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https://github.com/openfrontio/OpenFrontIO.git
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Improve cacheability with content-hashed public assets and a cacheable app shell (#3494)
## Description: This reworks asset delivery and cacheability across the app and moves non-bundled public resources onto immutable, content-hashed URLs. Vite bundle outputs continue to live under `/assets/**` and remain content-hashed by Vite. Public resources that were previously fetched from stable paths in `resources/` now go through a custom hashed namespace under `/_assets/**`, backed by a generated asset manifest that is available to the server, browser, and worker runtime. In parallel, the root app shell is now cacheable shared HTML instead of request-time `no-store` HTML. Dynamic and live routes remain explicitly uncached. ## Why - Improve browser and Cloudflare cacheability for static assets. - Remove query-string and release-version cache busting for runtime-fetched assets. - Allow unchanged public assets to keep the same URL across releases. - Reduce avoidable work on `/` by serving a shared app shell instead of rendering HTML on every request. - Make cache behavior explicit instead of relying on mixed framework defaults and file-extension heuristics. ## What Changed ### 1. Content-hashed public asset pipeline - Added a build-time public asset manifest and hashing pipeline for non-Vite resources. - Production now emits hashed public assets under `/_assets/**`. - Added runtime manifest loading for Node so server-rendered paths resolve against built hashed files instead of rebuilding from source at runtime. - Emitted the runtime asset manifest as an ESM module for server consumption. Result: - `/assets/**` = Vite-managed hashed bundle outputs - `/_assets/**` = custom content-hashed public resources ### 2. Runtime asset URL migration - Added a shared `assetUrl(...)` resolution path. - Migrated runtime references away from query-string versioning and stable source paths. - Updated browser, worker, and server-side rendering paths to resolve through the asset manifest. - Moved map manifests, map binaries, thumbnails, sprites, sounds, fonts, flags, icons, screenshots, and other runtime-fetched resources onto hashed URLs. ### 3. Map and preview fixes - Fixed directory and per-file map asset resolution so map manifest and binary fetches resolve to the correct hashed URLs. - Updated preview metadata and map thumbnail paths to use the hashed asset namespace. - Fixed runtime manifest loading in prod after deployment. ### 4. Explicit cache policies - Added explicit immutable cache headers for: - `/assets/**` - `/_assets/**` - worker-prefixed equivalents under `/wN/...` - Added explicit `no-store` headers for live and dynamic APIs. - Removed the old `/api/env` bootstrap request and baked `gameEnv` into the HTML bootstrap instead. ### 5. Cacheable root app shell - Refactored the root HTML path to serve a shared app shell with: - `Cache-Control: public, max-age=0, s-maxage=300, stale-while-revalidate=86400` - `/` and the SPA fallback now serve shared cacheable HTML instead of request-time `no-store` rendering. - `/game/:id` remains dynamic and `no-store`, but now reuses the shared shell before injecting preview tags. ### 6. Matchmaking instance handling - Because the app shell is now cacheable, `INSTANCE_ID` was removed from shared HTML. - Added `/api/instance` as a temporary `no-store` runtime lookup used only by matchmaking. - This preserves correctness with the current random-per-boot `INSTANCE_ID` model while keeping `/` cacheable, but it is not the intended long-term design. ## Behavior Changes ### Asset URL contract Production URLs for non-Vite public resources now change from stable paths such as: - `/maps/...` - `/images/...` - `/manifest.json` to content-hashed paths under: - `/_assets/...` Examples: - `/_assets/maps/<map>/manifest.<hash>.json` - `/_assets/images/Favicon.<hash>.svg` ### Bootstrap/config - `/api/env` is removed. - `gameEnv` is now bootstrapped from HTML. ### HTML caching - `/` and the SPA fallback are now cacheable shared HTML. - `/game/:id` remains dynamic. ## Cache Matrix After This Branch - `/_assets/**`: `public, max-age=31536000, immutable` - `/assets/**`: `public, max-age=31536000, immutable` - live `/api/**`: explicit `no-store` - `/api/health`: explicit `no-store` - `/api/instance`: explicit `no-store` - `/game/:id`: explicit `no-store` - `/` and SPA fallback: `public, max-age=0, s-maxage=300, stale-while-revalidate=86400` ## Notes / Tradeoffs - `/api/instance` is a temporary compromise. It exists because `INSTANCE_ID` is currently random per boot, which is not safe to embed into cacheable shared HTML. - The current matchmaking flow still asks the client to provide `instance_id` during `matchmaking/join`. That is functional, but it is the wrong ownership boundary: instance selection should be handled by the matchmaking service, not by the browser. - The cleaner end-state would be: - make `matchmaking/join` stop requiring `instance_id` from the client, and let the matchmaking service select a healthy instance from worker check-ins - This branch makes the origin behavior edge-cache-friendly, but Cloudflare still needs matching cache rules if HTML itself should be cached at the edge. ## Validation Verified during development with: - `npx tsc --noEmit` - `node node_modules\\vite\\bin\\vite.js build` - `node node_modules\\vitest\\vitest.mjs run tests/server/RenderHtml.test.ts tests/server/NoStoreHeaders.test.ts tests/server/StaticAssetCache.test.ts tests/core/configuration/ConfigLoader.test.ts` Additional targeted tests added: - `tests/AssetUrls.test.ts` - `tests/core/game/FetchGameMapLoader.test.ts` - `tests/core/configuration/ConfigLoader.test.ts` - `tests/server/NoStoreHeaders.test.ts` - `tests/server/StaticAssetCache.test.ts` - `tests/server/RenderHtml.test.ts` ## Known Existing Warnings The production build still reports pre-existing warnings that are not addressed by this branch: - inconsistent JSON import attributes for `resources/countries.json` - inconsistent JSON import attributes for `resources/QuickChat.json` - large chunk warnings from Vite ## Rollout Notes - Cache rules should treat `/_assets/**` and `/assets/**` as immutable. - Cloudflare will still classify HTML as dynamic after deploy unless matching edge cache rules are configured for it. ## Follow-ups - Remove `/api/instance` by changing `matchmaking/join` so the server selects the target instance, or by making `INSTANCE_ID` deploy-stable if the current contract must remain. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [ ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME
This commit is contained in:
@@ -0,0 +1,86 @@
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export type AssetManifest = Record<string, string>;
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function safeDecodeAssetSegment(segment: string): string {
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try {
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return decodeURIComponent(segment);
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} catch {
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return segment;
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}
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}
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function assertSafeAssetSegment(segment: string): string {
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const decodedSegment = safeDecodeAssetSegment(segment);
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if (
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segment === "." ||
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segment === ".." ||
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decodedSegment === "." ||
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decodedSegment === ".."
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) {
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throw new Error(`Invalid asset path segment: ${segment}`);
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}
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return decodedSegment;
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}
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export function encodeAssetPath(path: string): string {
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return normalizeAssetPath(path)
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.split("/")
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.filter((segment) => segment.length > 0)
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.map((segment) => encodeURIComponent(segment))
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.join("/");
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}
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export function normalizeAssetPath(path: string): string {
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const normalizedPath = path
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.replace(/^\/+/, "")
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.split("/")
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.filter((segment) => segment.length > 0)
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.map((segment) => assertSafeAssetSegment(segment))
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.join("/");
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if (normalizedPath.length === 0) {
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throw new Error("Asset path must not be empty");
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}
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return normalizedPath;
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}
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export function buildAssetUrl(
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path: string,
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assetManifest: AssetManifest = {},
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): string {
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const normalizedPath = normalizeAssetPath(path);
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const directUrl = assetManifest[normalizedPath];
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if (directUrl) {
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return directUrl;
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}
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const directoryPrefix = `${normalizedPath}/`;
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const hasNestedAssets = Object.keys(assetManifest).some((manifestPath) =>
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manifestPath.startsWith(directoryPrefix),
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);
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if (hasNestedAssets) {
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return `/_assets/${encodeAssetPath(normalizedPath)}`;
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}
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return `/${encodeAssetPath(normalizedPath)}`;
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}
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declare global {
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var __ASSET_MANIFEST__: AssetManifest | undefined;
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interface Window {
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ASSET_MANIFEST?: AssetManifest;
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}
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}
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export function getAssetManifest(): AssetManifest {
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if (typeof window !== "undefined" && window.ASSET_MANIFEST !== undefined) {
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return window.ASSET_MANIFEST;
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}
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return globalThis.__ASSET_MANIFEST__ ?? {};
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}
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export function assetUrl(path: string): string {
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return buildAssetUrl(path, getAssetManifest());
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}
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@@ -1,3 +1,4 @@
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import { assetUrl } from "./AssetUrls";
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import { Cosmetics } from "./CosmeticSchemas";
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const ANIMATION_DURATIONS: Record<string, number> = {
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@@ -39,7 +40,7 @@ export function renderPlayerFlag(
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for (const { layerKey, colorKey } of layers) {
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const layerName = cosmetics?.flag?.layers[layerKey]?.name ?? layerKey;
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const mask = `/flags/custom/${layerName}.svg`;
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const mask = assetUrl(`flags/custom/${layerName}.svg`);
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if (!mask) continue;
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const layer = document.createElement("div");
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@@ -9,6 +9,14 @@ import { prodConfig } from "./ProdConfig";
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export let cachedSC: ServerConfig | null = null;
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declare global {
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interface Window {
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BOOTSTRAP_CONFIG?: {
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gameEnv?: string;
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};
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}
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}
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export async function getConfig(
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gameConfig: GameConfig,
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userSettings: UserSettings | null,
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@@ -30,18 +38,13 @@ export async function getServerConfigFromClient(): Promise<ServerConfig> {
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if (cachedSC) {
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return cachedSC;
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}
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const response = await fetch("/api/env");
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if (!response.ok) {
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throw new Error(
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`Failed to fetch server config: ${response.status} ${response.statusText}`,
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);
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const bootstrapGameEnv = window.BOOTSTRAP_CONFIG?.gameEnv;
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if (!bootstrapGameEnv) {
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throw new Error("Missing bootstrap server config");
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}
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const config = await response.json();
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// Log the retrieved configuration
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console.log("Server config loaded:", config);
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cachedSC = getServerConfig(config.game_env);
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cachedSC = getServerConfig(bootstrapGameEnv);
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return cachedSC;
