Files
feuerwerk/tools/e2e/12-textures.mjs
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

500 lines
23 KiB
JavaScript
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import { colourDistance } from '../lib/harness.mjs';
import { inView, pickAssetType } from './lib/scaffold.mjs';
/**
* Uploading a picture and wearing it. Runs last because it adds an asset and repaints the
* scene; the checks that count assets live in earlier steps.
*/
/** Paints a four-quadrant PNG in the page and pastes it. The quadrants make the mapping readable. */
const PASTE_IMAGE = `(async () => {
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 48;
const g = canvas.getContext('2d');
g.fillStyle = '#e63c3c'; g.fillRect(0, 0, 32, 24);
g.fillStyle = '#3cc85a'; g.fillRect(32, 0, 32, 24);
g.fillStyle = '#466ef0'; g.fillRect(0, 24, 32, 24);
g.fillStyle = '#f5f5f5'; g.fillRect(32, 24, 32, 24);
const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png'));
const transfer = new DataTransfer();
transfer.items.add(new File([blob], 'pasted.png', { type: 'image/png' }));
window.dispatchEvent(new ClipboardEvent('paste', { clipboardData: transfer, bubbles: true }));
})()`;
/**
* A second, plainly different picture. Its only job is to exist on the server under a hash of
* its own, so the picker has something to offer that the project does not already wear.
*/
const PASTE_SPARE = `(async () => {
const canvas = document.createElement('canvas');
canvas.width = 24;
canvas.height = 24;
const g = canvas.getContext('2d');
g.fillStyle = '#ffcc00'; g.fillRect(0, 0, 24, 24);
g.fillStyle = '#202020'; g.fillRect(6, 6, 12, 12);
const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png'));
const transfer = new DataTransfer();
transfer.items.add(new File([blob], 'spare.png', { type: 'image/png' }));
window.dispatchEvent(new ClipboardEvent('paste', { clipboardData: transfer, bubbles: true }));
})()`;
export async function textures(t) {
const { check, sleep, json, evaluate, shot, mutate, press } = t;
const { api, click, clickText, doubleClick, undo, play, stop } = t;
// The previous step leaves a picker open and a text field focused, and paste is deliberately
// ignored while an input has focus, so that Ctrl+V inside a field still edits text.
await press('Escape');
await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()');
await sleep(200);
// 12a. Pasting an image imports it: uploaded, stored under its hash, and made an asset.
await evaluate(PASTE_IMAGE);
await sleep(2500);
const imported = await json(
"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => ({ id: a.id, name: a.name, file: a.file, w: a.width, h: a.height }))",
);
check('pasting an image creates a texture asset', imported.length === 1, JSON.stringify(imported));
const texture = imported[0] ?? {};
check(
'the file is named after its content hash',
/^[a-f0-9]{12}\/[a-f0-9]{64}\.png$/.test(texture.file ?? ''),
String(texture.file),
);
check(
'the pixel size comes back from the server',
texture.w === 64 && texture.h === 48,
JSON.stringify({ w: texture.w, h: texture.h }),
);
// 12b. Importing the same picture again reuses the asset: the server hands back the file it
// already has, since the name is the content hash.
await evaluate(PASTE_IMAGE);
await sleep(2500);
const again = await json(
"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => a.file)",
);
check(
'the same image imported twice stays one asset on one file',
again.length === 1,
JSON.stringify(again),
);
check(
'and the notice says it was already there',
(await json('__gm.state.notice')) === 'That image is already in the project.',
JSON.stringify(await json('__gm.state.notice')),
);
// 12c. The picture is actually drawn – a sprite wearing it is no longer one flat colour.
// On a fresh white sprite of its own, so the sample does not depend on eleven steps of edits
// to the fixture. Cloned rather than written as a literal: a literal missed `editorOffset`,
// which sent the position to NaN and culled the object without an error.
await mutate(`
const project = __gm.state.project;
const sprite = structuredClone(project.assets.find((a) => a.type === 'sprite'));
sprite.id = 'tex-sprite';
sprite.name = 'Textured';
sprite.props = { ...sprite.props, width: 160, height: 120, color: 0xffffff, texture: ${JSON.stringify(texture.id)} };
project.assets.push(sprite);
const scene = __gm.state.activeScene;
const object = structuredClone(scene.objects.find((o) => o.id === 'otext'));
object.id = 'otex';
object.name = 'Textured';
object.assetId = 'tex-sprite';
object.overrides = {};
object.position = { ...object.position, z: 900 };
scene.objects.push(object);
__gm.state.select(null)`);
await sleep(1200);
const box = await json("__gm.objectRect('otex')");
check('the textured sprite is on screen', Boolean(box) && box.w > 8, JSON.stringify(box));
if (box) {
// The quadrants sit at the corners of the sprite's box; sample well inside each one.
