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https://github.com/openfrontio/OpenFrontIO.git
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275fd0dccc
## 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
167 lines
5.5 KiB
TypeScript
167 lines
5.5 KiB
TypeScript
import type { Express, Request } from "express";
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import fsPromises from "fs/promises";
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import { parse } from "node-html-parser";
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import path from "path";
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import type { Logger } from "winston";
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import { z } from "zod";
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import { GAME_ID_REGEX, GameInfo } from "../core/Schemas";
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import { replacer } from "../core/Util";
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import type { GameManager } from "./GameManager";
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import {
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buildPreview,
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escapeHtml,
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ExternalGameInfo,
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ExternalGameInfoSchema,
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} from "./GamePreviewBuilder";
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import { setNoStoreHeaders } from "./NoStoreHeaders";
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import { getAppShellContent, setHtmlNoCacheHeaders } from "./RenderHtml";
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import { ServerEnv } from "./ServerEnv";
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const requestOrigin = (req: Request): string => {
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const protoHeader = (req.headers["x-forwarded-proto"] as string) ?? "";
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const proto = protoHeader.split(",")[0]?.trim() || req.protocol || "https";
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const host =
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req.get("host") ?? `${ServerEnv.subdomain()}.${ServerEnv.domain()}`;
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// Force https only for the configured public domain (and its subdomains).
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// This avoids hardcoding hostnames while ensuring we don't force https on
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// localhost or arbitrary custom hosts.
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const hostname = host.split(":")[0].toLowerCase();
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const domain = ServerEnv.domain().toLowerCase();
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const forceHttps = hostname === domain || hostname.endsWith(`.${domain}`);
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return `${forceHttps ? "https" : proto}://${host}`;
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};
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export function registerGamePreviewRoute(opts: {
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app: Express;
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gm: GameManager;
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workerId: number;
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log: Logger;
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baseDir: string;
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}) {
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const { app, gm, log, baseDir } = opts;
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const gameIDSchema = z.string().regex(GAME_ID_REGEX);
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const fetchPublicGameInfo = async (
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gameID: string,
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): Promise<ExternalGameInfo | null> => {
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if (!gameIDSchema.safeParse(gameID).success) return null;
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const controller = new AbortController();
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const timeout = setTimeout(() => controller.abort(), 1500);
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try {
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const apiDomain = ServerEnv.jwtIssuer();
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const encodedID = encodeURIComponent(gameID);
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const response = await fetch(`${apiDomain}/game/${encodedID}`, {
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headers: {
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"x-api-key": ServerEnv.apiKey(),
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},
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signal: controller.signal,
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});
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if (!response.ok) return null;
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const data = await response.json();
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const parsed = ExternalGameInfoSchema.safeParse(data);
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if (!parsed.success) {
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log.warn("Invalid ExternalGameInfo from API", {
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gameID,
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issues: parsed.error.issues,
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});
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return null;
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}
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return parsed.data;
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} catch (error) {
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log.warn("failed to fetch public game info", { gameID, error });
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return null;
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} finally {
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clearTimeout(timeout);
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}
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};
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app.get("/game/:id", async (req, res) => {
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const gameID = req.params.id;
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// Validate gameID format
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if (!GAME_ID_REGEX.test(gameID)) {
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return res.status(400).json({ error: "Invalid game ID format" });
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}
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const game = gm.game(gameID);
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const lobby: GameInfo | null = game ? game.gameInfo() : null;
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try {
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const publicInfo = await fetchPublicGameInfo(gameID); // Fetch from central API (DB/Auth)
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// If we have neither live lobby info nor archived public info, we can't show anything
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if (!lobby && !publicInfo) {
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return res.redirect(302, "/");
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}
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const origin = requestOrigin(req);
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const meta = await buildPreview(
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gameID,
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origin,
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ServerEnv.workerPath(gameID),
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lobby,
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publicInfo,
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);
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// Always serve HTML with meta tags for /game/:id route
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const staticHtml = path.join(baseDir, "../../static/index.html");
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const rootHtml = path.join(baseDir, "../../index.html");
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let filePath: string | null = null;
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try {
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await fsPromises.access(staticHtml);
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filePath = staticHtml;
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} catch {
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try {
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await fsPromises.access(rootHtml);
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filePath = rootHtml;
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} catch {
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// Neither file exists
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}
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}
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if (filePath) {
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const html = await getAppShellContent(filePath);
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const root = parse(html);
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const head = root.querySelector("head");
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if (head) {
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head
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.querySelectorAll('meta[property^="og:"], meta[name^="twitter:"]')
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.forEach((el) => el.remove());
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const tagsToInject = [
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`<meta property="og:title" content="${escapeHtml(meta.title)}" />`,
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`<meta property="og:description" content="${escapeHtml(meta.description || meta.title)}" />`,
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`<meta property="og:url" content="${escapeHtml(meta.joinUrl)}" />`,
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`<meta property="og:image" content="${escapeHtml(meta.image)}" />`,
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`<meta name="twitter:card" content="summary_large_image" />`,
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`<meta name="twitter:title" content="${escapeHtml(meta.title)}" />`,
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`<meta name="twitter:description" content="${escapeHtml(meta.description || meta.title)}" />`,
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`<meta name="twitter:image" content="${escapeHtml(meta.image)}" />`,
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];
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tagsToInject.forEach((tag) =>
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head.insertAdjacentHTML("beforeend", tag),
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);
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}
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setHtmlNoCacheHeaders(res);
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return res.status(200).send(root.toString());
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}
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// Fallback to JSON if HTML file not found
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setNoStoreHeaders(res);
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res.setHeader("Content-Type", "application/json");
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return res.send(JSON.stringify(lobby ?? publicInfo, replacer));
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} catch (error) {
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log.error("failed to render join preview", { error });
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return res.status(500).send("Unable to render lobby preview");
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}
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});
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}
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