- Extend SharedTileRing to include a shared dirtyFlags buffer alongside header and data
- Pass shared dirty buffer through WorkerClient/WorkerMessages and initialize views in Worker.worker
- In SAB mode, mark tiles dirty via Atomics.compareExchange before enqueuing to ensure each tile is queued at most once until processed
- On the main thread, clear dirty flags when draining the ring and build packedTileUpdates from distinct tile refs
- Keep non-SAB behaviour unchanged while reducing ring pressure and making overflows reflect true backlog, not duplicate updates
- Share GameMapImpl tile state between worker and main via SharedArrayBuffer
- Add SAB-backed tile update ring buffer to stream tile changes instead of postMessage payloads
- Wire shared state/ring through WorkerClient, Worker.worker, GameRunner, and ClientGameRunner
- Update GameView to skip updateTile when shared state is enabled and consume tile refs from the ring
Added src/core/worker/SharedTileRing.ts, which defines a SharedArrayBuffer-backed ring buffer (SharedTileRingBuffers/SharedTileRingViews) and helpers pushTileUpdate (worker-side writer) and drainTileUpdates (main-thread reader) using Atomics.
Extended GameRunner (src/core/GameRunner.ts) with an optional tileUpdateSink?: (update: bigint) => void; when provided, tile updates are sent to the sink instead of being packed into GameUpdateViewData.packedTileUpdates (those become an empty BigUint64Array in this mode).
Extended the worker protocol (src/core/worker/WorkerMessages.ts) so the init message can optionally carry sharedTileRingHeader and sharedTileRingData (the two SABs for the ring).
Updated WorkerClient (src/core/worker/WorkerClient.ts) to accept optional SharedTileRingBuffers in its constructor and, during initialize(), include those SABs in the init message sent to Worker.worker.ts.
Updated the worker implementation (src/core/worker/Worker.worker.ts) to build sharedTileRing views from the SABs on "init" and pass a (update: bigint) => pushTileUpdate(...) sink into createGameRunner, so every tile update from the simulation goes into the shared ring instead of the message payload.
Updated the client side (src/client/ClientGameRunner.ts):
In createClientGame, when SharedArrayBuffer/Atomics are available and crossOriginIsolated is true, it allocates the ring (createSharedTileRingBuffers with capacity 262144), creates views, passes buffers into WorkerClient, and keeps the views in ClientGameRunner.
ClientGameRunner now has a tileRingViews field and, in mergeGameUpdates, if the ring is present it ignores gu.packedTileUpdates and instead drains up to MAX_TILE_UPDATES_PER_RENDER (100 000) tile updates from the SAB ring into combinedPackedTileUpdates before constructing the merged GameUpdateViewData passed to GameView.update.
If SABs are unavailable, it falls back to the original behaviour (packing gu.packedTileUpdates from messages), so the feature is opt-in and backward compatible.
Net effect: when the page is cross-origin isolated, the worker no longer sends per-tick BigUint64Array tile payloads via postMessage; it streams tile updates into a shared ring buffer, and the main thread pulls and applies them at its own pace while still batching non-tile updates and rendering exactly as before. If you’d like, I can next run the existing tests/build in your environment to sanity-check everything.
- Introduced new metrics in ClientGameRunner to track worker simulation ticks and render tick calls per second.
- Updated TickMetricsEvent to include these new metrics.
- Enhanced PerformanceOverlay to display worker and render ticks per second, improving performance monitoring capabilities.
- Adjusted minimum FPS in GameRenderer
- Refactor rendering and metrics emission in ClientGameRunner to ensure updates occur only after all processing is complete
- Throttle renderGame() based on the current backlog
src/client/ClientGameRunner.ts now drains pending game updates in small chunks (max 100 updates or ~8ms per slice) via requestAnimationFrame, merging and rendering per slice, and only clears the processing flag when the queue is empty.
