The step assumed one project shape: plain sources concatenated with cat and Phaser pulled from a CDN. trickster-tiles is the other shape — Vite plus TypeScript, built with `tsc && vite build` — so `cat src/*.js` found nothing to bundle and the build failed. The earlier guard on the syntax check fixed only the first symptom of that mismatch. A project with a build script now runs npm ci && npm run build and is packaged from its own dist/, which already contains index.html and the hashed assets. Plain projects keep the existing path untouched. The bundler's base has to be relative, since games are served out of /file/<name>-<version>/; the step fails loudly if the build leaves no dist/index.html rather than shipping an empty zip. Verified in the phaser-builder image against trickster-tiles: a 344 kB package with index.html at the root and ./assets/ references. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
WarpEngine
A mountable Rails engine that turns any Rails application into a retro software catalog: catalog models, a CI-pipeline-callable release updater, a public read-only JSON API, and optional ActiveAdmin resources that plug into your app's existing admin.
Repository: https://git.teletypegames.org/tools/warp_engine
Features
- Catalog domain:
Software,Release,ReleaseAsset,ExternalLink,PlatformLink,Image,SoftwareImage,Downloadmodels with soft-delete semantics and download statistics. - CI-callable updater: your build pipeline uploads artifacts over HTTP
and calls one endpoint — WarpEngine extracts archives, parses metadata
and upserts the catalog records. Supported platforms out of the
box: TIC-80, Ebitengine, LÖVE, C64, Godot, Bevy, Phaser. Authenticated by
a shared secret or by per-owner database tokens with expiry and scopes
(
ApplicationToken, managed in the admin). - Pluggable storage: artifacts are served through a storage adapter
(
:localby default); a host can serve them from an object store without patching the engine. - Publish events: every published release emits
ActiveSupport::Notifications(warp_engine.publish), so hosts can react to new builds without model callbacks. - Public JSON API: catalog listing, highlighted title, per-platform build matrix, image serving, download tracking, and a static file server for web-playable builds.
- Admin (optional): if the host runs ActiveAdmin, WarpEngine contributes ready-made resources — a catalog editor with nested release/asset forms, an image library with orphan cleanup, a file manager with a picker mode, and download statistics. Without ActiveAdmin the engine runs headless (API + updater only).
- Woodpecker CI management (optional): with a Woodpecker API token configured, the admin also gains repo sync, per-repo pipeline history with manual triggers, and automatic provisioning of application tokens as Woodpecker secrets.
Requirements
- Rails >= 8.0
- A relational database (developed and tested against MySQL 8)
- Optional: ActiveAdmin + Devise in the host app for the admin UI
Example stack (docker compose)
examples/compose boots everything the engine's workflow assumes, end to
end: the catalog app itself and — behind a compose profile — a Gitea forge
with Woodpecker CI, so you can watch a pipeline publish a release into the
catalog.
| Service | Role | Where |
|---|---|---|
app |
Minimal Rails host with the engine mounted as a path gem (headless: API + updater) | http://localhost:8080 |
mysql |
Catalog database | internal |
gitea |
Git forge (profile ci) |
http://gitea:3000 |
woodpecker + agent |
CI wired to gitea (profile ci) |
http://woodpecker:8000 |
Quickstart — catalog only
cd examples/compose
cp .env.example .env # defaults work for a throwaway local demo
docker compose up --build
The first boot takes a few minutes: the app container bundles, runs
rails g warp_engine:install and rails db:prepare, then serves on
http://localhost:8080:
http://localhost:8080/api/software— the (empty) cataloghttp://localhost:8080/api/builds— the platform build matrixhttp://localhost:8080/api/docs— apipie API docs
Publish a release by hand
The updater contract is nothing but a handful of HTTP calls, so you can play the role of the CI pipeline yourself:
# 1. Fake a build: metadata, a web build and a windows artifact, named by
# convention (the love platform requires the .html.zip web build)
cat > demo-0.1.0.metadata.json <<'JSON'
{ "name": "demo", "title": "Demo Game", "author": "You", "desc": "Hello", "license": "MIT" }
JSON
echo '<h1>demo</h1>' > index.html && zip demo-0.1.0.html.zip index.html
echo hello > game.bin && zip demo-0.1.0-win-x64.zip game.bin
# 2. Upload them (one request per file)
for f in demo-0.1.0.*; do
curl -fs -H "X-Update-Secret: example-update-secret" \
-F "file=@$f" "http://localhost:8080/build/upload?name=demo&version=0.1.0"
done
# 3. Publish the release
curl -X POST -H "X-Update-Secret: example-update-secret" \
"http://localhost:8080/build/publish?platform=love&name=demo&version=0.1.0"
GET /api/software now lists Demo Game with html and win_x64 assets,
http://localhost:8080/file/demo-0.1.0/index.html serves the extracted web
build, and GET /api/download?path=demo-0.1.0-win-x64.zip serves the
artifact while logging a download record.
