game-maker / suite (push) Successful in 7m31s
The job image (tools/ci/Dockerfile, label game-maker-ci) carries chromium with the Vulkan drivers, php-cli and the host's fonts; the render device itself comes from the runner's container.options, so a job container gets the Intel GPU instead of llvmpipe. tools/ci/serve.sh puts the checkout behind /game-maker/ with php -S and writes the project shells the seeders need; every tool now takes its server from GAME_MAKER_BASE_URL rather than from a project id repeated in shell scripts. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
105 lines
3.8 KiB
JavaScript
105 lines
3.8 KiB
JavaScript
/**
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* Which project each tool writes to, and the guard that keeps every tool away from the
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* playground.
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*
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* playground the user's own project. No tool writes it – it is maintained in the editor.
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* fixture rewritten by every e2e run (tools/seed-e2e.mjs + tools/e2e.mjs).
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* jumpRun the example game (tools/seed-jumprun.mjs, played by tools/smoke-jumprun.mjs).
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* tetris the second example game (tools/seed-tetris.mjs, played by tools/smoke-tetris.mjs).
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* actor the four-direction walk demo (tools/seed-actor.mjs).
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*
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* All ids exist on the server (created via POST ?r=projects); PUT does not create projects.
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*/
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import { readFile } from 'node:fs/promises';
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import { extname } from 'node:path';
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export const PROJECTS = {
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playground: '649188c15414',
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fixture: '3caa9b6a0c92',
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jumpRun: '3d271f3bb58b',
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tetris: '2072b56583af',
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actor: '3ccb5c67220b',
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};
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export const DEFAULT_BASE_URL = 'https://nockal.com/game-maker/';
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/**
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* Reads `[projectId] [baseUrl]` from argv, falling back to `defaultId` and to
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* `GAME_MAKER_BASE_URL` – which is how CI points every tool at its own server without
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* repeating the project ids in shell scripts. Targeting the playground aborts: no tool may
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* overwrite or mutate it.
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*/
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export function cliArgs(script, defaultId) {
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const projectId = process.argv[2] ?? defaultId;
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const baseUrl = process.argv[3] ?? process.env.GAME_MAKER_BASE_URL ?? DEFAULT_BASE_URL;
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if (projectId === PROJECTS.playground) {
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console.error(`refusing to run ${script} against the playground project (${PROJECTS.playground}).`);
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process.exit(2);
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}
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return { projectId, baseUrl };
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}
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const MIME = {
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png: 'image/png',
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jpg: 'image/jpeg',
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jpeg: 'image/jpeg',
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webp: 'image/webp',
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gif: 'image/gif',
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};
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/**
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* Uploads an image and returns `{file, width, height}` for a texture asset. Storage is
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* content-addressed, so re-seeding the same file is a no-op rather than a second copy – which is
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* what makes a seed that ships its own image reproducible (`data/textures/` is git-ignored).
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*/
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export async function uploadTexture(baseUrl, filePath) {
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const bytes = await readFile(filePath);
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const type = MIME[extname(filePath).slice(1).toLowerCase()];
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if (!type) {
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console.error(`unsupported image type: ${filePath}`);
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process.exit(1);
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}
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const res = await fetch(`${baseUrl}api/index.php?r=textures`, {
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method: 'POST',
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headers: { 'Content-Type': type },
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body: bytes,
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signal: AbortSignal.timeout(20_000),
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});
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const result = await res.json();
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if (!res.ok) {
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console.error('texture upload failed', res.status, result);
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process.exit(1);
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}
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return { file: result.file, width: result.width, height: result.height };
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}
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/** Overwrites a project, keeping the name it already has on the server. */
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export async function writeProject(projectId, baseUrl, project) {
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const url = `${baseUrl}api/index.php?r=projects/${projectId}`;
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// A request without a timeout keeps its socket open, so a stalled server hangs the seed
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// instead of failing it – and the run that follows never starts.
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const timeout = () => AbortSignal.timeout(20_000);
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const current = await fetch(url, { signal: timeout() });
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if (!current.ok) {
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console.error(`GET failed: ${current.status} – create the project first (POST ?r=projects)`);
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process.exit(1);
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}
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const doc = await current.json();
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const body = {
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revision: doc.revision,
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project: { ...project, id: projectId, name: doc.name ?? project.name },
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};
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const res = await fetch(url, {
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method: 'PUT',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify(body),
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signal: timeout(),
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});
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const result = await res.json();
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if (!res.ok) {
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console.error('PUT failed', res.status, result);
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process.exit(1);
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}
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console.log(`seeded ${projectId} (${body.project.name}) → revision ${result.revision}`);
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}
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