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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

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/**
* Selecting, renaming and scrubbing in the inspector, dragging in the viewport, autosave to
* the server, and undo/redo of all of it.
*/
export async function inspector(t) {
const {
check,
sleep,
json,
locate,
shot,
click,
mouse,
evaluate,
settle,
doubleClick,
clickText,
drag,
press,
typeText,
mutate,
undo,
redo,
state,
object,
api,
sceneOf,
projectId,
} = t;
// 2a. Select the blue crate in the hierarchy.
await clickText('Blue crate');
let s = await state();
check(
'hierarchy click selects object',
s.selection?.kind === 'object' && s.selection.objectId === 'o2',
JSON.stringify(s.selection),
);
await shot('02-object-selected');
// 2a-ii. Groups with a band as their head (#290). The band runs from edge to edge of the panel in
// the header colour, the rows under it stand on the panel's own; the switches have a group.
const section = (title) => json(`__gm.section(${JSON.stringify(title)})`);
const panel = await json(`__gm.inspectorRect()`);
let transform = await section('TRANSFORM');
const switches = await section('SWITCHES');
const position = await section('POSITION');
const enabledRow = await json(`__gm.inspectorField('Enabled')`);
const colors = transform
? await json(
`[__gm.pixelAt(${Math.round(transform.rect.x + 3)}, ${Math.round(transform.y)}),` +
` __gm.pixelAt(${Math.round(transform.rect.x + transform.rect.w - 6)}, ${Math.round(transform.y)}),` +
` __gm.pixelAt(${Math.round(transform.rect.x + 3)}, ${Math.round(transform.rect.y + transform.rect.h + 12)}),` +
` __gm.themeColor('panelHeader'), __gm.themeColor('panel')]`,
)
: [];
check(
'a group head is a band from edge to edge, in a colour the rows under it do not have',
transform &&
transform.rect.x === panel.x &&
panel.w - transform.rect.w <= 4 &&
colors[0] === colors[3] &&
colors[1] === colors[3] &&
colors[2] === colors[4] &&
colors[3] !== colors[4],
JSON.stringify({ panel, rect: transform?.rect, colors }),
);
check(
'the switches of an object stand in a group of their own, above its position',
switches && position && enabledRow && switches.y < enabledRow.y && enabledRow.y < position.y,
JSON.stringify({ switches: switches?.y, enabled: enabledRow?.y, position: position?.y }),
);
// A click on the band folds the group: its rows go, and the next band moves up against it.
const folds = () => json(`localStorage.getItem('feuerwerk.folded-sections')`);
await click(transform.x, transform.y);
await settle();
transform = await section('TRANSFORM');
let offset = await section('EDITOR OFFSET (SCENE VIEW ONLY)');
const folded = {
collapsed: transform.collapsed,
rotation: await json(`__gm.inspectorField('Rotation')`),
gap: offset.rect.y - (transform.rect.y + transform.rect.h),
stored: await folds(),
};
await shot('02-section-folded');
// Folded once, the group is folded on the next object too.
await evaluate(
`__gm.state.select({ kind: 'object', holderId: 'scene1', objectId: 'o1', objectIds: ['o1'] })`,
);
await settle();
const onNext = (await section('TRANSFORM'))?.collapsed;
await clickText('Blue crate');
transform = await section('TRANSFORM');
await click(transform.x, transform.y);
await settle();
transform = await section('TRANSFORM');
offset = await section('EDITOR OFFSET (SCENE VIEW ONLY)');
const rotationBack = await json(`__gm.inspectorField('Rotation')`);
check(
'a click on a band folds its group away, for every object, and another click brings it back',
folded.collapsed === true &&
folded.rotation === null &&
folded.gap === -1 &&
String(folded.stored).includes('inspector:TRANSFORM') &&
onNext === true &&
transform.collapsed === false &&
rotationBack !== null &&
offset.rect.y > rotationBack.y &&
!String(await folds()).includes('inspector:TRANSFORM'),
JSON.stringify({
folded,
onNext: onNext ?? null,
open: transform.collapsed,
rotationBack,
stored: await folds(),
}),
);
// 2b. Deviations are shown in gold – on the inspector label and on the hierarchy row. The blue
// crate overrides width and color, the camera and the red crate's subtree nothing.
