- Removed the "Enable Sound" button: AudioContext/worklet/WebSocket now connect eagerly on page load; only ctx.resume() still needs a user gesture, piggybacking on the page's first click/keypress (e.g. clicking Start) instead of a dedicated audio-only button. - Added a per-game volume slider (POST /volume). Despite audio being one shared PulseAudio mix, this is a real independent control: every game is still its own distinct sink-input, found by matching `pactl -f json list sink-inputs`'s application.process.id against the game's own PID, then `pactl set-sink-input-volume`. - Real bug: audio still never played after removing the button, because Install/Start/Stop/Uninstall were still <form method="post"> submits. Every click caused a full page navigation (303 redirect), tearing down whatever AudioContext had just connected; the fresh page after reload creates a new suspended context with no further gesture to unlock it. Tell: no speaker icon ever appeared on the Chrome tab. Fixed by removing <form>s entirely - every button is now onclick="doAction(...)", do_POST returns a plain 204, and client-side doAction()/refresh() fetch() the action and the updated page, then swap only #content's innerHTML. The page itself never navigates, so the audio connection survives every action. setInterval(refresh, 3000) replaces the old <meta refresh> for keeping status current without that risk. - Real bug: once audio worked, ~2s of latency that got worse over time plus multi-second delay before volume changes were audible - fixed upstream in docker-common's pcm-worklet.js (uncapped playback queue), propagated here. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NiNnj78HGx1KWyCCo39HSz
13 KiB
TODO
-
~
Reduce image size ofDone in two steps:jayfield/dosbox-novnc(currently2.3GB).- 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.
- Stopped baking the games into the image at all (927MB of that was just t7g's two CD
ISOs).
run.shmounts a named volume (dosbox-games) so installed games persist across--rmrestarts. 1.6GB -> ~690MB. Container now needs network access tovlda-01at runtime (not just build time) to install games. - Dropped the auto-download at container startup entirely.
scripts/setup_server.pyis a small stdlib-only HTTP server that serves an HTML page on${SETUP_PORT}(70${DISPLAY_NUM}, published as7099byrun.sh) listing every*.zipon the SMB share with an Installed/Install status per game; the user clicks "Install" to fetch+extract a specific game into${GAMES_HOME}on demand.
-
Manifest-driven games + Start/Stop/Uninstall: games are no longer discovered from raw
*.zipfiles on the share.setup_server.pylists*.jsonmanifests instead (one per game, in theGames\dosbox\catalog directory), each declaringname/title/zip_path/start_cmd. The web page grew Start/Stop/Uninstall buttons alongside Install, driven entirely by that manifest — nothing about a game's identity or how to run it is hardcoded in the image anymore. Started as astuntcar-only pilot, now extended to 6 games (see the SCUMM item below).t7gstill has no manifest and won't show up in the setup page until one is added (t7g.jsonwith astart_cmdfor itsdosbox-0.74-3.conf).game.sh/scripts/start_game.sh(the olddocker exec-based launch path, with its hardcodedDOSBOX_VERSION/run.batconvention) were intentionally left untouched during the pilot and still overlap with the new Start button — worth reconciling (or removing) once every remaining game has a manifest. -
Create manifests for SCUMM engine gamesDone:scummvmadded to the Dockerfile (/usr/games/scummvm, not on$PATHby default under a non-login shell — manifests use the absolute path). Manifests live in the usualGames\dosbox\*.jsoncatalog directory on the share, but theirzip_pathnow 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 barezipfilename (implicitly underGames\dosbox\) to a fullzip_pathrelative to the share root, since these games weren't colocated with dosbox's. Added and verified end-to-end (install/start/stop/uninstall) viamonkey2:monkey— The Secret of Monkey Islandmonkey2— Monkey Island 2: LeChuck's Revengeatlantis— Indiana Jones and the Fate of Atlantisindy3— Indiana Jones and the Last Crusadetentacle— 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 strayMANIAC/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 onceDone: each running game now gets its own ephemeral X session (Xvnc+fluxbox+websockify, its own display:90-:99and noVNC port8090-8099) spun up bystart_game()and torn down bystop_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 atMAX_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.shno longer starts Xvnc/fluxbox/websockify at container startup at all, onlysetup_server.pyitself; 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.shpublishes the whole8090-8099range 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 playDone: PulseAudio + a hand-rolled stdlib WebSocket bridge (pcm_ws_bridge.py, indocker-common— reusable, not dosbox-specific, per the earlier plan for this item) carries raw PCM to the browser, played back via a Web AudioAudioWorkletNode(pcm-worklet.js, also indocker-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 whilestuntcarwas 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 singleAUDIO_PORT(71${DISPLAY_NUM},7199by 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.monitorsuffix isn't valid.server.shnow startspulseaudio --start --exit-idle-time=-1and the bridge (pcm_ws_bridge.py 7199 parec --device=@DEFAULT_MONITOR@ ...) once, beforeexec-ingsetup_server.py— both live for the container's whole lifetime, independent of any game's start/stop.No iframe, no per-game screen page — tried an
