Commit Graph

163 Commits

Author SHA1 Message Date
Hermes Agent 3f69820911 Move Reset button to bottom of sidebar
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2026-05-28 23:58:10 +02:00
Hermes Agent 13293b325e Restructure layout: search in sidebar, upload in header
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- Removed toolbar (Library title, search, upload button) from library
- Moved search box into the sidebar alongside Year/Genre filters
- Removed 'Filters' heading from sidebar
- Replaced 'Library' nav button in header with '+ Upload' button
- Genre filters now sorted by count (desc) instead of alphabetically
- Cleaned up unused CSS
2026-05-28 23:16:22 +02:00
droideparanoico b8ccba4d20 Actualizar README.md
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2026-05-28 23:14:35 +02:00
Hermes Agent 676e101ffc Library filters sidebar, clickable tags, remove Ready badge
Build & Deploy / build-and-deploy (push) Successful in 59s
- GameCard: removed 'Ready' badge from covers (keep '🪟 Win' for
  Windows games only — it's informative since they can't be played)
- Library: sidebar with Year + Genre checkbox filter groups
  - Each shows up to 5 items with game counts, 'Show all' button
  - Active filters shown as removable chips above the grid
  - Reset button clears all filters
  - Filters reflected in URL hash (#/?genre=FPS&year=1996)
- GameDetail: year and genre tags are now clickable links to
  #/?year=1996 or #/?genre=FPS, which opens the Library with that
  filter pre-applied
- App.svelte: parses query params from hash and passes to Library
2026-05-28 22:56:51 +02:00
Hermes Agent e15ce10f5a Upload progress spinner + duplicate game detection
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Two features:

1. Progress indicator: when upload starts, the dialog switches from
   IGDB results to a centered spinner with 'Uploading and processing'
   text + filename. The Cancel button stays visible but disabled.

2. Duplicate game blocking: before upload, checks if a game with the
   same title (case-insensitive) already exists in the library.
   Frontend checks against the loaded games list; backend also
   checks as a second line of defense. Shows ⚠️ message in dialog.
   Existing unique-ID suffix logic (foo-2, foo-3) is still in place
   but now only reached when titles actually differ.
2026-05-28 22:28:27 +02:00
Hermes Agent a9e52ade68 Resilient flatten: catch exceptions + return meaningful error messages
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- Wrap flattenSingleDir in try-catch — if it fails, the upload continues
  and the cd <subdir> fix in dosbox.conf handles subdirectory executables
- Add global catch to upload method returning the actual exception
  message instead of a generic 500
- This will help diagnose why the user's King's Quest VI zip fails:
  flattening can throw on special filenames, Mac resource forks,
  symlinks, or other unusual ZIP contents
2026-05-28 16:13:11 +02:00
Hermes Agent ff7b7b446f Fix IGDB result selection: use DOM data attributes + pass igdb_id to backend
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Two issues fixed:

1. Frontend closure bug: IGDB result buttons used Svelte {#each} closure
   with onclick={() => doUpload(result.name)}. When clicking the 3rd
   result, the 1st result's handler sometimes fired. Fixed by reading
   data-name from e.currentTarget.dataset instead of JS closure.

2. Backend scrape mismatch: when user selected 'Blood' from IGDB
   results, backend's autoScrape searched for 'Blood' and could match
   'Captain Blood' first (alphabetical), overwriting metadata.
   Now passes igdb_id along with title so backend uses the EXACT
   IGDB entry the user selected via applyIgdbId() instead of
   auto-searching.
2026-05-28 16:00:51 +02:00
Hermes Agent a4b633ae86 Fix crash in detectPlatform: handle negative e_lfanew offset
Build & Deploy / build-and-deploy (push) Successful in 53s
For pure DOS executables, the e_lfanew field at MZ header offset 0x3C
is uninitialized garbage. Duke Nukem 2's EXE had bytes that form a
negative int32 (-1878619136), which was used as an array index causing
ArrayIndexOutOfBoundsException.

