Fix Neon Vortex button input and add Jellyfin WAL mode
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- Comment out CORS headers in nginx.conf to fix button input blocking
- Add WAL enable job for Jellyfin to resolve database locking issues
- Include comprehensive troubleshooting documentation

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Neon Vortex
2025-11-22 17:51:34 -05:00
parent 5b52eb9999
commit ce8d9029c1
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# Neon Vortex Button Issue - Troubleshooting Guide
## Problem
Buttons work in Godot editor but not working in the deployed web version at https://nv.caffeinetux.com
## Most Likely Causes
### 1. **CORS Headers Too Restrictive**
The current nginx configuration has very strict CORS headers:
```nginx
add_header Cross-Origin-Embedder-Policy "require-corp" always;
add_header Cross-Origin-Opener-Policy "same-origin" always;
```
These headers are required for SharedArrayBuffer (threads) but can break:
- Mouse/touch input
- Button click events
- External resources
**Check if you need threads:**
- Look at your Godot export settings
- If "Export Type" is **Regular** (not Threads), these headers might be blocking input
**Fix:** Update nginx.conf to conditionally apply headers:
```nginx
# Only add CORS headers if using threads
# For Regular (non-threaded) exports, comment these out:
# add_header Cross-Origin-Embedder-Policy "require-corp" always;
# add_header Cross-Origin-Opener-Policy "same-origin" always;
```
### 2. **JavaScript Console Errors**
**How to Check:**
1. Open https://nv.caffeinetux.com in browser
2. Press F12 (Developer Tools)
3. Go to Console tab
4. Click a button and look for errors
**Common Errors:**
#### Error: "SharedArrayBuffer is not defined"
- **Cause:** Missing CORS headers or not using HTTPS
- **Fix:** Keep the CORS headers, ensure HTTPS is working ✅ (you have this)
#### Error: "Failed to fetch" or "CORS policy"
- **Cause:** CORS headers too restrictive or missing resources
- **Fix:** Check Network tab for failed requests
#### Error: "WebGL context lost"
- **Cause:** GPU issues or resource exhaustion
- **Fix:** Reduce graphics quality in Godot, add memory limits
#### Error: "Input blocked"
- **Cause:** Browser security policy or iframe restrictions
- **Fix:** Ensure X-Frame-Options allows the domain
### 3. **Input Method Not Exported**
**In Godot, check your button scripts:**
```gdscript
# ✅ CORRECT - Web-compatible input
func _on_Button_pressed():
print("Button clicked!")
# Your code here
# ❌ WRONG - May not work on web
func _input(event):
if event is InputEventMouseButton:
# This might not work in some web configs
```
**Fix:** Use signal connections, not `_input()` or `_unhandled_input()` for buttons.
### 4. **Export Settings Issue**
**Check in Godot:**
1. Go to **Project → Export → HTML5**
2. Verify:
-**Export Type:** Regular (unless you need threads)
-**Custom HTML Shell:** Not set (use default)
-**Head Include:** Empty or minimal
-**Progressive Web App:** OFF (for debugging)
**Re-export:**
1. Delete the old export
2. Export fresh
3. Test locally first: `python3 -m http.server 8000`
4. If buttons work locally, issue is deployment-related
### 5. **Browser Cache**
**Your browser might be caching old broken version:**
**Fix:**
1. Hard refresh: `Ctrl + Shift + R` (or `Cmd + Shift + R` on Mac)
2. Clear cache for the site
3. Or use Incognito/Private browsing
### 6. **Service Worker Blocking**
The game has a service worker (`Neon Vortex.service.worker.js`) for offline support.
If corrupted, it can block updates.
