Files
Evan 275fd0dccc 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
2026-05-11 19:24:01 -07:00

175 lines
4.8 KiB
TypeScript

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