Files
feuerwerk/src/editor/releases.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

25 lines
1.2 KiB
TypeScript

import { type Project, startScene } from '../core/model/Project';
import type { ReleaseSummary } from '../core/store/ReleaseStore';
import { snapshotTime } from './snapshots';
/** What the release dialog warns about (#266): what a player would miss, before it is published. */
export function releaseWarnings(project: Project): string[] {
const warnings: string[] = [];
if (!startScene(project)) warnings.push('The project has no scene, so there is nothing to play.');
if (project.plugins.length > 0)
warnings.push('Plugins are not loaded in a released game. Behaviors that need them will not work.');
return warnings;
}
/**
* The line under the dialog's title: not released, or when the copy was taken and whether the saved
* project has moved on since. `revision` is the saved one, which is what publishing copies.
*/
export function releaseState(release: ReleaseSummary | null, revision: number): string {
if (!release) return 'Not released. Publishing makes a link that plays only the game.';
const when = `Released ${snapshotTime(new Date(release.publishedAt))}`;
return release.revision === revision
? `${when} · the link plays the project as saved`
: `${when} · the project has changed since`;
}