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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
89 lines
2.5 KiB
TypeScript
89 lines
2.5 KiB
TypeScript
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
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vi.mock("../../src/core/Schemas", async () => {
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const actual = (await vi.importActual("../../src/core/Schemas")) as any;
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return {
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...actual,
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GameStartInfoSchema: {
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safeParse: (data: any) => ({ success: true, data: data }),
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},
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ServerPrestartMessageSchema: {
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safeParse: (data: any) => ({ success: true, data: data }),
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},
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};
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});
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import { GameType } from "../../src/core/game/Game";
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import { GameServer } from "../../src/server/GameServer";
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describe("GameLifecycle", () => {
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let mockLogger: any;
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beforeEach(() => {
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vi.useFakeTimers();
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mockLogger = {
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child: vi.fn().mockReturnThis(),
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info: vi.fn(),
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warn: vi.fn(),
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error: vi.fn(),
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};
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});
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afterEach(() => {
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vi.restoreAllMocks();
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vi.clearAllTimers();
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});
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it("should not start turn interval if game has ended", async () => {
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const game = new GameServer("test-game", mockLogger, Date.now(), {
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gameType: GameType.Private,
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} as any);
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// Call end() first - this should set _hasEnded
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await game.end();
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// Now call start() - this should be a no-op due to our fix
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game.start();
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// Check if the interval ID is set (it shouldn't be)
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expect((game as any).endTurnIntervalID).toBeUndefined();
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// Check if _hasStarted remained false (or at least no interval was created)
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expect(game.hasStarted()).toBe(false);
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});
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it("should clear turn interval and set _hasEnded on end()", async () => {
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// We need to initialize the game such that start() can succeed
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const game = new GameServer("test-game", mockLogger, Date.now(), {
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gameType: GameType.Private,
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gameMap: "plains",
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gameMapSize: 100,
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} as any);
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// Manually trigger prestart to fulfill some internal checks if necessary
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game.prestart();
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// start() should create the interval
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game.start();
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expect((game as any).endTurnIntervalID).toBeDefined();
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// end() should clear it
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await game.end();
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expect((game as any).endTurnIntervalID).toBeUndefined();
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expect((game as any)._hasEnded).toBe(true);
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});
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it("should be resilient to multiple end() calls", async () => {
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const game = new GameServer("test-game", mockLogger, Date.now(), {
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gameType: GameType.Private,
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} as any);
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await game.end();
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expect((game as any)._hasEnded).toBe(true);
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// Should not throw or crash
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await expect(game.end()).resolves.toBeUndefined();
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expect((game as any)._hasEnded).toBe(true);
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});
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});
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