Mirrors docker-xserver-novnc/CLAUDE.md's structure, adapted for this project's specifics: no build-time game embedding, the runtime volume, the setup_server.py install flow, and the game.sh/start_game.sh play path. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NiNnj78HGx1KWyCCo39HSz
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CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
What this is
A Docker image definition for headless DOSBox games exposed over noVNC (VNC-over-websockets in the browser). It builds on the public base image ich777/novnc-baseimage, which already provides TurboVNC, websockify, fluxbox, and noVNC — this repo adds dosbox/alsa-utils plus unzip/smbclient/python3 for game management, a TLS cert for noVNC, and the entrypoint/lifecycle scripts. Published as jayfield/dosbox-novnc on Docker Hub.
Game data (DOS game installs, sourced as zips from an internal SMB share //vlda-01/software/Games/dosbox/) is deliberately not baked into the image — one of the two games (t7g, "The 7th Guest") is ~930MB of CD-ROM ISOs on its own, more than the rest of the image combined. Instead the image ships empty and games are installed at runtime into a volume, via an HTML setup page (see below).
Commands
There is no build system, linter, or test suite — this is a Dockerfile plus a handful of shell scripts and a small Python HTTP server. Common workflows:
# Build the image
docker build -t jayfield/dosbox-novnc .
# Run it the way it's intended to be run (fixed name, volume, ports)
./run.sh
# Launch a specific installed game inside the running container
./game.sh <game-name> # e.g. ./game.sh stuntcar
There's no create.sh in this project (unlike the other noVNC-family projects) — run.sh is the only launch script, and it's -d --rm (long-lived-but-disposable), not a persistent named container created once via docker create.
There's no automated way to exercise scripts/server.sh, scripts/setup_server.py, or scripts/start_game.sh outside a running container — to test changes, rebuild the image, start a real container, and either watch docker logs or docker exec in.
Architecture
Image layering (Dockerfile):
- Base image supplies TurboVNC (
Xvncon$PATH), websockify (websockifyon$PATH), and noVNC's web client at/usr/share/novnc/. - This layer adds
dosbox/alsa-utils(the actual game runtime) andunzip/smbclient/python3(needed permanently at runtime now, not just at build time — see below), generates a self-signed TLS cert/key at build time (/tmp/novnc.pem,/tmp/novnc.key) for noVNC's HTTPS/WSS listener, and copiesscripts/to/opt/scripts/. ${GAMES_HOME}(/opt/games) is created and declared as aVOLUME— it's meant to be backed by a named volume atdocker runtime (run.shuses-v dosbox-games:/opt/games) so installed games survive--rmcontainer restarts instead of being re-fetched every time.ENTRYPOINTis/opt/scripts/server_start.sh /opt/scripts/server.sh— the signal-handling wrapper invoked with the real startup script as its argument.
Runtime env vars (set at docker run time, not baked into the image): DISPLAY_NUM (X display number, default 99 → DISPLAY=:99), SCREEN_W, SCREEN_H (framebuffer geometry).
Port scheme, all derived from DISPLAY_NUM:
59${DISPLAY_NUM}— raw VNC (RFB), only bound to localhost, not published directly.80${DISPLAY_NUM}— noVNC over HTTPS/WSS. This is the port users connect to from a browser to see/play the game.60${DISPLAY_NUM}—EXPOSEd for consistency with the other noVNC-family projects, but nothing inserver.shactually bridges X11-over-TCP here (nosocatcall) — this project doesn't wire that up, unlikedocker-xserver-novnc/docker-sdr-novnc.70${DISPLAY_NUM}— the game setup UI (scripts/setup_server.py), plain HTTP.run.shpublishes this as7099:7099.
run.sh hardcodes DISPLAY_NUM=99 (implicitly, via the image default) and the 7099 port mapping; update it if DISPLAY_NUM ever changes. Note run.sh does not currently publish the 59xx/80xx noVNC ports to the host — only 7099 (setup) is mapped, plus whatever the container's on the same Docker network can reach directly.
Game installation (scripts/setup_server.py), the key thing that differs from the other noVNC-family projects:
- A stdlib-only Python
ThreadingHTTPServer(no third-party deps, no pip installs) started in the background byserver.shalongside Xvnc/fluxbox/websockify. GET /renders an HTML page listing every*.zipfound live on the SMB share (viasmbclient -N ... -c 'ls Games\dosbox\*.zip', parsed with a regex — not hardcoded, so new zips dropped on the share show up automatically) alongside each game's install status, sourced by checking for a non-empty${GAMES_HOME}/<name>directory.POST /install(form-submitted,name=<game>) validates the name against the live SMB listing, then kicks offinstall_game()in a background daemon thread:smbget -au(guest auth) into a/tmp/setup-<name>scratch dir, thenunzip -o -d ${GAMES_HOME}. Per-game state (downloading/extracting/done/error: ...) lives in an in-process dict guarded by a lock; the page does a<meta http-equiv="refresh">every 3s while anything is in flight, no client-side JS.smbget -a(guest) cannot be combined with-o(output-file) — they conflict on the underlying-Uoption — so the download stepcds into the scratch dir and letssmbgetsave under its default filename instead.- Games are recognized purely by directory name under
${GAMES_HOME}; there's no separate manifest. A zip is expected to contain a single top-level folder matching its own basename (this holds for bothstuntcar.zip→stuntcar/andt7g.zip→t7g/).
Playing a game: game.sh <name> is docker exec -it dosbox-novnc start_game.sh <name> — it runs inside the already-running container (started via run.sh), attaching to the same $DISPLAY that Xvnc/fluxbox/noVNC are already serving. scripts/start_game.sh just runs dosbox ${GAMES_HOME}/<name>/run.bat -conf ${GAMES_HOME}/<name>/dosbox-0.74-3.conf — no signal handling of its own, since it's not PID 1 and Docker doesn't manage its lifecycle directly.
Signal handling (scripts/server_start.sh + scripts/signals.sh): identical pattern to the other noVNC-family projects — Docker sends SIGTERM to PID 1 on docker stop, server_start.sh traps it, forwards it to the child process tree, waits for the descendants to exit, and re-raises 128 + signal number as its own exit code. Generic ($APP passed as an argument), not specific to server.sh.
Sizing history
See TODO.md for the detailed before/after of the size-reduction work (2.31GB → 1.6GB → ~690MB) — the short version: merge build layers so intermediate files (downloaded zips, build-only packages) don't persist, then stop embedding the actual game data in the image at all and fetch it into a volume on demand instead.