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refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## Description: This is a refactor to simplify config handling. Replaces the per-environment DevConfig/PreprodConfig/ProdConfig class hierarchy with two static classes: ClientEnv (browser main thread, reads from window.BOOTSTRAP_CONFIG) and ServerEnv (Node server, reads from process.env). The four config classes are deleted, the abstract DefaultServerConfig is gone, and DefaultConfig is renamed to Config. The values that flow server → client (gameEnv, numWorkers, turnstileSiteKey, jwtAudience, instanceId) used to be baked into the hardcoded per-env classes. They're now real env vars on the server, embedded into a single window.BOOTSTRAP_CONFIG object in index.html at request time (alongside the existing gitCommit/assetManifest/cdnBase globals, which moved into the same object), and read back by ClientEnv on the client. The dev defaults previously hidden inside DevServerConfig are now explicit in start:server-dev (NUM_WORKERS=2, TURNSTILE_SITE_KEY=1x..., JWT_AUDIENCE=localhost, etc.) and in vite.config.ts's html plugin inject.data. Production deploys plumb NUM_WORKERS and TURNSTILE_SITE_KEY through deploy.yml (GitHub vars) into the remote env file; JWT_AUDIENCE is derived from DOMAIN in deploy.sh. The dynamic /api/instance endpoint is gone — INSTANCE_ID rides along in BOOTSTRAP_CONFIG now. ServerEnv is the only thing server code touches; ClientEnv is browser-only. The two classes have intentional overlap (env, numWorkers, jwtIssuer, gameCreationRate, workerIndex, etc.) since they derive identical logic from different sources — there's a TODO in each to consolidate via a shared helper later. The game-logic Config no longer stores a ServerConfig/ClientEnv reference and its serverConfig() getter is gone; the one caller (MultiTabModal) now reads ClientEnv.env() directly. Worker init no longer carries server-config values since nothing in the worker actually reads them. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] 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: evan
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@@ -1,5 +1,6 @@
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import { html, TemplateResult } from "lit";
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import { customElement, property, query, state } from "lit/decorators.js";
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import { ClientEnv } from "src/client/ClientEnv";
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import {
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calculateServerTimeOffset,
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getMapName,
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@@ -19,7 +20,6 @@ import {
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LobbyInfoEvent,
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PublicGameInfo,
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} from "../core/Schemas";
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import { getRuntimeClientServerConfig } from "../core/configuration/ConfigLoader";
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import {
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Difficulty,
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GameMapSize,
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@@ -967,8 +967,7 @@ export class JoinLobbyModal extends BaseModal {
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}
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private async checkActiveLobby(lobbyId: string): Promise<boolean> {
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const config = await getRuntimeClientServerConfig();
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const url = `/${config.workerPath(lobbyId)}/api/game/${lobbyId}/exists`;
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const url = `/${ClientEnv.workerPath(lobbyId)}/api/game/${lobbyId}/exists`;
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const response = await fetch(url, {
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method: "GET",
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@@ -1037,10 +1036,8 @@ export class JoinLobbyModal extends BaseModal {
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return "version_mismatch";
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}
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if (
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window.GIT_COMMIT !== "DEV" &&
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parsed.data.gitCommit !== window.GIT_COMMIT
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) {
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const gitCommit = ClientEnv.gitCommit();
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if (gitCommit !== "DEV" && parsed.data.gitCommit !== gitCommit) {
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const safeLobbyId = this.sanitizeForLog(lobbyId);
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console.warn(
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`Git commit hash mismatch for game ${safeLobbyId}`,
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