2741 Commits

Author SHA1 Message Date
evanpelle 1b79d531d0 require jwts for production 2025-12-12 16:49:22 -08:00
evanpelle 2e52c0aa41 better logging for auth/account fetch failures v0.27.10 2025-12-12 10:25:26 -08:00
evanpelle b832da308a reduce gold from trains by ~10% v0.27.9 2025-12-11 20:37:06 -08:00
Evan dab04eddb4 bugfix: user receives unauthorized on reconnection (#2601)
## Description:
When rejoining, the client did not refresh the play token, so the jwt
could be expired, causing the server to reject it.

Also improved the error log when token fails

## 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
v0.27.8
2025-12-11 20:00:53 -08:00
evanpelle ef0aff12e2 update tranlation key in account_modal v0.27.7 2025-12-11 16:23:59 -08:00
evanpelle af17fb85dd update ratio of ffa:team games to 2:1 2025-12-11 13:52:04 -08:00
evanpelle 01e5aaa832 If user has no linked account, ensure that their skin is set to default 2025-12-11 12:18:06 -08:00
Evan a09f0c67f1 Update auth & login to follow best practices (#2559)
## Description:

The previous login system used long lived jwts which could be stolen by
XSS. The current system uses long lived refresh tokens that are stored
as http-only cookies. Then the client calls /refresh to get a short
lived jwt using the refresh token. The jwt is stored in memory only so
it's discarded on page close. This way a XSS can only steal the
short-lived jwt.

It also updates how accounts work: players get an account automatically
when they join the webpage. They can see their stats even if not logged
in. If a player wants to keep their account, they can tie it to their
Discord or email, allowing them to log in if cookies are lost.

## 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
2025-12-11 11:25:27 -08:00
Aotumuri 9f44d990af mls (v4.10) (#2581)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)

## Description:

mls for v27
Version identifier within MLS: v4.10

## 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

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-12-09 16:13:29 -08:00
evanpelle 73be130916 print and alert cloudflare turnstile error callback 2025-12-09 14:30:32 -08:00
evanpelle 50fe3581cc bugfix: only prefetch turnstile token once to prevent multiple checkboxes v0.27.6 2025-12-09 07:54:22 -08:00
evanpelle afa3e70b62 Check if turnstile is defined v0.27.5 2025-12-08 18:08:23 -08:00
Evan 335a371fdb bugfix: singleplayer not starting (#2589)
#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
v0.27.4
2025-12-08 16:42:29 -08:00
Evan 3314ca16ce Turnstile: require token before joining a multiplayer game (#2572)
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
2025-12-08 16:16:31 -08:00
Evan 075c232d8a improve game websockt (re)connection (#2584)
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
2025-12-08 14:07:07 -08:00
evanpelle cb4cf091ff update ads v0.27.3 2025-12-05 08:47:48 -08:00
VariableVince 2b606f280b Fix: 'Mini Map' to 'Compact Map' for Private Lobby Modal (#2520)
## Description:

Fix for v27.

In commit
https://github.com/openfrontio/OpenFrontIO/commit/91ff1c0e538b80825fd4374b936763923905cb1d,
the name of Mini Map was changed to Compact Map. But it was only done
for the Single Player modal by mistake. This PR also changes it for the
Host Lobby Modal.

## 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
v0.27.2
2025-11-27 07:27:45 -08:00
FloPinguin 38145254af Alliance icon does no longer stretch/disappear 🖌️ (#2527)
Resolves #2521

## Description:

Small CSS fix so the new alliance icon does not stretch when there are
multiple icons.

## 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
2025-11-26 19:51:21 -08:00
DevelopingTom d694f61517 Add factory & train emojis (#2522)
## Description:

Add 🏭 & 🚂 emojis, which is commonly requested. Also 3 other emojis to
fill the new emoji line: 🫴🙏

To be discussed: this adds a new line in the emoji list: is it too much?
Eventually we could use categories to filter the emojis.

<img width="199" height="465" alt="image"
src="https://github.com/user-attachments/assets/cb6a44e9-30cd-48f7-90ab-8a7c32dcd180"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

IngloriousTom
2025-11-26 16:40:19 -08:00
VariableVince e99bf6360c Fix: prevent desync after clan team assignment for profane username (#2511)
## Description:

Clan tag was removed when overwriting profane username. The local player
still sees the name they put in though, and are assigned to a team based
on the clan tag. Other player's browsers don't assign them to their team
because the clan tag isn't visible to them.

**Fixes:**
- GameRunner.ts > username.ts: fetch clan tag before potentially
overwriting bad username. Prepend non-profane clan tag back to the name
string afterwards.

- Util.ts: added getClanTagOriginalCase; we can't use getClanTag in
censorNameWithClanTag because it returns all caps and we needed to
retain the orginal capitalization. Explained in code comment.

- Game.ts: no changes. By keeping the getClanTag in PlayerInfo
contructor, TeamAssignment still gets clan param to correctly assign
clan teams, other players get to see the clan tag of the "BeNicer"
player, and GameServer archivegame() and LocalServer endGame() can still
do getClanTag to have the same data at the end of the game, and test
files keep working.

**Screencap after fix:**

https://github.com/user-attachments/assets/564c0ffd-577e-4653-ba33-155d2135a9f0

## 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
2025-11-25 20:10:27 -08:00
evanpelle c8fb8e7f04 record stats for factory build and capture 2025-11-25 15:47:12 -08:00
evanpelle d88a6ba887 remove human vs nation from public game playlist v0.27.1 2025-11-23 12:38:50 -08:00
evanpelle 5fbdea3c39 Show enzo tutorial video on death screen if played less than 3 games v0.27.0 2025-11-22 12:23:33 -08:00
Evan 0b651b6941 Update copyright notice & footer (#2496)
## Description:

* Update copyright notice to "OpenFront and Contributors"

* remove the "how to play" on the footer, since that will be moved to
the death screen.

* Removed css and used tailwind instead for better mobile support


Describe the 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:

evan
2025-11-21 20:22:17 -08:00
evanpelle 92372b770b Merge branch 'v26' into v27 v0.27.0-beta7 v0.27.0-beta6 2025-11-21 14:08:43 -08:00
evanpelle 44920f030b Bugfix: Kick player in private lobby not working
Nginx was stripping query params when routing requests to workers, so the creatorClientID param was stripped when creating a private game. This caused the game server to not know who the lobby owner was, so it rejected the kick requests.
2025-11-21 14:06:31 -08:00
Aotumuri b0e6661c97 mls (v4.9) (#2487)
## Description:

mls for v27
Version identifier within MLS: v4.9

## 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
2025-11-21 11:51:14 -08:00
evanpelle 26b965468f Only open news modal if the user has seen an existing version. This prevents brand new players from seeing the news popup.
Move NewsButton into NewsModal.ts
Refactor & simplify NewsButton
v0.27.0-beta4 v0.27.0-beta3 v0.27.0-beta5
2025-11-21 10:57:07 -08:00
evanpelle a1640a421f Shorten long Nation names to fix failing tests 2025-11-20 19:58:38 -08:00
evanpelle c5b1bca6c6 fix z-index of homepage modals & buttons so modals always appear above the buttons 2025-11-20 19:35:07 -08:00
evanpelle c60b0bcb2b Bugfix: transport ships were not working on compact-maps because the shore & water was not processed on the downscaled map binaries 2025-11-20 19:21:48 -08:00
evanpelle cf7e658d3d Remove yenisei because there is no source in map-generate/assets so the map cannot be rebuilt 2025-11-20 19:18:37 -08:00
Lavodan f4a7788cdf Change wiki site from miraheze to openfront.wiki (#2483)
## Description:

Change the wiki site from the inactive openfront.miraheze.org to the new
openfront.wiki link.
Ideally for v27?

