f840ec3c4407f00a00af7d74ea325639ca817107
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Commits
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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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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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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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cc6db5f350 |
Three stores, three importers and three pickers that differ only in their type are one of each (#85)
Refactoring round one: HttpFontStore/HttpSoundStore/HttpTextureStore collapse into a generic HttpFileStore over a FileStore contract; fontImport/soundImport/textureImport share assetImport with an ImportKind per sort; ImagePicker/FontPicker/SoundPicker sit on FilePicker and describe only their row. The group/comment drag logic leaves GraphCanvas for annotationDrag.ts (with its own unit test), declaredRows.ts replaces the duplicated row build in particles.ts and shaders.ts, and dead code in font/sound/compile/emission/transform/actions is gone. README: asset list, check count 958, the two-job CI, the Scenes wiki page. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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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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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> |