Commit Graph

20 Commits

Author SHA1 Message Date
evanpelle 38bbef6ecf update structure icon filename to bust cache, previous assets had bad headers 2026-04-30 20:18:38 -06:00
babyboucher 4f20d2b332 TypeScript update to 6.0.3 (#3806)
## Description:

Updating TypeScript to 6.0.3.
Updating TypeScript-eslint to 8.59.1 for TS6 support.
Concurrently needed to get updated as well to remove deprecated warning.

Most things deleted are now just defaults.

## 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:

Babyboucher
2026-04-30 15:49:24 -06:00
VariableVince f304141338 Fix/refactor/optim(StructureIconsLayer): restore structure icons after context loss, use WebGL/WebGPU/Canvas, and some improvements (#3654)
## Description:

StructureIconsLayer and StructureDrawingUtils fixes and improvements.
Most notably have it restore structure icons after webGL context loss.

Inspired by @Skigim's
https://github.com/openfrontio/OpenFrontIO/pull/3339,
https://github.com/openfrontio/OpenFrontIO/pull/3480. Fixes his
https://github.com/openfrontio/OpenFrontIO/issues/3207, contains only
those fixes from the Issue that are actually valid and needed fixes, on
top of his earlier merged PR.

### CONTAINS (partly written by AI, excuse the exaggerated language)

**1.**
* ** AutoDetectRenderer: ** now, if Hardware Acceleration is unavailable
or disabled, Structure Icons will be displayed using Canvas renderer.
Otherwise it will use either WebGL or WebGPU, depeding on which is
available. PixiJS currently prefers WebGL but it will switch this to
WebGPU at one point. We can also force it to WebGPU as explained in the
comment.
* ** Canvas: ** on Canvas, what doesn't work is gracefully skipped. The
non-working parts will be fixed, see this issue in their repo, but until
then it will work fine for us anyway:
https://github.com/pixijs/pixijs/issues/11981
* **WebGPU Context Loss:** PixiJS doesn't restore this context itself.
Instead we do it by calling setupRenderer again on device loss.
* **WebGL Context Loss:** To know when we need to restore the layer,
don't use native event (`webglcontextrestored`) but use PixiJS's
internal hook (`this.renderer.runners.contextChange`). This prevents our
cache-clearing commands from interrupting Pixi while it's still busy
rebuilding its internal GL State Machine buffer. With links severed, we
need to clear and rebuild all icons to restore them.
* **WebGL Context existance Check (`this.renderer.context?.isLost`):**
This prevents a crash in PixiJS. Fixes black map background and all
graphics frozen, which has been reported a few times. Issue created in
their repo: https://github.com/pixijs/pixijs/issues/12032.
* **Redraw:** for Canvas context restore or on Alt-R, a call from
GameRenderer now actually restores icons. Also called for WebGPU device
loss and after contextChange WebGL restoration. Checks for WebGL
context.isLost so a calls from Alt-R etc won't meddle while GL context
is lost.
* **Orphaned Object Leaks:** In PixiJS v8, `Container.destroy()` does
*not* recursively destroy its children. This PR explicitly adds
`.destroy({ children: true })` inside icon deletion states. This stops
thousands of `PIXI.Sprite` and `PIXI.BitmapText` child nodes from
leaking and choking Pixi when it attempts a WebGL restore.
* **Texture Lifecycle:** Invalidate caching logic in `SpriteFactory` now
correctly executes `.destroy(true)` on `PIXI.Texture` objects.
Previously, they were only deleted from the textureCache Map, retaining
a phantom grip on GPU memory buffers.
* **Don't remove PIXI.Texture.EMPTY from textureCache: `createTexture()`
in `SpriteFactory` stores `PIXI.Texture.EMPTY` (a singleton) in
`textureCache` when a structure type has no known shape. When not
preventing removal of the EMPTY texture, `clearCache()` would call
`texture.destroy(true)` on PixiJS's shared global empty texture,
breaking all sprites in the renderer that fall back to it.

