Files
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

393 lines
16 KiB
JavaScript
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { edge, node, port, variable, written } from '../lib/builders.mjs';
import { MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* Shared state: a Variables asset holds one value per key for the whole run, and a state machine
* declared `global` one current state. The step checks the run (two objects counting into one
* number), that the node offers the asset's declarations, the switch on the machine, and a
* persistent asset going on from the last run (#166).
*
* The step brings its own boxes, behavior, Variables asset and machine; everything goes at the end.
*/
const SOURCE = { variablesAsset: 'sc-vars' };
/** `On start → Variables{set score} ← Add(score, 1)`, counting on the shared asset rather than its own. */
const counterGraph = {
nodes: [
node('sc-start', 'OnStart', 0, 0),
node('sc-read', 'Variables', 0, 200, SOURCE, [port('score', 'number')]),
node('sc-add', 'Add', 260, 200, { b: 1 }),
node('sc-write', 'Variables', 560, 0, SOURCE, [written('score', 'number')]),
],
edges: [
edge('sc-e1', 'sc-start', 'exec', 'sc-write', 'exec'),
edge('sc-e2', 'sc-read', 'score', 'sc-add', 'a'),
edge('sc-e3', 'sc-add', 'result', 'sc-write', 'score'),
],
};
/** `On update → Variables{set bag} ← Join lists(bag, 7)`: a shared list that grows every frame. */
const fillerGraph = {
nodes: [
node('sc-f-update', 'OnUpdate', 0, 0),
node('sc-f-read', 'Variables', 0, 200, { variablesAsset: 'sc-bag' }, [port('bag', 'list')]),
node('sc-f-join', 'Concat', 260, 200, { b: [7] }),
node('sc-f-write', 'Variables', 560, 0, { variablesAsset: 'sc-bag' }, [written('bag', 'list')]),
],
edges: [
edge('sc-f-e1', 'sc-f-update', 'exec', 'sc-f-write', 'exec'),
edge('sc-f-e2', 'sc-f-read', 'bag', 'sc-f-join', 'a'),
edge('sc-f-e3', 'sc-f-join', 'result', 'sc-f-write', 'bag'),
],
};
export async function scope(t) {
const { check, sleep, json, shot, click, locate, asset, mutate, stop, has } = t;
const selectAsset = async (id) => {
await t.select({ kind: 'asset', assetId: id });
};
const selectNode = async (nodeId) => {
await t.select({ kind: 'node', assetId: 'sc-logic', nodeId });
};
/** The inspector is drawn over the graph, so the last match is the row rather than a port. */
const clickLast = async (text) => {
const p = await locate(text, true);
await click(p.x, p.y);
};
// 32a. A Variables asset, a behavior counting on it, and two boxes wearing that behavior.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const mover = p.assets.find((a) => a.id === 'mover');
const a = structuredClone(mover);
Object.assign(a, {
id: 'sc-logic',
name: 'Counter',
props: { enabled: true, runInEditor: false },
variables: [],
graph: ${JSON.stringify(counterGraph)},
});
p.assets.unshift(a, {
id: 'sc-vars',
type: 'variables',
name: 'Score',
props: { score: 0 },
variables: ${JSON.stringify([variable('score', 'number', 0)])},
});
${MAKE_OBJECT}
scene.objects.push(
make('sc-box-a', 'crate', '', 1500, 'Counter box A'),
make('sc-brain-a', 'sc-logic', 'sc-box-a', 0, 'Counter A'),
make('sc-box-b', 'crate', '', 1700, 'Counter box B'),
make('sc-brain-b', 'sc-logic', 'sc-box-b', 0, 'Counter B'),
);
`);
// 32b. The run: two instances, one number. A per-instance variable would stand at 1.
await t.play();
await sleep(600);
const world = await json('__gm.world()');
const carriers = world.entities.filter((e) => e.props && 'score' in e.props).map((e) => e.name);
const shared = world.shared.variables['sc-vars'];
check(
'two behavior instances count into one shared variable',
shared && shared.score === 2,
`score = ${JSON.stringify(shared && shared.score)} after both started – 1 would mean each kept its own`,
);
check(
'and the value belongs to the run, not to either placed object',
carriers.length === 0,
`objects carrying "score": ${JSON.stringify(carriers)}`,
);
await stop();
// 32b-ii. A list the run fills: the inspector row counts the run's items, so the items drawn
// under it and in the Variables tab it opens have to be those too, and follow them – not
// the empty list the document declares.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const mover = p.assets.find((a) => a.id === 'mover');
const f = structuredClone(mover);
Object.assign(f, {
id: 'sc-filler',
name: 'Filler',
props: { enabled: true, runInEditor: false },
variables: [],
graph: ${JSON.stringify(fillerGraph)},
});
p.assets.unshift(f, {
id: 'sc-bag',
type: 'variables',
name: 'Bag',
props: { bag: [] },
variables: ${JSON.stringify([variable('bag', 'list', [])])},
});
${MAKE_OBJECT}
scene.objects.push(make('sc-brain-f', 'sc-filler', 'sc-box-a', 0, 'Filler'));
`);
const bagIn = async (where) =>
(await json(`__gm.values.lists(${JSON.stringify(where)})`)).find((l) => l.title === 'Bag · bag') ?? null;
// Held, so the count the row shows stands still long enough to be found and clicked.