const at = async (fx, fy) =>
json(`__gm.pixelAt(${Math.round(box.x + fx * box.w)}, ${Math.round(box.y + fy * box.h)})`);
const [topLeft, topRight, bottomLeft, bottomRight] = [
await at(-0.3, -0.3),
await at(0.3, -0.3),
await at(-0.3, 0.3),
await at(0.3, 0.3),
];
const sampled = { topLeft, topRight, bottomLeft, bottomRight };
check(
'each quadrant of the picture lands where the picture has it',
colourDistance(topLeft, '#e63c3c') < 60 &&
colourDistance(topRight, '#3cc85a') < 60 &&
colourDistance(bottomLeft, '#466ef0') < 60 &&
colourDistance(bottomRight, '#f5f5f5') < 60,
JSON.stringify(sampled),
);
check(
'the sprite is a picture rather than one flat colour',
new Set(Object.values(sampled)).size === 4,
JSON.stringify(sampled),
);
await shot('32-textured-sprite');
// 19b-i. Switching the Filter property takes effect at once, without a reload. Read off the
// screen rather than off `scaleMode`, because the GPU sampler can miss a correctly assigned value.
const enlarge = (w, h) => `
const sprite = __gm.state.project.assets.find((a) => a.id === 'tex-sprite');
sprite.props.width = ${w};
sprite.props.height = ${h}`;
await mutate(enlarge(320, 240));
await sleep(600);
const wide = await json("__gm.objectRect('otex')");
// Sampled in the upper half so the line crosses only the red/green border, not the corner
// where all four quadrants meet.
const acrossBorder = async () => {
const y = Math.round(wide.y - wide.h * 0.25);
const points = [];
for (let dx = -2; dx <= 2; dx++) {
points.push(await json(`__gm.pixelAt(${Math.round(wide.x + dx)}, ${y})`));
}
return points;
};
// Pixels plus what the driver has, so a failure says whether the model, the GPU sampler or the
// measurement is wrong.
const sample = async (value) => {
await mutate(
`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture.id)}).props.filter = ${JSON.stringify(value)}`,
);
await sleep(600);
const pixels = await acrossBorder();
return { pixels, filter: await json(`__gm.textureFilter(${JSON.stringify(texture.file)})`) };
};
const hard = await sample('nearest');
const pure = (c) => colourDistance(c, '#e63c3c') < 60 || colourDistance(c, '#3cc85a') < 60;
check(
'nearest filtering keeps the border between two quadrants hard',
hard.pixels.every(pure),
JSON.stringify(hard),
);
const soft = await sample('linear');
// The drift proves the switch: with a hung one, "some pixel is blended" alone would pass. Measured:
// a working switch drifts 425, a hung one 0, and 30 even if every channel were off by two.
const drift = hard.pixels.reduce((sum, c, i) => sum + colourDistance(c, soft.pixels[i]), 0);
check(
'switching the filter back to linear blends the border without a reload',
soft.pixels.some((c) => !pure(c)) && drift > 150,
JSON.stringify({ drift, nearest: hard, linear: soft }),
);
await shot('33-texture-filter-smooth');
// 12c-ii. A shader draws in the sprite's own pass (#77) and samples the texture itself. At a
// camera zoom that puts the picture on a fractional pixel grid, it must find the very same
// nearest-filtered border as the plain draw. Measured in play, where the camera's zoom is the
// world scale; one play per setting, since the play world is built from the project when it starts.
