Commit Graph
10 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 cfd6d7a8df Lock the server down before the editor goes public (#427)
feuerwerk / gate (push) Failing after 5m1s
feuerwerk / suite (push) Canceled after 4m52s
The editor is about to be opened to strangers: a post on Reddit and a
guest access (#428). nginx served the whole workspace and ran every PHP
file in it, the API let anybody guess passwords as fast as they liked,
and one account could fill the disk.

- nginx (shared web stack, outside this repo, backup in
  /root/config-backup-20261015/) hands out only the two pages, dist/,
  public/brand/, the uploads by kind and ending, and api/index.php.
  Everything else under /feuerwerk/ is a 404.
- PHP behind it has display_errors off and no X-Powered-By. Plain HTTP
  forwards to HTTPS, the API refuses it.
- Headers: a Content-Security-Policy without inline code or eval,
  nosniff, frame-ancestors, HSTS, Referrer-, Permissions-, COOP, CORP.
- vite.config.ts writes the same policy into the built pages, so CI
  runs the whole suite under it. Pixi gets by without eval through
  pixi.js/unsafe-eval. The page CSS left its inline style for a file.
- The harness fails a module for anything the policy refuses, from
  Chrome's log and from the page's securitypolicyviolation event.
- LoginThrottle: five wrong passwords from one address within 15
  minutes, and it gets 429 until 15 minutes after the last of them.
  The address is the last X-Forwarded-For entry, the Brandmauer's own.
- Quota: 1 GB per account for uploads, projects and snapshots. Only a
  write that grows the account is refused (413). Admins have no limit.
- A write whose Sec-Fetch-Site says another site is refused (403).
- The session cookie carries Secure, nginx passes HTTPS on.
- showFailure puts the message in as text, not as HTML.
- Every PHP script outside api/ stops unless it runs on the command
  line.
- The video worker sees the checkout read-only and can only write
  data/videos. No capabilities, 2 GB and 256 processes at most.
- tests/php/rights.test.php runs the API under php -S on a scratch
  directory and asks every route as signed out, owner, stranger and
  admin. A route named in api/index.php but missing in the matrix
  fails it. limits.test.php covers the brake and the quota.

Findings:

- tmp/ was readable from outside, with 79 copies of project files.
  Closed on 15.10. at 20:02 with chmod 750. The log back to 11.10.
  shows only our own requests.
- Port 8080 is bound on 0.0.0.0, so the LAN could reach nginx past the
  Brandmauer. Left as it is: the web stack is not this project's.
- npm audit finds nothing in what is shipped. Dev tools (vitest,
  brace-expansion, source-map-js) have advisories, not touched here.

Tests: check 313 files / 4843 tests. PHP limits 21, rights 60,
accounts 56, snapshots 15, releases 20, files 46 (videos 50/51, no
ffmpeg in the web container). e2e on stein2, atx was off: 34+38+41
197/198, the one red check (a click in 41) passes with 41 alone,
27/27. 67 misses frames at 1080p on stein2 with and without this.
Path list from outside: 10 served, 26 refused. ZAP baseline against
the live site: nothing High or Medium under /feuerwerk/.
Counter-checks: rights.test.php without the cross-site guard, the
quota, the brake, the admin check of users, or with an undocumented
route fails each time. A policy without wasm-unsafe-eval fails e2e 41
with the harness's own CSP line.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 23:05:32 +02:00
adminandClaude Opus 5.5 6097307b6d Move repo, CI and the video worker over to the name Feuerwerk (#422)
feuerwerk / gate (push) Successful in 4m30s
feuerwerk / suite (push) Successful in 18m38s
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>
2026-10-13 13:42:52 +02:00
adminandClaude Opus 5.5 043c224cc3 Rename Game Maker to Feuerwerk and serve it at /feuerwerk/ (#422)
The editor gets a name of its own that fits beside Brandmauer,
Glutspeicher and Feuerwehr. This is stage 1, 2 and 4 of #422: the
name, the URL and the stored state in the browser. Repository, CI
runners, containers and the GAME_MAKER_* variables follow in stage 3.

- All paths come from SITE_PATH in src/core/site.ts: the API endpoint,
  the data folders, the play page and the base in vite.config.ts. A
  later move is one line instead of fifteen.
- The window title, the sign-in screen, the playground and the README
  say Feuerwerk. The package, __feuerwerkPlay, the take worklet and the
  writing app in Ogg and Matroska follow.
- The session cookie is now feuerwerk_session, so everyone signs in
  once more.
- localStorage keys are now feuerwerk.*. moveOldStoredKeys copies the
  old game-maker.* keys over on the first start, so settings, panel
  sizes and save games survive.
- tools/ci/serve.sh serves the build under /feuerwerk/. The variable
  GAME_MAKER_BASE_URL keeps its name until stage 3.

