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>
65 lines
2.6 KiB
TypeScript
65 lines
2.6 KiB
TypeScript
// The page of a released game (#266): the game view and nothing else, no editor and no sign-in.
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// Static imports for the same reason as in `main.ts`: Pixi only knows the render pipes that exist
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// when the renderer is created.
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import type { Ticker } from 'pixi.js';
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import { deserializeProject } from './core/store/serialize';
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import { loadReleasedGame } from './core/store/HttpReleaseStore';
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import { releaseToken } from './core/store/ReleaseStore';
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import { saveArea } from './editor/saves';
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import { createPage, showFailure } from './page';
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import { GameScreen } from './player/GameScreen';
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import { installPlayerHook } from './player/playerHook';
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import { Player } from './player/Player';
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import { ui } from './ui';
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import { projectPictureFactory } from './viewport/generatedPictures';
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import { preloadProjectFiles, setUpProjectFiles } from './viewport/projectFiles';
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import { textureLibrary } from './viewport/TextureLibrary';
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import { createEmptyProject } from './core/model/Project';
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import { API_ENDPOINT } from './core/site';
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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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// Every key belongs to the game, Tab included: there is nothing else on the page to move to.
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ui().focus.tabBelongsElsewhere = () => true;
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setUpProjectFiles(app.renderer);
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const source = { project: createEmptyProject('', ''), on: () => {} };
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const screen = new GameScreen(source);
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root.add(screen, 1);
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root.resize(app.screen.width, app.screen.height);
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let player: Player | null = null;
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installPlayerHook(screen, () => player);
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const token = releaseToken(location.search);
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if (!token) {
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screen.say('This link does not lead to a game.');
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return;
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}
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screen.say('Loading…');
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let game;
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try {
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game = await loadReleasedGame(API_ENDPOINT, token);
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} catch (error) {
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console.error('[release]', error);
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screen.say('This game is not available.');
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return;
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}
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const project = deserializeProject(game.project, token);
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source.project = project;
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document.title = project.name || 'Game';
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textureLibrary.setPictureFactory(projectPictureFactory(() => project));
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preloadProjectFiles(project);
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const loaded = new Player(project, screen, saveArea(token, 'release'));
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player = loaded;
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app.ticker.add((ticker: Ticker) => loaded.tick(ticker.deltaMS / 1000));
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// A key starts the game as well as a click does: both count as the gesture sound waits for.
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window.addEventListener('keydown', (e) => {
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if ((e.key === 'Enter' || e.key === ' ') && screen.canStart) loaded.start();
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});
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await loaded.prepare();
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}
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main().catch(showFailure);
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