Full loop — forge + CI (profile ci)
gitea and woodpecker address each other by service name, so let your browser resolve those names too:
echo "127.0.0.1 gitea woodpecker" | sudo tee -a /etc/hosts
docker compose --profile ci up -d gitea, openhttp://gitea:3000, finish the install wizard (SQLite is fine) and create your admin user.- In gitea: Settings → Applications → Manage OAuth2 Applications, create
an app with redirect URI
http://woodpecker:8000/authorize; copy the client id/secret intoWOODPECKER_GITEA_CLIENT/WOODPECKER_GITEA_SECRETin.env. docker compose --profile ci up -d— then log in athttp://woodpecker:8000(OAuth via gitea) and enable your repository.
A pipeline publishes a release exactly like the by-hand steps above — build, upload, publish:
# .woodpecker.yaml in a game repo hosted on the example gitea
steps:
publish:
image: alpine
environment:
UPDATE_SECRET:
from_secret: update_secret
commands:
- apk add --no-cache curl zip
- # ... build your game, produce mygame-1.0.0.metadata.json + artifacts ...
- for f in mygame-1.0.0.*; do curl -fs -H "X-Update-Secret: $UPDATE_SECRET" -F "file=@$f" "http://app:3000/build/upload?name=mygame&version=1.0.0"; done
- curl -fs -X POST -H "X-Update-Secret: $UPDATE_SECRET" "http://app:3000/build/publish?platform=love&name=mygame&version=1.0.0"
(The agent attaches pipeline containers to the stack network, so app
resolves. For real projects, the per-platform
tools/*-tools repos ship ready-made
Makefile + pipeline templates implementing this contract.)
Tear the stack down with docker compose --profile ci down -v.
Installation
From the git repository:
# Gemfile
gem "warp_engine", git: "https://git.teletypegames.org/tools/warp_engine.git"
Or from the Forgejo rubygems registry (tagged releases):
source "https://git.teletypegames.org/api/packages/tools/rubygems" do
gem "warp_engine"
end
Then:
rails g warp_engine:install # initializer + create_warp_engine_tables migration
rails db:migrate
# config/routes.rb — keep it the last entry so your own routes win
mount WarpEngine::Engine => "/"
Configuration
# config/initializers/warp_engine.rb
Rails.application.config.to_prepare do
WarpEngine.configure do |c|
# Where CI drops build artifacts and where images are stored
c.file_container_path = ENV.fetch("FILE_CONTAINER_PATH", "/softwares")
c.image_container_path = ENV.fetch("IMAGE_CONTAINER_PATH", "/images")
# Shared secret for the /build/* endpoints.
# nil => the endpoints reject every request.
c.update_secret = ENV["UPDATE_SECRET"]
