Stop tracking credentials and player runtime state
Removes the tracked credential files. They are kept on disk, but they must not
be in the repository: player_auth.json holds a live auth_code, player_id and
server_url.
removed from tracking: player_auth.json, src/player_auth.json,
working_files/player_auth.json
Also fixes the ignore rules for the player's runtime state, which were being
reported as untracked and would have been committed:
- .player_heartbeat is rewritten every 10 seconds, so committing it creates
endless noise and merge conflicts on every machine.
- .player_stop_requested is transient session state.
- logs/startup_marker.txt and the various log outputs are runtime artifacts.
While doing this I found that the existing ignore entry was spelled
".player_heartbear" - a long-standing typo, so the heartbeat was never actually
ignored. The correct patterns are now present; the typo is left in place with a
comment so nothing changes unexpectedly for existing clones.
Note the deliberate exceptions, both tracked on purpose:
- windows/webview2_sdk/ - build.spec bundles those DLLs, so a fresh clone
needs them or web links silently fall back to the Chrome/Edge engine.
- windows/webview2_runtime/MicrosoftEdgeWebview2Setup.exe (~1.7 MB) - so a
machine without the WebView2 Runtime can install it on first start. The
~203 MB offline standalone installer stays ignored; fetch it with
webview2_runtime/download_runtime_installers.ps1 -Offline when building for
machines that have no internet.
This commit is contained in:
+37
@@ -61,4 +61,41 @@ Thumbs.db
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.player_heartbear
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# NOTE: the line above is a long-standing typo for `.player_heartbeat` and is
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# kept only so nothing changes for existing clones. The correct patterns are
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# below — without them the player's runtime state files get committed (they
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# change every 10 seconds, which would create endless noise and merge conflicts).
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.player_heartbeat
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.player_stop_requested
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logs/startup_marker.txt
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logs/startup_crash.log
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logs/console_out.txt
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logs/console_err.txt
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logs/watchdog_test_*.txt
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logs/.webview2_install_attempt
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windows/venv_build/
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# Player credentials — live auth_code/player_id/server_url. Never commit these:
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# a bundled copy made fresh builds boot "already authenticated" against an old
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# server and play a stale playlist.
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player_auth.json
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src/player_auth.json
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working_files/player_auth.json
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windows/dist/*/player_auth.json
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# Runtime web-engine profiles (browser cache, not source)
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.kiosk-profile/
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.webview2-profile/
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# NOTE: windows/webview2_sdk/ IS tracked on purpose — build.spec bundles those
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# DLLs, so a fresh clone must have them or web links silently fall back to the
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# Chrome/Edge subprocess engine. Only ~860 KB (2 files).
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# The small WebView2 Runtime bootstrapper (~1.7 MB) IS tracked: build.spec
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# bundles it so a machine without the Runtime can install it on first start.
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# The ~203 MB offline standalone installer is NOT tracked — fetch it with
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# windows/webview2_runtime/download_runtime_installers.ps1 when you need to
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# build for machines that have no internet.
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windows/webview2_runtime/MicrosoftEdgeWebView2RuntimeInstaller*.exe
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!windows/webview2_runtime/MicrosoftEdgeWebview2Setup.exe
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