Files
OpenFrontIO/src/server/ServerEnv.ts
T
Evan 275fd0dccc refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## 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
2026-05-11 19:24:01 -07:00

178 lines
5.0 KiB
TypeScript

import { JWK } from "jose";
import { z } from "zod";
import { GameEnv, parseGameEnv } from "../core/configuration/Config";
import { GameID } from "../core/Schemas";
import { simpleHash } from "../core/Util";
const JwksSchema = z.object({
keys: z
.object({
alg: z.literal("EdDSA"),
crv: z.literal("Ed25519"),
kty: z.literal("OKP"),
x: z.string(),
})
.array()
.min(1),
});
export class ServerEnv {
private static readonly gameEnv: GameEnv = parseGameEnv(process.env.GAME_ENV);
private static publicKey: JWK | null = null;
// Values that also flow to the client via index.html, but on the server
// are read from process.env directly. Server code never reaches into
// ClientEnv — that's reserved for the browser/worker hydrated path.
//
// TODO: the following methods are duplicated on ClientEnv. The two classes
// read from different sources (process.env vs window.BOOTSTRAP_CONFIG) but
// the derived logic is identical. Consolidate into a shared helper that
// takes a source so we don't have to keep them in sync by hand.
static env(): GameEnv {
return ServerEnv.gameEnv;
}
static gameEnvName(): string {
switch (ServerEnv.gameEnv) {
case GameEnv.Dev:
return "dev";
case GameEnv.Preprod:
return "staging";
case GameEnv.Prod:
return "prod";
}
}
static numWorkers(): number {
const raw = process.env.NUM_WORKERS;
if (!raw) {
throw new Error("NUM_WORKERS not set");
}
const n = parseInt(raw, 10);
if (!Number.isFinite(n) || n <= 0) {
throw new Error(`Invalid NUM_WORKERS: ${raw}`);
}
return n;
}
static turnstileSiteKey(): string {
const v = process.env.TURNSTILE_SITE_KEY;
if (!v) {
throw new Error("TURNSTILE_SITE_KEY not set");
}
return v;
}
static jwtAudience(): string {
const v = process.env.DOMAIN;
if (!v) {
throw new Error("DOMAIN not set");
}
return v;
}
static instanceId(): string {
return process.env.INSTANCE_ID ?? "";
}
static workerId(): number | undefined {
const raw = process.env.WORKER_ID;
if (raw === undefined) return undefined;
return parseInt(raw, 10);
}
static hostname(): string {
return process.env.HOSTNAME ?? "";
}
static host(): string {
return process.env.HOST ?? "";
}
static cdnBase(): string {
return process.env.CDN_BASE ?? "";
}
static jwtIssuer(): string {
const audience = ServerEnv.jwtAudience();
return audience === "localhost"
? "http://localhost:8787"
: `https://api.${audience}`;
}
static async jwkPublicKey(): Promise<JWK> {
if (ServerEnv.publicKey) return ServerEnv.publicKey;
const jwksUrl = ServerEnv.jwtIssuer() + "/.well-known/jwks.json";
console.log(`Fetching JWKS from ${jwksUrl}`);
const response = await fetch(jwksUrl);
if (!response.ok) {
const body = await response.text();
throw new Error(`JWKS fetch failed: ${response.status} ${body}`);
}
const result = JwksSchema.safeParse(await response.json());
if (!result.success) {
const error = z.prettifyError(result.error);
console.error("Error parsing JWKS", error);
throw new Error("Invalid JWKS");
}
ServerEnv.publicKey = result.data.keys[0];
return ServerEnv.publicKey;
}
static turnIntervalMs(): number {
return 100;
}
static gameCreationRate(): number {
return ServerEnv.gameEnv === GameEnv.Dev ? 5 * 1000 : 2 * 60 * 1000;
}
static workerIndex(gameID: GameID): number {
return simpleHash(gameID) % ServerEnv.numWorkers();
}
static workerPath(gameID: GameID): string {
return `w${ServerEnv.workerIndex(gameID)}`;
}
static workerPort(gameID: GameID): number {
return ServerEnv.workerPortByIndex(ServerEnv.workerIndex(gameID));
}
static workerPortByIndex(index: number): number {
return 3001 + index;
}
// Server-only env values
static domain(): string {
return process.env.DOMAIN ?? "";
}
static subdomain(): string {
return process.env.SUBDOMAIN ?? "";
}
static otelEnabled(): boolean {
return (
ServerEnv.gameEnv !== GameEnv.Dev &&
Boolean(ServerEnv.otelEndpoint()) &&
Boolean(ServerEnv.otelAuthHeader())
);
}
static otelEndpoint(): string {
return process.env.OTEL_EXPORTER_OTLP_ENDPOINT ?? "";
}
static otelAuthHeader(): string {
return process.env.OTEL_AUTH_HEADER ?? "";
}
static gitCommit(): string {
const v = process.env.GIT_COMMIT;
if (!v) {
throw new Error("GIT_COMMIT not set");
}
return v;
}
static apiKey(): string {
return process.env.API_KEY ?? "";
}
static adminHeader(): string {
return "x-admin-key";
}
static adminToken(): string {
const token = process.env.ADMIN_TOKEN;
if (!token) {
throw new Error("ADMIN_TOKEN not set");
}
return token;
}
static allowedFlares(): string[] | undefined {
const raw = process.env.ALLOWED_FLARES;
if (!raw) return undefined;
return raw
.split(",")
.map((s) => s.trim())
.filter((s) => s.length > 0);
}
}