Files
feuerwerk/tools/e2e/60-release.mjs
T
adminandClaude Opus 5.5 cab1c0177f
game-maker / gate (push) Successful in 4m10s
game-maker / suite (push) Failing after 11m53s
Show only the game view in fullscreen, in the editor and the link (#267)
A game is easier to judge and to play without the editor around it.
The Game tab and the game link now both have a button that puts the
game view itself into fullscreen, not just the browser window.

- The Game tab header has a fullscreen button on the right. It hides
  toolbar, panels, tab headers and console and keeps the zoom from the
  picker. A running game keeps running.
- A corner button at the top right, or Esc, leaves fullscreen and puts
  the view back into the tab where it was.
- The game link shows the same corner button. Over a running game it
  hides after 2 s without mouse movement and returns on the next move.
- A click on the corner button never reaches the game.
- Stop ends fullscreen. Stop switches back to the Scene tab, and any
  switch away from the Game tab ends fullscreen, so no empty screen is
  left behind.
- src/viewport/fullscreen.ts wraps the Fullscreen API and holds the
  rule for when the button shows. FullscreenCorner.ts is the button
  used by both pages. Two SVG icons are new.
- Editor.showGameFullscreen moves the GameViewport into the root while
  fullscreen is on.

Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (3 new unit tests).
- e2e 60: 2 new checks for the corner button on the game link.
- e2e 61 (new): 4 checks for fullscreen in the editor.
- Full e2e run (local): ALL PASSED, 1580 checks.
- Counter-checks fail as expected: rule without "no game running",
  no stopPropagation (60h), no end on tab switch (61c), no reparenting
  of the view (61a).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:44:14 +02:00

332 lines
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JavaScript
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import { authHeaders, forgetSession } from '../lib/auth.mjs';
import { edge, node, port, sceneObject, variable } from '../lib/builders.mjs';
/** The project this step makes and deletes again; a run that died halfway leaves it for the next. */
const TEMP_NAME = 'Release 60';
const UPDATED = 'Release 60 updated';
// Not a 16:9 multiple of the window on purpose: fitting it would need a scale between the steps.
const CAMERA = { width: 300, height: 180 };
/** The zoom steps of the game view (`GAME_SCALE_STEPS`); Auto takes the largest that fits whole. */
const STEPS = [0.25, 0.5, 1, 2, 3, 4, 5, 6];
const RED = '#e0553f';
const BACKGROUND = '#22252c';
/**
* A small game of its own: a red crate in the middle of the camera that the arrow keys move, a
* `Log` on start, and S stopping the game.
*/
function game(id) {
const mover = {
nodes: [
node('m-update', 'OnUpdate', 0, 0),
node('m-owner', 'Owner', 0, 120),
node('m-axis', 'AxisInput', 0, 200),
node('m-speed', 'Variables', 0, 400, {}, [port('speed', 'number')]),
node('m-move', 'Move', 340, 0),
],
edges: [
edge('m1', 'm-update', 'exec', 'm-move', 'exec'),
edge('m2', 'm-update', 'dt', 'm-move', 'dt'),
edge('m3', 'm-owner', 'object', 'm-move', 'object'),
edge('m4', 'm-axis', 'x', 'm-move', 'dx'),
edge('m5', 'm-axis', 'y', 'm-move', 'dy'),
edge('m6', 'm-speed', 'speed', 'm-move', 'scale'),
],
};
const control = {
nodes: [
node('c-start', 'OnStart', 0, 0),
node('c-log', 'Log', 260, 0, { message: 'released game started' }),
node('c-key', 'OnKeyDown', 0, 160, { key: 's' }),
node('c-stop', 'StopGame', 260, 160),
],
edges: [edge('c1', 'c-start', 'exec', 'c-log', 'exec'), edge('c2', 'c-key', 'exec', 'c-stop', 'exec')],
};
return {
formatVersion: 2,
id,
name: TEMP_NAME,
activeSceneId: 'scene',
assets: [
{
id: 'scene',
type: 'scene',
name: 'Level',
props: { backgroundColor: 0x22252c },
objects: [
sceneObject('crate', 'crate'),
sceneObject('mover', 'mover', { parentId: 'crate' }),
sceneObject('camera', 'camera'),
sceneObject('control', 'control'),
],
},
{ id: 'crate', type: 'sprite', name: 'Crate', props: { width: 40, height: 40, color: 0xe0553f } },
{ id: 'camera', type: 'camera', name: 'Camera', props: { ...CAMERA, zoom: 1 } },
{
id: 'mover',
type: 'behavior',
name: 'Mover',
props: { speed: 200 },
variables: [variable('speed', 'number', 0)],
graph: mover,
},
{ id: 'control', type: 'behavior', name: 'Control', props: {}, variables: [], graph: control },
],
};
}
/**
* Releasing a project (#266): published from the main menu, played from the link without a
* session – only the game, zoomed to Auto, on the page colour, with a fullscreen button in the
* corner (#267) – updated under the same link, and taken down.
