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refactor-split-runtime-worker-env
3459 Commits
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d6cbf36d94 | Split runtime and game logic env loading | ||
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496f1008bb |
Fix: icons structure icons and others at wrong location (#3453)
## Description: Fix for all structure icons suddenly being displaced from the actual structure location. And in some cases, structure itself created at wrong location, or coordinate grid, nuke trajectory preview target, nuke circles, naval landing target, or pop-up text of gold earned from train or tradeship. - Was triggered on iOS almost exclusively, but was also possible on other devices when a top/left margin was present. Like when an ad was shown. Why noticed almost only on iOS? Because of different behaviors where it shifts the DOM elements around relative to the screen temporarily, so we get a top/left offset on getBoundingClientRect for the canvas. Possible culprit is overscroll which lets you scroll outside of the viewport for several hundred pixels before snapping back. Which was triggered by mistake by dragging instead of tapping somewhere, or so. - Some of the bug reports: https://discord.com/channels/1284581928254701718/1451393982159523982, https://discord.com/channels/1284581928254701718/1463548362526822649, https://discord.com/channels/1284581928254701718/1378672255336189964, fixes https://github.com/openfrontio/OpenFrontIO/issues/3406 - The fix brings a little performance win as well because we need to be doing less calculations. It is basically "if drawing on a canvas, work with canvas coordinates and not with screen coordinates". Was stress tested by two players and me, see below for reproduction. - (BTW. When researching if the current logic was intended in any way, I found CodeRabbit had already noticed part of the bug twice. One of them was [resolved](https://github.com/openfrontio/OpenFrontIO/pull/2059#discussion_r2396277710), the other [left open](https://github.com/openfrontio/OpenFrontIO/pull/2059#discussion_r2370413213). Another reminder that we need to heed Rabbits calls!) **CONTAINS** - StructureIconsLayer > computeNewLocation and StructureDrawingUtils > createUnitContainer. In renderLayer, when TransformHandler.hasChanged (after onZoom, goTo, onMove), computeNewLocation recalculates the position of all structure icons. Sometimes all icons would suddenly be displaced, not above their map position but somewhere else. New single icons/levels/sprites would be placed wrongly too by computeNewLocation and createUnitContainer. -- Fix: don't use TransformHandler > worldToScreenCoordinates but the new worldToCanvasCoordinates. Because worldToScreenCoordinates adds the canvas boundingRect top/left offset. When the main canvas is already shifted down with a margin, the icons also get shifted within the canvas. So they're moved twice as much as they should be. We only need to know at what canvas location to put the icons, the main GameRender canvas already handles the overall displacement. - TransformHandler > worldToCanvasCoordinates -- Use the new worldToCanvasCoordinates too instead of worldToScreenCoordinates in CoordinateGridLayer, MoveIncicatorUI, NavalTarget, NukeTeleGraph, TextIndicator. They were affected by the same bug as the shifting Structure icons because the boundingRect top/left offset was applied twice, but it was noticed less. I have seen reports of NavalTarget or MobveIndicatorUI (for warships) not being in the correct spot though iirc. And just like for StructureIconsLayer/StructureDrawingUtils, it's only logical. Since we're drawing on the canvas, we only need to know where to place things within that canvas. - TransformHandler > worldToScreenCoordinates -- Split in two sub-functions. New seperate function worldToCanvasCoordinates was needed for the above fix. For canvasToScreenCoordinates the reason is explained below. - TransformHandler > screenToWorldCoordinates: this function already subtracts the canvas boundingRect top/left offset. Some callers were themselves getting the boundaryRect and subtracting top/left, before calling screenToWorldCoordinates. Not only unnecessary. But also, when there was more than 0 top/left offset, it would be subtracted twice from the mouse/tap position. Meaning a (ghost) structure or nuke trajectory preview target would not be put where the mouse/tap was. Same bug as above but reversed. -- Checked all callers. Most did it right. Fixes where needed in StructureIconsLayer > createStructure and renderGhost, and in NukeTrajectoryPreviewLayer > updateTrajectoryPreview and updateTrajectoryPath. -- Removed comment in screenToWorldCoordinates that talked about zoom. It doesn't belong there because we do more than zooming there, it was probably copied once from onZoom() which has the exact same comment and it belongs in that function. -- Small fix in caller BuildMenu when checking all callers of screenToWorldCoordinates: it checked if clickedCell was null, but screenToWorldCoordinates never returns null. - TransformHandler > added public helper functions screenToCanvasCoordinates and canvasToScreenCoordinates to make code re-usable -- screenToCanvasCoordinates is used in screenToWorldCoordinates and onZoom in TransformHandler itself -- screenToCanvasCoordinates is now also used also in moveGhost and createGhostStructure in StructureIconsLayer. No bugs there, but the same calculation was done (getting boundingRect, subtracting left/top from mouse/tap position). So they now use the centralized function which also adds to their readability. -- canvasToScreenCoordinates is (for now) only used in worldToScreenCoordinates in TransformHandler. It makes the function more readable imo. And, since it has such a similar calculation to screenToWorldCoordinates, it only seemed neat to have them both have their own function. **BEFORE** (only showing "all structure icons get displaced", but the cause and fix is basically the same for all) https://youtu.be/CfDdUwIRQeE **AFTER** https://youtu.be/w5w_wvh5V0g ## 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 |
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eb51853b05 |
Perf/Fix: spawn and other functions that need closest by unit (#3243)
