User management: signing in is required before anything is loaded, the sign-in screen is drawn in the same canvas (user name, password as bullets, Enter moves on and submits) and the editor is built only after it; the API gained auth/session, auth/login and auth/logout while every other route answers 401 without a session, projects carry an owner and a foreign one comes back as 404, accounts live in data/users.json with a password hash and sessions as files in data/sessions with a sliding 30 days, so a build under the open tab does not sign anybody out; Logout sits at the far right of the toolbar and, as asked in the issue, does not reload the page: Editor.dispose() takes the editor down while the canvas stays, which is why the autosave, the focus handlers, the window listeners of the tilemap panel, the shortcuts and the plugins all got a way back; the tools sign in as e2e (tools/lib/auth.mjs, password from GAME_MAKER_E2E_PASSWORD or the git-ignored data/e2e-password.txt) and the browser gets the same session by cookie, new e2e module 45 covers the screen, the wrong pair, the bullets, logout without a reload and signing in again, new unit tests for HttpAuthStore and for what a session leaves behind (#177)
game-maker / gate (push) Successful in 2m5s
game-maker / suite (push) Failing after 6m22s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-20 12:50:52 +02:00
1 parent 60ea56a2ce
commit 8e4bb6e1f9
38 files changed
+1530 -139

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@@ -0,0 +1,164 @@
import { e2ePassword, E2E_USER } from '../lib/auth.mjs';
/**
* Signing in and out (#177), driven through the real screen: the rest of the suite gets its
* session handed to the browser as a cookie, so this is the only step that sees the sign-in
* screen at all.
*
* It runs last and hands the editor back the way it found it: signed in, with the fixture open.
*/
export async function login(t) {
const {
check,
cdp,
sleep,
evaluate,
json,
locate,
find,
press,
typeText,
mouse,
shot,
baseUrl,
projectId,
} = t;
const password = await e2ePassword();
/** Loads the page without handing the browser a session first. */
const openSignedOut = async () => {
await cdp.send('Network.clearBrowserCookies');
await cdp.send('Page.navigate', { url: `${baseUrl}?project=${projectId}` });
await sleep(3000);
};
/**
* Waits for the page to be showing one of the two screens. Signing in and out each mean a round
* trip to the server – deadlines guessed for that are how a check becomes a coin toss.
*/
const showing =
// The editor counts as up once the project is in it, not when its hook appears: the hook is
// installed before the project is fetched, and in a chained run that fetch is long enough for
// a check in between to read the empty project the editor starts out with.
{
editor: `__gm?.state?.project?.id === ${JSON.stringify(projectId)}`,
login: 'Boolean(window.__gm?.login)',
};
const waitForScreen = async (which) => {
for (let waited = 0; waited < 15000; waited += 250) {
try {
if (await evaluate(`Boolean(${showing[which]})`)) return true;
} catch {
// "Inspected target navigated or closed": only `openSignedOut` navigates here, and asking
// across it is not a reason to give up.
}
await sleep(250);
}
return false;
};
await openSignedOut();
const screenHook = await json(
'({ login: Boolean(window.__gm?.login), editor: Boolean(window.__gm?.state) })',
);
check(
'without a session the sign-in screen stands where the editor would',
screenHook.login && !screenHook.editor && Boolean(await find('Sign in')),
screenHook,
);
// The user name alone: refused by the form itself, before anything is sent.
await typeText(E2E_USER);
await press('Enter');
await press('Enter');
check(
'an empty password is refused without asking the server',
(await json('__gm.login()')).message === 'Enter your password',
await json('__gm.login()'),
);
await typeText('not-the-password');
await press('Enter');
await sleep(600);
// What the message says about a *wrong* password is checked in the unit tests: the live server
// sits behind a firewall that answers every non-2xx with its own 418 page, so the wording of the
// API's 401 only survives where nothing sits in between. That it is refused at all, and that
// nobody gets in, holds everywhere – and that is what this check is about.
check(
'a wrong password is refused and leaves the screen standing',
(await json('__gm.login()')).message !== '' &&
Boolean(await find('Sign in')) &&
!(await evaluate('Boolean(window.__gm?.state)')),
await json('__gm.login()'),
);
// Select-all first: the failed attempt left its text in the field.
await press('a', { ctrl: true });
await typeText(password);
const bullets = '•'.repeat(password.length);
check(
'the password is drawn as bullets, never as itself',
Boolean(await find(bullets)) && (await find(password)) === null,
{ bullets: bullets.length },
);
await shot('45-login');
await press('Enter');
await waitForScreen('editor');
const loaded = await json(
'({ editor: Boolean(window.__gm?.state), project: __gm?.state?.project?.name ?? null, title: document.title })',
);
check(
'the right pair opens the editor, with the account in the window title',
loaded.editor && loaded.project === 'E2E fixture' && loaded.title.endsWith(E2E_USER),
loaded,
);
// A mark on the window and on the canvas element: both survive a teardown and neither survives a
// reload, which is what signing out must not do (#177).
await evaluate("window.__stayedUp = 'mark'; document.querySelector('canvas').dataset.stayedUp = 'mark'");
// Pressed by hand, not with `clickText`: that one waits for a drawn frame afterwards, and the
// screen the button brings up is built before that frame is due.
const logout = await locate('Logout');
await mouse('mouseMoved', logout.x, logout.y);
await mouse('mousePressed', logout.x, logout.y);
await mouse('mouseReleased', logout.x, logout.y);
await waitForScreen('login');
check(
'Logout ends the session and comes back to the sign-in screen',
Boolean(await find('Sign in')) && !(await evaluate('Boolean(window.__gm?.state)')),
await json('({ login: Boolean(window.__gm?.login), editor: Boolean(window.__gm?.state) })'),
);
const stayedUp = await json(
"({ window: window.__stayedUp ?? null, canvas: document.querySelector('canvas').dataset.stayedUp ?? null })",
);
check(
'signing out does not reload the page: the same canvas stays, only what it draws changes',
stayedUp.window === 'mark' && stayedUp.canvas === 'mark',
stayedUp,
);
// Back in, so the suite ends on a signed-in editor like every other step leaves it.
await locate('Sign in');
await typeText(E2E_USER);
await press('Enter');
await typeText(password);
await press('Enter');
await waitForScreen('editor');
check(
'signing in again brings the editor back, with the project in it',
(await json('__gm?.state?.project?.name ?? null')) === 'E2E fixture',
await json('__gm?.state?.project?.name ?? null'),
);
// The rebuilt editor has to be laid out, not sitting unlaid-out in the corner: `resize` lays out
// only when the size changed, and the sign-in screen has set `root` to the size of the window
// already (see `App.ts`). The Logout button is the far right of the toolbar, so it says so.
const placed = await json('({ logout: __gm.locate("Logout")?.x ?? null, width: window.innerWidth })');
check(
'the editor that came back is laid out across the window',
placed.logout !== null && placed.logout > placed.width / 2,
placed,
);
}
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@@ -47,6 +47,7 @@ import { physics } from './41-physics.mjs';
import { shapes } from './42-shapes.mjs';
import { queries } from './43-queries.mjs';
import { documents } from './44-documents.mjs';
import { login } from './45-login.mjs';
export const STEPS = [
hierarchy,
@@ -93,4 +94,5 @@ export const STEPS = [
shapes,
queries,
documents,
login,
];