more.
- localStorage keys are now feuerwerk.*. moveOldStoredKeys copies the
  old game-maker.* keys over on the first start, so settings, panel
  sizes and save games survive.
- tools/ci/serve.sh serves the build under /feuerwerk/. The variable
  GAME_MAKER_BASE_URL keeps its name until stage 3.

Outside the repository, nockal.com/feuerwerk/ is a second symlink to
the same tree. nginx sends the bare /game-maker/ folder there with a
301. Everything else under /game-maker/ is still served directly, so
shared play links and the API keep working.

Finding: when nginx redirects a path without a trailing slash or with
a query, the Brandmauer answers with its own 307 to the same URL plus
a slash, placed after the query. A play link would lose its token that
way, which is why only the bare folder is redirected.

Tests:
- Gate on melektaus-atx: CHECK EXIT 0, 307 files, 4756 tests
  (4 new in site.test.ts).
- Counter-check: when the migration misses the old prefix, 3 of the
  4 new tests fail.
- e2e 60 under /feuerwerk/: ALL PASSED, 20 checks.
- From outside: /feuerwerk/ 200, /game-maker/ 301, an old play
  link 200.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-13 13:27:43 +02:00
1 parent f92d69d902
commit 043c224cc3
66 files changed
+212 -112

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+1 -1
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@@ -25,7 +25,7 @@ export interface OpusStream {
/** What a page holds at most: 255 lacing values, and so at most a packet of about 64 kB. */
const MAX_SEGMENTS = 255;
const SERIAL = 0x6d616b65;
const VENDOR = 'game-maker';
const VENDOR = 'feuerwerk';
const CRC_TABLE = (() => {
const table = new Uint32Array(256);
+39
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@@ -0,0 +1,39 @@
/** The path the site is served under: the editor, the play page, the API and every data file. */
export const SITE_PATH = '/feuerwerk/';
/** The API's one entry point. */
export const API_ENDPOINT = `${SITE_PATH}api/index.php`;
/** Where the uploaded files of one kind are served, e.g. `dataPath('textures')`. */
export function dataPath(kind: string): string {
return `${SITE_PATH}data/${kind}`;
}
/** The prefix of every `localStorage` key while the editor was called Game Maker. */
const OLD_KEY_PREFIX = 'game-maker.';
const KEY_PREFIX = 'feuerwerk.';
type KeyStore = Pick<Storage, 'length' | 'key' | 'getItem' | 'setItem' | 'removeItem'>;
/**
* Moves what a browser kept under the old name to the new one: settings, panel sizes, folds and
* saves survive the rename. A key the new name already has keeps its value. Answers how many moved.
*/
export function moveOldStoredKeys(storage: KeyStore): number {
const old: string[] = [];
for (let i = 0; i < storage.length; i++) {
const key = storage.key(i);
if (key?.startsWith(OLD_KEY_PREFIX)) old.push(key);
}
let moved = 0;
for (const key of old) {
const value = storage.getItem(key);
const renamed = KEY_PREFIX + key.slice(OLD_KEY_PREFIX.length);
if (value !== null && storage.getItem(renamed) === null) {
storage.setItem(renamed, value);
moved++;
}
storage.removeItem(key);
}
return moved;
}
+3 -1
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@@ -1,3 +1,5 @@
import { SITE_PATH } from '../site';
/** A project's released copy as the release dialog shows it (#266). */
export interface ReleaseSummary {
/** What the link carries: 32 hex digits, the same for as long as the project stays released. */
@@ -27,7 +29,7 @@ export interface ReleaseStore {
}
/** The page a released game is played on, next to the editor's own. */
const PLAY_PAGE = '/game-maker/play.html';
const PLAY_PAGE = `${SITE_PATH}play.html`;
export function releaseUrl(origin: string, token: string): string {
return `${origin}${PLAY_PAGE}?game=${token}`;
+3 -4
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@@ -21,10 +21,9 @@ import { Editor } from './Editor';
import { isDragFrame } from './framePreview';
import { startPlugins } from './plugins/startPlugins';
import { CelUploadStore } from './pixelart/celUploadStore';
import { API_ENDPOINT } from '../core/site';
import { EditorState } from './state';
const API_ENDPOINT = '/game-maker/api/index.php';
/**
* Shows the sign-in screen until somebody is signed in, and answers with their name. Returns
* right away when the session from an earlier visit is still good – which is what lets a
@@ -70,7 +69,7 @@ export async function startEditor(app: Application, root: VStack): Promise<void>
const { user, role } = await signedInUser(app, root, auth);
// Who is signed in goes into the window title: the toolbar is crowded enough, and the title is
// also what tells two tabs on two accounts apart.
document.title = `Game Maker – ${user}`;
document.title = `Feuerwerk – ${user}`;
const state = new EditorState();
// Drawn pictures (#185) are looked up in the project this session holds; the next session
// installs its own, which is also what lets go of everything the old one had drawn.
