Move repo, CI and the video worker over to the name Feuerwerk (#422)
Stage 3 of the rename. The repo now lives at meleki/feuerwerk, the runners carry feuerwerk labels and the WSL distro on melektaus-atx is called feuerwerk-ci. The code has to follow, or CI finds no runner and the suite no longer picks the GPU path. - ci.yml: workflow name feuerwerk, jobs on feuerwerk-ci (gate, stein2) and feuerwerk-wsl (suite, melektaus-atx). - GAME_MAKER_* variables are now FEUERWERK_*. This includes FEUERWERK_BROWSER=wsl, which the runner config on melektaus-atx sets. - The video worker runs as container feuerwerk-video with the image feuerwerk-video and works on /srv/feuerwerk. - e2e.sh starts the unit feuerwerk-e2e, the CI image keeps its paths under the new name. - README and repo links point to git.nockal.com/meleki/feuerwerk. The old URLs still redirect with 301. Both runners keep their old labels until the first CI run with this ci.yml is through. Then they go, together with the image tag game-maker-ci:latest and GAME_MAKER_BROWSER in the atx config. Tests: - Gate on melektaus-atx through the renamed distro: CHECK EXIT 0, 307 files, 4756 tests. - e2e 60 on melektaus-atx: ALL PASSED, 20 checks. Renderer is the RTX 4070 through D3D12, so FEUERWERK_BROWSER reaches the GPU path. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,7 +1,7 @@
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# The image behind the Gitea Actions label `game-maker-ci`. It is built on the host and kept
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# The image behind the Gitea Actions label `feuerwerk-ci`. It is built on the host and kept
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# local (the runner has `force_pull: false`), so a change here needs a rebuild:
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#
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# DOCKER_BUILDKIT=0 docker build --network git_default -t game-maker-ci:latest tools/ci
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# DOCKER_BUILDKIT=0 docker build --network git_default -t feuerwerk-ci:latest tools/ci
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#
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# Both flags are needed on stein2: DNS is dead in Docker's default bridge network, and Buildkit
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# cannot join a named network.
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@@ -10,11 +10,11 @@ FROM node:22-bookworm
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# chromium + the Vulkan drivers: the e2e harness starts chromium with --use-angle=vulkan and has
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# no software fallback. The render device itself comes from the runner's container.options;
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# without it chromium falls back to llvmpipe and gets WebGL 1.0 only.
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# xvfb serves the other GPU path, GAME_MAKER_BROWSER=wsl (tools/lib/browser.mjs): under WSL2 the
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# xvfb serves the other GPU path, FEUERWERK_BROWSER=wsl (tools/lib/browser.mjs): under WSL2 the
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# GPU is /dev/dxg behind Mesa's d3d12 driver, which headless chromium cannot reach, an X11 one can.
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# php-cli serves api/index.php, which every tool loads and saves its project through.
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# ffmpeg converts uploaded videos (#402), through tools/video-worker.php like the container
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# game-maker-video on stein2 does.
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# feuerwerk-video on stein2 does.
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# The fonts are the host's set on purpose: the checks measure text widths to find click points,
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# so a different set moves them.
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RUN apt-get update && apt-get install -y --no-install-recommends \
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+8
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@@ -1,11 +1,11 @@
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#!/bin/bash
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# Sourced, not run: it leaves the PHP server in the caller's background and exports
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# GAME_MAKER_BASE_URL, which every tool reads.
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# FEUERWERK_BASE_URL, which every tool reads.
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#
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# The build wires its assets absolutely under /feuerwerk/dist/, so the checkout has to be
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# served under that path segment – hence the symlink into /srv rather than `-t .`.
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export GAME_MAKER_BASE_URL=http://127.0.0.1:8080/feuerwerk/
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export FEUERWERK_BASE_URL=http://127.0.0.1:8080/feuerwerk/
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feuerwerk_serve() {
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local root
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@@ -30,27 +30,27 @@ feuerwerk_serve() {
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# A server from an earlier step of the same job is fine to keep. Asked of the one route that
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# answers without a session, so "is it up" does not depend on being signed in.
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if curl -sf "${GAME_MAKER_BASE_URL}api/index.php?r=auth/session" >/dev/null 2>&1; then
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echo "server already up at $GAME_MAKER_BASE_URL"
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if curl -sf "${FEUERWERK_BASE_URL}api/index.php?r=auth/session" >/dev/null 2>&1; then
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echo "server already up at $FEUERWERK_BASE_URL"
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return 0
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fi
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mkdir -p /srv && ln -sfn "$root" /srv/feuerwerk
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# Uploaded videos are converted by the worker (#402); on stein2 that is the container
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# game-maker-video, here a process beside the server.
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# feuerwerk-video, here a process beside the server.
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php "$root/tools/video-worker.php" "$root/data" >/tmp/video-worker.log 2>&1 &
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# Without workers the single-threaded dev server stalls: the editor fetches project and
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# textures in parallel. The router serves videos with Range requests, see there.
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PHP_CLI_SERVER_WORKERS=8 php -S 0.0.0.0:8080 -t /srv "$root/tools/ci/router.php" >/tmp/php-server.log 2>&1 &
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for _ in $(seq 60); do
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curl -sf "${GAME_MAKER_BASE_URL}api/index.php?r=auth/session" >/dev/null 2>&1 && break
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curl -sf "${FEUERWERK_BASE_URL}api/index.php?r=auth/session" >/dev/null 2>&1 && break
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sleep 0.5
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done
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if ! curl -sf "${GAME_MAKER_BASE_URL}api/index.php?r=auth/session" >/dev/null 2>&1; then
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if ! curl -sf "${FEUERWERK_BASE_URL}api/index.php?r=auth/session" >/dev/null 2>&1; then
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echo "the server never came up" >&2
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tail -20 /tmp/php-server.log >&2
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return 1
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fi
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echo "serving $root at $GAME_MAKER_BASE_URL"
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echo "serving $root at $FEUERWERK_BASE_URL"
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}
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@@ -5,7 +5,7 @@ import { sampleZoom } from './lib/zoomTransition.mjs';
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/**
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* Videos (#402). A WebM goes up and the worker turns it into an MP4 (in CI beside the PHP server,
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* on stein2 in the container game-maker-video). "+ → Video" offers it with what it is; Use makes
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* on stein2 in the container feuerwerk-video). "+ → Video" offers it with what it is; Use makes
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* the asset and opens its tab, which shows the picture. A drag in the clip strip spans a clip, one
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* undo step. A sprite wearing the clip plays only that stretch, over and over, without sound in the
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* editor; Play starts it over from the clip's start and lets it be heard, Esc makes it quiet again.
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+6
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@@ -2,7 +2,7 @@
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* Signing the check tools in. Since #177 every API route but `auth/*` needs a session, so every
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* seed, smoke and e2e run logs in first – as `e2e`, the account that owns the four test projects.
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*
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* The password is never in the repo: it comes from `GAME_MAKER_E2E_PASSWORD` or from
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* The password is never in the repo: it comes from `FEUERWERK_E2E_PASSWORD` or from
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* `data/e2e-password.txt`, which is git-ignored and written once per server (CI writes its own).
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*/
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import { readFile } from 'node:fs/promises';
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@@ -23,26 +23,26 @@ const cookies = new Map();
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/** The password of the `e2e` account; the step that drives the sign-in screen types it in. */
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export async function e2ePassword() {
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const fromEnv = process.env.GAME_MAKER_E2E_PASSWORD;
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const fromEnv = process.env.FEUERWERK_E2E_PASSWORD;
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if (fromEnv) return fromEnv;
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try {
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return (await readFile(PASSWORD_FILE, 'utf8')).trim();
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} catch {
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throw new Error(
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`no password for the "${E2E_USER}" account: set GAME_MAKER_E2E_PASSWORD or put it in ${PASSWORD_FILE}`,
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`no password for the "${E2E_USER}" account: set FEUERWERK_E2E_PASSWORD or put it in ${PASSWORD_FILE}`,
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);
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}
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}
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/** The password of `e2e-admin`, from `GAME_MAKER_E2E_ADMIN_PASSWORD` or `data/e2e-admin-password.txt`. */
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/** The password of `e2e-admin`, from `FEUERWERK_E2E_ADMIN_PASSWORD` or `data/e2e-admin-password.txt`. */
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export async function e2eAdminPassword() {
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const fromEnv = process.env.GAME_MAKER_E2E_ADMIN_PASSWORD;
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const fromEnv = process.env.FEUERWERK_E2E_ADMIN_PASSWORD;
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if (fromEnv) return fromEnv;
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try {
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return (await readFile(ADMIN_PASSWORD_FILE, 'utf8')).trim();
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} catch {
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throw new Error(
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`no password for the "${E2E_ADMIN}" account: set GAME_MAKER_E2E_ADMIN_PASSWORD or put it in ${ADMIN_PASSWORD_FILE}`,
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`no password for the "${E2E_ADMIN}" account: set FEUERWERK_E2E_ADMIN_PASSWORD or put it in ${ADMIN_PASSWORD_FILE}`,
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);
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}
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}
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@@ -30,7 +30,7 @@ const HEADLESS = [
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];
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/**
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* GAME_MAKER_BROWSER=wsl, for a runner inside WSL2 (#283). There the GPU is /dev/dxg behind Mesa's
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* FEUERWERK_BROWSER=wsl, for a runner inside WSL2 (#283). There the GPU is /dev/dxg behind Mesa's
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* d3d12 driver: no DRM render node, no Vulkan. Headless chromium finds no surface and gets no WebGL,
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* an X11 chromium on ANGLE/GL does. So this mode brings its own invisible X server.
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*
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@@ -49,7 +49,7 @@ const WSL = [
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/** Starts chromium with the CDP port open; `proc.stderr` carries its last words. */
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export async function launchBrowser({ port, width, height }) {
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const wsl = process.env.GAME_MAKER_BROWSER === 'wsl';
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const wsl = process.env.FEUERWERK_BROWSER === 'wsl';
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const display = wsl ? await startXvfb({ width, height }) : null;
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const proc = spawn(
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'chromium',
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@@ -26,13 +26,13 @@ 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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* `GAME_MAKER_BASE_URL` – which is how CI points every tool at its own server without
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* `FEUERWERK_BASE_URL` – which is how CI points every tool at its own server without
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* repeating the project ids in shell scripts. Targeting the playground aborts: no tool may
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* overwrite or mutate it.
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*/
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export function cliArgs(script, defaultId) {
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const projectId = process.argv[2] ?? defaultId;
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const baseUrl = process.argv[3] ?? process.env.GAME_MAKER_BASE_URL ?? DEFAULT_BASE_URL;
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const baseUrl = process.argv[3] ?? process.env.FEUERWERK_BASE_URL ?? DEFAULT_BASE_URL;
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if (projectId === PROJECTS.playground) {
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console.error(`refusing to run ${script} against the playground project (${PROJECTS.playground}).`);
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process.exit(2);
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@@ -7,7 +7,7 @@ declare(strict_types=1);
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* php tools/video-worker.php [datadir] keeps watching the queue
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* php tools/video-worker.php [datadir] --once converts what waits now, then stops
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*
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* On stein2 it runs in the container `game-maker-video` (tools/video/), in CI beside the PHP
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* On stein2 it runs in the container `feuerwerk-video` (tools/video/), in CI beside the PHP
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* server (tools/ci/serve.sh). Both need ffmpeg and ffprobe on the PATH.
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*/
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@@ -1,11 +1,11 @@
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# The image of the container `game-maker-video` (#402): PHP and ffmpeg, nothing else. The worker
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# The image of the container `feuerwerk-video` (#402): PHP and ffmpeg, nothing else. The worker
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# itself is not baked in: compose.yml mounts the checkout, so a change to tools/video-worker.php or
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# api/lib/Video*.php needs a restart, not a rebuild.
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#
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# The same Debian as the CI image (tools/ci/Dockerfile), so CI converts with the same ffmpeg.
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# Built on stein2 like that one, for the same reasons (dead DNS in the default bridge network):
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#
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# DOCKER_BUILDKIT=0 docker build --network git_default -t game-maker-video:latest tools/video
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# DOCKER_BUILDKIT=0 docker build --network git_default -t feuerwerk-video:latest tools/video
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FROM debian:12-slim
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RUN apt-get update && apt-get install -y --no-install-recommends php-cli php-mbstring ffmpeg \
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@@ -4,18 +4,18 @@
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#
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# It works on the checkout itself (the folder nginx serves), as www-data like the PHP container, so
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# the files it writes belong to the same user. It needs no network.
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name: game-maker-video
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name: feuerwerk-video
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services:
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game-maker-video:
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container_name: game-maker-video
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image: game-maker-video:latest
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feuerwerk-video:
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container_name: feuerwerk-video
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image: feuerwerk-video:latest
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restart: unless-stopped
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network_mode: none
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user: '33:33'
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working_dir: /srv/game-maker
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working_dir: /srv/feuerwerk
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volumes:
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- ../..:/srv/game-maker
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command: ['php', 'tools/video-worker.php', '/srv/game-maker/data']
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- ../..:/srv/feuerwerk
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command: ['php', 'tools/video-worker.php', '/srv/feuerwerk/data']
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# A 1080p conversion takes all four cores otherwise, and the web stack shares them.
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cpus: 3
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