## Description: Performance improvements. - **PlayerImpl**: for _nukeSpawn_, cache config to const. - **Other files**: for nukeSpawn and other functions doing the same, introduce findClosestBy function. - for **TradeShipExecution**, with the move from _distSortUnit_ to _findClosestBy_, also add check if port isActive, !_isMarkedForDeletion_ and !_isUnderConstruction_. These checks should have been there already, so now do it in one go to make use of the predicate isCandidate in findClosestBy. - for **TradeShipExectution.test.ts**, add mock functions for _isMarkedForDeletion_ and _isUnderConstruction_ because of the above. Also, set Unit tiles and Pathfinding node to actual valid TileRefs for the testing map. This prevents NaN as return value from manhattanDist. This problem was already present with the use of distSortUnit, but that function just did NaN - NaN, returned the first and only port unit in the array and called it a day. For findClosestBy we have to make sure the predicate manhattanDist actually returns a number instead of NaN so we need actually valid tiles. We now have a working test instead of a test that actually silently failed like before. - **PlayerImpl**: _warshipSpawn_ and _nukeSpawn_: Make use of the isCandidate predicate of findClosestBy to have warshipSpawn not return ports under construction or (smaller change) inactive. This fixes a bug i have seen right away (where Warship spawns from under construction Port). Same for _nukeSpawn_ silos, don't return inactive silo just to be sure now that we can easily add it to isCandidate predicate anyway. This costs no performance in the _nukeSpawn_ benchmarks actually. This should as a by-effecft fix an edge case bug i have seen, where a nuke is sent from a phantom silo. Some of this goes along with PR #3220 since playerImpl buildableUnits makes use of the underlying spawn functions via canBuild. Just like ConstructionExecution does. But i didn't want to add more to PR 3220 since there's already a lot in there. The new function _findClosestBy_ could also be applied to some other parts of code to benefit of it being faster, so i did that. _findClosestBy_ uses _findMinimumBy_, which is a little more generic in name. I think _findMinimumBy_ could be used by other parts of code, while _findClosestBy_ is more clear naming for what it does now. But we could ditch _findMinimumBy_ and just leave findClosestBy? Examples of synthetic benchmarks (not included in this PR): **BEFORE CHANGES (before Scamiv's PR #3241)** <img width="705" height="91" alt="image" src="https://github.com/user-attachments/assets/d6d91c08-39f1-4387-9ccc-e51951caa539" /> <img width="751" height="101" alt="image" src="https://github.com/user-attachments/assets/80d400ac-3408-4107-aa58-6d2a847311e9" /> **AFTER CHANGES (before Scamiv's PR #3241)**   **BEFORE CHANGES (after Scamiv's PR #3241)**   **AFTER CHANGES (after Scamiv's PR #3241)** <img width="717" height="96" alt="image" src="https://github.com/user-attachments/assets/5b106843-bf6e-4448-a8e8-94448fb30ced" /> <img width="767" height="92" alt="image" src="https://github.com/user-attachments/assets/e6714c7b-26c1-455b-adae-f0060f1cbc7b" /> _Also see more **BEFORE** and **AFTER** in this comment:_ https://github.com/openfrontio/OpenFrontIO/pull/3243#issuecomment-3949060395 _And here a comparison in the flame charts:_ - based on the same replay and tried to get the performance recording going at the same speed and length but always end up with small differences - because of a bug in replays currently, it puts you in with the same clientID/persistantID currently. This means we can also record part of what is normally only recordable with live human input (the playerActions/playerBuildables). **BEFORE** flame chart with nukeSpawn (human player) and maybeSendNuke (Nation players, uses nukeSpawn via canBuild):    **AFTER** flame chart with nukeSpawn (human player) and maybeSendNuke (Nation players, uses nukeSpawn via canBuild):      ## 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 |
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527931255b | bugfix: map was not compact size in compact gamemode | ||
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043d8d4f22 |
Remove modifiers from normal FFA/Team games (And increase chance of gold multiplier for special games, decrease random spawn) 🎲 (#3471)
Normal (FFA and Team) public games no longer roll random modifiers. Special games remain fully unaffected and continue to use random modifiers as before. I also increased the gold multiplier ticket count in the special modifier pool from 1 to 4 because of player feedback. Edit: And because I saw complaints of too much random spawn I decreased the chance of it. - [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 regression is found: FloPinguin |
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c8be5ffbf2 | remove falk1 from deployment | ||
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0b88ec0b7a | max of 3 modifiers for special (4 was confusing to me) | ||
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6fac264b7f | make 1 in every 3 games compact | ||
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ef846c895b | make ffa the large game card | ||
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05e2bc9f0a |
Improve cacheability with content-hashed public assets and a cacheable app shell (#3494)
## Description: This reworks asset delivery and cacheability across the app and moves non-bundled public resources onto immutable, content-hashed URLs. Vite bundle outputs continue to live under `/assets/**` and remain content-hashed by Vite. Public resources that were previously fetched from stable paths in `resources/` now go through a custom hashed namespace under `/_assets/**`, backed by a generated asset manifest that is available to the server, browser, and worker runtime. In parallel, the root app shell is now cacheable shared HTML instead of request-time `no-store` HTML. Dynamic and live routes remain explicitly uncached. ## Why - Improve browser and Cloudflare cacheability for static assets. - Remove query-string and release-version cache busting for runtime-fetched assets. - Allow unchanged public assets to keep the same URL across releases. - Reduce avoidable work on `/` by serving a shared app shell instead of rendering HTML on every request. - Make cache behavior explicit instead of relying on mixed framework defaults and file-extension heuristics. ## What Changed ### 1. Content-hashed public asset pipeline - Added a build-time public asset manifest and hashing pipeline for non-Vite resources. - Production now emits hashed public assets under `/_assets/**`. - Added runtime manifest loading for Node so server-rendered paths resolve against built hashed files instead of rebuilding from source at runtime. - Emitted the runtime asset manifest as an ESM module for server consumption. Result: - `/assets/**` = Vite-managed hashed bundle outputs - `/_assets/**` = custom content-hashed public resources ### 2. Runtime asset URL migration - Added a shared `assetUrl(...)` resolution path. - Migrated runtime references away from query-string versioning and stable source paths. - Updated browser, worker, and server-side rendering paths to resolve through the asset manifest. - Moved map manifests, map binaries, thumbnails, sprites, sounds, fonts, flags, icons, screenshots, and other runtime-fetched resources onto hashed URLs. ### 3. Map and preview fixes - Fixed directory and per-file map asset resolution so map manifest and binary fetches resolve to the correct hashed URLs. - Updated preview metadata and map thumbnail paths to use the hashed asset namespace. - Fixed runtime manifest loading in prod after deployment. ### 4. Explicit cache policies - Added explicit immutable cache headers for: - `/assets/**` - `/_assets/**` - worker-prefixed equivalents under `/wN/...