v2.5.1
5
Commits
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31da869800 |
The app has an icon
Every build so far shipped the default Electron one. electron-builder said so on every run — "default Electron icon is used, reason=application icon is not set" — in a line that is very easy to read past. A store people install games with should not look like a framework demo in the Dock. The mark is a W with three lines running into it: the product's initial, and what it is doing. It uses the window's own palette, so the icon and the application it opens are the same object. Drawn for the smallest size first, which is what settled it — at 32px the W still reads and the lines survive as motion rather than as noise, where a ring, an outline or fine detail did not. A portal, a play triangle and a send arrow were each drawn and each discarded: they already mean a loading spinner, a media player and a submit button. `resources/icon.svg` is the source and the only file anybody should edit. `make icons` renders the rest. Three committed binaries with no way to regenerate them is how an icon becomes something nobody dares change, so the ICO is written here rather than shelling out to ImageMagick — the container is a header and 16 bytes per image, which is not worth a build dependency this machine does not have. `directories.buildResources` had to move off the default: electron-builder looks in `build/`, which this project uses for compiled output and wipes on `make clean`, so the icons would have been deleted before every package. The window picks it up when run from source too, where there is otherwise nothing to carry an icon and a dev run looks like a different application. Guarded on `app.isPackaged`, because `resources/` is not inside the package and pointing at it there would be a path that does not exist. Verified by reading the icon back out of the built bundle rather than trusting the config: extracted from `WarpEngine Client.app/Contents/Resources/icon.icns` and looked at, and the ICO parsed entry by entry — 7 images, 16 to 256, each a valid PNG. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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26c7aa9be1 |
A catalog that can say a title is not yours
ci/woodpecker/push/woodpecker Pipeline was successful
A store with paid titles had nothing to tell this client and no way for it to listen: the catalog carried no price, no entitlement and no sign-in, so a gated download could only come back 403 and leave the window guessing why. The knowledge belongs on the server, not here. This client serves whichever catalog a registry names, so anything it knew about a particular shop would be a rule that breaks every other one. WarpEngine 0.5 answers GET /api/service with what it offers and puts an `access` block on every entry; this reads both. There is no store name anywhere in the diff. - **0.5 is a dialect of its own**, the older shape with `access` added. The version list is exhaustive over the selector, so adding it was a compile error until somebody said what it reads like — which is what that switch is for. - **A card shows a price and a Buy button** when a title is not yours, opening the store's own page. Buying stays in a browser: a checkout rebuilt here would be a second place to get card handling wrong. - **Signing in is the device grant**: a short code, the person's own browser, and no password crossing this window. The token goes in the OS keychain through safeStorage — one per store — and where no keychain exists it is not stored at all rather than written out in the clear. - **Owned / To buy** join the categories, since owning something is not the same as having installed it. Three things worth stating about the shape: The bearer token stops at the origin that issued it. A gated download redirects to signed storage — often somebody else's host — and some object stores refuse a request outright when an Authorization header arrives alongside the signature. An absent access block is not "free". It is an engine too old to have an opinion, and only one of those two is a reason to offer somebody a sign-in, so the three states are kept apart all the way to the card. state.json does not carry entitlement. Whether somebody may download a title is the server's answer to a question asked now; a copy on disk would go stale on the next purchase or refund, and a stale yes is the dangerous direction. A store with no sign-in shows none, and every WarpEngine before 0.5 is such a store: no Account block, no prices, no new categories. The smoke test against the live catalog reports exactly that — `sign-in: not offered`, `access: open:13`. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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526c67b069 |
Registry-only stores, a quieter window, and a CI that builds
ci/woodpecker/manual/woodpecker Pipeline was successful
A store no longer needs a repository of its own. The engine's built-in defaults already cover the host-to-asset mapping, the install modes, the platforms and the behaviour; what they cannot know is identity — a slug, a name and a catalog URL — and that is exactly what a registry record carries. So `storeRepositoryUrl` is optional: a record with a name and a catalog is a complete store, the id falls back from the repository name to the catalog host (`teletypegames.org` becomes `teletypegames`) to the display name, and the client writes a three-section config. Given a repository it still reads it, and that file stays the authority on how the store behaves; a repository without a config.json is treated as no repository at all. Measured end to end against a local registry serving one record with a null repository: the engine and the core downloaded, engine 1.1.0 accepted the written config, it listed the same ten titles the configured store does, and a hosted title synced into a sandbox with its menu entry written. The "Install all" button is gone, and with it the string it used. Titles are installed one at a time from their own cards. No footer. The window carried a bar at the bottom at all times — a toggle and a line of absolute paths — for something most sessions never need. The log is still there, folder buttons included, behind a quiet switch at the bottom of the side menu; it takes no room until it is opened, and an arriving line does not open it, because the store logs on every refresh and a window that unfolds panels by itself is worse than one that keeps quiet. Three faults that every automated count had passed, found by photographing the setup screen: the store badge rendered as an empty pill with no store open; the gate's picker showed as an empty dropdown stub, because an explicit `display` beats the browser's own `[hidden]` rule; and the gate went up while the empty-catalog line stayed on screen underneath it. The last was a design fault — whether the gate is up was a call on a view rather than state, so the two could disagree. The setup screen is now a field in the state store, and that one field decides which of the gate and the grid is drawn. The window test's gate assertion was wrong too: it demanded a store picker, which only appears when the registry offers more than one store, so one store — the ordinary case — failed it. CI builds the packages this machine cannot. `.woodpecker.yaml` runs the checks on every push and, on a tag or by hand, builds the Linux packages in `electronuserland/builder:22` and the Windows ones in `:22-wine`, then attaches them to the release with scripts/ci-upload.sh. The pipeline lives here rather than in the update server's `/build/config` extension, which serves game-platform pipelines publishing into the site's catalog — a different product with a different target. macOS stays a local build: Apple's toolchain and its signing exist only on a Mac. Both build steps verify what they produced, because a half-finished Wine build leaves a 162 KB stub named like the real installer and `ls` is happy with it. The Linux step was rehearsed locally in the same image (AppImage 128 MB, deb 100 MB); the Wine step cannot be rehearsed on Apple Silicon, where 16 KB host pages break Wine's 4 KB assumption, so the runner is where it is proven. The size check was tested against both outcomes. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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3d63c8a0b0 |
TypeScript, in layers, with a strict linter
The client was one main.js, one preload.js, three files in lib/ and one renderer
script. It is now a typed application whose imports point inward: domain (models,
ports, errors) knows nothing about Electron, Node or Python; application orchestrates
it through those ports; infrastructure holds the adapters — the Python CLI, HTTP, the
filesystem, Electron itself — and main, preload and renderer sit on top as hosts.