Outside the repository, nockal.com/feuerwerk/ is a second symlink to
the same tree. nginx sends the bare /game-maker/ folder there with a
301. Everything else under /game-maker/ is still served directly, so
shared play links and the API keep working.

Finding: when nginx redirects a path without a trailing slash or with
a query, the Brandmauer answers with its own 307 to the same URL plus
a slash, placed after the query. A play link would lose its token that
way, which is why only the bare folder is redirected.

Tests:
- Gate on melektaus-atx: CHECK EXIT 0, 307 files, 4756 tests
  (4 new in site.test.ts).
- Counter-check: when the migration misses the old prefix, 3 of the
  4 new tests fail.
- e2e 60 under /feuerwerk/: ALL PASSED, 20 checks.
- From outside: /feuerwerk/ 200, /game-maker/ 301, an old play
  link 200.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:27:43 +02:00
adminandClaude Opus 5.5 c815d2c35f Keep a playing video when the window comes back to the front (#402)
Chrome draws no frames for a hidden page, so the scene stopped asking
for its videos. The sweeper of the VideoLibrary kept running and
dropped every player after 2 s. Back in the window, the video started
over, and Pixi warned that a texture source was destroyed while still
bound to a shader.

- The sweeper skips a hidden page. The time hidden does not count as
  idle, the 2 s start once the page is shown again.
- A dropped player only unloads its video source instead of destroying
  it. A shader that still holds the source no longer warns.
- CI serves videos through a new router for php -S. The built-in
  server answers no Range requests, so Chrome could not seek. e2e 66
  had 4 red checks in the suite job of d48f174 because of it. nginx on
  stein2 hid this.

Tests:
- Unit video-library.test.ts (new): 3 tests
- e2e 66 (atx): ALL PASSED, 18 checks
- Router checked with curl: 206 with the right bytes
- Counter-check: the old sweep fails both hidden-page tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:32:59 +02:00
adminandClaude Opus 5.5 d48f174caf Play videos on sprites, converted on the server with clips (#402)
game-maker / gate (push) Successful in 4m15s
game-maker / suite (push) Failing after 15m49s
A video becomes an asset like a sound: uploaded once, converted to one
format by a worker of its own, cut into clips in its tab, and worn by a
sprite through its Texture row. Only Chrome is a target, without alpha.

- Server: POST ?r=videos queues the upload under the hash of its bytes,
  so the MP4's name is known at once. The worker (VideoWorker over
  VideoFormat) writes H.264/AAC, yuv420p, constant frame rate, a
  keyframe every 15 frames, at most 1920x1080, with a poster and the
  details beside it. A failed job says why and is tried again on the
  next upload.
- An upload may be up to 2 GB. It is streamed from the request to disk
  and hashed there, so php-fpm holds none of it in memory. The other
  routes keep their 256 MB.
- The worker runs in the container game-maker-video on stein2, a
  compose project of its own (tools/video/), and in CI beside the PHP
  server. The CI image has ffmpeg for it.
- Model: asset type video with size, length, frame rate and sound, and
  clips like a sound's. The clip helpers and commands serve both.
- A sprite's Texture row offers videos and clips after the pictures.
  resolvePicture names a playing video by a key, and the texture library
  hands it to a VideoLibrary with one player per key.
- The editor shows a placed video as a quiet preview. Play starts it
  over at its clip's start and lets it be heard through the master bus,
  a pause holds it, Esc makes it quiet again.
- Video tab: the picture, a ruler, the clip strip and a track on the
  Sound tab's time axis. A drag spans a clip, a handle moves an edge,
  Play plays the picked clip.
- The picker shows a video on its way with its progress and adopts an
  upload from it once it is ready. Dropping a video file does the same.

Decided on my own:

- Two sprites wearing the same clip share one player and show the same
  picture. Control per instance belongs to the follow-up with nodes.
- A video plays in real time, the game's time scale does not slow it.
- The container may use 3 of the 4 cores of stein2.

