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https://github.com/openfrontio/OpenFrontIO.git
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585e3a945b
## 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
172 lines
4.8 KiB
TypeScript
172 lines
4.8 KiB
TypeScript
import { Colord } from "colord";
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import { JWK } from "jose";
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import { GameConfig, GameID } from "../Schemas";
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import {
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Difficulty,
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Duos,
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Game,
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GameMapType,
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GameMode,
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Gold,
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Player,
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PlayerInfo,
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Team,
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TerraNullius,
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Tick,
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UnitInfo,
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UnitType,
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} from "../game/Game";
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import { GameMap, TileRef } from "../game/GameMap";
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import { PlayerView } from "../game/GameView";
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import { UserSettings } from "../game/UserSettings";
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export enum GameEnv {
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Dev,
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Preprod,
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Prod,
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}
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export interface ServerConfig {
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turnIntervalMs(): number;
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gameCreationRate(): number;
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lobbyMaxPlayers(
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map: GameMapType,
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mode: GameMode,
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numPlayerTeams: number | undefined,
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): number;
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numWorkers(): number;
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workerIndex(gameID: GameID): number;
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workerPath(gameID: GameID): string;
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workerPort(gameID: GameID): number;
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workerPortByIndex(workerID: number): number;
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env(): GameEnv;
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region(): string;
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adminToken(): string;
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adminHeader(): string;
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// Only available on the server
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gitCommit(): string;
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r2Bucket(): string;
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r2Endpoint(): string;
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r2AccessKey(): string;
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r2SecretKey(): string;
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otelEndpoint(): string;
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otelUsername(): string;
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otelPassword(): string;
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otelEnabled(): boolean;
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jwtAudience(): string;
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jwtIssuer(): string;
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jwkPublicKey(): Promise<JWK>;
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domain(): string;
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subdomain(): string;
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cloudflareAccountId(): string;
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cloudflareApiToken(): string;
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}
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export interface NukeMagnitude {
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inner: number;
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outer: number;
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}
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export interface Config {
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samHittingChance(): number;
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samWarheadHittingChance(): number;
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spawnImmunityDuration(): Tick;
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serverConfig(): ServerConfig;
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gameConfig(): GameConfig;
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theme(): Theme;
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percentageTilesOwnedToWin(): number;
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numBots(): number;
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spawnNPCs(): boolean;
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isUnitDisabled(unitType: UnitType): boolean;
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bots(): number;
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infiniteGold(): boolean;
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infiniteTroops(): boolean;
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instantBuild(): boolean;
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numSpawnPhaseTurns(): number;
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userSettings(): UserSettings;
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playerTeams(): number | typeof Duos;
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startManpower(playerInfo: PlayerInfo): number;
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populationIncreaseRate(player: Player | PlayerView): number;
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goldAdditionRate(player: Player | PlayerView): Gold;
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troopAdjustmentRate(player: Player): number;
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attackTilesPerTick(
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attckTroops: number,
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attacker: Player,
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defender: Player | TerraNullius,
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numAdjacentTilesWithEnemy: number,
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): number;
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attackLogic(
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gm: Game,
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attackTroops: number,
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attacker: Player,
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defender: Player | TerraNullius,
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tileToConquer: TileRef,
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): {
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attackerTroopLoss: number;
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defenderTroopLoss: number;
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tilesPerTickUsed: number;
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};
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attackAmount(attacker: Player, defender: Player | TerraNullius): number;
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radiusPortSpawn(): number;
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// When computing likelihood of trading for any given port, the X closest port
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// are twice more likely to be selected. X is determined below.
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proximityBonusPortsNb(totalPorts: number): number;
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maxPopulation(player: Player | PlayerView): number;
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cityPopulationIncrease(): number;
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boatAttackAmount(attacker: Player, defender: Player | TerraNullius): number;
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shellLifetime(): number;
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boatMaxNumber(): number;
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allianceDuration(): Tick;
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allianceRequestCooldown(): Tick;
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temporaryEmbargoDuration(): Tick;
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targetDuration(): Tick;
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targetCooldown(): Tick;
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emojiMessageCooldown(): Tick;
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emojiMessageDuration(): Tick;
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donateCooldown(): Tick;
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defaultDonationAmount(sender: Player): number;
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unitInfo(type: UnitType): UnitInfo;
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tradeShipGold(dist: number): Gold;
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tradeShipSpawnRate(numberOfPorts: number): number;
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safeFromPiratesCooldownMax(): number;
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defensePostRange(): number;
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SAMCooldown(): number;
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SiloCooldown(): number;
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defensePostDefenseBonus(): number;
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falloutDefenseModifier(percentOfFallout: number): number;
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difficultyModifier(difficulty: Difficulty): number;
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warshipPatrolRange(): number;
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warshipShellAttackRate(): number;
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warshipTargettingRange(): number;
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defensePostShellAttackRate(): number;
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defensePostTargettingRange(): number;
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// 0-1
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traitorDefenseDebuff(): number;
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traitorDuration(): number;
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nukeMagnitudes(unitType: UnitType): NukeMagnitude;
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defaultNukeSpeed(): number;
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nukeDeathFactor(humans: number, tilesOwned: number): number;
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structureMinDist(): number;
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isReplay(): boolean;
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}
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export interface Theme {
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teamColor(team: Team): Colord;
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territoryColor(playerInfo: PlayerView): Colord;
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specialBuildingColor(playerInfo: PlayerView): Colord;
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borderColor(playerInfo: PlayerView): Colord;
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defendedBorderColors(playerInfo: PlayerView): { light: Colord; dark: Colord };
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focusedBorderColor(): Colord;
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terrainColor(gm: GameMap, tile: TileRef): Colord;
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backgroundColor(): Colord;
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falloutColor(): Colord;
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font(): string;
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textColor(playerInfo: PlayerView): string;
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// unit color for alternate view
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selfColor(): Colord;
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allyColor(): Colord;
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enemyColor(): Colord;
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spawnHighlightColor(): Colord;
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}
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