232 Commits

Author SHA1 Message Date
Restart2008 db4a815390 oil oil baby 2026-02-20 15:55:44 -08:00
Mattia Migliorini 90204f6628 Add alliance renewal action to Radial Menu (#3148)
## Description:

The following PR replaces the (disabled) alliance request button with an
alliance extension/renewal button when the alliance with the target
player is expiring.

Agreeing to renewal via radial menu also hides the message in the
EventsDisplay.

<img width="369" height="364" alt="image"
src="https://github.com/user-attachments/assets/d8040f5c-ad7b-47d0-852f-925ecbf273a8"
/>


https://github.com/user-attachments/assets/aa589edf-6505-46bf-88a3-aa4c2df9137f

Icon size adjusted:

<img width="294" height="252" alt="image"
src="https://github.com/user-attachments/assets/7ca63500-b1fb-427b-965c-cf121a5213da"
/>

## 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:

deshack_82603

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-02-19 19:47:57 -06:00
Mattia Migliorini ba2a947061 Feat: Display ghost railways when building cities and ports (#3202)
## Description:

Based on [this suggestion on
Discord](https://discord.com/channels/1284581928254701718/1447110257196138577)
and feedback gathered in [this
thread](https://discord.com/channels/1359946986937258015/1469598906173227184).

Supersedes #3143 

This PR introduces "ghost railways": when you are going to place a city
or port, previews railway connections that will be made when actually
building the structure.

Ghost railways are skipped if the structure is going to be snapped to
existing railways (as in railway snapping functionality introduced in
#3156 ).

### Video


https://github.com/user-attachments/assets/ff8cf325-6501-4df8-801d-c8ae3ced3d0e


### Ghost rails color revisited

black with 40% opacity

<img width="695" height="430" alt="image"
src="https://github.com/user-attachments/assets/272efbcc-4185-426a-921c-7fae61f6c462"
/>


## 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:

deshack_82603
2026-02-18 21:44:08 +00:00
FloPinguin 86e51ab790 Fix nation spawnkilling 🔧 (#3222)
## Description:

As far as I can remember, in v28 the spawn immunity applied to both
humans and nations.
With the configurable spawn immunity (added for v29) the spawn immunity
no longer applies to nations... Because its called PVP immunity now.
So right now it's possible to spawnkill nations. This is a big problem
for the 5M gold modifier games... And you can "cheat" in singleplayer.

This PR changes two things:
- Nations always have 5 seconds spawn immunity now, no matter whats
configured for the PVP immunity
- Nations attack TerraNullius earlier (Otherwise the easy nations would
sometimes do their first attack after the 5 seconds are over, spawnkills
would still be possible)

## 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:

FloPinguin

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-17 00:19:36 +00:00
VariableVince 52012e321b Fix: npm run perf errors on Windows (#3192)
## Description:

Npm script 'perf' errors on Windows: "Error [ERR_MODULE_NOT_FOUND]:
Cannot find module '(XXX)\OpenFrontIO\tests\perf\*.ts'". It probably
worked fine on Linux or Mac, that i don't know. Replaced it with a file
that also runs all tests in the folder, which is then simply ran by the
script.

There are possibly better ways to address this but this just works.

## 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:

tryout33
2026-02-16 11:25:54 -08:00
Ryan 4bc168dffb make usernames linkable in news (#3200)
## Description:

make usernames linkable in news

now:
<img width="399" height="153" alt="image"
src="https://github.com/user-attachments/assets/39644fe2-9af1-4765-b839-9f8b5f9d0418"
/>


before:
<img width="409" height="82" alt="image"
src="https://github.com/user-attachments/assets/d7a1c37e-63cf-4417-ac61-c6db39a33851"
/>



## 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:

w.o.n

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-02-16 11:11:10 -08:00
Mattia Migliorini f362e47413 Cancel nukes when accepting alliance via radial menu (#3155)
Resolves #3154

## Description:

#2716 introduced nuke cancellation logic on alliance acceptance via
`AllianceRequestReplyExecution`. The radial menu action, though, calls
`AllianceRequestExecution` instead, which accepts the alliance if a
request has already been made by the other player.

This PR moves the nuke cancellation logic to `GameImpl`, hooking into
the `acceptAllianceRequest` method, therefore accounting for every
alliance acceptance, regardless of the specific action that brought to
that.

## 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:

deshack_82603
2026-02-16 11:10:26 -08:00
Wawa cb6e97ed11 Add Leaderboard refresh time (#3190)
## Description:

I added a small refresh time text (see screenshots below).

> I play ranked a lot since it's been added and I just reached the top
100 (yay !!), I was wondering what was the refresh time so after I found
it in the code, I wanted to add a small text for easier understanding :)





<details>
  <summary><h2>Open Screenshots "players" here</h2></summary>

Before "players" :
<img width="622" height="645" alt="image"
src="https://github.com/user-attachments/assets/d3335954-8e16-4465-b09f-89d03defe643"
/>

After "players" :

<img width="628" height="637" alt="image"
src="https://github.com/user-attachments/assets/fd89df53-0942-4869-bfb5-9c7e7497af38"
/>

</details>


This can be edited as you want but I did not added the text in the
"clans" section.

I did not added any test in the tests files since this is a minor UI
improvement, but I can if needed, And I do tested everything locally
myself to take the screenshots :)

## 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:

@noleet
2026-02-12 14:58:17 -08:00
VariableVince 07e13b3479 Fix: remove alliances on death (#3168)
## Description:

- Remove alliances on death: after death, alliances would stay active
including countdown timers and (when dead player kept spectating) icons.
Now remove them when player becomes inActive.

- Moved code to private method within PlayerExecution + added comments
in NationExecution and BotExecution for more clarity as to where
removals are performed from at death

- Remove renewal request from Events Display when Alliance doesn't exist
anymore (after death or otherwise).

- Also cleanup this.alliancesCheckedAt when alliance doesn't exist
anymore. Before, old/broken alliance id's would accumulate in it during
a game.

- Removed now-redundant isAlive check in EventsDisplay. Both the
alliances array as the isAlive are updated in the same tick from
PlayerUpdates so now alliance is removed from alliances array on player
death, the other.isAlive() check is no longer needed. Of course we could
keep it in just to be very safe, so just let me know when you're
doubtful about this.