*
* Works on a throwaway project of its own, like step 50. The last thing it does is delete that
* project and open the fixture again.
*/
export async function release(t) {
const { check, cdp, json, click, locate, sleep, waitUntil, settle, holdKey, press } = t;
const { clickToolbar, clickText, shot, baseUrl, navigate, exceptions, saved } = t;
const send = async (method, route, body, signedIn = true) =>
fetch(`${baseUrl}api/index.php?r=${route}`, {
method,
headers: { ...(signedIn ? await authHeaders(baseUrl) : {}), 'Content-Type': 'application/json' },
body: body === undefined ? undefined : JSON.stringify(body),
signal: AbortSignal.timeout(20_000),
});
// Step 45 changes the password of `e2e`, which ends the session the tools had cached.
const api = async (method, route, body) => {
const first = await send(method, route, body);
if (first.status !== 401) return first;
forgetSession(baseUrl);
return send(method, route, body);
};
const sweep = async () => {
for (const project of await (await api('GET', 'projects')).json()) {
if (project.name === TEMP_NAME || project.name === UPDATED)
await api('DELETE', `projects/${project.id}`);
}
};
const clickLast = async (text) => {
await settle();
const at = await locate(text, true);
await click(at.x, at.y);
};
const openRelease = async () => {
await clickToolbar('menu');
await clickText('Release…');
await waitUntil('__gm.release() !== null', { label: 'the release dialog opened' });
return json('__gm.release()');
};
const player = (what) => json(`__gameMakerPlay.${what}`);
/** The play page as somebody without an account opens it. */
const openLink = async (link) => {
await cdp.send('Network.clearBrowserCookies');
await cdp.send('Page.navigate', { url: link });
await waitUntil('Boolean(window.__gameMakerPlay)', { timeout: 15000, label: 'the play page is up' });
};
// The step before may leave an edit on its way to the server; leaving the page then would stop at
// the browser's "leave site?" question, and nothing answers it.
await saved();
await sweep();
const made = await (await api('POST', 'projects', { name: TEMP_NAME })).json();
const put = await api('PUT', `projects/${made.id}`, { revision: made.revision, project: game(made.id) });
if (!put.ok) throw new Error(`could not write the game: ${put.status}`);
try {
await cdp.send('Page.navigate', { url: `${baseUrl}?project=${made.id}` });
await sleep(4000);
await waitUntil(`window.__gm?.state?.project?.id === ${JSON.stringify(made.id)}`, {
timeout: 15000,
label: 'the throwaway project is open',
});
// 60a. Not released yet: no link, and Publish makes one from the saved project.
