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>
195 lines
7.2 KiB
JavaScript
195 lines
7.2 KiB
JavaScript
/**
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* Which project each tool writes to, and the guard that keeps every tool away from the
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* playground.
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*
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* playground the user's own project. No tool writes it – it is maintained in the editor.
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* fixture rewritten by every e2e run (tools/seed-e2e.mjs + tools/e2e.mjs).
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* jumpRun the example game (tools/seed-jumprun.mjs, played by tools/smoke-jumprun.mjs).
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* tetris the second example game (tools/seed-tetris.mjs, played by tools/smoke-tetris.mjs).
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* actor the four-direction walk demo (tools/seed-actor.mjs).
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*
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* All ids exist on the server (created via POST ?r=projects); PUT does not create projects.
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*/
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import { readFile } from 'node:fs/promises';
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import { basename, extname } from 'node:path';
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import { authHeaders } from './auth.mjs';
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export const PROJECTS = {
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playground: '649188c15414',
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fixture: '3caa9b6a0c92',
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jumpRun: '3d271f3bb58b',
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tetris: '2072b56583af',
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actor: '3ccb5c67220b',
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};
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export const DEFAULT_BASE_URL = 'https://nockal.com/feuerwerk/';
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/**
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* Reads `[projectId] [baseUrl]` from argv, falling back to `defaultId` and to
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* `GAME_MAKER_BASE_URL` – which is how CI points every tool at its own server without
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* repeating the project ids in shell scripts. Targeting the playground aborts: no tool may
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* overwrite or mutate it.
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*/
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export function cliArgs(script, defaultId) {
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const projectId = process.argv[2] ?? defaultId;
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const baseUrl = process.argv[3] ?? process.env.GAME_MAKER_BASE_URL ?? DEFAULT_BASE_URL;
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if (projectId === PROJECTS.playground) {
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console.error(`refusing to run ${script} against the playground project (${PROJECTS.playground}).`);
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process.exit(2);
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}
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return { projectId, baseUrl };
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}
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const MIME = {
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png: 'image/png',
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jpg: 'image/jpeg',
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jpeg: 'image/jpeg',
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webp: 'image/webp',
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gif: 'image/gif',
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};
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/**
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* Uploads an image and returns `{file, width, height}` for a texture asset. Storage is
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* content-addressed, so re-seeding the same file is a no-op rather than a second copy – which is
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* what makes a seed that ships its own image reproducible (`data/textures/` is git-ignored).
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*/
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export async function uploadTexture(baseUrl, filePath) {
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const bytes = await readFile(filePath);
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const type = MIME[extname(filePath).slice(1).toLowerCase()];
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if (!type) {
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console.error(`unsupported image type: ${filePath}`);
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process.exit(1);
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}
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const res = await fetch(`${baseUrl}api/index.php?r=textures`, {
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method: 'POST',
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headers: { 'Content-Type': type, ...(await authHeaders(baseUrl)) },
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body: bytes,
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signal: AbortSignal.timeout(20_000),
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});
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const result = await res.json();
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if (!res.ok) {
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console.error('texture upload failed', res.status, result);
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process.exit(1);
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}
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return { file: result.file, width: result.width, height: result.height };
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}
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const FONT_MIME = {
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ttf: 'font/ttf',
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otf: 'font/otf',
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woff: 'font/woff',
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woff2: 'font/woff2',
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};
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/**
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* Uploads a typeface and returns `{file}` for a font asset. Content-addressed like an image, so
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* re-seeding the same file is a no-op (`data/fonts/` is git-ignored).
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*/
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export async function uploadFont(baseUrl, filePath) {
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const bytes = await readFile(filePath);
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const type = FONT_MIME[extname(filePath).slice(1).toLowerCase()];
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if (!type) {
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console.error(`unsupported font type: ${filePath}`);
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process.exit(1);
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}
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// The name rides along like a browser upload's: the picker captions the hash with it.
