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>
81 lines
2.6 KiB
TypeScript
81 lines
2.6 KiB
TypeScript
import { copyFileSync } from 'node:fs';
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import { dirname, resolve } from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { defineConfig, type Plugin } from 'vite';
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import { publishPlugins } from './tools/lib/plugins.mjs';
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import { SITE_PATH } from './src/core/site';
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const __dirname = dirname(fileURLToPath(import.meta.url));
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/**
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* The workspace folder itself is what nginx serves under https://nockal.com/feuerwerk/.
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* The Vite source pages live in `web/`: `index.html` is the editor, `play.html` a released game
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* (#266). The build writes hashed assets into `dist/` and this plugin copies the built pages to the
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* folder root, so that the site URLs load the production bundles while `api/` and `data/` sit next
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* to them.
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*/
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const PAGES = ['index.html', 'play.html'];
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function publishPages(): Plugin {
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return {
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name: 'feuerwerk:publish-pages',
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apply: 'build',
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closeBundle() {
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for (const page of PAGES) copyFileSync(resolve(__dirname, 'dist', page), resolve(__dirname, page));
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},
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};
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}
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/**
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* Editor plugins are loaded from `data/plugins/`, which is not in the repository; the ones that
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* ship with it live in `plugins/` and are put there on every build. A file of the same name is
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* replaced, anything else in the folder is left alone. Whether one runs is the open project's
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* business, not the build's (#119).
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*/
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function shipPlugins(): Plugin {
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return {
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name: 'feuerwerk:publish-plugins',
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apply: 'build',
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closeBundle() {
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publishPlugins(__dirname);
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},
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};
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}
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export default defineConfig({
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root: 'web',
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base: `${SITE_PATH}dist/`,
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publicDir: false,
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plugins: [publishPages(), shipPlugins()],
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build: {
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outDir: '../dist',
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emptyOutDir: true,
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target: 'es2022',
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sourcemap: true,
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rollupOptions: {
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input: Object.fromEntries(
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PAGES.map((page) => [page.replace('.html', ''), resolve(__dirname, 'web', page)]),
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),
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},
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},
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server: {
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port: 5175,
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// During development the PHP API is served by the production nginx; proxy it.
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proxy: {
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[`${SITE_PATH}api`]: {
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target: 'https://nockal.com',
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changeOrigin: true,
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},
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},
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},
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test: {
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root: '.',
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include: ['tests/**/*.test.ts'],
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environment: 'node',
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// Unset locally, so vitest keeps its own guess (one worker per core). CI sets it while the
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// gate runs next to the editor suite: the two jobs share four cores, and the suite measures
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// text widths and frame counts, which a machine under full load reports differently.
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maxWorkers: Number(process.env.GM_TEST_WORKERS) || undefined,
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},
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});
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