- Attack.test.ts: fix failing test. Player B dies because of the attack,
meaning the alliance now gets removed. Prevent this by gving both a
different, adjecent, starting tile. And to be more clear about what is
needed for the test to pass, add isAlive check for both of them after
the attacks.

## 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:

tryout33
2026-02-12 11:01:08 -08:00
FloPinguin 6cc0ef7d14 Add PVP immunity to 5M starting gold modifier games 🔧 (#3180)
## Description:

Adds 30 seconds of PVP immunity to 5M starting gold modifier games.
So you cannot insta-nuke other players.

Because I'm sure people would be confused "I cannot attack!!!!" I added
a HeadsUpMessage which informs about the PVP immunity.
We already have a ImmunityTimer progress bar but I don't think its
enough.

<img width="1270" height="745" alt="image"
src="https://github.com/user-attachments/assets/0ee23dc4-1c7b-4d62-8b3d-8de214f03c2b"
/>

I had a second count in the HeadsUpMessage (seconds until PVP immunity
is over) but it felt too busy. So I removed it. You can tell when PVP
immunity is over by looking at the progress bar.

## 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:

FloPinguin

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-02-12 10:57:18 -08:00
scamiv 12733900a4 test(i18n): validate ICU syntax across all translation files (#3170)
## Description:

This PR adds a translation validation test to catch malformed ICU
message syntax during test runs instead of only at runtime.

## What changed
- Added `tests/LangIcuMessages.test.ts`.
- The test scans all `resources/lang/*.json` files (excluding
`metadata.json`).
- It flattens nested translation objects into dot-keys.
- It validates each translation string by compiling it with
`IntlMessageFormat`.
- It fails with explicit `file:key` errors for:
  - Invalid ICU syntax
  - Invalid translation value types (non-string leaves)

## Why
Today malformed translation strings only surface as console warnings at
runtime. This test moves detection into CI/test execution, giving fast
and deterministic feedback.

## How to run
```bash
npx vitest run tests/LangIcuMessages.test.ts
```

## Notes
The new test currently surfaces existing malformed ICU strings (not
introduced by this PR), especially `send_troops_modal.slider_tooltip`,
`send_troops_modal.capacity_note`, and `send_gold_modal.slider_tooltip`
in multiple locale files.


## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] 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:

DISCORD_USERNAME
2026-02-10 16:31:50 -08:00
Evan 900cc89067 Better username censoring (#3122)
## Description:

Many inapropriate names bypass the current filter. This PR does the
following:

1. Moves name censoring to server side so inappropriate names are
scrubbed before being sent to the client
2. Requests a list of profane words from the api, this allows us to
quickly add new profane words in the admin panel without having to
redeploy.

## 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
2026-02-09 21:05:59 -08:00
FloPinguin c212735f09 Orange betrayal button for no-debuff-betrayals 🖌️ (#3161)
Resolves #1276

## Description:

Orange betrayal button if the player is a traitor or disconnected.
So people can easier tell that this is a betrayal without consequences.
The color changes back to red without reopening the menu (live) when the
traitor debuff ends or the player reconnects.

<img width="268" height="257" alt="image"
src="https://github.com/user-attachments/assets/276e91ce-e49d-474c-afaa-ffa18d45a2c7"
/>

## 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:

FloPinguin

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-09 23:23:20 +00:00
DevelopingTom c6c793f6b3 Highlight hovering railroad (#3156)
## Description:


![rail_snap](https://github.com/user-attachments/assets/1dc66dc8-5df8-4826-8a8e-521d72a1f8aa)

The `RailroadLayer` simply displays tiles as instructed by the core
worker. While it's practical for the layer to only care about the tiles,
it also means it has no understanding of railroads as entities (their
paths, connections, or identities).

It also means that the core worker is responsible for rendering tasks
such as tile orientation and construction animation, which is not
expected.

To support ID-based events and better separation of concerns, the
rendering layer needs to be aware of complete railroads. With this
change, the core worker can send the tiles once and subsequently
reference railroads only by ID for all other events.

#### Changes:
- `RailroadLayer` now stores full railroad data instead of only
individual tiles
- `RailroadLayer` is responsible for animating newly built railroads
- Add a new `RailroadSnapUpdate` sent when a new structure is built over
an existing railroad. This event is used by `RailroadLayer` to keep
railroad ID in sync.

- When hovering over a railroad, the render worker is querying the core
worker about overlapping railroads.
Alternatively, RailroadLayer could compute overlaps itself now that it
has full railroad knowledge, but this logic would need to be duplicated
and kept in sync across workers. Keeping a single source of truth in the
core worker is preferred.


#### Edgecases:
- When a structure snaps over a railroad, the original railroad is split
into two new railroads. If the construction animation is still in
progress, instead of resuming the animation at the correct point on the
new railroads, all remaining tiles are rendered immediately
- Previously, `RailroadUpdate` handled both construction and
destruction. This no longer works with `RailroadSnapUpdate`, as event
ordering is now pretty important and IDs may be lost before they are
consumed.
To address this, RailroadUpdate is split in two:
`RailroadConstructionUpdate` and `RailroadDestructionUpdate`.


## 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:

IngloriousTom

---------

Co-authored-by: jrouillard <jon@rouillard.org>
2026-02-09 13:37:27 -08:00
Ryan e7676b4260 check if translations are being used in the code (en.json test) (#3158)
## Description:

Test if translation is being used from en.json test with a small bugfix
for a regression that happened in an old pr
## 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:

w.o.n
2026-02-08 22:21:50 +00:00
Skigim 32adfa2f79 Add requeue button to Ranked victory/defeat modal (#3121)
## Description:

Adds a "Play Again" requeue button to the victory/defeat modal for
Ranked 1v1 games. When clicked, it navigates the player back to the
homepage and automatically opens the matchmaking modal to queue for
another ranked match.

Changes:

- WinModal.ts: Added isRankedGame state, purple "Play Again" button
(only shown for ranked 1v1), and _handleRequeue() method
- Main.ts: Added ?requeue URL parameter handling to trigger matchmaking
modal on page load
- en.json: Added "requeue": "Play Again" translation string
- added tests to WinModal.test.ts

Note: temporarily set isRanked flag to true to get the modal to pop in a
solo match on dev server and confirmed that ?requeue URL parameter
called _handleRequeue() correctly, which opened the sign in process
since actually signing in and queuing for a ranked match isn't possible
on dev server.

