Files
feuerwerk/src/player/playerHook.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

27 lines
1.2 KiB
TypeScript

import { stagePixel, ui } from '../ui';
import type { GameScreen } from './GameScreen';
import type { Player } from './Player';
/**
* `window.__feuerwerkPlay`: what the check scripts read off a released game (#266). The editor's
* `__gm` is not on this page, and neither is anything it would have to reach into. Installed before
* the game is loaded, so a link that leads nowhere can be read as well: `player` is null until then.
*/
export function installPlayerHook(screen: GameScreen, player: () => Player | null): void {
(window as unknown as { __feuerwerkPlay: unknown }).__feuerwerkPlay = {
running: () => player()?.isRunning ?? false,
screen: () => screen.info(),
log: () => player()?.log() ?? [],
pixelAt: (x: number, y: number) => stagePixel(ui().app, x, y),
/** Whether the page is in fullscreen, and the corner button while it shows (#267). */
fullscreen: () => {
const button = screen.fullscreenButton;
const origin = button.getGlobalPosition();
return {
on: document.fullscreenElement !== null,
button: button.visible ? { x: origin.x + button.w / 2, y: origin.y + button.h / 2 } : null,
};
},
};
}