## 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:

Lavodan
2025-11-20 16:50:10 -08:00
evanpelle 9287d0323d bugfix: emoji table was too small on firefox 2025-11-20 16:49:45 -08:00
unique-coder-124 599342995c fix(2388): troop penalty applied to boat retreat (#2389)
Description:
There is a boating exploit where players could repeatedly send and
retreat boats to effectively increase troop regeneration and maintain
almost double the max troop cap. This PR fixes #2388.

Summary
This pr adds a troop penalty to the boat retreats in
src/core/execution/TransportShipExecution.ts of 25 percent (currently
the same as land attacks, but may require fine tuning). this prevents,
to some degree, the ability to stockpile large amounts of troops above
your max cap.

Testing
I tested the change locally and confirmed that the troop penalty is
applied at the correct times and under the correct conditions, i.e. it
is only applied on successful retreat (applying on reteat initiation may
be confusing if you are told you have lost troops if the transport ship
never arrives anyway). The boating exploit is far less effective with
this fix in place.

Notes
- This is a exploit and does not introduce any new features.
- Existing game behavior outside the retreat penalty remains unchanged.
- The attack message is the same as the land attack, so the translation
should already be present.

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

---------

Co-authored-by: Evan <evanpelle@gmail.com>
v0.27.0-beta2
2025-11-19 12:37:48 -08:00
evanpelle ce2b353dbe Merge branch 'v26' 2025-11-19 12:33:01 -08:00
Hauke12345 dcf5d1b103 Fading handshake (#2474)
## Description:
Add dynamic alliance icon with time-based fill and extension request
indicator

- Implement bottom-up green fill on alliance icon proportional to
remaining time
- Use AllianceIconFaded.svg as base layer with green overlay clipped
from top
- Add 20-82.40% clip range to account for icon vertical offset 

## 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


<img width="1132" height="631" alt="Screenshot 2025-11-18 205205"
src="https://github.com/user-attachments/assets/4af71ddc-f847-4460-9046-167275efc773"
/>
<img width="1387" height="792" alt="Screenshot 2025-11-18 205532"
src="https://github.com/user-attachments/assets/9dd0e018-323f-4de1-bae8-2633c09fe867"
/>

## Please put your Discord username so you can be contacted if a bug or
regression is found:
hauke4707

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-19 12:32:01 -08:00
evanpelle 9840306753 fix translation for humans vs nations in public lobby v0.27.0-beta1 2025-11-19 12:12:29 -08:00
evanpelle 807151b723 Revert "Improve random spawn (#2465)"
This reverts commit 2b2200c808.
2025-11-19 10:58:49 -08:00
Evan 0ba709c40d Create clan stats modal (#2479)
Resolves #2452

## Description:

Created a Clan Stats PR to show top clans. In another PR we can show the
player leaderboard to show top players.

Based on PR from https://github.com/Geekyhobo

<img width="659" height="792" alt="Screenshot 2025-11-19 at 10 00 40 AM"
src="https://github.com/user-attachments/assets/9333b7e2-2357-47a6-a7c8-788cf81e9be3"
/>


## 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

Co-authored-by: Geekyhobo <geekyhobo@users.noreply.github.com>
2025-11-19 10:34:23 -08:00
Mykola 2b2200c808 Improve random spawn (#2465)
## Description:

After the v27 playtest, some players experienced instant death on spawn.
The issue was that the human random spawn occasionally coincided with a
bot’s spawn. Previously, bot spawns didn’t account for human spawn
locations and could appear on the same tile, now they don’t.

## Please complete the following:

- [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:

nikolaj_mykola

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-18 15:07:25 -08:00
FloPinguin 90b73451a8 Added NameLayer-Icons to PlayerInfoOverlay (#2446)
Resolves #1686

## Description:

Above or behind the player names on the map, there are icons (images
and/or emojis).
This PR also adds these icons to the PlayerInfoOverlay (on the right
side of the player name).
To share the logic, a new file PlayerIcons.ts has been created.

