Files
warp-engine-client/README.md
T
mr.zeroandClaude Opus 5 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>
2026-08-18 15:29:18 +02:00

15 KiB

warp-engine-desktop-gui — a window for the desktop store

A graphical client for warp-engine-desktop-store: the catalog as a grid of cards, one click to install a title into your own application menu, one to play it, one to remove it. Linux, macOS and Windows.

The CLI stays the product; this is its front door. Every action here runs desktop_store.py, so there is one catalog logic, one state file and one delete guard — the window never touches the filesystem itself.

It is also the Windows install path. The store's own installer is curl … | sh, which Windows does not have; this app downloads the store engine itself, into the same folder the shell installer would use.

Which store it installs is not baked in: the client asks a registry — GET /api/stores on the site — and each record says what the store is called, which catalog it serves and where its configuration lives.

What it needs

  • Python 3 on the machine, because the store is a Python program. The app looks for python3, python and py -3, and says so plainly if none answer.
  • Nothing else at runtime. No Node, no package manager, no admin rights: the store installs under your own user account.

To develop it you also need Node 22 or newer — see below — and nothing else: the toolchain (TypeScript, ESLint, esbuild, electron-builder) installs with make setup.

Install

Grab the package for your machine from the releases and open it. On first run, if there is no store on the machine yet, the window offers to download one — that is the whole setup.

Opening it on macOS

The build is ad-hoc signed but not notarised, so macOS asks before running a copy that came from a browser. The reliable way through:

xattr -dr com.apple.quarantine "/Applications/WarpEngine Store.app"

If macOS offers Open Anyway under System Settings ▸ Privacy & Security after a blocked attempt, that works as well. Notarisation is the only thing that removes the step entirely, and it needs a paid Apple Developer ID.

Nothing the store itself downloads is affected: Python fetches those files, and Python does not set the quarantine flag.

v1.0.0 could not be opened at all — it reported "is damaged". The bundle had never been signed; only its main executable carried the linker's ad-hoc signature, so there was no resource seal and Gatekeeper refused it outright rather than asking. scripts/after-pack.js signs the bundle during the build now, and the result verifies as valid on disk.

Which store it installs

On first run the client fetches the registry and offers what it finds. One store and there is nothing to decide; several and the setup screen shows a picker.

[
  {
    "name": "Teletype Games",
    "catalogUrl": "https://teletypegames.org",
    "storeRepositoryUrl": "https://git.teletypegames.org/stores/ttg-desktop-store"
  }
]

From a record the client works out the rest:

  • storeRepositoryUrl → the store's config.json, read from …/raw/branch/master/config.json. That file is the authority on how the store behaves: which platforms, which statuses, where things land.
  • catalogUrl and name override the config's own store.base_url and store.name. The registry says which catalog this store is for, so it wins.
  • the store id — which names the store home and the folder games land in — comes from the repository name: ttg-desktop-store becomes ttg. A config.json that sets its own id keeps it.

A repository without a config.json still works. The engine merges whatever it is handed onto its own defaults, so the client writes a three-field config and the store behaves like the default one pointed at that catalog.

The registry address is the single thing about a particular site left in the client, and STORES_API overrides it:

STORES_API=http://127.0.0.1:8731/stores npm start

Adding a store is therefore a database row on the site — see its ActiveAdmin panel — and not a release of this app.

Use

Everything that is not a title lives in the side menu on the left, and the button in the bar folds it away — the state is remembered between runs.

  • Stores lists every store on this machine, the open one marked. Clicking another switches to it: the grid, the categories and the folders all follow, and the client reopens on that store next time. Two stores installed from the same catalog into different folders show their folder instead of their id, because the id would not tell them apart. Add a store… brings up the registry picker, the same one the first run offers.
  • Actions holds Install all, which fetches everything the catalog offers for this machine, and Refresh, which re-reads the catalog.
  • Categories narrows the grid, one category at a time, with the count next to each: Everything, Installed, Updates, Not installed, then a row per platform (godot, tic80, love, …) and per kind (native or hosted). The axes are built from what the catalog actually contains — a platform with no titles is not listed, and a category that disappears under you falls back to Everything rather than leaving an empty grid. There is no genre in a WarpEngine catalog, so these are the categories there are.
  • Language follows the system and can be switched; English and Hungarian.