const GOLD = '#f2c84b';
const PLAIN = '#e6e8ee';
const rowColor = (id) => json(`__gm.hierarchyRowColor('${id}')`);
check('an overridden object is marked gold in the hierarchy', (await rowColor('o2')) === GOLD);
check('an untouched object is not', (await rowColor('o3')) === PLAIN, await rowColor('o3'));
check('nor is a parent whose subtree is untouched', (await rowColor('o1')) === PLAIN);
check(
'the overridden field is gold, an inherited one is not',
(await json(`__gm.textColor('Width')`)) === GOLD &&
(await json(`__gm.textColor('Height')`)) === '#8a90a0',
JSON.stringify(await json(`[__gm.textColor('Width'), __gm.textColor('Height')]`)),
);
// The mark also travels up: with the crate's own overrides taken away the row must stay gold
// for the sake of its collider child, which keeps one. Put back right after, byte for byte.
await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').overrides = {}`);
check('a parent carries the mark of a deviating child', (await rowColor('o2')) === GOLD);
await mutate(
`__gm.state.activeScene.objects.find(o => o.id === 'o2').overrides = { width: 140, color: 0x4488ff }`,
);
// 2c. Rename via inspector: the name field sits right of the "Name" label.
const nameLabel = await locate('Name');
await click(nameLabel.x + 160, nameLabel.y);
await press('a', { ctrl: true });
await typeText('Renamed crate');
await shot('03-typing');
// The focus border runs all the way round, not only through the rounded corners: the field's
// clip once took in its own border and cut the straight edges away.
const field = await json(`__gm.focusedRect()`);
const edges = field
? await json(
`[[${field.x + field.w / 2}, ${field.y}], [${field.x + field.w / 2}, ${field.y + field.h - 1}],` +
` [${field.x}, ${field.y + field.h / 2}], [${field.x + field.w - 1}, ${field.y + field.h / 2}]]` +
`.map(([x, y]) => __gm.pixelAt(Math.round(x), Math.round(y)))`,
)
: [];
check(
'the focused field is outlined along all four edges',
edges.length === 4 && edges.every((c) => c === '#4c8dff'),
JSON.stringify({ field, edges }),
);
await press('Enter');
check(
'typing + Enter renamed the object',
(await object('o2')).name === 'Renamed crate',
JSON.stringify((await object('o2')).name),
);
await shot('04-renamed');
// 2d. A double-click into a text field selects its content, so the next keystroke replaces the
// whole name instead of inserting into it. Renamed back, since later checks go by the name.
await doubleClick(nameLabel.x + 160, nameLabel.y);
await typeText('Twice');
await press('Enter');
check(
'double-clicking a text field selects all – typing replaces the name',
(await object('o2')).name === 'Twice',
JSON.stringify((await object('o2')).name),
);
// Undone rather than typed back: check 2h further down counts its undos, so this must not
// leave a step on the stack.
await undo();
check(
'undo takes that rename back',
(await object('o2')).name === 'Renamed crate',
JSON.stringify((await object('o2')).name),
);
// 2d-ii. A drag from right to left selects the whole name (#236). The hidden input reported its
// range ordered, and its selectionchange echo made the caret the anchor after the first move.
await click(nameLabel.x + 160, nameLabel.y);
const nameField = await json('__gm.focusedRect()');
await press('Escape');
const midY = nameField.y + nameField.h / 2;
await drag(nameField.x + nameField.w - 4, midY, nameField.x + 3, midY);
const backward = await json(
'({ start: document.activeElement?.selectionStart, end: document.activeElement?.selectionEnd,' +
' direction: document.activeElement?.selectionDirection })',
);
await press('Escape');
check(
'dragging from right to left selects the whole name',
backward.start === 0 && backward.end === 'Renamed crate'.length && backward.direction === 'backward',
JSON.stringify(backward),
);
// 2e. Scrub the X field (right of the "X" label) by 100 px. The model follows every move, the
// editor hears of it once per frame at most (#274): counted while the button is still held.