<img width="215" height="355" alt="Screenshot 2025-11-14 024435"
src="https://github.com/user-attachments/assets/2e581ef9-0330-4c9d-9c52-5f943a58e64b"
/>
<img width="203" height="337" alt="Screenshot 2025-11-14 024731"
src="https://github.com/user-attachments/assets/0c2bf278-b8ca-43c2-b466-ea7a83577b25"
/>
<img width="193" height="288" alt="Screenshot 2025-11-14 024639"
src="https://github.com/user-attachments/assets/be114bc6-f3a8-4b8d-b267-025587c9eafe"
/>

The alliance icon is NOT shown because it's already on the left side of
the alliance timer.

### Why is this change needed?

Sometimes you can't quickly find the nametag of a player on the map.
Especially if a player's territory is scattered around the map, maybe
even on several small islands.
But you still want to know if the player is AFK, has a traitor debuff,
etc.
So it's very useful to get this information by just hovering over a
player instead of needing to search for the floating nametag.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-18 15:03:52 -08:00
VariableVince 9c24d29824 AFK team mate v2: better ship handling + tests + bugfix (#2396)
## Description:

See PR https://github.com/openfrontio/OpenFrontIO/pull/2203

It was reverted. This unreverts it, with an added fix for boat troops
not getting returned to owner. And small comment updates. And a const
for boatOwner to re-use.

The added bugfix is check for this.sourceTile === null in the retreat()
function in AttackExecution. A boat attack always sets removeTroops to
false because the troops were already removed from owner troops when the
boat departed. They don't have to be removed again in AttackExecution
init, when the boat lands and the attack starts. But at the end of the
attack, in retreat() in AttackExecution, the starting/boat troops still
need to be returned to the owner. That's why even if removeTroops is
false, when sourceTile is not null (only when it's a boat attack) we add
back the troops to the owner.

## 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: Fx Morin <28154542+FxMorin@users.noreply.github.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2025-11-18 14:57:33 -08:00
evanpelle 9130142d15 update API.md to include clans api 2025-11-18 12:19:16 -08:00
Mohammed Chamma 33651dffef substitute 'Palestinian Territory' with 'Palestine' (#2471)
## Description:

Replace "Palestinian Territory" bot/nation name to just "Palestine"

## 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
2025-11-17 20:52:33 -08:00
Mohamad Reza be75d2a6b5 fixed Pahlavi Iran flag not showing in game (#2469)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)

## Description:

Describe the 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:

DISCORD_USERNAME
2025-11-17 14:16:25 -08:00
dependabot[bot] e22f24853e Bump js-yaml from 4.1.0 to 4.1.1 in the npm_and_yarn group across 1 directory (#2456)
Bumps the npm_and_yarn group with 1 update in the / directory:
[js-yaml](https://github.com/nodeca/js-yaml).

Updates `js-yaml` from 4.1.0 to 4.1.1
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/nodeca/js-yaml/blob/master/CHANGELOG.md">js-yaml's
changelog</a>.</em></p>
<blockquote>
<h2>[4.1.1] - 2025-11-12</h2>
<h3>Security</h3>
<ul>
<li>Fix prototype pollution issue in yaml merge (&lt;&lt;)
operator.</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/nodeca/js-yaml/commit/cc482e775913e6625137572a3712d2826170e53a"><code>cc482e7</code></a>
4.1.1 released</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/50968b862e75866ef90e626572fe0b2f97b55f9f"><code>50968b8</code></a>
dist rebuild</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/d092d866031751cb27c12d93f3e2470ad74d678b"><code>d092d86</code></a>
lint fix</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/383665ff4248ec2192d1274e934462bb30426879"><code>383665f</code></a>
fix prototype pollution in merge (&lt;&lt;)</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/0d3ca7a27b03a6c974790a30a89e456007d62976"><code>0d3ca7a</code></a>
README.md: HTTP =&gt; HTTPS (<a
href="https://redirect.github.com/nodeca/js-yaml/issues/678">#678</a>)</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/49baadd52af887d2991e2c39a6639baa56d6c71b"><code>49baadd</code></a>
doc: 'empty' style option for !!null</li>
<li><a
href="https://github.com/nodeca/js-yaml/commit/ba3460eb9d3e4478edcbc29edabe17c2157fc9ce"><code>ba3460e</code></a>
Fix demo link (<a
href="https://redirect.github.com/nodeca/js-yaml/issues/618">#618</a>)</li>
<li>See full diff in <a
href="https://github.com/nodeca/js-yaml/compare/4.1.0...4.1.1">compare
view</a></li>
</ul>
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Signed-off-by: dependabot[bot] <support@github.com>
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Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-17 13:32:41 -08:00
Mike Harris 2b44b68362 Feature - Improve Structure Color Contrast (#2454)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2447

