97e0d93168d0177a54f341234e82b4a095060403
32
Commits
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48ec722660 |
Let an AI agent see the open editor through MCP (#429)
Claude Code should be able to work inside the user's open editor tab. This first stage connects the two and lets the agent look: what the user sees and a picture of it. Changing the project comes in stage 2. - An agent token per account opens only /mcp, no API route. The dialog "Agent tokens..." in the account menu creates it once, shows the ready "claude mcp add" line and revokes it. The server keeps only its sha256 (api/lib/AgentTokens.php). - Wrong tokens count into the sign-in brake from #427. Changing the password, renaming or deleting an account ends its tokens. - The relay (tools/mcp/) is a small Node service without packages, WebSocket server included. It runs in the container feuerwerk-mcp because PHP-FPM cannot hold connections. Whether a token or a tab ticket is valid is still decided by the PHP API, through two routes that answer only with the relay key. - The tab joins over WebSocket on the same origin with the normal session, an Origin check and a one-time ticket. It connects only after "Agent" is switched on in the account menu. One tab per account is active, a new one takes over. Guests get nothing. - Tools: get_view (project, tab, document, selection with names, camera, play state, open dialog) and screenshot. The resource feuerwerk://view can be subscribed. Claude Code does not act on that reliably, so a changed view is also noted on the next answer. - A badge next to the account menu shows the connected agents. It counts only agents with an open stream or a request in the last two minutes. - CI starts the relay in front of php -S (tools/ci/serve.sh), and e2e 71 runs the whole path in the browser. Found on the live test: the badge showed four agents because old sessions of revoked tokens were still counted. Tests: - Gate on atx: 316 files, 4888 tests - relay protocol test with fake API and fake tabs: 23/23 - get_view, tools, socketUrl: 16/16 - PHP agents 29, rights 103 checks - e2e 71 on atx 10/10, against the live site 10/10, no CSP violation - real Claude Code against the live site: get_view answered - ZAP against /mcp: nothing at High or Medium - every new check fails when the guard it covers is taken out (6) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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edef2b6323 |
Serve the editor from feuerwerk.nockal.com as well
The subdomain proxies to the same folder, but the build had the path /feuerwerk/ baked in. On feuerwerk.nockal.com the page loaded its assets, the API and the data URLs from /feuerwerk/... and got 404. The session cookie had Path=/feuerwerk/, so the browser would never have sent it to /api/ there either. - site.ts takes the base path from the folder of the open page: /feuerwerk/ on nockal.com, / on the subdomain. Release links point at the address you are working on. - vite.config.ts builds with a relative base. The copy plugin rewrites the pages to ./dist/assets/ and stops the build if it finds nothing to rewrite. The dev server now runs at http://localhost:5175/. - Auth.php sets the cookie without a Path, so it belongs to the API folder the browser sees. Sign-in and sign-out also clear the old /feuerwerk/ cookie, otherwise it would keep signing in after a logout. Existing sessions stay valid. - README: the new dev server address. Tests: - curl on both addresses: pages, JS, CSS and API 200 - sign-in, session, sign-out on both addresses - e2e 70 against both addresses: 13/13 each, no CSP violation - tsc, lint, prettier clean, site and releases tests 14/14 - PHP tests 7 of 8 files green, videos.test.php fails only because the web-php-fpm container has no ffmpeg Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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925a39a276 |
Let guests try a demo project without an account (#428)
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>
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ce1f25f2eb |
Prune old sign-in failures by their current time (#427)
The CI gate of
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cfd6d7a8df |
Lock the server down before the editor goes public (#427)
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> |
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31ce6480b2 |
Give video posters the colours the video shows (#411)
The worker made the poster with a plain scale=320:-2. ffmpeg then read every picture as BT.601 in the limited range, so a red of 255 in a BT.709 video came out as 229 in the JPEG. The picker showed paler posters than the video in the editor. - VideoFormat::colour reads matrix and range of the converted MP4. When the file says nothing, it follows Chrome: BT.709 from 720 lines up, BT.601 below. That guess was measured in Chromium with a red H.264 video without colour tags. - posterArgs turns the picture from that matrix into BT.601 in the full range, the way a JPEG is read. accurate_rnd and full_chroma_int keep dark greys from landing two steps too low. - The search for the first moving video stream is now one helper, used by plan and colour. - Posters made before this change stay as they are. Tests: - videos.test.php in the worker image: ALL PASSED, 90 checks. Three red videos go through the real worker: BT.709 tagged, 720p without tags and 360p in BT.601. Red comes out as 254. - Counter-check with the old filter: 3 checks red, red is 229 again. - php -l clean on all three files. The gate was not run, the change has no TypeScript. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6097307b6d |
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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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> |
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ba01d146e9 |
Choose size, rate and what follows when recording the editor
The editor recording had fixed settings: the canvas size at 60 fps,
always converted and imported. Recording in 4K needs a choice, and the
server shrank every video to 1080p anyway. Start recording... now opens
a dialog, and a recording always goes to the server as it is.
