Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
game-maker / gate (push) Successful in 3m53s
game-maker / suite (push) Successful in 11m55s

Recurring cleanup round over the code since round 7 (bc688f3). The
issue now also asks to fix bugs and small inconsistencies found on the
way, so unlike the rounds before, this one changes behaviour in a few
places. Duplicated code in api went from 23 clones with 228 lines to
none (jscpd, at least 50 tokens). In src it stays at 22 clones with
271 lines, the same before and after.

Bugs:
- nginx served project and snapshot files as they were, so anyone who
  knew a project id could read it without signing in. Every file the
  API writes now goes through AtomicFile (temp file, mode, rename).
  Projects, snapshots, releases, accounts and sessions are 0640, and
  nginx answers 403 for them.
- Any signed-in account could delete a shared image, font or sound,
  which projects of other accounts may wear. Deleting one is now for
  administrators only. The editor never deleted a file, so the
  client's delete is gone.
- Two saves of one project could run at once. The lock file was
  removed after each save, so a waiting save and the next one locked
  different files. The lock file now stays, and deleting a project
  takes the lock as well.
- Bytes that are no picture got a 500 instead of a 422, because the
  error handler also threw for warnings silenced with @.
- A session file was rewritten in place. A request reading it at that
  moment found it empty and was signed out. It is replaced atomically.
- Delete did nothing for a shape picked in the vector art list. Delete
  now goes through removeSelection, one case per kind of selection,
  and a kind without a case fails the type check.

Inconsistencies:
- Escape on a question does what its Cancel does. Cancel on "Delete
  project?" and "Restore snapshot?" leads back to the picker or the
  list like the other questions did, and so does deleting a project.
- Editor texts use American spelling throughout, like the port names:
  48 British spellings in 45 lines (colour, centre, initialised).
- objectName and groupName replace eleven copies of "own name, else
  the asset's" and three of "Group". One copy fell back to the object
  id instead of "?".

Duplicates, dead code, comments:
- routeFiles serves images, fonts and sounds instead of three copies.
  HashedFileStore holds what the three stores shared: keeping a file
  under its hash with its name, listing and deleting. The stores keep
  only which bytes they take and what a record says.
- AtomicFile replaces nine copies of temp file plus rename.
- removeShapes is the one way the canvas, the inspector button and
  Delete take shapes out.
- GraphInterpreter.fire was called by tests only. The 54 calls use a
  helper in tests/helpers.ts now.
- FileStore.delete, HttpFileStore.delete and the PluginApi type were
  unused. A doc comment in actions.ts sat above the wrong function.

Checked and left as is:
- solidCells is used by tests only. It is the per-cell view before the
  merge into rectangles, the one place the largest-scale rule shows.
- An undo checker ran all 124 commands of the unit tests and compared
  the project before and after undo. The only differences are empty
  ports, groups and notes lists where there were none, which the file
  format drops anyway.

Docs:
- README: the check sum.
- Wiki, own commit: API (admin-only deletes, 422, file modes, lock
  file), Home (the "Not yet" list named three things that exist),
  Concepts, Keyboard, Vector art, Architecture and Development, and
  the 38 characters Gitea flagged as ambiguous on eight pages.
- .gitignore: the lock files, and pasted-*.png in any folder, which
  keeps the screenshot archive out.

Tests:
- ./check.sh: 195 files, 2817 tests, exit 0 (+2 for the name helpers).
- PHP: accounts 52 in the web container and 53 in the CI image with
  the race test (+2), snapshots 15 (+1), releases 20.
- Full e2e run: ALL PASSED, 1586 checks (+6 in 12, 47, 49 and 50).
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks. The example
  project files were restored byte for byte afterwards.
- The file stores of HEAD and of this commit give byte-identical
  output for the live folders and for store, list and delete in a
  throwaway folder.
- Counter-checks, all fail as expected: a 500 for bad bytes fails 12,
  no admin check fails 49, removing the lock file again loses saves
  in 3 of 3 runs (151 to 170 of 321), Delete ignoring shapes fails 47,
  Escape that only closes fails 50, and dropping the shape case fails
  the type check (TS2366).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-09-29 18:12:55 +02:00
1 parent bc688f3efc
commit 14972d057f
81 files changed
+663 -577