<iframe>-based/screen/<name>wrapper first (embedding noVNC + an Enable Sound button on one page), but Firefox refuses to load iframe content signed by a certificate whose warning hasn't been accepted at the top level, with no way to click through inside the iframe (Chrome is more lenient, which is why it briefly looked like it worked). Settled on: "Open Screen" is a plain top-level link straight to noVNC's own URL (opens in a new tab — normal "Accept the Risk and Continue" applies there), and the one "Enable Sound" toggle lives on the main setup page instead, meant to be left open in its own tab for as long as you're playing. Also regenerated the self-signed cert withCN=localhost+ SAN (DNS:localhost,IP:127.0.0.1) instead of the old meaninglessCN=NY— Firefox validates the WebSocket-Secure connection's cert against the hostname independently of the page load and was rejecting the CN mismatch there even after the page-level warning was accepted. Only fixes access vialocalhost/127.0.0.1; a LAN IP or other hostname would hit the same mismatch again, since a static cert can't cover every possible address in advance.A second, worse cert bug turned up right after: adding
-addextwithout also pinningbasicConstraints=CA:FALSEleftopenssl req -x509defaulting toCA:TRUE— i.e. the generated cert claimed to be a Certificate Authority, not a normal server certificate. Firefox hard-refuses a CA-flagged cert used as a TLS server cert (not an overridable "Advanced -> Accept the Risk" warning, just a dead end), which is exactly why "the warning appears but won't let me proceed" even after the CN fix above. Chrome is lenient about this too, which is why it kept looking fine there. Fixed by explicitly settingbasicConstraints=critical,CA:FALSE,keyUsage=critical,digitalSignature,keyEncipherment, andextendedKeyUsage=serverAuthin the sameopenssl req -x509 -addext ...call.Because the setup page now hosts a persistent
AudioContext/WebSocket, its old<meta http-equiv="refresh">auto-refresh was narrowed to only fire while an install was actively in progress — it used to also refresh continuously whenever any game was running (to catch a crashed game's slot being freed), which would have torn down the live audio connection every 3 seconds. Superseded entirely below by a JS-driven refresh that doesn't navigate the page at all.Removed the "Enable Sound" button — audio is on by default now. The
AudioContext/AudioWorkletNode/WebSocketall connect eagerly on page load; the only thing still gated on a user gesture (unavoidable browser autoplay policy) isctx.resume(), which now piggybacks on the page's very first click or keypress — whatever the user was already doing, e.g. clicking Start on a game — rather than requiring a dedicated audio-only click.Added a per-game volume slider. Despite audio being one shared mix, this is a real, independent control: every running game is still its own distinct PulseAudio sink-input even though they all feed the same sink, and
pactl set-sink-input-volumeadjusts one sink-input without touching the others._sink_input_index()finds the right one by matchingpactl -f json list sink-inputs'application.process.idagainst the game's own PID (confirmed exact viaps/pactlcross-check). The slider POSTs to a new/volumeroute viafetch()on every tick (not a form submit — no page navigation per drag step).Real bug found right after removing the button: audio still never actually played. Install/Start/Stop/Uninstall were still plain
<form method="post">submits — every click caused a full page navigation (via the server's303redirect back to/), which tears down whateverAudioContextwas just connected. The fresh page after that reload creates a brand-new suspended context with no further gesture to unlock it (the reload itself doesn't count), so in completely normal usage — load the page, click Start — audio never actually starts. Symptom that nailed it down: no speaker icon ever appeared on the Chrome tab. Fixed by converting the whole page away from form-based navigation entirely: every button is now a bare<button onclick="doAction(...)">,do_POSTreturns a plain204instead of a303redirect, and client-sidedoAction()/refresh()fetch()the action and the updated page, then swap just#content'sinnerHTMLin place — the page itself never navigates, so the audio connection now survives every install/start/stop/uninstall click, andsetInterval(refresh, 3000)replaces the old<meta refresh>for keeping status current (crashed-game slot cleanup, install progress) without that risk at all.Third real bug, found once audio was actually reaching the speakers: ~2s of latency, visibly getting worse the longer a game ran (lip sync drifting further out over time), and volume-slider changes taking a couple seconds to actually be heard. Root cause:
pcm-worklet.js's playback queue (docker-common/scripts/pcm-worklet.js, copied into this project) had no size cap — every incoming WebSocket message just gotpush()ed on regardless of how fast the network delivered it relative to real-time playback. On a fast local connection the browser routinely receives data faster than 48kHz real-time consumes it, so the backlog only ever grew, never shrank;set-sink-input-volumechanges the volume at the PulseAudio source, so anything already sitting in that ever-growing client queue still played at the old volume until it drained, i.e. the whole visible backlog's worth of delay before a slider change was audible. Fixed by capping the queue at ~100ms (maxQueuedFrames) and dropping the oldest excess data whenever a new chunk would push it over that cap — verified directly in Node (stubbingAudioWorkletProcessor/sampleRate/registerProcessor) that force-feeding a simulated 4.3s burst leaves only ~85ms actually queued afterward, instead of growing unbounded. Propagated to both thedocker-commoncanonical copy and this project's own copy, per the usual convention.