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Serve hashed assets from R2 via CDN_BASE (#3773)
## Description: Add an optional CDN_BASE env var that prefixes hashed asset URLs from asset-manifest.json, so the app can serve static assets from R2/CDN instead of the app origin. The value is determined at runtime via the EJS template (window.CDN_BASE) — empty string means "same origin," matching today's behavior. A hack to load the worker bundle: A same-origin Blob script that dynamic-import()s the cross-origin worker module and buffers early postMessage calls until the imported module's handler attaches, sidestepping the browser's refusal to construct a Worker directly from a cross-origin URL. ## 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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@@ -141,8 +141,9 @@ export async function buildPreview(
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publicInfo: ExternalGameInfo | null,
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): Promise<PreviewMeta> {
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const assetManifest = await getRuntimeAssetManifest();
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const cdnBase = process.env.CDN_BASE ?? "";
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const buildAbsoluteAssetUrl = (path: string) =>
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new URL(buildAssetUrl(path, assetManifest), origin).toString();
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new URL(buildAssetUrl(path, assetManifest, cdnBase), origin).toString();
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const isFinished = !!publicInfo?.info?.end;
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const isPrivate = lobby?.gameConfig?.gameType === "Private";
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