await mutate(
`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture.id)}).props.filter = 'nearest'`,
);
const placed = await json(
"(() => { const o = __gm.state.activeScene.objects.find((o) => o.id === 'otex'); return { x: o.position.x, y: o.position.y }; })()",
);
await mutate(`
const o = __gm.state.activeScene.objects.find((o) => o.id === 'otex');
o.position.x = 0; o.position.y = 0;
__gm.state.project.assets.find((a) => a.id === 'cam').props.zoom = 1.37`);
const played = async (patch) => {
await mutate(
`Object.assign(__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props, ${JSON.stringify(patch)})`,
);
await play();
await sleep(500);
const rect = await json("__gm.gameRect('otex')");
const y = Math.round(rect.y - rect.h * 0.25);
const pixels = [];
for (let dx = -3; dx <= 3; dx++)
pixels.push(await json(`__gm.pixelAt(${Math.round(rect.x + dx)}, ${y})`));
await stop();
return { pixels, scale: rect.w / 320 };
};
const bare = await played({ shader: '' });
const filtered = await played({ shader: 'adjust-colors' });
const darkened = await played({ shader: 'adjust-colors', brightness: 0.5 });
check(
'at a fractional camera zoom the nearest border is still hard in play',
Number.isInteger(bare.scale) === false && bare.pixels.every(pure),
JSON.stringify(bare),
);
check(
'a neutral shader draws the very same pixels there: the shader does not resample',
JSON.stringify(filtered.pixels) === JSON.stringify(bare.pixels),
JSON.stringify({ bare: bare.pixels, filtered: filtered.pixels }),
);
// Without this, "the same" could also mean the shader never ran on that path.
check(
'and the shader does run on that path: brightness 0.5 darkens every one of them',
darkened.pixels.every((c, i) => colourDistance(c, bare.pixels[i]) > 100 && !pure(c)),
JSON.stringify(darkened),
);
// The sprite's picture is a mesh next to its node: put under the Graphics instead, Pixi warns
// once per page, through `groupCollapsed`, which the panel mirrors since step 27b-ii.
const complaints = (await json('__gm.console.lines()')).filter((line) => /Deprecation/.test(line.text));
check('drawing sprites this way raises no Pixi deprecation warning', complaints.length === 0, complaints);
await mutate(`
const o = __gm.state.activeScene.objects.find((o) => o.id === 'otex');
o.position.x = ${placed.x}; o.position.y = ${placed.y};
__gm.state.project.assets.find((a) => a.id === 'cam').props.zoom = 1;
const sprite = __gm.state.project.assets.find((a) => a.id === 'tex-sprite');
sprite.props.shader = ''; delete sprite.props.brightness;
__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture.id)}).props.filter = 'linear'`);
await mutate(enlarge(160, 120));
// 12d. The colour multiplies the picture, so a tinted white quadrant stops being white.
await mutate("__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.color = 0x3366ff");
await sleep(600);
const tinted = await at(0.3, 0.3);
check(
'the sprite colour tints the picture',
colourDistance(tinted, '#f5f5f5') > 100 && colourDistance(tinted, '#3366ff') < 90,
JSON.stringify({ was: bottomRight, tinted }),
);
// 12e. A reference that no longer resolves falls back to the plain colour instead of failing.
await mutate("__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.texture = 'gone'");
await sleep(600);
const fallback = await at(0.3, 0.3);
check(
'a dangling texture falls back to the plain colour',
colourDistance(fallback, '#3366ff') < 60,
JSON.stringify({ fallback }),
);
}
// 12e-ii. A texture field offers pictures only (#143). Since #97 an animation is played, not worn,
// so the Texture row of a sprite no longer lists one, and an animation id left in the
// field by an older project reads as dangling rather than passing for a picture.
await mutate(`
__gm.state.project.assets.push(
{ id: 'tex-anim', type: 'animation', name: 'Walk', props: {}, root: '', tracks: [] });
const worn = __gm.state.project.assets.find((a) => a.id === 'tex-sprite').props;
window.__texBefore = worn.texture;
worn.texture = 'tex-anim';
__gm.state.select({ kind: 'asset', assetId: 'tex-sprite' })`);
await sleep(400);
const textureField = await json("__gm.inspectorField('Texture', true)");
const dangling = await json("__gm.locateAll('tex-anim?')");
check(
'an animation id in the Texture row reads as a dangling reference',
Boolean(textureField) && dangling.length === 1 && Math.abs(dangling[0].y - textureField.y) < 12,
JSON.stringify({ textureField, dangling }),
);
await click(textureField.x, textureField.y);
await sleep(300);
const offered = (await json('__gm.menuRows()')) ?? [];
check(
'the Texture row offers the picture and no animation',
offered.includes(texture.name) && !offered.some((row) => row?.includes('(animation)') || row === 'Walk'),
JSON.stringify(offered),
);
await press('Escape');
await mutate(`
const assets = __gm.state.project.assets;
assets.splice(assets.findIndex((a) => a.id === 'tex-anim'), 1);
assets.find((a) => a.id === 'tex-sprite').props.texture = window.__texBefore;
__gm.state.select(null)`);
await sleep(300);
// 12f. "+ → Texture" offers the pictures the server already holds, unreferenced ones included:
// paste a second picture, undo the asset (the file stays), then pick that file in the dialog.
