tldraw/apps/dotcom/vite.config.ts

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import react from '@vitejs/plugin-react-swc'
import { config } from 'dotenv'
import { defineConfig } from 'vite'
config({
path: './.env.local',
})
export const getMultiplayerServerURL = () => {
return process.env.MULTIPLAYER_SERVER?.replace(/^ws/, 'http')
}
function urlOrLocalFallback(mode: string, url: string | undefined, localFallbackPort: number) {
if (url) {
return JSON.stringify(url)
}
if (mode === 'development') {
// in dev, vite lets us inline javascript expressions - so we return a template string that
// will be evaluated on the client
return '`http://${location.hostname}:' + localFallbackPort + '`'
} else {
// in production, we have to fall back to a hardcoded value
return JSON.stringify(`http://localhost:${localFallbackPort}`)
}
}
// https://vitejs.dev/config/
export default defineConfig((env) => ({
plugins: [react({ tsDecorators: true })],
publicDir: './public',
build: {
// output source maps to .map files and include //sourceMappingURL comments in JavaScript files
// these get uploaded to Sentry and can be used for debugging
sourcemap: true,
// our svg icons break if we use data urls, so disable inline assets for now
assetsInlineLimit: 0,
},
// add backwards-compatible support for NEXT_PUBLIC_ env vars
define: {
...Object.fromEntries(
Object.entries(process.env)
.filter(([key]) => key.startsWith('NEXT_PUBLIC_'))
.map(([key, value]) => [`process.env.${key}`, JSON.stringify(value)])
),
'process.env.MULTIPLAYER_SERVER': urlOrLocalFallback(env.mode, getMultiplayerServerURL(), 8787),
'process.env.ASSET_UPLOAD': urlOrLocalFallback(env.mode, process.env.ASSET_UPLOAD, 8788),
'process.env.IMAGE_WORKER': urlOrLocalFallback(env.mode, process.env.IMAGE_WORKER, 8786),
'process.env.TLDRAW_ENV': JSON.stringify(process.env.TLDRAW_ENV ?? 'development'),
sdk: wires up tldraw to have licensing mechanisms (#4021) For non-commercial usage of tldraw, this adds a watermark in the corner, both for branding purposes and as an incentive for our enterprise customers to purchase a license. For commercial usage of tldraw, you add a license to the `<Tldraw licenseKey={YOUR_LICENSE_KEY} />` component so that the watermark doesn't show. The license is a signed key that has various bits of information in it, such as: - license type - hosts that the license is valid for - whether it's an internal-only license - expiry date We check the license on load and show a watermark (or throw an error if internal-only) if the license is not valid in a production environment. This is a @MitjaBezensek, @Taha-Hassan-Git, @mimecuvalo joint production! 🤜 🤛 ### Change Type <!-- ❗ Please select a 'Scope' label ❗️ --> - [x] `sdk` — Changes the tldraw SDK - [ ] `dotcom` — Changes the tldraw.com web app - [ ] `docs` — Changes to the documentation, examples, or templates. - [ ] `vs code` — Changes to the vscode plugin - [ ] `internal` — Does not affect user-facing stuff <!-- ❗ Please select a 'Type' label ❗️ --> - [ ] `bugfix` — Bug fix - [x] `feature` — New feature - [ ] `improvement` — Improving existing features - [ ] `chore` — Updating dependencies, other boring stuff - [ ] `galaxy brain` — Architectural changes - [ ] `tests` — Changes to any test code - [ ] `tools` — Changes to infrastructure, CI, internal scripts, debugging tools, etc. - [ ] `dunno` — I don't know ### Test Plan 1. We will be dogfooding on staging.tldraw.com and tldraw.com itself before releasing this. ### Release Notes - SDK: wires up tldraw to have licensing mechanisms. --------- Co-authored-by: Mitja Bezenšek <mitja.bezensek@gmail.com> Co-authored-by: Taha <98838967+Taha-Hassan-Git@users.noreply.github.com> Co-authored-by: Steve Ruiz <steveruizok@gmail.com>
2024-07-11 11:49:18 +00:00
'process.env.TLDRAW_LICENSE': JSON.stringify(process.env.TLDRAW_LICENSE ?? ''),
// Fall back to staging DSN for local develeopment, although you still need to
// modify the env check in 'sentry.client.config.ts' to get it reporting errors
'process.env.SENTRY_DSN': JSON.stringify(
process.env.SENTRY_DSN ??
'https://4adc43773d07854d8a60e119505182cc@o578706.ingest.sentry.io/4506178821881856'
),
},
server: {
proxy: {
'/api': {
target: getMultiplayerServerURL() || 'http://127.0.0.1:8787',
rewrite: (path) => path.replace(/^\/api/, ''),
ws: false, // we talk to the websocket directly via workers.dev
// Useful for debugging proxy issues
// configure: (proxy, _options) => {
// proxy.on('error', (err, _req, _res) => {
// console.log('[proxy] proxy error', err)
// })
// proxy.on('proxyReq', (proxyReq, req, _res) => {
// console.log('[proxy] Sending Request to the Target:', req.method, req.url)
// })
// proxy.on('proxyRes', (proxyRes, req, _res) => {
// console.log(
// '[proxy] Received Response from the Target:',
// proxyRes.statusCode,
// req.url
// )
// })
// },
},
},
},
}))