await t.play();
await sleep(300);
await t.clickToolbar('pause');
await sleep(150);
const held = (await json('__gm.world()')).shared.variables['sc-bag']?.bag ?? [];
await selectAsset('sc-bag');
await sleep(200);
const countRow = await t.find(`${held.length} items`);
const inline = await bagIn('inspector');
const head = await json(`__gm.values.headAt('inspector', 'Bag · bag')`);
if (head?.open) await click(head.open.x, head.open.y);
await sleep(150);
const first = await bagIn('tab');
await shot('01b-live-list');
await t.clickToolbar('pause');
await sleep(500);
const later = await bagIn('tab');
await stop();
await sleep(200);
const stopped = await bagIn('tab');
check(
'while playing, a shared list shows the items the run put in – inline and in its tab',
held.length > 0 &&
Boolean(countRow) &&
inline?.rows === Math.min(held.length, 20) &&
(await json('__gm.tab()')) === 'variables' &&
first?.rows === held.length &&
first.items.every((item) => item === '7'),
JSON.stringify({ run: held.length, row: countRow, inline: inline?.rows, tab: first?.rows }),
);
check(
'and the tab follows the list as it grows, then shows the declared list again once the run stops',
later?.rows > first?.rows && stopped?.rows === 0 && stopped.items.length === 0,
JSON.stringify({ first: first?.rows, later: later?.rows, stopped: stopped?.rows }),
);
await mutate(`
const p = __gm.state.project;
__gm.state.activeScene.objects = __gm.state.activeScene.objects.filter((o) => o.id !== 'sc-brain-f');
p.assets = p.assets.filter((a) => a.id !== 'sc-filler' && a.id !== 'sc-bag');
__gm.state.select(null);
__gm.state.preview();
`);
// 32c. The asset is where the declaration lives, and it says what it is for.
await selectAsset('sc-vars');
const declared = await has('score');
const explains = await has('Every graph pointing here shares them.');
check(
'the Variables asset lists its declarations and says what they are',
declared && explains,
`row: ${declared}, note: ${explains}`,
);
await shot('01-variables-asset');
// 32d. The node picks its ports from the asset it names – the whole point of naming one.
await selectNode('sc-read');
const offersShared = await has('score');
const complains = await has('"score" is not a variable of this behavior.');
check(
'a node naming the asset offers its variables instead of the behavior’s',
offersShared && !complains,
`row: ${offersShared}, warning shown: ${complains}`,
);
await shot('02-node-source');
// Emptying the setting points the node back at the behavior, which declares nothing – so the
// very same port is now a stranger. That is the switch doing something visible.
await mutate(`
const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = '';
`);
const complainsNow = await has('"score" is not a variable of this behavior.');
check(
'and clearing it points the node back at the behavior, which has no such variable',
complainsNow,
`warning after clearing: ${complainsNow}`,
);
// 32e. A machine carries its scope on the asset too, with its own switch.
await mutate(`
const p = __gm.state.project;
p.assets.unshift({
id: 'sc-machine',
type: 'statemachine',
name: 'Shared doors',
props: {},
graph: { nodes: [], edges: [] },
});
`);
await selectAsset('sc-machine');
const machineScope = await has('Local');
const pick = await locate('Local', true);
await click(pick.x, pick.y);
await clickLast('Global');
const machine = await asset('sc-machine');
check(
'a state machine is switched between one current state per object and one for the run',
machineScope && machine.scope === 'global',
`dropdown found: ${machineScope}, scope now ${JSON.stringify(machine.scope)}`,
);
await shot('03-machine-scope');
// 32f. Persistent (#166): the switch on the asset, a second run going on from the first, the
// editor run saving apart, and both ways of clearing. Saves live in this browser, so the
// step starts by forgetting whatever an earlier run of the suite left there.
// 32d pointed the reading node at the behavior; counting on from a save needs it back on the asset.
await mutate(`
const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = 'sc-vars';
`);
const pid = await json('__gm.state.project.id');
const saveKey = (area) => `feuerwerk.saves.${pid}.${area}`;
const saved = (area) =>
json(`JSON.parse(localStorage.getItem(${JSON.stringify(saveKey(area))}) ?? 'null')`);
await t.evaluate(
`localStorage.removeItem(${JSON.stringify(saveKey('play'))}); localStorage.removeItem(${JSON.stringify(saveKey('editor'))})`,
);
await selectAsset('sc-vars');
const persistentBox = await json(`__gm.inspectorField('Persistent')`);
if (persistentBox) await click(persistentBox.x, persistentBox.y);
await sleep(200);
const kept = await asset('sc-vars');
const keptNote = await has('Kept between runs, in this browser.');
check(
'the Persistent switch on a Variables asset marks it and says what it means',
Boolean(persistentBox) && kept.persistent === true && keptNote,
JSON.stringify({ box: persistentBox, persistent: kept.persistent, note: keptNote }),
);
await shot('04-persistent');
// 32f-ii. An object variable in a persistent asset is allowed, but is never saved: the inspector
// says so once there is one, and the note goes again with it.
const objectNote = 'Object variables are not kept,';
const noteBefore = await has(objectNote);
await clickLast('+ Variable');
await clickLast('Object');
const noteWith = await has(objectNote);
await shot('04b-persistent-object');
await t.undo();
const noteAfter = await has(objectNote);
check(
'a persistent asset with an Object variable notes that the object is not kept',
!noteBefore && noteWith && !noteAfter && (await asset('sc-vars')).variables.length === 1,
JSON.stringify({ noteBefore, noteWith, noteAfter }),
);
const scoreOfRun = async () => {
await t.play();
await sleep(600);
const score = (await json('__gm.world()')).shared.variables['sc-vars']?.score;
await stop();
return score;
};
const firstRun = await scoreOfRun();
const secondRun = await scoreOfRun();
const afterPlay = await saved('play');
check(
'the next run goes on where the last one ended, and the save says so',
firstRun === 2 && secondRun === 4 && afterPlay?.['sc-vars']?.score === 4,
JSON.stringify({ firstRun, secondRun, saved: afterPlay }),
);
const declaredScore = (await asset('sc-vars')).props.score;
check(
'the project itself keeps the declared start value',
declaredScore === 0,
`props.score = ${JSON.stringify(declaredScore)}`,
);
// One box runs in the editor: a run of its own, which must not touch what Play saved.
await t.select({
kind: 'object',
holderId: await json('__gm.state.project.activeSceneId'),
objectId: 'sc-brain-a',
});
await sleep(200);
const runBox = await json(`__gm.inspectorField('Run in editor')`);
if (runBox) await click(runBox.x, runBox.y);
await sleep(600);
const editorSave = await saved('editor');
const playSave = await saved('play');
if (runBox) await click(runBox.x, runBox.y);
await sleep(200);
check(
'an editor run saves into an area of its own and leaves the played save alone',
editorSave?.['sc-vars']?.score === 1 && playSave?.['sc-vars']?.score === 4,
JSON.stringify({ box: runBox, editor: editorSave, play: playSave }),
);
await selectAsset('sc-vars');
const clearButton = await t.find('Clear saved values');
if (clearButton) await click(clearButton.x, clearButton.y);
await sleep(200);
const clearedNotice = await json('__gm.state.notice');
const clearedBoth = (await saved('play')) === null && (await saved('editor')) === null;
const freshRun = await scoreOfRun();
check(
'"Clear saved values" forgets both saves, and the next run starts from the declared value',
Boolean(clearButton) &&
clearedBoth &&
freshRun === 2 &&
clearedNotice === 'Saved values of Score cleared',
JSON.stringify({ button: Boolean(clearButton), clearedBoth, freshRun, notice: clearedNotice }),
);
await t.clickToolbar('menu');
await t.clickText('Clear saved data');
await sleep(200);
const menuCleared = await saved('play');
check(
'"Clear saved data" in the menu forgets the saves of the whole project',
menuCleared === null && (await json('__gm.state.notice')) === 'Saved data cleared',
JSON.stringify({ play: menuCleared }),
);
// 32h. The third scope (#164): the switch beside Persistent, what it offers, and that the two
// cannot both be on – `scene` throws the values away with every scene, so there is nothing
// left to keep between runs and the Persistent switch is not even shown.
await selectAsset('sc-vars');
await sleep(200);
const scopeRow = await json(`__gm.inspectorField('Scope')`);
await click(scopeRow.x, scopeRow.y);
const scopes = await json('__gm.menuRows()');
await clickLast('Scene');
await sleep(200);
const scoped = await asset('sc-vars');
const sceneNote = await has('every scene that is loaded.');
check(
'a Variables asset offers Global and Scene, and taking Scene says what it means',
JSON.stringify(scopes) === JSON.stringify(['Global', 'Scene']) && scoped.scope === 'scene' && sceneNote,
JSON.stringify({ scopes, scope: scoped.scope, note: sceneNote }),
);
check(
'a scene-scoped asset is not persistent any more, and cannot be switched to it',
scoped.persistent === undefined && (await json(`__gm.inspectorField('Persistent')`)) === null,
JSON.stringify({ persistent: scoped.persistent, row: await json(`__gm.inspectorField('Persistent')`) }),
);
await shot('05-scene-scope');
const backRow = await json(`__gm.inspectorField('Scope')`);
await click(backRow.x, backRow.y);
await clickLast('Global');
await sleep(200);
const back = await asset('sc-vars');
check(
'switching back to Global takes the scope out of the document and brings the switch back',
back.scope === undefined && Boolean(await json(`__gm.inspectorField('Persistent')`)),
JSON.stringify({ scope: back.scope, persistent: back.persistent }),
);
// 32g. Everything this step added goes again.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => !o.id.startsWith('sc-'));
p.assets = p.assets.filter((a) => !a.id.startsWith('sc-'));
__gm.state.select(null);
`);
}