Commit Graph

12 Commits

Author SHA1 Message Date
Evan aa3959bffe feat: territory png based skins (#4006)
## Description:

Add image-based territory skins as a new cosmetic type, rendered
alongside the existing 1-bit patterns. Skins render a single PNG
centered on each player's spawn tile — opaque pixels show the skin
(multiplied by team color in team games, raw colors in FFA), transparent
pixels and tiles outside the image bounds fall through to the regular
player palette color.

**Cosmetic plumbing**
- `SkinSchema` in `CosmeticSchemas.ts`, optional `skins` map on
`CosmeticsSchema`
- `PlayerSkin`, `PlayerCosmetics.skin`, `PlayerCosmeticRefs.skinName` in
`Schemas.ts`
- Server-side resolution: `PrivilegeCheckerImpl.isSkinAllowed` (gated by
`skin:*` / `skin:<name>` flares)
- Client persistence: stored under `PATTERN_KEY` (`pattern:` and `skin:`
share one slot — they're mutually exclusive)
- `getPlayerCosmeticsRefs` only emits a `skinName` when cosmetics are
loaded, the skin exists in the catalog, and the user has the right flare
— otherwise drops the ref and clears storage

**Renderer**
- `SkinAtlasArray` — fixed `TEXTURE_2D_ARRAY`, 1024×1024 per layer,
exact layer count allocated once at game start from the locked-in player
set. No resize, no callbacks, no retained `HTMLImageElement`. Zero GPU
cost when no players have skins (1×1 placeholder).
- `skinLayerTex` (R8UI 4096×1) — per-player `layer + 1` (`0` = no skin)
- `skinAnchorTex` (RG16UI 4096×1) — per-player spawn tile, so the PNG
center anchors at each player's spawn (re-uploads when the player
re-picks during spawn phase)
- `WebGLFrameBuilder.syncPlayers` collects unique skin URLs on first
sync and calls `view.initSkinAtlas(urls)` once; `clearCaches()` resets
so seek/replay re-initializes
- `territory.frag.glsl`: skin branch is mutually exclusive with
patterns; bounds-checks UVs against `[0, 1]` so the image is a single
stamp, not tiled; alpha-blends against the player palette color so
transparent pixels and out-of-bounds tiles render as the regular player
color

**Hover highlight (global UX change, not skin-scoped)**
- Existing hover highlight changed from "brighten toward white" to
"saturation boost." Applies to all players regardless of
skin/pattern/flat-color — looks better across the board.

**UI**
- `CosmeticButton` renders skins as a single `<img>` (object-contain)
- `TerritoryPatternsModal` merges patterns + skins into one grid; single
"default" tile clears both
- Selecting a pattern clears the skin and vice versa (mutually
exclusive)
- `Store` pattern tab includes skin entries (purchasable, not-yet-owned)
- `PatternInput` lobby button previews the active skin when one is set

**Memory**
- 0 skin players → ~4 bytes (placeholder) + ~40 KB fixed per-player
tables
- 1 skin player → ~5.6 MB GPU
- 5 skin players → ~28 MB GPU
- 10 skin players → ~56 MB GPU

**Tests**
- `tests/Privilege.test.ts`: 13 new cases covering `isSkinAllowed`
(wildcard, exact-match, missing flare, missing skin, forged refs) and
`isAllowed` integration (allowed/forbidden paths, short-circuit when
invalid skin is paired with valid other cosmetics)

## 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
- [x] 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:

evan
2026-05-27 13:00:07 -07:00
evanpelle f9f46379f1 refine lobby/action card hover styles
Add a thinner hover ring for the ranked/create/join action buttons via a new --shadow-action-card-hover variable, apply the same ring to the flag and skin selectors, and split the solo button's hover scale to expand mostly vertically so it doesn't clip horizontally.
2026-05-06 13:02:51 -06:00
Evan 62299c9714 standardize UI colors to fit brand guidelines (#3754)
## Description:

We have brand colors:

