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>
41 lines
1.5 KiB
TypeScript
41 lines
1.5 KiB
TypeScript
/** A project's released copy as the release dialog shows it (#266). */
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export interface ReleaseSummary {
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/** What the link carries: 32 hex digits, the same for as long as the project stays released. */
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token: string;
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/** The project revision the copy was taken from. */
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revision: number;
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/** ISO time, UTC. */
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publishedAt: string;
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}
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/** What the play page loads: the copy alone, under the token rather than the project's own id. */
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export interface ReleasedGame {
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name: string;
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publishedAt: string;
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project: unknown;
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}
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/**
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* The released copy of a project. Publishing copies the project as the server stored it, so what a
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* tab has not saved yet is not part of it; publishing again replaces the copy and keeps the link.
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*/
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export interface ReleaseStore {
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/** null while the project is not released. */
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of(projectId: string): Promise<ReleaseSummary | null>;
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publish(projectId: string): Promise<ReleaseSummary>;
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takeDown(projectId: string): Promise<void>;
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}
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/** The page a released game is played on, next to the editor's own. */
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export const PLAY_PAGE = '/game-maker/play.html';
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export function releaseUrl(origin: string, token: string): string {
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return `${origin}${PLAY_PAGE}?game=${token}`;
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}
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/** The token a play page was opened with, or null when the address carries none that could be one. */
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export function releaseToken(search: string): string | null {
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const token = new URLSearchParams(search).get('game') ?? '';
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return /^[a-f0-9]{32}$/.test(token) ? token : null;
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}
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