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* Allow setting the VS Code build target For the NPM package (and tests, at least for now), we will still use linux-x64, but this is going to allow using the platform build targets for our standalone releases so we can avoid having to copy all the packaging steps (like cleaning up modules). This does mean that the NPM package when installed will be missing those cleanup steps. Possibly we can try to break out the packaging step into a something that can be ran standalone (which will also require installing dev dependencies like gulp) but not sure how much work this would be. * Preserve dependencies for e2e tests To avoid having to install them again. Also moved an env block to the root of the job. * Refactor releases to use VS Code packaging Instead of building the linux-x64 package, stripping the modules, then installing them again, we build the correct target and use the modules as they are. This means we do not have to copy all the post-processing steps like the ones that delete unnecessary modules. For the NPM package we still publish the linux-x64 package (without modules of course). This means npm installations do not get that same post-processing. Another advantage of this is that we can run the release immediately without having to wait for the build step, or on a commit that no longer has a build artifact, since they all build individually now. We could try sharing the core-ci build step, but leaving that alone for now. I also converted the macOS jobs into a matrix. Deleted the CI readme because it was out of date and seemed to just repeat what should be described in the scripts anyway. Removed a section about Homebrew since we do not maintain that anymore. It looks like there is no need to symlink node_modules.asar anymore.
285 lines
10 KiB
Markdown
285 lines
10 KiB
Markdown
<!-- prettier-ignore-start -->
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<!-- START doctoc generated TOC please keep comment here to allow auto update -->
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<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
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# Contributing
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- [Requirements](#requirements)
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- [Linux-specific requirements](#linux-specific-requirements)
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- [Development workflow](#development-workflow)
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- [Version updates to Code](#version-updates-to-code)
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- [Patching Code](#patching-code)
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- [Build](#build)
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- [Troubleshooting](#troubleshooting)
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- [I see "Forbidden access" when I load code-server in the browser](#i-see-forbidden-access-when-i-load-code-server-in-the-browser)
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- ["Can only have one anonymous define call per script"](#can-only-have-one-anonymous-define-call-per-script)
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- [Help](#help)
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- [Test](#test)
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- [Unit tests](#unit-tests)
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- [Script tests](#script-tests)
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- [Integration tests](#integration-tests)
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- [End-to-end tests](#end-to-end-tests)
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- [Structure](#structure)
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- [Modifications to Code](#modifications-to-code)
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- [Currently Known Issues](#currently-known-issues)
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<!-- END doctoc generated TOC please keep comment here to allow auto update -->
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<!-- prettier-ignore-end -->
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## Requirements
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The prerequisites for contributing to code-server are almost the same as those
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for [VS Code](https://github.com/Microsoft/vscode/wiki/How-to-Contribute#prerequisites).
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Here is what is needed:
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- `node` v22.x
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- `git` v2.x or greater
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- [`git-lfs`](https://git-lfs.github.com)
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- [`npm`](https://www.npmjs.com/)
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- Used to install JS packages and run scripts
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- [`nfpm`](https://nfpm.goreleaser.com/)
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- Used to build `.deb` and `.rpm` packages
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- [`jq`](https://stedolan.github.io/jq/)
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- Used to build code-server releases
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- [`gnupg`](https://gnupg.org/index.html)
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- All commits must be signed and verified; see GitHub's [Managing commit
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signature
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verification](https://docs.github.com/en/github/authenticating-to-github/managing-commit-signature-verification)
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or follow [this tutorial](https://joeprevite.com/verify-commits-on-github)
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- `quilt`
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- Used to manage patches to Code
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- `rsync` and `unzip`
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- Used for code-server releases
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- `bats`
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- Used to run script unit tests
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### Linux-specific requirements
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If you're developing code-server on Linux, make sure you have installed or
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install the following dependencies:
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```shell
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sudo apt-get install build-essential g++ libx11-dev libxkbfile-dev libsecret-1-dev libkrb5-dev python-is-python3
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```
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These are required by Code. See [their Wiki](https://github.com/microsoft/vscode/wiki/How-to-Contribute#prerequisites)
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for more information.
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## Development workflow
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1. `git clone https://github.com/coder/code-server.git` - Clone `code-server`
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2. `git submodule update --init` - Clone `vscode` submodule
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3. `quilt push -a` - Apply patches to the `vscode` submodule.
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4. `npm install` - Install dependencies
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5. `npm run watch` - Launch code-server localhost:8080. code-server will be live
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reloaded when changes are made; the browser needs to be refreshed manually.
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When pulling down changes that include modifications to the patches you will
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need to apply them with `quilt`. If you pull down changes that update the
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`vscode` submodule you will need to run `git submodule update --init` and
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re-apply the patches.
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When you make a change that affects people deploying the marketplace please
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update the changelog as part of your PR.
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Note that building code-server takes a very, very long time, and loading it in
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the browser in development mode also takes a very, very long time.
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Display language (Spanish, etc) support only works in a full build; it will not
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work in development mode.
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Generally we prefer that PRs be squashed into `main` but you can rebase or merge
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if it is important to keep the individual commits (make sure to clean up the
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commits first if you are doing this).
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### Version updates to Code
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1. Remove any patches with `quilt pop -a`.
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2. Update the `lib/vscode` submodule to the desired upstream version branch.
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1. `cd lib/vscode && git checkout release/1.66 && cd ../..`
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2. `git add lib && git commit -m "chore: update to Code <version>"`
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3. Apply the patches one at a time (`quilt push`). If the application succeeds
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but the lines changed, update the patch with `quilt refresh`. If there are
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conflicts, then force apply with `quilt push -f`, manually add back the
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rejected code, then run `quilt refresh`.
