mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-17 14:19:16 +00:00
Enable strictNullChecks, eqeqeq (#436)
## Description: Improve type safety and runtime correctness by: 1. Enabling TypeScript's [strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks) compiler option. 2. Replacing all loose equality operators (`==` and `!=`) with strict equality operators (`===` and `!==`). 3. Cleaning up of type declarations, null handling logic, and equality expressions throughout the project. Currently, the code allows implicit assumptions that `null` and `undefined` are interchangeable, and relies on type-coercing equality checks that can introduce subtle bugs. These practices make it difficult to reason about when values may be absent and hinder the effectiveness of static analysis. Migrating to strict null checks and enforcing strict equality comparisons will clarify intent, reduce bugs, and make the codebase safer and easier to maintain. Fixes #466 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors --------- Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com> Co-authored-by: evanpelle <openfrontio@gmail.com>
This commit is contained in:
co-authored by
Scott Anderson
evanpelle
parent
369483b4ac
commit
70745faac4
@@ -7,11 +7,11 @@ import { DevConfig, DevServerConfig } from "./DevConfig";
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import { preprodConfig } from "./PreprodConfig";
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import { prodConfig } from "./ProdConfig";
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export let cachedSC: ServerConfig = null;
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export let cachedSC: ServerConfig | null = null;
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export async function getConfig(
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gameConfig: GameConfig,
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userSettings: UserSettings | null = null,
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userSettings: UserSettings | null,
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isReplay: boolean = false,
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): Promise<Config> {
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const sc = await getServerConfigFromClient();
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@@ -45,7 +45,7 @@ export async function getServerConfigFromClient(): Promise<ServerConfig> {
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return cachedSC;
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}
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export function getServerConfigFromServer(): ServerConfig {
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const gameEnv = process.env.GAME_ENV;
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const gameEnv = process.env.GAME_ENV ?? "dev";
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return getServerConfig(gameEnv);
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}
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export function getServerConfig(gameEnv: string) {
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@@ -50,6 +50,7 @@ export abstract class DefaultServerConfig implements ServerConfig {
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async jwkPublicKey(): Promise<JWK> {
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if (this.publicKey) return this.publicKey;
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const jwksUrl = this.jwtIssuer() + "/.well-known/jwks.json";
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console.log(`Fetching JWKS from ${jwksUrl}`);
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const response = await fetch(jwksUrl);
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const jwks = JwksSchema.parse(await response.json());
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this.publicKey = jwks.keys[0];
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@@ -61,42 +62,42 @@ export abstract class DefaultServerConfig implements ServerConfig {
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);
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}
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otelEndpoint(): string {
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return process.env.OTEL_ENDPOINT;
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return process.env.OTEL_ENDPOINT ?? "undefined";
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}
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otelUsername(): string {
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return process.env.OTEL_USERNAME;
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return process.env.OTEL_USERNAME ?? "undefined";
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}
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otelPassword(): string {
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return process.env.OTEL_PASSWORD;
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return process.env.OTEL_PASSWORD ?? "undefined";
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}
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region(): string {
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if (this.env() == GameEnv.Dev) {
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if (this.env() === GameEnv.Dev) {
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return "dev";
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}
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return process.env.REGION;
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return process.env.REGION ?? "undefined";
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}
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gitCommit(): string {
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return process.env.GIT_COMMIT;
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return process.env.GIT_COMMIT ?? "undefined";
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}
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r2Endpoint(): string {
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return `https://${process.env.CF_ACCOUNT_ID}.r2.cloudflarestorage.com`;
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}
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r2AccessKey(): string {
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return process.env.R2_ACCESS_KEY;
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return process.env.R2_ACCESS_KEY ?? "undefined";
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}
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r2SecretKey(): string {
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return process.env.R2_SECRET_KEY;
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return process.env.R2_SECRET_KEY ?? "undefined";
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}
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r2Bucket(): string {
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return process.env.R2_BUCKET;
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return process.env.R2_BUCKET ?? "undefined";
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}
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adminHeader(): string {
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return "x-admin-key";
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}
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adminToken(): string {
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return process.env.ADMIN_TOKEN;
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return process.env.ADMIN_TOKEN ?? "undefined";
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}
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abstract numWorkers(): number;
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abstract env(): GameEnv;
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@@ -159,13 +160,13 @@ export abstract class DefaultServerConfig implements ServerConfig {
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return Math.random() < 0.5 ? 30 : 15;
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}
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// world belongs with the ~2 mils, but these amounts never made sense so I assume the insanity is intended.