In the grid, a card's button is Install, Update, or Play / Open once it is there. Remove takes a title back out. Each card says whether it is native — unpacked and run locally, works offline — or hosted: a browser build the catalog serves rather than packages, so its entry opens a page and needs the network.

The Log drawer at the bottom carries the store's own output verbatim, and next to it are buttons that open the two folders everything lands in.

Every card carries a band of box art the same height — the first letter of the title when the catalog has no image — so titles and buttons line up across a row. Until this was photographed, the grid was quietly broken: the rows split the window's height evenly instead of following their content, which collapsed the art to nothing and clipped the buttons out of sight.

While the store is working, only the things that would start a second call are disabled: the menu, the log drawer and the category filters keep working, because they change what is on screen and nothing on disk.

Anything installed from the window is a normal menu entry, so it also shows up in your launcher, Dock or Start menu — the app does not have to be running to play.

Development

make is the front door; it wraps the npm scripts so the useful sequences have names. make on its own lists everything.

Target What it does
make setup install the dependencies (checks the Node version first)
make build compile TypeScript, bundle the preload and the renderer
make typecheck type-check everything, emitting nothing
make lint the strict rule set (lint-fix fixes what it can)
make check typecheck, lint and both test suites — the gate
make start run the app against whatever store is installed
make smoke drive the store with no window and no Electron at all
make uitest load the window once and report what rendered
SELFTEST_SHOT=shot.png npm run uitest the same, and the window photographs itself into that file
make test both test suites
make dist package for this machine (dist-mac, dist-win, dist-linux to pick)
make publish upload the packages already in dist/ to the Gitea release
make release package and publish in one go
make clean remove build/ and the packages (distclean also drops node_modules)
make version the versions involved, including whether tea is there

The npm scripts still work directly (npm start, npm run dist:mac) — the Makefile adds no logic of its own beyond the release step. Every script that runs the app builds first, so there is no way to test a stale bundle.

Publishing a release

make release

The tag comes from package.json, so npm version patch is the only place a version is set. The release is created if it is not there yet, and an attachment whose name is already on it is replaced rather than refused — so a rebuild and a second make publish lands rather than erroring.

Release notes come from RELEASE_NOTES.md when the file is present, otherwise the release gets a one-line note. The repository is read from origin, so a fork publishes to the fork.

Each upload is retried up to three times, and the existing attachment is dropped before every attempt so a retry cannot leave two copies. A 100 MB upload does fail on its own: publishing 1.2.0 got "invalid username, password or token" on the second package while the first had just gone up with the same token, and the same command succeeded immediately afterwards.

Package names contain a space — WarpEngine Store-1.2.0-arm64.dmg — so the list of files is passed one path per line rather than as one string; splitting it on whitespace is what broke the first attempt at publishing 1.1.0.

It needs tea installed and logged in — the devarea repo has make tea for that. Overridable: TAG, REPO, TEA_LOGIN, NOTES, DIST.

make publish TAG=v1.0.2                 # a tag other than package.json's
scripts/release.sh dist/one-file.dmg    # just one package

Node 22 or newer is needed to install, not to run: Electron's own installer is ESM-only, and older Node cannot require() it. The packaged app carries its own runtime.

npm run uitest runs with its own user-data directory and without the single-instance lock. Otherwise a copy the user already has open swallows the test process, which exits 0 and reads as a pass.

Both test scripts accept a sandbox store instead of the real one, which is how this repository is tested without touching a working installation:

STORE_ROOT=/tmp/sandbox-root npm start
SMOKE_HOME=/tmp/sandbox-root/ttg-desktop npm run smoke

How it is put together

TypeScript, in layers, with the dependency rule pointing inward. STRUCTURE.md is the map — the layers, every pattern in use, and the naming rules. The short version:

Layer What lives there
src/shared/ the IPC channel table, the bridge contract, the DTOs, the two message bundles
src/domain/ models, ports and errors — no Electron, no Node, no Python
src/application/ services and the domain → DTO mappers
src/infrastructure/ the adapters: the Python CLI, HTTP, the filesystem, Electron itself
src/main/ the window, the IPC controllers, the composition root, the self-test
src/preload/ the bridge, bundled into one file — a sandboxed preload cannot require modules
src/renderer/ the state store, the views and the renderer controllers
src/scripts/ the smoke test: the same services with no window at all
scripts/release.sh creates the Gitea release and replaces its attachments
scripts/after-pack.js ad-hoc signs the macOS bundle during packaging
scripts/build-assets.mjs bundles the preload and the renderer, copies the page

Two properties are worth stating because they are what the layers buy:

  • The catalog can be driven without a window. make smoke assembles the same services against the same ports with no Electron in the process at all.
  • The window never receives a filesystem path. A GameDto carries no paths; the window asks to launch a title by name and the main process resolves what that means from the store's own state.

contextIsolation is on, nodeIntegration off, sandbox on, and the page carries a CSP that allows only its own script and stylesheet plus images over HTTPS. Links open in the real browser; the window itself never navigates.

PythonStoreCatalogGateway is the only class that knows the store is a Python program. It talks to the CLI through --json, which puts data on stdout and the human-readable log on stderr. That flag arrived with engine 1.1.0, and the client checks: an older store is met with an offer to refresh it rather than a failed call.

STORE_ENGINES has one entry today. The RetroArch store has the same command shape, so a second entry is the whole change needed to drive it too — that is why the table is there.

Verified, and not

The 1.3.0 refactor was measured rather than trusted: make check is clean — no type errors, no lint findings, both test suites green — the window was photographed before and after and the two are the same picture, and the packaged 1.3.0 bundle was run from dist/ and drove the real store. The published package contains build/ and package.json and nothing else: 111 entries, no sources, no toolchain.

Exercised on macOS (arm64), with the packaged app from the release rather than a dev run: the store is discovered, the catalog lists, a sync installs, the window renders the installed state, and npm run uitest passes with the grid rendered and both languages in the picker. The bootstrap download was run into an empty directory and the resulting store answered the bridge.

The grid was checked by looking at it, not only by counting nodes: SELFTEST_SHOT has the window capture itself, which is how the collapsed rows were found — the DOM had ten cards and twenty buttons all along, and every count passed while the page showed neither art nor buttons. A screenshot from outside the app is not available here, so the window takes its own.

The side menu was measured with two stores in one root — a sandbox copy alongside the real install — and npm run uitest clicks the store that is not open and checks that the bar, the grid and the categories follow. With a single store the switch is skipped, which is what the normal run reports.

The registry path was exercised against a local endpoint serving the same payload the site returns, with two records: one store whose repository has a config.json and one without. Both installed, and the engine listed all ten titles with the synthesised config. npm run uitest was run twice — with a store present it shows the grid, with none it shows the setup gate and its picker carries both names — and once more with the registry unreachable, which produces the retry gate.

The signing was measured rather than assumed, by setting the quarantine flag on a copy unzipped from the release artifact: codesign --verify --deep --strict is clean, and syspolicy_check reports only the expected "adhoc signed" warning. A quarantined copy is still stopped until it is approved — that part is Gatekeeper policy, not a fault in the package.

Not tried on Linux or Windows. The paths and the launch behaviour are written for them, and the store CLI itself has the same gap — .desktop and .lnk launchers have been generated and read, but nobody has clicked one.