mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 07:40:43 +00:00
275fd0dccc4da57ef5104c83d394c0773b15744c
23 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
275fd0dccc |
refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## Description: This is a refactor to simplify config handling. Replaces the per-environment DevConfig/PreprodConfig/ProdConfig class hierarchy with two static classes: ClientEnv (browser main thread, reads from window.BOOTSTRAP_CONFIG) and ServerEnv (Node server, reads from process.env). The four config classes are deleted, the abstract DefaultServerConfig is gone, and DefaultConfig is renamed to Config. The values that flow server → client (gameEnv, numWorkers, turnstileSiteKey, jwtAudience, instanceId) used to be baked into the hardcoded per-env classes. They're now real env vars on the server, embedded into a single window.BOOTSTRAP_CONFIG object in index.html at request time (alongside the existing gitCommit/assetManifest/cdnBase globals, which moved into the same object), and read back by ClientEnv on the client. The dev defaults previously hidden inside DevServerConfig are now explicit in start:server-dev (NUM_WORKERS=2, TURNSTILE_SITE_KEY=1x..., JWT_AUDIENCE=localhost, etc.) and in vite.config.ts's html plugin inject.data. Production deploys plumb NUM_WORKERS and TURNSTILE_SITE_KEY through deploy.yml (GitHub vars) into the remote env file; JWT_AUDIENCE is derived from DOMAIN in deploy.sh. The dynamic /api/instance endpoint is gone — INSTANCE_ID rides along in BOOTSTRAP_CONFIG now. ServerEnv is the only thing server code touches; ClientEnv is browser-only. The two classes have intentional overlap (env, numWorkers, jwtIssuer, gameCreationRate, workerIndex, etc.) since they derive identical logic from different sources — there's a TODO in each to consolidate via a shared helper later. The game-logic Config no longer stores a ServerConfig/ClientEnv reference and its serverConfig() getter is gone; the one caller (MultiTabModal) now reads ClientEnv.env() directly. Worker init no longer carries server-config values since nothing in the worker actually reads them. ## 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 |
||
|
|
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 |
||
|
|
9821e8e041 |
Add host cheats for streamers (Specifically Enzo) ⭐ (#3671)
## Description: - Adds a "Host Cheats" toggle in the private lobby options section that reveals a dedicated section with four host-only cheats: infinite gold, infinite troops, gold multiplier, and starting gold - Only the lobby creator receives the cheat effects in-game (checked via `isLobbyCreator` in DefaultConfig) - Joining players see active host cheats displayed as yellow badges in the lobby UI - Adds `hostCheats` optional object to `GameConfigSchema` and wires it through the server config update whitelist - Raises the intent size limit for `update_game_config` messages (lobby-only, not stored in turn history) to prevent rate-limiter kicks (I always got too-much-data-kicked after selecting "host cheats" lol) <img width="861" height="525" alt="image" src="https://github.com/user-attachments/assets/51e51ec4-c2e8-46ca-b258-11a93487964f" /> <img width="933" height="825" alt="image" src="https://github.com/user-attachments/assets/5acbd38d-2097-42e1-ba78-0fb17d6afe82" /> ## 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 |
||
|
|
41c72a0f9e |
UI Updates (#3616)
## Description: Updates Favicon and other key UI elements ## 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: iamlewis --------- Co-authored-by: iamharry <harrylong0905@gmail.com> Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com> Co-authored-by: evanpelle <evanpelle@gmail.com> |
||
|
|
7f7cbba12f |
Water-Nukes 💧 (#3604)
## Description: Adds a new `waterNukes` game config option that causes nuclear detonations to convert land tiles into water instead of just leaving fallout. When enabled, nuked land tiles are batched and converted to water each tick, with full terrain metadata updates including: - Ocean bit propagation from adjacent ocean tiles (BFS flood fill) - Magnitude recomputation via BFS from remaining coastlines - Shoreline bit fix-up in a 2-ring neighborhood around converted tiles - Minimap terrain sync (majority-rule downsampling) - Throttled water navigation graph rebuild (every 20 ticks) for ship pathfinding - Ship executions detect graph rebuilds and refresh their pathfinders - TransportShips auto-retreat if their destination becomes water - Water nuke craters use a smoothed angular noise ring with a bounding-box scan instead of the regular