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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
This commit is contained in:
+7
-15
@@ -1,4 +1,5 @@
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import version from "resources/version.txt?raw";
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import { ClientEnv } from "src/client/ClientEnv";
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import { UserMeResponse } from "../core/ApiSchemas";
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import { assetUrl } from "../core/AssetUrls";
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import { EventBus } from "../core/EventBus";
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@@ -10,7 +11,6 @@ import {
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PublicGameInfo,
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} from "../core/Schemas";
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import { GameEnv } from "../core/configuration/Config";
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import { getRuntimeClientServerConfig } from "../core/configuration/ConfigLoader";
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import { GameType } from "../core/game/Game";
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import {
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DARK_MODE_KEY,
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@@ -169,7 +169,6 @@ function updateAccountNavButton(userMeResponse: UserMeResponse | false) {
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declare global {
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interface Window {
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GIT_COMMIT: string;
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turnstile: any;
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adsEnabled: boolean;
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PageOS: {
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@@ -770,16 +769,14 @@ class Client {
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if (lobby.source === "public") {
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this.joinModal?.open(lobby.gameID, lobby.publicLobbyInfo);
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}
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const config = await getRuntimeClientServerConfig();
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// Only update URL immediately for private lobbies, not public ones
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if (lobby.source !== "public") {
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this.updateJoinUrlForShare(lobby.gameID, config);
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this.updateJoinUrlForShare(lobby.gameID);
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}
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const auth = await userAuth();
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const playerRole = auth !== false ? (auth.claims.role ?? null) : null;
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const newLobbyHandle = joinLobby(this.eventBus, {
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gameID: lobby.gameID,
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serverConfig: config,
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cosmetics: await getPlayerCosmeticsRefs(),
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turnstileToken: await this.getTurnstileToken(lobby),
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playerName: this.usernameInput?.getUsername() ?? genAnonUsername(),
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@@ -881,7 +878,7 @@ class Client {
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"",
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lobbyIdHidden
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? "/streamer-mode"
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: `/${config.workerPath(lobby.gameID)}/game/${lobby.gameID}?live`,
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: `/${ClientEnv.workerPath(lobby.gameID)}/game/${lobby.gameID}?live`,
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);
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// Store current URL for popstate confirmation
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@@ -889,14 +886,11 @@ class Client {
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});
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}
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private updateJoinUrlForShare(
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lobbyId: string,
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config: Awaited<ReturnType<typeof getRuntimeClientServerConfig>>,
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) {
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private updateJoinUrlForShare(lobbyId: string) {
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const lobbyIdHidden = !this.userSettings.lobbyIdVisibility();
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const targetUrl = lobbyIdHidden
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? "/streamer-mode"
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: `/${config.workerPath(lobbyId)}/game/${lobbyId}`;
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: `/${ClientEnv.workerPath(lobbyId)}/game/${lobbyId}`;
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const currentUrl = window.location.pathname;
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if (currentUrl !== targetUrl) {
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@@ -970,9 +964,8 @@ class Client {
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private async getTurnstileToken(
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lobby: JoinLobbyEvent,
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): Promise<string | null> {
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const config = await getRuntimeClientServerConfig();
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if (
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config.env() === GameEnv.Dev ||
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ClientEnv.env() === GameEnv.Dev ||
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lobby.gameStartInfo?.config.gameType === GameType.Singleplayer
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) {
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return null;
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@@ -1048,9 +1041,8 @@ async function getTurnstileToken(): Promise<{
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throw new Error("Failed to load Turnstile script");
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}
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const config = await getRuntimeClientServerConfig();
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const widgetId = window.turnstile.render("#turnstile-container", {
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sitekey: config.turnstileSiteKey(),
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sitekey: ClientEnv.turnstileSiteKey(),
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size: "normal",
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appearance: "interaction-only",
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theme: "light",
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