@@ -123,7 +122,7 @@ export async function startEditor(app: Application, root: VStack): Promise<void>
*/
const endSession = async (editor: Editor): Promise<void> => {
await editor.dispose();
document.title = 'Game Maker';
document.title = 'Feuerwerk';
// The console panel is page-wide, the lines in it are not: what one account's project printed
// is none of the next one's business.
consoleLog.clear();
+1 -1
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@@ -46,7 +46,7 @@ export class LoginScreen extends VStack {
this.add(new Spacer(), 1);
const card = new Card();
card.add(new Label('Game Maker', { style: 'title' }));
card.add(new Label('Feuerwerk', { style: 'title' }));
card.add(new Label('Sign in to open your projects', { style: 'muted' }));
card.add(new Spacer(Theme.gap));
+1 -1
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@@ -5,7 +5,7 @@
*/
import { editorRecordingSettingsOf, type EditorRecordingSettings } from '../core/recording/editorRecording';
const STORAGE_KEY = 'game-maker.editor-recording';
const STORAGE_KEY = 'feuerwerk.editor-recording';
let kept: EditorRecordingSettings | null = null;
+1 -1
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@@ -5,7 +5,7 @@
*/
import { clamp } from '../ui/math';
const STORAGE_KEY = 'game-maker.general-settings';
const STORAGE_KEY = 'feuerwerk.general-settings';
export interface GeneralSettings {
/** How long a zoom takes to reach its new step, in ms; 0 jumps at once. */
+1 -1
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@@ -5,7 +5,7 @@
*/
import { clamp } from '../ui/math';
const STORAGE_KEY = 'game-maker.panel-sizes';
const STORAGE_KEY = 'feuerwerk.panel-sizes';
let sizes: Map<string, number> | null = null;
+1 -1
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@@ -24,7 +24,7 @@ function browserStore(): Store | null {
}
export function saveKey(projectId: string, area: SaveAreaName): string {
return `game-maker.saves.${projectId}.${area}`;
return `feuerwerk.saves.${projectId}.${area}`;
}
function readArea(store: Store | null, key: string): SavedValues {
+1 -1
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@@ -5,7 +5,7 @@
*/
import { Theme } from '../ui/Theme';
const STORAGE_KEY = 'game-maker.folded-sections';
const STORAGE_KEY = 'feuerwerk.folded-sections';
let folded: Set<string> | null = null;
+1 -1
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@@ -53,7 +53,7 @@ const INFO_WIDTH = 200;
const GRID_WIDTH = 64;
const INPUT_WIDTH = 104;
/** Where the browser keeps the input picked last. */
const INPUT_KEY = 'game-maker.record-input';
const INPUT_KEY = 'feuerwerk.record-input';
/** What the tab shows below its header: the tracks along time, or where they go (#350). */
export type SongView = 'timeline' | 'routing';
+2 -2
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@@ -40,7 +40,7 @@ import {
zoomWave,
} from '../sound/waveView';
import { soundLibrary } from '../../viewport/SoundLibrary';
import { openVideo } from '../../viewport/VideoLibrary';
import { openVideo, videoFileUrl } from '../../viewport/VideoLibrary';
import { chaseSeeks, seekChase, type SeekChase, seekVideo } from '../../viewport/videoSeek';
import type { EditorState } from '../state';
import { containRect } from '../texture/imageGrid';
@@ -376,7 +376,7 @@ export class VideoCanvas extends Widget {
chase: seekChase(),
asked: held,
gain: null,
element: openVideo(`/game-maker/data/videos/${asset.file}`, held, (texture) => {
element: openVideo(videoFileUrl(asset.file), held, (texture) => {
if (this.preview !== preview) return texture.destroy(true);
preview.texture = texture;
texture.source.on('update', () => this.invalidate());
+6
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@@ -1,6 +1,7 @@
import { Application, Container } from 'pixi.js';
import { initPixelGrid, initRenderLoop, initUI, loadEditorFonts, Theme, tieBreakFor, VStack } from './ui';
import { fixedPageSize, type PageSize, placePage } from './ui/pageSize';
import { moveOldStoredKeys } from './core/site';
// `desynchronized` bypasses the compositor queue (headless click-to-paint 72 → 16 ms) but may
// tear; `?vsync` opts out. Pixi has no option for it, hence our own context.