No files matched your search

+1 -1
View File
@@ -270,7 +270,7 @@ export class SetKeyInterpolationCommand extends TimelineCommand {
else key.interpolation = this.interpolation;
changed += 1;
}
if (changed === 0) throw new CommandError('Only a number or colour key can ease');
if (changed === 0) throw new CommandError('Only a number or color key can ease');
}
}
+2 -2
View File
@@ -4,7 +4,7 @@ import { isLiveInstance, type ObjectRef, resolvedHolder } from '../model/instanc
import type { Asset } from '../model/Asset';
import type { PropertyBag } from '../model/Properties';
import { findAsset, type ObjectHolder, type Project } from '../model/Project';
import { createSceneObject, type SceneObject } from '../model/SceneObject';
import { createSceneObject, objectName, type SceneObject } from '../model/SceneObject';
import { resolveSceneObjectProps } from '../properties/resolve';
import { transformOfObject } from '../properties/transform';
import { removeById } from '../util/list';
@@ -52,7 +52,7 @@ abstract class AddPartCommand implements Command {
if (requireAsset(project, this.assetId).type !== this.partType)
throw new CommandError(`That asset is not a ${this.partType}`);
} else {
project.assets.push(this.build(project, target, targetAsset, target.name || targetAsset.name));
project.assets.push(this.build(project, target, targetAsset, objectName(target, targetAsset)));
}
holder.objects.push(createSceneObject(this.objectId, this.assetId, { x: 0, y: 0, z: 0 }, this.targetId));
}
+2 -2
View File
@@ -72,9 +72,9 @@ export class SetPaletteColorsCommand implements Command {
execute(project: Project): void {
const palette = requirePalette(project, this.paletteId);
if (this.colors.length > PALETTE_MAX)
throw new CommandError(`A palette holds at most ${PALETTE_MAX} colours`);
throw new CommandError(`A palette holds at most ${PALETTE_MAX} colors`);
if (!this.colors.every((c) => Number.isInteger(c) && c >= 0 && c <= 0xffffff))
throw new CommandError('A colour is 0xRRGGBB');
throw new CommandError('A color is 0xRRGGBB');
this.before = [...palette.colors];
palette.colors = [...this.colors];
}
+1 -1
View File
@@ -328,7 +328,7 @@ export class SetVectorShapeStyleCommand implements Command {
throw new CommandError('An outline is wider than nothing');
for (const paint of [this.style.paint, this.style.stroke?.paint])
if (paint && paint.type !== 'texture' && paint.stops.length < MIN_STOPS)
throw new CommandError('A gradient needs two colours');
throw new CommandError('A gradient needs two colors');
this.previous = {
fill: shape.fill,
opacity: shape.opacity,
+4 -18
View File
@@ -105,24 +105,10 @@ export class GraphInterpreter {
return this.indexOf(this.graph).ofType(type);
}
fire(
type: string,
ctx: NodeContext,
outputs: Record<string, Value> = {},
filter?: (node: GraphNode) => boolean,
/** Which of the event node's exec outputs the pulse leaves through – a state event names one. */
port = 'exec',
): number {
let fired = 0;
for (const node of this.eventNodes(type)) {
if (filter && !filter(node)) continue;
this.pulse(node, ctx, outputs, port);
fired++;
}
return fired;
}
/** Runs the flow of one event node, whichever it is; `fire` is this for every node of a type. */
/**
* Runs the flow of one event node, whichever it is. `port` is the exec output the pulse leaves
* through – a state event names one.
*/
pulse(node: GraphNode, ctx: NodeContext, outputs: Record<string, Value> = {}, port = 'exec'): void {
this.frame = this.emptyFrame(this.graph);
this.callStack = [];
+1 -1
View File
@@ -54,7 +54,7 @@ export const PlaySound: NodeDef = {
description:
'Plays a sound asset. "volume" multiplies the volume the asset itself carries and "loop" either ' +
"leaves the asset's own setting alone or overrules it, so the asset says what the sound is and " +
'the node only colours it. Each play is a voice of its own: firing this twice in a row is heard ' +