## Description:

This PR updates the logic used to generate structure fill and border
colors. Currently, (v0.26.16 and earlier), some light territory colors
have structures that are difficult to see and identify. This PR ensures
that all territory colors have structures that are easily visible.

Instead of using `Colord.lighten()` and `Colord.darken()` to generate
structure colors, the logic now:
- queries the territory color and border color of the structure owner
- Converts these colors to the [LAB color
space](https://en.wikipedia.org/wiki/CIELAB_color_space) (which is a
human-perception-uniform color space).
- Darkens the border color (by decreasing LAB luminance) and sometimes
lightens the territory color (by increasing LAB luminance) until a
specific `Color Delta` is achieved (currently `delta > 0.5`)
- This ensures contrast between the structure and the territory
background.

Additionally, this PR re-organizes colors in the `Colors.ts` file for
better visibility and removes redundant colors from the `nationColors`
list.

This PR is an implementation of the proposed mock-up posted on imgur in
issue #2447. Screenshots of the original, final, and side-by-side
comparison of structure colors (for all available player colors) are in
the [imgur
album](https://imgur.com/a/openfront-color-playground-4cxSbbj).

I'd recommend inclusion as a feature/fix for v27.

## 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:

GlacialDrift
2025-11-16 20:58:34 -08:00
scamiv 7373a28c99 Feature/frame profiler (#2467)
## Description:

Adds a reusable FrameProfiler utility, and a way to export profiling
data for offline analysis.


### What this PR changes in the existing performance monitor

This PR enhances the performance monitor by:

- **Introducing a reusable `FrameProfiler` utility**
- New `FrameProfiler` singleton in
`src/client/graphics/FrameProfiler.ts`.
- Profiling is only active when the performance overlay is visible
(toggled via user settings), to avoid unnecessary overhead.

- **Per-layer and span-level timing integration**
  - `GameRenderer.renderGame` now:
    - Clears the profiler at the start of each frame.
- Wraps each `layer.renderLayer?.(this.context)` call with
`FrameProfiler.start()/end()`, keyed by the layer’s constructor name.
- Consumes the recorded timings at the end of the frame and passes them
into `PerformanceOverlay.updateFrameMetrics(frameDuration,
layerDurations)`.
  - `TerritoryLayer` instruments key operations:
    - `renderTerritory`
    - `putImageData`
    - Drawing the main canvas
    - Drawing the highlight canvas during spawn
- These show up in the performance overlay as additional entries (e.g.
`TerritoryLayer:renderTerritory`).

- **JSON export of performance snapshots**
- `PerformanceOverlay` can now build a full performance snapshot
(`buildPerformanceSnapshot`) containing:
    - FPS and frame time stats (current, 60s average, 60s history).
    - Tick metrics (avg/max execution and delay, plus raw samples).
- Layer breakdown (EMA-smoothed avg, max, total time per layer/span).
  - A new “Copy JSON” button:
- Uses `navigator.clipboard.writeText` when available and falls back to
a hidden `<textarea>` + `document.execCommand("copy")`.
- Provides user feedback via a transient status ("Copy JSON" → "Copied!"
or "Failed to copy").

- **Enable/disable functionality hooked into the UI**
  - `FrameProfiler.setEnabled(visible)` is invoked:
    - When the overlay visibility is toggled (`init` → `setVisible`).
- When the overlay re-checks visibility in `updateFrameMetrics`, so the
profiler state stays in sync with user settings.
- When disabled, `FrameProfiler` becomes a no-op (returns `0` from
`start`, ignores `record`/`end`, and `consume` returns an empty object),
ensuring minimal overhead when performance monitoring is off.

