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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@@ -16,7 +16,7 @@ export const E2E_ADMIN = 'e2e-admin';
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const DATA = resolve(dirname(fileURLToPath(import.meta.url)), '../../data');
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const PASSWORD_FILE = resolve(DATA, 'e2e-password.txt');
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const ADMIN_PASSWORD_FILE = resolve(DATA, 'e2e-admin-password.txt');
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const COOKIE = 'game_maker_session';
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const COOKIE = 'feuerwerk_session';
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/** One session per server for the whole process; logging in per request would be pointless load. */
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const cookies = new Map();
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@@ -48,7 +48,7 @@ export async function e2eAdminPassword() {
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}
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/**
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* Signs in as anyone and answers with a fresh `game_maker_session=…`, uncached – for a step that
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* Signs in as anyone and answers with a fresh `feuerwerk_session=…`, uncached – for a step that
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* needs a second account beside the tools' own.
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*/
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export async function logIn(baseUrl, username, password) {
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@@ -68,7 +68,7 @@ export async function logIn(baseUrl, username, password) {
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return set.split(';')[0];
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}
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/** `game_maker_session=…` for `Cookie` headers, logging in on first use. */
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/** `feuerwerk_session=…` for `Cookie` headers, logging in on first use. */
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export async function sessionCookie(baseUrl) {
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const cached = cookies.get(baseUrl);
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if (cached) return cached;
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@@ -22,7 +22,7 @@ export const PROJECTS = {
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actor: '3ccb5c67220b',
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};
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export const DEFAULT_BASE_URL = 'https://nockal.com/game-maker/';
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export const DEFAULT_BASE_URL = 'https://nockal.com/feuerwerk/';
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/**
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* Reads `[projectId] [baseUrl]` from argv, falling back to `defaultId` and to
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