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4. From the code-server **project root**, run `npm install`.
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5. Check the Node.js version that's used by Electron (which is shipped with VS
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Code. If necessary, update our version of Node.js to match.
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### Patching Code
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1. You can go through the patch stack with `quilt push` and `quilt pop`.
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2. Create a new patch (`quilt new {name}.diff`) or use an existing patch.
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3. Add the file(s) you are patching (`quilt add [-P patch] {file}`). A file
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**must** be added before you make changes to it.
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4. Make your changes. Patches do not need to be independent of each other but
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each patch must result in a working code-server without any broken in-between
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states otherwise they are difficult to test and modify.
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5. Add your changes to the patch (`quilt refresh`)
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6. Add a comment in the patch about the reason for the patch and how to
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reproduce the behavior it fixes or adds. Every patch should have an e2e test
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as well.
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### Build
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You can build a full production release as follows:
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```shell
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git submodule update --init
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quilt push -a
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npm install
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npm run build
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VERSION=0.0.0 npm run build:vscode
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KEEP_MODULES=1 npm run release
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```
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You can omit `KEEP_MODULES` if you intend to use this in a platform-agnostic way
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(like for publishing to NPM), but since the VS Code build process does
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post-processing deletion of the modules, it is recommended to keep the modules
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when possible, since if you install them later you will have more than is
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required. `KEEP_MODULES` will also bundle Node and the code-server entry script.
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Run your build:
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```shell
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./release/bin/code-server
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```
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Or if you omitted `KEEP_MODULES`:
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```shell
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cd release
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npm install --omit=dev
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node .
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```
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Then, to package the release:
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```shell
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npm run package
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```
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> On Linux, the currently running distro will become the minimum supported
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> version. In our GitHub Actions CI, we use CentOS 8 for maximum compatibility.
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> If you need your builds to support older distros, run the build commands
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> inside a Docker container with all the build requirements installed.
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### Troubleshooting
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#### I see "Forbidden access" when I load code-server in the browser
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This means your patches didn't apply correctly. We have a patch to remove the
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auth from vanilla Code because we use our own.
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Try popping off the patches with `quilt pop -a` and reapplying with `quilt push
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-a`.
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#### "Can only have one anonymous define call per script"
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Code might be trying to use a dev or prod HTML in the wrong context. You can try
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re-running code-server and setting `VSCODE_DEV=1`.
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### Help
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If you get stuck or need help, you can always start a new GitHub Discussion
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[here](https://github.com/coder/code-server/discussions). One of the maintainers
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will respond and help you out.
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## Test
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There are four kinds of tests in code-server:
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1. Unit tests
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2. Script tests
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3. Integration tests
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4. End-to-end tests
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### Unit tests
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Our unit tests are written in TypeScript and run using
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[Jest](https://jestjs.io/), the testing framework].
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These live under [test/unit](../test/unit).
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We use unit tests for functions and things that can be tested in isolation. The
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file structure is modeled closely after `/src` so it's easy for people to know
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where test files should live.
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### Script tests
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Our script tests are written in bash and run using [bats](https://github.com/bats-core/bats-core).
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These tests live under `test/scripts`.
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We use these to test anything related to our scripts (most of which live under
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`ci`).
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### Integration tests
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These are a work in progress. We build code-server and run tests with `npm run
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test:integration`, which ensures that code-server builds work on their
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respective platforms.
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Our integration tests look at components that rely on one another. For example,
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testing the CLI requires us to build and package code-server.
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### End-to-end tests
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The end-to-end (e2e) tests are written in TypeScript and run using
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[Playwright](https://playwright.dev/).
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These live under [test/e2e](../test/e2e).
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Before the e2e tests run, we run `globalSetup`, which eliminates the need to log
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in before each test by preserving the authentication state.
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Take a look at `codeServer.test.ts` to see how you would use it (see
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`test.use`).
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We also have a model where you can create helpers to use within tests. See
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[models/CodeServer.ts](../test/e2e/models/CodeServer.ts) for an example.
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## Structure
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code-server essentially serves as an HTTP API for logging in and starting a
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remote Code process.
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The CLI code is in [src/node](../src/node) and the HTTP routes are implemented
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in [src/node/routes](../src/node/routes).
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Most of the meaty parts are in the Code portion of the codebase under
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[lib/vscode](../lib/vscode), which we describe next.
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### Modifications to Code
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Our modifications to Code can be found in the [patches](../patches) directory.
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We pull in Code as a submodule pointing to an upstream release branch.
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In v1 of code-server, we had Code as a submodule and used a single massive patch
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that split the codebase into a front-end and a server. The front-end consisted
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of the UI code, while the server ran the extensions and exposed an API to the
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front-end for file access and all UI needs.
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Over time, Microsoft added support to Code to run it on the web. They had made
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the front-end open source, but not the server. As such, code-server v2 (and
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later) uses the Code front-end and implements the server. We did this by using a
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Git subtree to fork and modify Code.
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Microsoft eventually made the server open source and we were able to reduce our
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changes significantly. Some time later we moved back to a submodule and patches
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(managed by `quilt` this time instead of the mega-patch).
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As the web portion of Code continues to mature, we'll be able to shrink and
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possibly eliminate our patches. In the meantime, upgrading the Code version
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requires us to ensure that our changes are still applied correctly and work as
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intended. In the future, we'd like to run Code unit tests against our builds to
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ensure that features work as expected.
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> We have [extension docs](../ci/README.md) on the CI and build system.
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If the functionality you're working on does NOT depend on code from Code, please
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move it out and into code-server.
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### Currently Known Issues
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- Creating custom Code extensions and debugging them doesn't work
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- Extension profiling and tips are currently disabled
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