'the node only colors it. Each play is a voice of its own: firing this twice in a row is heard ' +
'twice, overlapping. The sound belongs to this object and stops when the object is destroyed, ' +
'unless "detached" is on.',
inputs: [exec(), soundPort(), withDefault(num('volume'), 1), loopPort(), detachedPort()],
@@ -21,7 +21,7 @@ export const PlayAnimation: NodeDef = {
description:
'Plays an animation on an object: its rows reach the object and what is placed inside it, so every ' +
'instance plays on its own. A paused one runs on from where it stands; one already running keeps its ' +
'frame but wins again over the others on the object. Blend fades numbers and colours over that many ' +
'frame but wins again over the others on the object. Blend fades numbers and colors over that many ' +
'seconds from what they held when it took over; everything else switches at once. Blend out is for ' +
'Once (reset): when its frames run out it fades back to where it started over that many seconds. ' +
'Restart starts one already running or paused over from its first frame – blended in from where it ' +
+10
View File
@@ -42,6 +42,16 @@ export interface ObjectGroup {
name: string;
}
/** What an object is called: its own name, else its asset's, and `?` while the asset is gone. */
export function objectName(object: { name: string }, asset: { name: string } | undefined): string {
return object.name || asset?.name || '?';
}
/** What a group is called; one that was never named is a "Group". */
export function groupName(group: ObjectGroup): string {
return group.name || 'Group';
}
export function createSceneObject(
id: string,
assetId: string,
+2 -2
View File
@@ -16,7 +16,7 @@ import { treeOrder } from './hierarchy';
import { instanceChildId, resolveObjects } from './instance';
import { findAsset, type Project } from './Project';
import { colorOf, type PropertyBag, type PropertyValue, textOf } from './Properties';
import type { SceneObject } from './SceneObject';
import { objectName, type SceneObject } from './SceneObject';
import { mixColor } from '../util/color';
/** `once` holds the last value when it ends, `once-reset` puts back what was there before it started. */
@@ -483,7 +483,7 @@ export function trackDef(
/** How the timeline names what a row aims at: the object (or the root itself) and the property. */
export function trackLabel(project: Project, animation: AnimationAsset, track: AnimationTrack): string {
const aimed = aimedAt(project, animation, track.target);
const who = !aimed ? '(missing)' : aimed.object ? aimed.object.name || aimed.asset.name : aimed.asset.name;
const who = !aimed ? '(missing)' : aimed.object ? objectName(aimed.object, aimed.asset) : aimed.asset.name;
const def =
aimed && animatableDefsOf(project, aimed.asset, aimed.bag).find((d) => d.key === track.property);
return `${who} · ${def ? def.label : aimed ? `${track.property} (missing)` : track.property}`;
+2 -2
View File
@@ -7,7 +7,7 @@ import { findAsset, type Project } from './Project';
import { treeOrder, type ObjectTree } from './hierarchy';
import { resolveObjects } from './instance';
import { mapNested, type PropertyBag, type PropertyValue, tagged, tagOf, untag } from './Properties';
import type { SceneObject } from './SceneObject';
import { objectName, type SceneObject } from './SceneObject';
import { Recorder } from '../util/recorder';
/** The id an object's place names; '' for none and for anything that is no object's place. */
@@ -59,7 +59,7 @@ export function objectChoices(project: Project, holder: ObjectTree, objectId: st
const choices: ObjectChoice[] = [];
for (const { object, depth } of treeOrder({ ...holder, objects })) {
if (!object.id.startsWith(scope)) continue;
const label = object.name || findAsset(project, object.assetId)?.name || object.id;