` - Added explicit `no-store` headers for live and dynamic APIs. - Removed the old `/api/env` bootstrap request and baked `gameEnv` into the HTML bootstrap instead. ### 5. Cacheable root app shell - Refactored the root HTML path to serve a shared app shell with: - `Cache-Control: public, max-age=0, s-maxage=300, stale-while-revalidate=86400` - `/` and the SPA fallback now serve shared cacheable HTML instead of request-time `no-store` rendering. - `/game/:id` remains dynamic and `no-store`, but now reuses the shared shell before injecting preview tags. ### 6. Matchmaking instance handling - Because the app shell is now cacheable, `INSTANCE_ID` was removed from shared HTML. - Added `/api/instance` as a temporary `no-store` runtime lookup used only by matchmaking. - This preserves correctness with the current random-per-boot `INSTANCE_ID` model while keeping `/` cacheable, but it is not the intended long-term design. ## Behavior Changes ### Asset URL contract Production URLs for non-Vite public resources now change from stable paths such as: - `/maps/...` - `/images/...` - `/manifest.json` to content-hashed paths under: - `/_assets/...` Examples: - `/_assets/maps/<map>/manifest.<hash>.json` - `/_assets/images/Favicon.<hash>.svg` ### Bootstrap/config - `/api/env` is removed. - `gameEnv` is now bootstrapped from HTML. ### HTML caching - `/` and the SPA fallback are now cacheable shared HTML. - `/game/:id` remains dynamic. ## Cache Matrix After This Branch - `/_assets/**`: `public, max-age=31536000, immutable` - `/assets/**`: `public, max-age=31536000, immutable` - live `/api/**`: explicit `no-store` - `/api/health`: explicit `no-store` - `/api/instance`: explicit `no-store` - `/game/:id`: explicit `no-store` - `/` and SPA fallback: `public, max-age=0, s-maxage=300, stale-while-revalidate=86400` ## Notes / Tradeoffs - `/api/instance` is a temporary compromise. It exists because `INSTANCE_ID` is currently random per boot, which is not safe to embed into cacheable shared HTML. - The current matchmaking flow still asks the client to provide `instance_id` during `matchmaking/join`. That is functional, but it is the wrong ownership boundary: instance selection should be handled by the matchmaking service, not by the browser. - The cleaner end-state would be: - make `matchmaking/join` stop requiring `instance_id` from the client, and let the matchmaking service select a healthy instance from worker check-ins - This branch makes the origin behavior edge-cache-friendly, but Cloudflare still needs matching cache rules if HTML itself should be cached at the edge. ## Validation Verified during development with: - `npx tsc --noEmit` - `node node_modules\\vite\\bin\\vite.js build` - `node node_modules\\vitest\\vitest.mjs run tests/server/RenderHtml.test.ts tests/server/NoStoreHeaders.test.ts tests/server/StaticAssetCache.test.ts tests/core/configuration/ConfigLoader.test.ts` Additional targeted tests added: - `tests/AssetUrls.test.ts` - `tests/core/game/FetchGameMapLoader.test.ts` - `tests/core/configuration/ConfigLoader.test.ts` - `tests/server/NoStoreHeaders.test.ts` - `tests/server/StaticAssetCache.test.ts` - `tests/server/RenderHtml.test.ts` ## Known Existing Warnings The production build still reports pre-existing warnings that are not addressed by this branch: - inconsistent JSON import attributes for `resources/countries.json` - inconsistent JSON import attributes for `resources/QuickChat.json` - large chunk warnings from Vite ## Rollout Notes - Cache rules should treat `/_assets/**` and `/assets/**` as immutable. - Cloudflare will still classify HTML as dynamic after deploy unless matching edge cache rules are configured for it. ## Follow-ups - Remove `/api/instance` by changing `matchmaking/join` so the server selects the target instance, or by making `INSTANCE_ID` deploy-stable if the current contract must remain. ## 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 |
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e3a14671ab |
Bring dev pattern back (#3495)
## Description:
Dev pattern support was removed in
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136c1b97a0 |
add api doc update (#3492)
## Description: updated API docs with infra 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: w.o.n |
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95cdd3b4b9 |
More random nation names 😄 (#3486)
## Description: Extend NationCreation for a bit more variety :D ## 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 |
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837458c369 |
Feat: Tournament Maps (#3483)
## Description: Introduces 4 new private match maps for the OFM tournament in May. Includes 2, 3, 4, and 8 player maps. Playtested, and include as many default nations as the map expects players, named after compass points. Give it a try at https://tourney-maps.openfront.dev/ <img width="1500" height="1500" alt="image" src="https://github.com/user-attachments/assets/9138b636-5dd7-4118-82e2-50a5125a7963" /> The base images were created from scratch based on prototype designs, and they were converted from vector versions I made. I haven't decided on what the names should be for the maps themselves, so for now they're just `Tourney Map 1`, `Tourney Map 2`, etc. Ideas welcome. ## 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: bijx |
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bf09b9c9be |
Improve JoinLobbyModal ✨ (#3482)
## Description: Perviously, JoinLobbyModal did not show settings like "Infinite gold" or "Instant Build" or changed tribe count. Now it does. Only if the setting differs from the default. I tested a lot of scenarios, I also thought of the public game modifiers. And we show a small map image now. Public game with lots of modifiers: <img width="780" height="758" alt="Screenshot 2026-03-21 011805" src="https://github.com/user-attachments/assets/9d3fcaa9-3a50-42b2-a351-ac737ef18230" /> A private game with lots of custom settings: <img width="776" height="530" alt="Screenshot 2026-03-21 011940" src="https://github.com/user-attachments/assets/8f9a3809-844d-4f24-8f92-46c4ce480f8c" /> A private game with disabled units: <img width="786" height="562" alt="Screenshot 2026-03-21 012134" src="https://github.com/user-attachments/assets/61058329-1d86-4667-a945-7819b89cbf41" /> Regular public FFA (No modifiers): <img width="780" height="372" alt="Screenshot 2026-03-21 012228" src="https://github.com/user-attachments/assets/abdc42f0-8f2c-40c1-8719-76c648a12bae" /> This PR also includes a fix for UsernameInput: <img width="910" height="647" alt="Screenshot 2026-03-20 222021" src="https://github.com/user-attachments/assets/e1922395-9dfc-4b32-b987-e2dbff9af917" /> This PR also fixes the default private lobby difficulty in GameManager ## 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 |
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13df5cf324 |
Perf/Cleanup/Fix(NameLayer): 40% better performance (#3475)