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if (map == GameMapType.World) {
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if (map === GameMapType.World) {
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return Math.random() < 0.2 ? 150 : 50;
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}
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// default return for non specified map
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return Math.random() < 0.2 ? 50 : 20;
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};
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return Math.min(150, numPlayers() * (mode == GameMode.Team ? 2 : 1));
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return Math.min(150, numPlayers() * (mode === GameMode.Team ? 2 : 1));
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}
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workerIndex(gameID: GameID): number {
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@@ -186,7 +187,7 @@ export class DefaultConfig implements Config {
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constructor(
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private _serverConfig: ServerConfig,
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private _gameConfig: GameConfig,
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private _userSettings: UserSettings,
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private _userSettings: UserSettings | null,
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private _isReplay: boolean,
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) {}
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isReplay(): boolean {
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@@ -219,7 +220,10 @@ export class DefaultConfig implements Config {
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return this._serverConfig;
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}
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userSettings(): UserSettings | null {
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userSettings(): UserSettings {
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if (this._userSettings === null) {
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throw new Error("userSettings is null");
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}
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return this._userSettings;
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}
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@@ -299,7 +303,7 @@ export class DefaultConfig implements Config {
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case UnitType.Warship:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.infiniteGold()
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: Math.min(
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1_000_000,
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@@ -323,7 +327,7 @@ export class DefaultConfig implements Config {
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case UnitType.Port:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.infiniteGold()
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: Math.min(
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1_000_000,
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@@ -338,19 +342,21 @@ export class DefaultConfig implements Config {
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case UnitType.AtomBomb:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.infiniteGold() ? 0 : 750_000,
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p.type() === PlayerType.Human && this.infiniteGold() ? 0 : 750_000,
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territoryBound: false,
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};
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case UnitType.HydrogenBomb:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.infiniteGold() ? 0 : 5_000_000,
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: 5_000_000,
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territoryBound: false,
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};
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case UnitType.MIRV:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.infiniteGold()
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: 25_000_000,
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territoryBound: false,
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@@ -368,14 +374,16 @@ export class DefaultConfig implements Config {
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case UnitType.MissileSilo:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.infiniteGold() ? 0 : 1_000_000,
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: 1_000_000,
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territoryBound: true,
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constructionDuration: this.instantBuild() ? 0 : 10 * 10,
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};
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case UnitType.DefensePost:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.infiniteGold()
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: Math.min(
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250_000,
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@@ -389,7 +397,7 @@ export class DefaultConfig implements Config {
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case UnitType.SAMLauncher:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.infiniteGold()
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: Math.min(
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3_000_000,
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@@ -403,7 +411,7 @@ export class DefaultConfig implements Config {
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case UnitType.City:
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return {
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cost: (p: Player) =>
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p.type() == PlayerType.Human && this.infiniteGold()
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p.type() === PlayerType.Human && this.infiniteGold()
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? 0
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: Math.min(
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1_000_000,
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@@ -453,7 +461,7 @@ export class DefaultConfig implements Config {
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}
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percentageTilesOwnedToWin(): number {
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if (this._gameConfig.gameMode == GameMode.Team) {
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if (this._gameConfig.gameMode === GameMode.Team) {
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return 95;
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}
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return 80;
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@@ -462,13 +470,13 @@ export class DefaultConfig implements Config {
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return 3;
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}
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numSpawnPhaseTurns(): number {
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return this._gameConfig.gameType == GameType.Singleplayer ? 100 : 300;
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return this._gameConfig.gameType === GameType.Singleplayer ? 100 : 300;
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}
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numBots(): number {
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return this.bots();
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}
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theme(): Theme {
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return this.userSettings().darkMode() ? pastelThemeDark : pastelTheme;
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return this.userSettings()?.darkMode() ? pastelThemeDark : pastelTheme;
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}
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attackLogic(
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@@ -507,7 +515,7 @@ export class DefaultConfig implements Config {
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gm.config().defensePostRange(),
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UnitType.DefensePost,
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)) {
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if (dp.unit.owner() == defender) {
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if (dp.unit.owner() === defender) {
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mag *= this.defensePostDefenseBonus();
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speed *= this.defensePostDefenseBonus();
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break;
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@@ -523,14 +531,14 @@ export class DefaultConfig implements Config {
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if (attacker.isPlayer() && defender.isPlayer()) {
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if (
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attacker.type() == PlayerType.Human &&
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defender.type() == PlayerType.Bot
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attacker.type() === PlayerType.Human &&
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defender.type() === PlayerType.Bot
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) {
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mag *= 0.8;
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}
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if (
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attacker.type() == PlayerType.FakeHuman &&
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defender.type() == PlayerType.Bot
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attacker.type() === PlayerType.FakeHuman &&
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defender.type() === PlayerType.Bot
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) {
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mag *= 0.8;
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}
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@@ -563,7 +571,7 @@ export class DefaultConfig implements Config {
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} else {
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return {