<img width="771" height="364" alt="play-again"
src="https://github.com/user-attachments/assets/6e3f5a02-f1ae-465a-9b28-656126c11d3d"
/>


## 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:

skigim
2026-02-07 12:51:02 -08:00
scamiv 8cc6c2c2aa Perf spawn train (#3130)
## Description:

Train spawning hot-path optimization (trade destination selection)

## Summary
This PR reduces per-tick overhead in train spawning by removing
temporary allocations and reducing work in the
destination-selection path.

The change focuses on `Cluster` trade destination lookup and how
`TrainStationExecution` picks a destination.

## What changed
### 1) Maintain a “trade-capable” station subset per cluster
`src/core/game/TrainStation.ts`

- `Cluster` now maintains:
  - `stations`: all stations in the cluster (unchanged)
- `tradeStations`: maintained subset of stations that can act as trade
endpoints (`City` or `Port`)
- `tradeStations` is kept in sync in:
  - `addStation()`
  - `removeStation()`
  - `clear()`

Impact:
- Trade queries no longer scan every station in the cluster; they only
scan `tradeStations`.

### 2) Add cheap eligibility helpers
`src/core/game/TrainStation.ts`

- `hasAnyTradeDestination(player)`:
- Fast early-exit check: returns as soon as it finds any eligible trade
destination.
- `randomTradeDestination(player, random)`:
- Picks a random eligible trade destination directly without
materializing an intermediate `Set`.

### 3) Use reservoir sampling for single-pass random choice
`src/core/game/TrainStation.ts`

`Cluster.randomTradeDestination()` uses reservoir sampling:
- Iterates `tradeStations` once.
- Maintains a running count of eligible stations (`eligibleSeen`).
- Replaces the selected station with probability `1/eligibleSeen`.

Properties:
- Uniform selection among eligible stations.
- One pass instead of “count then pick by index” (two pass).
- Allocation-free.
- Returns `null` when no eligible destination exists.

### 4) Update train spawning to avoid temporary sets
`src/core/execution/TrainStationExecution.ts`

- Previously: `spawnTrain()` called `cluster.availableForTrade()` and
then `random.randFromSet(...)`.
  - This built a new `Set` on the hot path.
- Now:
  - Early-exit via `cluster.hasAnyTradeDestination(owner)`.
  - Destination via `cluster.randomTradeDestination(owner, random)`.

Net effect:
- Less per-tick work and no per-spawn temporary `Set` allocations.

## Why this helps
Train spawning happens frequently and can become a hot path in large
games / large rail clusters.
Avoiding repeated allocations and reducing work inside `tick()` helps
keep frame/update time predictable.

## notes
- Trade rules are unchanged (`tradeAvailable(player)` still gates
eligibility).
- Destination selection remains random-uniform over eligible
`City`/`Port` stations that satisfy `tradeAvailable(player)`.
- `TrainStationExecution` now avoids calling `spawnTrain()` entirely
when `spawnTrains` is falsy (it was already guarded inside).




## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] 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:

DISCORD_USERNAME
2026-02-05 12:16:59 -08:00
FloPinguin c2663944e5 Stop getting gold from conquering inactive players 🔧 (#3020)
## Description:

Maybe for v29. 

In the 5M starting gold modifier games you can conquer a inactive player
(spawned but didn't do anything) and get their 5M gold.
Huge unfair advantage.
I think that even without the starting gold modifier you should not get
the gold of inactive players because its unfair.

I identify inactive players (spawned but didn't do anything) by checking
the attack stats.
I added a translation for the displayMessage "Conquered {name}, received
{gold} gold". Why was that not translated?
I added a new message "Conquered {name} (Inactive player, received no
gold)".

## 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:

FloPinguin

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-04 22:12:30 +00:00
Evan 294a1b4784 move lobby websockets to worker (#2974)
## Description:

Currently only the master process sends public lobby updates to clients.
This is not scalable since it could overload the master process.

In this PR, the master uses IPC to send public lobby info to all
workers. Then clients connect to a random worker to get public lobby
updates via websocket. This way clients never connect directly to the
master websocket.

The flow looks like this:

Every 100ms:
1. Master schedules a public game on a random worker if new games are
needed
2. Master broadcasts public lobby info to all workers (all public games
& num clients connected to each game)
3. Each worker responds to that update with the number of clients
connected to its own public games
4. Master then updates its public lobby state so it knows how many
clients are connected to each public game

## 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
2026-02-03 18:26:38 -08:00
Ryan e4280c28e1 Add Ranked 1v1 Leaderboard (#3008)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)

## Description:

@wraith4081 's pr

updates the stats modal to show both 1v1 and clan stats

## 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:

w.o.n

---------

Co-authored-by: Wraith <54374743+wraith4081@users.noreply.github.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-02-01 14:58:54 -08:00
FloPinguin 0286224299 Move betrayal button, remove betrayal confirmation 🔧 (#3076)
## Description:

- Move betrayal button to the boat-sending-button-location (you can't
send boats to allies) to prevent missclicks
- Remove betrayal confirmation

<img width="260" height="248" alt="image"
src="https://github.com/user-attachments/assets/0a25fc9c-c8a0-4ba9-a8c8-971d6a7a0511"
/>

## 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:

FloPinguin
2026-01-31 13:52:58 -08:00
evanpelle c54c73d157 Merge branch 'v29' 2026-01-28 16:06:32 -08:00
FloPinguin 965dd0f482 Confirm alliance break ⚠️ (#3033)
## Description:

People accidentally clicked the betray button because it's at the same
position as the ally button.
So let's add a small confirmation step.


https://github.com/user-attachments/assets/754f2d33-7419-42fc-a732-197c3107236e

## 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:

FloPinguin
2026-01-28 11:30:09 -08:00
Aotumuri 0cc58a8f5a fix: add validation for unknown flags in manifest.json (#3044)
Resolves #3041