## Description: TL;DR: NameLayer cleanup+ fix + about 40% faster. The potential move of NameLayer to canvas is stalled so this is a welcome improvement until then imo. - It was previously attempted to move NameLayer from HTML to canvas. But currently that work is stalled so it might take awhile. Therefore optimizations to NameLayer are useful to merge in the meantime. Also there's a fix in this PR (see point below) and some cleanup. Overall it would probably be better to base future changes on this better version of NameLayer. Messages about attempt on Feb 6 and reference to having done that attempt on March 3: https://discord.com/channels/1359946986937258015/1381293863712591872/1469117172767784981 https://discord.com/channels/1359946986937258015/1381293863712591872/1469401090385641573 https://discord.com/channels/1359946986937258015/1381293863712591872/1469435973522686127 https://discord.com/channels/1359946986937258015/1359946989046989063/1478213329079242752 - Fix: TL;DR: Remove redundant comparison that unintentionally didn't work and always resolved to true. Leading to scale always being recalculated. It is now still always recalculated because otherwise name may be too big for the territory for several seconds, which looks buggy. (More on this: In renderPlayerInfo(), it cached render.location in oldLocation. Then put new Cell() in render.location. Later on it would strictly compare render.location against oldLocation, to decide if scale should be changed. Which would always be true because render.location would have a new Object (long ago they were compared non-strictly with ==, later on strictly when those checks were updated in the entire repo to ===). With this comparison always returning true (even if render.location x and y did not actually change), the scale would always be updated by updating render.element.style.transform. After the fix (removing the non-working comparison which always resolved to true), scale updates happen at same frequency as before. I have not kept a similar check like "positionChanged". Because in testing, player/tribe name would be scaled as too big for their territory size for several seconds. This felt buggy. Cause for this is two delays sometimes overlap resulting in several seconds of delay before scale is recalculated after name position changed: time in Namelayer per render refresh inside renderLayer (renderRefreshRate 500ms) plus the waiting time in PlayerExecution per recalculation of largestClusterBoundingBox (every 20 ticks). I ultimately decided that it should not wait for "positionChanged" and just be updated every 500ms (renderRefreshRate) just like unintentionally happened before.) - Remove redundantly re-adding the name, when a player name doesn't change anyway. Only adding it when creating the element is enough - Remove dead code for Shield - Cache DOM lookups - Use textContext instead of innerHTML for nameSpan - Only transform container if it has updates - Remove currently unused Canvas. Also from public renderLayer(). Layer.ts expects renderLayer(context: CanvasRenderingContext2) so i could put it back, but it isn't needed per se and i think it makes more clear that NameLayer doesn't use Canvas currently. - Remove two unneeded/outdated comments, update others - Move setting render.fontSize and render.fontColor after early return - Pass baseSize to updateElementVisibility so as to not calculate it twice - Cache render.player.nameLocation() to re-use BEFORE:  AFTER:  ## 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 |
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c29fca477b |
Fix(HelpModal): small updates and fixes (#3473)
## Description: - fix info icon spacing - update multiple texts to reflect current state, rewrote "ui_playeroverlay_desc" further for better readability - add text for the options menu, and change their order to reflect current button order - add missing "Stop trading" icon, is PNG so lazy load - remove uneccesary lazy loading for an SVG icon (rest of the SVGs aren't lazy loaded either) Didn't touch the rest although more incremental updates are needed following UI and other changes. Before: <img width="242" height="82" alt="image" src="https://github.com/user-attachments/assets/8f38eef6-21e7-4b18-84ef-adc4161a317f" /> <img width="357" height="167" alt="image" src="https://github.com/user-attachments/assets/c6937b5c-c1b2-4560-b40b-94b24a4906cc" /> After: <img width="262" height="95" alt="image" src="https://github.com/user-attachments/assets/15c1e9f5-3e27-4f4b-8472-5bb70234ab42" /> <img width="345" height="203" alt="image" src="https://github.com/user-attachments/assets/3d3fe3c5-98b2-41fb-8f79-48d02d7ecf9b" /> ## 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 --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> |
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54a63ac481 |
Could help decrease icons disappearing: Update PixiJS (#3478)
## Description: Please put in next v30 update if possible. Upgrade [PixiJS from 8.11.0 to their newest version 8.17.1](https://github.com/pixijs/pixijs/releases) and pixi-filters too. This could help decrease occurance of this issue: https://github.com/openfrontio/OpenFrontIO/issues/2147 Checked "Behavior Change" in their release notes and we aren't touched by those. But some of the fixes, especially GC/memory leak, may help in reducing "dissappearing structure icons". Update to destroy() now using the new unload() could help too; we call destroy() directly on ghoststructures and its possibly called elsewhere under the surface too. ## 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 |
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2ec12f0a3a |
Auto-reject alliance request when transport ship is sent to target player (#3477)
## Description: When a player sends a transport ship toward another player's territory, any pending alliance request from the target is now automatically rejected. This mirrors the behavior already in place for direct attacks, preventing a player from exploiting a pending alliance request while launching a naval invasion. ## 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 |
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e02553c9b8 |
Bump flatted from 3.3.3 to 3.4.2 in the npm_and_yarn group across 1 directory (#3476)
Bumps the npm_and_yarn group with 1 update in the / directory: [flatted](https://github.com/WebReflection/flatted). Updates `flatted` from 3.3.3 to 3.4.2 <details> <summary>Commits</summary> <ul> <li><a href="https://github.com/WebReflection/flatted/commit/3bf09091c3562e17a0647bc06710dd6097079cf7"><code>3bf0909</code></a> 3.4.2</li> <li><a href="https://github.com/WebReflection/flatted/commit/885ddcc33cf9657caf38c57c7be45ae1c5272802"><code>885ddcc</code></a> fix CWE-1321</li> <li><a href="https://github.com/WebReflection/flatted/commit/0bdba705d130f00892b1b8fcc80cf4cdea0631e3"><code>0bdba70</code></a> added flatted-view to the benchmark</li> <li><a href="https://github.com/WebReflection/flatted/commit/2a02dce7c641dec31194c67663f9b0b12e62da20"><code>2a02dce</code></a> 3.4.1</li> <li><a href="https://github.com/WebReflection/flatted/commit/fba4e8f2e113665da275b19cd0f695f3d98e9416"><code>fba4e8f</code></a> Merge pull request <a href="https://redirect.github.com/WebReflection/flatted/issues/89">#89</a> from WebReflection/python-fix</li> <li><a href="https://github.com/WebReflection/flatted/commit/5fe86485e6df7f7f34a07a2a85498bd3e17384e7"><code>5fe8648</code></a> added "when in Rome" also a test for PHP</li> <li><a