per-tile random coin flip with BFS, producing clean blob-shaped craters without scattered land pixels that players would have to boat to individually The `TerrainLayer` now incrementally repaints tiles that changed terrain type, and tile update packets encode the terrain byte alongside tile state so clients can reflect water conversions in real time. When `waterNukes` is disabled, behavior is unchanged (fallout only). Includes a new test suite (WaterNukes.test.ts) covering the conversion pipeline, ocean propagation, magnitude recalculation, shoreline updates, and minimap sync. Also adds a new public game modifier for the special rotation. ### The only problem A bit of lag on impact. But otherwise it works great and is fun. Maybe needs some followup improvements if it gets merged. I think its very cool in baikal / four islands team games. Chip away the territory of your opponents. Its also fun to turn The Box / Alps into a water map (its actually possible to boat-trade then) ### Media Video does not show the updated craters https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9 Updated craters (no tiny islands after impact): <img width="1920" height="1080" alt="image" src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3" /> <img width="1472" height="920" alt="image" src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc" /> <img width="1296" height="892" alt="image" src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0" /> ## 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 |
||
|
|
4e126c2e79 |
Maybe for v30: Add leave confirmation dialog to JoinLobbyModal 🚪 (#3507)
## Description: Adds a `confirmBeforeClose()` override to `JoinLobbyModal`, matching the existing behavior in `HostLobbyModal`. Because the german streamers had a lot of problems with accidentally leaving today. When a user is in a lobby and tries to close the modal (Escape key or clicking outside), they now get a confirmation dialog asking if they really want to leave. If the user hasn't joined a lobby yet (still on the join form), the modal closes without prompting. Reuses the existing `host_modal.leave_confirmation` translation key. ## 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 |
||
|
|
2be858869c |
Split runtime and game logic env loading (#3505)
## Description:
This refactors client configuration loading to make the environment
split explicit.
The app currently has two different env concerns:
- the browser main thread needs the live runtime env to select API /
Turnstile / JWT settings
- the worker and game-logic path need a build-time env to select game
config behavior
Before this change, both responsibilities were hidden behind the same
loader, which made the intent unclear and caused confusion around the
worker fallback behavior.
This PR separates those paths explicitly:
- main-thread browser code now uses `getRuntimeClientServerConfig()`
- game creation and worker/game-logic code now uses
`getGameLogicConfig()`
- the build-time game-logic env is represented explicitly as
`GameLogicEnv`
## What Changed
- Added `GameLogicEnv` to model the build-time game config choice
explicitly.
- Added `getRuntimeClientServerConfig()` for live runtime browser config
from `window.BOOTSTRAP_CONFIG`.
- Added `getBuildTimeGameLogicEnv()` and
`getServerConfigForGameLogicEnv()` for build-time worker/game-logic
config.
- Renamed game config loading from `getConfig()` to
`getGameLogicConfig()` to reflect what it actually does.
- Updated browser call sites to use the runtime client config loader.
- Updated worker/game creation paths to use the game-logic config
loader.
- Updated config loader tests to cover both paths.
## Behavior
This keeps the current intended behavior, but makes it explicit:
- Runtime client env:
- comes from `window.BOOTSTRAP_CONFIG`
- controls live browser integration settings such as API origin,
Turnstile, and JWT audience/issuer
- Build-time game-logic env:
- comes from bundled `process.env.GAME_ENV`
- maps:
- `dev` -> dev game config
- `staging` -> default/prod game config
- `prod` -> default/prod game config
That means preprod/staging deployments can continue using prod game
logic while still using staging API/auth settings on the main thread.
## Why
The previous setup worked, but the naming and loader boundaries were
misleading:
- the same function was used for both runtime browser config and
worker/game config
- the worker fallback looked like an implementation detail instead of an
intentional architectural split
This change makes that intent visible in code without changing the
desired deployment behavior.