const before = await openRelease();
await clickLast('Publish');
await waitUntil('__gm.release()?.link != null', { label: 'the dialog shows the link' });
const after = await json('__gm.release()');
const token = /\?game=([a-f0-9]{32})$/.exec(after.link ?? '')?.[1] ?? '';
const origin = new URL(baseUrl).origin;
check(
'Publish in the release dialog makes a link to the play page, for the project as saved',
before.link === null &&
before.state.startsWith('Not released') &&
after.link === `${origin}/game-maker/play.html?game=${token}` &&
after.state.endsWith('the link plays the project as saved') &&
after.warnings.length === 0,
JSON.stringify({ before, after }),
);
const open = await send('GET', `releases/${token}`, undefined, false);
const copy = open.ok ? await open.json() : null;
check(
'the released copy is open without a session, under the token rather than the project id',
open.status === 200 && copy?.name === TEMP_NAME && copy?.project?.id === token,
JSON.stringify({ status: open.status, name: copy?.name, id: copy?.project?.id }),
);
await shot('60-release-dialog');
await clickLast('Cancel');
// 60b. A change to the saved project is not in the copy until Update release, which keeps the link.
const stored = await (await api('GET', `projects/${made.id}`)).json();
await api('PUT', `projects/${made.id}`, {
revision: stored.revision,
project: { ...stored.project, name: UPDATED },
});
await cdp.send('Page.reload');
await sleep(4000);
await waitUntil(`window.__gm?.state?.project?.name === ${JSON.stringify(UPDATED)}`, {
timeout: 15000,
label: 'the changed project is open',
});
const stale = await openRelease();
const nameBefore = (await (await send('GET', `releases/${token}`, undefined, false)).json()).name;
await clickLast('Update release');
await waitUntil('__gm.release()?.state.endsWith("as saved")', { label: 'the release is up to date' });
const updated = await json('__gm.release()');
const nameAfter = (await (await send('GET', `releases/${token}`, undefined, false)).json()).name;
check(
'the copy stays as it was until Update release, which keeps the link',
stale.state.endsWith('the project has changed since') &&
nameBefore === TEMP_NAME &&
nameAfter === UPDATED &&
updated.link === after.link,
JSON.stringify({ stale: stale.state, nameBefore, nameAfter, link: updated.link }),
);
await clickLast('Cancel');
// 60c. The link, without a session: the page colour, "Click to play", and nothing of the editor.
await openLink(after.link);
await waitUntil('__gameMakerPlay.screen().caption === "Click to play"', {
timeout: 15000,
label: 'the game offers to start',
});
const page = {
background: await json('getComputedStyle(document.body).backgroundColor'),
title: await json('document.title'),
editor: await json('typeof window.__gm'),
running: await player('running()'),
captionHeight: (await player('screen()')).captionHeight,
cursor: await json(`getComputedStyle(document.querySelector('canvas')).cursor`),
};
check(
'the link opens without a session: only the game, on the page colour, waiting for a click',
page.background === 'rgb(27, 29, 34)' &&
page.title === UPDATED &&
page.editor === 'undefined' &&
page.running === false,
JSON.stringify(page),
);
// The panel titles are 11 px; the caption is set at Theme.captionSize (16). The page keeps the
// arrow throughout – Pixi writes `default` as `inherit`, so read what the browser makes of it.
check(
'"Click to play" is set larger than the panel titles, under the arrow',
page.captionHeight >= 16 && ['auto', 'default'].includes(page.cursor),
JSON.stringify(page),
);
// 60d. A click starts it in the start scene, zoomed to Auto: a whole number of pixels per unit.