Now checks peOffset < 0 and returns 'dos' (no Windows signature found).
2026-05-28 15:53:51 +02:00
Hermes Agent 41d1e22522 Fix platform detection: LE (DOS/4GW extender) is DOS, not Windows
Build & Deploy / build-and-deploy (push) Successful in 48s
Many classic DOS games (Blood, DOOM, Duke Nukem 3D, Quake) use
DOS/4GW or DOS/32A — 32-bit DOS extenders with Linear Executable
(LE) format. My code was detecting LE as 'windows', causing these
games to be incorrectly flagged as unplayable.

Only PE (Portable Executable / Win32) and NE (New Executable /
Windows 3.x) are actually Windows.
2026-05-28 15:46:36 +02:00
Hermes Agent 95c7ba7192 Fix upload dialog: search box button always searches
Build & Deploy / build-and-deploy (push) Successful in 44s
Previously when no IGDB matches were found, the button next to the
search box changed from 'Search' to 'Upload' after the first search.
Since the text is editable and users may want to refine their query,
this button should always trigger a search.

Upload is still available via:
- The 'Upload anyway as "..."' button (shown after failed search)
- The 'Use filename: ...' button at the bottom
2026-05-28 15:03:13 +02:00
Hermes Agent 5b55a53b73 Skip creating .setup.jsdos bundles for Windows games
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- Move platform detection before setup bundle creation
- Only create setup bundle when platform != 'windows'
- Also hide the Setup button in GameDetail for Windows games
- Windows setup executables (INSTALL.EXE) can't run in DOSBox anyway
2026-05-28 14:57:13 +02:00
Hermes Agent 733bdaa44f Fix js-dos ZIP extraction: write dirs shallowest-first, then files
Build & Deploy / build-and-deploy (push) Successful in 1m40s
js-dos v8's C extraction code (jsdos-libzip.c) iterates ZIP entries
linearly and calls mkdir() on each directory entry. If a child
directory appears before its parent, mkdir() fails with perror()
and exit(1) — fatal crash with 'No such file or directory'.

Previous approach wrote directory entries interleaved with files,
deepest-first (from the file path right-to-left). Now:

Phase 1: Walk entire file tree to discover ALL directories
Phase 2: Write ALL dir entries sorted (shallowest first via TreeSet
         natural ordering — '/' sorts before any letter)
Phase 3: Write .jsdos/ config files
Phase 4: Write game files (parents already exist from Phase 2)

This guarantees that mkdir("NAS50TH/TRACKS/") runs before
mkdir("NAS50TH/TRACKS/WILKES/"), which runs before open().
2026-05-28 14:43:28 +02:00
Hermes Agent f9967eacf8 Auto-exclude disk image files (.img .iso .ccd .sub etc.) from .jsdos bundles
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Many DOS game ZIPs include CloneCD backups (.ccd/.img/.sub) or
other disk images that are not needed for gameplay — the game data
is already extracted in the working directory. These can be 300MB+
and cause WASM memory exhaustion in js-dos.

Added a SKIP_EXT set that filters out known disk image extensions
during game file pass. The .jsdos config pass is unaffected.
2026-05-28 13:54:56 +02:00
Hermes Agent eb37cd43bb Fix ZIP entry order: write .jsdos/ config first, then game files sorted
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js-dos reads ZIP entries sequentially and needs .jsdos/dosbox.conf and
.jsdos/jsdos.json first to configure DOSBox. Java's Files.walk() uses
filesystem readdir order which put them at the very end of the ZIP
(after the 328MB CloneCD image), causing extraction failures.

