A manual build printed a forge credential, so the last change dropped the secret and relied on it. The first tag build then built all four packages and died at the publishing step with no credential at all: a build started by the tag webhook does not get one. So `gitea_token` is a repository secret again, mapped into the step, with the forge credential kept as a fallback for the manual case. The README and the wiki now describe what was measured rather than what the manual build suggested. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
388 lines
20 KiB
Markdown
388 lines
20 KiB
Markdown
# warp-engine-client — the WarpEngine Store app
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The graphical client for a WarpEngine store — the app is called **WarpEngine
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Store** — driving
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[`warp-engine-desktop-store`](https://git.teletypegames.org/stores/warp-engine-desktop-store)
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underneath: the catalog as a grid of cards, one click to install a title into your
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own application menu, one to play it, one to remove it. Linux, macOS and Windows.
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The CLI stays the product; this is its front door. Every action here runs
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`desktop_store.py`, so there is one catalog logic, one state file and one delete
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guard — the window never touches the filesystem itself.
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It is also **the Windows install path**. The store's own installer is
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`curl … | sh`, which Windows does not have; this app downloads the store engine
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itself, into the same folder the shell installer would use.
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Which store it installs is not baked in: the client asks a registry — `GET
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/api/stores` on the site — and each record says what the store is called, which
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catalog it serves and where its configuration lives.
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## What it needs
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- **Python 3** on the machine, because the store is a Python program. The app
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looks for `python3`, `python` and `py -3`, and says so plainly if none answer.
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- Nothing else at runtime. No Node, no package manager, no admin rights: the
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store installs under your own user account.
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To *develop* it you also need **Node 22 or newer** — see below — and nothing else: the
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toolchain (TypeScript, ESLint, esbuild, electron-builder) installs with `make setup`.
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## Install
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Grab the package for your machine from the
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[releases](https://git.teletypegames.org/stores/warp-engine-client/releases)
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and open it. On first run, if there is no store on the machine yet, the window
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offers to download one — that is the whole setup.
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### Opening it on macOS
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The build is ad-hoc signed but **not notarised**, so macOS asks before running a
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copy that came from a browser. The reliable way through:
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```sh
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xattr -dr com.apple.quarantine "/Applications/WarpEngine Store.app"
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```
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If macOS offers *Open Anyway* under **System Settings ▸ Privacy & Security** after
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a blocked attempt, that works as well. Notarisation is the only thing that removes
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the step entirely, and it needs a paid Apple Developer ID.
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Nothing the store itself downloads is affected: Python fetches those files, and
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Python does not set the quarantine flag.
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**v1.0.0 could not be opened at all** — it reported *"is damaged"*. The bundle had
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never been signed; only its main executable carried the linker's ad-hoc signature,
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so there was no resource seal and Gatekeeper refused it outright rather than
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asking. `scripts/after-pack.js` signs the bundle during the build now, and the
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result verifies as `valid on disk`.
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## Which store it installs
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On first run the client fetches the registry and offers what it finds. One store
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and there is nothing to decide; several and the setup screen shows a picker.
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```json
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[
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{ "name": "Teletype Games", "catalogUrl": "https://teletypegames.org", "storeRepositoryUrl": null },
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{
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"name": "Some Other Store",
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"catalogUrl": "https://games.example.org",
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"storeRepositoryUrl": "https://git.example.org/stores/other-desktop-store"
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}
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]
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```
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**A store needs no repository of its own.** A name and a catalog are enough: the
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store engine's built-in defaults already cover the host-to-asset mapping, the
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install modes, the platforms and the behaviour, so what is actually missing from
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them is identity — a slug, a name and a catalog URL — and that is exactly what a
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registry record carries. With `storeRepositoryUrl` null the client writes a
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three-section config and the store installs.
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From a record the client works out the rest:
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- **the store id** — which names the store home and the folder games land in —
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comes from the repository name when there is one (`ttg-desktop-store` becomes
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`ttg`), otherwise from the catalog host (`teletypegames.org` becomes
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`teletypegames`), otherwise from the display name. A `config.json` that sets its
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own id keeps it.
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- **`catalogUrl` and `name`** override the config's own `store.base_url` and
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`store.name`. The registry says which catalog this store is *for*, so it wins.
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- **`storeRepositoryUrl`**, when given → the store's `config.json`, read from
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`…/raw/branch/master/config.json`. That file stays the authority on how the store
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behaves: which platforms, which statuses, where things land. A repository
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**without** a `config.json` is treated as no repository at all.
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What the defaults produce, for a record with no repository: the games land in a
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folder named after the store id, and released, archived **and demo** titles are
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listed — a catalog that publishes a demo means it to be played.
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The registry address is the single thing about a particular site left in the
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client, and `STORES_API` overrides it:
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```sh
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STORES_API=http://127.0.0.1:8731/stores npm start
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```
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Adding a store is therefore a database row on the site — see its ActiveAdmin
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panel — and not a release of this app.
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## Use
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Everything that is not a title lives in the **side menu** on the left, and the
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`☰` button in the bar folds it away — the state is remembered between runs.
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- **Stores** lists every store on this machine, the open one marked. Clicking
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another switches to it: the grid, the categories and the folders all follow, and
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the client reopens on that store next time. Two stores installed from the same
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catalog into different folders show their folder instead of their id, because
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the id would not tell them apart. **Add a store…** brings up the registry
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picker, the same one the first run offers.
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- **Actions** holds **Refresh**, which re-reads the catalog. Titles are installed
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one at a time from their own cards; there is no install-everything button.
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- **Categories** narrows the grid, one category at a time, with the count next to
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each: *Everything*, *Installed*, *Updates*, *Not installed*, then a row per
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**platform** (`godot`, `tic80`, `love`, …) and per **kind** (native or hosted).
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The axes are built from what the catalog actually contains — a platform with no
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titles is not listed, and a category that disappears under you falls back to
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*Everything* rather than leaving an empty grid. There is no genre in a
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WarpEngine catalog, so these are the categories there are.
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- **Log** opens the store's own output — its words, verbatim — together with the two
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folders everything lands in. Off screen until asked for: the window has no footer,
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because a permanent bar of absolute paths is not what a store is for.
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- **Language** follows the system and can be switched; **English and Hungarian**.
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In the grid, a card's button is **Install**, **Update**, or **Play** / **Open**
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once it is there. **Remove** takes a title back out. Each card says whether it is
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**native** — unpacked and run locally, works offline — or **hosted**: a browser
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build the catalog serves rather than packages, so its entry opens a page and needs
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the network.
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Every card carries a band of box art the same height — the first letter of the
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title when the catalog has no image — so titles and buttons line up across a row.
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Until this was photographed, the grid was quietly broken: the rows split the
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window's height evenly instead of following their content, which collapsed the art
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to nothing and clipped the buttons out of sight.
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While the store is working, only the things that would start a second call are
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disabled: the menu, the log drawer and the category filters keep working, because
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they change what is on screen and nothing on disk.
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Anything installed from the window is a normal menu entry, so it also shows up in
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your launcher, Dock or Start menu — the app does not have to be running to play.
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## Development
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`make` is the front door; it wraps the npm scripts so the useful sequences have
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names. `make` on its own lists everything.
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| Target | What it does |
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| `make setup` | install the dependencies (checks the Node version first) |
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| `make build` | compile TypeScript, bundle the preload and the renderer |
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| `make typecheck` | type-check everything, emitting nothing |
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| `make lint` | the strict rule set (`lint-fix` fixes what it can) |
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| `make check` | **typecheck, lint and both test suites** — the gate |
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| `make start` | run the app against whatever store is installed |
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| `make smoke` | drive the store with no window and no Electron at all |
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| `make uitest` | load the window once and report what rendered |
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| `SELFTEST_SHOT=shot.png npm run uitest` | the same, and the window photographs itself into that file |
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| `make test` | both test suites |
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| `make dist` | package for this machine (`dist-mac`, `dist-win`, `dist-linux` to pick) |
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| `make publish` | upload the packages already in `dist/` to the Gitea release |
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| `make release` | **package and publish in one go** |
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| `make clean` | remove `build/` and the packages (`distclean` also drops `node_modules`) |
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| `make version` | the versions involved, including whether `tea` is there |
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The npm scripts still work directly (`npm start`, `npm run dist:mac`) — the
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Makefile adds no logic of its own beyond the release step. Every script that runs the
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app builds first, so there is no way to test a stale bundle.
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### Continuous integration
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`.woodpecker.yaml` builds the **Linux and Windows** packages, and on a tag attaches
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them to the Gitea release. The pipeline is in this repository rather than served by the
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update server's `/build/config` extension: that extension serves game-platform
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pipelines, which build a cartridge and publish it into the site's catalog, and this
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builds an application and publishes to a release.
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| Step | Image | What it does |
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| `check` | `electronuserland/builder:22` | `npm ci`, type-check, lint, and the smoke test |
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| `linux` | `electronuserland/builder:22` | AppImage and deb |
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| `windows` | `electronuserland/builder:22-wine` | the NSIS installer and the portable exe, built through Wine |
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| `release` | `alpine` | on a tag only: **creates the release** and attaches what this pipeline built |
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**macOS stays a local build.** Apple's toolchain and its signing only exist on a Mac.
