refactor: frontend de-spaghetti (dup declares, dead code, log gating)

- Remove the duplicate _gameMode declaration in the client SocketHandlers
  object literal — it was declared twice, so the later `null` silently
  shadowed the earlier `'free'`. Now declared once with the effective value.
- Remove the dead SocketHandlers._appendMessage calls in smirkAuth.js; that
  method never existed, so the guard always fell through to the working
  .text() append. Keep the safe append.
- Gate broadcastManager's high-volume per-event logs (user count, chat message
  incl. message/socketId PII, game update, game start) behind debug mode;
  previously they logged on every event regardless of NODE_ENV.

Full suite: 21 suites / 155 tests.
This commit is contained in:
jwinterm
2026-05-31 14:39:12 -04:00
parent d5df5dbd12
commit 7581ba79cb
4 changed files with 25 additions and 25 deletions
+3 -10
View File
@@ -214,11 +214,8 @@ const SmirkAuth = {
? 'Smirk wallet connected! Payout address set.'
: 'Smirk wallet authenticated! Please set your payout address manually.';
if (typeof SocketHandlers !== 'undefined' && SocketHandlers._appendMessage) {
SocketHandlers._appendMessage('status', successMsg);
} else {
$('#messages').append($('<li class="status">').text(successMsg));
}
// .text() sets textContent, so the message is safe from injection.
$('#messages').append($('<li class="status">').text(successMsg));
// Update address button status if available
if (typeof SocketHandlers !== 'undefined' && SocketHandlers._updateAddressButtonStatus) {
@@ -233,11 +230,7 @@ const SmirkAuth = {
// Show error message
const errorMsg = 'Smirk login failed: ' + err.message;
if (typeof SocketHandlers !== 'undefined' && SocketHandlers._appendMessage) {
SocketHandlers._appendMessage('error', errorMsg);
} else {
$('#messages').append($('<li class="error">').text(errorMsg));
}
$('#messages').append($('<li class="error">').text(errorMsg));
throw err;
}
+3 -3
View File
@@ -13,7 +13,8 @@ const SocketHandlers = {
_hasPayoutAddress: false,
_creditsBalance: 0,
_gameMode: 'free',
_gameMode: null, // set from the server's game-modes event; was previously declared
// twice in this object literal (the later `null` silently won)
_directPayoutsEnabled: false,
_paymentsEnabled: false,
@@ -1394,8 +1395,7 @@ const SocketHandlers = {
// =====================
// Early Entry Functions
// =====================
_gameMode: null,
_earlyEntryConfig: { enabled: false },
_isQueued: false,