Until now every account could do the same, and managing accounts meant running make-user.php on the server. Accounts now carry a role, and admins get a tab in the editor to create, rename, re-role, reset and delete accounts. Both issues share the same server files, so they land in one commit. #180 Roles: - Every account is admin or user. A missing or unknown role counts as user, on the server and in the client. - auth/session and auth/login return {user, role}. - Auth::requireAdmin() answers everyone else with 403. - make-user.php takes the role as a third argument. Without it an existing account keeps its role, so a password reset from the CLI never demotes an admin. - Admins see and save other users' projects like their own. Saving keeps the original owner. #179 User management: - The account menu gets "User management" (admins only) and "Plugins" (everyone). Both open the same closable tab, accounts on top and plugins below. The fixed Plugins tab is gone. - Per account: Rename, Role, Password (no old password needed) and Delete with a confirmation. "New user..." creates one. - Each account lists its projects with an Open button. - Delete is refused while the account still owns projects. - Renaming moves the projects along and ends every session of the account. transfer takes the same lock as save. - On their own row an admin can only set the password. The last admin cannot be demoted or deleted. The server enforces both. - The account rules live in AccountRules.php and accountRules.ts as pure functions, so they are testable without a server. Findings: - At 1280 px the Delete button reached past the column edge and was not clickable. The name column is flexible now, and module 49 checks the layout. - The server lets an admin delete other users' projects, but the editor has no button for it yet. Left open in the issue. Tests: - ./check.sh: 148 files, 2214 tests, exit 0 (was 147 / 2204). - New tests/php/accounts.test.php, 51 checks, plain PHP. CI runs it as its own step in the gate job, the host has no PHP. - New e2e module 49 with 18 checks. CI creates the e2e-admin account in serve.sh. Modules 14, 38, 46 and the scaffold follow the new tab. - e2e 1-16,37,38,45,46,49: all passed, 581 checks. - Counter-checks: owner on save, admin view, default role and self delete in PHP fail 7, 5, 5 and 1 checks. Unchecked requireAdmin, a wider column and the caller as owner each fail exactly their e2e check. - Check sum 1314 -> 1333 (+1 in 38, +18 in 49), computed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
153 lines
7.1 KiB
TypeScript
153 lines
7.1 KiB
TypeScript
import type { Application } from 'pixi.js';
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import type { AuthStore, SignedIn } from '../core/store/AuthStore';
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import { HttpAuthStore } from '../core/store/HttpAuthStore';
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import { HttpFileStore } from '../core/store/HttpFileStore';
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import { HttpProjectStore } from '../core/store/HttpProjectStore';
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import { HttpUsersStore } from '../core/store/HttpUsersStore';
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import type { StoredTexture, UploadedTexture } from '../core/store/TextureStore';
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import { loadPhysics } from '../runtime/physics/engine';
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import { requestRender, type VStack } from '../ui';
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import { fontLibrary } from '../viewport/FontLibrary';
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import { soundLibrary } from '../viewport/SoundLibrary';
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import { projectPictureFactory } from '../viewport/generatedPictures';
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import { textureLibrary } from '../viewport/TextureLibrary';
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import { installPixelArtPictures } from '../viewport/pixelArtPicture';
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import { pixelCels } from '../viewport/PixelCels';
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import { installVectorArtPictures } from '../viewport/vectorArtPicture';
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import { LoginScreen } from './auth/LoginScreen';
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import { installLoginHook } from './auth/loginHook';
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import { consoleLog } from './console/log';
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import { installDebugHook } from './debugHook';
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import { Editor } from './Editor';
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import { startPlugins } from './plugins/startPlugins';
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import { CelUploadStore } from './pixelart/celUploadStore';
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import { EditorState } from './state';
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const API_ENDPOINT = '/game-maker/api/index.php';
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/**
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* Where uploaded images live: the API writes them, the browser reads them straight off disk as
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* static files named by their content hash. Fonts and sounds work the same way, one directory over.
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*/
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const TEXTURE_BASE = '/game-maker/data/textures';
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const FONT_BASE = '/game-maker/data/fonts';
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const SOUND_BASE = '/game-maker/data/sounds';
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const PIXEL_BASE = '/game-maker/data/pixels';
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/**
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* Shows the sign-in screen until somebody is signed in, and answers with their name. Returns
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* right away when the session from an earlier visit is still good – which is what lets a
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* deployment replace the editor under an open tab without asking for the password again.
