Files
feuerwerk/vite.config.ts
T
adminandClaude Opus 5 15bdfdf07a
game-maker / gate (push) Successful in 1m29s
game-maker / suite (push) Successful in 5m44s
A gate that stands in front of the suite delays the news it carries, so it runs beside it (#94)
The workflow ran everything in one job: check.sh, then build, then the e2e suite and the smokes.
The runner has two job slots and four cores, so the second slot lay idle for the whole run, and a
lint error was reported only after the full suite had passed in front of it - six minutes instead
of one.

Now `gate` and `suite` are two jobs without `needs:`. They start together, both have to pass.

The price is contention: while the gate runs, vitest and chromium share four cores, and the suite
measures text widths and frame counts, which a loaded machine reports differently. The gate
therefore caps vitest at two workers via GM_TEST_WORKERS, so two cores stay free for the browser
over the whole overlap. Locally the variable is unset and nothing changes.

Measured before the push: the cap costs vitest 4.4s (16.6s -> 21.0s), check.sh exits 0 with it,
build ok. Whether the split is worth it is a question for the runner - the expected net gain is
about 50s, and the acceptance is a measurement over at least two runs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 15:21:18 +02:00

55 lines
1.7 KiB
TypeScript

import { copyFileSync } from 'node:fs';
import { dirname, resolve } from 'node:path';
import { fileURLToPath } from 'node:url';
import { defineConfig, type Plugin } from 'vite';
const __dirname = dirname(fileURLToPath(import.meta.url));
/**
* The workspace folder itself is what nginx serves under https://nockal.com/game-maker/.
* The Vite source page lives in `web/index.html`; the build writes hashed assets into
* `dist/` and this plugin copies the built HTML to the folder root so that the site URL
* loads the production bundle while `api/` and `data/` sit next to it.
*/
function publishIndexHtml(): Plugin {
return {
name: 'game-maker:publish-index-html',
apply: 'build',
closeBundle() {
copyFileSync(resolve(__dirname, 'dist/index.html'), resolve(__dirname, 'index.html'));
},
};
}
export default defineConfig({
root: 'web',
base: '/game-maker/dist/',
publicDir: false,
plugins: [publishIndexHtml()],
build: {
outDir: '../dist',
emptyOutDir: true,
target: 'es2022',
sourcemap: true,
},
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,
},
});