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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

101 lines
7.3 KiB
Markdown

# 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).