const label = objectName(object, findAsset(project, object.assetId));
choices.push({ ref: object.id.slice(scope.length), label, depth });
}
if (!scope) return choices;
+3 -3
View File
@@ -229,7 +229,7 @@ export const ParticleColor: ParticleNodeDef = {
type: 'ParticleColor',
label: 'Color',
category: 'particles',
description: 'A constant colour.',
description: 'A constant color.',
inputs: [],
outputs: [numberOut('color')],
params: [flatDef('value', 'color', { label: 'Value', value: 0xffffff })],
@@ -262,7 +262,7 @@ export const ParticleOutput: ParticleNodeDef = {
label: 'Output',
category: 'particles',
description:
'What the particle looks like: x and y offset it from the source, the scales multiply its size, rotation turns it, colour tints it and alpha fades it.',
'What the particle looks like: x and y offset it from the source, the scales multiply its size, rotation turns it, color tints it and alpha fades it.',
inputs: [
{ key: 'x', label: 'x', type: 'number', inline: false },
{ key: 'y', label: 'y', type: 'number', inline: false },
@@ -423,7 +423,7 @@ export const ParticleMixColor: ParticleNodeDef = {
type: 'ParticleMixColor',
label: 'Mix color',
category: 'particles',
description: 'Blends two colours channel by channel: t = 0 is a, t = 1 is b. A flame fading to smoke.',
description: 'Blends two colors channel by channel: t = 0 is a, t = 1 is b. A flame fading to smoke.',
inputs: [colorIn('a', 0xffffff), colorIn('b', 0x000000), numberIn('t', 0.5)],
outputs: [numberOut('color')],
params: [],
+1 -1
View File
@@ -83,7 +83,7 @@ export function compileShader(graph: Graph): ShaderBuild {
},
conform: (node, port, expr) => {
if (port.type === 'number' && expr.type === 'vec3') {
walk.problem(node, `"${port.key}" needs a number, not a colour`);
walk.problem(node, `"${port.key}" needs a number, not a color`);
return null;
}
if (port.type === 'vec3' && expr.type === 'float') return { code: asVec3(expr), type: 'vec3' };
+13 -13
View File
@@ -150,7 +150,7 @@ export const ShaderOutput: ShaderNodeDef = {
label: 'Output',
category: 'shader',
description:
'The colour and opacity the sprite is drawn with; unconnected, each is the texture’s. Edge says how the picture continues past its border when sampled outside it.',
'The color and opacity the sprite is drawn with; unconnected, each is the texture’s. Edge says how the picture continues past its border when sampled outside it.',
inputs: [vec3Port('color'), { key: 'alpha', label: 'alpha', type: 'number', inline: false }],
outputs: [],
params: [{ key: EDGE_PARAM, label: 'Edge', kind: 'enum', default: DEFAULT_EDGE, options: EDGE_OPTIONS }],
@@ -241,7 +241,7 @@ export const ShaderColor: ShaderNodeDef = {
type: SHADER_COLOR,
label: 'Color',
category: 'shader',
description: 'A constant colour.',
description: 'A constant color.',
inputs: [],
outputs: [vec3Port('color')],
params: [flatDef('value', 'color', { label: 'Value', value: 0xffffff })],
@@ -261,19 +261,19 @@ export const ShaderNumber: ShaderNodeDef = {
emit: (_inputs, params) => ({ value: { code: floatLiteral(Number(params.value ?? 0)), type: 'float' } }),
};
export const ShaderAdd = arithmetic('ShaderAdd', 'Add', '+', 'a + b, per channel for colours.', 0);
export const ShaderAdd = arithmetic('ShaderAdd', 'Add', '+', 'a + b, per channel for colors.', 0);
export const ShaderSubtract = arithmetic(
'ShaderSubtract',
'Subtract',
'-',
'a - b, per channel for colours.',
'a - b, per channel for colors.',
0,
);
export const ShaderMultiply = arithmetic(
'ShaderMultiply',
'Multiply',
'*',
'a × b, per channel for colours.',
'a × b, per channel for colors.',
1,
);
/**
@@ -291,7 +291,7 @@ export const ShaderDivide: ShaderNodeDef = {
type: 'ShaderDivide',
label: 'Divide',
category: 'shader',
description: 'a / b, per channel for colours. Dividing by 0 is 0, not a pixel the driver picks.',