# Authentication source for /build/* — an exclusive choice:
# :env — the shared secret above is accepted (default)
# :database — only WarpEngine::ApplicationToken records with the
# "update" scope are accepted; the shared secret stops
# working the moment you switch.
# :database mode also requires the owner class every token belongs to:
# c.application_token_source = :database
# c.application_token_owner_class = "AdminUser"
# Size cap for /build/upload and the admin file manager, in bytes (default 500MB).
# c.max_upload_size = 500 * 1024 * 1024
# Owner isolation: a database token may only upload/publish softwares
# owned by its own owner (unrestricted tokens are exempt). Enable only
# after backfilling owners — ownerless softwares are claimable by anyone.
# c.enforce_software_ownership = true
# If your app's own models reference catalog images, register them so the
# admin Images page counts them as "in use":
# c.image_owners = [
# {
# label: "member",
# image_ids: -> { Member.where.not(image_id: nil).distinct.pluck(:image_id) },
# usage_label: ->(image) { "member" if Member.where(image_id: image.id).exists? }
# }
# ]
end
end
The updater contract
Publishing a release from CI is two steps:
-
Upload build artifacts into
file_container_path, named by convention:<name>-<version>.metadata.json,<name>-<version>.html.zip,<name>-<version>-win-x64.zip,<name>-<version>.tic, ... (each platform declares which asset kinds it expects — seeGET /api/builds). Push them over HTTP — one request per file,uploadscope, optionalsha256integrity check:curl -H "X-Update-Secret: $UPDATE_SECRET" \ -F "file=@mygame-1.2.0.html.zip" \ "https://your-host/build/upload?name=mygame&version=1.2.0" -
Publish the release:
curl -X POST -H "X-Update-Secret: $UPDATE_SECRET" \ "https://your-host/build/publish?platform=tic80&name=mygame&version=1.2.0"
WarpEngine extracts the archives, parses the metadata (JSON, or the Lua
comment header for TIC-80), and upserts the Software, ExternalLink,
Release and ReleaseAsset records in a single transaction. Previously
deleted records are resurrected on re-ingest.
Updater authentication
The X-Update-Secret header carries one of two credentials, selected by
application_token_source — the modes are exclusive, the endpoint never
accepts both:
:env(default): the single shared secret fromupdate_secret.:database:WarpEngine::ApplicationTokenrecords. Each token belongs to an owner (the class named byapplication_token_owner_class, e.g.AdminUser), carries a free-form scope list — publishing requires the"update"scope,/build/uploadthe"upload"scope — and an optional expiry. Tokens are created in the admin (App Tokens): the plain token is generated server-side and shown exactly once after creation; only its SHA256 digest is stored. Deleting a token in the admin revokes it (soft delete), andlast_used_atrecords when each token last authenticated successfully.
When switching to :database, create the tokens and move your pipelines to
them first — the flip invalidates the shared secret immediately.
CI pipeline configs (Woodpecker)
WarpEngine can act as a Woodpecker configuration extension:
instead of a copy-pasted .woodpecker.yaml in every game repo, the repo holds a
one-line marker and the engine serves the full per-platform pipeline
(version → build → upload → publish, calling /build/upload + /build/publish
with the application_token Woodpecker secret):
# .woodpecker.yaml in a game repo
platform: godot
POST /build/config— the extension endpoint Woodpecker calls on every pipeline start (httpsig/ed25519-signed request, verified againstci_extension_public_key(_url)). Non-marker configs get a204so the repo's own YAML keeps running — opt-in migration, and putting a full pipeline back into the repo is the opt-out.GET /build/config?platform=godot— renders the same pipeline as a preview.
Configuration: ci_platforms maps platform names to builder images
({ "godot" => { builder: "..." }, "tic80" => { builder: ..., exporter: ... } });
an empty map (default) disables the feature. Set the Woodpecker side with
WOODPECKER_CONFIG_EXTENSION_ENDPOINT=https://your-host/build/config (or
per-repo in Settings → Extensions). Templates live in
app/services/warp_engine/platforms/<platform>/pipeline.yaml.erb.
Woodpecker CI management
Beyond serving pipeline configs, WarpEngine can drive the Woodpecker REST API
itself. Set woodpecker_url and woodpecker_api_token — while either is nil
(the default), every management feature stays inactive and the admin pages
hide themselves:
c.woodpecker_url = ENV["WOODPECKER_URL"] # e.g. "https://ci.example.org"
c.woodpecker_api_token = ENV["WOODPECKER_API_TOKEN"] # PAT of a Woodpecker *instance admin*
c.woodpecker_repo_owner = ENV["WOODPECKER_REPO_OWNER"] # forge org the game repos live under
What it unlocks (all surfaced in the admin):
- Repo sync (Pipelines → Sync from Woodpecker): mirrors the Woodpecker
repo list into
Pipelinerecords, auto-matching each repo to a catalogSoftwareby name; repos that disappear from Woodpecker are deactivated. Platform and software links are editable by hand afterwards. - Pipeline history: each entry on the Pipelines page lists its recent runs with a manual Trigger action; the newest run refreshes the cached last-pipeline status shown on the Pipelines index. The software's admin page links to its pipelines from the Quick Links sidebar.
