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
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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 DOS/SCUMM 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/scummvm/alsa-utils (game runtimes) 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. scummvm's binary is at /usr/games/scummvm, not /usr/bin (Debian's convention for game packages) and not reliably on $PATH under a non-login shell — manifests reference it by absolute path.
Game data (game installs, sourced as zips from an internal SMB share //vlda-01/software/) is deliberately not baked into the image — one of the games (t7g, "The 7th Guest") is ~930MB of CD-ROM ISOs on its own, more than the rest of the image combined. Instead the image ships empty and games are installed at runtime into a volume, via an HTML setup page (see below).
Commands
There is no build system, linter, or test suite — this is a Dockerfile plus a handful of shell scripts and a small Python HTTP server. Common workflows:
# Build the image
docker build -t jayfield/dosbox-novnc .
# Run it the way it's intended to be run (fixed name, volume, ports)
./run.sh
# Launch a specific installed game inside the running container
./game.sh <game-name> # e.g. ./game.sh stuntcar
There's no create.sh in this project (unlike the other noVNC-family projects) — run.sh is the only launch script, and it's -d --rm (long-lived-but-disposable), not a persistent named container created once via docker create.
There's no automated way to exercise scripts/server.sh, scripts/setup_server.py, or scripts/start_game.sh outside a running container — to test changes, rebuild the image, start a real container, and either watch docker logs or docker exec in.
Architecture
Image layering (Dockerfile):
- Base image supplies TurboVNC (
Xvncon$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/. ${GAMES_HOME}(/opt/games) is created and declared as aVOLUME— it's meant to be backed by a named volume atdocker runtime (run.shuses-v dosbox-games:/opt/games) so installed games survive--rmcontainer restarts instead of being re-fetched every time.ENTRYPOINTis/opt/scripts/server_start.sh /opt/scripts/server.sh— the signal-handling wrapper invoked with the real startup script as its argument.
Runtime env vars (set at docker run time, not baked into the image): DISPLAY_NUM (only used to compute the setup port, see below — default 99), SCREEN_W, SCREEN_H (framebuffer geometry, shared by every game's Xvnc instance).
There is no single shared desktop/display — unlike the other noVNC-family projects, this one doesn't run one always-on Xvnc+fluxbox+websockify trio for the whole container lifetime. server.sh starts nothing but setup_server.py; every game gets its own ephemeral X session, created when it's started and torn down when it's stopped (see below).
Port scheme:
70${DISPLAY_NUM}— the game setup UI (scripts/setup_server.py), plain HTTP.run.shpublishes this as7099:7099.5990-5999— per-game raw VNC (RFB), one port per concurrent game slot, not published (matches the "RFB stays localhost-only" convention elsewhere in the noVNC family).8090-8099— per-game noVNC over HTTPS/WSS, one port per concurrent game slot (MAX_CONCURRENT_GAMES = 10insetup_server.py).run.shpublishes the whole range (-p 8090-8099:8090-8099) up front, since Docker can't add port mappings to an already-running container — a game's actual assigned port within that range is only known once it's started.60${DISPLAY_NUM}—EXPOSEd for consistency with the other noVNC-family projects, but nothing wires up X11-over-TCP here (nosocatcall) — this project doesn't do that, unlikedocker-xserver-novnc/docker-sdr-novnc.
run.sh hardcodes DISPLAY_NUM=99 (implicitly, via the image default), only relevant to the 7099 setup port; update it if DISPLAY_NUM ever changes.
