A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.
- Menu -> Release... opens a dialog with the state of the release,
the link with Copy link and Open, Publish or Update release, and
Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
snapshots. Updating keeps the link. Take down kills it, and a new
Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
paints Theme.colors.background, zooms with Auto and waits for
"Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
are stored per link in the browser. Plugins are not loaded, and the
dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
without a login. The public answer carries the token as project.id,
so the project id stays hidden. Release files are written with 0640
and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
EditorState. Pointer forwarding (gamePointer.ts) and setting up
textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
without the editor.
Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.
Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
80 lines
2.5 KiB
TypeScript
80 lines
2.5 KiB
TypeScript
import { copyFileSync } from 'node:fs';
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import { dirname, resolve } from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { defineConfig, type Plugin } from 'vite';
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import { publishPlugins } from './tools/lib/plugins.mjs';
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const __dirname = dirname(fileURLToPath(import.meta.url));
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/**
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* The workspace folder itself is what nginx serves under https://nockal.com/game-maker/.
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* The Vite source pages live in `web/`: `index.html` is the editor, `play.html` a released game
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* (#266). The build writes hashed assets into `dist/` and this plugin copies the built pages to the
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* folder root, so that the site URLs load the production bundles while `api/` and `data/` sit next
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* to them.
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*/
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const PAGES = ['index.html', 'play.html'];
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function publishPages(): Plugin {
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return {
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name: 'game-maker:publish-pages',
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apply: 'build',
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closeBundle() {
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for (const page of PAGES) copyFileSync(resolve(__dirname, 'dist', page), resolve(__dirname, page));
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},
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};
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}
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/**
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* Editor plugins are loaded from `data/plugins/`, which is not in the repository; the ones that
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* ship with it live in `plugins/` and are put there on every build. A file of the same name is
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* replaced, anything else in the folder is left alone. Whether one runs is the open project's
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* business, not the build's (#119).
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*/
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function shipPlugins(): Plugin {
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return {
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name: 'game-maker:publish-plugins',
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apply: 'build',
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closeBundle() {
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publishPlugins(__dirname);
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},
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};
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}
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export default defineConfig({
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root: 'web',
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base: '/game-maker/dist/',
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publicDir: false,
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plugins: [publishPages(), shipPlugins()],
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build: {
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outDir: '../dist',
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emptyOutDir: true,
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target: 'es2022',
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sourcemap: true,
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rollupOptions: {
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input: Object.fromEntries(
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PAGES.map((page) => [page.replace('.html', ''), resolve(__dirname, 'web', page)]),
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),
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},
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},
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server: {
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port: 5175,
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// During development the PHP API is served by the production nginx; proxy it.
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proxy: {
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'/game-maker/api': {
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target: 'https://nockal.com',
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changeOrigin: true,
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},
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},
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},
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test: {
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root: '.',
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include: ['tests/**/*.test.ts'],
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environment: 'node',
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// Unset locally, so vitest keeps its own guess (one worker per core). CI sets it while the
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// gate runs next to the editor suite: the two jobs share four cores, and the suite measures
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// text widths and frame counts, which a machine under full load reports differently.
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maxWorkers: Number(process.env.GM_TEST_WORKERS) || undefined,
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},
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});
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