Woodpecker hands every step a forge credential for cloning — an access token of the repository's owner — and a one-off diagnostic in the check step confirmed it is there. scripts/ci-upload.sh now uses it when no `gitea_token` secret is set, so publishing a release needs nothing configured. Gitea takes such a credential as `token …` or `Bearer …` depending on how Woodpecker was set up, so the script probes which of the two `/user` accepts rather than assuming, and says which one it used. The secret mapping is gone from the step as well: referencing a secret that does not exist is a failure mode of its own, and the fallback is the normal path now. Adding a `gitea_token` secret and mapping it back in is how you publish as somebody else. Documents the release flow the pipeline now implements: push a vX.Y.Z tag, the pipeline builds Linux and Windows and creates the release with them in it, and `make release` from a Mac pushes the macOS package onto the same release. Either half can go first. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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warp-engine-client — the WarpEngine Store app
The graphical client for a WarpEngine store — the app is called WarpEngine
Store — driving
warp-engine-desktop-store
underneath: 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,pythonandpy -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": null },
{
"name": "Some Other Store",
"catalogUrl": "https://games.example.org",
"storeRepositoryUrl": "https://git.example.org/stores/other-desktop-store"
}
]
A store needs no repository of its own. A name and a catalog are enough: the
store engine's built-in defaults already cover the host-to-asset mapping, the
install modes, the platforms and the behaviour, so what is actually missing from
them is identity — a slug, a name and a catalog URL — and that is exactly what a
registry record carries. With storeRepositoryUrl null the client writes a
three-section config and the store installs.
From a record the client works out the rest:
- the store id — which names the store home and the folder games land in —
comes from the repository name when there is one (
ttg-desktop-storebecomesttg), otherwise from the catalog host (teletypegames.orgbecomesteletypegames), otherwise from the display name. Aconfig.jsonthat sets its own id keeps it. catalogUrlandnameoverride the config's ownstore.base_urlandstore.name. The registry says which catalog this store is for, so it wins.storeRepositoryUrl, when given → the store'sconfig.json, read from…/raw/branch/master/config.json. That file stays the authority on how the store behaves: which platforms, which statuses, where things land. A repository without aconfig.jsonis treated as no repository at all.
What the defaults produce, for a record with no repository: the games land in a folder named after the store id, and released, archived and demo titles are listed — a catalog that publishes a demo means it to be played.
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 Refresh, which re-reads the catalog. Titles are installed one at a time from their own cards; there is no install-everything button.
- 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. - Log opens the store's own output — its words, verbatim — together with the two folders everything lands in. Off screen until asked for: the window has no footer, because a permanent bar of absolute paths is not what a store is for.
- 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.
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.
Continuous integration
.woodpecker.yaml builds the Linux and Windows packages, and on a tag attaches
them to the Gitea release. The pipeline is in this repository rather than served by the
update server's /build/config extension: that extension serves game-platform
pipelines, which build a cartridge and publish it into the site's catalog, and this
builds an application and publishes to a release.
| Step | Image | What it does |
|---|---|---|
check |
electronuserland/builder:22 |
npm ci, type-check, lint, and the smoke test |
linux |
electronuserland/builder:22 |
AppImage and deb |
windows |
electronuserland/builder:22-wine |
the NSIS installer and the portable exe, built through Wine |
release |
alpine |
on a tag only: creates the release and attaches what this pipeline built |
macOS stays a local build. Apple's toolchain and its signing only exist on a Mac. So the whole of a release is:
- bump the version, commit, and push the tag:
git tag v1.4.0 && git push origin v1.4.0; - the pipeline builds Linux and Windows, creates the release with
RELEASE_NOTES.mdas its body, and attaches those four packages; - on a Mac,
make releasebuilds the macOS package and pushes it onto the same release.
The window test is local as well: it needs a display and a store on the machine.
The release step needs no secret. It authenticates with the forge credential
Woodpecker hands every step for cloning, which is an access token of the repository's
owner; Gitea takes it as token … or Bearer … depending on how Woodpecker was set up,
so scripts/ci-upload.sh probes which of the two works instead of assuming. To publish
as somebody else, add a gitea_token repository secret and map it into the step.
There are two publishers on purpose: scripts/release.sh drives tea, which is logged
in on a workstation, and scripts/ci-upload.sh speaks the API with whatever credential
CI has. Each is short enough to read in full; one script with two ways to authenticate
would not be.
Both build steps end by checking what they produced: a package under 10 MB did not
finish. That check exists because a half-finished Wine build leaves a stub named like
the real installer — 162 KB of it — and ls is perfectly happy with that.
The Windows step cannot be rehearsed on an Apple Silicon Mac. Wine assumes 4 KB
memory pages and this host has 16 KB ones, so an emulated amd64 container dies with
anon_mmap_fixed: Assertion failed. It is a property of the machine, not of the
pipeline; the x86_64 runner is where that step is proven. The Linux step was rehearsed
locally in the same image and produced both packages.
The Windows installer is not signed: Windows will warn about an unknown publisher until there is a code-signing certificate. Linux packages carry no signature by convention.
Publishing a release
make release
This is the macOS half of a release; the Linux and Windows packages come from the
pipeline when the tag is pushed (see above). 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 — either half can go first — 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 smokeassembles the same services against the same ports with no Electron in the process at all. - The window never receives a filesystem path. A
GameDtocarries 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 pipeline's commands were run in the same containers it uses, before the pipeline was
committed: electronuserland/builder:22 installs, type-checks, lints, passes the smoke
test (registry reached, store skipped as it should be on a machine that has none) and
produces the AppImage (128 MB) and the deb (100 MB). The Wine step could not be
rehearsed here — see above — and the size check that guards it was tested against both
outcomes: it rejects the 162 KB stub the failed Wine build left and accepts the two real
Linux packages.
A store with no repository was installed end to end from a local registry serving
one record with storeRepositoryUrl: null: the id came out as teletypegames, the
engine and the shared core downloaded, the written config had the three sections,
engine 1.1.0 accepted it, and it listed the same ten titles the configured store
does — then a hosted title synced into a sandbox and its menu entry appeared. The
setup gate was also photographed on a machine with no store at all.
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.