Until now every account could do the same, and managing accounts meant running make-user.php on the server. Accounts now carry a role, and admins get a tab in the editor to create, rename, re-role, reset and delete accounts. Both issues share the same server files, so they land in one commit. #180 Roles: - Every account is admin or user. A missing or unknown role counts as user, on the server and in the client. - auth/session and auth/login return {user, role}. - Auth::requireAdmin() answers everyone else with 403. - make-user.php takes the role as a third argument. Without it an existing account keeps its role, so a password reset from the CLI never demotes an admin. - Admins see and save other users' projects like their own. Saving keeps the original owner. #179 User management: - The account menu gets "User management" (admins only) and "Plugins" (everyone). Both open the same closable tab, accounts on top and plugins below. The fixed Plugins tab is gone. - Per account: Rename, Role, Password (no old password needed) and Delete with a confirmation. "New user..." creates one. - Each account lists its projects with an Open button. - Delete is refused while the account still owns projects. - Renaming moves the projects along and ends every session of the account. transfer takes the same lock as save. - On their own row an admin can only set the password. The last admin cannot be demoted or deleted. The server enforces both. - The account rules live in AccountRules.php and accountRules.ts as pure functions, so they are testable without a server. Findings: - At 1280 px the Delete button reached past the column edge and was not clickable. The name column is flexible now, and module 49 checks the layout. - The server lets an admin delete other users' projects, but the editor has no button for it yet. Left open in the issue. Tests: - ./check.sh: 148 files, 2214 tests, exit 0 (was 147 / 2204). - New tests/php/accounts.test.php, 51 checks, plain PHP. CI runs it as its own step in the gate job, the host has no PHP. - New e2e module 49 with 18 checks. CI creates the e2e-admin account in serve.sh. Modules 14, 38, 46 and the scaffold follow the new tab. - e2e 1-16,37,38,45,46,49: all passed, 581 checks. - Counter-checks: owner on save, admin view, default role and self delete in PHP fail 7, 5, 5 and 1 checks. Unchecked requireAdmin, a wider column and the caller as owner each fail exactly their e2e check. - Check sum 1314 -> 1333 (+1 in 38, +18 in 49), computed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -45,7 +45,7 @@ export async function plugins(t) {
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check('the plugin tab is in the tab row', at >= 0, JSON.stringify(order));
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check(
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'and it comes after the fixed tabs, ahead of any document',
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JSON.stringify(order.slice(0, 3)) === JSON.stringify(['scene', 'game', 'plugins']) &&
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JSON.stringify(order.slice(0, 2)) === JSON.stringify(['scene', 'game']) &&
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order.slice(at + 1).every((tab) => tab === 'list' || tab.startsWith('asset:')),
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JSON.stringify(order),
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);
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@@ -163,15 +163,18 @@ export async function plugins(t) {
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await showTab('scene');
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check('switching to another tab hides the board', (await board()).visible === false);
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// 38i. The Plugins tab (#114, #119): the switch belongs to the project, and it works while the
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// editor runs.
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await openTab(t, 'plugins');
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// 38i. The plugins (#114, #119): the switch belongs to the project, and it works while the
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// editor runs. Since #179 they are no fixed tab but reached through the menu, in a tab that
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// closes like a document.
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await t.clickToolbar('menu');
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const entry = await t.locate('Plugins', true);
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await t.click(entry.x, entry.y);
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await settle();
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const pane = () => json('__gm.plugins.pane()');
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let rows = await pane();
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const rowOf = (shown) => shown.rows.find((r) => r.file === 'demo-plugin.js');
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check(
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'the Plugins tab lists the demo plugin as active, with its name and its switch on',
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'Menu → Plugins opens the list, with the demo plugin active, its name and its switch on',
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rows.visible === true &&
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rowOf(rows)?.status === 'active' &&
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rowOf(rows)?.name === 'Demo plugin' &&
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@@ -213,13 +216,13 @@ export async function plugins(t) {
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const listed = await evaluate(
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`fetch('/game-maker/api/index.php?r=plugins').then(async (r) => JSON.stringify(await r.json()))`,
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);
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const entry = JSON.parse(listed).find((e) => e.file === 'demo-plugin.js');
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const file = JSON.parse(listed).find((e) => e.file === 'demo-plugin.js');
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check(
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'the project says it is off, while the server still lists the file itself',
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JSON.stringify(await json('__gm.state.project.plugins')) === '[]' &&
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entry !== undefined &&
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entry.active === undefined,
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JSON.stringify({ plugins: await json('__gm.state.project.plugins'), entry }),
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file !== undefined &&
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file.active === undefined,
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JSON.stringify({ plugins: await json('__gm.state.project.plugins'), file }),
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);
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// And because it is a change to the project, undo takes it back – plugin, tab and all.
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@@ -256,5 +259,15 @@ export async function plugins(t) {
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JSON.stringify({ nodes: titles(shown), assets: await names() }),
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);
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await shot('39-plugins-tab');
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await showTab('scene');
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await evaluate("__gm.closeDocument('management')");
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await settle();
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check(
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'the tab closes like a document and leaves the row',
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!(await json('__gm.tabRow()')).order.includes('management') &&
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(await json('__gm.tab()')) !== 'management',
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JSON.stringify({ tab: await json('__gm.tab()'), order: (await json('__gm.tabRow()')).order }),
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);
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// The switch is a change to the project; a step that navigates next would otherwise meet the
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// autosave's "leave the page?" and wait on it.
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await t.saved();
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}
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