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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
118 lines
3.0 KiB
TypeScript
118 lines
3.0 KiB
TypeScript
import z from "zod";
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import { GameType } from "../core/game/Game";
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import {
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GameID,
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GameRecord,
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GameRecordSchema,
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ID,
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PartialGameRecord,
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} from "../core/Schemas";
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import { replacer } from "../core/Util";
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import { logger } from "./Logger";
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import { ServerEnv } from "./ServerEnv";
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const log = logger.child({ component: "Archive" });
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export async function archive(
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gameRecord: GameRecord,
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trustedCosmeticFlagUrls: Set<string> = new Set(),
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) {
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try {
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if (gameRecord.info.config.gameType === GameType.Singleplayer) {
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stripUntrustedFlagUrls(gameRecord, trustedCosmeticFlagUrls);
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}
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const parsed = GameRecordSchema.safeParse(gameRecord);
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if (!parsed.success) {
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log.error(`invalid game record: ${z.prettifyError(parsed.error)}`, {
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gameID: gameRecord.info.gameID,
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});
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return;
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}
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const url = `${ServerEnv.jwtIssuer()}/game/${gameRecord.info.gameID}`;
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const response = await fetch(url, {
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method: "POST",
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body: JSON.stringify(gameRecord, replacer),
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headers: {
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"Content-Type": "application/json",
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"x-api-key": ServerEnv.apiKey(),
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},
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});
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if (!response.ok) {
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log.error(`error archiving game record: ${response.statusText}`, {
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gameID: gameRecord.info.gameID,
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});
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return;
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}
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} catch (error) {
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log.error(`error archiving game record: ${error}`, {
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gameID: gameRecord.info.gameID,
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});
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return;
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}
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}
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export async function readGameRecord(
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gameId: GameID,
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): Promise<GameRecord | null> {
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try {
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if (!ID.safeParse(gameId).success) {
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log.error(`invalid game ID: ${gameId}`);
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return null;
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}
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const url = `${ServerEnv.jwtIssuer()}/game/${gameId}`;
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const response = await fetch(url, {
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method: "GET",
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headers: {
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"Content-Type": "application/json",
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"x-api-key": ServerEnv.apiKey(),
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},
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});
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const record = await response.json();
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if (!response.ok) {
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log.error(`error reading game record: ${response.statusText}`, {
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gameID: gameId,
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});
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return null;
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}
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return GameRecordSchema.parse(record);
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} catch (error) {
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log.error(`error reading game record: ${error}`, {
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gameID: gameId,
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});
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return null;
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}
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}
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export function finalizeGameRecord(
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clientRecord: PartialGameRecord,
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): GameRecord {
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return {
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...clientRecord,
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gitCommit: ServerEnv.gitCommit(),
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subdomain: ServerEnv.subdomain(),
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domain: ServerEnv.domain(),
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};
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}
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function stripUntrustedFlagUrls(
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gameRecord: GameRecord,
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trustedCosmeticFlagUrls: Set<string>,
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): void {
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for (const player of gameRecord.info.players) {
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const flag = player.cosmetics?.flag;
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if (
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flag === undefined ||
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!/^https?:\/\//i.test(flag) ||
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trustedCosmeticFlagUrls.has(flag)
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) {
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continue;
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}
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log.warn("dropping untrusted singleplayer replay flag", {
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gameID: gameRecord.info.gameID,
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clientID: player.clientID,
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});
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player.cosmetics!.flag = undefined;
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}
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}
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