description: 'a / b, per channel for colors. Dividing by 0 is 0, not a pixel the driver picks.',
inputs: [anyIn('a', 1), anyIn('b', 1)],
outputs: [anyOut('result')],
params: [],
@@ -305,7 +305,7 @@ export const ShaderClamp: ShaderNodeDef = {
type: 'ShaderClamp',
label: 'Clamp',
category: 'shader',
description: 'Holds the value inside min..max, per channel for colours.',
description: 'Holds the value inside min..max, per channel for colors.',
inputs: [anyIn('value', 0), floatIn('min', 0), floatIn('max', 1)],
outputs: [anyOut('result')],
params: [],
@@ -332,7 +332,7 @@ export const ShaderLuminance: ShaderNodeDef = {
type: 'ShaderLuminance',
label: 'Luminance',
category: 'shader',
description: 'How bright a colour is (Rec. 709 weights), as one number.',
description: 'How bright a color is (Rec. 709 weights), as one number.',
inputs: [vec3Port('color')],
outputs: [{ key: 'value', label: 'value', type: 'number' }],
params: [],
@@ -358,7 +358,7 @@ export const ShaderSin = unary(
'ShaderSin',
'Sin',
'sin',
'The sine of a number in radians: one full wave every 6.283. Per channel for colours.',
'The sine of a number in radians: one full wave every 6.283. Per channel for colors.',
);
export const ShaderFloor = unary(
'ShaderFloor',
@@ -376,14 +376,14 @@ export const ShaderAbs = unary(
'ShaderAbs',
'Abs',
'abs',
'The distance from 0, sign dropped: -0.3 becomes 0.3. A value crossing 0 becomes a V. Per channel for colours.',
'The distance from 0, sign dropped: -0.3 becomes 0.3. A value crossing 0 becomes a V. Per channel for colors.',
);
export const ShaderStep: ShaderNodeDef = {
type: 'ShaderStep',
label: 'Step',
category: 'shader',
description: '0 while value is below edge, 1 from edge on: a hard cut. Per channel for colours.',
description: '0 while value is below edge, 1 from edge on: a hard cut. Per channel for colors.',
inputs: [floatIn('edge', 0.5), anyIn('value', 0)],
outputs: [anyOut('result')],
params: [],
@@ -398,7 +398,7 @@ export const ShaderPow: ShaderNodeDef = {
label: 'Pow',
category: 'shader',
description:
'value to the power of exponent: 2 squares it, 0.5 is the square root. Below 0 the value counts as 0. Per channel for colours.',
'value to the power of exponent: 2 squares it, 0.5 is the square root. Below 0 the value counts as 0. Per channel for colors.',
inputs: [anyIn('value', 0), floatIn('exponent', 2)],
outputs: [anyOut('result')],
params: [],
@@ -414,7 +414,7 @@ export const ShaderSqrt: ShaderNodeDef = {
label: 'Sqrt',
category: 'shader',
description:
'The square root: 0.25 becomes 0.5, 4 becomes 2. Below 0 the value counts as 0. Per channel for colours.',
'The square root: 0.25 becomes 0.5, 4 becomes 2. Below 0 the value counts as 0. Per channel for colors.',
inputs: [anyIn('value', 0)],
outputs: [anyOut('result')],
params: [],
+1 -2
View File
@@ -19,10 +19,9 @@ export interface StoredFile extends UploadedFile {
* so there is nothing else to send. `type` only fills the Content-Type header – the server trusts
* the bytes, not the label – and uploading the same bytes twice yields the same file, the hash of
* its content. `name` is the caption kept beside it; uploading the same bytes under a new name
* renames what the pickers show.
* renames what the pickers show. Nothing here deletes a file: another account's project may wear it.
*/
export interface FileStore<U extends UploadedFile = UploadedFile, S extends StoredFile = StoredFile> {
upload(bytes: Blob | ArrayBuffer, type: string, name?: string): Promise<U>;
list(): Promise<S[]>;
delete(file: string): Promise<void>;
}
-4
View File
@@ -27,8 +27,4 @@ export class HttpFileStore<
async list(): Promise<S[]> {
return apiRequest<S[]>(this.endpoint, 'GET', this.route, {});
}
async delete(file: string): Promise<void> {
await apiRequest<void>(this.endpoint, 'DELETE', `${this.route}/${encodeURIComponent(file)}`, {});
}
}