## 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
|
||
|
|
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 |
||
|
|
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 |
||
|
|
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 |
||
|
|
c63b304a97 |
various homepage improvements (#3387)
## Description: Various changes, applied more styling from the homewrecker branch * dimmed background * Content width: expands to 24cm on 2xl screens * game card ocean color: French blue → sky-950 * Action buttons (Create/Ranked/Join): French blue → slate-700 * Modifier badges: teal → sky blue, to keep in color scheme * CTA buttons (Start Game, Join Lobby): blue-600 → sky-600 across all modals and <o-button> * Nav font: font-bold tracking-widest → font-medium tracking-wider * Username/flag inputs: font weight lightened to font-medium tracking-wider * Language flag: blue color filter applied BEFORE: <img width="1446" height="978" alt="Screenshot 2026-03-08 at 6 48 57 PM" src="https://github.com/user-attachments/assets/ff748e1c-6cb5-4a66-ac27-9538e935b325" /> AFTER: <img width="1629" height="988" alt="Screenshot 2026-03-08 at 6 46 53 PM" src="https://github.com/user-attachments/assets/364bb57a-65ff-40cf-931b-067ed36e3c5b" /> ## 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 |
||
|
|
526cb723d6 |
Fix 2 HvN UI bugs 🔧 (#3378)
## Description: I noticed two HvN bugs. 1. Private lobbies don't set `maxPlayers` in `GameConfig`, causing `getGameModeLabel()` to render "0 Humans vs 0 Nations". Fall back to the simple "Humans vs Nations" label when `maxPlayers` is unavailable. <img width="239" height="84" alt="Screenshot 2026-03-07 034150" src="https://github.com/user-attachments/assets/b2f01b96-674f-47dc-ae03-06bec71e3134" /> 2. In public HumansVsNations games, the server matches the nation count to the human player count at game start. The lobby team size preview wasn't reflecting this - it displayed the raw config value instead. Added `isPublicGame` prop to `LobbyPlayerView` and an `effectiveNationCount` getter that overrides the displayed nation count to match `clients.length` only for public HvN games. Private lobby hosts retain full slider control. (This bug got introduced with my "Configurable nation count" 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 |
||
|
|
c594487f5e |
Starting gold input in millions with decimal support ✨ (#3349)
## Description: **Starting gold input: use millions** Changes the starting gold input in singleplayer and host lobby modals to accept values in millions (e.g. enter `5` for 5M gold). Supports decimals like `6.6` for 6.6M. The value is multiplied by 1,000,000 before being sent to the game config. - Label updated to "Starting Gold (Millions)" - Input uses float parsing with min 0.1, matching gold multiplier behavior - JoinLobbyModal shows clean values without unnecessary decimals (e.g. "5M" not "5.00M") Previous <img width="215" height="139" alt="image" src="https://github.com/user-attachments/assets/00ce5b6d-f74d-4aee-92f5-c9be1a0a6d3d" /> <img width="292" height="74" alt="image" src="https://github.com/user-attachments/assets/4de936a3-22bd-4ffc-8dbe-0d5066f28186" /> Now <img width="216" height="151" alt="image" src="https://github.com/user-attachments/assets/489de13e-65b5-4b02-a654-5f6f74b165d1" /> <img width="292" height="72" alt="image" src="https://github.com/user-attachments/assets/51723d5a-55ab-4b7b-bbce-011a586eeb44" /> ## 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 |
||
|
|
0b9d43cb46 |
Configurable nation count 🤖 (#3338)
## Description: I hope we can get this into v30? The nation count is configurable now, just like the bot count. Replaced the "Disable Nations" toggle with a nations slider (0–400) in SinglePlayer and Host Lobby modals. <img width="710" height="121" alt="Screenshot 2026-03-03 021952" src="https://github.com/user-attachments/assets/c8d0f0c3-db51-4303-95fa-dbc770460ec2" /> Public games are staying exactly the same, this is just for singleplayer and private lobby fun. Youtubers could play HvN against 400 nations, for example. Singleplayer enjoyers no longer have to play against 1 nation in HvN, they can freely choose. `GameConfig.disableNations: boolean` got replaced by `nations: number (0-400, optional)` `undefined` = map default, `0` = disabled, number = custom count Nations slider defaults to the map's nation count, shows "(MAP DEFAULT)" label when unchanged Compact map toggle reduces nations to 25% when at default, restores when toggled off (just like we already do with bots) The nation count for HvN no longer automatically matches the human count in singleplayer and private games, only in public games. **What if there aren't enough nations configured for the map?** We just use the HvN logic (Generate random nations) ### Warning **This infra PR also needs to get merged: https://github.com/openfrontio/infra/pull/263 Otherwise players can set 0 nations and get achievements.** ## 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 |
||