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}
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export function getServerConfigFromServer(): ServerConfig {
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@@ -63,3 +66,7 @@ export function getServerConfig(gameEnv: string) {
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throw Error(`unsupported server configuration: ${gameEnv}`);
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}
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}
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export function clearCachedServerConfig(): void {
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cachedSC = null;
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}
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@@ -1,3 +1,4 @@
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import { assetUrl } from "../AssetUrls";
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import { GameMapType } from "./Game";
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import { GameMapLoader, MapData } from "./GameMapLoader";
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import { MapManifest } from "./TerrainMapLoader";
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@@ -36,25 +37,25 @@ export class BinaryLoaderGameMapLoader implements GameMapLoader {
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})
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.then((buf) => new Uint8Array(buf));
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const mapBasePath = `/maps/${fileName}`;
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const mapAssetUrl = (path: string) => assetUrl(`maps/${fileName}/${path}`);
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const mapData = {
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mapBin: this.createLazyLoader(() => loadBinary(`${mapBasePath}/map.bin`)),
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mapBin: this.createLazyLoader(() => loadBinary(mapAssetUrl("map.bin"))),
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map4xBin: this.createLazyLoader(() =>
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loadBinary(`${mapBasePath}/map4x.bin`),
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loadBinary(mapAssetUrl("map4x.bin")),
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),
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map16xBin: this.createLazyLoader(() =>
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loadBinary(`${mapBasePath}/map16x.bin`),
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loadBinary(mapAssetUrl("map16x.bin")),
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),
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manifest: this.createLazyLoader(() =>
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fetch(`${mapBasePath}/manifest.json`).then((res) => {
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fetch(mapAssetUrl("manifest.json")).then((res) => {
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if (!res.ok) {
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throw new Error(`Failed to load ${mapBasePath}/manifest.json`);
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throw new Error(`Failed to load ${mapAssetUrl("manifest.json")}`);
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}
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return res.json() as Promise<MapManifest>;
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}),
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),
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webpPath: `${mapBasePath}/thumbnail.webp`,
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webpPath: mapAssetUrl("thumbnail.webp"),
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} satisfies MapData;
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this.maps.set(map, mapData);
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@@ -5,8 +5,7 @@ export class FetchGameMapLoader implements GameMapLoader {
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private maps: Map<GameMapType, MapData>;
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public constructor(
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private readonly prefix: string,
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private readonly cacheBuster?: string,
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private readonly pathResolver: string | ((path: string) => string),
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) {
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this.maps = new Map<GameMapType, MapData>();
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}
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@@ -38,16 +37,15 @@ export class FetchGameMapLoader implements GameMapLoader {
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return mapData;
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}
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private url(map: string, path: string) {
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let url = `${this.prefix}/${map}/${path}`;
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if (this.cacheBuster) {
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url += `${url.includes("?") ? "&" : "?"}v=${encodeURIComponent(
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this.cacheBuster.trim(),
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)}`;
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private resolveUrl(path: string): string {
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if (typeof this.pathResolver === "function") {
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return this.pathResolver(path);
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}
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return `${this.pathResolver}/${path}`;
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}
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return url;
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private url(map: string, path: string) {
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return this.resolveUrl(`${map}/${path}`);
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}
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private async loadBinaryFromUrl(url: string) {
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@@ -1,4 +1,4 @@
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import version from "resources/version.txt?raw";
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import { assetUrl } from "../AssetUrls";
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import { createGameRunner, GameRunner } from "../GameRunner";
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import { FetchGameMapLoader } from "../game/FetchGameMapLoader";
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import { ErrorUpdate, GameUpdateViewData } from "../game/GameUpdates";
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@@ -15,8 +15,9 @@ import {
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} from "./WorkerMessages";
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const ctx: Worker = self as any;
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globalThis.__ASSET_MANIFEST__ = __ASSET_MANIFEST__;
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let gameRunner: Promise<GameRunner> | null = null;
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const mapLoader = new FetchGameMapLoader(`/maps`, version);
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const mapLoader = new FetchGameMapLoader((path) => assetUrl(`maps/${path}`));
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// Yield threshold; not a backlog cap. Used to avoid monopolizing the worker task
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// and flooding the main thread with messages during catch-up.
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const MAX_TICKS_BEFORE_YIELD = 4;
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