Now:
1. First pass: walk .jsdos/ directory and write config files first
2. Second pass: walk everything else (excluding .jsdos/) in sorted order
3. All directory ancestors are still added as explicit entries
4. .sorted() ensures deterministic, alphabetical entry order
2026-05-28 13:47:52 +02:00
Hermes Agent 8f14ecb5a1 Fix nested directory entries: add full ancestor chain to ZIP
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Previously only the immediate parent directory was added as a ZIP
entry. For deeply nested paths like NAS50TH/TRACKS/WILKES/WILKES.DAT,
only NAS50TH/TRACKS/WILKES/ was created — but NAS50TH/TRACKS/ and
NAS50TH/ were skipped (they're only parents of other directories,
never the immediate parent of a file).

Emscripten's FS.createDirectory() fails if parent doesn't exist,
so intermediate directories must be in the ZIP too.

Now walks up the full ancestor chain with a while loop.
2026-05-28 13:37:21 +02:00
Hermes Agent 5a3500c586 Fix js-dos ZIP extraction: add explicit directory entries to bundles
Build & Deploy / build-and-deploy (push) Successful in 46s
js-dos uses Emscripten's virtual filesystem which requires explicit
ZIP directory entries (names ending with '/') to create directories.
Java's ZipOutputStream only writes file entries, so subdirectories
like NAS50TH/TRACKS/WILKES/ were never created — causing Emscripten
'No such file or directory' errors for any path inside them.

- createBundle: before writing each file entry, add its parent
  directory as an explicit ZIP entry if not already added
- Affects all games with subdirectory structures (NASCAR Racing 2,
  Gus Goes to Cyberopolis, etc.)
- Use a HashSet to track already-added directories (no duplicates)
2026-05-28 13:28:10 +02:00
Hermes Agent 65e098244a Add platform auto-detection and UI flagging for Windows games
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- Game.java: add 'platform' field ('dos'/'windows') + 'isPlayable' helper
- UploadResource.java: detect EXE type by reading PE/NE header during upload
- GameResource.java: allow PATCH to update platform
- GameCard.svelte: show 🪟 Win badge for Windows games (blue style)
- GameDetail.svelte: show platform badge, disable Play for Windows with
  'Unplayable' button; add platform dropdown to edit form
- Play.svelte: show blocking overlay for Windows games with 'Try anyway'
  option for users who want to attempt it
2026-05-28 13:16:04 +02:00
Hermes Agent efa0aa5f81 Fix MoO2 subdirectory bug + remove sockdrive references
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- Fix flattenSingleDir: flatten when exactly 1 root directory exists,
  even if other metadata files (file_id.diz, *.nfo) are present at root
- Fix buildDosboxConf/buildJsdosJson: add 'cd <dir>' before executable
  when it lives in a subdirectory, since DOS treats '/' as switch char
  (previously 'mastori2/ORION2.EXE' was parsed as command 'mastori2'
  with switch '/ORION2.EXE')
- Remove SockdriveResource.java entirely
- Remove bundleType field from Game.java (was 'standard'/'sockdrive')
- Simplify GameResource.java download endpoint
- Clean up upload resource
2026-05-28 12:10:43 +02:00
David Alvarez ba34065278 fix: remove zos.setLevel(0) from createBundle — default DEFLATE is more reliable with emscripten libzip extraction
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2026-05-28 10:06:28 +02:00
David Alvarez e11f19c769 fix: remove sockdrive mode, always create .jsdos ZIP bundles
Build & Deploy / build-and-deploy (push) Successful in 40s
js-dos v8's window.Dos(container, { url }) expects the URL to point
to a .jsdos ZIP archive, not a loose dosbox.conf file. The
'sockdrive' mode was serving game files loosely with a URL pointing
to a raw config file, causing: 'Unable to add .jsdos/jsdos.json
into bundle.zip'.