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*/
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async function signedInUser(app: Application, root: VStack, auth: AuthStore): Promise<SignedIn> {
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const existing = await auth.session();
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if (existing !== null) return existing;
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let done: (account: SignedIn) => void = () => {};
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const screen = new LoginScreen(auth, (account) => done(account));
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const removeHook = installLoginHook(app, screen);
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const account = await new Promise<SignedIn>((resolve) => {
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done = resolve;
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root.add(screen, 1);
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root.resize(app.screen.width, app.screen.height);
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screen.focusFirstField();
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});
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removeHook();
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root.removeChild(screen);
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// The editor sizes `root` itself once it is built, but `resize` lays out only when the size
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// changed – and the sign-in screen has already set it to the size of the window. Forgetting the
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// size here is what makes that call count again; without it the whole editor sits unlaid-out in
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// the corner.
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root.resize(0, 0);
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screen.destroy({ children: true });
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return account;
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}
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/**
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* Wires state, stores and the editor composition together and opens the first project.
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*
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* Signing out does not reload the page (#177): it takes the editor down and puts the sign-in
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* screen back, in the same canvas with the same renderer. So this is a loop rather than a straight
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* line – every round is one account's session. Only the first round is awaited, because the caller
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* has more to set up once the editor is up; the rounds after it run on their own.
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*/
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export async function startEditor(app: Application, root: VStack): Promise<void> {
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const auth = new HttpAuthStore(API_ENDPOINT);
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textureLibrary.configure(TEXTURE_BASE);
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fontLibrary.configure(FONT_BASE);
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soundLibrary.configure(SOUND_BASE);
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pixelCels.configure(PIXEL_BASE);
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// An image or a font arrives long after the click that asked for it, and the widget waiting for
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// it repaints without telling anyone: both libraries are a wake-up of their own. Registered once
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// for the page, not per session – the files they hold are shared by every account anyway.
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textureLibrary.onChange(() => requestRender());
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fontLibrary.onChange(() => requestRender());
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// Vector art draws its own picture and needs the renderer to do it (#129). Registered once for
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// the page like the libraries above: which project it is asked about comes from the factory below.
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installVectorArtPictures(app.renderer);
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installPixelArtPictures();
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const openSession = async (): Promise<void> => {
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const { user, role } = await signedInUser(app, root, auth);
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// Who is signed in goes into the window title: the toolbar is crowded enough, and the title is
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// also what tells two tabs on two accounts apart.
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document.title = `Game Maker – ${user}`;
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const state = new EditorState();
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// Drawn pictures (#185) are looked up in the project this session holds; the next session
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// installs its own, which is also what lets go of everything the old one had drawn.
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textureLibrary.setPictureFactory(projectPictureFactory(() => state.project));
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const editor = new Editor(
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app,
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root,
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state,
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new CelUploadStore(
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new HttpProjectStore(API_ENDPOINT),
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pixelCels,
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new HttpFileStore(API_ENDPOINT, 'pixels'),
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),
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new HttpFileStore<UploadedTexture, StoredTexture>(API_ENDPOINT, 'textures'),
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new HttpFileStore(API_ENDPOINT, 'fonts'),
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new HttpFileStore(API_ENDPOINT, 'sounds'),
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{
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user,
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role,
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users: new HttpUsersStore(API_ENDPOINT),
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logOut: () =>
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void endSession(editor).catch((error: unknown) => {
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console.error('[auth] Signing out failed:', error);
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}),
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// Straight through to the store: the server checks the old password, and the session this
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// tab holds is the one it keeps – so there is nothing to do here afterwards.
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changePassword: (current, next) => auth.changePassword(current, next),
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},
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);
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installDebugHook(app, state, editor);
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// Before the project, not after it (#119): which plugins run is written in the project file,
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// and `boot()` hands that list over before it reads the file into the model.
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await startPlugins(API_ENDPOINT, state, editor);
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await editor.boot();
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loadPhysics().catch((error: unknown) => console.error('[physics] Rapier could not be loaded:', error));
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};
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/**
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* Ends the session the Logout button belongs to: the editor writes what is unsaved and lets go
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* of everything, then the server drops the session, and the sign-in screen comes back. The
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* editor goes first, so its last save still travels with a session the server accepts.
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*/
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const endSession = async (editor: Editor): Promise<void> => {
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await editor.dispose();
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document.title = 'Game Maker';
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// The console panel is page-wide, the lines in it are not: what one account's project printed
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// is none of the next one's business.
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consoleLog.clear();
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try {
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await auth.logOut();
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} catch (error) {
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console.error('[auth] Signing out did not reach the server:', error);
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}
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await openSession();
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};
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await openSession();
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}
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