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So the whole of a release is:
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1. bump the version, commit, and push the tag: `git tag v1.4.0 && git push origin v1.4.0`;
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2. the pipeline builds Linux and Windows, **creates the release** with `RELEASE_NOTES.md`
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as its body, and attaches those four packages;
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3. on a Mac, `make release` builds the macOS package and pushes it onto the same release.
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The window test is local as well: it needs a display and a store on the machine.
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The `release` step needs a **`gitea_token`** repository secret — a Gitea token with
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write access to this repository:
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```sh
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woodpecker-cli repo secret add --repository stores/warp-engine-client \
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--name gitea_token --value <token> --event tag
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```
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Woodpecker does hand steps a forge credential of its own, and the script uses it when the
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secret is absent, but that is not something to rely on: a **manual** build has it and a
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build started by the **tag webhook** does not, which is how the first tag build failed —
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after building all four packages. Gitea takes either credential as `token …` or
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`Bearer …` depending on how it was issued, so the script probes which of the two `/user`
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accepts instead of assuming, and logs which one it used.
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There are two publishers on purpose: `scripts/release.sh` drives `tea`, which is logged
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in on a workstation, and `scripts/ci-upload.sh` speaks the API with whatever credential
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CI has. Each is short enough to read in full; one script with two ways to authenticate
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would not be.
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Both build steps end by checking what they produced: a package under 10 MB did not
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finish. That check exists because a half-finished Wine build leaves a stub *named* like
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the real installer — 162 KB of it — and `ls` is perfectly happy with that.
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**The Windows step cannot be rehearsed on an Apple Silicon Mac.** Wine assumes 4 KB
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memory pages and this host has 16 KB ones, so an emulated amd64 container dies with
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`anon_mmap_fixed: Assertion failed`. It is a property of the machine, not of the
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pipeline; the x86_64 runner is where that step is proven. The Linux step was rehearsed
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locally in the same image and produced both packages.
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The Windows installer is **not signed**: Windows will warn about an unknown publisher
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until there is a code-signing certificate. Linux packages carry no signature by
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convention.
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### Publishing a release
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```sh
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make release
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```
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This is the **macOS half** of a release; the Linux and Windows packages come from the
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pipeline when the tag is pushed (see above). The tag comes from `package.json`, so
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`npm version patch` is the only place a version is set. The release is created if it is
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not there yet — either half can go first — and an attachment whose name is already on it
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is **replaced** rather than refused, so a rebuild and a second `make publish` lands
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rather than erroring.
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Release notes come from `RELEASE_NOTES.md` when the file is present, otherwise the
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release gets a one-line note. The repository is read from `origin`, so a fork
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publishes to the fork.
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Each upload is retried up to three times, and the existing attachment is dropped
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before every attempt so a retry cannot leave two copies. A 100 MB upload does fail
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on its own: publishing 1.2.0 got *"invalid username, password or token"* on the
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second package while the first had just gone up with the same token, and the same
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command succeeded immediately afterwards.
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Package names contain a space — `WarpEngine Store-1.2.0-arm64.dmg` — so the list of
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files is passed one path per line rather than as one string; splitting it on
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whitespace is what broke the first attempt at publishing 1.1.0.
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It needs `tea` installed and logged in — the devarea repo has `make tea` for that.
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Overridable: `TAG`, `REPO`, `TEA_LOGIN`, `NOTES`, `DIST`.
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```sh
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make publish TAG=v1.0.2 # a tag other than package.json's
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scripts/release.sh dist/one-file.dmg # just one package
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```
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**Node 22 or newer is needed to install**, not to run: Electron's own installer
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is ESM-only, and older Node cannot `require()` it. The packaged app carries its
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own runtime.
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`npm run uitest` runs with its own user-data directory and without the
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single-instance lock. Otherwise a copy the user already has open swallows the test
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process, which exits 0 and reads as a pass.
