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>
27 lines
1.2 KiB
TypeScript
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,
|
|
};
|
|
},
|
|
};
|
|
}
|