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## 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
175 lines
4.8 KiB
TypeScript
175 lines
4.8 KiB
TypeScript
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
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vi.mock("../../src/server/ServerEnv", () => ({
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ServerEnv: {
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jwtIssuer: () => "https://archive.test.invalid",
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apiKey: () => "test-key",
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gitCommit: () => "DEV",
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subdomain: () => "test",
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domain: () => "test",
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},
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}));
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vi.mock("../../src/server/Logger", () => ({
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logger: {
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child: () => ({
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info: vi.fn(),
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warn: vi.fn(),
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error: vi.fn(),
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}),
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},
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}));
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vi.mock("../../src/core/Schemas", async () => {
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const actual = (await vi.importActual("../../src/core/Schemas")) as any;
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return {
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...actual,
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GameRecordSchema: {
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safeParse: (data: any) => ({ success: true, data }),
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},
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};
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});
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import { GameType } from "../../src/core/game/Game";
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import type { GameRecord } from "../../src/core/Schemas";
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import { archive } from "../../src/server/Archive";
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function buildRecord(gameType: GameType, flag: string | undefined): GameRecord {
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return {
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info: {
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gameID: "TEST123456",
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config: { gameType } as any,
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players: [
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{
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clientID: "client-1",
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username: "Test",
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clanTag: null,
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persistentID: "persist-1",
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stats: {} as any,
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cosmetics: flag ? { flag } : undefined,
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} as any,
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],
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} as any,
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version: "v0.0.2",
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gitCommit: "DEV",
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subdomain: "test",
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domain: "test",
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turns: [],
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} as GameRecord;
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}
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function archivedBody(fetchMock: ReturnType<typeof vi.fn>): any {
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expect(fetchMock).toHaveBeenCalledOnce();
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return JSON.parse(fetchMock.mock.calls[0][1].body);
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}
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describe("archive() singleplayer flag sanitization", () => {
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let fetchMock: ReturnType<typeof vi.fn>;
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beforeEach(() => {
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fetchMock = vi.fn().mockResolvedValue({ ok: true, statusText: "OK" });
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vi.stubGlobal("fetch", fetchMock);
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});
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afterEach(() => {
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vi.unstubAllGlobals();
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});
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it("preserves same-origin country flag paths", async () => {
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await archive(
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buildRecord(GameType.Singleplayer, "/flags/us.svg"),
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new Set(),
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);
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expect(archivedBody(fetchMock).info.players[0].cosmetics.flag).toBe(
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"/flags/us.svg",
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);
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});
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it("preserves manifest-resolved asset paths", async () => {
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await archive(
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buildRecord(GameType.Singleplayer, "/_assets/flags/us-abc123.svg"),
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new Set(),
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);
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expect(archivedBody(fetchMock).info.players[0].cosmetics.flag).toBe(
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"/_assets/flags/us-abc123.svg",
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);
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});
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it("preserves cosmetic flag URLs that are in the trusted set", async () => {
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const trustedUrl = "https://example.com/cool.png";
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await archive(
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buildRecord(GameType.Singleplayer, trustedUrl),
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new Set([trustedUrl]),
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);
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expect(archivedBody(fetchMock).info.players[0].cosmetics.flag).toBe(
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trustedUrl,
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);
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});
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it("drops attacker-controlled URLs not in the trusted set", async () => {
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await archive(
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buildRecord(
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GameType.Singleplayer,
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"https://attacker.example/payload.png",
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),
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new Set(["https://example.com/cool.png"]),
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);
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expect(
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archivedBody(fetchMock).info.players[0].cosmetics?.flag,
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).toBeUndefined();
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});
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it("drops http URLs regardless of case", async () => {
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await archive(
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buildRecord(GameType.Singleplayer, "HTTP://attacker.example/x.png"),
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new Set(),
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);
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expect(
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archivedBody(fetchMock).info.players[0].cosmetics?.flag,
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).toBeUndefined();
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});
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it("preserves untouched player when no flag is set", async () => {
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await archive(buildRecord(GameType.Singleplayer, undefined), new Set());
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expect(archivedBody(fetchMock).info.players[0].cosmetics).toBeUndefined();
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});
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it("drops absolute URLs even when the trusted set is omitted", async () => {
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await archive(
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buildRecord(GameType.Singleplayer, "https://example.com/cool.png"),
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);
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expect(
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archivedBody(fetchMock).info.players[0].cosmetics?.flag,
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).toBeUndefined();
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});
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});
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describe("archive() multiplayer paths skip sanitization", () => {
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let fetchMock: ReturnType<typeof vi.fn>;
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beforeEach(() => {
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fetchMock = vi.fn().mockResolvedValue({ ok: true, statusText: "OK" });
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vi.stubGlobal("fetch", fetchMock);
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});
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afterEach(() => {
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vi.unstubAllGlobals();
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});
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it("does not modify cosmetics for public games", async () => {
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const attackerUrl = "https://attacker.example/payload.png";
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await archive(buildRecord(GameType.Public, attackerUrl));
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expect(archivedBody(fetchMock).info.players[0].cosmetics.flag).toBe(
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attackerUrl,
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);
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});
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it("does not modify cosmetics for private games", async () => {
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const attackerUrl = "https://attacker.example/payload.png";
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await archive(buildRecord(GameType.Private, attackerUrl));
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expect(archivedBody(fetchMock).info.players[0].cosmetics.flag).toBe(
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attackerUrl,
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);
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});
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});
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