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## 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
82 lines
2.2 KiB
TypeScript
82 lines
2.2 KiB
TypeScript
import fs from "fs";
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import path from "path";
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import {
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Difficulty,
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Game,
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GameMapSize,
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GameMapType,
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GameMode,
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GameType,
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PlayerInfo,
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PlayerType,
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} from "../../src/core/game/Game";
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import { createGame } from "../../src/core/game/GameImpl";
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import {
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genTerrainFromBin,
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MapManifest,
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} from "../../src/core/game/TerrainMapLoader";
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import { UserSettings } from "../../src/core/game/UserSettings";
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import { GameConfig } from "../../src/core/Schemas";
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import { TestConfig } from "./TestConfig";
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export async function setup(
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mapName: string,
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_gameConfig: Partial<GameConfig> = {},
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humans: PlayerInfo[] = [],
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currentDir: string = __dirname,
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ConfigClass: typeof TestConfig = TestConfig,
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autoEndSpawnPhase: boolean = true,
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): Promise<Game> {
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// Suppress console.debug for tests.
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console.debug = () => {};
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// Simple binary file loading using fs.readFileSync()
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const mapBinPath = path.join(
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currentDir,
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`../testdata/maps/${mapName}/map.bin`,
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);
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const miniMapBinPath = path.join(
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currentDir,
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`../testdata/maps/${mapName}/map4x.bin`,
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);
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const manifestPath = path.join(
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currentDir,
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`../testdata/maps/${mapName}/manifest.json`,
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);
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const mapBinBuffer = fs.readFileSync(mapBinPath);
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const miniMapBinBuffer = fs.readFileSync(miniMapBinPath);
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const manifest = JSON.parse(
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fs.readFileSync(manifestPath, "utf8"),
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) satisfies MapManifest;
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const gameMap = await genTerrainFromBin(manifest.map, mapBinBuffer);
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const miniGameMap = await genTerrainFromBin(manifest.map4x, miniMapBinBuffer);
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const gameConfig: GameConfig = {
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gameMap: GameMapType.Asia,
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gameMapSize: GameMapSize.Normal,
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gameMode: GameMode.FFA,
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gameType: GameType.Singleplayer,
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difficulty: Difficulty.Medium,
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nations: "default",
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donateGold: false,
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donateTroops: false,
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bots: 0,
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infiniteGold: false,
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infiniteTroops: false,
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instantBuild: false,
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randomSpawn: false,
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..._gameConfig,
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};
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const config = new ConfigClass(gameConfig, new UserSettings(), false);
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const game = createGame(humans, [], gameMap, miniGameMap, config);
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if (autoEndSpawnPhase) game.endSpawnPhase();
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return game;
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}
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export function playerInfo(name: string, type: PlayerType): PlayerInfo {
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return new PlayerInfo(name, type, null, name);
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}
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