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Both test scripts accept a sandbox store instead of the real one, which is how
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this repository is tested without touching a working installation:
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```sh
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STORE_ROOT=/tmp/sandbox-root npm start
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SMOKE_HOME=/tmp/sandbox-root/ttg-desktop npm run smoke
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```
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### How it is put together
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TypeScript, in layers, with the dependency rule pointing inward. **[STRUCTURE.md](STRUCTURE.md)
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is the map** — the layers, every pattern in use, and the naming rules. The short version:
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| Layer | What lives there |
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| `src/shared/` | the IPC channel table, the bridge contract, the DTOs, the two message bundles |
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| `src/domain/` | models, ports and errors — no Electron, no Node, no Python |
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| `src/application/` | services and the domain → DTO mappers |
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| `src/infrastructure/` | the adapters: the Python CLI, HTTP, the filesystem, Electron itself |
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| `src/main/` | the window, the IPC controllers, the composition root, the self-test |
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| `src/preload/` | the bridge, bundled into one file — a sandboxed preload cannot require modules |
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| `src/renderer/` | the state store, the views and the renderer controllers |
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| `src/scripts/` | the smoke test: the same services with no window at all |
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| `scripts/release.sh` | creates the Gitea release and replaces its attachments |
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| `scripts/after-pack.js` | ad-hoc signs the macOS bundle during packaging |
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| `scripts/build-assets.mjs` | bundles the preload and the renderer, copies the page |
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Two properties are worth stating because they are what the layers buy:
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- **The catalog can be driven without a window.** `make smoke` assembles the same
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services against the same ports with no Electron in the process at all.
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- **The window never receives a filesystem path.** A `GameDto` carries no paths; the
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window asks to launch a title *by name* and the main process resolves what that means
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from the store's own state.
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`contextIsolation` is on, `nodeIntegration` off, `sandbox` on, and the page carries a
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CSP that allows only its own script and stylesheet plus images over HTTPS. Links open
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in the real browser; the window itself never navigates.
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`PythonStoreCatalogGateway` is the only class that knows the store is a Python
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program. It talks to the CLI through `--json`, which puts data on stdout and the
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human-readable log on stderr. That flag arrived with engine **1.1.0**, and the client
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checks: an older store is met with an offer to refresh it rather than a failed call.
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`STORE_ENGINES` has one entry today. The RetroArch store has the same command shape,
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so a second entry is the whole change needed to drive it too — that is why the table is
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there.
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## Verified, and not
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The pipeline's commands were run in the same containers it uses, before the pipeline was
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committed: `electronuserland/builder:22` installs, type-checks, lints, passes the smoke
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test (registry reached, store skipped as it should be on a machine that has none) and
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produces the AppImage (128 MB) and the deb (100 MB). The Wine step could not be
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rehearsed here — see above — and the size check that guards it was tested against both
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outcomes: it rejects the 162 KB stub the failed Wine build left and accepts the two real
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Linux packages.
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A store with no repository was installed end to end from a local registry serving
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one record with `storeRepositoryUrl: null`: the id came out as `teletypegames`, the
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engine and the shared core downloaded, the written config had the three sections,
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engine 1.1.0 accepted it, and it listed the same ten titles the configured store
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does — then a hosted title synced into a sandbox and its menu entry appeared. The
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setup gate was also photographed on a machine with no store at all.
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The 1.3.0 refactor was measured rather than trusted: `make check` is clean — no type
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errors, no lint findings, both test suites green — the window was photographed before
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and after and the two are the same picture, and the packaged 1.3.0 bundle was run from
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`dist/` and drove the real store. The published package contains `build/` and
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`package.json` and nothing else: 111 entries, no sources, no toolchain.
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Exercised on macOS (arm64), with the packaged app from the release rather than a
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dev run: the store is discovered, the catalog lists, a sync installs, the window
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renders the installed state, and `npm run uitest` passes with the grid rendered
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and both languages in the picker. The bootstrap download was run into an empty
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directory and the resulting store answered the bridge.
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The grid was checked by looking at it, not only by counting nodes: `SELFTEST_SHOT`
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has the window capture itself, which is how the collapsed rows were found — the DOM
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had ten cards and twenty buttons all along, and every count passed while the page
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showed neither art nor buttons. A screenshot from outside the app is not available
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here, so the window takes its own.
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The side menu was measured with two stores in one root — a sandbox copy alongside
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the real install — and `npm run uitest` clicks the store that is not open and
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checks that the bar, the grid and the categories follow. With a single store the
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switch is skipped, which is what the normal run reports.
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The registry path was exercised against a local endpoint serving the same payload
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the site returns, with two records: one store whose repository has a `config.json`
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and one without. Both installed, and the engine listed all ten titles with the
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synthesised config. `npm run uitest` was run twice — with a store present it shows
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the grid, with none it shows the setup gate and its picker carries both names —
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and once more with the registry unreachable, which produces the retry gate.
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The signing was measured rather than assumed, by setting the quarantine flag on a
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copy unzipped from the release artifact: `codesign --verify --deep --strict` is
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clean, and `syspolicy_check` reports only the expected *"adhoc signed"* warning.
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A quarantined copy is still stopped until it is approved — that part is Gatekeeper
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policy, not a fault in the package.
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**Not tried on Linux or Windows.** The paths and the launch behaviour are written
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for them, and the store CLI itself has the same gap — `.desktop` and `.lnk`
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launchers have been generated and read, but nobody has clicked one.
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