removed:
- catchUpMode and its CATCH_UP_ENTER/EXIT thresholds in ClientGameRunner
- tick metrics fields and overlay UI for inCatchUpMode and beatsPerFrame
- leftover worker heartbeat plumbing (message type + WorkerClient.sendHeartbeat) that was no longer used after self-clocking
changed:
- backlog tracking: keep serverTurnHighWater / lastProcessedTick / backlogTurns, but simplify it to just compute backlog and a backlogGrowing flag instead of driving a dedicated catch-up mode
- frame skip: adaptRenderFrequency now only increases renderEveryN when backlog > 0 and still growing; when backlog is stable/shrinking or zero, it decays renderEveryN back toward 1
- render loop: uses the backlog-aware renderEveryN unconditionally (no catch-up flag), and resets skipping completely when backlog reaches 0
- metrics/overlay: TickMetricsEvent now carries backlogTurns and renderEveryN; the performance overlay displays backlog and current “render every N frames” but no longer mentions catch-up or heartbeats
Learnings during branch development leading to this
Once the worker self-clocks, a separate “catch-up mode” and beats-per-frame knob don’t add real control; they just complicate the model.
Backlog is still a valuable signal, but it’s more effective as a quantitative input (backlog size and whether it’s growing) than as a boolean mode toggle.
Frame skipping should be driven by actual backlog pressure plus frame cost: throttle only while backlog is growing and frames are heavy, and automatically relax back to full-rate rendering once the simulation catches up.
GameRunner exposes pending work via a new hasPendingTurns() so the worker can check whether more ticks need to be processed.
Worker auto-runs ticks: as soon as it initializes or receives a new turn, it calls processPendingTurns() and loops executeNextTick() while hasPendingTurns() is true. No more "heartbeat" message type; the worker no longer depends on the main thread’s RAF loop to advance the simulation.
Client main thread simplified:
Removed CATCH_UP_HEARTBEATS_PER_FRAME, the heartbeat loop, and the lastBeatsPerFrame tracking.
keepWorkerAlive now just manages frame skipping + draining. When it decides to render (based on renderEveryN), it drains pendingUpdates, merges them, updates GameView, and runs renderer.tick().
Because rendering a batch always implies draining, we restored the invariant that every GameView.update is paired with a layer tick() (no more lost incremental updates).
MAX_RENDER_EVERY_N is now 5 to keep the queue from growing too large while the worker sprints.
- Refactor worker update handling into processPendingUpdates so multiple GameUpdateViewData objects are batched per frame.
- Combine all tick updates in a batch into a single GameUpdateViewData before applying it to GameView, while still running per-tick side effects (turnComplete, hashes, backlog metrics, win saving).
- Ensure layers using updatesSinceLastTick and recentlyUpdatedTiles see all events in a batch, fixing visual artifacts during fast-forward resync.
Increase worker heartbeats per frame when far behind server to fast-forward simulation.
Track backlog and expose catch-up status via TickMetricsEvent.
Extend performance overlay to display backlog turns and indicate active catch-up mode.
## Description:
This PR adds a rank column to the stats modal on the lobby page.
## 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 (N/A)
- [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:
HardShellTurtle
<img width="2551" height="1258" alt="Screenshot 2025-12-04 232356"
src="https://github.com/user-attachments/assets/26665f3a-f9ee-44b7-a5ba-061c04101997"
/>
## Description:
- Original intent was to fix the bug where you could click and start the
next lobby game through the “Game is Starting…” modal, and while
testing, i've found the issue affected all action buttons behind the
modal, not just the lobby join button.
- Added a full-screen overlay that captures pointer events whenever
`GameStartingModal` is visible, preventing any background UI actions
until the start flow completes.
- Screenshot:
<img width="1918" height="908" alt="image"
src="https://github.com/user-attachments/assets/f6358cb4-1270-4e0b-9f2e-9e57b085ca03"
/>
## 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:
Leivadev
Resolves#2594
## Description:
- Added an optional `--maps` flag to the map-generator that allows
passing a subset of maps to process.
- Updated `README.md` w/ documentation for using the new flag
Used the [go/flag](https://pkg.go.dev/flag) package.
Running without the flag, or with no arguments matches existing behavior
of processing all the maps defined in `main.go`
`go run .`
`go run . --maps=`
New behavior is triggered to process a subset of maps by passing the
`--maps` flag. Multiple maps are defined in a comma-separated list
`go run . --maps=world,africa`
Or a single map (useful for map development)
`go run . --maps=fourislands`
If an invalid map is passed, the process aborts and renders the error
```bash
go run . --maps=invalidmapname
Error generating terrain maps: map "invalidmapname" is not defined
exit status 1
```
By using the default flag package, we get `--help` for free:
```bash
go run . --help
Usage of <path-to-exe>/exe/map-generator:
-maps string
optional comma-separated list of maps to process. ex: --maps=world,eastasia,big_plains
```
I do not write GO often. Gemini contributed to this syntax.
## 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:
tidwell
I'd like to submit some PRs in the future to add additional options for
logging and debugging to the map-generator, however I don't want to
introduce any code style changes in feature requests.
## Description:
I noticed there was not any style guide or formatting being done for the
go files, and went with the simplest built-in approach w/ [go
fmt](https://go.dev/blog/gofmt)
- Adds a `format:map-generator` npm command that will run the default
`go fmt` in the `map-generator` directory to format the go code.
- Runs the formatter and commits the changes to `main.go` and
`map_generator.go`
- Updates the `map-generator` README:
- Updated location for generated files
- Updated Links to use markdown links
- Add `info.json` example
- Add in-game enabling instructions with list of files to modify
- Add development tools section with format command
## 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:
tidwell
Resolves#2573
## Description:
Fixed an issue where structure icons became smaller after upgrading a
building.
In StructureDrawingUtils.ts, renderSprites was always set to true and
never updated, which caused the code to consistently select the
scaled-down icon. This appears to have been the root cause of the
problem. Since StructureIconsLayer (the caller of StructureDrawingUtils)
updates renderSprites based on settings, I aligned the behavior
accordingly.
```ts
if (type === "icon") {
const s =
scale >= ZOOM_THRESHOLD && !this.renderSprites
? Math.max(1, scale / ICON_SCALE_FACTOR_ZOOMED_IN)
: Math.min(1, scale / ICON_SCALE_FACTOR_ZOOMED_OUT);
parentContainer.scale.set(s);
}
```
Here is the video demonstrating the behavior after the fix.
Please see the linked issue for the pre-fix behavior.
https://github.com/user-attachments/assets/24c11a39-667e-49eb-adfe-f0c400d91e54
## 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
## Description:
Missile silos should also show SAM previews for placement consideration.
## 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:
bibizu
## Description:
Fix for v28.
After PR #2378 changes, unit type Construction doesn't exist anymore.
Resulting in totalUnitLevels counting in construction buildings towards
total units in TeamStats, old and new Build Menu and Player Info
Overlay. To fix this we now need to filter out the construction phase.
totalUnitLevels is only used for displaying total count purposes, it
doesn't affect other logic.
Before PR 2378 changes:
https://github.com/user-attachments/assets/7748092a-8b7b-41bb-bc68-439ba922b479
After PR 2378 changes:
https://github.com/user-attachments/assets/bc77d7c2-be02-487a-b46a-c02367ae5ad8
After fix in this PR it is back to what is was before:
https://github.com/user-attachments/assets/8d7d14b6-7b6b-4ddb-96d1-17a0a45727f3
## 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
## Description:
This PR removes several unused strings from en.json.
Leaving unused entries increases Crowdin storage usage and makes
translation management harder, so they should be cleaned up regularly.
The removed strings were originally added in the following PRs but are
not used anywhere in the codebase:
- #2146
- #2060
- #2233
## 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
## Summary
- load dotenv before constructing the server config so .env values are
available
- avoid misconfigured tunnels/host metadata when env vars were
previously undefined
## Testing
- npm test -- --runInBand
## Description:
show team size in lobby
## 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:
DISCORD_USERNAME
#075c232 introduced a bug that prevented singplayer games from starting.
The `updateCallback` was not set for localserver, and local server
didn't send a start message when client sent a "rejoin".
## 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
When user tries to join either a public or private multiplayer game, the
turnstile callback is triggered, and the turnstile token is passed to
the server when joining a 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
Previously, the connection and reconnection logic were identical in
Worker.ts, so clients would need to be re-authorized for cosmetics etc
even when reconnecting. Now, on reconnect, Worker.ts only does
authentication - verifying the jwt is valid.
This will allow clients to require a valid turnstile token when first
connecting, and not when reconnecting after a broken ws connection.
## 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
## Description:
Render optimizations were applied for RailroadLayer: limiting color
updates, skipping off-screen work, drawing only the visible region, and
preventing O(n) ray tile removals.
## 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:
wraith4081