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:
Evan
2026-05-11 19:24:01 -07:00
committed by GitHub
parent a597262af9
commit 275fd0dccc
74 changed files with 1627 additions and 1956 deletions
+4 -4
View File
@@ -3,7 +3,7 @@ import { Logger } from "winston";
import WebSocket from "ws";
import { z } from "zod";
import { isAdminRole } from "../core/ApiSchemas";
import { GameEnv, ServerConfig } from "../core/configuration/Config";
import { GameEnv } from "../core/configuration/Config";
import { GameType } from "../core/game/Game";
import {
ClientID,
@@ -28,6 +28,7 @@ import { createPartialGameRecord } from "../core/Util";
import { archive, finalizeGameRecord } from "./Archive";
import { Client } from "./Client";
import { ClientMsgRateLimiter } from "./ClientMsgRateLimiter";
import { ServerEnv } from "./ServerEnv";
export enum GamePhase {
Lobby = "LOBBY",
Active = "ACTIVE",
@@ -96,7 +97,6 @@ export class GameServer {
public readonly id: string,
readonly log_: Logger,
public readonly createdAt: number,
private config: ServerConfig,
public gameConfig: GameConfig,
private creatorPersistentID?: string,
private startsAt?: number,
@@ -236,7 +236,7 @@ export class GameServer {
return "rejected";
}
if (this.config.env() === GameEnv.Prod) {
if (ServerEnv.env() === GameEnv.Prod) {
// Prevent multiple clients from using the same account in prod
const conflicting = this.activeClients.find(
(c) =>
@@ -751,7 +751,7 @@ export class GameServer {
this.endTurnIntervalID = setInterval(
() => this.endTurn(),
this.config.turnIntervalMs(),
ServerEnv.turnIntervalMs(),
);
this.activeClients.forEach((c) => {
this.log.info("sending start message", {