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attackerTroopLoss:
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attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5,
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attacker.type() === PlayerType.Bot ? mag / 10 : mag / 5,
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defenderTroopLoss: 0,
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tilesPerTickUsed: within(
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(2000 * Math.max(10, speed)) / attackTroops,
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@@ -608,7 +616,7 @@ export class DefaultConfig implements Config {
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}
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attackAmount(attacker: Player, defender: Player | TerraNullius) {
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if (attacker.type() == PlayerType.Bot) {
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if (attacker.type() === PlayerType.Bot) {
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return attacker.troops() / 20;
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} else {
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return attacker.troops() / 5;
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@@ -616,10 +624,10 @@ export class DefaultConfig implements Config {
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}
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startManpower(playerInfo: PlayerInfo): number {
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if (playerInfo.playerType == PlayerType.Bot) {
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if (playerInfo.playerType === PlayerType.Bot) {
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return 10_000;
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}
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if (playerInfo.playerType == PlayerType.FakeHuman) {
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if (playerInfo.playerType === PlayerType.FakeHuman) {
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switch (this._gameConfig.difficulty) {
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case Difficulty.Easy:
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return 2_500 * (playerInfo?.nation?.strength ?? 1);
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@@ -636,16 +644,16 @@ export class DefaultConfig implements Config {
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maxPopulation(player: Player | PlayerView): number {
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const maxPop =
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player.type() == PlayerType.Human && this.infiniteTroops()
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player.type() === PlayerType.Human && this.infiniteTroops()
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? 1_000_000_000
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: 2 * (Math.pow(player.numTilesOwned(), 0.6) * 1000 + 50000) +
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player.units(UnitType.City).length * this.cityPopulationIncrease();
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if (player.type() == PlayerType.Bot) {
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if (player.type() === PlayerType.Bot) {
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return maxPop / 2;
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}
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if (player.type() == PlayerType.Human) {
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if (player.type() === PlayerType.Human) {
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return maxPop;
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}
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@@ -669,11 +677,11 @@ export class DefaultConfig implements Config {
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const ratio = 1 - player.population() / max;
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toAdd *= ratio;
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if (player.type() == PlayerType.Bot) {
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if (player.type() === PlayerType.Bot) {
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toAdd *= 0.7;
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}
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if (player.type() == PlayerType.FakeHuman) {
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if (player.type() === PlayerType.FakeHuman) {
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switch (this._gameConfig.difficulty) {
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case Difficulty.Easy:
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toAdd *= 0.9;
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@@ -721,6 +729,7 @@ export class DefaultConfig implements Config {
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case UnitType.HydrogenBomb:
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return { inner: 80, outer: 100 };
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}
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throw new Error(`Unknown nuke type: ${unitType}`);
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}
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defaultNukeSpeed(): number {
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@@ -44,7 +44,7 @@ export class DevConfig extends DefaultConfig {
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constructor(
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sc: ServerConfig,
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gc: GameConfig,
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us: UserSettings,
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us: UserSettings | null,
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isReplay: boolean,
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) {
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super(sc, gc, us, isReplay);
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@@ -65,20 +65,23 @@ export const pastelTheme = new (class implements Theme {
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}
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territoryColor(player: PlayerView): Colord {
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if (player.team() !== null) {
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return this.teamColor(player.team());
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const team = player.team();
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if (team !== null) {
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return this.teamColor(team);
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}
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if (player.info().playerType == PlayerType.Human) {
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if (player.info().playerType === PlayerType.Human) {
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return humanColors[simpleHash(player.id()) % humanColors.length];
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}
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if (player.info().playerType == PlayerType.Bot) {
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if (player.info().playerType === PlayerType.Bot) {
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return botColors[simpleHash(player.id()) % botColors.length];
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}
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return territoryColors[simpleHash(player.id()) % territoryColors.length];
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}
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textColor(player: PlayerView): string {
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return player.info().playerType == PlayerType.Human ? "#000000" : "#4D4D4D";
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return player.info().playerType === PlayerType.Human
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? "#000000"
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: "#4D4D4D";
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}
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specialBuildingColor(player: PlayerView): Colord {
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@@ -65,20 +65,23 @@ export const pastelThemeDark = new (class implements Theme {
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}
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territoryColor(player: PlayerView): Colord {
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if (player.team() !== null) {
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return this.teamColor(player.team());
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const team = player.team();
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if (team !== null) {
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return this.teamColor(team);
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}
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if (player.info().playerType == PlayerType.Human) {
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if (player.info().playerType === PlayerType.Human) {
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return humanColors[simpleHash(player.id()) % humanColors.length];
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}
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if (player.info().playerType == PlayerType.Bot) {
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if (player.info().playerType === PlayerType.Bot) {
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return botColors[simpleHash(player.id()) % botColors.length];
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}
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return territoryColors[simpleHash(player.id()) % territoryColors.length];
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}
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textColor(player: PlayerView): string {
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return player.info().playerType == PlayerType.Human ? "#ffffff" : "#e6e6e6";
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return player.info().playerType === PlayerType.Human
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? "#ffffff"
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: "#e6e6e6";
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}
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specialBuildingColor(player: PlayerView): Colord {
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