mirror of
https://github.com/openfrontio/OpenFrontIO.git
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05e2bc9f0a
## Description: This reworks asset delivery and cacheability across the app and moves non-bundled public resources onto immutable, content-hashed URLs. Vite bundle outputs continue to live under `/assets/**` and remain content-hashed by Vite. Public resources that were previously fetched from stable paths in `resources/` now go through a custom hashed namespace under `/_assets/**`, backed by a generated asset manifest that is available to the server, browser, and worker runtime. In parallel, the root app shell is now cacheable shared HTML instead of request-time `no-store` HTML. Dynamic and live routes remain explicitly uncached. ## Why - Improve browser and Cloudflare cacheability for static assets. - Remove query-string and release-version cache busting for runtime-fetched assets. - Allow unchanged public assets to keep the same URL across releases. - Reduce avoidable work on `/` by serving a shared app shell instead of rendering HTML on every request. - Make cache behavior explicit instead of relying on mixed framework defaults and file-extension heuristics. ## What Changed ### 1. Content-hashed public asset pipeline - Added a build-time public asset manifest and hashing pipeline for non-Vite resources. - Production now emits hashed public assets under `/_assets/**`. - Added runtime manifest loading for Node so server-rendered paths resolve against built hashed files instead of rebuilding from source at runtime. - Emitted the runtime asset manifest as an ESM module for server consumption. Result: - `/assets/**` = Vite-managed hashed bundle outputs - `/_assets/**` = custom content-hashed public resources ### 2. Runtime asset URL migration - Added a shared `assetUrl(...)` resolution path. - Migrated runtime references away from query-string versioning and stable source paths. - Updated browser, worker, and server-side rendering paths to resolve through the asset manifest. - Moved map manifests, map binaries, thumbnails, sprites, sounds, fonts, flags, icons, screenshots, and other runtime-fetched resources onto hashed URLs. ### 3. Map and preview fixes - Fixed directory and per-file map asset resolution so map manifest and binary fetches resolve to the correct hashed URLs. - Updated preview metadata and map thumbnail paths to use the hashed asset namespace. - Fixed runtime manifest loading in prod after deployment. ### 4. Explicit cache policies - Added explicit immutable cache headers for: - `/assets/**` - `/_assets/**` - worker-prefixed equivalents under `/wN/...` - Added explicit `no-store` headers for live and dynamic APIs. - Removed the old `/api/env` bootstrap request and baked `gameEnv` into the HTML bootstrap instead. ### 5. Cacheable root app shell - Refactored the root HTML path to serve a shared app shell with: - `Cache-Control: public, max-age=0, s-maxage=300, stale-while-revalidate=86400` - `/` and the SPA fallback now serve shared cacheable HTML instead of request-time `no-store` rendering. - `/game/:id` remains dynamic and `no-store`, but now reuses the shared shell before injecting preview tags. ### 6. Matchmaking instance handling - Because the app shell is now cacheable, `INSTANCE_ID` was removed from shared HTML. - Added `/api/instance` as a temporary `no-store` runtime lookup used only by matchmaking. - This preserves correctness with the current random-per-boot `INSTANCE_ID` model while keeping `/` cacheable, but it is not the intended long-term design. ## Behavior Changes ### Asset URL contract Production URLs for non-Vite public resources now change from stable paths such as: - `/maps/...` - `/images/...` - `/manifest.json` to content-hashed paths under: - `/_assets/...` Examples: - `/_assets/maps/<map>/manifest.<hash>.json` - `/_assets/images/Favicon.<hash>.svg` ### Bootstrap/config - `/api/env` is removed. - `gameEnv` is now bootstrapped from HTML. ### HTML caching - `/` and the SPA fallback are now cacheable shared HTML. - `/game/:id` remains dynamic. ## Cache Matrix After This Branch - `/_assets/**`: `public, max-age=31536000, immutable` - `/assets/**`: `public, max-age=31536000, immutable` - live `/api/**`: explicit `no-store` - `/api/health`: explicit `no-store` - `/api/instance`: explicit `no-store` - `/game/:id`: explicit `no-store` - `/` and SPA fallback: `public, max-age=0, s-maxage=300, stale-while-revalidate=86400` ## Notes / Tradeoffs - `/api/instance` is a temporary compromise. It exists because `INSTANCE_ID` is currently random per boot, which is not safe to embed into cacheable shared HTML. - The current matchmaking flow still asks the client to provide `instance_id` during `matchmaking/join`. That is functional, but it is the wrong ownership boundary: instance selection should be handled by the matchmaking service, not by the browser. - The cleaner end-state would be: - make `matchmaking/join` stop requiring `instance_id` from the client, and let the matchmaking service select a healthy instance from worker check-ins - This branch makes the origin behavior edge-cache-friendly, but Cloudflare still needs matching cache rules if HTML itself should be cached at the edge. ## Validation Verified during development with: - `npx tsc --noEmit` - `node node_modules\\vite\\bin\\vite.js build` - `node node_modules\\vitest\\vitest.mjs run tests/server/RenderHtml.test.ts tests/server/NoStoreHeaders.test.ts tests/server/StaticAssetCache.test.ts tests/core/configuration/ConfigLoader.test.ts` Additional targeted tests added: - `tests/AssetUrls.test.ts` - `tests/core/game/FetchGameMapLoader.test.ts` - `tests/core/configuration/ConfigLoader.test.ts` - `tests/server/NoStoreHeaders.test.ts` - `tests/server/StaticAssetCache.test.ts` - `tests/server/RenderHtml.test.ts` ## Known Existing Warnings The production build still reports pre-existing warnings that are not addressed by this branch: - inconsistent JSON import attributes for `resources/countries.json` - inconsistent JSON import attributes for `resources/QuickChat.json` - large chunk warnings from Vite ## Rollout Notes - Cache rules should treat `/_assets/**` and `/assets/**` as immutable. - Cloudflare will still classify HTML as dynamic after deploy unless matching edge cache rules are configured for it. ## Follow-ups - Remove `/api/instance` by changing `matchmaking/join` so the server selects the target instance, or by making `INSTANCE_ID` deploy-stable if the current contract must remain. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [ ] 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: DISCORD_USERNAME
202 lines
5.4 KiB
TypeScript
202 lines
5.4 KiB
TypeScript
import { LitElement } from "lit";
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import { customElement } from "lit/decorators.js";
