Files
OpenFrontIO/src/core/configuration/Config.ts
T
evanpelle 585e3a945b have master create tunnels for all workers #780 (#1042)
## Description:
We want to move away from using nginx to cloudflare to route among
workers. This will simplify the nginx config, move routing computation
off the server, and make it easier to implement a multi-host
architecture.

The worker tunnels are not currently used.

I also moved the tunnel creation from startup.sh to Server. The shell
script was getting too complex.


## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-06-10 16:10:48 -07:00

172 lines
4.8 KiB
TypeScript

import { Colord } from "colord";
import { JWK } from "jose";
import { GameConfig, GameID } from "../Schemas";
import {
Difficulty,
Duos,
Game,
GameMapType,
GameMode,
Gold,
Player,
PlayerInfo,
Team,
TerraNullius,
Tick,
UnitInfo,
UnitType,
} from "../game/Game";
import { GameMap, TileRef } from "../game/GameMap";
import { PlayerView } from "../game/GameView";
import { UserSettings } from "../game/UserSettings";
export enum GameEnv {
Dev,
Preprod,
Prod,
}
export interface ServerConfig {
turnIntervalMs(): number;
gameCreationRate(): number;
lobbyMaxPlayers(
map: GameMapType,
mode: GameMode,
numPlayerTeams: number | undefined,
): number;
numWorkers(): number;
workerIndex(gameID: GameID): number;
workerPath(gameID: GameID): string;
workerPort(gameID: GameID): number;
workerPortByIndex(workerID: number): number;
env(): GameEnv;
region(): string;
adminToken(): string;
adminHeader(): string;
// Only available on the server
gitCommit(): string;
r2Bucket(): string;
r2Endpoint(): string;
r2AccessKey(): string;
r2SecretKey(): string;
otelEndpoint(): string;
otelUsername(): string;
otelPassword(): string;
otelEnabled(): boolean;
jwtAudience(): string;
jwtIssuer(): string;
jwkPublicKey(): Promise<JWK>;
domain(): string;
subdomain(): string;
cloudflareAccountId(): string;
cloudflareApiToken(): string;
}
export interface NukeMagnitude {
inner: number;
outer: number;
}
export interface Config {
samHittingChance(): number;
samWarheadHittingChance(): number;
spawnImmunityDuration(): Tick;
serverConfig(): ServerConfig;
gameConfig(): GameConfig;
theme(): Theme;
percentageTilesOwnedToWin(): number;
numBots(): number;
spawnNPCs(): boolean;
isUnitDisabled(unitType: UnitType): boolean;
bots(): number;
infiniteGold(): boolean;
infiniteTroops(): boolean;
instantBuild(): boolean;
numSpawnPhaseTurns(): number;
userSettings(): UserSettings;
playerTeams(): number | typeof Duos;
startManpower(playerInfo: PlayerInfo): number;
populationIncreaseRate(player: Player | PlayerView): number;
goldAdditionRate(player: Player | PlayerView): Gold;
troopAdjustmentRate(player: Player): number;
attackTilesPerTick(
attckTroops: number,
attacker: Player,
defender: Player | TerraNullius,
numAdjacentTilesWithEnemy: number,
): number;
attackLogic(
gm: Game,
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
tileToConquer: TileRef,
): {
attackerTroopLoss: number;
defenderTroopLoss: number;
tilesPerTickUsed: number;
};
attackAmount(attacker: Player, defender: Player | TerraNullius): number;
radiusPortSpawn(): number;
// When computing likelihood of trading for any given port, the X closest port
// are twice more likely to be selected. X is determined below.
proximityBonusPortsNb(totalPorts: number): number;
maxPopulation(player: Player | PlayerView): number;
cityPopulationIncrease(): number;
boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number;
shellLifetime(): number;
boatMaxNumber(): number;
allianceDuration(): Tick;
allianceRequestCooldown(): Tick;
temporaryEmbargoDuration(): Tick;
targetDuration(): Tick;
targetCooldown(): Tick;
emojiMessageCooldown(): Tick;
emojiMessageDuration(): Tick;
donateCooldown(): Tick;
defaultDonationAmount(sender: Player): number;
unitInfo(type: UnitType): UnitInfo;
tradeShipGold(dist: number): Gold;
tradeShipSpawnRate(numberOfPorts: number): number;
safeFromPiratesCooldownMax(): number;
defensePostRange(): number;
SAMCooldown(): number;
SiloCooldown(): number;
defensePostDefenseBonus(): number;
falloutDefenseModifier(percentOfFallout: number): number;
difficultyModifier(difficulty: Difficulty): number;
warshipPatrolRange(): number;
warshipShellAttackRate(): number;
warshipTargettingRange(): number;
defensePostShellAttackRate(): number;
defensePostTargettingRange(): number;
// 0-1
traitorDefenseDebuff(): number;
traitorDuration(): number;
nukeMagnitudes(unitType: UnitType): NukeMagnitude;
defaultNukeSpeed(): number;
nukeDeathFactor(humans: number, tilesOwned: number): number;
structureMinDist(): number;
isReplay(): boolean;
}
export interface Theme {
teamColor(team: Team): Colord;
territoryColor(playerInfo: PlayerView): Colord;
specialBuildingColor(playerInfo: PlayerView): Colord;
borderColor(playerInfo: PlayerView): Colord;
defendedBorderColors(playerInfo: PlayerView): { light: Colord; dark: Colord };
focusedBorderColor(): Colord;
terrainColor(gm: GameMap, tile: TileRef): Colord;
backgroundColor(): Colord;
falloutColor(): Colord;
font(): string;
textColor(playerInfo: PlayerView): string;
// unit color for alternate view
selfColor(): Colord;
allyColor(): Colord;
enemyColor(): Colord;
spawnHighlightColor(): Colord;
}