Files
feuerwerk/vite.config.ts
T
2026-09-17 19:00:03 +02:00

73 lines
2.4 KiB
TypeScript

import { copyFileSync, mkdirSync, readdirSync } 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'));
},
};
}
/**
* 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.
*/
function publishPlugins(): Plugin {
return {
name: 'game-maker:publish-plugins',
apply: 'build',
closeBundle() {
const target = resolve(__dirname, 'data/plugins');
mkdirSync(target, { recursive: true });
for (const file of readdirSync(resolve(__dirname, 'plugins')).filter((f) => f.endsWith('.js')))
copyFileSync(resolve(__dirname, 'plugins', file), resolve(target, file));
},
};
}
export default defineConfig({
root: 'web',
base: '/game-maker/dist/',
publicDir: false,
plugins: [publishIndexHtml(), publishPlugins()],
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,
},
});