href="https://github.com/WebReflection/flatted/commit/53517adbefe724fe472b2f9ebcdb01910d0ae3f0"><code>53517ad</code></a> some minor improvement</li> <li><a href="https://github.com/WebReflection/flatted/commit/b3e2a0c387bf446435fec45ad7f05299f012346f"><code>b3e2a0c</code></a> Fixing recursion issue in Python too</li> <li><a href="https://github.com/WebReflection/flatted/commit/c4b46dbcbf782326e54ea1b65d3ebb1dc7a23fad"><code>c4b46db</code></a> Add SECURITY.md for security policy and reporting</li> <li><a href="https://github.com/WebReflection/flatted/commit/f86d071e0f70de5a7d8200198824a3f07fc9c988"><code>f86d071</code></a> Create dependabot.yml for version updates</li> <li>Additional commits viewable in <a href="https://github.com/WebReflection/flatted/compare/v3.3.3...v3.4.2">compare view</a></li> </ul> </details> <br /> [](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores) Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`. [//]: # (dependabot-automerge-start) [//]: # (dependabot-automerge-end) --- <details> <summary>Dependabot commands and options</summary> <br /> You can trigger Dependabot actions by commenting on this PR: - `@dependabot rebase` will rebase this PR - `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it - `@dependabot show <dependency name> ignore conditions` will show all of the ignore conditions of the specified dependency - `@dependabot ignore <dependency name> major version` will close this group update PR and stop Dependabot creating any more for the specific dependency's major version (unless you unignore this specific dependency's major version or upgrade to it yourself) - `@dependabot ignore <dependency name> minor version` will close this group update PR and stop Dependabot creating any more for the specific dependency's minor version (unless you unignore this specific dependency's minor version or upgrade to it yourself) - `@dependabot ignore <dependency name>` will close this group update PR and stop Dependabot creating any more for the specific dependency (unless you unignore this specific dependency or upgrade to it yourself) - `@dependabot unignore <dependency name>` will remove all of the ignore conditions of the specified dependency - `@dependabot unignore <dependency name> <ignore condition>` will remove the ignore condition of the specified dependency and ignore conditions You can disable automated security fix PRs for this repo from the [Security Alerts page](https://github.com/openfrontio/OpenFrontIO/network/alerts). </details> Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> |
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8e6c0c1132 |
Chore:Deprecation of Node 20: migrate actions in workflows to Node 24 versions (#3460)
## Description: Node 20 will reach EOL in April 2026. Node.js 20 actions are deprecated and will be forced to run on Node.js 24 starting June 2, 2026: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/ Update our workflows in this PR. - For _deployment-action_ and _deployment-status_: stop using these and . They seem quite unmaintained which could pose risks and there is no Node 24 version yet: https://github.com/chrnorm/deployment-action/issues/93 and https://github.com/chrnorm/deployment-status/issues/53. It will probably be updated to Node 24, but why wait if we don't actually need to be dependent on them per se. - Instead of the above, use actions/github-script@v8 with default API. Maybe a bit more maintainance work, if any, but better than to be dependent on unmaintained outside actions. For reference see https://docs.github.com/en/rest/deployments/deployments?apiVersion=2026-03-10#create-a-deployment - For _auto-author-assign_, use v3.0.1 (4d585cc37690897bd9015942ed6e766aa7cdb97f). From v3.0.0 it uses Node 24: https://github.com/toshimaru/auto-author-assign/releases - For _stale_, use v10.2.0 (b5d41d4e1d5dceea10e7104786b73624c18a190f). From v10.0.0 it uses Node 24: https://github.com/actions/stale/releases - For other actions, use their appropriate version for Node 24. - Tested all with FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true ## 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 |
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5562993042 |
Highlight own player name and team in lobby modal (#3468)
## Description: > I always lose track of myself in lobbies, could our names be bolded or even our entire team bolded for ease of readability? This PR highlights own username and own team in lobby modal, to make it easy for players to track themselves. It's also useful when your username gets changed by the profanity filter. Based on [this Discord suggestion](https://discord.com/channels/1284581928254701718/1484056268355145778) ### Screenshots FFA (Public): <img width="916" height="805" alt="image" src="https://github.com/user-attachments/assets/5d769b48-3217-495c-bdcd-9a61fd05cd8f" /> Teams (Public): <img width="912" height="798" alt="image" src="https://github.com/user-attachments/assets/0b3966f9-4094-4dfe-a11f-ce225824690a" /> FFA (Private): <img width="912" height="798" alt="image" src="https://github.com/user-attachments/assets/21ac32ac-1fd0-4318-b2c8-44f3a2756e2e" /> <img width="906" height="800" alt="image" src="https://github.com/user-attachments/assets/7530c4a2-3bc7-4b24-828d-766d65b85f89" /> Teams (Private): <img width="907" height="799" alt="image" src="https://github.com/user-attachments/assets/c8773fb8-5015-4247-8fde-4628f0850660" /> <img width="910" height="800" alt="image" src="https://github.com/user-attachments/assets/15c56a54-ffea-45ef-a86f-1a8be6995e1d" /> ## 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 |
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015e3c7d19 |
feat: Attacking Troops Overlay (#3427)
## Description: https://troop-advantage-layer.openfront.dev/ Hey OpenFront dev team, I've been really enjoying the game, and the v0.30 changes have felt great so far. Happy to start contributing! This PR introduces `AttackingTroopsOverlay`, a layer that renders live attacker vs. defender troop counts directly on active front lines. Players can immediately gauge combat strength without leaving the map view.  A recent change updates the layer to just the # of attackers and a symbol for attack/defence:  Left: Perspective of Anon 667 (Blue) | Right: Perspective of Anon332 (Red)  **How it works:** - Attacker count shown for ground invasions. When attacking, your troop count will display amber for disadvantageous, and green for advantageous battles. When defending, the enemy troop count will switch to red if you are at a severe disadvantage. - Label position recalculates every tick at 200ms, tracking the front line as it moves. - Automatically hidden during Terrain view (spacebar) - Labels clean up when an attack ends or its target becomes invalid **Settings:** An "Attacking Troops Overlay" toggle is added to Settings, enabled by default. --> the screenshot is old, but the text has been updated <img width="448" height="410" alt="Settings toggle" src="https://github.com/user-attachments/assets/2df8ec7a-3f77-48b7-a9b5-ee4a6eed0412" /> ## Checklist - [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 ## Discord Radyus |
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755e7b76cc |
