Files
OpenFrontIO/src/client/ClientEnv.ts
T
Evan 275fd0dccc refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## 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
2026-05-11 19:24:01 -07:00

121 lines
3.6 KiB
TypeScript

import { JWK } from "jose";
import { z } from "zod";
import { GameID } from "../core/Schemas";
import { simpleHash } from "../core/Util";
import {
GameEnv,
JwksSchema,
parseGameEnv,
} from "../core/configuration/Config";
export class ClientEnv {
private static values: ClientEnvValues | null = null;
private static publicKey: JWK | null = null;
/** Test-only. */
static reset(): void {
ClientEnv.values = null;
ClientEnv.publicKey = null;
}
private static get(): ClientEnvValues {
if (ClientEnv.values) return ClientEnv.values;
if (typeof window === "undefined") {
throw new Error("ClientEnv is only available on the browser main thread");
}
const bc = window.BOOTSTRAP_CONFIG;
if (
!bc ||
bc.gameEnv === undefined ||
bc.numWorkers === undefined ||
bc.turnstileSiteKey === undefined ||
bc.jwtAudience === undefined ||
bc.instanceId === undefined ||
bc.gitCommit === undefined
) {
throw new Error("Missing BOOTSTRAP_CONFIG");
}
ClientEnv.values = {
gameEnv: parseGameEnv(bc.gameEnv),
numWorkers: bc.numWorkers,
turnstileSiteKey: bc.turnstileSiteKey,
jwtAudience: bc.jwtAudience,
instanceId: bc.instanceId,
gitCommit: bc.gitCommit,
};
return ClientEnv.values;
}
// TODO: the following methods are duplicated on ServerEnv. The two classes
// read from different sources (window.BOOTSTRAP_CONFIG vs process.env) but
// the derived logic is identical. Consolidate into a shared helper that
// takes a source so we don't have to keep them in sync by hand.
static env(): GameEnv {
return ClientEnv.get().gameEnv;
}
static numWorkers(): number {
return ClientEnv.get().numWorkers;
}
static turnstileSiteKey(): string {
return ClientEnv.get().turnstileSiteKey;
}
static jwtAudience(): string {
return ClientEnv.get().jwtAudience;
}
static instanceId(): string {
return ClientEnv.get().instanceId;
}
static gitCommit(): string {
return ClientEnv.get().gitCommit;
}
static jwtIssuer(): string {
const audience = ClientEnv.jwtAudience();
return audience === "localhost"
? "http://localhost:8787"
: `https://api.${audience}`;
}
static async jwkPublicKey(): Promise<JWK> {
if (ClientEnv.publicKey) return ClientEnv.publicKey;
const jwksUrl = ClientEnv.jwtIssuer() + "/.well-known/jwks.json";
console.log(`Fetching JWKS from ${jwksUrl}`);
const response = await fetch(jwksUrl);
if (!response.ok) {
const body = await response.text();
throw new Error(`JWKS fetch failed: ${response.status} ${body}`);
}
const result = JwksSchema.safeParse(await response.json());
if (!result.success) {
const error = z.prettifyError(result.error);
console.error("Error parsing JWKS", error);
throw new Error("Invalid JWKS");
}
ClientEnv.publicKey = result.data.keys[0];
return ClientEnv.publicKey;
}
static turnIntervalMs(): number {
return 100;
}
static gameCreationRate(): number {
return ClientEnv.env() === GameEnv.Dev ? 5 * 1000 : 2 * 60 * 1000;
}
static workerIndex(gameID: GameID): number {
return simpleHash(gameID) % ClientEnv.numWorkers();
}
static workerPath(gameID: GameID): string {
return `w${ClientEnv.workerIndex(gameID)}`;
}
}
/**
* Values that flow from server → client via index.html. Set on the server from
* process.env, then re-hydrated on the client from window.BOOTSTRAP_CONFIG.
*/
export interface ClientEnvValues {
gameEnv: GameEnv;
numWorkers: number;
turnstileSiteKey: string;
jwtAudience: string;
instanceId: string;
gitCommit: string;
}