Changes:
- Removed SOCKDRIVE_THRESHOLD_MB and the entire sockdrive branch
- Always create a .jsdos ZIP bundle via createBundle()
- Optimized createBundle: no temp dir copy (saves 2x I/O for large
  games), uses STORE compression (level 0) since DOS files are
  often already compressed
- Removed dirSizeMB(), copyDir() and setup config builders —
  no longer needed after removing sockdrive mode
- frontend bundleUrl()/setupBundleUrl() always use the standard
  /games/{id}.jsdos path
- GameService.delete cleanup simplified
2026-05-28 09:45:45 +02:00
David Alvarez 6840b3eee1 fix: raise upload limit from 200MB to 2048MB for large DOS games
Build & Deploy / build-and-deploy (push) Successful in 56s
The previous 200M limit on quarkus.http.limits.max-body-size and
multipart input-part.max-size rejected games over 200MB. DOS CD-ROM
games can easily exceed this (e.g. DOOM 95 full CD, Diablo). Raised
to 2048M to cover the largest DOS/CD-ROM game archives.
2026-05-28 09:32:33 +02:00
David Alvarez 5f5cb8411f feat: SETUP.EXE detection + separate setup .jsdos bundle
Build & Deploy / build-and-deploy (push) Successful in 1m1s
When a game archive contains SETUP.EXE, INSTALL.EXE, CONFIG.EXE or
CUSTOM.EXE (or .com/.bat variants), the upload now:

- Detects and stores the path in game metadata (setup_exe / has_setup)
- Generates a second .jsdos bundle with SETUP.EXE as autoexec:
  - Standard mode: {gameId}.setup.jsdos (full game + setup autoexec)
  - Sockdrive mode: .jsdos-setup/ directory alongside .jsdos/
- Both bundles share the same game files; only the autoexec differs

Frontend changes:
- Router strips query params from hash so ?setup=1 doesn't leak into id
- GameDetail shows a "Setup" button between Play and Edit (only when
  game.has_setup is true), navigating to /play/{id}?setup=1
- Play.svelte detects ?setup=1, loads setupBundleUrl() instead, and
  shows setup-specific overlay text

Persistence is handled automatically by js-dos v8 via the built-in
auto-save mechanism (ci.persist() → browser OPFS), so any config
changes made via SETUP.EXE survive across sessions.
2026-05-27 16:49:15 +02:00
David Alvarez 00267da3dd fix: manual title input searches IGDB first, warns before uploading
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Flow when auto-search finds nothing:
1. User types a title → presses Enter/clicks button
2. System searches IGDB with that title
3a. Results found → shown as selectable cards
3b. No results → warning + amber 'Upload anyway as xxx' button
4. Button label changes: 'Search' → 'Upload' after manual search

Also changed Enter key behavior: first press searches, second
press uploads (if no results after manual search)
2026-05-27 11:57:16 +02:00
David Alvarez 61a83cff65 fix: increase max upload body size to 200MB
Build & Deploy / build-and-deploy (push) Successful in 46s
Quarkus defaults to 10MB max body size. DOS games like
Warcraft 2 (50-100MB) were silently rejected. Added:
- quarkus.http.limits.max-body-size=200M
- quarkus.resteasy-reactive.multipart.input-part.max-size=200M
2026-05-27 11:49:45 +02:00
David Alvarez 72391fb577 feat: auto-search IGDB on file select, pick match or type custom title
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Upload flow is now:
1. Click +Upload → select a .zip file
2. IGDB is auto-searched with the filename
3. If matches found → show results as selectable cards + fallback
   custom title search at the bottom
4. If no matches → show 'no matches' + manual title + Upload btn
   + a fallback 'Use filename: xxx' button
5. Clicking a result uploads immediately with that game's title
   (so IGDB auto-scrape picks it up correctly)
6. Cancel button to dismiss
2026-05-27 11:25:03 +02:00
David Alvarez 3c49d72f56 refactor: flatten ZIP single-root-directory instead of path splitting
Build & Deploy / build-and-deploy (push) Successful in 1m45s
Completely new approach:
- After unzip, check if extractDir has exactly one entry (a directory)
- If so, move all its contents up and delete the empty folder
- This means game files are always at the bundle root (c:\)
- No more cd/subdirectory handling in config builders
- No more path separator conversions (forward/backslash)
- Removed splitPath() helper entirely
- Config builders are now trivial — relExe is always just a filename
2026-05-27 11:07:39 +02:00
David Alvarez e7b845e8a1 clean: remove all Doom-specific logic, fix path separator in jsdos.json
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Removed:
- injectDoomConfig() — WAD-detection and WASD config injection
- buildDoomDefaultCfg() — Doom config file generator
- All calls to injectDoomConfig in both bundle paths