Expand Aegean Map for balancing purposes (#3459)
## Description: Expands the Aegean map to the left. Currently the 2 major landmasses are unbalanced, which causes the eastern side to almost always win, both in FFA and team games. Original Width: 1600px | New Width=1700px Also adds more nations / NPCs in the Greek side to create more balance with the Turkish side, aswell as in the islands, to compensate for the lack of bots / tribes spawning in there, to boost early island gameplay and fasten games. <img width="355" height="415" alt="image" src="https://github.com/user-attachments/assets/066d86cd-5a6b-4a07-bfa4-264b7ef82a3c" /> ## 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: tri.star1011 |
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f39f3b8d1c |
mls (v4.18) (#3470)
## Description: mls for v30 Version identifier within MLS: 4.18 ## 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 |
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4eb570fb8b |
Remove modifiers from normal FFA/Team games (And increase chance of gold multiplier for special games, decrease random spawn) 🎲 (#3471)
## Description: Normal (FFA and Team) public games no longer roll random modifiers. Special games remain fully unaffected and continue to use random modifiers as before. I also increased the gold multiplier ticket count in the special modifier pool from 1 to 4 because of player feedback. Edit: And because I saw complaints of too much random spawn I decreased the chance of it. ## 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 |
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6b9603d445 | Merge branch 'v30' | ||
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c5dad1f850 | on purchase redirect, check cosmetic param instead of pattern param v0.30.12 | ||
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951efd4591 |
teamGameSpawnAreas for Baikal ⚡ (#3467)
## Description: "Baikal (Nuke Wars)" has teamGameSpawnAreas (for Random Spawn), but Baikal not. Because teamGameSpawnAreas was intended for a "Nuke Wars" modifier. Let's add teamGameSpawnAreas also to Baikal to improve random spawning (special rotation) a bit (until we have a better random spawn algo). ## 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 |
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6a5b2089e7 |
teamGameSpawnAreas for Baikal ⚡ (#3467)
## Description: "Baikal (Nuke Wars)" has teamGameSpawnAreas (for Random Spawn), but Baikal not. Because teamGameSpawnAreas was intended for a "Nuke Wars" modifier. Let's add teamGameSpawnAreas also to Baikal to improve random spawning (special rotation) a bit (until we have a better random spawn algo). ## 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 |
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3e7088cb2a |
Close join error (#3454)
## Description: When joining a game after it fills up, the server rejects the player join and the player leaves the lobby, but the join modal stays up. ## 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: evanv0.30.11 |
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cb7164a52f |
Place footer ad during spawn phase (#3458)
## Description: Show the "footer_ad" ad type during the spawn phase. <img width="1855" height="914" alt="Screenshot 2026-03-17 at 7 01 37 PM" src="https://github.com/user-attachments/assets/9c4c1730-95a0-4fc7-a983-4fe625d38c80" /> ## 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 |
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5b0b9dfd31 |
Increase spawn immunity from 30s to 45s for 5M starting gold maps 🛡️ (#3457)
## Description: Increases the spawn immunity duration from 30s to 45s for maps with 5M starting gold. The previous 30s was too short - 45s gives players 15s longer than it takes to build a SAM, allowing them to establish basic defenses before becoming vulnerable. ## 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 |
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afdb04ae5d |
Increase spawn immunity from 30s to 45s for 5M starting gold maps 🛡️ (#3457)
## Description: Increases the spawn immunity duration from 30s to 45s for maps with 5M starting gold. The previous 30s was too short - 45s gives players 15s longer than it takes to build a SAM, allowing them to establish basic defenses before becoming vulnerable. ## 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 |
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1049b7e7dc |
Clan System Part 1 (#3276)
## Description: Properly split out clantags and usernames, a clantag should not be part of a username. <img width="285" height="286" alt="image" src="https://github.com/user-attachments/assets/8ac56e82-b12c-4fc0-9774-e445252a6e61" /> https://api.openfront.dev/game/ojkqZFb2 <img width="296" height="596" alt="image" src="https://github.com/user-attachments/assets/85152f80-c111-4f87-b85b-8516c9c6137b" /> https://api.openfront.dev/game/MF32BkVc requires; https://github.com/openfrontio/infra/pull/264 ## 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 |
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a30859d132 |
Fix labels in public lobby modifier display 🏷️ (#3456)
## Description: Fixes two issues in the join lobby modal's modifier display: 1. **Starting Gold**: Label showed "Starting Gold (Millions)" with value "5M", duplicating "millions". Now shows "Starting Gold" as the label, keeping "5M" as the value. 2. **Disable Alliances**: Label showed "Disable Alliances" with value "Enabled", which is confusing. Now shows "Alliances" as the label with "Disabled" as the value. Join Lobby Modal needs a general rework, I will probably make an 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: FloPinguin |
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9785666b98 |
Fix labels in public lobby modifier display 🏷️ (#3456)
## Description: Fixes two issues in the join lobby modal's modifier display: 1. **Starting Gold**: Label showed "Starting Gold (Millions)" with value "5M", duplicating "millions". Now shows "Starting Gold" as the label, keeping "5M" as the value. 2. **Disable Alliances**: Label showed "Disable Alliances" with value "Enabled", which is confusing. Now shows "Alliances" as the label with "Disabled" as the value. Join Lobby Modal needs a general rework, I will probably make an 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: FloPinguin |
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9f8a2d2d84 |
Fix "you didn't enter the lobby in time" when device clock isn't synced (#3451)
## Description: If the time on the local device differs from the server time, users may see the message “You did not join the lobby on time.” Resolve this by accounting for the time difference, reusing the logic in `JoinLobbyModal` that was previously in `GameModeSelector`, and centralizing it into `ServerTime.ts`. Bug reports: https://github.com/openfrontio/OpenFrontIO/issues/3428 https://discord.com/channels/1284581928254701718/1482511096597315815 https://discord.com/channels/1284581928254701718/1482382264011591781 Resolves #3428 ## 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 |
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5c01e7a0c9 |
