Files
OpenFrontIO/vite.config.ts
T
Evan Pelle 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

261 lines
8.4 KiB
TypeScript

import tailwindcss from "@tailwindcss/vite";
import fs from "fs";
import { lookup as lookupMime } from "mrmime";
import path from "path";
import { fileURLToPath } from "url";
import { defineConfig, loadEnv, type Plugin } from "vite";
import { createHtmlPlugin } from "vite-plugin-html";
import {
type AssetManifest,
buildAssetUrl,
rewriteAssetsForCdn,
} from "./packages/engine/src/AssetUrls";
import {
buildPublicAssetManifest,
copyRootPublicFiles,
createHashedPublicAssetFiles,
getProprietaryDir,
getResourcesDir,
writePublicAssetManifest,
} from "./packages/server/src/PublicAssetManifest";
// Vite already handles these, but its good practice to define them explicitly
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
function serveProprietaryDir(
proprietaryDir: string,
resourcesDir: string,
): Plugin {
return {
name: "serve-proprietary-dir",
configureServer(server) {
// Must run before Vite's htmlFallback; skip when resources/ has the file
// so publicDir keeps precedence.
server.middlewares.use((req, res, next) => {
if (!req.url) return next();
const rel = decodeURIComponent(
new URL(req.url, "http://x").pathname,
).replace(/^\//, "");
if (rel.includes("..")) return next();
if (fs.existsSync(path.join(resourcesDir, rel))) return next();
const filePath = path.join(proprietaryDir, rel);
if (!fs.existsSync(filePath) || !fs.statSync(filePath).isFile())
return next();
const mime = lookupMime(filePath);
if (mime) res.setHeader("Content-Type", mime);
res.setHeader("Cache-Control", "no-store");
fs.createReadStream(filePath).pipe(res);
});
},
};
}
export default defineConfig(({ mode }) => {
const env = loadEnv(mode, process.cwd(), "");
const isProduction = mode === "production";
const resourcesDir = getResourcesDir(__dirname);
const proprietaryDir = getProprietaryDir(__dirname);
const sourceDirs = [resourcesDir, proprietaryDir];
const assetManifest: AssetManifest = isProduction
? buildPublicAssetManifest(sourceDirs)
: {};
const cdnBase = env.CDN_BASE ?? "";
const htmlAssetData = {
assetManifest: JSON.stringify(assetManifest),
cdnBase: JSON.stringify(cdnBase),
gameEnv: JSON.stringify(env.GAME_ENV ?? "dev"),
numWorkers: JSON.stringify(parseInt(env.NUM_WORKERS ?? "2", 10)),
turnstileSiteKey: JSON.stringify(
env.TURNSTILE_SITE_KEY ?? "1x00000000000000000000AA",
),
jwtAudience: JSON.stringify(env.DOMAIN ?? "localhost"),
instanceId: JSON.stringify(env.INSTANCE_ID ?? "DEV_ID"),
manifestHref: buildAssetUrl("manifest.json", assetManifest, cdnBase),
faviconHref: buildAssetUrl("images/Favicon.svg", assetManifest, cdnBase),
gameplayScreenshotUrl: buildAssetUrl(
"images/GameplayScreenshot.png",
assetManifest,
cdnBase,
),
backgroundImageUrl: buildAssetUrl(
"images/background.webp",
assetManifest,
cdnBase,
),
desktopLogoImageUrl: buildAssetUrl(
"images/OpenFront.png",
assetManifest,
cdnBase,
),
mobileLogoImageUrl: buildAssetUrl("images/OF.png", assetManifest, cdnBase),
};
// Vite's HTML transform replaces the source <script src="/src/client/Main.ts">
// with the hashed bundle URL and injects <link rel="modulepreload"> /
// <link rel="stylesheet"> tags. rewriteAssetsForCdn rewrites those refs to
// an EJS placeholder so RenderHtml.ts can prefix them with CDN_BASE at
// request time.