## Description:

- Add a test to ensure an error is thrown when manifest.json specifies a
non-existent flag.
- Fix the underlying issue by removing the invalid flag specification
(see error below).

```
resources/maps/straitofgibraltar/manifest.json -> nations[0].flag "Rif" does not exist in resources/flags
resources/maps/straitofgibraltar/manifest.json -> nations[5].flag "Shilha" does not exist in resources/flags
resources/maps/straitofgibraltar/manifest.json -> nations[6].flag "Andalusia" does not exist in resources/flags
resources/maps/italia/manifest.json -> nations[0].flag "custom:Kingdom of the Two Sicilies" does not exist in resources/flags
resources/maps/italia/manifest.json -> nations[3].flag "custom:Tuscany" does not exist in resources/flags
resources/maps/italia/manifest.json -> nations[5].flag "custom:Modena" does not exist in resources/flags
resources/maps/italia/manifest.json -> nations[6].flag "custom:Parma" does not exist in resources/flags
resources/maps/italia/manifest.json -> nations[8].flag "custom:Kingdom of Sardinia" does not exist in resources/flags
resources/maps/italia/manifest.json -> nations[11].flag "custom:Ottoman Empire2" does not exist in resources/flags
resources/maps/britannia/manifest.json -> nations[19].flag "gb-nir" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[0].flag "quebec" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[1].flag "quebec" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[2].flag "quebec" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[4].flag "quebec" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[5].flag "quebec" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[6].flag "quebec" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[7].flag "quebec" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[8].flag "quebec" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[9].flag "quebec" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[10].flag "quebec" does not exist in resources/flags
resources/maps/montreal/manifest.json -> nations[11].flag "quebec" does not exist in resources/flags
```

## 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:

aotumuri
2026-01-27 15:54:01 -08:00
FloPinguin 1dac7bd2e8 Confirm alliance break ⚠️ (#3033)
## Description:

People accidentally clicked the betray button because it's at the same
position as the ally button.
So let's add a small confirmation step.


https://github.com/user-attachments/assets/754f2d33-7419-42fc-a732-197c3107236e

## 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:

FloPinguin
2026-01-27 15:00:18 -08:00
FloPinguin 7942990037 Crowded modifier 😄 (#3023)
## Description:

To increase variety a bit more I present: The "crowded" public game
modifier :)
It basically simulates a crazy youtuber lobby. Cramp a lot of players on
a small map 😄
I think its fun, exciting and you actually need skill to manage the
chaos.
5% of public games get this modifier, but because we remove the modifier
for big maps its more like 2.5% (should be something special)

| <img width="321" height="269" alt="Screenshot 2026-01-25 200427"
src="https://github.com/user-attachments/assets/7d2e90c1-e6bc-40a8-a19e-a0849612f472"
/> | <img width="317" height="264" alt="Screenshot 2026-01-25 200554"
src="https://github.com/user-attachments/assets/8b4bd5da-bed1-4743-a107-9ce07fce3040"
/> | <img width="317" height="244" alt="Screenshot 2026-01-25 200521"
src="https://github.com/user-attachments/assets/16293de3-0fc4-431f-8151-31b4e11040fe"
/> |
|---|---|---|






## 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:

FloPinguin
2026-01-27 00:29:52 +00:00
Evan 9aed372425 Added afterEach cleanup to call inputHandler.destroy(), which clears the setInterval before jsdom tears down and removes window. (#3030)
## Description:

Fixes the failing test:coverage ci.

## 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
2026-01-26 13:50:58 -08:00
Evan ed9900e313 Added afterEach cleanup to call inputHandler.destroy(), which clears the setInterval before jsdom tears down and removes window. (#3030)
## Description:

Fixes the failing test:coverage ci.

## 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
2026-01-25 20:34:48 -08:00
Mitchell Zinck de3794313d feat: Kick player in game (#2969)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2686 

## Description:
- Implemented feature for lobby creator to kick players in game.
- Added new moderation option for lobby creator, with a kick player
option if they aren't the creator, a bot, and exist in game.
- Includes a confirm kick option, and keeps track of kicked players so
that the kick option changes to "Already Kicked" if the kicked player
panel is opened again on the kicked player.

Screenshot order:
1) Open player panel
2) Click on moderation
3) Click on kick player and confirm kick
4) Player is kicked, open same player panel again and observe change in
kick status
5) Receiving player kick message

<img width="1470" height="776" alt="Screenshot 2026-01-20 at 12 33
55 PM"
src="https://github.com/user-attachments/assets/7c47b5a2-a0f8-4e92-833c-7b9732f751a8"
/>
<img width="1470" height="776" alt="Screenshot 2026-01-20 at 11 58
58 AM"
src="https://github.com/user-attachments/assets/3aa026af-9a42-4512-91b8-916f146849a6"
/>
<img width="1470" height="776" alt="Screenshot 2026-01-20 at 12 31
46 PM"
src="https://github.com/user-attachments/assets/5e1d271b-bf32-4335-8eb1-bcdf84aba8ce"
/>
<img width="1470" height="776" alt="Screenshot 2026-01-20 at 11 57
58 AM"
src="https://github.com/user-attachments/assets/7cbd5ea6-bcb6-4a35-a003-ea0add936925"
/>
<img width="1470" height="776" alt="Screenshot 2026-01-20 at 11 57
39 AM"
src="https://github.com/user-attachments/assets/4309b3e3-2fe6-48dd-8e0c-55036e567461"
/>



## 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:

mitchfz
2026-01-24 20:55:58 -08:00
DevelopingTom 9415162f51 Split railroads when placing overlapping structures (#3003)
## Description:
Players wrongly assume that building a structure over an existing
railroad will connect it properly. What actually happens is that the
structure will connect on the network with its own railroad, even if the
new railroads are overlapping over the existing network.

To address this issue, this PR splits the overlapping railroad into two
segments when a structure is built over it, and inserts the structure as
a new node in the rail graph. It does not alter the rail network
visually because the same railroad tiles are used for the new segments.

Railroad tiles are not stored directly in the map, they exist only as
edges in the rail graph, so looking for nearby rails would be terribly
inefficient. To address that, this PR introduces a new `RailSpatialGrid`
class which indexes rails on a 4×4 grid, allowing fast spatial queries.

Alternative considered: removing overlapping rails and rebuilding them
from the new structure. It would visually modify the rail network, which
may be unexpected for the player.

It's still missing a visual indicator so the player knows that the
structures has been connected properly.