Findings:

- The first real upload (279 MB) got 413: the API's own ceiling of
  256 MB for every request, not nginx or the Brandmauer.
- Chrome has no picture of a video that never played, and a Pixi
  VideoSource drawn before the first frame stays empty for good. The
  texture is made in the first frame callback (openVideo).
- A player nobody asks for in 2 s is let go. The inspector's PREVIEW
  asked only on an edit, so with the sprite not on screen its texture
  was destroyed under it and the batcher threw on every frame. The
  preview now redraws every frame while it shows a video, like a Time
  shader. A let-go texture keeps an empty source instead of none.
- VideoSource.load() reloads the element and cuts off an earlier
  play(). Playing starts after loadeddata.

Tests:

- PHP videos.test.php: 68 checks, with the real ffmpeg
- 300 MB upload through Brandmauer and nginx: 201 in 21 s, php-fpm at
  13.7 MB RSS at most
- Unit videos.test.ts: 20 tests
- e2e 66 (stein2, atx was off): ALL PASSED, 18 checks; e2e 04 with the
  new asset count green
- Gate (atx): 294 files, 4520 tests. serialize.test.ts used video as
  its example of an unknown type and now uses a made-up one.
- Counter-checks: a keyframe gap of 30 fails the PHP check, a key that
  keeps the video's end fails 2 unit tests, a clip without its end
  fails "plays only its stretch" in e2e 66

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:12:39 +02:00
adminandClaude Opus 5.5 857e23c69b Run CI on a WSL2 runner with the RTX 4070 (#283)
game-maker / gate (push) Successful in 3m18s
game-maker / suite (push) Failing after 14m15s
stein2 should stop carrying the full e2e run. The new runner lives in
the WSL2 distro game-maker-ci on melektaus-atx and uses the same image
and fonts. Its GPU sits behind /dev/dxg and Mesa's d3d12 driver, which
headless chromium cannot reach, so the harness gets a second way to
start the browser.

- GAME_MAKER_BROWSER=wsl starts an invisible Xvfb and an X11 chromium
  on ANGLE/GL. Without the variable, stein2 keeps the headless Vulkan
  launch exactly as before.
- The harness logs the renderer and stops on software rendering.
  Under WSL a missing d3d12 driver falls back to llvmpipe, which still
  offers WebGL 2 and would pass unnoticed.
- The CI image gains xvfb. The font set is unchanged: fc-list gives
  the same 149 fonts with the same hash.
- ci.yml runs both jobs on the new label game-maker-wsl. The stein2
  runner keeps game-maker-ci, so moving back is one line per job.

Findings:
- Wayland on weston reached the GPU too, but drew at about 40 fps and
  let the editor clock stall in long runs (GM_STEPS=1-17: 2 failed).
- Vulkan through a self-built dzn caps ANGLE at ES 2.0 because
  VK_EXT_provoking_vertex is missing, so chromium drops the GPU.
- The flaky check in e2e 41 (#282) fails more often under WSL: two of
  three solo runs were red.

Tests:
- ./check.sh: 195 files, 2823 tests passed
- WSL container, GM_STEPS=1-17: ALL PASSED, 553 checks
- WSL container, full run: 1589 of 1590, the one FAIL is #282
- WSL container, smokes: 24 / 19 / 21 checks
- stein2 headless, e2e 39+40: ALL PASSED, 100 checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:56:50 +02:00
adminandClaude Opus 5.5 ceaa44e5b8 Add roles and a user management tab for admins (#180, #179)
game-maker / gate (push) Successful in 2m50s
game-maker / suite (push) Successful in 8m57s
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>
2026-09-23 13:59:04 +02:00
adminandClaude Opus 5 8e4bb6e1f9 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>
2026-09-20 12:50:52 +02:00
Developer 0168d8fd7c CI shells: keep a project file that is already there
game_maker_serve runs project-shells.mjs unconditionally, so running the CI
smoke runner on a development machine overwrote the four project documents
with empty shells: revision 1301 became 1, and the name became the key from
PROJECTS, because the seeders keep whatever name the server already holds.
"Jump and Run" came back as "jumpRun". The shells are only ever needed on a
fresh checkout, where the directory is empty, so an existing file is kept.
2026-09-13 20:50:52 +02:00
rootandClaude Opus 5 4f0908df77 Run the gate, the editor suite and the three games on the Gitea runner
game-maker / suite (push) Successful in 7m31s
The job image (tools/ci/Dockerfile, label game-maker-ci) carries chromium with the Vulkan
drivers, php-cli and the host's fonts; the render device itself comes from the runner's
container.options, so a job container gets the Intel GPU instead of llvmpipe.

tools/ci/serve.sh puts the checkout behind /game-maker/ with php -S and writes the project
shells the seeders need; every tool now takes its server from GAME_MAKER_BASE_URL rather than
from a project id repeated in shell scripts.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 20:01:45 +02:00