Commit Graph
3 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 925a39a276 Let guests try a demo project without an account (#428)
feuerwerk / gate (push) Successful in 4m51s
feuerwerk / suite (push) Successful in 19m23s
The editor was only open to somebody with an account. A guest now picks
a demo project on the sign-in screen and gets the whole editor on a copy
held in the tab. The server writes nothing for a guest, so there is no
guest session, no guest folder and no quota to keep.

- Demo copies are frozen copies like a release, in data/demos/. An
  administrator makes, updates and removes one with "Demo copy..." in
  the project's main menu. GET demos and GET demos/{token} need no
  session. An empty project is just a demo that is empty.
- Demo material: an administrator offers an uploaded file with "Offer
  as demo" in the pickers (PATCH {demo}, data/demo-files.json). Every
  list carries it with demo: true, for accounts and guests alike.
  Signed out, a list holds the demo material alone, without the owner.
- An offered file is only an administrator's to delete. A file a demo
  copy names counts as used, like one a release names.
- The guest's project lives in MemoryProjectStore. Every store that
  would write refuses in the tab before a request is made, and the
  autosave is not attached at all.
- The main menu drops projects, snapshots and release for a guest. The
  pickers drop Upload and Delete, a dropped or pasted file is refused,
  and a recording is saved as a download.
- The toolbar says the work is not saved. The Account menu holds
  "Sign in..." instead of Logout and the password.
- A guest's demo never goes into the address: a reload brings the
  sign-in screen back, not the copy. Found by e2e 70.
- GET plugins needs no session any more, since a demo may switch one
  on. It only reads the server's own modules.

Tests:
- e2e 70 (atx): ALL PASSED, 13 checks. Counter-test with the guest
  autosave sent to the server: 70f and 70g red on the PUT.
- tests/core/guest.test.ts: 9 tests. PHP: demos 20, files 46,
  rights 80 checks (the matrix asks every new route).
- Gate (atx): CHECK EXIT 0, 314 files, 4852 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 06:58:30 +02:00
adminandClaude Opus 5.5 4194f3e150 Share a link that plays the game without the editor (#266)
A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.

- Menu -> Release... opens a dialog with the state of the release,
  the link with Copy link and Open, Publish or Update release, and
  Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
  snapshots. Updating keeps the link. Take down kills it, and a new
  Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
  paints Theme.colors.background, zooms with Auto and waits for
  "Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
  are stored per link in the browser. Plugins are not loaded, and the
  dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
  without a login. The public answer carries the token as project.id,
  so the project id stays hidden. Release files are written with 0640
  and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
  Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
  EditorState. Pointer forwarding (gamePointer.ts) and setting up
  textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
  plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
  without the editor.

Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.

Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
  session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:30:38 +02:00
adminandClaude Opus 5.5 94749b4f3e Let a project keep named snapshots and restore them (#231)
game-maker / gate (push) Successful in 3m6s
game-maker / suite (push) Successful in 9m38s
Autosave only keeps the latest revision. Before a risky change there
was no way to put a known good state aside and go back to it later.
The main menu now has "Snapshots..." to create, restore and delete
named copies of the open project.

- Server: SnapshotStore.php keeps each snapshot as a copy of the
  project JSON under data/snapshots/<project>/ (git-ignored). Four
  routes under projects/{id}/snapshots use the same owner check as the
  project, so an admin also sees foreign snapshots.
- Create writes the autosave first. With unsaved edits (play with open
  edits, failed save, conflict) no snapshot is made and a message says
  why. The rule is the pure function in src/editor/snapshots.ts.
- An empty name falls back to the local date and time.
- Restore asks first, then keeps the current state as "Before
  restoring <name>". It writes the snapshot back as a new revision and
  reloads the project, so the undo list is empty. A restore can itself
  be undone by restoring that snapshot.
- Deleting a project deletes its snapshots too. Images, sounds, fonts
  and pixel art are content-addressed and never deleted, so a snapshot
  can always reach them.
- Client: SnapshotStore and HttpSnapshotStore in src/core/store, the
  SnapshotsDialog, and the flows in ProjectSession. A stale revision
  (409) becomes StaleRevisionError.
- CI runs the new PHP test in the gate job next to accounts.

Not covered by e2e: the lock during play and the conflict case. Both
are unit tests only.

Tests:
- check.sh: 164 files, 2401 tests, CHECK EXIT 0.
- tests/php/snapshots.test.php: 14 checks, all passed.
- tests/editor/snapshots.test.ts: 5 tests for the time format, the
  blocker rule, the routes and 409.
- New e2e module 50 on a throwaway project: create, rename, restore,
  undo the restore, delete, then delete the project and get 404 on
  its snapshots. 46b expects the new menu entry. e2e 46,50: 20 checks
  passed. The check sum goes from 1385 to 1393 (computed).
- Counter-checks, originals restored and compared with cmp: blocker
  always allowed fails 1 unit test. No sorting fails 2 PHP checks.
  Restore without keeping the old state fails 50c and aborts 50d.
- The first sort test with 2 snapshots passed by chance half the time
  because of random ids. It now uses 8.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:21:52 +02:00