- Secret provisioning: database application tokens are pushed to the
repos as the
application_tokenWoodpecker secret — creating a token provisions it to its owner's repos (unrestricted tokens to all active repos), deleting a token removes the secret, and Rotate creates a replacement token, provisions it everywhere and revokes the old one in a single step.
The API token must belong to a Woodpecker instance admin — listing the
server's repos is an admin-only endpoint (anything less yields
403 User not authorized). Add the user to WOODPECKER_ADMIN on the
Woodpecker server, then log out and back in: the admin flag is written to
the user record at login, a server restart alone is not enough.
Storage
Build artifacts are served through a storage adapter. The default is the
local filesystem under file_container_path — byte for byte the behaviour
the engine always had:
c.storage_adapter = :local # default
A host that keeps its artifacts elsewhere (an object store behind a CDN, for example) can plug in its own object instead of patching the engine. The contract is three methods:
class MyObjectStore
def file?(relative_path) = ... # true/false
def directory?(relative_path) = ... # true/false
# Return a WarpEngine::Storage::Location:
# Location.file(absolute_path) — the engine will send_file it
# Location.redirect(url) — the engine will redirect (signed URL)
def locate(relative_path, filename: nil, expires_in: nil) = ...
end
c.storage_adapter = MyObjectStore.new
GET /api/download and GET /file/* both go through the adapter, so a
signing adapter turns them into redirects without any further change.
WarpEngine::DownloadService#create still returns an absolute path (and
nil when there is none), so existing callers keep working;
#locate is the new entry point that can also hand back a redirect.
Serving only. Ingestion — POST /build/upload, archive extraction and
the admin file manager — still writes to the local disk. A remote adapter
needs its own upload path today.
Publish events
Publishing a release emits an ActiveSupport::Notifications event, so a host
can react to a new build without hanging a callback on the models:
ActiveSupport::Notifications.subscribe("warp_engine.publish") do |*, payload|
payload[:software] # WarpEngine::Software
payload[:release] # WarpEngine::Release
payload[:platform] # "godot"
payload[:name] # "mygame"
payload[:version] # "1.2.0"
end
Hosts that must support older engine versions can feature-detect with
WarpEngine.respond_to?(:instruments_publish?) && WarpEngine.instruments_publish?.
Public API
| Endpoint | Purpose |
|---|---|
GET /api/software |
Full catalog with releases, assets, links, download counts; ?owner_id= filters to one publisher |
GET /api/software/highlighted |
The currently highlighted title |
GET /api/builds |
Expected asset kinds per platform (build matrix) |
GET /api/softwares/:name/builds |
Actual vs. missing build assets per release |
GET /api/image/:id |
Serves catalog images |
GET /api/download?path= |
Serves an artifact and logs a download record |
GET /file/*path |
Serves static build output (web-playable games, docs) |
Admin integration
The host owns the single ActiveAdmin instance — authentication (Devise),
theme, assets and the /admin routes. WarpEngine only appends its resource
files to ActiveAdmin.application.load_paths. Two things to copy into a new
host:
- the small file-picker JS for release-asset path inputs (an iframe pointing
at
/admin/files?picker=1&field=<dom_id>) in youractive_admin.js; - if you generate apipie docs, add
"#{WarpEngine::Engine.root}/app/controllers/**/*.rb"to yourapi_controllers_matcher.
Behavioral notes
- Every model is soft-deleted (
default_scope { where(deleted_at: nil) }). - The JSON shape is stable and intentionally bug-compatible with the project's former Go backend (Go zero-time timestamps, camelCase keys, legacy flat path fields).
- Model extension points:
ActiveSupport.on_load(:warp_engine_<model>)hooks.
Tests
The engine ships an RSpec suite running against a bundled dummy app:
bundle install
bundle exec rake app:db:prepare RAILS_ENV=test
bundle exec rspec
Development
This repository is a read-only split mirror — development happens in the
tools/teletypegames
monorepo under libs/ruby/warp_engine, and CI republishes the mirror on every
change. Please do not open pull requests against the mirror.