- The dialog holds name, resolution (Screen, 1080p, 1440p, 4K), fps
(60 or 30), mouse pointer, sound, Convert and Import after
conversion. Import is greyed out while Convert is off. The browser
keeps the last choice, not the name.
- A larger resolution makes the editor draw finer while it records,
so 4K is sharp, not stretched. It is never below the screen's own
resolution and goes back after Stop.
- Stop always uploads. Without Convert the file only stays on the
server. Without Import it is converted but no asset is added. Both
are found in the video picker.
- The server keeps the original next to each MP4 for every upload, so
Download in the video tab and the picker gives the original. Videos
from before have none, they still download their MP4.
- A file left unconverted shows in the picker as not converted, with
a Convert button. POST videos/{file}/convert queues it, and upload
takes convert=0.
- The worker now caps a video at 3840x2160 instead of 1920x1080. Videos
converted before stay as they are.
Tests:
- PHP videos.test.php: 81 checks green, with the original, convert=0,
a later Convert and the 4K cap.
- Unit recording: 5 new, green. Red without the rule that a recording
is never below the screen's resolution.
- e2e 67e-ii: the video tab downloads the .source.mkv, a Matroska
file. 67f: 1440p from a 1280x800 window gives 2304x1440 at 30 fps
without sound, kept and not imported, then converted in the picker.
Both red with the MP4 download and without the finer drawing.
- The README names 2045 e2e checks.
- Gate on melektaus-atx: 304 files, 4699 tests green.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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d48f174caf |
Play videos on sprites, converted on the server with clips (#402)
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> |
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8154569405 |
Fix the two checks the full run 304 found red
The full CI run on
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6b49a0bea7 |
Give each account its own folder of uploaded files to delete (#344)
Uploaded images, fonts and sounds belonged to nobody. Every account saw every file in the pickers, and only an administrator could delete one, through the API alone. Now every account uploads into a folder of its own, sees its own files and nobody's, and can delete a file of its own that no project uses. - Files are stored as data/<kind>/<folder>/<sha256>.<ext>, and the folder is part of asset.file. A name without a folder belongs to nobody. - The folder is a random 12-character name kept in users.json and given with the first upload. Renaming an account moves no file, and a released game's URLs carry no account name. - The list shows the caller's own files and nobody's. An administrator sees all, each with owner and deletable. - DELETE takes the name with its folder. It answers 403 unless the file is the caller's or the caller is an administrator, and 409 while a project, snapshot or release of any account names it (FileUsage). The 409 names the caller's own projects only. - The pickers have a Delete button. The first press asks, the second deletes, and a refusal shows the server's reason. - A deleted account's folder stays and only administrators see it. - tools/migrate-file-owners.php moved every used file into the folder of the account using it (a copy each for two accounts) and rewrote projects, snapshots and releases. A project's revision goes up, so an open editor gets a conflict instead of saving old names back. - Font families are named after the hash alone, so a folder never ends up in a CSS family name. Run on stein2 on 2026-10-07, backup in /root/config-backup-20261007/data-before-344: 25 files used, 27 copies, 8 projects, 53 snapshots and 1 release rewritten, 30 unused files stay nobody's. Afterwards all 600 references resolve to a file in their owner's folder. Found while building: the Delete button cut its new label to "Del…" because a button does not measure itself again on a new text. The picker now lays its button row out again. Tests: - PHP files.test.php (new): 46 checks, counter-check 3 red - Unit core + editor: 220 files, 3403 tests - e2e 34 (melektaus-atx): ALL PASSED - 67 checks (2 new) - Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3977 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2fdf97f7de |
Record a take from the microphone in the Song tab (#342)
A song could only be filled with sounds that were made somewhere else. Record plays the song from the cursor and takes the input meanwhile, so a part played along lands on the bar it was played to. - An audio worklet takes the input's samples on the clock the song plays on. Each run carries the frame it was taken at, so the take is cut where the song was heard to start. The output's and the input's latency are taken off, as far as the browser reports them. - The take goes up as mono 16-bit WAV. Sound, a new track "Recording" under the track clicked last and the item at the cursor are one undo step. The sound is named "Song – Take 1", 2, 3 and so on. - While recording the take grows red with its waveform on its track, and a meter beside the input dropdown shows the level. The lanes take no edits then, only a middle-drag pans. - The