<img width="738" height="900" alt="Screenshot 2026-04-25 at 12 52 29 PM"
src="https://github.com/user-attachments/assets/aac69e87-91f2-4c3f-9f1e-f69f48f5943e"
/>

So update the homepage & in-game UI to use those colors:

<img width="1185" height="946" alt="Screenshot 2026-04-25 at 12 51
06 PM"
src="https://github.com/user-attachments/assets/89a0b12c-2db1-43d4-9500-fcf405c0f7ff"
/>

Also updated buttons to use the o-button element

## Please complete the following:

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

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

evan
2026-04-25 13:53:21 -06:00
Evan d5a2cc0fca cosmetic refactor (#3628)
## Description:

The motivation is to have a single "cosmetic-button" element, so we can
abstract out the cosmetic types. This will make it much easier to add
new cosmetic types in the future.

Unifies PatternButton and FlagButton into a single CosmeticButton
component. Extracts a resolveCosmetics() function that flattens patterns
× color palettes + flags into a ResolvedCosmetic[] with relationship
status pre-computed, replacing duplicated resolution logic across four
callers.

* New CosmeticButton — renders patterns or flags based on
ResolvedCosmetic.type
* New resolveCosmetics() — centralizes ownership/purchase/blocked
resolution
* Extracted PatternPreview — canvas rendering split into its own module
* Added type: "pattern" | "flag" discriminator to Zod cosmetic schemas
* Deleted FlagButton.ts and PatternButton.ts
* Added 320-line test suite for resolveCosmetics


## Please complete the following:

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

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

evan
2026-04-09 21:07:07 -07:00
VariableVince 341f344ce5 Perf/Refactor(UserSettings): caching makes it 10-20x faster (#3481)
## Description:

Skip slow and blocking LocalStorage reads, replace by a Map. Also some
refactoring.

### Contains

- No out-of-sync issue between main and worker thread: Earlier PRs got a
comment from evan about main & worker.worker thread having their own
version of usersettings and possibly getting out-of-sync (see
https://github.com/openfrontio/OpenFrontIO/pull/760#pullrequestreview-2845155737,
https://github.com/openfrontio/OpenFrontIO/pull/896#pullrequestreview-2871836979
and https://github.com/openfrontio/OpenFrontIO/pull/1266.
But userSettings is not used in files ran by worker.worker, not even 10
months after evan's first comment about it. In GameRunner,
createGameRunner sends NULL to getConfig as argument for userSettings.
And DefaultConfig guards against userSettings being null by throwing an
error, but it has never been thrown which points to worker.worker thread
not using userSettings. So we do not need to worry about syncing between
the threads currently.
(If needed in the future after all, we could quite easily sync it, by
loading the userSettings cache on worker.worker and listening to the
"user-settings-changed" event @scamiv to keep it synced (changes in
WorkerMessages and WorkerClient etc would be needed to handle this).

- Went with cache in UserSettings, not with listening to
"user-settings-changed" event: "user-settings-changed" was added by
@scamiv and is used in PerformanceOverlay. Which is great for single
files that need the very best performance. But having to add that same
system to any file reading settings, scales poorly and would lead to
messy code. Also, a developer could make the mistake of not listening to
the event and it would end up just reading LocalStorage again just like
now. Also a developer might forget removing the listener or so etc. The
cache is a central solution and fast, without changes to other files
needed and future-proof.

- Make sure each setting is cached: UserSettingsModal was using
LocalStorage directly by itself for some things. Made it use the central
UserSettings methods instead so we avoid LocalStorage reads as much as
possible. For this, changed get() and set() in UserSettings to getBool()
and setBool(), to introduce a getString() and setString() for use in
UserSettingsModal while keeping getCached() and setCached() private
within UserSettings.

- Remove unused 'focusLocked' and 'toggleFocusLocked' from UserSettings:
was last changed 11 months ago to just return false. Since then we've
moved to different ways of highlighting and this setting isn't used
anymore. No existing references or callers are left.