Fixed:
- buildJsdosJson() now also uses splitPath() helper to handle
  backslash separators (was using lastIndexOf('/') only)
- Extracted shared splitPath() method used by both
  buildJsdosJson and buildDosboxConf

No more game-specific hacks. Just clean config generation.
2026-05-27 10:48:38 +02:00
David Alvarez 596b897df6 fix: use backslash path separator for DOS paths
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extractDir.relativize() returns paths with native Linux forward
slashes. DOS requires backslashes. Changed .replace('\', '/')
to .replace('/', '\') and updated buildDosboxConf split logic
to also check for backslash separator.
2026-05-27 10:41:45 +02:00
David Alvarez 542db6a916 Fix: handle DOS games in subdirectories inside .jsdos bundles
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When a ZIP contains game files in a subdirectory (e.g. doomiido/),
findMainExe() correctly finds the executable but the bundle autoexec
was using just the filename, causing DOSBox 'Illegal command' error.

- Use extractDir.relativize() to compute the relative exe path
- buildDosboxConf() now adds 'cd dirname' before running the exe
- buildJsdosJson() uses 'cd dirname && exe' for multi-line script
- Fix applies to both sockdrive and standard bundle paths
2026-05-27 10:36:44 +02:00
David Alvarez 6c56cbc992 fix: use CRLF line endings in DEFAULT.CFG to match Doom's fgets parser
Build & Deploy / build-and-deploy (push) Successful in 51s
The dos.zone DEFAULT.CFG uses \r\n (DOS/CRLF) line endings.
Our injected config used \n (LF/Unix). While fgets() reads
both, the \r character stays in the buffer and the Doom
parser may behave differently when it's absent. Matching
the exact byte-for-byte format that works on dos.zone.
2026-05-27 09:57:41 +02:00
David Alvarez 4bd771f97f fix: add jsdos.json to bundle for proper js-dos v8 config
Build & Deploy / build-and-deploy (push) Successful in 1m4s
The missing piece — dos.zone's bundle has .jsdos/jsdos.json
which tells js-dos v8 how to configure the emulator (autoexec
command, autolock=true, etc.). Without it, js-dos may apply
different defaults that don't match our dosbox.conf.

Also simplified dosbox.conf to just the essential sections
and removed mapperfile=mapper-jsdos.map (not bundled).
Keeps usescancodes=true, autolock=true, SB16 audio.
2026-05-27 09:38:26 +02:00
David Alvarez 9a4e87d044 fix: recursive WAD detection + write BOTH DEFAULT.CFG and DOOM2.CFG
Build & Deploy / build-and-deploy (push) Successful in 49s
Previous injectDoomConfig used Files.list() which only checks the
top-level directory — if the WAD was in a subdirectory, detection
failed silently and no config was written. Switched to Files.walk()
for recursive search.

Also:
- Write BOTH DEFAULT.CFG AND DOOM2.CFG (Doom II reads DOOM2.CFG
  first as game-specific config, falling back to DEFAULT.CFG)
- Always overwrite (don't skip if file exists — the ZIP might
  contain a stock DEFAULT.CFG with arrow-key defaults)
2026-05-27 09:30:49 +02:00
David Alvarez 655d3e83cd fix: full dosbox.conf with usescancodes=true + auto WASD for Doom
Build & Deploy / build-and-deploy (push) Successful in 53s
Root cause: Dosbox.conf was missing the [sdl] section with
'usescancodes=true' — without it DOSBox doesn't translate
keyboard scan codes and WASD keys don't register as game input.