loop is not used while recording. The song plays once through and on past its end until Stop, Play or Space keep the take. Esc throws it away and nothing goes up. - Echo cancelling, noise suppression and auto gain are off, nothing is played back. The input picked is kept in localStorage. - A take stops by itself at the size a sound may have. A failed upload offers Retry, Download WAV and Discard. - The API takes sounds up to 256 MB and bodies of the same size. nginx and PHP were raised to match outside the repo (body 256m, upload and post 256M, memory_limit 512M). - The pure rules (cut, cap, WAV header, name, track) live in core/music/take.ts. The scheduler tells where it started on the audio clock. - The e2e browser gets chromium's fake microphone and skips the permission prompt. Each run leaves its take in the sound store. Found on the way: - The header was too full with the new widgets and cut the track and item count on the right. Input dropdown and meter are narrower now. Tests: - Unit take.test.ts: 7 new, svg-icons adjusted to 8 toolbar icons - e2e 65 (melektaus-atx): ALL PASSED – 31 checks (+4) - Gate (melektaus-atx): CHECK EXIT 0, 252 files, 3923 tests - Probe on stein2: a 3 s take of the test tone, peak 32767, 285100 bytes, waveform seen in the screenshot Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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cbda6d64a7 |
Let only the owner delete a project, not an administrator (#272)
#179 decided that nobody deletes a project on someone else's behalf. The API still let an administrator do it, because the admin store treated every project as its own. Option A from the issue is now in place: opening, editing, snapshots and release stay open to the administrator, deleting stays with the owner. - Store::delete checks the owner under the save lock and throws NotOwnerException for anyone else. It follows the pattern of StaleRevisionException. - The route answers that with 403 "Only its owner may delete a project". A file without an owner is covered the same way. Non-admins still get 404 for a project that is not theirs. - The editor has no way to delete a foreign project, the project picker lists only one's own. Nothing changes there. - An account that owns projects can no longer be deleted by an administrator at all. Its owner has to delete them first. - e2e 49 deleted the throwaway projects as administrator, both in its sweep and in 49i. It now signs in as the owner for that. 49i checks both answers. Tests: - tests/php/accounts.test.php: 56 checks passed (was 52, one check turned around, five new) - e2e 49: 22 checks passed (was 21), deleteByAdmin 403, deleteByOwner 204 - Gate: 197 files, 2855 tests passed - Counter-checks: without the owner check 4 PHP checks and 49i fail - The e2e total of 1603 is computed (1602 + 1), not measured Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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14972d057f |
Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
Recurring cleanup round over the code since round 7 (
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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>
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94749b4f3e |
Let a project keep named snapshots and restore them (#231)
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>
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ceaa44e5b8 |
Add roles and a user management tab for admins (#180, #179)
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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66d6aafbb4 |
Pixel art can be drawn in its own tab with layers and frames (#130)
Textures are uploaded files named by their content, so they cannot be edited in place. Pixel art is therefore its own asset type, like vector art. Its pixels live in the project and the tab rasters them into a texture that sprites, tiles and animations can use. - New asset types Pixel art and Palette. The first pixel art of a project gets a palette with the 16 PICO-8 colours in the same undo step. Every pixel is a palette index, 0 is transparent. - Each layer on each frame is its own file data/pixels/<sha256>.px. The project only holds the names, so undo swaps names. The browser computes the hash and uploads new cels before the project is saved. - New route POST ?r=pixels in api/lib/PixelStore.php. It answers 201 and 422 for broken data. data/pixels/ is git-ignored. - Tools: pencil, eraser, fill (contiguous or all pixels of a colour), eyedropper, line, rectangle and ellipse (outline or filled), brush size 1 to 8. - Layers can be added, deleted, renamed, reordered, hidden, faded and merged down. Frames can be added, duplicated, deleted and reordered, with onion skin and a small playing preview. - Zoom 1x to 32x in whole steps, grid from 8x, a 3x3 tile preview and Resize... with a 3x3 anchor. - All frames sit side by side in one image. Each frame is a region like a cut texture frame, so texture rows offer "Asset / Frame 2" and the context menu has Create animation from frames. Decisions: - Merging down drops the opacity of the upper layer. Indexed colours know no blends. - Only the last palette colour can be removed. Otherwise the indices of every image using the palette would shift. - Undo stores the whole layer per stroke instead of pixel diffs. - Alt+click picks a colour. It is a mouse gesture, not a shortcut. Follow-up issues: #197 import from texture, #198 selection and flipping, #199 PNG export, #200 more tools. Tests: - ./check.sh: 136 files, 2049 tests (before 135 / 2011). 34 new in tests/core/pixel-art.test.ts, 4 from the icon tables. - e2e module 48 fresh: ALL PASSED, 29 checks, console empty. - Counter-probes bite: five on the unit tests, upload order (2 tests fail) and cels not uploaded in the browser (1 check fails). - Check total 1259 in README is computed (1232 measured in CI + 27). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ae3aa7d3bd |
Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5ba796a2b6 |
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c830c7a3aa |
Changing the password: the Logout button at the far right of the toolbar became an Account menu that names the signed-in account in an entry of its own that cannot be picked, with Change password... above Logout, and the new dialog (src/editor/auth/PasswordDialog.ts) asks for the current password, the new one and its repetition, all three as bullets, and stays standing when the server refuses so that it can say why, unlike the other form dialogs; the rules for empty, too short, new equal to old and a differing repetition sit as the pure function passwordProblem() next to loginProblem(), the API gained POST ?r=auth/password which answers 204, insists on the current password although a session is there, enforces a minimum length of 8 in UserStore::MIN_PASSWORD_LENGTH and again in the client so the mask can answer without asking the server, and the new SessionStore::destroyAllFor($user, $keep) ends every other session of the account while the tab that changed the password keeps its own; the placeholders admin/admin and user/user stay as they are, which the length check does not touch because it only runs when a password is set through the API; e2e 45 grew by 8 checks for the menu, the dialog, both refusals and signing in with the old and the new password, and it sets the e2e account back at the end - a run dying in between leaves it on <password>-tmp, which a make-user.php call repairs (#182)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c17b2b5426 |
Plugins are switched on and off in a Plugins tab, the server keeps the state in data/plugins/plugins.json, and switched-off plugins are never delivered (#114)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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57a97ba94f |
Plugins in data/plugins are loaded at startup and can add a tab with a read-only node board, and the demo plugin shows every asset as a node (#113)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5671a38044 |
A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s
Sounds follow the road fonts already paved: the file goes to the server content-addressed under its sha256, the project keeps a named asset that points at it, and nothing is ever re-encoded. The format is read from the file's own signature, not from what the browser claims - the same .m4a arrives as audio/mp4, audio/x-m4a or as nothing at all. Playing is two nodes. "Play sound" takes the asset and may raise or lower its volume; every call is its own voice, so two jumps in a row are two jumps heard. Its loop input is a choice of three - from the asset, on, off - because a checkbox has to spend one of its two positions on "not set" and would lose a case: an asset that loops could then never be played once. Below the graph core stays browser-free: NodeContext hands out an asset id, BehaviorSystem resolves it against the project and folds the asset's own volume and loop into the call, and only viewport/SoundLibrary knows about Web Audio. A run without a sink plays nothing instead of throwing. The CI browser is muted, so the ear is no witness: the debug hook counts started and stopped voices, and step 34 reads that counter. |
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99c5d2ad78 |
Uploads carry the name the file came with (#83)
An upload sends its file name next to the raw bytes, and the server keeps it in a sidecar next to the content-addressed file. Both pickers caption every tile and row with it, and an asset made there is named after the file instead of "Texture" / "Font". Last upload of the same content wins. The API's own set_error_handler ignores error_reporting(), so @-silenced warnings still throw: a missing sidecar took the whole listing down with a 500. Existence is checked instead of suppressed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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86b5363a01 |
Fonts: a new asset type, picked from the server or dropped in, worn by text objects (#74)
game-maker / suite (push) Successful in 9m10s
A font asset holds a file and nothing else, the twin of a texture: the server keeps it
content-addressed under data/fonts/{sha256}.{ext}, with the format read from the file's own
four-byte signature (finfo reports fonts inconsistently across libmagic versions). A text
wears one through its ordinary Font property, so overrides, reset, undo and the Properties
node come for free; no font means the editor's own typeface.
