Add release date/publisher/size info and a noVNC link to the setup page

Manifests gain release_date/publisher fields (static historical facts).
Install size deliberately isn't a manifest field - get_zip_sizes() looks
it up live via a batched smbclient ls (one call per game, single
connection, split on each command's trailer line) so it can't go stale
if a zip is replaced.

Add an "Open noVNC Screen" link at the top of the page. Its href is set
by a few lines of client-side JS reading window.location.hostname at
render time, since the noVNC port (NOVNC_PORT, now passed into
setup_server.py by server.sh alongside SETUP_PORT) differs from the
setup port and the container may be reached via different
hostnames/IPs - a fixed server-rendered URL would be wrong.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NiNnj78HGx1KWyCCo39HSz
This commit is contained in:
2026-07-28 15:09:19 +02:00
co-authored by Claude Sonnet 5
parent afb18f1b38
commit 60b8f63ad0
3 changed files with 48 additions and 9 deletions
+3 -3
View File
@@ -47,13 +47,13 @@ There's no automated way to exercise `scripts/server.sh`, `scripts/setup_server.
**Game installation & lifecycle** (`scripts/setup_server.py`), the key thing that differs from the other noVNC-family projects:
- A stdlib-only Python `ThreadingHTTPServer` (no third-party deps, no pip installs) started in the background by `server.sh` alongside Xvnc/fluxbox/websockify.
- Games are **not** hardcoded anywhere in the image or discovered from raw zip files. Each game is described by its own `<name>.json` manifest living in the `Games\dosbox\` catalog directory on the SMB share, with `name`/`title`/`zip_path`/`start_cmd` fields — see the module docstring in `setup_server.py` for the exact schema. `discover_games()` lists `*.json` under `Games\dosbox\` (`smbclient -N ... -c 'ls Games\dosbox\*.json'`), `smbclient get`s each one into `/tmp/manifests/`, and parses it — so dropping a new `<name>.json` on the share is enough to make a game appear, no image rebuild needed. `zip_path` is a full path relative to the share root (e.g. `Games/Monkey Island/The Secret of Monkey Island.zip`), **not** assumed to live next to its manifest — manifests always live in the `Games\dosbox\` catalog regardless of where the actual game data sits on the share (the SCUMM games' zips live in their own folders, e.g. `Games\Monkey Island\`, `Games\Indiana Jones\`).
- `GET /` renders one row per discovered manifest with its live status (Not installed / downloading / extracting / Installed / Running / error) and the matching action buttons.
- Games are **not** hardcoded anywhere in the image or discovered from raw zip files. Each game is described by its own `<name>.json` manifest living in the `Games\dosbox\` catalog directory on the SMB share, with `name`/`title`/`zip_path`/`release_date`/`publisher`/`start_cmd` fields — see the module docstring in `setup_server.py` for the exact schema. `discover_games()` lists `*.json` under `Games\dosbox\` (`smbclient -N ... -c 'ls Games\dosbox\*.json'`), `smbclient get`s each one into `/tmp/manifests/`, and parses it — so dropping a new `<name>.json` on the share is enough to make a game appear, no image rebuild needed. `zip_path` is a full path relative to the share root (e.g. `Games/Monkey Island/The Secret of Monkey Island.zip`), **not** assumed to live next to its manifest — manifests always live in the `Games\dosbox\` catalog regardless of where the actual game data sits on the share (the SCUMM games' zips live in their own folders, e.g. `Games\Monkey Island\`, `Games\Indiana Jones\`). `release_date`/`publisher` are static declared metadata (historical facts, can't be derived from the share); install size deliberately is **not** a manifest field — `get_zip_sizes()` looks it up live via a batched `smbclient ls` (one `ls "<path>"` per game in a single connection, results split on each command's `N blocks ... available` trailer) so it can't go stale if a zip is replaced.
- `GET /` renders one row per discovered manifest (title/release/publisher/size/status/actions) plus an "Open noVNC Screen" link at the top. That link's `href` is set by a few lines of inline client-side JS (the only JS on the page) reading `window.location.hostname` at render time and pointing at `${NOVNC_PORT}` (passed into `setup_server.py` as an env var by `server.sh`, alongside `SETUP_PORT`) — has to be client-side since the container may be reached via different hostnames/IPs and the noVNC port differs from the setup port, so a fixed server-rendered URL would be wrong. noVNC's `index.html` already redirects to `vnc.html?autoconnect=true`, so the link just points at the port root.
- `POST /install`: `smbget -au` (guest auth) the manifest's `zip_path` into a `/tmp/setup-<name>` scratch dir, then `unzip -o -d ${GAMES_HOME}`. `smbget -a` (guest) cannot be combined with `-o` (output-file) — they conflict on the underlying `-U` option — so the download `cd`s into the scratch dir and lets `smbget` save under its default filename instead. Installed-ness is just "non-empty `${GAMES_HOME}/<name>` directory exists"; a zip is expected to contain one top-level folder matching its own basename (this happens to already match ScummVM's own game-target IDs for the SCUMM titles, e.g. `monkey2.zip``monkey2/` — convenient, not enforced by the code).
- `POST /uninstall`: `rm -rf ${GAMES_HOME}/<name>`. Refused while the game is running (stop it first) — there's no auto-stop-then-delete.
- `POST /start`: `subprocess.Popen(manifest["start_cmd"], cwd=GAMES_HOME/<name>)`, tracked in an in-process dict keyed by game name (`running_procs`). This inherits `setup_server.py`'s own environment, including `$DISPLAY`, so the launched process renders onto the same Xvnc display fluxbox/noVNC are already serving — no separate X setup needed.
- `POST /stop`: `terminate()`s the tracked process, escalating to `kill()` after a 5s grace period.
- Per-game install progress (`install_state`) and the running-process table (`running_procs`) are both guarded by one `threading.RLock` (reentrant — several code paths call `is_running()` from inside a block that already holds the lock). The page does a `<meta http-equiv="refresh">` every 3s while any install is in flight; no client-side JS anywhere.
- Per-game install progress (`install_state`) and the running-process table (`running_procs`) are both guarded by one `threading.RLock` (reentrant — several code paths call `is_running()` from inside a block that already holds the lock). The page does a `<meta http-equiv="refresh">` every 3s while any install is in flight; the only client-side JS is the noVNC link's `href` (above).
- **Manifests on the share today**: `stuntcar` (DOSBox), `monkey`/`monkey2`/`atlantis`/`indy3`/`tentacle` (ScummVM). `t7g` still has no manifest and won't appear on the setup page until one's added.
**Playing a game — two overlapping paths right now**: