VNC/noVNC only ever streams video, so game sound needed a completely
separate path. Adds pulseaudio/pulseaudio-utils/libasound2-plugins and
routes ALSA's default device through Pulse (/etc/asound.conf), so
dosbox/scummvm need zero special config. server.sh starts one
PulseAudio daemon and one pcm_ws_bridge.py (from docker-common) for the
container's whole lifetime, capturing Pulse's single default sink via
parec.
Audio is a single shared mix, not per-game - considered and dropped a
per-slot-isolated design (mirroring the video architecture) as
unnecessary complexity per direction. Every running game's audio just
mixes into the one default sink; every /screen/<name> page connects to
the same AUDIO_PORT.
setup_server.py gains GET /screen/<name> (an iframe onto the game's
noVNC screen plus an Enable Sound button - browsers require a user
gesture before audio can start) and GET /pcm-worklet.js. The "Open
Screen" link simplifies from a client-side-JS-built cross-port link to
a plain same-origin relative link, since /screen/<name> now reads the
real host server-side from the request's own Host header.
Found and fixed a real bug along the way: parec --device=@DEFAULT_SINK@.monitor
looks correct but fails with "Stream error: Invalid argument" - the
actual PulseAudio macro is the single token @DEFAULT_MONITOR@.
Verified end-to-end with real audio, not just plumbing: confirmed via
`pactl list sink-inputs` that dosbox connects to Pulse correctly
(unmuted, uncorked), then used xdotool to advance stuntcar past its
silent title screen and captured real audible game audio (RMS ~9292)
through the WebSocket bridge with a raw Python client.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NiNnj78HGx1KWyCCo39HSz
Previously every game shared one always-on Xvnc/fluxbox/websockify
desktop, so starting two games at once meant they fought over focus on
the same screen and the same ALSA device. Now:
- server.sh no longer starts a shared desktop at all - it just runs
setup_server.py. There's no default display anymore.
- start_game() allocates a free display from GAME_DISPLAY_NUMS
(:90-:99, one per MAX_CONCURRENT_GAMES=10 slot), spins up a fresh
Xvnc+fluxbox+websockify for it, and launches the game with DISPLAY set
to that display. All four processes are tracked together per game.
- stop_game() tears down all four; is_running() does the same lazily if
the game exited on its own (crash/quit), so a slot doesn't stay stuck
just because nobody clicked Stop.
- Starting past the 10-slot cap is refused with an error shown on that
game's row instead of silently failing.
- Each running game's row gets its own "Open Screen" link (client-side
JS, since the port is only known once the game is actually started)
instead of one global noVNC link.
- run.sh publishes the whole 8090-8099 noVNC port range up front, since
Docker can't add port mappings to an already-running container.
Verified end-to-end: two different games running concurrently get fully
independent Xvnc/fluxbox/websockify/game process sets and noVNC
endpoints; stopping one leaves the other untouched; the capacity guard
correctly refuses a start at the limit.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NiNnj78HGx1KWyCCo39HSz
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
No games are fetched at container start anymore. scripts/setup_server.py
is a small stdlib-only Python HTTP server, started alongside Xvnc/fluxbox/
websockify, serving an HTML page on ${SETUP_PORT} (70${DISPLAY_NUM},
published as 7099 by run.sh) that lists every *.zip found live on the SMB
share with an Installed/Install status per game. Clicking Install
downloads and extracts just that game into ${GAMES_HOME} on demand.
Replaces the old fetch_games.sh, which unconditionally pulled every game
on first start.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NiNnj78HGx1KWyCCo39HSz
927MB of the image was just t7g's two CD ISOs, which can't be meaningfully
compressed (already-compressed FMV/audio). Move the smbget/unzip step out
of the Dockerfile and into scripts/fetch_games.sh, run from server.sh on
container start: it populates GAMES_HOME on first run and skips the fetch
if games are already present. run.sh mounts a named volume so the games
survive --rm restarts instead of being re-downloaded every time. Image
drops from 1.6GB to ~690MB; first container start now needs network access
to the vlda-01 SMB share to seed the volume.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NiNnj78HGx1KWyCCo39HSz
jayfield/novnc-baseimage (built by docker-novnc-baseimage) has been
retired, so this now builds on the public ich777/novnc-baseimage
instead. That image puts Xvnc/websockify on $PATH and noVNC's web
client at /usr/share/novnc/ rather than /opt/TurboVNC and /tmp, so
server.sh is updated to match. Verified with a full rebuild and
container start: Xvnc, fluxbox, and websockify all come up and the
noVNC web UI responds.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018QuKZRefXR3hVaUiXgeu6i