- **Performance overlay UX and i18n improvements**
  - New controls:
    - **Reset** button to clear all FPS/tick/layer stats.
    - **Copy JSON** button with a tooltip and transient status text.
  - Visual enhancements:
- Wider overlay (`min-width: 420px`) and extra padding for readability.
    - Layer breakdown section with:
      - A list that is now sorted by total accumulated time.
      - A horizontal bar per entry, scaled by average cost.
      - Avg / max time display per layer/span.
- All new text is routed through `translateText` and backed by
`en.json`:
    - `performance_overlay.reset`
    - `performance_overlay.copy_json_title`
    - `performance_overlay.copy_clipboard`
    - `performance_overlay.copied`
    - `performance_overlay.failed_copy`
    - `performance_overlay.fps`
    - `performance_overlay.avg_60s`
    - `performance_overlay.frame`
    - `performance_overlay.tick_exec`
    - `performance_overlay.tick_delay`
    - `performance_overlay.layers_header`

---

### How to set up profiling for new functions / code paths

For any function or code block you want to profile during a frame:

```ts
import { FrameProfiler } from "../FrameProfiler"; 

function heavyOperation() {
  const spanStart = FrameProfiler.start();
  // ... your existing work ...
  FrameProfiler.end("MyFeature:heavyOperation", spanStart);
}
```

Guidelines:

- Use descriptive, stable names:
  - Prefix with the component or layer name, e.g.:
    - `"TerritoryLayer:prepareTiles"`
    - `"GameRenderer:resolveVisibility"`
    - `"FooFeature:fetchData"`
- The same name can be called multiple times per frame; the profiler
accumulates the durations in that frame.
- The accumulated values will appear:
  - In `layerDurations` consumed at the end of the frame.
  - In the overlay “Layers (avg / max, sorted by total time)” section.
  - In the exported JSON under `layers` with `avg`, `max`, and `total`.

**3. Record pre-computed durations (optional)**

If you already have a measured duration and just want to attach it:

```ts
FrameProfiler.record("MyFeature:step1", someDurationInMs);
```

- This is equivalent to calling `start`/`end` but with your own timing
logic.
- Again, multiple calls with the same name in one frame will be summed.

---

<img width="466" height="823" alt="image"
src="https://github.com/user-attachments/assets/354b249a-25eb-4c3f-bd2e-9906372f761b"
/>


## 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

- [ ] 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

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-16 19:10:20 -08:00
Fx Morin 1aaf7bd2c5 Performance: Remove un-optimized blurring (#2466)
## Description:
I haven't been able to play openfront for a while now, so today I took
some time to fix the performance issue.
It turns out its `backdrop-filter: blur(5px);` being used on a
background element, causing the entire website to re-paint on nearly
every change.
This causes the game to run at 8 fps on my computer, with chrome
reporting 700ms of INP presentation delay.

The solution here was simply to pre-blur the background image.

<details>
<summary>Here's the instructions on how to pre-blur exactly like it
currently does</summary>

Install sharp
`npm install sharp`  

Run blur
```ts
sharp(`./resources/images/EuropeBackground.webp`)
  .blur(5)
  .toFile(`./resources/images/EuropeBackgroundBlurred.webp`);
```
This could be automated if you plan to do more backgrounds.  
</details>
  

The surprising part is that I'm running a A5000 with a Ryzen 9 5950X. So
I usually never lag from anything, which is what made this kinda
interesting. I assume the issue is caused by my 4K display or Kubuntu.

## Video:
This video showcases the 700+ms of delay on the main menu buttons. Video
is in real-time.


https://github.com/user-attachments/assets/ad5ff509-6bc7-48ff-8cba-85409be774f0



## 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

<details>
<summary>Discord Username</summary>

fx.morin

</details>
v0.26.18
2025-11-16 13:32:57 -08:00