@@ -21,6 +22,11 @@ function lowLatencyContext(): { canvas?: HTMLCanvasElement; context?: WebGL2Rend
* window and follows it when it is resized, unless `?w=&h=` give it a fixed size.
*/
export async function createPage(params: URLSearchParams): Promise<{ app: Application; root: VStack }> {
try {
moveOldStoredKeys(window.localStorage);
} catch {
// A browser that refuses `localStorage` has nothing to move.
}
const fonts = loadEditorFonts();
const fixed = fixedPageSize(params);
const app = new Application();
+1 -2
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@@ -15,8 +15,7 @@ import { projectPictureFactory } from './viewport/generatedPictures';
import { preloadProjectFiles, setUpProjectFiles } from './viewport/projectFiles';
import { textureLibrary } from './viewport/TextureLibrary';
import { createEmptyProject } from './core/model/Project';
const API_ENDPOINT = '/game-maker/api/index.php';
import { API_ENDPOINT } from './core/site';
async function main(): Promise<void> {
const params = new URLSearchParams(location.search);
+2 -2
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@@ -3,12 +3,12 @@ import type { GameScreen } from './GameScreen';
import type { Player } from './Player';
/**
* `window.__gameMakerPlay`: what the check scripts read off a released game (#266). The editor's
* `window.__feuerwerkPlay`: what the check scripts read off a released game (#266). The editor's
* `__gm` is not on this page, and neither is anything it would have to reach into. Installed before
* the game is loaded, so a link that leads nowhere can be read as well: `player` is null until then.
*/
export function installPlayerHook(screen: GameScreen, player: () => Player | null): void {
(window as unknown as { __gameMakerPlay: unknown }).__gameMakerPlay = {
(window as unknown as { __feuerwerkPlay: unknown }).__feuerwerkPlay = {
running: () => player()?.isRunning ?? false,
screen: () => screen.info(),
log: () => player()?.log() ?? [],
+1 -1
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@@ -119,7 +119,7 @@ export function mountPlayground(app: Application, root: VStack): void {
listPanel.content.add(scroll, 1);
row.add(listPanel, 1);
root.add(new Label('Game Maker – UI playground', { style: 'bodyBold', padding: Theme.padding }));
root.add(new Label('Feuerwerk – UI playground', { style: 'bodyBold', padding: Theme.padding }));
root.add(row, 1);
root.add(status);
root.resize(app.screen.width, app.screen.height);
+2 -1
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@@ -1,4 +1,5 @@
import { fontFamilyOf } from '../core/model/font';
import { dataPath } from '../core/site';
import { FileLibrary } from './FileLibrary';
/**
@@ -9,7 +10,7 @@ class FontLibrary extends FileLibrary<FontFace> {
private readonly ready = new Set<string>();
constructor() {
super('/game-maker/data/fonts', 'fonts');
super(dataPath('fonts'), 'fonts');
}
/**
+2 -1
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@@ -1,6 +1,7 @@
import type { Project } from '../core/model/Project';
import { celFilesOf } from '../core/model/pixelart';
import { type CelPixels, celFileName, decodeCel, encodeCel, isEmptyCel } from '../core/model/pixelCel';
import { dataPath } from '../core/site';
import { FileLibrary } from './FileLibrary';
/** Where cels go on the server: raw bytes in, the stored name back. */
@@ -20,7 +21,7 @@ export class PixelCels extends FileLibrary<CelPixels> {
private readonly local = new Set<string>();
constructor() {
super('/game-maker/data/pixels', 'pixels');
super(dataPath('pixels'), 'pixels');
}
/**
+1 -1
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@@ -408,7 +408,7 @@ export class Take {
}
: null,
durationMs: this.lastMs + frame,
app: 'game-maker',
app: 'feuerwerk',
});
this.collect();
const blob = new Blob([head, ...this.folded, ...this.loose, ...rest] as BlobPart[], {
+2 -1
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@@ -16,6 +16,7 @@ import {
stageLatency,
} from '../core/soundfx/nodes';