const size = { w: await json('innerWidth'), h: await json('innerHeight') };
await click(size.w / 2, size.h / 2);
await waitUntil('__gameMakerPlay.running()', { label: 'the game runs' });
await sleep(300);
const cornerAfterClick = await player('fullscreen()');
const screen = await player('screen()');
const centre = { x: screen.frame.x + screen.frame.w / 2, y: screen.frame.y + screen.frame.h / 2 };
const scale = screen.scale;
const pixels = {
centre: await player(`pixelAt(${centre.x}, ${centre.y})`),
beside: await player(`pixelAt(${centre.x - 40 * scale}, ${centre.y})`),
};
const auto = Math.max(...STEPS.filter((s) => CAMERA.width * s <= size.w && CAMERA.height * s <= size.h));
check(
'a click starts the game in its start scene, zoomed to the largest step that fits whole',
scale === auto &&
screen.frame.w === CAMERA.width * scale &&
screen.frame.h === CAMERA.height * scale &&
pixels.centre === RED &&
pixels.beside === BACKGROUND &&
JSON.stringify(await player('log()')) === JSON.stringify(['released game started']),
JSON.stringify({ size, auto, screen, pixels, log: await player('log()') }),
);
await shot('60-release-playing');
const playingCursor = await json(`getComputedStyle(document.querySelector('canvas')).cursor`);
check(
'over a running game the cursor is still the arrow',
['auto', 'default'].includes(playingCursor),
playingCursor,
);
// 60g (#267). The fullscreen button sits in the top right corner while the mouse moves, steps
// aside once it rests over the running game, and is back with the next move.
await sleep(2300);
const rested = await player('fullscreen()');
await t.mouse('mouseMoved', size.w / 2 + 30, size.h / 2 + 30);
await settle();
const movedAgain = await player('fullscreen()');
check(
'over a running game the fullscreen button shows while the mouse moves and steps aside when it rests',
cornerAfterClick.button !== null &&
cornerAfterClick.button.x > size.w - 60 &&
cornerAfterClick.button.y < 60 &&
rested.button === null &&
movedAgain.button !== null,
JSON.stringify({ cornerAfterClick, rested, movedAgain }),
);
// 60e. The keys go to the game: the arrow moves the crate out of the middle, S stops the game.
await holdKey('ArrowRight', 500);
await sleep(200);
const moved = await player(`pixelAt(${centre.x}, ${centre.y})`);
await press('s');
await sleep(400);
check(
'the keys reach the game, and a game that stops itself offers to play again',
moved === BACKGROUND && (await player('screen()')).caption === 'Click to play again',
JSON.stringify({ moved, screen: await player('screen()') }),
);
// 60h (#267). A click on the corner button makes the page fullscreen and does not reach the
// game – it would start it again; a second click leaves fullscreen.
const corner = (await player('fullscreen()')).button;
if (corner) await click(corner.x, corner.y);
await sleep(500);
const entered = { ...(await player('fullscreen()')), running: await player('running()') };
const exitAt = entered.button ?? corner;
if (exitAt) await click(exitAt.x, exitAt.y);
await sleep(500);
const left = await player('fullscreen()');
check(
'the corner button puts the page into fullscreen and back, without starting the game',
corner !== null && entered.on && !entered.running && !left.on,
JSON.stringify({ corner, entered, left }),
);
check('the play page threw nothing', exceptions().length === 0, exceptions().join(' | '));
// 60f. Take down asks, then the link is dead – for the API and for the page.
await t.signIn();
await cdp.send('Page.navigate', { url: `${baseUrl}?project=${made.id}` });
await sleep(4000);
await waitUntil(`window.__gm?.state?.project?.id === ${JSON.stringify(made.id)}`, {
timeout: 15000,
label: 'the throwaway project is open again',
});
await openRelease();
await clickLast('Take down');
await clickLast('Take down');
await waitUntil('__gm.release()?.link === null', { label: 'the dialog shows no link' });
await clickLast('Cancel');
const dead = await send('GET', `releases/${token}`, undefined, false);
await openLink(after.link);
await waitUntil('__gameMakerPlay.screen().caption !== "Loading…"', { label: 'the page gave up' });
check(
'Take down makes the link dead',
dead.status === 404 && (await player('screen()')).caption === 'This game is not available.',
JSON.stringify({ status: dead.status, screen: await player('screen()') }),
);
} finally {
await sweep();
await navigate();
}
}