User accounts, login before the title screen, own savegames per user, standalone download
- Service: accounts with Argon2 password hashes and session tokens; the first login creates the admin (shared savegames of before move to the admin); the admin creates and deletes users; everybody can change the password; savegames are stored and listed per user - Game: login page before the title (only when the service is reachable), with licence and repository link; account page (password, logout; users for the admin); text fields with Tab/Enter, masked passwords, browser dialog on touch screens; long status messages wrap - Download Standalone: DungeonCraft.html with the game embedded (built in the Docker image, served to logged-in users via nginx auth_request); works from file:// without server and opens downloaded savegames - Without the service (standalone, local files) there is no login, savegame files as before Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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#!/usr/bin/env python3
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"""Builds DungeonCraft as one self-contained HTML file (no server needed, works from file://).
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The JavaScript bundle, the plugin and the WASM module (base64) are embedded; fetching
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"dungeoncraft.wasm" is answered from the embedded bytes. Service worker and manifest are left
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out. Without the savegame service the game uses savegame files (download / file picker), so
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savegames downloaded from the server open in the standalone version as well.
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usage: make_standalone.py <www dir with dungeoncraft.wasm and mq_js_bundle.js> <output.html>
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"""
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import base64
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import pathlib
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import sys
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www = pathlib.Path(sys.argv[1])
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out = pathlib.Path(sys.argv[2])
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wasm = base64.b64encode((www / "dungeoncraft.wasm").read_bytes()).decode()
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bundle = (www / "mq_js_bundle.js").read_text()
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plugin = (www / "dc_plugin.js").read_text()
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icon = base64.b64encode((www / "icons" / "icon-192.png").read_bytes()).decode()
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# keep a "</script>" inside the code from ending the script element
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def safe(js: str) -> str:
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return js.replace("</script", "<\\/script")
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html = f"""<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>DungeonCraft</title>
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<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
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<meta name="theme-color" content="#080608">
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<link rel="icon" type="image/png" href="data:image/png;base64,{icon}">
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<style>
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html, body {{ margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; background: #080608; }}
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canvas {{ display: block; width: 100%; height: 100%; outline: none; image-rendering: pixelated; }}
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</style>
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</head>
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<body>
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<canvas id="glcanvas" tabindex="1" oncontextmenu="return false"></canvas>
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<!-- DungeonCraft standalone - MIT License - (c) 2026 Richard Zink - https://git.familie-zink.org/zink/dungeoncraft -->
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<script>var register_plugin; /* expected by the quad_net plugin in the bundle */</script>
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<script>
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// the game module is embedded: fetching it is answered from these bytes
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var DC_WASM = "{wasm}";
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(function () {{
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var realFetch = window.fetch ? window.fetch.bind(window) : null;
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window.fetch = function (url, opts) {{
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if (typeof url === "string" && url.indexOf("dungeoncraft.wasm") >= 0) {{
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var bin = atob(DC_WASM);
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var bytes = new Uint8Array(bin.length);
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for (var i = 0; i < bin.length; i++) bytes[i] = bin.charCodeAt(i);
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return Promise.resolve(new Response(bytes, {{ headers: {{ "Content-Type": "application/wasm" }} }}));
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}}
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return realFetch ? realFetch(url, opts) : Promise.reject(new Error("offline"));
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}};
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}})();
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</script>
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<script>{safe(bundle)}</script>
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<script>{safe(plugin)}</script>
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<script>
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document.getElementById("glcanvas").focus();
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load("dungeoncraft.wasm");
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</script>
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</body>
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</html>
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"""
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out.write_text(html)
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print(f"{out}: {len(html) // 1024} KB")
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