await evaluate(PASTE_SPARE);
await sleep(2500);
const two = await json("__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => a.file)");
const spare = two[1] ?? '';
check(
'a second picture is stored under a hash of its own',
two.length === 2 && spare !== two[0],
JSON.stringify(two),
);
await undo();
const afterUndo = await json(
"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => a.file)",
);
check(
'undoing the import leaves the file on the server with no asset naming it',
afterUndo.length === 1 && !afterUndo.includes(spare),
JSON.stringify(afterUndo),
);
await evaluate('__gm.console.clear()');
await clickText('+');
// By position, not by text: the menu entry "Texture" shares its label with the centre tab, and
// `locate` would hand back whichever it walked into first. `pickAssetType` opens the Visuals and
// takes the hit inside their submenu.
await pickAssetType(t, 'Texture');
await sleep(1500);
const picker = await json('__gm.imagePicker()');
const stored = (await api('textures')).map((item) => item.file);
check(
'the Texture entry opens the image picker instead of the file dialog',
picker !== null,
JSON.stringify(picker),
);
check(
'it offers exactly the files the server holds',
JSON.stringify(picker?.files ?? []) === JSON.stringify(stored),
JSON.stringify({ shown: picker?.files.length, stored: stored.length }),
);
check(
'the picture the project wears is marked as already in it, the dropped one is not',
(picker?.used ?? []).includes(texture.file) && !(picker?.used ?? []).includes(spare),
JSON.stringify(picker?.used),
);
// The caption: what the project calls a picture it wears, otherwise the name the file was
// uploaded under (#83). Before that a file nobody wore read as its pixel size and nothing else.
const captionOf = (file) => (picker?.captions ?? [])[(picker?.files ?? []).indexOf(file)];
check(
'an unused file is captioned by its original name, a used one by its asset name',
captionOf(spare) === 'spare.png' && captionOf(texture.file) === texture.name,
JSON.stringify({ spare: captionOf(spare), used: captionOf(texture.file), asset: texture.name }),
);
await shot('34-image-picker');
// A tile is a container holding its background, not a Graphics with children: Pixi v8 warns
// about the latter, and the warning is the only sign that the tiles are built the wrong way.
const tileComplaints = (await json('__gm.console.lines()')).filter((line) =>
/Deprecation/i.test(JSON.stringify(line)),
);
check('building the tiles draws no complaint from Pixi', tileComplaints.length === 0, tileComplaints);
// Scrolled into view first: the server holds every picture ever uploaded, so on a long-lived
// one the spare's tile sits below the dialog's fold, where a click lands on nothing.
const tileOf = (file) =>
inView(t, '__gm.imagePickerRect()', `__gm.imagePickerTile(${JSON.stringify(file)})`);
const tile = await tileOf(spare);
await click(tile.x, tile.y);
check(
'clicking a tile picks that image',
(await json('__gm.imagePicker()'))?.selected === spare,
JSON.stringify(await json('__gm.imagePicker()')),
);
await shot('35-image-picked');
await clickText('Use image');
await sleep(600);
const adopted = await json(
"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => ({ name: a.name, file: a.file, w: a.width, h: a.height }))",
);
check('the dialog closes on the pick', (await json('__gm.imagePicker()')) === null);
check(
'the picked file becomes a texture asset, sized from the server record',
adopted.length === 2 && adopted[1]?.file === spare && adopted[1]?.w === 24 && adopted[1]?.h === 24,
JSON.stringify(adopted),
);
check(
'and it is named after the file it was uploaded as, not "Texture"',
adopted[1]?.name === 'spare',
JSON.stringify(adopted.map((a) => a.name)),
);
// 12g. The name beside the file, straight against the API: uploading the same bytes again under
// a new name renames it (the user's rule), a path is stripped to its last part, and an
// upload carrying no name at all leaves the known one alone rather than erasing it.