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import { assetUrl } from "../../../core/AssetUrls";
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import { EventBus } from "../../../core/EventBus";
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import { PlayerActions } from "../../../core/game/Game";
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import { TileRef } from "../../../core/game/GameMap";
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import { GameView, PlayerView } from "../../../core/game/GameView";
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import { TransformHandler } from "../TransformHandler";
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import { UIState } from "../UIState";
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import { BuildMenu } from "./BuildMenu";
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import { ChatIntegration } from "./ChatIntegration";
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import { EmojiTable } from "./EmojiTable";
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import { Layer } from "./Layer";
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import { PlayerActionHandler } from "./PlayerActionHandler";
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import { PlayerPanel } from "./PlayerPanel";
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import { RadialMenu, RadialMenuConfig } from "./RadialMenu";
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import {
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centerButtonElement,
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COLORS,
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MenuElementParams,
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rootMenuElement,
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} from "./RadialMenuElements";
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const donateTroopIcon = assetUrl("images/DonateTroopIconWhite.svg");
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const swordIcon = assetUrl("images/SwordIconWhite.svg");
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import { ContextMenuEvent } from "../../InputHandler";
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@customElement("main-radial-menu")
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export class MainRadialMenu extends LitElement implements Layer {
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private radialMenu: RadialMenu;
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private playerActionHandler: PlayerActionHandler;
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private chatIntegration: ChatIntegration;
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private clickedTile: TileRef | null = null;
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getTickIntervalMs() {
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return 500;
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}
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constructor(
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private eventBus: EventBus,
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private game: GameView,
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private transformHandler: TransformHandler,
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private emojiTable: EmojiTable,
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private buildMenu: BuildMenu,
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private uiState: UIState,
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private playerPanel: PlayerPanel,
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) {
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super();
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const menuConfig: RadialMenuConfig = {
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centerButtonIcon: swordIcon,
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tooltipStyle: `
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.radial-tooltip .cost {
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margin-top: 4px;
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color: ${COLORS.tooltip.cost};
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}
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.radial-tooltip .count {
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color: ${COLORS.tooltip.count};
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}
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`,
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};
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this.radialMenu = new RadialMenu(
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this.eventBus,
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rootMenuElement,
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centerButtonElement,
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menuConfig,
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);
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this.playerActionHandler = new PlayerActionHandler(
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this.eventBus,
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this.uiState,
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);
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this.chatIntegration = new ChatIntegration(this.game, this.eventBus);
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}
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init() {
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this.radialMenu.init();
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this.eventBus.on(ContextMenuEvent, (event) => {
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const worldCoords = this.transformHandler.screenToWorldCoordinates(
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event.x,
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event.y,
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);
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if (!this.game.isValidCoord(worldCoords.x, worldCoords.y)) {
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return;
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}
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if (this.game.myPlayer() === null) {
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return;
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}
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this.clickedTile = this.game.ref(worldCoords.x, worldCoords.y);
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this.game
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.myPlayer()!