Fix: player name and location on wrong spot on the map (#3455)
## Description: Fixes https://github.com/openfrontio/OpenFrontIO/issues/1021 Fixes issue that has been there since the beginning. Player name and location and conquest FX (swords) not being in the right place. It can happen at any time during a game and can be game-breaking in that regard. This makes it hard to find players, especially when trying to eliminate their last few tiles on some island. So when clicking name in leaderboard > wrong tiles. And when seeing name > above wrong tiles. Bug report: https://discord.com/channels/1284581928254701718/1444669324571967680 Also, when removing those last tiles, the wait time between updates of player location can make it frustrating to find and eliminate them fast. You need 2-3 clicks on their name in leaderboard, before finally being moved to their current location. **Cause:** largestClusterBoundingBox not being changed when last attack happened in same tick removeClusters last ran. **Fix:** Also call removeClusters, and therefore update largestClusterBoundingBox , when LastTileChange was AT lastCalc tick. **Also:** Run removeClusters if player owns less than 100 tiles, don't wait for ticksPerClusterCalc in that case. This way, sniping off the last couple of island tiles of the player is easier. So it doesn't take 2-3 clicks bbut just 1 click on the player name in the Leaderboard before the camera moves to the next little island they are on. Also their last clusters are annexed faster, only helping with the faster cleanup. I think this is an optional to the fix in this PR, but still an important QoL fix for sniping those last tiles quickly. **BEFORE:** https://github.com/user-attachments/assets/0960a4d3-7f8b-4368-9531-8244356bff17 **AFTER:** (also notice how it now just takes 1 click in the leaderboard to immediately go to their next location, not 2-3 clicks) https://youtu.be/qXJPekjsrP4 ## 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 |
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6952550014 |
Fix: player name and location on wrong spot on the map (#3455)
## Description: Fixes https://github.com/openfrontio/OpenFrontIO/issues/1021 Fixes issue that has been there since the beginning. Player name and location and conquest FX (swords) not being in the right place. It can happen at any time during a game and can be game-breaking in that regard. This makes it hard to find players, especially when trying to eliminate their last few tiles on some island. So when clicking name in leaderboard > wrong tiles. And when seeing name > above wrong tiles. Bug report: https://discord.com/channels/1284581928254701718/1444669324571967680 Also, when removing those last tiles, the wait time between updates of player location can make it frustrating to find and eliminate them fast. You need 2-3 clicks on their name in leaderboard, before finally being moved to their current location. **Cause:** largestClusterBoundingBox not being changed when last attack happened in same tick removeClusters last ran. **Fix:** Also call removeClusters, and therefore update largestClusterBoundingBox , when LastTileChange was AT lastCalc tick. **Also:** Run removeClusters if player owns less than 100 tiles, don't wait for ticksPerClusterCalc in that case. This way, sniping off the last couple of island tiles of the player is easier. So it doesn't take 2-3 clicks bbut just 1 click on the player name in the Leaderboard before the camera moves to the next little island they are on. Also their last clusters are annexed faster, only helping with the faster cleanup. I think this is an optional to the fix in this PR, but still an important QoL fix for sniping those last tiles quickly. **BEFORE:** https://github.com/user-attachments/assets/0960a4d3-7f8b-4368-9531-8244356bff17 **AFTER:** (also notice how it now just takes 1 click in the leaderboard to immediately go to their next location, not 2-3 clicks) https://youtu.be/qXJPekjsrP4 ## 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 |
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82d0fb385d |
Fix "you didn't enter the lobby in time" when device clock isn't synced (#3451)
## Description: If the time on the local device differs from the server time, users may see the message “You did not join the lobby on time.” Resolve this by accounting for the time difference, reusing the logic in `JoinLobbyModal` that was previously in `GameModeSelector`, and centralizing it into `ServerTime.ts`. Bug reports: https://github.com/openfrontio/OpenFrontIO/issues/3428 https://discord.com/channels/1284581928254701718/1482511096597315815 https://discord.com/channels/1284581928254701718/1482382264011591781 Resolves #3428 ## 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 |
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79c3deabd8 | remove spawn video ad | ||
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11e183366f |
Fix inverse annexation (#3448)
## Description: An inverse annexation could happen where the small player (even with 0,01% tiles owned) could fully annex the large player. **TL;DR:** basically wrong use of calculateBoundingBox in surroundedBySamePlayer, feeding it all bordertiles, making enemyBox far bigger than it actually was in some cases. Which resulted in enemyBox of small player with two small clusters at some distance from each other, being seen as inscribing the largest cluster of the bigger player. While that largest cluster is actually the border tiles of the bigger player surrounding the main cluster of the small player. Instead of an annexation of small by bigger, small would incorrectly annex bigger completely. **Situation:** bigger player fully surrounds main cluster of smaller player. Those border tiles are also the largest cluster of the bigger player, for which surroundedBySamePlayer is called. SurroundedBySamePlayer finds the small player as the only bordering enemy of this cluster. Then it needs to check which of the two players is surrounded by the other one. EnemyBox uses calculateBoundingBox with all border tiles of the small player as argument. The small player also has at least one seperate cluster elsewhere, could be on another island, which count as border tiles too. The enemyBox from the main cluster of the small player to the seperate cluster elsewhere, can be huge. Now inscribed() is called and it determines that largest cluster box of the bigger player (which was in fact calculated correctly, also making use of calculateBoundingBox) is surrounded by the bigger enemyBox. And so the small surrounded player fully annexes the bigger player. **Fix:** instead of a global enemyBox, we only need the localEnemyBox that touches the largest cluster of the bigger player. With that, inscribed() can correctly conclude that largest cluster box surrounds the localEnemyBox. As a matter of fact isSurrounded() already used the same method to calculate its enemyBox as introduced by @scamiv for v30: https://github.com/openfrontio/OpenFrontIO/pull/3127/changes#diff-fb1101a2b50dd7c353d082ff7a3351cff5469b8249b3ebca91c10573a3dfaaf1 - Change in