### Line placement:


![snap_line](https://github.com/user-attachments/assets/f24ddd36-1594-4316-91ff-093a5cebd576)

### Multi-railroad overlap:


![snap_cross](https://github.com/user-attachments/assets/b2cc962e-6dce-4444-b689-7e04a09de603)


## 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:

IngloriousTom
2026-01-22 19:19:51 -08:00
Himansu Rawal 8aa3e26e70 feat: Prevent GameServer from restarting after ending by introducin… (#2923)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)
#2919 


In GameManager.tick(), when a game becomes active but hasn't started, a
setTimeout for game.start() is scheduled with a 2-second delay. If the
game finishes or is cancelled within those 2 seconds, game.end() is
called, which clears the existing interval. However:

1.The 2-second timeout still fires. game.start() executes.
2. A NEW setInterval is created for turn execution.
3.Since the game is already ending/finished, it's removed from
GameManager.games, but the interval continues to run forever in the
background


## 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:

codimo
2026-01-20 19:54:57 -08:00
Arkadiusz Sygulski f6454963b2 Pathfinding refinements (#2959)
## Description:

### Short path for multi-source HPA*

Math was not mathing, increased the bounds to 260x260, it is a bit
slower but should work better. The short path was breaking when player
owned a lot of shores. This is because the bounding box of tiles with
less than 120 distance + 10 padding could be as big as 260x260 and the
optimized array was set to 140x140. I made mistake of calculating it as
`2 * (60 + 10)` instead of `2 * (120 + 10)`.

### LoS path refinement

Previously, we ran 2 passes of LoS smoothing on the path. However, since
we are effectively tracing the same path, the line of sight is
essentially the same. This PR makes second line of sight stop on water
tiles with magnitude `n + 1` compared to first path. Practically, this
means it'll attempt LoS exactly 1 tile after previous corner. See
screenshot.

<img width="1299" height="1151" alt="image"
src="https://github.com/user-attachments/assets/726be236-1ff8-406c-896a-02902a762ab0"
/>

### SendBoatAttackIntentEvent

The flow of sending transport ships is currently strange. This PR makes
the flow more sane.

**Old flow**
```
- Player clicks TARGET tile, it can be deep inland
- Client asks Worker for the best START tile to TARGET tile
- Worker answers `false`, since the tile is inland
- Client sends BoatAttackIntent with START=false and TARGET tiles set
- Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET
- Worker re-computes best START to DESTINATION
- Worker sends boat from START to DESTINATION
```

**New flow**
```
- Player clicks TARGET tile, it can be deep inland
- Client sends BoatAttackIntent with TARGET
- Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET
- Worker computes START as the best tile to DESTINATION
- Worker sends boat from START to DESTINATION
```

## 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:

moleole
2026-01-19 19:28:45 -08:00
Arkadiusz Sygulski 18fb513326 Pathfinding refinements (#2959)
## Description:

### Short path for multi-source HPA*

Math was not mathing, increased the bounds to 260x260, it is a bit
slower but should work better. The short path was breaking when player
owned a lot of shores. This is because the bounding box of tiles with
less than 120 distance + 10 padding could be as big as 260x260 and the
optimized array was set to 140x140. I made mistake of calculating it as
`2 * (60 + 10)` instead of `2 * (120 + 10)`.

### LoS path refinement

Previously, we ran 2 passes of LoS smoothing on the path. However, since
we are effectively tracing the same path, the line of sight is
essentially the same. This PR makes second line of sight stop on water
tiles with magnitude `n + 1` compared to first path. Practically, this
means it'll attempt LoS exactly 1 tile after previous corner. See
screenshot.

<img width="1299" height="1151" alt="image"
src="https://github.com/user-attachments/assets/726be236-1ff8-406c-896a-02902a762ab0"
/>

### SendBoatAttackIntentEvent

The flow of sending transport ships is currently strange. This PR makes
the flow more sane.

**Old flow**
```
- Player clicks TARGET tile, it can be deep inland
- Client asks Worker for the best START tile to TARGET tile
- Worker answers `false`, since the tile is inland
- Client sends BoatAttackIntent with START=false and TARGET tiles set
- Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET
- Worker re-computes best START to DESTINATION
- Worker sends boat from START to DESTINATION
```

**New flow**
```
- Player clicks TARGET tile, it can be deep inland
- Client sends BoatAttackIntent with TARGET
- Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET
- Worker computes START as the best tile to DESTINATION
- Worker sends boat from START to DESTINATION
```

## 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:

moleole
2026-01-19 19:28:28 -08:00
DevelopingTom f367ea1940 Record human/nation/bot conquests (#2949)
## Description:

Conquests are currently mixing all player types.

This is not ideal as people wonders why a 50 player game can lead to
hundred of kills.
Having separate records can also help with achievements and better
balancing.

This PR splits the conquests record into 3 categories: human, nations
and bots.

It is linked to this infra PR:
https://github.com/openfrontio/infra/pull/246

<img width="895" height="497" alt="image"
src="https://github.com/user-attachments/assets/66e49100-8114-4406-84ab-d9627355956d"
/>

While the recorded data make a distinction between bots/nations, it's
only displayed here as a single "bot" category.

## 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:

IngloriousTom
2026-01-18 20:51:12 -08:00
Arkadiusz Sygulski 2fcca8ee26 Pathfinding - optimize naval invasions (#2932)
# Pathfinding pt. 4

https://pf-pt-4.openfront.dev/

## Description:

Hello again! Pathfinding. It's fast, but inaccurate. This PR makes it
more accurate and actually faster. Sadly it is _faster_ because of a
blunder in previous PR (using BucketQueue where MinHeap would be
better), not because of a new tech. More importantly, it is more
accurate. And that's what people apparently want.

## What changed?

Most of the functional changes relate to `SpatialQuery` module. This is
the thingy that answers "we know the target, which tile of my territory
is the best to launch an invasion". To make it compute a path from South
America to the deep inland China river, it has to work on a coerced map,
one with a very small resolution, so small in fact, that every 4096 map
tiles gets compressed to just one pixel. I hope you see where this is
going.