const injectCdnBaseTemplate = (): Plugin => ({
name: "inject-cdn-base-template",
apply: "build" as const,
enforce: "post",
transformIndexHtml: rewriteAssetsForCdn,
});
let viteBundleFiles: string[] = [];
const syncHashedPublicAssets = (): Plugin => ({
name: "sync-hashed-public-assets",
apply: "build" as const,
writeBundle(_options, bundle) {
viteBundleFiles = Object.keys(bundle);
},
closeBundle() {
const outDir = path.join(__dirname, "static");
copyRootPublicFiles(resourcesDir, outDir);
// Run the source→hashed copy first; createHashedPublicAssetFiles iterates
// assetManifest and expects every key to resolve to a file in resources/
// or proprietary/. Vite's bundle output (assets/...) doesn't, so it's
// merged in after.
createHashedPublicAssetFiles(sourceDirs, outDir, assetManifest);
// Track Vite's own bundle output (vendor chunks, JS, CSS, workers under
// static/assets/) in the manifest so the deploy-time R2 upload covers
// them alongside the hashed source assets. Skip non-assets/ emits like
// index.html — those are served by the app, not from R2.
for (const fileName of viteBundleFiles) {
if (!fileName.startsWith("assets/")) continue;
assetManifest[fileName] = `/${fileName}`;
}
writePublicAssetManifest(outDir, assetManifest);
},
});
// In dev, redirect visits to /w*/game/* to "/" so Vite serves the index.html.
const devGameHtmlBypass = (req?: {
url?: string;
method?: string;
headers?: { accept?: string | string[] };
}) => {
if (req?.method !== "GET") return undefined;
const accept = req.headers?.accept;
const acceptValue = Array.isArray(accept)
? accept.join(",")
: (accept ?? "");
if (!acceptValue.includes("text/html")) return undefined;
if (!req.url) return undefined;
if (/^\/w\d+\/game\/[^/]+/.test(req.url)) {
return "/";
}
return undefined;
};
return {
test: {
globals: true,
environment: "jsdom",
setupFiles: "./tests/setup.ts",
},
root: "./",
base: "/",
publicDir: isProduction ? false : "resources",
resolve: {
tsconfigPaths: true,
alias: {
resources: path.resolve(__dirname, "resources"),
},
},
plugins: [
...(!isProduction
? [serveProprietaryDir(proprietaryDir, resourcesDir)]
: []),
...(isProduction
? []
: [
createHtmlPlugin({
minify: false,
entry: "/packages/client/src/Main.ts",
template: "index.html",
inject: {
data: {
gitCommit: JSON.stringify("DEV"),
...htmlAssetData,
},
},
}),
]),
...(isProduction
? [injectCdnBaseTemplate(), syncHashedPublicAssets()]
: []),
tailwindcss(),
],
define: {
__ASSET_MANIFEST__: JSON.stringify(assetManifest),
"process.env.WEBSOCKET_URL": JSON.stringify(
isProduction ? "" : "localhost:3000",
),
"process.env.GAME_ENV": JSON.stringify(isProduction ? "prod" : "dev"),
"process.env.STRIPE_PUBLISHABLE_KEY": JSON.stringify(
env.STRIPE_PUBLISHABLE_KEY,
),
"process.env.API_DOMAIN": JSON.stringify(env.API_DOMAIN),
// Add other process.env variables if needed, OR migrate code to import.meta.env
},
build: {
outDir: "static", // Webpack outputs to 'static', assuming we want to keep this.
emptyOutDir: true,
assetsDir: "assets", // Sub-directory for assets
rollupOptions: {
output: {
manualChunks: (id) => {
const vendorModules = ["pixi.js", "howler", "zod"];
if (vendorModules.some((module) => id.includes(module))) {
return "vendor";
}
},
},
},
},
server: {
port: 9000,
host: process.env.VITE_HOST === "lan",
// Automatically open the browser when the server starts
open: process.env.SKIP_BROWSER_OPEN !== "true",
proxy: {
"/lobbies": {
target: "ws://localhost:3000",
ws: true,
changeOrigin: true,
},
// Worker proxies
"/w0": {
target: "ws://localhost:3001",
ws: true,
secure: false,
changeOrigin: true,
bypass: (req) => devGameHtmlBypass(req),
rewrite: (path) => path.replace(/^\/w0/, ""),
},
"/w1": {
target: "ws://localhost:3002",
ws: true,
secure: false,
changeOrigin: true,
bypass: (req) => devGameHtmlBypass(req),
rewrite: (path) => path.replace(/^\/w1/, ""),
},
// API proxies
"/api": {
target: "http://localhost:3000",
changeOrigin: true,
secure: false,
},
},
},
};
});