PlayerExecution - Added test NoInverseAnnexation.test.ts, which fails before and passes after the fix The bug was introduced in this commit 10 months ago: https://github.com/openfrontio/OpenFrontIO/commit/c4381a9ad3828b06764ab1a21fc1514e37aacfd7 It has probably led to some weird annexations happening since then. The bug could seemingly happen on any map. But was noted recently a few times on square islands (Sierpinski) or maps (The Box/The Alps), where the circumstances probably highten the chances of the bug occuring. **Bug reports:** https://discord.com/channels/1359946986937258015/1481916231689703477/1481916231689703477 https://discord.com/channels/1359946986937258015/1481916231689703477/1481963273367851030 https://discord.com/channels/1284581928254701718/1479993924432171008/1479995658302652496 https://discord.com/channels/1284581928254701718/1479993924432171008/1481865495492956182 https://discord.com/channels/1284581928254701718/1483047153571201034 **BEFORE:** https://github.com/user-attachments/assets/4440182b-f696-45cf-bb01-b10159df8763 **AFTER**, on the same replay but with the bugfix: https://github.com/user-attachments/assets/5f461ab2-eb62-4cc3-ae07-e2224adbbc6a ## 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 |
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0dc8fbf129 |
Fix inverse annexation (#3448)
## Description: An inverse annexation could happen where the small player (even with 0,01% tiles owned) could fully annex the large player. **TL;DR:** basically wrong use of calculateBoundingBox in surroundedBySamePlayer, feeding it all bordertiles, making enemyBox far bigger than it actually was in some cases. Which resulted in enemyBox of small player with two small clusters at some distance from each other, being seen as inscribing the largest cluster of the bigger player. While that largest cluster is actually the border tiles of the bigger player surrounding the main cluster of the small player. Instead of an annexation of small by bigger, small would incorrectly annex bigger completely. **Situation:** bigger player fully surrounds main cluster of smaller player. Those border tiles are also the largest cluster of the bigger player, for which surroundedBySamePlayer is called. SurroundedBySamePlayer finds the small player as the only bordering enemy of this cluster. Then it needs to check which of the two players is surrounded by the other one. EnemyBox uses calculateBoundingBox with all border tiles of the small player as argument. The small player also has at least one seperate cluster elsewhere, could be on another island, which count as border tiles too. The enemyBox from the main cluster of the small player to the seperate cluster elsewhere, can be huge. Now inscribed() is called and it determines that largest cluster box of the bigger player (which was in fact calculated correctly, also making use of calculateBoundingBox) is surrounded by the bigger enemyBox. And so the small surrounded player fully annexes the bigger player. **Fix:** instead of a global enemyBox, we only need the localEnemyBox that touches the largest cluster of the bigger player. With that, inscribed() can correctly conclude that largest cluster box surrounds the localEnemyBox. As a matter of fact isSurrounded() already used the same method to calculate its enemyBox as introduced by @scamiv for v30: https://github.com/openfrontio/OpenFrontIO/pull/3127/changes#diff-fb1101a2b50dd7c353d082ff7a3351cff5469b8249b3ebca91c10573a3dfaaf1 - Change in PlayerExecution - Added test NoInverseAnnexation.test.ts, which fails before and passes after the fix The bug was introduced in this commit 10 months ago: https://github.com/openfrontio/OpenFrontIO/commit/c4381a9ad3828b06764ab1a21fc1514e37aacfd7 It has probably led to some weird annexations happening since then. The bug could seemingly happen on any map. But was noted recently a few times on square islands (Sierpinski) or maps (The Box/The Alps), where the circumstances probably highten the chances of the bug occuring. **Bug reports:** https://discord.com/channels/1359946986937258015/1481916231689703477/1481916231689703477 https://discord.com/channels/1359946986937258015/1481916231689703477/1481963273367851030 https://discord.com/channels/1284581928254701718/1479993924432171008/1479995658302652496 https://discord.com/channels/1284581928254701718/1479993924432171008/1481865495492956182 https://discord.com/channels/1284581928254701718/1483047153571201034 **BEFORE:** https://github.com/user-attachments/assets/4440182b-f696-45cf-bb01-b10159df8763 **AFTER**, on the same replay but with the bugfix: https://github.com/user-attachments/assets/5f461ab2-eb62-4cc3-ae07-e2224adbbc6a ## 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 |
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cce46ef126 |
Refactor: use promises instead of callbacks for joining a game (#3452)
## Description: Simplifies the interface a bit. ## 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 |
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dd2c239aa1 |
Have Worker rate limit ws messages (#3449)
## Description: Prevent client from spamming ws messages before joining a game server. ## 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: evanv0.30.10 |
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5e7317a818 |
Update socket rate limiting (#3447)
## Description: On replays, there can be a burst of traffic from hashes, so instead just have a 2MB limit per client for the entire game. Also the winner message can be 100s of kb on a large game with many players, so now we don't need to put a special case for 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: evan |
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194a288ce1 | reduce ws max size to 1 mb | ||
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51db6a2772 |
Add in game add to bottom left corner (#3446)
## Description: Remove the header ad because that's where the player info overlay is, and instead put it on the bottom left Ad is not displayed on small screens. <img width="1916" height="924" alt="Screenshot 2026-03-16 at 7 27 58 PM" src="https://github.com/user-attachments/assets/e39c4be6-5270-4a77-bfbd-9521d15b9211" /> ## 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 |
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f356f09f81 |
Feat: Game Speed + Pause keybinds (#3397)
## Description: Can't tell you how many times I've been playing solo, I try to go change the speed from `Max` to `x1` and before I've opened the speed controls and clicked on one the AI completely wipes me. But not to worry, we now have a pause and speed toggle up/down keybinds! https://github.com/user-attachments/assets/48692c27-888f-40fb-837a-45e26f262441 Keybinds were added to "Menu Shortcuts" submenu: <img width="1750" height="1099" alt="image" src="https://github.com/user-attachments/assets/8c4500d5-f43e-4a1c-9940-04db75bf18cf" /> Tested on Solo, custom match, and public lobbies. Pause intent works correctly on solo and private match (only if you are host), and neither feature works in public matches, as expected. ## 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: bijx |