import { releaseTime } from '../core/instrument/envelope';
import { dataPath } from '../core/site';
import type { EaseShare } from '../core/model/animation';
import { BAKE_RATE } from '../core/music/bake';
import {
@@ -66,7 +67,7 @@ import { wake } from './wake';
/** A voice is no louder than a sound item of a song turned all the way up. */
const MAX_VOLUME = dbToGain(SOUND_ITEM_MAX_DB);
const DEFAULT_BASE = '/game-maker/data/sounds';
const DEFAULT_BASE = dataPath('sounds');
/** The rate a sound loaded ahead of its first play is decoded at; a source resamples it on the way out. */
const DECODE_RATE = 48000;
/** The rate the picture of a streamed sound is decoded at (#349): enough for its peaks, a sixth of the size. */
+2 -1
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@@ -3,6 +3,7 @@ import { isGeneratedFile } from '../core/model/generated';
import { isVideoKey } from '../core/model/video';
import type { FrameRect, TextureRef } from '../core/model/texture';
import { type EdgeMode, SHEET_EDGE } from '../core/shader/nodes';
import { dataPath } from '../core/site';
import { FileLibrary } from './FileLibrary';
import { GeneratedPictures, type PictureFactory } from './generatedPictures';
import { videoLibrary } from './VideoLibrary';
@@ -46,7 +47,7 @@ export class TextureLibrary extends FileLibrary<Texture> {
);
constructor() {
super('/game-maker/data/textures', 'textures');
super(dataPath('textures'), 'textures');
videoLibrary.onChange(() => this.notifyChange());
}
+2 -1
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@@ -12,6 +12,7 @@
*/
import { Assets, Texture, VideoSource } from 'pixi.js';
import type { PropertyBag } from '../core/model/Properties';
import { dataPath } from '../core/site';
import type { TextureRef } from '../core/model/texture';
import {
drivenTimeOf,
@@ -27,7 +28,7 @@ import { soundLibrary } from './SoundLibrary';
import { followVideo, readSpeed, type SpeedReading } from './videoFollow';
import { chaseSeeks, seekVideo, type SeekChase } from './videoSeek';
const VIDEO_BASE = '/game-maker/data/videos';
const VIDEO_BASE = dataPath('videos');
/** Where the MP4 of a video asset's `file` is served. */
export function videoFileUrl(file: string): string {
+5 -4
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@@ -1,5 +1,6 @@
import type { Renderer } from 'pixi.js';
import type { Project } from '../core/model/Project';
import { dataPath } from '../core/site';
import { projectFiles } from '../core/model/projectFiles';
import { clipCopyTable, streamTable } from '../core/music/streams';
import { requestRender } from '../ui';
@@ -14,10 +15,10 @@ import { installVectorArtPictures } from './vectorArtPicture';
* Where uploaded images live: the API writes them, the browser reads them straight off disk as
* static files named by their content hash. Fonts and sounds work the same way, one directory over.
*/
const TEXTURE_BASE = '/game-maker/data/textures';
const FONT_BASE = '/game-maker/data/fonts';
const SOUND_BASE = '/game-maker/data/sounds';
const PIXEL_BASE = '/game-maker/data/pixels';
const TEXTURE_BASE = dataPath('textures');
const FONT_BASE = dataPath('fonts');
const SOUND_BASE = dataPath('sounds');
const PIXEL_BASE = dataPath('pixels');
/**
* Points the file libraries at the server, once per page: the editor's and a released game's (#266).
+1 -1
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@@ -109,7 +109,7 @@ export class TakeRecorder {
await loadWorklet(context);
if (context.state === 'suspended') await context.resume();
const source = context.createMediaStreamSource(stream);
const node = new AudioWorkletNode(context, 'game-maker-take', {
const node = new AudioWorkletNode(context, 'feuerwerk-take', {
numberOfInputs: 1,
numberOfOutputs: 1,
outputChannelCount: [1],
+1 -1
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@@ -49,4 +49,4 @@ class TakeProcessor extends AudioWorkletProcessor {
}
}
registerProcessor('game-maker-take', TakeProcessor);
registerProcessor('feuerwerk-take', TakeProcessor);