Files
feuerwerk/tools/lib/projects.mjs
T
adminandClaude Opus 5.5 d48f174caf
game-maker / gate (push) Successful in 4m15s
game-maker / suite (push) Failing after 15m49s
Play videos on sprites, converted on the server with clips (#402)
A video becomes an asset like a sound: uploaded once, converted to one
format by a worker of its own, cut into clips in its tab, and worn by a
sprite through its Texture row. Only Chrome is a target, without alpha.

- Server: POST ?r=videos queues the upload under the hash of its bytes,
  so the MP4's name is known at once. The worker (VideoWorker over
  VideoFormat) writes H.264/AAC, yuv420p, constant frame rate, a
  keyframe every 15 frames, at most 1920x1080, with a poster and the
  details beside it. A failed job says why and is tried again on the
  next upload.
- An upload may be up to 2 GB. It is streamed from the request to disk
  and hashed there, so php-fpm holds none of it in memory. The other
  routes keep their 256 MB.
- The worker runs in the container game-maker-video on stein2, a
  compose project of its own (tools/video/), and in CI beside the PHP
  server. The CI image has ffmpeg for it.
- Model: asset type video with size, length, frame rate and sound, and
  clips like a sound's. The clip helpers and commands serve both.
- A sprite's Texture row offers videos and clips after the pictures.
  resolvePicture names a playing video by a key, and the texture library
  hands it to a VideoLibrary with one player per key.
- The editor shows a placed video as a quiet preview. Play starts it
  over at its clip's start and lets it be heard through the master bus,
  a pause holds it, Esc makes it quiet again.
- Video tab: the picture, a ruler, the clip strip and a track on the
  Sound tab's time axis. A drag spans a clip, a handle moves an edge,
  Play plays the picked clip.
- The picker shows a video on its way with its progress and adopts an
  upload from it once it is ready. Dropping a video file does the same.

Decided on my own:

- Two sprites wearing the same clip share one player and show the same
  picture. Control per instance belongs to the follow-up with nodes.
- A video plays in real time, the game's time scale does not slow it.
- The container may use 3 of the 4 cores of stein2.

Findings:

- The first real upload (279 MB) got 413: the API's own ceiling of
  256 MB for every request, not nginx or the Brandmauer.
- Chrome has no picture of a video that never played, and a Pixi
  VideoSource drawn before the first frame stays empty for good. The
  texture is made in the first frame callback (openVideo).
- A player nobody asks for in 2 s is let go. The inspector's PREVIEW
  asked only on an edit, so with the sprite not on screen its texture
  was destroyed under it and the batcher threw on every frame. The
  preview now redraws every frame while it shows a video, like a Time
  shader. A let-go texture keeps an empty source instead of none.
- VideoSource.load() reloads the element and cuts off an earlier
  play(). Playing starts after loadeddata.

Tests:

- PHP videos.test.php: 68 checks, with the real ffmpeg
- 300 MB upload through Brandmauer and nginx: 201 in 21 s, php-fpm at
  13.7 MB RSS at most
- Unit videos.test.ts: 20 tests
- e2e 66 (stein2, atx was off): ALL PASSED, 18 checks; e2e 04 with the
  new asset count green
- Gate (atx): 294 files, 4520 tests. serialize.test.ts used video as
  its example of an unknown type and now uses a made-up one.
- Counter-checks: a keyframe gap of 30 fails the PHP check, a key that
  keeps the video's end fails 2 unit tests, a clip without its end
  fails "plays only its stretch" in e2e 66

