Files
OpenFrontIO/src/client/graphics/layers/MainRadialMenu.ts
T
scamiv 05e2bc9f0a Improve cacheability with content-hashed public assets and a cacheable app shell (#3494)
## 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
2026-03-23 11:36:52 -07:00

202 lines
5.4 KiB
TypeScript

import { LitElement } from "lit";
import { customElement } from "lit/decorators.js";
import { assetUrl } from "../../../core/AssetUrls";
import { EventBus } from "../../../core/EventBus";
import { PlayerActions } from "../../../core/game/Game";
import { TileRef } from "../../../core/game/GameMap";
import { GameView, PlayerView } from "../../../core/game/GameView";
import { TransformHandler } from "../TransformHandler";
import { UIState } from "../UIState";
import { BuildMenu } from "./BuildMenu";
import { ChatIntegration } from "./ChatIntegration";
import { EmojiTable } from "./EmojiTable";
import { Layer } from "./Layer";
import { PlayerActionHandler } from "./PlayerActionHandler";
import { PlayerPanel } from "./PlayerPanel";
import { RadialMenu, RadialMenuConfig } from "./RadialMenu";
import {
centerButtonElement,
COLORS,
MenuElementParams,
rootMenuElement,
} from "./RadialMenuElements";
const donateTroopIcon = assetUrl("images/DonateTroopIconWhite.svg");
const swordIcon = assetUrl("images/SwordIconWhite.svg");
import { ContextMenuEvent } from "../../InputHandler";
@customElement("main-radial-menu")
export class MainRadialMenu extends LitElement implements Layer {
private radialMenu: RadialMenu;
private playerActionHandler: PlayerActionHandler;
private chatIntegration: ChatIntegration;
private clickedTile: TileRef | null = null;
getTickIntervalMs() {
return 500;
}
constructor(
private eventBus: EventBus,
private game: GameView,
private transformHandler: TransformHandler,
private emojiTable: EmojiTable,
private buildMenu: BuildMenu,
private uiState: UIState,
private playerPanel: PlayerPanel,
) {
super();
const menuConfig: RadialMenuConfig = {
centerButtonIcon: swordIcon,
tooltipStyle: `
.radial-tooltip .cost {
margin-top: 4px;
color: ${COLORS.tooltip.cost};
}
.radial-tooltip .count {
color: ${COLORS.tooltip.count};
}
`,
};
this.radialMenu = new RadialMenu(
this.eventBus,
rootMenuElement,
centerButtonElement,
menuConfig,
);
this.playerActionHandler = new PlayerActionHandler(
this.eventBus,
this.uiState,
);
this.chatIntegration = new ChatIntegration(this.game, this.eventBus);
}
init() {
this.radialMenu.init();
this.eventBus.on(ContextMenuEvent, (event) => {
const worldCoords = this.transformHandler.screenToWorldCoordinates(
event.x,
event.y,
);
if (!this.game.isValidCoord(worldCoords.x, worldCoords.y)) {
return;
}
if (this.game.myPlayer() === null) {
return;
}
this.clickedTile = this.game.ref(worldCoords.x, worldCoords.y);
this.game
.myPlayer()!
.actions(this.clickedTile)
.then((actions) => {
this.updatePlayerActions(
this.game.myPlayer()!,
actions,
this.clickedTile!,
event.x,
event.y,
);
});
});
}
private async updatePlayerActions(
myPlayer: PlayerView,
actions: PlayerActions,
tile: TileRef,
screenX: number | null = null,
screenY: number | null = null,
) {
this.buildMenu.playerBuildables = actions.buildableUnits;
const tileOwner = this.game.owner(tile);
const recipient = tileOwner.isPlayer() ? (tileOwner as PlayerView) : null;
if (myPlayer && recipient) {
this.chatIntegration.setupChatModal(myPlayer, recipient);
}
const params: MenuElementParams = {
myPlayer,
selected: recipient,
tile,
playerActions: actions,
game: this.game,
buildMenu: this.buildMenu,
emojiTable: this.emojiTable,
playerActionHandler: this.playerActionHandler,
playerPanel: this.playerPanel,
chatIntegration: this.chatIntegration,
uiState: this.uiState,
closeMenu: () => this.closeMenu(),
eventBus: this.eventBus,
};
const isFriendlyTarget =
recipient !== null &&
recipient.isFriendly(myPlayer) &&
!recipient.isDisconnected();
this.radialMenu.setCenterButtonAppearance(
isFriendlyTarget ? donateTroopIcon : swordIcon,
isFriendlyTarget ? "#22d3ee" : "#0f2744",
isFriendlyTarget
? this.radialMenu.getDefaultCenterIconSize() * 0.75
: this.radialMenu.getDefaultCenterIconSize(),
);
this.radialMenu.setParams(params);
if (screenX !== null && screenY !== null) {
this.radialMenu.showRadialMenu(screenX, screenY);
} else {
this.radialMenu.refresh();
}
}
async tick() {
if (!this.radialMenu.isMenuVisible() || this.clickedTile === null) return;
this.game
.myPlayer()!
.actions(this.clickedTile)
.then((actions) => {
this.updatePlayerActions(
this.game.myPlayer()!,
actions,
this.clickedTile!,
);
});
}
renderLayer(context: CanvasRenderingContext2D) {
this.radialMenu.renderLayer(context);
}
shouldTransform(): boolean {
return this.radialMenu.shouldTransform();
}
closeMenu() {
if (this.radialMenu.isMenuVisible()) {
this.radialMenu.hideRadialMenu();
}
if (this.buildMenu.isVisible) {
this.buildMenu.hideMenu();
}
if (this.emojiTable.isVisible) {
this.emojiTable.hideTable();
}
if (this.playerPanel.isVisible) {
this.playerPanel.hide();
}
}
}