const renamed = await evaluate(`(async () => {
const bytes = await fetch('/feuerwerk/data/textures/${spare}').then((r) => r.blob());
const post = (query) => fetch('/feuerwerk/api/index.php?r=textures' + query,
{ method: 'POST', headers: { 'Content-Type': 'image/png' }, body: bytes }).then((r) => r.json());
const evil = await post('&name=' + encodeURIComponent('../../evil/renamed.png'));
const nameless = await post('');
await post('&name=spare.png');
return { evil: evil.name, file: evil.file, nameless: nameless.name };
})()`);
check(
'a second upload renames the file, a path is stripped, and a nameless upload keeps the name',
renamed.evil === 'renamed.png' && renamed.file === spare && renamed.nameless === 'renamed.png',
JSON.stringify(renamed),
);
check(
'and the notice says it was added rather than imported',
(await json('__gm.state.notice')) === 'Added the image to the project.',
JSON.stringify(await json('__gm.state.notice')),
);
// Bytes that are no picture are the caller's mistake: a 422 that says so, not a server error.
const refusedUpload = await evaluate(`fetch('/feuerwerk/api/index.php?r=textures&name=x.png',
{ method: 'POST', headers: { 'Content-Type': 'image/png' }, body: 'hello' })
.then(async (r) => ({ status: r.status, error: (await r.json()).error }))`);
check(
'bytes that are no picture are turned away with 422, not a server error',
refusedUpload.status === 422 && refusedUpload.error === 'Not a readable image',
JSON.stringify(refusedUpload),
);
// Reusing a file already in the project must not make a second asset on it – two assets on one
// picture would disagree about its filter.
await clickText('+');
await pickAssetType(t, 'Texture');
await sleep(1500);
const reopened = await json('__gm.imagePicker()');
check(
'the adopted file is marked as in the project when the dialog is opened again',
(reopened?.used ?? []).includes(spare),
JSON.stringify(reopened?.used),
);
const sameTile = await tileOf(spare);
await doubleClick(sameTile.x, sameTile.y);
await sleep(600);
const afterSecondPick = await json(
`__gm.state.project.assets.filter((a) => a.file === ${JSON.stringify(spare)}).length`,
);
check(
'double-clicking a picture the project already has keeps it at one asset',
afterSecondPick === 1 && (await json('__gm.state.notice')) === 'That image is already in the project.',
JSON.stringify({ assets: afterSecondPick, notice: await json('__gm.state.notice') }),
);
// Back to one texture asset, the way the later steps expect the fixture.
await undo();
check(
'undo takes the adopted asset back out',
(await json("__gm.state.project.assets.filter((a) => a.type === 'texture').length")) === 1,
);
// 12g. Right-clicking a texture asset makes a sprite wearing it at the picture's pixel size.
const entryText = 'Create sprite from texture';
const spriteRow = await json("__gm.assetRow('crate')");
await click(spriteRow.x, spriteRow.y, 'right');
check(
'a sprite asset does not offer making a sprite from it',
(await json(`__gm.locate(${JSON.stringify(entryText)}, false)`)) === null,
);
await press('Escape');
const spritesBefore = await json("__gm.state.project.assets.filter((a) => a.type === 'sprite').length");
const textureRow = await json(`__gm.assetRow(${JSON.stringify(texture.id)})`);
await click(textureRow.x, textureRow.y, 'right');
const createEntry = await json(`__gm.locate(${JSON.stringify(entryText)}, false)`);
check('a texture asset offers making a sprite from it', createEntry !== null);
if (createEntry) {
await click(createEntry.x, createEntry.y);
const made = await json(`(() => {
const s = __gm.state.selection;
const a = s && s.kind === 'asset' ? __gm.state.project.assets.find((x) => x.id === s.assetId) : null;
return a ? { type: a.type, name: a.name, props: a.props } : null;
})()`);
check(
'the new sprite is selected and wears the texture at its pixel size',
made?.type === 'sprite' &&
made.props.texture === texture.id &&
made.props.width === 64 &&
made.props.height === 48,
JSON.stringify(made),
);
check('it is named after the texture', made?.name === `${texture.name} 2`, JSON.stringify(made?.name));
await shot('35b-sprite-from-texture');
await undo();
check(
'undo takes the new sprite back out',
(await json("__gm.state.project.assets.filter((a) => a.type === 'sprite').length")) === spritesBefore,
);
}
// Saved before the next step: one that navigates would hang at the unsaved-changes prompt.
await t.saved();
}