Fix:
- Generate a complete dosbox.conf matching js-dos v8 standards
  (all sections: sdl, dosbox, cpu, mixer, render, midi,
   sblaster, gus, speaker, joystick, serial, dos, ipx, autoexec)
- Key setting: usescancodes=true + mapperfile=mapper-jsdos.map
- Uses svga_s3 machine type with SB16 audio (same as dos.zone)

Bonus: Auto-detect Doom-engine games (DOOM.WAD / DOOM2.WAD)
and inject a DEFAULT.CFG with WASD controls:
  W=forward, S=backward, A=strafe-left, D=strafe-right
  Arrows=turn, Ctrl=fire, Space=use, Alt=strafe, Shift=run
  Mouse enabled for looking

Note: Existing uploaded games still have the old dosbox.conf.
They need to be re-uploaded to get the fix.
2026-05-27 09:19:56 +02:00
David Alvarez feccf4178f feat: move meta/dev under cover, upload dialog on file select
Build & Deploy / build-and-deploy (push) Successful in 52s
Game Detail:
- Year/genre badges and developer/publisher info moved from
  the info column to the cover column (below the cover image)
- Edit mode unaffected — fields remain in the form on the right
- Added CSS spacing for meta/dev in cover section

Library upload:
- Removed the always-visible title input field
- After selecting a .zip, a modal dialog appears with two options:
  1. 'Use filename as title' — uploads immediately with filename
  2. Custom title input + 'Upload' button
  Plus a Cancel button
- Modal is dismissible by clicking outside or Cancel
2026-05-26 21:31:50 +02:00
David Alvarez d751779984 fix: constrain 1fr grid column with min-width:0 and word-break
Build & Deploy / build-and-deploy (push) Successful in 51s
The info-section grid column (1fr) was expanding to fit wide content
like long game titles in Press Start 2P font (each character ~24px).
Added min-width:0 on grid children to prevent overflow, and
word-break:break-word on text elements as a safety net.
2026-05-26 21:16:15 +02:00
David Alvarez 3ae6f43ccb feat: responsive mobile UI across all pages
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Global:
- Viewport meta already present; added -webkit-text-size-adjust: 100%
- Container padding reduces to 12px on mobile (was 24px)
- Smaller heading sizes (h1: 1.5rem, h2: 1.25rem)
- Buttons get min-height 40px for touch targets
- Inputs forced to 16px font-size to prevent iOS zoom
- Thinner scrollbar on mobile

Header:
- Logo text shrinks to 1rem on mobile, icon to 28px
- Header padding reduces to 12px

Library:
- Toolbar stacks vertically on mobile, full-width inputs
- Grid forced to 2 columns on narrow screens (480px), reduced gap

GameCard:
- Smaller info text, padding, badge on 480px screens

GameDetail:
- Cover section capped at 200px width on mobile
- Media thumbnails shrink to 160x90
- Scrape header stacks vertically with full-width buttons
- Edit rows stack vertically on mobile