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.actions(this.clickedTile)
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.then((actions) => {
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this.updatePlayerActions(
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this.game.myPlayer()!,
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actions,
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this.clickedTile!,
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event.x,
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event.y,
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);
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});
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});
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}
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private async updatePlayerActions(
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myPlayer: PlayerView,
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actions: PlayerActions,
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tile: TileRef,
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screenX: number | null = null,
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screenY: number | null = null,
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) {
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this.buildMenu.playerBuildables = actions.buildableUnits;
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const tileOwner = this.game.owner(tile);
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const recipient = tileOwner.isPlayer() ? (tileOwner as PlayerView) : null;
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if (myPlayer && recipient) {
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this.chatIntegration.setupChatModal(myPlayer, recipient);
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}
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const params: MenuElementParams = {
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myPlayer,
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selected: recipient,
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tile,
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playerActions: actions,
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game: this.game,
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buildMenu: this.buildMenu,
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emojiTable: this.emojiTable,
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playerActionHandler: this.playerActionHandler,
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playerPanel: this.playerPanel,
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chatIntegration: this.chatIntegration,
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uiState: this.uiState,
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closeMenu: () => this.closeMenu(),
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eventBus: this.eventBus,
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};
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const isFriendlyTarget =
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recipient !== null &&
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recipient.isFriendly(myPlayer) &&
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!recipient.isDisconnected();
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this.radialMenu.setCenterButtonAppearance(
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isFriendlyTarget ? donateTroopIcon : swordIcon,
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isFriendlyTarget ? "#22d3ee" : "#0f2744",
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isFriendlyTarget
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? this.radialMenu.getDefaultCenterIconSize() * 0.75
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: this.radialMenu.getDefaultCenterIconSize(),
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);
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this.radialMenu.setParams(params);
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if (screenX !== null && screenY !== null) {
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this.radialMenu.showRadialMenu(screenX, screenY);
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} else {
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this.radialMenu.refresh();
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}
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}
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async tick() {
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if (!this.radialMenu.isMenuVisible() || this.clickedTile === null) return;
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this.game
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.myPlayer()!
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.actions(this.clickedTile)
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.then((actions) => {
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this.updatePlayerActions(
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this.game.myPlayer()!,
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actions,
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this.clickedTile!,
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);
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});
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}
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renderLayer(context: CanvasRenderingContext2D) {
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this.radialMenu.renderLayer(context);
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}
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shouldTransform(): boolean {
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return this.radialMenu.shouldTransform();
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}
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closeMenu() {
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if (this.radialMenu.isMenuVisible()) {
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this.radialMenu.hideRadialMenu();
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}
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if (this.buildMenu.isVisible) {
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this.buildMenu.hideMenu();
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}
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if (this.emojiTable.isVisible) {
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this.emojiTable.hideTable();
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}
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if (this.playerPanel.isVisible) {
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this.playerPanel.hide();
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}
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}
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}
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