Files
feuerwerk/vite.config.ts
T
adminandClaude Opus 5.5 4194f3e150 Share a link that plays the game without the editor (#266)
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>
2026-09-29 13:30:38 +02:00

80 lines
2.5 KiB
TypeScript

import { copyFileSync } from 'node:fs';
import { dirname, resolve } from 'node:path';
import { fileURLToPath } from 'node:url';
import { defineConfig, type Plugin } from 'vite';
import { publishPlugins } from './tools/lib/plugins.mjs';
const __dirname = dirname(fileURLToPath(import.meta.url));
/**
* The workspace folder itself is what nginx serves under https://nockal.com/game-maker/.
* The Vite source pages live in `web/`: `index.html` is the editor, `play.html` a released game
* (#266). The build writes hashed assets into `dist/` and this plugin copies the built pages to the
* folder root, so that the site URLs load the production bundles while `api/` and `data/` sit next
* to them.
*/
const PAGES = ['index.html', 'play.html'];
function publishPages(): Plugin {
return {
name: 'game-maker:publish-pages',
apply: 'build',
closeBundle() {
for (const page of PAGES) copyFileSync(resolve(__dirname, 'dist', page), resolve(__dirname, page));
},
};
}
/**
* Editor plugins are loaded from `data/plugins/`, which is not in the repository; the ones that
* ship with it live in `plugins/` and are put there on every build. A file of the same name is
* replaced, anything else in the folder is left alone. Whether one runs is the open project's
* business, not the build's (#119).
*/
function shipPlugins(): Plugin {
return {
name: 'game-maker:publish-plugins',
apply: 'build',
closeBundle() {
publishPlugins(__dirname);
},
};
}
export default defineConfig({
root: 'web',
base: '/game-maker/dist/',
publicDir: false,
plugins: [publishPages(), shipPlugins()],
build: {
outDir: '../dist',
emptyOutDir: true,
target: 'es2022',
sourcemap: true,
rollupOptions: {
input: Object.fromEntries(
PAGES.map((page) => [page.replace('.html', ''), resolve(__dirname, 'web', page)]),
),
},
},
server: {
port: 5175,
// During development the PHP API is served by the production nginx; proxy it.
proxy: {
'/game-maker/api': {
target: 'https://nockal.com',
changeOrigin: true,
},
},
},
test: {
root: '.',
include: ['tests/**/*.test.ts'],
environment: 'node',
// Unset locally, so vitest keeps its own guess (one worker per core). CI sets it while the
// gate runs next to the editor suite: the two jobs share four cores, and the suite measures
// text widths and frame counts, which a machine under full load reports differently.
maxWorkers: Number(process.env.GM_TEST_WORKERS) || undefined,
},
});