const xLabel = await locate('X');
await evaluate(`(() => {
const seen = (window.__scrub02 = { events: 0, frames: 0, done: false });
seen.stop = __gm.state.on('project', () => (seen.events += 1));
const frame = () => { if (seen.done) return; seen.frames += 1; requestAnimationFrame(frame); };
requestAnimationFrame(frame);
})()`);
await mouse('mouseMoved', xLabel.x + 160, xLabel.y);
await mouse('mousePressed', xLabel.x + 160, xLabel.y);
for (let i = 1; i <= 25; i++) {
await mouse('mouseMoved', xLabel.x + 160 + i * 4, xLabel.y, 'left', { buttons: 1 });
await sleep(8);
}
await settle();
const held = await json(
'(() => { const s = window.__scrub02; s.done = true; s.stop(); return { events: s.events, frames: s.frames }; })()',
);
const xHeld = (await object('o2')).position.x;
await mouse('mouseReleased', xLabel.x + 260, xLabel.y);
await settle();
const xNow = (await object('o2')).position.x;
check('scrubbing X moved the object', xNow > 120, `x=${xNow}`);
check(
'a held scrub writes every move and previews once per frame at most',
xHeld === 220 && xNow === 220 && held.events >= 1 && held.events <= held.frames,
JSON.stringify({ xHeld, xNow, ...held }),
);
await shot('05-scrubbed');
// 2f. Type into X, then click straight into the empty viewport: the typed value must be
// committed (not reverted) even though the click deselects and rebuilds the inspector.
const center = await json('__gm.viewportCenter()');
// Searched, not guessed: with the console panel below, a fixed offset from the centre can
// land on an object instead of empty space.
const emptySpot = await json('__gm.emptySpot()');
await click(xLabel.x + 160, xLabel.y); // plain click → text editing with everything selected
await typeText('300');
await click(emptySpot.x, emptySpot.y);
const xTyped = (await object('o2')).position.x;
s = await state();
check(
'typed X survives clicking into the viewport',
xTyped === 300 && s.selection === null,
`x=${xTyped} selection=${JSON.stringify(s.selection)}`,
);
// 2g. Drag the red crate in the viewport. It is at world (-150,0); the view is centred
// on the origin, so compute its screen position from the viewport centre. Pressed right of
// its middle: the crate wears a collider, whose icon stands on the middle.
await drag(center.x - 120, center.y, center.x - 20, center.y - 70);
const o1Now = (await object('o1')).position;
check('viewport drag moved the red crate', o1Now.x > -150, JSON.stringify(o1Now));
await shot('06-dragged');
await sleep(1800);
const saved = await api(`projects/${projectId}`);
const renamed = sceneOf(saved).objects.find((o) => o.id === 'o2');
check('rename persisted', renamed.name === 'Renamed crate', renamed.name);
check('scrub persisted', renamed.position.x > 120, JSON.stringify(renamed.position));
check('override kept', renamed.overrides.color === 4491519, JSON.stringify(renamed.overrides));
check('save status is saved', (await state()).save === 'saved');
// 2h. Undo four times (drag, typed X, scrub, rename) with Ctrl+Z, then redo once.
await click(emptySpot.x, emptySpot.y); // click empty viewport → deselect, drop focus
for (let i = 0; i < 4; i++) await undo();
const afterUndo = (await t.objects()).map((o) => ({ id: o.id, name: o.name, x: o.position.x }));
check(
'undo reverted drag, typed X, scrub and rename',
afterUndo[0].x === -150 && afterUndo[1].x === 120 && afterUndo[1].name === 'Blue crate',
JSON.stringify(afterUndo),
);
await redo();
check('redo restored the rename', (await object('o2')).name === 'Renamed crate');
await shot('07-undo-redo');
// 2i. A change to the *structure* of what is shown normally rebuilds the inspector, which
// destroys the widget being typed in. While a field in here has focus the rebuild has to
// wait – otherwise a field whose value decides the structure cannot be typed into at all.
await clickText('Renamed crate');
const xRow = await locate('X');
await click(xRow.x + 160, xRow.y);
// The value it already has: Escape cancels the widget but not the preview it wrote, so
// typing anything else here would leave that value behind for the later steps.
await typeText('120');
const before = await json('__gm.inspectorInfo()');
// The parent is part of the object's structure signature, so this asks for a rebuild.
await mutate("__gm.state.activeScene.objects.find(o => o.id === 'o2').parentId = 'o1'");
const during = await json('__gm.inspectorInfo()');
const stillTyping = await json(
'({ tag: document.activeElement?.tagName, value: document.activeElement?.value })',
);
check(
'a structure change while typing does not rebuild the inspector',
during.rebuilds === before.rebuilds && during.postponed,
JSON.stringify(during),
);
check(
'the field being typed in survives it',
stillTyping.tag === 'INPUT' && stillTyping.value === '120',
JSON.stringify(stillTyping),
);
await press('Escape');
const after = await json('__gm.inspectorInfo()');
check(
'leaving the field runs the postponed rebuild',
after.rebuilds === before.rebuilds + 1 && !after.postponed,
JSON.stringify(after),
);
await mutate("__gm.state.activeScene.objects.find(o => o.id === 'o2').parentId = ''");
}