Previously we selected a random coastal tile within this big pixel
(honestly it wasn't random at all, but could very well be for the
illustrative purposes). Now, we try to be a bit more deliberate. Since
we already know the rough location of the probably best tile, we can
exclude all other tiles from the computation. Imagine a player's
territory spans both Americas on global map - that's a lot of shores.
But since we already know the best tile is somewhere close to Miami, the
problem space was greatly reduced, no need to consider all other shores.
But pathing to the target in China from Miami is still crazy expensive.

This is where second trick comes to play - instead of pathing all the
way to China, we select a _waypoint_ in the rough direction of China,
about 100 to 200 tiles away. This way we fairly cheaply select best tile
to launch an invasion towards this abstract point. And chances are, this
point is far enough, the newly computed path is very close to being
optimal. When you throw a dart from far away, the difference between
scoring 10 and missing is very small. This is why aiming in the general
direction of the board - as opposed to the ceiling - is usually good
enough.

## Okay, but what about the crazy paths when I send invasion to the
opposed bank of a river?!

Well, pathing from America to China is cool, but most players wouldn't
notice the difference on such long paths, what about the short ones? We
now try more accurate pathing first and defer to hierarchy only if it
fails. This produces much better paths for short invasions. While the
fix described above ensures the accuracy is improved also on
medium-to-long routes.

## Playground

Yes.


https://github.com/user-attachments/assets/9cf9586f-c99a-416d-b856-8cf0a21c35ed

## CodeRabbit

Grab a 🥕. Remember `tests/pathfinding/playground` is mostly generated
code and go easy on it. It's enough for it to work and do it's job of
visualizing the paths. No need for throughout review of these files.

## 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:

moleole
2026-01-16 16:27:55 -08:00
Arkadiusz Sygulski 6bd95d4884 Pathfinding - optimize naval invasions (#2932)
# Pathfinding pt. 4

https://pf-pt-4.openfront.dev/

## Description:

Hello again! Pathfinding. It's fast, but inaccurate. This PR makes it
more accurate and actually faster. Sadly it is _faster_ because of a
blunder in previous PR (using BucketQueue where MinHeap would be
better), not because of a new tech. More importantly, it is more
accurate. And that's what people apparently want.

## What changed?

Most of the functional changes relate to `SpatialQuery` module. This is
the thingy that answers "we know the target, which tile of my territory
is the best to launch an invasion". To make it compute a path from South
America to the deep inland China river, it has to work on a coerced map,
one with a very small resolution, so small in fact, that every 4096 map
tiles gets compressed to just one pixel. I hope you see where this is
going.

Previously we selected a random coastal tile within this big pixel
(honestly it wasn't random at all, but could very well be for the
illustrative purposes). Now, we try to be a bit more deliberate. Since
we already know the rough location of the probably best tile, we can
exclude all other tiles from the computation. Imagine a player's
territory spans both Americas on global map - that's a lot of shores.
But since we already know the best tile is somewhere close to Miami, the
problem space was greatly reduced, no need to consider all other shores.
But pathing to the target in China from Miami is still crazy expensive.

This is where second trick comes to play - instead of pathing all the
way to China, we select a _waypoint_ in the rough direction of China,
about 100 to 200 tiles away. This way we fairly cheaply select best tile
to launch an invasion towards this abstract point. And chances are, this
point is far enough, the newly computed path is very close to being
optimal. When you throw a dart from far away, the difference between
scoring 10 and missing is very small. This is why aiming in the general
direction of the board - as opposed to the ceiling - is usually good
enough.

## Okay, but what about the crazy paths when I send invasion to the
opposed bank of a river?!

Well, pathing from America to China is cool, but most players wouldn't
notice the difference on such long paths, what about the short ones? We
now try more accurate pathing first and defer to hierarchy only if it
fails. This produces much better paths for short invasions. While the
fix described above ensures the accuracy is improved also on
medium-to-long routes.

## Playground

Yes.


https://github.com/user-attachments/assets/9cf9586f-c99a-416d-b856-8cf0a21c35ed

## CodeRabbit

Grab a 🥕. Remember `tests/pathfinding/playground` is mostly generated
code and go easy on it. It's enough for it to work and do it's job of
visualizing the paths. No need for throughout review of these files.

## 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:

moleole
2026-01-16 23:10:55 +00:00
evanpelle 3cdbb5651a Merge branch 'v29' 2026-01-16 10:20:47 -08:00
Achim Marius b2ba37e0ab Destroy incoming nukes when alliance is created (#2716)
Resolves #2484

## Description:

- When an alliance is created between two players, any incoming nukes
between them are destroyed mid-air.
This prevents the traitor debuff from being applied on impact, even if
the nukes were launched before the alliance was formed.
- If a player has launched nukes at multiple nations, only the nukes
targeting the newly allied nation are destroyed.

This is what the players will see after the alliance is created (in case
they have launched nukes at each other):
<img width="423" height="125" alt="Screenshot 2026-01-04 092907"
src="https://github.com/user-attachments/assets/6544fb7a-7623-4fc3-b799-89ef8fe897d6"
/>


## 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:

assessin.
2026-01-15 20:09:01 -08:00
DevelopingTom 0466eeac13 Add train gold to game info ranking (#2901)
## Description:

The game info panel was missing the gold generated with trains, which
was recently added into the recorded stats.
This PR adds the gold train ranking, grouped with the naval trade.

Visually the game info panel is not matching the new visual identity,
but this PR only focuses on the missing data.

<img width="898" height="482" alt="image"
src="https://github.com/user-attachments/assets/6366e5d2-23b6-40b0-b4d4-1227b5a2f811"
/>


## 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:

IngloriousTom
2026-01-15 12:24:35 -08:00
Himansu Rawal e1d31ef1ee fix: replace setInterval with recursive setTimeout in Master.ts to pr… (#2869)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2868 

## Description:

This PR addresses a critical memory leak in the Master server process
(causing ~30GB RAM usage).

The issue was caused by `setInterval` calling `fetchLobbies()` every
100ms. When `fetchLobbies` took longer than 100ms to complete (due to
network latency or load), requests would pile up indefinitely, creating
a massive queue of pending Promises and open sockets.

I have refactored the polling logic into a generic `startPolling`
utility (in `src/server/PollingLoop.ts`) that uses a recursive
`setTimeout` pattern. This ensures that the next `fetchLobbies` call is
only scheduled *after* the previous one has completed (successfully or
failed), preventing any request pile-up.

