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>
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@@ -21,10 +21,9 @@ import { Editor } from './Editor';
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import { isDragFrame } from './framePreview';
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import { startPlugins } from './plugins/startPlugins';
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import { CelUploadStore } from './pixelart/celUploadStore';
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import { API_ENDPOINT } from '../core/site';
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import { EditorState } from './state';
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const API_ENDPOINT = '/game-maker/api/index.php';
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/**
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* Shows the sign-in screen until somebody is signed in, and answers with their name. Returns
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* right away when the session from an earlier visit is still good – which is what lets a
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@@ -70,7 +69,7 @@ export async function startEditor(app: Application, root: VStack): Promise<void>
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const { user, role } = await signedInUser(app, root, auth);
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// Who is signed in goes into the window title: the toolbar is crowded enough, and the title is
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// also what tells two tabs on two accounts apart.
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document.title = `Game Maker – ${user}`;
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document.title = `Feuerwerk – ${user}`;
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const state = new EditorState();
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// Drawn pictures (#185) are looked up in the project this session holds; the next session
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// installs its own, which is also what lets go of everything the old one had drawn.
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@@ -123,7 +122,7 @@ export async function startEditor(app: Application, root: VStack): Promise<void>
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*/
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const endSession = async (editor: Editor): Promise<void> => {
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await editor.dispose();
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document.title = 'Game Maker';
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document.title = 'Feuerwerk';
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// The console panel is page-wide, the lines in it are not: what one account's project printed
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// is none of the next one's business.
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consoleLog.clear();
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@@ -46,7 +46,7 @@ export class LoginScreen extends VStack {
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this.add(new Spacer(), 1);
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const card = new Card();
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card.add(new Label('Game Maker', { style: 'title' }));
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card.add(new Label('Feuerwerk', { style: 'title' }));
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card.add(new Label('Sign in to open your projects', { style: 'muted' }));
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card.add(new Spacer(Theme.gap));
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@@ -5,7 +5,7 @@
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*/
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import { editorRecordingSettingsOf, type EditorRecordingSettings } from '../core/recording/editorRecording';
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const STORAGE_KEY = 'game-maker.editor-recording';
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const STORAGE_KEY = 'feuerwerk.editor-recording';
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let kept: EditorRecordingSettings | null = null;
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@@ -5,7 +5,7 @@
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*/
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import { clamp } from '../ui/math';
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const STORAGE_KEY = 'game-maker.general-settings';
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const STORAGE_KEY = 'feuerwerk.general-settings';
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export interface GeneralSettings {
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/** How long a zoom takes to reach its new step, in ms; 0 jumps at once. */
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@@ -5,7 +5,7 @@
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*/
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import { clamp } from '../ui/math';
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const STORAGE_KEY = 'game-maker.panel-sizes';
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const STORAGE_KEY = 'feuerwerk.panel-sizes';
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let sizes: Map<string, number> | null = null;
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+1
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@@ -24,7 +24,7 @@ function browserStore(): Store | null {
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}
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export function saveKey(projectId: string, area: SaveAreaName): string {
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return `game-maker.saves.${projectId}.${area}`;
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return `feuerwerk.saves.${projectId}.${area}`;
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}
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function readArea(store: Store | null, key: string): SavedValues {
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@@ -5,7 +5,7 @@
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*/
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import { Theme } from '../ui/Theme';
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const STORAGE_KEY = 'game-maker.folded-sections';
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const STORAGE_KEY = 'feuerwerk.folded-sections';
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let folded: Set<string> | null = null;
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@@ -53,7 +53,7 @@ const INFO_WIDTH = 200;
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const GRID_WIDTH = 64;
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const INPUT_WIDTH = 104;
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/** Where the browser keeps the input picked last. */
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const INPUT_KEY = 'game-maker.record-input';
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const INPUT_KEY = 'feuerwerk.record-input';
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/** What the tab shows below its header: the tracks along time, or where they go (#350). */
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export type SongView = 'timeline' | 'routing';
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@@ -40,7 +40,7 @@ import {
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zoomWave,
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} from '../sound/waveView';
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import { soundLibrary } from '../../viewport/SoundLibrary';
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import { openVideo } from '../../viewport/VideoLibrary';
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import { openVideo, videoFileUrl } from '../../viewport/VideoLibrary';
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import { chaseSeeks, seekChase, type SeekChase, seekVideo } from '../../viewport/videoSeek';
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import type { EditorState } from '../state';
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import { containRect } from '../texture/imageGrid';
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@@ -376,7 +376,7 @@ export class VideoCanvas extends Widget {
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chase: seekChase(),
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asked: held,
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gain: null,
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element: openVideo(`/game-maker/data/videos/${asset.file}`, held, (texture) => {
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element: openVideo(videoFileUrl(asset.file), held, (texture) => {
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if (this.preview !== preview) return texture.destroy(true);
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preview.texture = texture;
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texture.source.on('update', () => this.invalidate());
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