Files
feuerwerk/src/viewport/PixelCels.ts
T
adminandClaude Opus 5.5 043c224cc3 Rename Game Maker to Feuerwerk and serve it at /feuerwerk/ (#422)
The editor gets a name of its own that fits beside Brandmauer,
Glutspeicher and Feuerwehr. This is stage 1, 2 and 4 of #422: the
name, the URL and the stored state in the browser. Repository, CI
runners, containers and the GAME_MAKER_* variables follow in stage 3.

- All paths come from SITE_PATH in src/core/site.ts: the API endpoint,
  the data folders, the play page and the base in vite.config.ts. A
  later move is one line instead of fifteen.
- The window title, the sign-in screen, the playground and the README
  say Feuerwerk. The package, __feuerwerkPlay, the take worklet and the
  writing app in Ogg and Matroska follow.
- The session cookie is now feuerwerk_session, so everyone signs in
  once more.
- localStorage keys are now feuerwerk.*. moveOldStoredKeys copies the
  old game-maker.* keys over on the first start, so settings, panel
  sizes and save games survive.
- tools/ci/serve.sh serves the build under /feuerwerk/. The variable
  GAME_MAKER_BASE_URL keeps its name until stage 3.

Outside the repository, nockal.com/feuerwerk/ is a second symlink to
the same tree. nginx sends the bare /game-maker/ folder there with a
301. Everything else under /game-maker/ is still served directly, so
shared play links and the API keep working.

Finding: when nginx redirects a path without a trailing slash or with
a query, the Brandmauer answers with its own 307 to the same URL plus
a slash, placed after the query. A play link would lose its token that
way, which is why only the bare folder is redirected.

Tests:
- Gate on melektaus-atx: CHECK EXIT 0, 307 files, 4756 tests
  (4 new in site.test.ts).
- Counter-check: when the migration misses the old prefix, 3 of the
  4 new tests fail.
- e2e 60 under /feuerwerk/: ALL PASSED, 20 checks.
- From outside: /feuerwerk/ 200, /game-maker/ 301, an old play
  link 200.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:27:43 +02:00

94 lines
3.4 KiB
TypeScript

import type { Project } from '../core/model/Project';
import { celFilesOf } from '../core/model/pixelart';
import { type CelPixels, celFileName, decodeCel, encodeCel, isEmptyCel } from '../core/model/pixelCel';
import { dataPath } from '../core/site';
import { FileLibrary } from './FileLibrary';
/** Where cels go on the server: raw bytes in, the stored name back. */
export interface CelUploader {
upload(bytes: ArrayBuffer, type: string): Promise<{ file: string }>;
}
/**
* The pixels of pixel art (#130) in memory, keyed by cel file. A cel painted here is named from its
* bytes and kept at once, so the model can point at it while nothing has left the browser yet; the
* cels the server does not hold are uploaded before the project that names them is saved (answer 1).
* A cel from the server is loaded on the first ask, like a texture.
*/
export class PixelCels extends FileLibrary<CelPixels> {
private readonly cels = new Map<string, CelPixels>();
/** Painted here and not on the server yet. */
private readonly local = new Set<string>();
constructor() {
super(dataPath('pixels'), 'pixels');
}
/**
* The pixels of a cel: null for the empty name and for a file that cannot be read, undefined while
* it loads. A broken file reads as empty rather than holding the picture back for good.
*/
read(file: string): CelPixels | null | undefined {
if (!file) return null;
const cel = this.cels.get(file);
if (cel) return cel;
if (this.hasFailed(file)) return null;
this.startLoading(file);
return undefined;
}
/** Keeps painted pixels and returns the name they go by; an empty cel is `''`, no file at all. */
put(cel: CelPixels): string {
if (isEmptyCel(cel)) return '';
const bytes = encodeCel(cel);
const file = celFileName(bytes);
if (!this.cels.has(file)) {
this.cels.set(file, { width: cel.width, height: cel.height, data: cel.data.slice() });
this.local.add(file);
}
return file;
}
/** The cels this project names that only this browser holds. */
pending(project: Project): string[] {
const files = new Set<string>();
for (const asset of project.assets)
if (asset.type === 'pixelart')
for (const file of celFilesOf(asset)) if (this.local.has(file)) files.add(file);
return [...files];
}
/**
* Sends every cel the project needs and the server lacks. A name the server works out differently
* is an error: the project would point at a file that is not there.
*/
async upload(project: Project, store: CelUploader): Promise<void> {
for (const file of this.pending(project)) {
const cel = this.cels.get(file);
if (!cel) continue;
const bytes = encodeCel(cel);
const stored = await store.upload(bytes.buffer as ArrayBuffer, 'application/octet-stream');
if (stored.file !== file) throw new Error(`The server stored pixels as ${stored.file}, not ${file}`);
this.local.delete(file);
}
}
protected async fetchFile(url: string): Promise<CelPixels> {
const response = await fetch(url);
if (!response.ok) throw new Error(`HTTP ${response.status}`);
const cel = decodeCel(new Uint8Array(await response.arrayBuffer()));
if (!cel) throw new Error('not a cel');
return cel;
}
protected keep(file: string, cel: CelPixels): void {
this.cels.set(file, cel);
}
protected holds(file: string): boolean {
return this.cels.has(file);
}
}
export const pixelCels = new PixelCels();