Game installation & lifecycle (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) — the only thingserver.shstarts. No Xvnc/fluxbox/websockify run until a game is actually started. - Games are not hardcoded anywhere in the image or discovered from raw zip files. Each game is described by its own
<name>.jsonmanifest living in theGames\dosbox\catalog directory on the SMB share, withname/title/zip_path/release_date/publisher/start_cmdfields — see the module docstring insetup_server.pyfor the exact schema.discover_games()lists*.jsonunderGames\dosbox\(smbclient -N ... -c 'ls Games\dosbox\*.json'),smbclient gets each one into/tmp/manifests/, and parses it — so dropping a new<name>.jsonon the share is enough to make a game appear, no image rebuild needed.zip_pathis a full path relative to the share root (e.g.Games/Monkey Island/The Secret of Monkey Island.zip), not assumed to live next to its manifest — manifests always live in theGames\dosbox\catalog regardless of where the actual game data sits on the share (the SCUMM games' zips live in their own folders, e.g.Games\Monkey Island\,Games\Indiana Jones\).release_date/publisherare static declared metadata (historical facts, can't be derived from the share); install size deliberately is not a manifest field —get_zip_sizes()looks it up live via a batchedsmbclient ls(onels "<path>"per game in a single connection, results split on each command'sN blocks ... availabletrailer) so it can't go stale if a zip is replaced. GET /renders one row per discovered manifest (title/release/publisher/size/status/actions) plus a"{used}/{MAX_CONCURRENT_GAMES} game slots in use"line at the top.POST /install:smbget -au(guest auth) the manifest'szip_pathinto a/tmp/setup-<name>scratch dir, thenunzip -o -d ${GAMES_HOME}.smbget -a(guest) cannot be combined with-o(output-file) — they conflict on the underlying-Uoption — so the downloadcds into the scratch dir and letssmbgetsave under its default filename instead. Installed-ness is just "non-empty${GAMES_HOME}/<name>directory exists"; a zip is expected to contain one top-level folder matching its own basename (this happens to already match ScummVM's own game-target IDs for the SCUMM titles, e.g.monkey2.zip→monkey2/— convenient, not enforced by the code).POST /uninstall:rm -rf ${GAMES_HOME}/<name>. Refused while the game is running (stop it first) — there's no auto-stop-then-delete.POST /start: each game gets its own ephemeral X session, not a shared one._free_display_num()picks an unused display fromGAME_DISPLAY_NUMS(:90-:99, one perMAX_CONCURRENT_GAMES = 10slot); if none is free, the attempt is refused andgame_errors[name]is set to a message shown on that game's row (no slot ever gets allocated for it). Otherwise: clean any stale/tmp/.X{N}-lock//tmp/.X11-unix/X{N}for that display (the same reason the other noVNC-family projects do this on startup — a prior Xvnc for that display might not have cleaned up after itself), then startXvnc :{N},fluxbox, andwebsockify(bridging59{N}→80{N}, no-D/daemonize flag — needs to stay a normal foreground child so itsPopenhandle actually reflects whether it's still alive, unlike the old shared-desktopserver.shwhich didn't care), wait ~1s for Xvnc to bind, thensubprocess.Popen(manifest["start_cmd"], cwd=GAMES_HOME/<name>, env={..., "DISPLAY": f":{N}"}). All fourPopenhandles plus the display/port numbers are tracked together inrunning_procs[name].POST /stop: tears down all four processes for that game (game first, then websockify/fluxbox/Xvnc), eachterminate()d then escalated tokill()after a 5s grace period, and cleans up the stale-lock files for that display.is_running(name)does the same full teardown lazily if the game process exited on its own (quit or crash) — it won't leave an idle Xvnc/websockify pair holding a slot forever just because nobody clicked Stop.render_page()calls this for every tracked game on every load, so the slot count and each row's status stay accurate without polling.- Each running game's row shows its own "Open Screen" link (only while
Running), pointing at that game's specific noVNC port. Itshrefis set by a few lines of inline client-side JS (the only JS on the page) readingwindow.location.hostnameat render time — has to be client-side since the container may be reached via different hostnames/IPs and each game's port is only known once it's actually started. noVNC'sindex.htmlalready redirects tovnc.html?autoconnect=true, so the link just points at the port root. - Per-game install progress (
install_state), start errors (game_errors), and the running-process table (running_procs) are all guarded by onethreading.RLock(reentrant — several code paths callis_running()from inside a block that already holds the lock). The page auto-refreshes every 3s while any install is in flight or any game is running, so a game that crashed shows its slot freed up on the next load without the user having to do anything. - Manifests on the share today:
stuntcar(DOSBox),monkey/monkey2/atlantis/indy3/tentacle(ScummVM).t7gstill has no manifest and won't appear on the setup page until one's added.
Playing a game — two overlapping paths right now:
- The setup page's Start/Stop buttons (above) — the current way, works for any manifest-driven game, gives it its own screen, and is capped at 10 concurrent.
game.sh <name>→docker exec -it dosbox-novnc start_game.sh <name>, running inside the already-running container.scripts/start_game.shhardcodesDOSBOX_VERSION="0.74-3"and therun.bat/dosbox-<version>.confconvention, and — since there's no more a shared default display at all — has no$DISPLAYto render onto unless one happens to be set in the shell's environment. This path predates both the manifest system and the per-game-screen rework and was deliberately left as-is; it's increasingly out of step with the current architecture and worth removing or reworking once every remaining game has a manifest — seeTODO.md.
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.