- Other files:
-- Have callers call the renamed functions (see point above)
-- Remove userSettings from UILayer and Territorylayer: the variable is
unused in those files. Also remove from GameRenderer when it calls
TerritoryLayer.
-- Cache calls to defaultconfig Theme (which in turn calls dark mode
setting)/Config better in: GameView and Terrainlayer.

### Update on Contents later on
It wasn't really in scope of this PR but further consolidation was
called for. These changes could also pave the way for UserSettingsModal
(main menu) perhaps being partly mergable with SettingsModal (in-game)
one day as it begins to look more like it. Even though UserSettingsModal
still does things its own way, and does console.log where SettingsModal
doesn't, etc. They both have partially different content and settings
but also have a large overlap.

- UserSettings: Removed localStorage call from clearFlag() and setFlag()
which were added after creation of this PR, and were neatly merged in
silence without merge conflicts so i wasn't aware of them yet until now.

- UserSettings: added key constants, exported to use both inside
UserSettings and in files that listen to its events.

- UserSettings 'emitChange': now done from setCached, removed from
setBool, setFlag etc. Also removed from the new setFlag. And from
setPattern even though it emitted "pattern" instead of key name
"territoryPattern"; now it emits the default "territoryPattern" from
PATTERN_KEY which is re-used in Store, TerritoryPatternsModal and
PatternInput.

- UserSettingsModal: made UserSettingsModal call existing toggle
functions in UserSettings, or new or existing getter or setter. We do
not need CustomEvent: checked anymore. In UserSettingsModal, its toggle
functions did not all actually toggle, some like
toggleLeftClickOpensMenu actually just set a value. Based on the
'checked' value of the CustomEvent. But we don't need that 'checked'
value anymore and none of the checks for it inside the toggle functions
in UserSettingsModal, now that we just directly call
toggleLeftClickOpensMenu and others in UserSettings.

- SettingToggle: continuing about not needing CustomEvent anymore: the
old way actually fired two events. The native change event from <input>
and our own CustomEvent from handleChange in SettingToggle. It prevented
handling both events by checking e.detail?.checked === undefined. But
now, the native <input> event is all we need to show the visual toggle
change and trigger @changed in UserSettingsModal which calls the toggle
function.

- Use the toggle functions too from CopyButton and
PerformanceOverlay.ts. In PerformanceOverlay, change in
onUserSettingsChanged was needed because of how setBool works.

- UserSettingsModal 'toggleDarkMode': in UserSettingsModal, removed the
event from toggleDarkMode in UserSettingsModal; nothing is listening to
this event anymore after DarkModeButton.ts was removed some time ago.
Also both UserSettingsModal an UserSettings added/removed "dark" from
the document element. Now that UserSettingsModal calls toggleDarkMode in
UserSettings, we could centralize that. But UserSettings is in core, not
in client like UserSettingsModal. But now that we emit
"user-settings-changed", we could handle it even more centralized and
not have UserSettingsModal or UserSettings touch the element directly.
Instead have Main.ts listen to the event and change it dark mode from
there.

- UserSettings: added claryfing comment to attackRatioIncrement and the
new attackRatio setters/getters, to explain their difference. Noticed a
small omitment in its description and fixed that right away in en.json:
you can change attack ratio increment by shift+mouse wheel scroll or by
hotkey. So made "How much the attack ratio keybinds change per press"
also mention "/scroll."



**BEFORE** (with getDisplayName added back to NameLayer as a fix i will
do soon)
get > getItem in UserSettings
![BEFORE get
getItem](https://github.com/user-attachments/assets/5d2bf8b2-9e68-4c58-9b1f-d5636ee5d7e9)

renderLayer in NameLayer (with getDisplayName added back to NameLayer as
a fix i will do soon)
![BEFORE renderLayer NameLayer
ea](https://github.com/user-attachments/assets/ea12d9a4-2ff3-421b-844c-dbc39e5c3193)

**AFTER** (with getDisplayName added back to NameLayer as a fix i will
do soon)
getCached in UserSettings
![AFTER
getCached](https://github.com/user-attachments/assets/7fb1151f-d289-4420-a257-9fe1f9fbcb8f)

renderLayer in NameLayer (with getDisplayName added back to NameLayer as
a fix i will do soon)
![AFTER renderLayer NameLayer
ea](https://github.com/user-attachments/assets/f844e3d4-d6e5-4774-ba18-ba541f066c76)

## Please complete the following:

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

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

tryout33
2026-04-06 20:41:57 -07:00
Evan 39ad547c04 support for unlockable flags (#3479)
## Description:

Add support for purchasable/gated flags.

