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docker-dosbox-novnc/TODO.md
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jensandClaude Sonnet 5 301503a276 Get game audio into the browser via PulseAudio + a WebSocket bridge
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
2026-07-28 16:27:10 +02:00

7.3 KiB

TODO

  • ~Reduce image size of jayfield/dosbox-novnc (currently 2.3GB). Done in two steps:

    1. Merged the game download/extract steps and the unzip/smbclient install into a single layer (so the downloaded zips and the packages only needed to extract them no longer persist in the final image). 2.31GB -> 1.6GB.
    2. Stopped baking the games into the image at all (927MB of that was just t7g's two CD ISOs). run.sh mounts a named volume (dosbox-games) so installed games persist across --rm restarts. 1.6GB -> ~690MB. Container now needs network access to vlda-01 at runtime (not just build time) to install games.
    3. Dropped the auto-download at container startup entirely. scripts/setup_server.py is a small stdlib-only HTTP server that serves an HTML page on ${SETUP_PORT} (70${DISPLAY_NUM}, published as 7099 by run.sh) listing every *.zip on the SMB share with an Installed/Install status per game; the user clicks "Install" to fetch+extract a specific game into ${GAMES_HOME} on demand.
  • Manifest-driven games + Start/Stop/Uninstall: games are no longer discovered from raw *.zip files on the share. setup_server.py lists *.json manifests instead (one per game, in the Games\dosbox\ catalog directory), each declaring name/title/zip_path/start_cmd. The web page grew Start/Stop/Uninstall buttons alongside Install, driven entirely by that manifest — nothing about a game's identity or how to run it is hardcoded in the image anymore. Started as a stuntcar-only pilot, now extended to 6 games (see the SCUMM item below). t7g still has no manifest and won't show up in the setup page until one is added (t7g.json with a start_cmd for its dosbox-0.74-3.conf). game.sh/scripts/start_game.sh (the old docker exec-based launch path, with its hardcoded DOSBOX_VERSION/run.bat convention) were intentionally left untouched during the pilot and still overlap with the new Start button — worth reconciling (or removing) once every remaining game has a manifest.

  • Create manifests for SCUMM engine games Done: scummvm added to the Dockerfile (/usr/games/scummvm, not on $PATH by default under a non-login shell — manifests use the absolute path). Manifests live in the usual Games\dosbox\*.json catalog directory on the share, but their zip_path now points at wherever the game's zip actually already lived (Games\Monkey Island\..., Games\Indiana Jones\..., etc.) — this required generalizing the manifest schema from a bare zip filename (implicitly under Games\dosbox\) to a full zip_path relative to the share root, since these games weren't colocated with dosbox's. Added and verified end-to-end (install/start/stop/uninstall) via monkey2:

    • monkey — The Secret of Monkey Island
    • monkey2 — Monkey Island 2: LeChuck's Revenge
    • atlantis — Indiana Jones and the Fate of Atlantis
    • indy3 — Indiana Jones and the Last Crusade
    • tentacle — Day of the Tentacle

    Skipped the German CD release of Day of the Tentacle on the share (Day Of The Tentacle (CD DOS, German).zip) — unlike every other zip here, it doesn't wrap its contents in a single top-level folder (loose files at the zip root plus a stray MANIAC/ dir for the embedded Maniac Mansion easter egg), so it doesn't fit the current "zip's top-level folder == install name" extraction convention. Also skipped Curse of Monkey Island (much larger, untested) — could be added the same way if wanted.

    ScummVM's own game-target IDs (monkey, monkey2, atlantis, indy3, tentacle) happened to exactly match each zip's existing top-level folder name, so no change was needed to the install/extraction logic itself, only to where zips are looked up from.

  • Handle multiple games running at once Done: each running game now gets its own ephemeral X session (Xvnc+fluxbox+websockify, its own display :90-:99 and noVNC port 8090-8099) spun up by start_game() and torn down by stop_game() (or lazily on the next page load, if the game exited/crashed on its own) — instead of every game sharing one screen and fighting over focus/audio. Capped at MAX_CONCURRENT_GAMES = 10; starting an 11th game while all 10 slots are in use is refused with an error shown on its row rather than silently doing nothing. There is no more a single shared "default" desktop or global noVNC link — server.sh no longer starts Xvnc/fluxbox/websockify at container startup at all, only setup_server.py itself; each game's own "Open Screen" link appears on its row only while it's running, built with a little client-side JS (the noVNC port differs from the setup port and can't be known server-side without knowing which hostname the browser used to reach the container). run.sh publishes the whole 8090-8099 range up front, since Docker can't add port mappings to an already-running container. Verified end-to-end with two different games running concurrently (separate processes, separate displays, separate noVNC ports, independent stop/teardown) and the 10-slot cap logic.

  • Get game sound actually audible during play Done: PulseAudio + a hand-rolled stdlib WebSocket bridge (pcm_ws_bridge.py, in docker-common — reusable, not dosbox-specific, per the earlier plan for this item) carries raw PCM to the browser, played back via a Web Audio AudioWorkletNode (pcm-worklet.js, also in docker-common). Verified real end-to-end audio: DOSBox → ALSA (default device, routed through Pulse via /etc/asound.conf) → PulseAudio's one default sink → parec → the bridge → a raw WebSocket client, measured RMS ≈9292 while stuntcar was actually playing (vs. silence before advancing past its title screen) — not just a plumbing check, actual game audio.

    Audio is a single shared mix, not per-game — deliberately simplified from an earlier per-slot-isolated design (considered and dropped as unnecessary complexity): every running game's audio mixes into Pulse's one default sink, and every /screen/<name> page connects to the same single AUDIO_PORT (71${DISPLAY_NUM}, 7199 by default). Trade-off: with more than one game running, you can't tell their audio apart.

    Real bug found and fixed along the way: parec --device=@DEFAULT_SINK@.monitor (the seemingly-obvious macro syntax) fails with "Stream error: Invalid argument" — PulseAudio has a separate single-token macro, @DEFAULT_MONITOR@, for exactly this; concatenating @DEFAULT_SINK@ with a literal .monitor suffix isn't valid.

    server.sh now starts pulseaudio --start --exit-idle-time=-1 and the bridge (pcm_ws_bridge.py 7199 parec --device=@DEFAULT_MONITOR@ ...) once, before exec-ing setup_server.py — both live for the container's whole lifetime, independent of any game's start/stop. setup_server.py gained 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 is now a plain same-origin relative link (/screen/<name>) instead of the old client-side-JS-built cross-port link, since the wrapper page itself now handles connecting to the right ports (reading the actual host from the request's own Host: header server-side).