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:12:39 +02:00

195 lines
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/**
* Which project each tool writes to, and the guard that keeps every tool away from the
* playground.
*
* playground the user's own project. No tool writes it – it is maintained in the editor.
* fixture rewritten by every e2e run (tools/seed-e2e.mjs + tools/e2e.mjs).
* jumpRun the example game (tools/seed-jumprun.mjs, played by tools/smoke-jumprun.mjs).
* tetris the second example game (tools/seed-tetris.mjs, played by tools/smoke-tetris.mjs).
* actor the four-direction walk demo (tools/seed-actor.mjs).
*
* All ids exist on the server (created via POST ?r=projects); PUT does not create projects.
*/
import { readFile } from 'node:fs/promises';
import { basename, extname } from 'node:path';
import { authHeaders } from './auth.mjs';
export const PROJECTS = {
playground: '649188c15414',
fixture: '3caa9b6a0c92',
jumpRun: '3d271f3bb58b',
tetris: '2072b56583af',
actor: '3ccb5c67220b',
};
export const DEFAULT_BASE_URL = 'https://nockal.com/game-maker/';
/**
* Reads `[projectId] [baseUrl]` from argv, falling back to `defaultId` and to
* `GAME_MAKER_BASE_URL` – which is how CI points every tool at its own server without
* repeating the project ids in shell scripts. Targeting the playground aborts: no tool may
* overwrite or mutate it.
*/
export function cliArgs(script, defaultId) {
const projectId = process.argv[2] ?? defaultId;
const baseUrl = process.argv[3] ?? process.env.GAME_MAKER_BASE_URL ?? DEFAULT_BASE_URL;
if (projectId === PROJECTS.playground) {
console.error(`refusing to run ${script} against the playground project (${PROJECTS.playground}).`);
process.exit(2);
}
return { projectId, baseUrl };
}
const MIME = {
png: 'image/png',
jpg: 'image/jpeg',
jpeg: 'image/jpeg',
webp: 'image/webp',
gif: 'image/gif',
};
/**
* Uploads an image and returns `{file, width, height}` for a texture asset. Storage is
* content-addressed, so re-seeding the same file is a no-op rather than a second copy – which is
* what makes a seed that ships its own image reproducible (`data/textures/` is git-ignored).
*/
export async function uploadTexture(baseUrl, filePath) {
const bytes = await readFile(filePath);
const type = MIME[extname(filePath).slice(1).toLowerCase()];
if (!type) {
console.error(`unsupported image type: ${filePath}`);
process.exit(1);
}
const res = await fetch(`${baseUrl}api/index.php?r=textures`, {
method: 'POST',
headers: { 'Content-Type': type, ...(await authHeaders(baseUrl)) },
body: bytes,
signal: AbortSignal.timeout(20_000),
});
const result = await res.json();
if (!res.ok) {
console.error('texture upload failed', res.status, result);
process.exit(1);
}
return { file: result.file, width: result.width, height: result.height };
}
const FONT_MIME = {
ttf: 'font/ttf',
otf: 'font/otf',
woff: 'font/woff',
woff2: 'font/woff2',
};
/**
* Uploads a typeface and returns `{file}` for a font asset. Content-addressed like an image, so
* re-seeding the same file is a no-op (`data/fonts/` is git-ignored).
*/
export async function uploadFont(baseUrl, filePath) {
const bytes = await readFile(filePath);
const type = FONT_MIME[extname(filePath).slice(1).toLowerCase()];
if (!type) {
console.error(`unsupported font type: ${filePath}`);
process.exit(1);
}
// The name rides along like a browser upload's: the picker captions the hash with it.
const name = encodeURIComponent(basename(filePath));
const res = await fetch(`${baseUrl}api/index.php?r=fonts&name=${name}`, {
method: 'POST',
headers: { 'Content-Type': type, ...(await authHeaders(baseUrl)) },
body: bytes,
signal: AbortSignal.timeout(20_000),
});
const result = await res.json();
if (!res.ok) {
console.error('font upload failed', res.status, result);
process.exit(1);
}
return { file: result.file, name: result.name };
}
/**
* Uploads a sound and returns `{file, name}` for a sound asset. Takes the bytes rather than a path:
* the seed builds its WAVs itself (see `lib/audio.mjs`), because no audio file is guaranteed to
* exist on both the host and in the CI image. Content-addressed like a font (`data/sounds/` is
* git-ignored), so re-seeding the same bytes is a no-op.
*/
export async function uploadSound(baseUrl, bytes, fileName, type = 'audio/wav') {
const res = await fetch(`${baseUrl}api/index.php?r=sounds&name=${encodeURIComponent(fileName)}`, {
method: 'POST',
headers: { 'Content-Type': type, ...(await authHeaders(baseUrl)) },
body: bytes,
signal: AbortSignal.timeout(20_000),
});
const result = await res.json();
if (!res.ok) {
console.error('sound upload failed', res.status, result);
process.exit(1);
}
return { file: result.file, name: result.name, bytes: result.bytes };
}
/**
* Uploads a video (#402) and waits until the worker has converted it: the record of the ready MP4,
* with its size, length and frame rate. Exits when the conversion fails or takes too long.
*/
export async function uploadVideo(baseUrl, bytes, fileName, timeoutMs = 60_000) {
const headers = { 'Content-Type': 'application/octet-stream', ...(await authHeaders(baseUrl)) };
const res = await fetch(`${baseUrl}api/index.php?r=videos&name=${encodeURIComponent(fileName)}`, {
method: 'POST',
headers,
body: bytes,
signal: AbortSignal.timeout(20_000),
});
const uploaded = await res.json();
if (!res.ok) {
console.error('video upload failed', res.status, uploaded);
process.exit(1);
}
const until = Date.now() + timeoutMs;
for (let record = uploaded; ;) {
if (record?.status === 'ready') return record;
if (record?.status === 'failed' || Date.now() > until) {
console.error('video conversion did not finish', record);
process.exit(1);
}
await new Promise((resolve) => setTimeout(resolve, 250));
const list = await fetch(`${baseUrl}api/index.php?r=videos`, {
headers: await authHeaders(baseUrl),
signal: AbortSignal.timeout(20_000),
});
record = (await list.json()).find((item) => item.file === uploaded.file);
}
}
/** Overwrites a project, keeping the name it already has on the server. */
export async function writeProject(projectId, baseUrl, project) {
const url = `${baseUrl}api/index.php?r=projects/${projectId}`;
// A request without a timeout keeps its socket open, so a stalled server hangs the seed
// instead of failing it – and the run that follows never starts.
const timeout = () => AbortSignal.timeout(20_000);
const headers = await authHeaders(baseUrl);
const current = await fetch(url, { headers, signal: timeout() });
if (!current.ok) {
console.error(`GET failed: ${current.status} – create the project first (POST ?r=projects)`);
process.exit(1);
}
const doc = await current.json();
const body = {
revision: doc.revision,
project: { ...project, id: projectId, name: doc.name ?? project.name },
};
const res = await fetch(url, {
method: 'PUT',
headers: { 'Content-Type': 'application/json', ...headers },
body: JSON.stringify(body),
signal: timeout(),
});
const result = await res.json();
if (!res.ok) {
console.error('PUT failed', res.status, result);
process.exit(1);
}
console.log(`seeded ${projectId} (${body.project.name}) → revision ${result.revision}`);
}