STRUCTURE.md is the map, and the deliverable as much as the code is: every layer, every
pattern in use (ports and adapters, repository vs gateway, service, DTO and mapper,
composition root, controller and router, single flight, observer streams, state store
with unidirectional flow, passive view, coded error hierarchy, frozen constant tables,
untrusted-data readers) and the naming rules — files, classes, and a verb vocabulary
for methods where find/require/read/list/apply/render/handle each state a contract.
Two properties fell out of the move, and they are why it was worth doing:
- The catalog can be driven with no window and no Electron at all. The smoke test
assembles the same services against the same ports in a plain Node process; it used
to be a script that reimplemented the bridge.
- The window never receives a filesystem path. A title crosses the bridge without
one, and launching is asked for by name, resolved in the main process from the
store's own state. Verified with a fake launcher: an unknown name answers false, a
native title resolves to its menu entry, a hosted one to its catalog URL.
Types are mandatory, including where inference would manage: explicit return,
parameter and property types, strict plus noUncheckedIndexedAccess,
exactOptionalPropertyTypes, noImplicitOverride and noPropertyAccessFromIndexSignature,
typescript-eslint strictTypeChecked and stylisticTypeChecked, exhaustive switches, no
any, no non-null assertions, and no casts on foreign data — engine stdout and the
registry go through readers that turn unknown into typed values. naming-convention
enforces the patterns rather than trusting them.
Two rule conflicts had to be decided rather than papered over. typedef and
no-inferrable-types disagree about `fallback: string = ''`: the annotation wins, since a
signature states its types. erasableSyntaxOnly is off, because it forbids constructor
parameter properties, which are how dependencies are declared here.
The preload and the renderer are bundled by esbuild into one file each: a sandboxed
preload may not require its own modules, and a module script over file:// is blocked by
the page's own origin rules. tsc compiles the rest. The package ships build/** and
package.json — 111 entries, no sources, no toolchain.
New targets: build, typecheck, lint, lint-fix, and check — typecheck, lint, then both
test suites, cheapest failure first. Every script that runs the app builds first, so a
stale bundle cannot be tested.
Nothing about the window changed: same side menu, same categories, same switcher, same
two languages. make check is clean, both test suites pass with one store and with two,
the packaged 1.3.0 bundle drives the real store, and the window was photographed before
and after — the two are the same picture.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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f88340d63c |
An Electron client for the desktop store
The desktop store put the catalog on ordinary computers, and then asked people to open a terminal — which on Windows is not even a workable ask, because the installer is `curl … | sh`. This is the window: a grid of cards, one click to install a title into the application menu, one to play it, one to remove it. The CLI stays the product. Every action runs `desktop_store.py --json`, so there is one catalog logic, one state file and one delete guard; the window never touches the filesystem itself. That is also why the engine grew `--json` first rather than this app growing a parser for prose. It doubles as the Windows install path: with no store on the machine, the app downloads the engine, the shared core and a config into the same folder the shell installer would use — Node's https, no curl. An engine older than 1.1.0 cannot be driven from a window, so the client checks the version and offers to refresh it instead of failing on the first call. Deliberate choices worth knowing: - No renderer framework and no build step. Plain HTML, CSS and JS, one runtime dependency. The whole UI is readable in one sitting. - `contextIsolation` on, `nodeIntegration` off, `sandbox` on, a CSP that permits only the app's own script and stylesheet plus images over HTTPS. The renderer can do exactly what preload.js exposes and nothing else. - English and Hungarian, following the system language. The CLIs and the docs stay English; this is the one end-user surface where that is not enough. - `ENGINES` is a list with one entry. The RetroArch store has the same command shape, so adding it is an entry, not a rewrite. Two ways to test it without a working installation in the way: `npm run smoke` drives the bridge with no window at all, and `npm run uitest` loads the window once and reports what rendered — the only way a renderer error would otherwise be noticed, since the main process log stays empty. Both accept a sandbox store through STORE_ROOT / SMOKE_HOME. Verified on macOS arm64, including the packaged .app: the store is found, ten titles list, a sync installs three, and the window renders them as installed with their Play and Remove buttons. Linux and Windows are unproven, as they are for the CLI itself. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |