Files
feuerwerk/tools/lib/auth.mjs
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

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