Files
OpenFrontIO/packages/server/src/GamePreviewRoute.ts
T
Evan PelleandClaude Opus 4.8 a7f992e9b0 refactor: convert to npm-workspaces monorepo (engine/core-public/shared/client/server)
Restructure the single src/ tree into an npm-workspaces monorepo under
packages/, rename core -> engine, extract a types-only core-public layer,
and break the pre-existing engine -> client dependency cycle.

Structure (packages/):
  core-public  public API/wire schemas + shared enums (clean leaf)
  shared       framework-agnostic helpers (clean leaf)
  engine       deterministic simulation (was src/core)
  client       rendering/UI (was src/client)
  server       coordination (was src/server)

Dependency DAG: engine -> {core-public, shared}; client -> {core-public,
shared, engine}; server -> {core-public, engine}.

- npm workspaces: root package.json workspaces + per-package package.json;
  tsconfig.base.json holds shared options + path aliases
  (core-public/* shared/* engine/* client/* server/*) resolved uniformly by
  tsc, Vite (resolve.tsconfigPaths), Vitest, and tsx. Lockfile regenerated.
- core-public: moved Schemas/ApiSchemas/CosmeticSchemas/StatsSchemas/
  ClanApiSchemas/WorkerSchemas/Base64/PatternDecoder; extracted the enums
  (GameTypes), GameEvent type, emoji table, and GraphicsOverrides schema.
  Engine re-exports the moved enums/types so existing imports keep working.
- Broke engine -> client cycle:
  - renderNumber/renderTroops -> shared/format
  - NameBoxCalculator moved into engine
  - username validation returns translation key + params; client translates
  - applyStateUpdate moved to client (operates on the render-only PlayerState)
  - Config/UnitGrid/execution-Util/GameImpl now use structural read
    interfaces (engine/game/ReadViews: PlayerLike/UnitLike/GameLike) instead
    of importing client view classes; client imports view classes from a new
    client/view barrel; deleted the engine/game/GameView re-export shim.
- Build/deploy updated: vite.config, index.html, eslint, Dockerfile
  (copies packages/ + tsconfig.base.json before npm ci), .vscode, tests.

Verified: tsc --noEmit clean; 1364 + 65 tests pass; production vite build
succeeds; engine has zero client/server imports; core-public and shared are
dependency leaves.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 16:51:03 +00:00

167 lines
5.5 KiB
TypeScript

import type { Express, Request } from "express";
import fsPromises from "fs/promises";
import { parse } from "node-html-parser";
import path from "path";
import type { Logger } from "winston";
import { z } from "zod";
import { GAME_ID_REGEX, GameInfo } from "core-public/Schemas";
import { replacer } from "engine/Util";
import type { GameManager } from "./GameManager";
import {
buildPreview,
escapeHtml,
ExternalGameInfo,
ExternalGameInfoSchema,
} from "./GamePreviewBuilder";
import { setNoStoreHeaders } from "./NoStoreHeaders";
import { getAppShellContent, setHtmlNoCacheHeaders } from "./RenderHtml";
import { ServerEnv } from "./ServerEnv";
const requestOrigin = (req: Request): string => {
const protoHeader = (req.headers["x-forwarded-proto"] as string) ?? "";
const proto = protoHeader.split(",")[0]?.trim() || req.protocol || "https";
const host =
req.get("host") ?? `${ServerEnv.subdomain()}.${ServerEnv.domain()}`;
// Force https only for the configured public domain (and its subdomains).
// This avoids hardcoding hostnames while ensuring we don't force https on
// localhost or arbitrary custom hosts.
const hostname = host.split(":")[0].toLowerCase();
const domain = ServerEnv.domain().toLowerCase();
const forceHttps = hostname === domain || hostname.endsWith(`.${domain}`);
return `${forceHttps ? "https" : proto}://${host}`;
};
export function registerGamePreviewRoute(opts: {
app: Express;
gm: GameManager;
workerId: number;
log: Logger;
baseDir: string;
}) {
const { app, gm, log, baseDir } = opts;
const gameIDSchema = z.string().regex(GAME_ID_REGEX);
const fetchPublicGameInfo = async (
gameID: string,
): Promise<ExternalGameInfo | null> => {
if (!gameIDSchema.safeParse(gameID).success) return null;
const controller = new AbortController();
const timeout = setTimeout(() => controller.abort(), 1500);
try {
const apiDomain = ServerEnv.jwtIssuer();
const encodedID = encodeURIComponent(gameID);
const response = await fetch(`${apiDomain}/game/${encodedID}`, {
headers: {
"x-api-key": ServerEnv.apiKey(),
},
signal: controller.signal,
});
if (!response.ok) return null;
const data = await response.json();
const parsed = ExternalGameInfoSchema.safeParse(data);
if (!parsed.success) {
log.warn("Invalid ExternalGameInfo from API", {
gameID,
issues: parsed.error.issues,
});
return null;
}
return parsed.data;
} catch (error) {
log.warn("failed to fetch public game info", { gameID, error });
return null;
} finally {
clearTimeout(timeout);
}
};
app.get("/game/:id", async (req, res) => {
const gameID = req.params.id;
// Validate gameID format
if (!GAME_ID_REGEX.test(gameID)) {
return res.status(400).json({ error: "Invalid game ID format" });
}
const game = gm.game(gameID);
const lobby: GameInfo | null = game ? game.gameInfo() : null;
try {
const publicInfo = await fetchPublicGameInfo(gameID); // Fetch from central API (DB/Auth)
// If we have neither live lobby info nor archived public info, we can't show anything
if (!lobby && !publicInfo) {
return res.redirect(302, "/");
}
const origin = requestOrigin(req);
const meta = await buildPreview(
gameID,
origin,
ServerEnv.workerPath(gameID),
lobby,
publicInfo,
);
// Always serve HTML with meta tags for /game/:id route
const staticHtml = path.join(baseDir, "../../static/index.html");
const rootHtml = path.join(baseDir, "../../index.html");
let filePath: string | null = null;
try {
await fsPromises.access(staticHtml);
filePath = staticHtml;
} catch {
try {
await fsPromises.access(rootHtml);
filePath = rootHtml;
} catch {
// Neither file exists
}
}
if (filePath) {
const html = await getAppShellContent(filePath);
const root = parse(html);
const head = root.querySelector("head");
if (head) {
head
.querySelectorAll('meta[property^="og:"], meta[name^="twitter:"]')
.forEach((el) => el.remove());
const tagsToInject = [
`<meta property="og:title" content="${escapeHtml(meta.title)}" />`,
`<meta property="og:description" content="${escapeHtml(meta.description || meta.title)}" />`,
`<meta property="og:url" content="${escapeHtml(meta.joinUrl)}" />`,
`<meta property="og:image" content="${escapeHtml(meta.image)}" />`,
`<meta name="twitter:card" content="summary_large_image" />`,
`<meta name="twitter:title" content="${escapeHtml(meta.title)}" />`,
`<meta name="twitter:description" content="${escapeHtml(meta.description || meta.title)}" />`,
`<meta name="twitter:image" content="${escapeHtml(meta.image)}" />`,
];
tagsToInject.forEach((tag) =>
head.insertAdjacentHTML("beforeend", tag),
);
}
setHtmlNoCacheHeaders(res);
return res.status(200).send(root.toString());
}
// Fallback to JSON if HTML file not found
setNoStoreHeaders(res);
res.setHeader("Content-Type", "application/json");
return res.send(JSON.stringify(lobby ?? publicInfo, replacer));
} catch (error) {
log.error("failed to render join preview", { error });
return res.status(500).send("Unable to render lobby preview");
}
});
}