mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-22 05:21:21 +00:00
275fd0dccc
## 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
150 lines
4.2 KiB
TypeScript
150 lines
4.2 KiB
TypeScript
import { ClientEnv } from "src/client/ClientEnv";
|
|
import { PublicGames, PublicGamesSchema } from "../core/Schemas";
|
|
|
|
interface LobbySocketOptions {
|
|
reconnectDelay?: number;
|
|
maxWsAttempts?: number;
|
|
pollIntervalMs?: number;
|
|
}
|
|
|
|
function getRandomWorkerPath(numWorkers: number): string {
|
|
const workerIndex = Math.floor(Math.random() * numWorkers);
|
|
return `/w${workerIndex}`;
|
|
}
|
|
|
|
export class PublicLobbySocket {
|
|
private ws: WebSocket | null = null;
|
|
private wsReconnectTimeout: number | null = null;
|
|
private wsConnectionAttempts = 0;
|
|
private wsAttemptCounted = false;
|
|
private workerPath: string = "";
|
|
private stopped = true;
|
|
|
|
private readonly reconnectDelay: number;
|
|
private readonly maxWsAttempts: number;
|
|
|
|
constructor(
|
|
private onLobbiesUpdate: (data: PublicGames) => void,
|
|
options?: LobbySocketOptions,
|
|
) {
|
|
this.reconnectDelay = options?.reconnectDelay ?? 3000;
|
|
this.maxWsAttempts = options?.maxWsAttempts ?? 3;
|
|
}
|
|
|
|
async start() {
|
|
this.stopped = false;
|
|
this.wsConnectionAttempts = 0;
|
|
// Get config to determine number of workers, then pick a random one
|
|
this.workerPath = getRandomWorkerPath(ClientEnv.numWorkers());
|
|
this.connectWebSocket();
|
|
}
|
|
|
|
stop() {
|
|
this.stopped = true;
|
|
this.disconnectWebSocket();
|
|
}
|
|
|
|
private connectWebSocket() {
|
|
try {
|
|
// Clean up existing WebSocket before creating a new one
|
|
if (this.ws) {
|
|
this.ws.close();
|
|
this.ws = null;
|
|
}
|
|
|
|
const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
|
|
const wsUrl = `${protocol}//${window.location.host}${this.workerPath}/lobbies`;
|
|
|
|
this.ws = new WebSocket(wsUrl);
|
|
this.wsAttemptCounted = false;
|
|
|
|
this.ws.addEventListener("open", () => this.handleOpen());
|
|
this.ws.addEventListener("message", (event) => this.handleMessage(event));
|
|
this.ws.addEventListener("close", () => this.handleClose());
|
|
this.ws.addEventListener("error", (error) => this.handleError(error));
|
|
} catch (error) {
|
|
this.handleConnectError(error);
|
|
}
|
|
}
|
|
|
|
private handleOpen() {
|
|
console.log("WebSocket connected: lobby updating");
|
|
this.wsConnectionAttempts = 0;
|
|
if (this.wsReconnectTimeout !== null) {
|
|
clearTimeout(this.wsReconnectTimeout);
|
|
this.wsReconnectTimeout = null;
|
|
}
|
|
}
|
|
|
|
private handleMessage(event: MessageEvent) {
|
|
try {
|
|
const publicGames = PublicGamesSchema.parse(
|
|
JSON.parse(event.data as string),
|
|
);
|
|
this.onLobbiesUpdate(publicGames);
|
|
} catch (error) {
|
|
console.error("Error parsing WebSocket message:", error);
|
|
if (this.ws && this.ws.readyState === WebSocket.OPEN) {
|
|
try {
|
|
this.ws.close();
|
|
} catch (closeError) {
|
|
console.error(
|
|
"Error closing WebSocket after parse failure:",
|
|
closeError,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private handleClose() {
|
|
if (this.stopped) return;
|
|
console.log("WebSocket disconnected, attempting to reconnect...");
|
|
if (!this.wsAttemptCounted) {
|
|
this.wsAttemptCounted = true;
|
|
this.wsConnectionAttempts++;
|
|
}
|
|
if (this.wsConnectionAttempts >= this.maxWsAttempts) {
|
|
console.error("Max WebSocket attempts reached");
|
|
} else {
|
|
this.scheduleReconnect();
|
|
}
|
|
}
|
|
|
|
private handleError(error: Event) {
|
|
console.error("WebSocket error:", error);
|
|
}
|
|
|
|
private handleConnectError(error: unknown) {
|
|
console.error("Error connecting WebSocket:", error);
|
|
if (!this.wsAttemptCounted) {
|
|
this.wsAttemptCounted = true;
|
|
this.wsConnectionAttempts++;
|
|
}
|
|
if (this.wsConnectionAttempts >= this.maxWsAttempts) {
|
|
alert("error connecting to game service");
|
|
} else {
|
|
this.scheduleReconnect();
|
|
}
|
|
}
|
|
|
|
private scheduleReconnect() {
|
|
if (this.wsReconnectTimeout !== null) return;
|
|
this.wsReconnectTimeout = window.setTimeout(() => {
|
|
this.wsReconnectTimeout = null;
|
|
this.connectWebSocket();
|
|
}, this.reconnectDelay);
|
|
}
|
|
|
|
private disconnectWebSocket() {
|
|
if (this.ws) {
|
|
this.ws.close();
|
|
this.ws = null;
|
|
}
|
|
if (this.wsReconnectTimeout !== null) {
|
|
clearTimeout(this.wsReconnectTimeout);
|
|
this.wsReconnectTimeout = null;
|
|
}
|
|
}
|
|
}
|