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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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@@ -3,7 +3,7 @@ import { Logger } from "winston";
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import WebSocket from "ws";
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import { z } from "zod";
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import { isAdminRole } from "../core/ApiSchemas";
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import { GameEnv, ServerConfig } from "../core/configuration/Config";
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import { GameEnv } from "../core/configuration/Config";
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import { GameType } from "../core/game/Game";
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import {
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ClientID,
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@@ -28,6 +28,7 @@ import { createPartialGameRecord } from "../core/Util";
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import { archive, finalizeGameRecord } from "./Archive";
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import { Client } from "./Client";
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import { ClientMsgRateLimiter } from "./ClientMsgRateLimiter";
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import { ServerEnv } from "./ServerEnv";
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export enum GamePhase {
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Lobby = "LOBBY",
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Active = "ACTIVE",
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@@ -96,7 +97,6 @@ export class GameServer {
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public readonly id: string,
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readonly log_: Logger,
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public readonly createdAt: number,
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private config: ServerConfig,
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public gameConfig: GameConfig,
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private creatorPersistentID?: string,
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private startsAt?: number,
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@@ -236,7 +236,7 @@ export class GameServer {
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return "rejected";
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}
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if (this.config.env() === GameEnv.Prod) {
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if (ServerEnv.env() === GameEnv.Prod) {
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// Prevent multiple clients from using the same account in prod
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const conflicting = this.activeClients.find(
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(c) =>
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@@ -751,7 +751,7 @@ export class GameServer {
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this.endTurnIntervalID = setInterval(
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() => this.endTurn(),
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this.config.turnIntervalMs(),
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ServerEnv.turnIntervalMs(),
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);
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this.activeClients.forEach((c) => {
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this.log.info("sending start message", {
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