* Create a new "Store" modal that renders both skins & flags
* move all store related logic out of TerritoryPatternsModal
* use nation:code for existing nation flags & flag:key for gated flags
* check if user has the appropriate flags before purchasing

## Please complete the following:

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

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

evan
2026-03-23 17:09:18 -07:00
Ryan 17c0dde45f ui polish (#3333)
## Description:

- disabled dragging in many places, select skin, select flag, select
lang, and footer stuff
- removed shadow from flags in flag selector
- added bounce to the lang selector

## Please complete the following:

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

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

w.o.n

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-03-02 18:00:34 -08:00
Ryan 70f2abb181 Homepage update & add 3 public lobbies (#3191)
## Description:

Update UI 
check https://homepageupdate.openfront.dev/ 

Improved mobile UI (now fills whole screen for all modals) e.g.:
<img width="432" height="852" alt="image"
src="https://github.com/user-attachments/assets/56de40af-4137-4c57-96b7-3910c9a665b8"
/>

Converted PublicLobby to be "GameModeSelector" to get a nicer 4x4 grid
div, where <GameModeSelector> now handles all the username validation
now (removed redundant code from modals such as matchmaking) also fixed
a bug where someone could have "[XX] X" as thier username (when the
minimum should be 3 chars for their name)

Now visually displays the 3 lobbies ffa/team/special (which is a
continuation from the work done in: #3196 )
<img width="818" height="563" alt="image"
src="https://github.com/user-attachments/assets/a15cd31b-6061-4fb8-83ee-ffde6225cfa7"
/>

updated the background:
<img width="1919" height="807" alt="image"
src="https://github.com/user-attachments/assets/358a7434-51b8-4540-baf2-d1be05053c44"
/>



slightly updated the glassy-look to be less glassy:
<img width="825" height="729" alt="image"
src="https://github.com/user-attachments/assets/1801871b-bbf8-43db-ac53-489337ae80a5"
/>



## Please complete the following:

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

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

w.o.n
2026-02-18 23:11:01 -06:00
Evan 97d0a05d58 Rewarded videos ads to test a skin (#3120)
## Description:

Added rewarded video ads for skin trials via Playwire's
manuallyCreateRewardUi API. Users can now click "Try me" to watch a
video ad and receive a temporary skin trial. Upon completion a temporary
flare is granted to the player so they have ~5 minutes to use the skin.

added getPlayerCosmeticsRefs and getPlayerCosmetics to Cosmetics.ts to
centralize cosmetic retrieval & validation.

<img width="801" height="534" alt="Screenshot 2026-02-10 at 7 58 14 PM"
src="https://github.com/user-attachments/assets/51cc378c-2feb-4692-8cf2-20ee54cea3b8"
/>

## Please complete the following:

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

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

evan
2026-02-11 20:52:48 -08:00
Evan cb3128f390 Better CrazyGames integration (#3055)
## Description:

Better integration with CrazyGames:

* Don't show login because accounts have not been integrated with
CrazyGames yet
* Integrate CG invite links & usernames
* Refactor match making logic to Matchmaking.ts
* Allow periods to support crazy game usernames
* Create a no-crazygames class that disabled elements when on crazygames

## Please complete the following:

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

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

evan
2026-01-28 11:29:27 -08:00
evanpelle 207d6b0a28 cache cosmetics.json on client 2026-01-21 15:13:09 -08:00
Ryan 3e661752af UI refinements (#2859)
## Description:

UI Refinements requested by @evanpelle  check https://ui.openfront.dev

## Please complete the following:

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

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

w.o.n
2026-01-11 14:52:03 -08:00