Files
OpenFrontIO/tests/server/KickPlayerAuthorization.test.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

173 lines
4.4 KiB
TypeScript

import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
vi.mock("../../src/core/Schemas", async () => {
const actual = (await vi.importActual("../../src/core/Schemas")) as any;
return {
...actual,
GameStartInfoSchema: {
safeParse: (data: any) => ({ success: true, data: data }),
},
ServerPrestartMessageSchema: {
safeParse: (data: any) => ({ success: true, data: data }),
},
ClientMessageSchema: {
safeParse: (data: any) => ({ success: true, data: data }),
},
};
});
import { GameType } from "../../src/core/game/Game";
import { Client } from "../../src/server/Client";
import { GameServer } from "../../src/server/GameServer";
function makeMockWs() {
const handlers: Record<string, (...args: any[]) => any> = {};
return {
on: (event: string, handler: (...args: any[]) => any) => {
handlers[event] = handler;
},
removeAllListeners: (_event: string) => {},
send: vi.fn(),
close: vi.fn(),
readyState: 1,
trigger: (event: string, ...args: any[]) => handlers[event]?.(...args),
};
}
function makeClient(
clientID: string,
persistentID: string,
role?: string,
): { client: Client; ws: ReturnType<typeof makeMockWs> } {
const ws = makeMockWs();
const client = new Client(
clientID,
persistentID,
null,
role ?? null,
undefined,
"127.0.0.1",
"TestUser",
null,
ws as any,
undefined,
);
return { client, ws };
}
describe("GameServer - kick_player authorization", () => {
let mockLogger: any;
beforeEach(() => {
vi.useFakeTimers();
mockLogger = {
child: vi.fn().mockReturnThis(),
info: vi.fn(),
warn: vi.fn(),
error: vi.fn(),
};
});
afterEach(() => {
vi.restoreAllMocks();
vi.clearAllTimers();
});
function makeGame(creatorPersistentID?: string) {
return new GameServer(
"test-game",
mockLogger,
Date.now(),
{ gameType: GameType.Private } as any,
creatorPersistentID,
);
}
async function sendKickMessage(
ws: ReturnType<typeof makeMockWs>,
target: string,
) {
await ws.trigger(
"message",
JSON.stringify({
type: "intent",
intent: { type: "kick_player", target },
}),
);
}
it("lobby creator can kick another player with lobby_creator reason", async () => {
const game = makeGame("creator-pid");
const kickSpy = vi.spyOn(game, "kickClient");
const { client: creator, ws: creatorWs } = makeClient(
"creator-cid",
"creator-pid",
);
const { client: target } = makeClient("target-cid", "target-pid");
game.joinClient(creator);
game.joinClient(target);
await sendKickMessage(creatorWs, "target-cid");
expect(kickSpy).toHaveBeenCalledOnce();
expect(kickSpy).toHaveBeenCalledWith(
"target-cid",
"kick_reason.lobby_creator",
);
});
it("admin-flared player can kick another player with admin reason", async () => {
const game = makeGame();
const kickSpy = vi.spyOn(game, "kickClient");
const { client: admin, ws: adminWs } = makeClient(
"admin-cid",
"admin-pid",
"admin",
);
const { client: target } = makeClient("target-cid", "target-pid");
game.joinClient(admin);
game.joinClient(target);
await sendKickMessage(adminWs, "target-cid");
expect(kickSpy).toHaveBeenCalledOnce();
expect(kickSpy).toHaveBeenCalledWith("target-cid", "kick_reason.admin");
});
it("non-creator non-admin cannot kick", async () => {
const game = makeGame("creator-pid");
const kickSpy = vi.spyOn(game, "kickClient");
const { client: creator } = makeClient("creator-cid", "creator-pid");
const { client: rando, ws: randoWs } = makeClient("rando-cid", "rando-pid");
const { client: target } = makeClient("target-cid", "target-pid");
game.joinClient(creator);
game.joinClient(rando);
game.joinClient(target);
await sendKickMessage(randoWs, "target-cid");
expect(kickSpy).not.toHaveBeenCalled();
});
it("cannot kick yourself even as lobby creator", async () => {
const game = makeGame("creator-pid");
const kickSpy = vi.spyOn(game, "kickClient");
const { client: creator, ws: creatorWs } = makeClient(
"creator-cid",
"creator-pid",
);
game.joinClient(creator);
await sendKickMessage(creatorWs, "creator-cid");
expect(kickSpy).not.toHaveBeenCalled();
});
});