Play:
- DOS container caps at 50vh on mobile, smaller border-radius
- Overlay text/icon sizes reduced, more compact layout
2026-05-26 17:22:15 +02:00
David Alvarez 404e8b6719 fix: remove java.nio.file.Path import conflicting with @Path annotation
Build & Deploy / build-and-deploy (push) Successful in 1m1s
2026-05-26 16:53:17 +02:00
David Alvarez 446a9d61b8 feat: all-video media row, clickable media selector, download button
Build & Deploy / build-and-deploy (push) Failing after 44s
- Backend: Add GET /api/games/{id}/download endpoint (ZIP streaming)
- Frontend: All videos now shown in media row alongside screenshots
- Click any media thumbnail to load it into the media container
- Videos show YouTube thumbnail, screenshots show image preview
- Active thumbnail has green border highlight
- Download button between Edit and Delete triggers ZIP download
- Early return: if no media, the entire section is hidden
2026-05-26 16:47:17 +02:00
David Alvarez 0912e43d99 IGDB: add DOS-only search, gameplay videos + screenshot support
Build & Deploy / build-and-deploy (push) Successful in 1m28s
- Search now filters to DOS platform only (platform ID 13)
- New fetchVideos() queries IGDB game_videos endpoint for YouTube IDs
- New fetchScreenshots() queries IGDB screenshots endpoint for images
- autoScrape and applyIgdbId both fetch videos + screenshots after match
- Upload auto-save also triggers when videos/screenshots found
- GameDetail: embed first YouTube video + scrollable screenshot gallery
- Handles missing media gracefully (section hidden entirely if neither exists)
2026-05-26 15:49:27 +02:00
David Alvarez 1f55f63b99 Replace Handjet font with Press Start 2P from Google Fonts
Build & Deploy / build-and-deploy (push) Successful in 18s
2026-05-25 13:57:12 +02:00
David Alvarez b8cc11caf4 Fix workflow health check: docker inspect instead of localhost curl (runner can't reach host's localhost)
Build & Deploy / build-and-deploy (push) Successful in 15s
2026-05-25 13:49:42 +02:00
David Alvarez 8c1be9db03 Replace mono font stack with Handjet from Google Fonts
Build & Deploy / build-and-deploy (push) Failing after 1m6s
2026-05-25 13:46:31 +02:00
David Alvarez b2eb99ec82 Add Gitea Actions workflow for auto-build on push; update docker-compose.yml
Build & Deploy / build-and-deploy (push) Has been cancelled
2026-05-25 13:02:55 +02:00
David Alvarez 672be01e8c Fix IGDB search: remove where category=0 filter that blocked all results; fix cover.url handling in both search and applyIgdbId; add debug logging 2026-05-25 12:03:40 +02:00
David Alvarez 466299b8f0 IGDB integration: auto-scrape on upload + manual scrape button
- New IgdbService: Twitch OAuth2, IGDB API v4 search, cover download
- Upload auto-scrapes IGDB after extracting game ZIP
- GameDetail page: 'Auto Scrape' + 'Search' buttons + result picker
- Upload dialog: optional title field (defaults to filename)
- Jackson SNAKE_CASE naming to match frontend expectations
- IGDB status endpoint to check credentials
2026-05-25 10:22:58 +02:00
David Alvarez f2bd6ca3fb Fix Path name collision: use full @jakarta.ws.rs.Path for annotation, specific imports to avoid conflict with java.nio.file.Path 2026-05-25 09:40:50 +02:00
David Alvarez 5579afb5e7 Fix pom.xml: remove quarkus-rest-multipart (built into quarkus-rest), add maven-resources-plugin version; fix Dockerfile: DOSTALGIA_DATA -> DOSTALGIA_DATA_DIR 2026-05-25 09:29:22 +02:00
David Alvarez 28ea711b24 Migrate backend from Go to Quarkus (Java 21 / JAX-RS)
- Replaced Go stdlib server with Quarkus (RESTEasy Reactive + Jackson)
- 7 Java classes: Game POJO, GameService (JSON file I/O), 4 REST resources, static file serving
- Same JSON-per-game storage, same ZIP upload + bundle creation
- Same Svelte frontend (unchanged), built into the JAR via maven-resources-plugin
- Multi-stage Dockerfile: Node → Maven → JRE runtime
2026-05-24 15:41:51 +02:00
David Alvarez 7f17f4b31e Fix Stop + broken buttons: use location.reload() which preserves hash but fully unloads page, killing workers and audio. Revert pathname routing (unnecessary). 2026-05-23 19:29:07 +02:00
David Alvarez f6a1dccdf2 Fix Stop permanently: navigate to real server path /game/{id} to force full page unload, add pathname routing to SPA 2026-05-23 19:21:50 +02:00