The picker lists everything the server holds and renders each row in the face it offers.
The family name is gm-font-<hash16>, never the name inside the file, so two "Regular" cannot
collide. WorldViewport.syncText is the single place that draws it, which covers scene, game
preview and play at once.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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6471671f7d |
Refactor round: ship web/index.html, drop the remote browser, fix stale comments and README
- `.gitignore` said `index.html` unanchored, which also caught the Vite source page; a fresh clone could neither `dev` nor `build`. Anchored to `/index.html`, page added. - Removed GM_REMOTE (tools/remote/gm-browser.ps1 and the ssh/scp branch in browser.mjs): the Windows test machine is gone and the only flaky check that lived on it is closed (#37). - Removed `npm run preview`, undocumented and unused. - Comments: wrong number in collider.test.ts (250 → 200), the "declarations used to…" history in listItems.ts and friends, the 24 px/28 contradiction, section banners in nodes/index.ts, node-catalog.test.ts and api/index.php, name paraphrases, and the stale step numbers in tools/e2e/11-…23- from the old global count. - README: asset types include `animation`, kind order Number/Text/Boolean, tagged colour and texture items, 6/5 kinds, the `Texture` node, `./build.sh`, PROJECT_FORMAT_VERSION, and the file tree (kinds.ts, listItems.ts, propertyPorts.ts, Breadcrumb.ts, beads.ts, tools/assets/). - tests/helpers.ts takes the duplicated `findObject` and `sceneWithCamera`. Proof: ./check.sh 797 tests, full e2e ALL PASSED 633 checks against this bundle. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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88ec367ab0 |
Offer the pictures the server already holds when adding a texture
"+ → Texture" opened the machine's file dialog, so a picture that was uploaded once but lost its asset – an undone import, a deleted asset – was unreachable from the editor while still sitting on the server. Nothing collects those files, by design. It now opens a grid of every picture the server holds, with thumbnails: pick one and "Use image" makes a texture asset on that file, "Upload…" is the way in for bytes the server does not have yet and lands in the same import as a drop. A tile captioned with an asset name is one this project already wears – picking it selects that asset instead of making a second one, since two assets on one file would fight over `filter`. - `GET ?r=textures` now reports `width`/`height`; a texture asset holds the pixel size, and reading it off the GPU texture would tie the asset's correctness to load timing. - `TextureLibrary.load(file)` loads without touching `scaleMode` – a thumbnail must not restage the filter of a picture the scene is drawing with. - The grid geometry lives in `texture/imageGrid.ts` as pure functions; inside the widget no test could reach it. - The part after an upload is now one function shared by the drop import and the picker, so "one file = one asset" is stated in a single place. 12 new E2E checks; the strongest one undoes an import, leaving the file on the server with no asset naming it, and picks exactly that file back out of the dialog. |
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5a6af74e44 |
Add textures for sprites
Images are uploaded to a content-addressed blob endpoint and stored as data/textures/<sha256>.<ext>; the project only keeps the file name. The sprite points at a texture asset through an ordinary property of the new kind `asset`, so instance overrides, "Apply to container", "Reset to asset", undo and `Set property` work without any extra code. The new kind also replaces the ad-hoc asset picker the graph nodes faked as an enum. Import goes through + -> Texture, drag & drop onto the canvas or Ctrl+V. Images wider than 2048px are downscaled client-side and re-encoded to WebP if needed, because nginx caps uploads at 1MB; an image that already fits is uploaded byte for byte so pixel art is never resampled. The sprite colour default changes from red to white, since colour tints the texture multiplicatively and a tint of white shows an image as it is. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5a46124454 |
Initial commit: Game Maker phase 1
Canvas-only 2D game editor/runtime built on PixiJS v8 + Vite + TypeScript. - core: asset model (Scene/Camera/Sprite), scene objects with sparse overrides, property schema + resolve, command stack (undo/redo), serialization and project store interface (16 unit tests) - ui: custom in-canvas widget toolkit (panels, fields, color picker, list/scroll, popup) with a hidden <input> keyboard bridge - editor: asset/hierarchy panels, schema-driven inspector, toolbar - viewport: box rendering, camera frame, selection gizmo, drag/zoom/pan - runtime: world/entity instantiation for play mode, input, camera follow - api: PHP JSON project store with revision counter (409 on conflict) - tools: CDP-based e2e smoke test Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |