Files
feuerwerk/src/play.ts
T
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

65 lines
2.6 KiB
TypeScript

// The page of a released game (#266): the game view and nothing else, no editor and no sign-in.
// Static imports for the same reason as in `main.ts`: Pixi only knows the render pipes that exist
// when the renderer is created.
import type { Ticker } from 'pixi.js';
import { deserializeProject } from './core/store/serialize';
import { loadReleasedGame } from './core/store/HttpReleaseStore';
import { releaseToken } from './core/store/ReleaseStore';
import { saveArea } from './editor/saves';
import { createPage, showFailure } from './page';
import { GameScreen } from './player/GameScreen';
import { installPlayerHook } from './player/playerHook';
import { Player } from './player/Player';
import { ui } from './ui';
import { projectPictureFactory } from './viewport/generatedPictures';
import { preloadProjectFiles, setUpProjectFiles } from './viewport/projectFiles';
import { textureLibrary } from './viewport/TextureLibrary';
import { createEmptyProject } from './core/model/Project';
import { API_ENDPOINT } from './core/site';
async function main(): Promise<void> {
const params = new URLSearchParams(location.search);
const { app, root } = await createPage(params);
// Every key belongs to the game, Tab included: there is nothing else on the page to move to.
ui().focus.tabBelongsElsewhere = () => true;
setUpProjectFiles(app.renderer);
const source = { project: createEmptyProject('', ''), on: () => {} };
const screen = new GameScreen(source);
root.add(screen, 1);
root.resize(app.screen.width, app.screen.height);
let player: Player | null = null;
installPlayerHook(screen, () => player);
const token = releaseToken(location.search);
if (!token) {
screen.say('This link does not lead to a game.');
return;
}
screen.say('Loading…');
let game;
try {
game = await loadReleasedGame(API_ENDPOINT, token);
} catch (error) {
console.error('[release]', error);
screen.say('This game is not available.');
return;
}
const project = deserializeProject(game.project, token);
source.project = project;
document.title = project.name || 'Game';
textureLibrary.setPictureFactory(projectPictureFactory(() => project));
preloadProjectFiles(project);
const loaded = new Player(project, screen, saveArea(token, 'release'));
player = loaded;
app.ticker.add((ticker: Ticker) => loaded.tick(ticker.deltaMS / 1000));
// A key starts the game as well as a click does: both count as the gesture sound waits for.
window.addEventListener('keydown', (e) => {
if ((e.key === 'Enter' || e.key === ' ') && screen.canStart) loaded.start();
});
await loaded.prepare();
}
main().catch(showFailure);