## Please complete the following:

- [x] I have added screenshots for all UI updates (N/A - backend only)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A - no user facing text)
- [x] I have added relevant tests to the test directory
(`tests/PollingLoop.test.ts`)
- [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:

codimo
2026-01-14 09:50:43 -08:00
Evan 42c944c9cc Create ranked type enum, last person not afk wins in 1v1 (#2892)
## Description:

* Add RankedType enum, for now it's just 1v1
* Add new method to MapPlaylist to create 1v1 game config
* Update WinCheck so the last player is declared a winner on 1v1.

## 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
2026-01-13 19:48:14 -08:00
DevelopingTom c80ccaece9 Record train trading stats (#2891)
## Description:

The current gold stats don’t include gold generated by trains, even
though this is a significant part of the economy for many players.

This PR tracks those stats with two values:
- other players trains visits the player station
- the player trains visits any station

Linked to this infra PR: https://github.com/openfrontio/infra/pull/242

## 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:

IngloriousTom
2026-01-14 01:00:55 +00:00
Arkadiusz Sygulski 85def73bd9 Pathfinding Refinement (#2878)
# Pathfinding pt. 3

## Description:

This PR introduces final change to the pathfinding - path refinement. It
optimizes Line of Sight refinement by searching with for the best tile
with a binary search instead of linearly. And then spends the recovered
budget on better refinement of the first and last 50 tiles of the
journey - the place where user is most likely to look at. Additionally
this PR re-introduces magnitude check and makes the ships prefer sailing
close to the coast, but not too close.

## 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

## What?

| Before | After |
| :--- | :--- |
| <img width="1097" height="1117" alt="image"
src="https://github.com/user-attachments/assets/4a0b300d-10ef-4151-b6dc-33acfb49f992"
/> | <img width="1093" height="1119" alt="image"
src="https://github.com/user-attachments/assets/cf81c515-c145-40f4-91e5-a4353986907b"
/> |
| <img width="1096" height="1129" alt="image"
src="https://github.com/user-attachments/assets/21b46bce-f961-4259-88f6-fe4a66180270"
/> | <img width="1098" height="1126" alt="image"
src="https://github.com/user-attachments/assets/d92587d1-e6b6-4353-b4a4-1efe71bca43d"
/> |

## Performance

There is actually a severe performance impact of these changes. The path
initial path takes almost 2x as long to generate - this is because pre
processing can only do so much if the initial path is ugly. Luckily in
real gameplay we only need to do this calculation once per edge, so the
actual observed performance impact should be much smaller. Cache FTW.

| | No Cache | Cache |
| :--- | :--- | :--- |
| Before | 277.04ms | 208.58ms |
| After | 498.34ms | 264.27ms |

## DebugSpan

Small utility, it allows any code to be easily instrumented for
performance. The idea is the same as with [OTEL
Spans](https://opentelemetry.io/docs/concepts/signals/traces/). Produce
a span, create sub-spans, measure whatever you need. Works only when
`globalThis.__DEBUG_SPAN_ENABLED__ === true`, otherwise no-op.

Cool stuff, try it out:
```ts
// Convenient wrapper, small performance impact
return DebugSpan.wrap('add', () => a + b)

// Synchronous API, basically free
DebugSpan.start('work')
work()
DebugSpan.end()

// Create sub spans
DebugSpan.wrap('complex', () => {
  const aPlusB = DebugSpan.wrap('add', () => a + b)
  DebugSpan.set('additionResult', () => aPlusB)  // Store data
  return aPlusB * c
})

// Access spans, data and timing
const span = DebugSpan.getLast()
const compelxSpan = DebugSpan.getLast('complex')

console.log(complexSpan.duration, complexSpan.data['additionResult'])
```

These are virtually free and can be enabled on-demand **in production**
and available in the devtools. Under the hood devtools integration is
just a wrapper around [Performance
API](https://developer.mozilla.org/en-US/docs/Web/API/Performance_API).
For clarity data keys not prefixed by `$` are omitted from the
integration. Every key prefixed with `$` must be fully JSON
serializable.

<img width="977" height="799" alt="image"
src="https://github.com/user-attachments/assets/b4d43506-1639-4f78-a611-30e61de12a07"
/>
2026-01-13 12:39:54 -08:00
FloPinguin 35b7213c5c Enhance nuke alliance breaking logic to account for allied structures in blast radius 💣 (#2887)
## Description:

Doesn't need a description :D


https://github.com/user-attachments/assets/8de576fd-050b-4b35-8526-e4c88d1a9f25


https://github.com/user-attachments/assets/c99147a1-efdf-426b-96d1-e996e01f89aa

## 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:

FloPinguin
2026-01-13 12:30:25 -08:00
FloPinguin 464a4a817a Remove hardcoded numPlayersConfig, calculate it based on the maps land tiles 🔧 (#2874)
## Description:

The calculation is based on: 50 players per 1_000_000 land tiles,
limited at 125 players because of performance
Second number is 75% of that, third one 50%
That way, the player counts are staying mostly the same
Look at the "Dynamic Config" column, these are the new player counts:
(The 125 players limit is missing in that column, only relevant for the
twolakes map)

<img width="930" height="1033" alt="Screenshot_2026-01-12_152758"
src="https://github.com/user-attachments/assets/e1791740-e263-47b3-8b27-4f9aa358d381"
/>
<img width="926" height="324" alt="Screenshot_2026-01-12_152814"
src="https://github.com/user-attachments/assets/78d6789b-374f-4f8b-b50f-f6f08395572b"
/>

This PR also removes `MapDescription` from `Maps.ts` because its unused.
And this PR updates the map-generator `README.md` to reflect the changes

## 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:

FloPinguin
2026-01-12 21:18:47 -08:00
Arkadiusz Sygulski 0e3ced3bfa Pathfinding Refactor pt. 2 (#2866)
## Playtest

https://pf-pt-2.openfront.dev/

## Pathfinding Refactor pt. 2

<img width="1536" height="1024" alt="image"
src="https://github.com/user-attachments/assets/9477958e-54b7-4c83-b317-ba789e809e9e"
/>


This is a follow-up to a previous PR introducing pathfinding changes.
This time, it introduces a complete refactor of `pathfinding` directory
and breakdown into composable pieces.