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const name = encodeURIComponent(basename(filePath));
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const res = await fetch(`${baseUrl}api/index.php?r=fonts&name=${name}`, {
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method: 'POST',
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headers: { 'Content-Type': type, ...(await authHeaders(baseUrl)) },
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body: bytes,
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signal: AbortSignal.timeout(20_000),
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});
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const result = await res.json();
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if (!res.ok) {
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console.error('font upload failed', res.status, result);
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process.exit(1);
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}
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return { file: result.file, name: result.name };
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}
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/**
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* Uploads a sound and returns `{file, name}` for a sound asset. Takes the bytes rather than a path:
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* the seed builds its WAVs itself (see `lib/audio.mjs`), because no audio file is guaranteed to
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* exist on both the host and in the CI image. Content-addressed like a font (`data/sounds/` is
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* git-ignored), so re-seeding the same bytes is a no-op.
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*/
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export async function uploadSound(baseUrl, bytes, fileName, type = 'audio/wav') {
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const res = await fetch(`${baseUrl}api/index.php?r=sounds&name=${encodeURIComponent(fileName)}`, {
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method: 'POST',
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headers: { 'Content-Type': type, ...(await authHeaders(baseUrl)) },
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body: bytes,
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signal: AbortSignal.timeout(20_000),
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});
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const result = await res.json();
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if (!res.ok) {
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console.error('sound upload failed', res.status, result);
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process.exit(1);
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}
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return { file: result.file, name: result.name, bytes: result.bytes };
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}
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/**
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* Uploads a video (#402) and waits until the worker has converted it: the record of the ready MP4,
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* with its size, length and frame rate. Exits when the conversion fails or takes too long.
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*/
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export async function uploadVideo(baseUrl, bytes, fileName, timeoutMs = 60_000) {
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const headers = { 'Content-Type': 'application/octet-stream', ...(await authHeaders(baseUrl)) };
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const res = await fetch(`${baseUrl}api/index.php?r=videos&name=${encodeURIComponent(fileName)}`, {
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method: 'POST',
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headers,
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body: bytes,
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signal: AbortSignal.timeout(20_000),
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});
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const uploaded = await res.json();
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if (!res.ok) {
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console.error('video upload failed', res.status, uploaded);
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process.exit(1);
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}
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const until = Date.now() + timeoutMs;
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for (let record = uploaded; ;) {
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if (record?.status === 'ready') return record;
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if (record?.status === 'failed' || Date.now() > until) {
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console.error('video conversion did not finish', record);
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process.exit(1);
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}
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await new Promise((resolve) => setTimeout(resolve, 250));
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const list = await fetch(`${baseUrl}api/index.php?r=videos`, {
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headers: await authHeaders(baseUrl),
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signal: AbortSignal.timeout(20_000),
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});
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record = (await list.json()).find((item) => item.file === uploaded.file);
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}
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}
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/** Overwrites a project, keeping the name it already has on the server. */
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export async function writeProject(projectId, baseUrl, project) {
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const url = `${baseUrl}api/index.php?r=projects/${projectId}`;
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// A request without a timeout keeps its socket open, so a stalled server hangs the seed
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// instead of failing it – and the run that follows never starts.
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const timeout = () => AbortSignal.timeout(20_000);
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const headers = await authHeaders(baseUrl);
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const current = await fetch(url, { headers, signal: timeout() });
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if (!current.ok) {
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console.error(`GET failed: ${current.status} – create the project first (POST ?r=projects)`);
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process.exit(1);
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}
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const doc = await current.json();
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const body = {
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revision: doc.revision,
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project: { ...project, id: projectId, name: doc.name ?? project.name },
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};
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const res = await fetch(url, {
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method: 'PUT',
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headers: { 'Content-Type': 'application/json', ...headers },
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body: JSON.stringify(body),
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signal: timeout(),
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});
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const result = await res.json();
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if (!res.ok) {
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console.error('PUT failed', res.status, result);
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process.exit(1);
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}
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console.log(`seeded ${projectId} (${body.project.name}) → revision ${result.revision}`);
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}
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