|
|
e5ce278cb1 |
refactor: enhanced Join Private Lobby form (#3284)
## Description: This pull request enhances the `JoinLobbyModal` component by using the `<form>` component and the `@submit` event. It allows the user to use the enter (return) key to submit instead of grabbing its mouse to click on "Join Lobby". It also introduces a new `submit` argument to the `Button` component. ## 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: @nolhan__ PS: The tests from `tests/InputHandler.test.ts` are failing on both `main` and my branch. EDIT: They no longer fail through the workflow so I guess I didn't have the correct environment |
||
|
|
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 |
||
|
|
8dcc7cfb9a |
Fix client reconnection after page refresh (#3117)
## Description: - Removed all code related to generating a client ID on the client. The server now assigns the client ID and sends it to the client in lobby messages. ## 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 |
||
|
|
41a9bb80c0 |
Added source for join context (#3116)
## Description: Added source for join context ## 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 |
||
|
|
294a1b4784 |
move lobby websockets to worker (#2974)
## Description: Currently only the master process sends public lobby updates to clients. This is not scalable since it could overload the master process. In this PR, the master uses IPC to send public lobby info to all workers. Then clients connect to a random worker to get public lobby updates via websocket. This way clients never connect directly to the master websocket. The flow looks like this: Every 100ms: 1. Master schedules a public game on a random worker if new games are needed 2. Master broadcasts public lobby info to all workers (all public games & num clients connected to each game) 3. Each worker responds to that update with the number of clients connected to its own public games 4. Master then updates its public lobby state so it knows how many clients are connected to each public game ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
||
|
|
9294b73a88 |
add import, somehow missing?? (#3113)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) ## Description: add import, somehow missing?? ## 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 |
||
|
|
c9d8ed767c |
Add getClientIDForGame for consistent client IDs per game session (#3108)
## Description: - Add getClientIDForGame function to Auth.ts that generates and stores a consistent clientID per gameID using sessionStorage - Update HostLobbyModal to use getClientIDForGame for lobby creation - Update Matchmaking to use getClientIDForGame when joining games - Update PublicLobby to use getClientIDForGame when joining lobbies This enables reconnection support by ensuring the same clientID is used when rejoining a game session. ## 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: Evan <evanpelle@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> |
||
|
|
f5cba9a495 |
fix: remove incorrect host display in JoinLobbyModal (Public game) (#3099)
## Description: Hide the host badge when joining public lobbies before <img width="802" height="635" alt="スクリーンショット 2026-02-03 21 45 45" src="https://github.com/user-attachments/assets/2b8bd5a0-3023-4bd3-9042-1bbd0649e499" /> after <img width="668" height="702" alt="スクリーンショット 2026-02-03 21 44 00" src="https://github.com/user-attachments/assets/65eb9b66-99b0-46ce-a786-55974a443010" /> ## 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 |
||
|
|
2baaebfef3 |
JoinLobbyModal for public and private lobbies (#3097)
## Description: Replaced the src/client/JoinPrivateLobbyModal.ts with a new src/client/JoinLobbyModal.ts which handles both public + private lobbies. <img width="771" height="714" alt="image" src="https://github.com/user-attachments/assets/7ac55d91-3f0c-4f99-b960-cea9e617538d" /> also made a "connecting" to the lobby <img width="772" height="708" alt="image" src="https://github.com/user-attachments/assets/a2812462-c5f4-459a-b63a-49d93bb2a6a2" /> It also needed to be updated to address the issue with the modal using both polling + websockets ## 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 |