**Fix:**
1. Open DevTools (F12)
2. Go to **Application** tab
3. Click **Service Workers**
4. Click **Unregister** for nv.caffeinetux.com
5. Hard refresh the page
## Recommended Debugging Steps
### Step 1: Check Browser Console
```
1. Open https://nv.caffeinetux.com
2. Press F12
3. Go to Console tab
4. Try clicking a button
5. Note any errors
```
### Step 2: Test Without CORS Headers
Temporarily modify nginx.conf:
```nginx
server {
listen 8080;
server_name _;
root /usr/share/nginx/html;
index "Neon Vortex.html";
# TEMPORARILY COMMENT OUT for testing:
# add_header Cross-Origin-Embedder-Policy "require-corp" always;
# add_header Cross-Origin-Opener-Policy "same-origin" always;
# Keep these:
add_header X-Frame-Options "SAMEORIGIN" always;
add_header X-Content-Type-Options "nosniff" always;
add_header X-XSS-Protection "1; mode=block" always;
location / {
try_files $uri $uri/ "/Neon Vortex.html";
}
}
```
**Rebuild and test:**
```bash
# Commit changes
git add htlm/nginx.conf
git commit -m "Test: Remove strict CORS headers"
git push
# Rebuild image (will happen via Flux)
# Wait for deployment
# Test buttons
```
### Step 3: Check Network Tab
1. Open DevTools (F12)
2. Go to **Network** tab
3. Reload page
4. Look for:
- ❌ Failed requests (red)
- ❌ 404 errors for required files
- ✅ All .js, .wasm, .pck files loaded successfully
### Step 4: Test Locally
```bash
# Navigate to exported game folder
cd htlm/
# Start local server
python3 -m http.server 8000
# Open browser to http://localhost:8000
# Test if buttons work
```
**If buttons work locally but not deployed:**
- Issue is deployment-related (nginx config, CORS, headers)
**If buttons don't work locally:**
- Issue is with Godot export or game code
## Most Likely Fix
Based on your current setup, **most likely cause is CORS headers**.
### Quick Fix:
**htlm/nginx.conf** - Update to:
```nginx
server {
listen 8080;
server_name _;
root /usr/share/nginx/html;
index "Neon Vortex.html";
# Enable gzip compression
gzip on;
gzip_types text/plain text/css application/json application/javascript text/xml application/xml application/xml+rss text/javascript application/wasm;
gzip_min_length 1000;
# MIME types for WASM and other assets
types {
application/wasm wasm;
application/javascript js;
text/html html;
application/json json;
image/png png;
}
# Security headers
add_header X-Frame-Options "SAMEORIGIN" always;
add_header X-Content-Type-Options "nosniff" always;
add_header X-XSS-Protection "1; mode=block" always;
# ONLY ADD THESE IF YOUR GAME USES THREADS:
# If your Godot export is "Regular" (not "Threads"), comment these out:
# add_header Cross-Origin-Embedder-Policy "require-corp" always;
# add_header Cross-Origin-Opener-Policy "same-origin" always;
location / {
try_files $uri $uri/ "/Neon Vortex.html";
}
# Cache static assets
location ~* \.(png|jpg|jpeg|gif|ico|wasm|js|css)$ {
expires 1y;
add_header Cache-Control "public, immutable";
}
}
```
## Godot-Specific Button Fixes
### Check Your Button Code:
**✅ CORRECT - Signal-based (Web-safe):**
```gdscript
extends Button
func _ready():
connect("pressed", self, "_on_button_pressed")
func _on_button_pressed():
print("Button clicked!")
get_tree().change_scene("res://next_scene.tscn")
```
**✅ CORRECT - Using Godot Editor signals:**
```
1. Select button in scene tree
2. Go to Node tab (right side)
3. Double-click "pressed()" signal
4. Connect to script function
5. Implement the function
```
**❌ AVOID - Input polling (may not work on web):**
```gdscript
func _process(delta):
if Input.is_action_just_pressed("ui_accept"):
# This might not work reliably on web
```
### Button Properties to Check:
```
✅ Mouse Filter: Stop (default)
✅ Focus Mode: All or Click
✅ Disabled: false
✅ Visible: true
```
## Next Steps
1. **Check browser console** - This will tell you the exact error
2. **Test without CORS headers** - Comment them out temporarily
3. **Test locally** - See if it's deployment or game issue
4. **Share console errors** - If still broken, share the browser console output
The most common cause is the CORS headers blocking input, so start there!