### Unified PathFinder interface

`PathFinder<T>` and `SteppingPathFinder<T>` are introduced to unify
**all** pathfinding across the application. First one exposes complete
path, while stepping variant allows the callee to iterate over the path
by calling `.next`. All pathfinders share this one common interface,
which makes them easy to use in any scenario -
`PathFinding.Water(game).search(from, to)`.

`SteppingPathFinder<T>` extends `PathFinder<T>` with an ability to
iterate over the path. It handles caching, storing current index and
invalidation. This allows the units to not care about the inner workings
of the pathfinder and just call `pf.next(current, target)` and receive
instructions on what to do next.

### Common entry point

All pathfinders are now exposed from common `PathFinding` entrypoint:

- `PathFinding.Water`
- `PathFinding.Rail`
- `PathFinding.Stations`
- `PathFinding.Rail`

Additional entry point is introduced for pathfinders which need to work
both in the worker, but also on the frontend, which lacks `Game`
interface. Currently only `UniversalPathFinding.Parabola` is available.

### Spatial Query

New module has been introduced close to `pathfinding` - `SpatialQuery`.
It aims to resolve any questions game may have about finding tiles
meeting criteria. Currently `SpatialQuery.closestShore(player, target)`
and `SpatialQuery.closestShoreByWater(player, target)` are available -
they help answering questions about naval invasion: "What is the best
landing location from user's click?" and "Which our tile should be used
to launch the transport ship?". Under the hood they use very similar
mechanics to pathfinding, so it felt right to put them close by.

### Modular architecture

Pathfinders now support transformers: `MiniMapTransformer`,
`ShoreCoercingTransformer`, `ComponentCheckTransformer`,
`SmoothingTransformer`. Transformers functions like a middleware in the
pathfinding chain. They wrap around the pathfinder and provide
additional functionality. This allows the pathfinder to focus on
actually finding the path instead of doing unrelated things.

Example chain for simple (A*) water pathfinding:
```ts
static WaterSimple(game: Game): SteppingPathFinder<TileRef> {
  const miniMap = game.miniMap();
  const pf = new AStarWater(miniMap);

  return PathFinderBuilder.create(pf)
    .wrap((pf) => new ShoreCoercingTransformer(pf, miniMap))
    .wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap))
    .buildWithStepper(tileStepperConfig(game));
}
```

The Pathfinder - here `AStarWater` - does not care about the conversion
between minimap and main map tiles. It also does not care if the source
or destination is a land tile. The transformers take care of that. The
pathfinder gets a set of valid coordinates and produces the path -
that's it.

Modular approach makes working on a particular set of utilities much
easier - for example map upscaling is handled consistently across all
pathfinders. Additionally, the pathfinders are not tied to the
particular map resolution used. Pass them a different map and they will
work the same.

### Algorithms

Algorithms used are neatly organized inside
`src/core/pathfinding/algorithms`. They are prefixed with the algorithm
name and suffixed with the use case. File without suffix exposes generic
version ready to traverse any graph with adapters. Specialized versions
either use an adapter or inline logic when performance is critical -
using adapters leads to 20-30% performance loss.

The directory includes `A*` and `BFS` but also other useful utils, such
as `AbstractGraph` used to generate... an abstract graph on top of the
tile map and `ConnectedComponents` helping to identify whether two tiles
are connected by a path without actually computing the path.

### Playground

The playground have been updated with new algorithms, including tweaked
very greedy `A*`.

<img width="2175" height="1424" alt="image"
src="https://github.com/user-attachments/assets/1f833651-0024-4299-bf86-882f5368358c"
/>

### Tests

Yeah, there are some, a little too many if I say so myself. But there
are no useless tests. I had to ensure refactored code works somehow
reliably. This PR comes with trust me bro guarantee, but I would
appreciate someone confirming **naval invasions, nukes (esp. MIRV) and
warships**.

### Discord
`moleole`

GL & HF
2026-01-11 20:11:14 -08:00
Stepan Hembarovskyi 97fffaf49e fix: Correctly handles unbound keybinds (#2854)
Resolves #2652 #2291

## Description:

Resolves a regression after a new design changes where keybinds
explicitly set to "Null" were incorrectly reverted to default values
instead of remaining unbound.

Updates the input handler to preserve "Null" as the designated value for
an unbound key. The UI now reflects this by displaying "None" for
keybinds that are set to "Null", providing clear user feedback.

Before/After:
<img width="378" height="371" alt="image"
src="https://github.com/user-attachments/assets/d1d640f2-93aa-47f1-be8e-7d8c68183aa1"
/> <img width="379" height="370" alt="image"
src="https://github.com/user-attachments/assets/f0512cce-c6e9-4180-9517-7669aed76f6f"
/>

## 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:

webdev.js

Co-authored-by: antigrid <Stepan.Hembarovskyi@Inu.edu.ua>
2026-01-10 10:06:47 -08:00
Ryan 5e6c90d9bb Main Menu UI Overhaul (#2829)
## Description:

Overhauls the Main Menu UI, visit https://menu.openfront.dev to see
everything.

## 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:

w.o.n
2026-01-09 20:26:34 -08:00
Arkadiusz Sygulski d8762b1317 Fix transport ship src and dst to always be water (#2832)
## Description:

Issue discovered by @DevelopingTom, posted on Discord. After merging
pathfinding PR, transport ships lost the ability to navigate between
land tiles. For now, the quick fix is to select adjacent water tile and
select it for pathing. Conquer logic still applies to original
destination on the shore.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] 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:

moleole
2026-01-09 15:01:44 -08:00
Evan 8ff3f4496c Update & improve 1v1 Ranked Matchmaking (#2831)
references #2001

## Description:

Improve the ranked matchmaking modal. Better messages, and show 1v1 elo


<img width="450" height="210" alt="Screenshot 2026-01-08 at 7 11 20 PM"
src="https://github.com/user-attachments/assets/e4f8323c-5d98-48de-babe-b51526a6d408"
/>

<img width="622" height="614" alt="Screenshot 2026-01-08 at 7 11 14 PM"
src="https://github.com/user-attachments/assets/73d10f84-b5b5-4ba8-95bb-a181a9fd9dae"
/>



## 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
2026-01-08 19:18:04 -08:00