A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.
- Menu -> Release... opens a dialog with the state of the release,
the link with Copy link and Open, Publish or Update release, and
Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
snapshots. Updating keeps the link. Take down kills it, and a new
Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
paints Theme.colors.background, zooms with Auto and waits for
"Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
are stored per link in the browser. Plugins are not loaded, and the
dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
without a login. The public answer carries the token as project.id,
so the project id stays hidden. Release files are written with 0640
and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
EditorState. Pointer forwarding (gamePointer.ts) and setting up
textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
without the editor.
Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.
Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
26 lines
1.0 KiB
TypeScript
26 lines
1.0 KiB
TypeScript
// Static imports on purpose: Pixi registers render pipes (graphics, text, sprite) as a
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// module side effect, and a renderer only knows the pipes that exist when it is created.
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// Lazy chunks loaded after `app.init()` would therefore fail with "unknown render pipe".
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import { captureConsole } from './editor/console/log';
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import { startEditor } from './editor/App';
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import { mountPlayground } from './playground';
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import { createPage, showFailure } from './page';
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// Before anything else: a renderer warns while it is being created, and those warnings are
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// exactly the ones worth having in the panel.
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captureConsole();
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async function main(): Promise<void> {
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const params = new URLSearchParams(location.search);
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const { app, root } = await createPage(params);
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if (params.has('playground')) mountPlayground(app, root);
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else await startEditor(app, root);
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}
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window.addEventListener('error', (event) => {
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const error: unknown = event.error;
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console.error('[uncaught]', error instanceof Error ? error.stack : event.message);
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});
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main().catch(showFailure);
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