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>
99 lines
3.8 KiB
JavaScript
99 lines
3.8 KiB
JavaScript
/**
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* Signing the check tools in. Since #177 every API route but `auth/*` needs a session, so every
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* seed, smoke and e2e run logs in first – as `e2e`, the account that owns the four test projects.
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*
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* The password is never in the repo: it comes from `GAME_MAKER_E2E_PASSWORD` or from
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* `data/e2e-password.txt`, which is git-ignored and written once per server (CI writes its own).
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*/
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import { readFile } from 'node:fs/promises';
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import { dirname, resolve } from 'node:path';
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import { fileURLToPath } from 'node:url';
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export const E2E_USER = 'e2e';
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/** The administrator the user management step signs in as (#179); it owns nothing. */
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export const E2E_ADMIN = 'e2e-admin';
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const DATA = resolve(dirname(fileURLToPath(import.meta.url)), '../../data');
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const PASSWORD_FILE = resolve(DATA, 'e2e-password.txt');
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const ADMIN_PASSWORD_FILE = resolve(DATA, 'e2e-admin-password.txt');
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const COOKIE = 'feuerwerk_session';
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/** One session per server for the whole process; logging in per request would be pointless load. */
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const cookies = new Map();
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/** The password of the `e2e` account; the step that drives the sign-in screen types it in. */
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export async function e2ePassword() {
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const fromEnv = process.env.GAME_MAKER_E2E_PASSWORD;
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if (fromEnv) return fromEnv;
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try {
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return (await readFile(PASSWORD_FILE, 'utf8')).trim();
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} catch {
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throw new Error(
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`no password for the "${E2E_USER}" account: set GAME_MAKER_E2E_PASSWORD or put it in ${PASSWORD_FILE}`,
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);
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}
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}
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/** The password of `e2e-admin`, from `GAME_MAKER_E2E_ADMIN_PASSWORD` or `data/e2e-admin-password.txt`. */
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export async function e2eAdminPassword() {
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const fromEnv = process.env.GAME_MAKER_E2E_ADMIN_PASSWORD;
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if (fromEnv) return fromEnv;
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try {
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return (await readFile(ADMIN_PASSWORD_FILE, 'utf8')).trim();
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} catch {
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throw new Error(
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`no password for the "${E2E_ADMIN}" account: set GAME_MAKER_E2E_ADMIN_PASSWORD or put it in ${ADMIN_PASSWORD_FILE}`,
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);
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}
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}
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/**
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* Signs in as anyone and answers with a fresh `feuerwerk_session=…`, uncached – for a step that
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* needs a second account beside the tools' own.
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*/
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export async function logIn(baseUrl, username, password) {
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const res = await fetch(`${baseUrl}api/index.php?r=auth/login`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ username, password }),
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signal: AbortSignal.timeout(20_000),
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});
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if (!res.ok) {
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throw new Error(`could not sign in as "${username}" at ${baseUrl}: HTTP ${res.status}`);
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}
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// `getSetCookie` keeps the headers apart; a joined string cannot be split on commas, because a
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// cookie's own Expires date carries one.
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const set = res.headers.getSetCookie().find((c) => c.startsWith(`${COOKIE}=`));
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if (!set) throw new Error(`signing in at ${baseUrl} returned no ${COOKIE} cookie`);
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return set.split(';')[0];
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}
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/** `feuerwerk_session=…` for `Cookie` headers, logging in on first use. */
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export async function sessionCookie(baseUrl) {
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const cached = cookies.get(baseUrl);
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if (cached) return cached;
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const cookie = await logIn(baseUrl, E2E_USER, await e2ePassword());
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cookies.set(baseUrl, cookie);
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return cookie;
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}
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/**
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* Drops the cached session, so the next request signs in again. Changing the password ends every
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* other session of the account (#182) – the step that does it leaves the tools' one dead.
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*/
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export function forgetSession(baseUrl) {
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cookies.delete(baseUrl);
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}
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/** The headers a tool's `fetch` needs on top of its own. */
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export async function authHeaders(baseUrl) {
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return { Cookie: await sessionCookie(baseUrl) };
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}
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/** The session token alone – what the browser gets handed over CDP. */
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export async function sessionToken(baseUrl) {
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return (await sessionCookie(baseUrl)).slice(COOKIE.length + 1);
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}
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export const SESSION_COOKIE = COOKIE;
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