**2. Small Memory/Perf Optimizations**
* **The Shared 2D Canvas Optimization:** To prevent allocating endless
tiny `<canvas>` elements every time a structure color is loaded,
`SpriteFactory` now utilizes a cleanly shared `colorCanvas` singleton.
To keep this safe from hardware acceleration crashes (where the 2D
context dies alongside WebGL), it accurately nullifies itself in
`clearCache()` and lazily instantiates on the next call
(`getImageColored()`).
* **Bypassing Inefficient Textures Cache:** Now passing the `skipCache:
true` argument implicitly to dynamic UI elements via
`PIXI.Texture.from(structureCanvas, true)`.
* **Zero-Allocation Filters (No more GC Stutters):** `renderGhost()`
previously spawned numerous `new OutlineFilter(...)` WebGL shaders when
hovering over invalid tiles, compounding to many leaked Shader Programs.
We hoisted these filters to static class properties initialized once,
and went a step further: hoisted the wrapping Array structures too
(`filterRedArray`, `filterGreenArray`). This eliminates many pointless
micro-allocations and GC sweeps entirely.

**BEFORE, for webGL:**
https://youtu.be/durJxNFNePs

**AFTER, for WebGL:**
https://youtu.be/VnYEFMx4gfM

**AFTER, for Canvas:**
https://youtu.be/zT720oKxcaI

**AFTER, for WebGPU:**
https://youtu.be/J09Wee2qTs8

The performance optimizations weren't well measurable in my tests but
there's no downgrade at least. WebGPU should bee better than WebGL when
we would force it but again, currently PixiJS prefers WebGL hardcoded so
only if we disallow WebGL will it use WebGPU if it is available,
otherwise fallback gracefully to Canvas still.

Canvas skips parts gracefully, as long as the non-breaking issue exists
in PixiJS (as explained above):
<img width="952" height="705" alt="AFTER Canvas in Firefox skips
non-supported gracefully"
src="https://github.com/user-attachments/assets/17e8d8ab-05dc-47cb-ab11-f0f4d015a42a"
/>

## 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: Copilot <175728472+Copilot@users.noreply.github.com>
2026-04-29 20:40:02 -06:00
Evan 01b3cbe332 Set crossOrigin = "anonymous" on canvas-bound icon images (#3789)
## Description:

StructureLayer.loadIcon and StructureDrawingUtils.loadIcon hand-roll new
Image() and feed the result into a canvas. With assets now served from a
cross-origin CDN, the default no-cors fetch tainted the canvas, and
WebGL's texImage2D rejected the upload `Uncaught SecurityError: Tainted
canvases may not be loaded`. Setting crossOrigin = "anonymous" before
src switches to a CORS-checked fetch (R2 already returns ACAO), so the
canvas stays clean and the texture upload succeeds.

Other new Image() and <img> sites in the codebase don't need the change
— they're either DOM-only or read naturalWidth/naturalHeight only.

## 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
2026-04-28 09:53:22 -06:00
VariableVince 496f1008bb Fix: icons structure icons and others at wrong location (#3453)
## Description:

Fix for all structure icons suddenly being displaced from the actual
structure location. And in some cases, structure itself created at wrong
location, or coordinate grid, nuke trajectory preview target, nuke
circles, naval landing target, or pop-up text of gold earned from train
or tradeship.

- Was triggered on iOS almost exclusively, but was also possible on
other devices when a top/left margin was present. Like when an ad was
shown. Why noticed almost only on iOS? Because of different behaviors
where it shifts the DOM elements around relative to the screen
temporarily, so we get a top/left offset on getBoundingClientRect for
the canvas. Possible culprit is overscroll which lets you scroll outside
of the viewport for several hundred pixels before snapping back. Which
was triggered by mistake by dragging instead of tapping somewhere, or
so.

- Some of the bug reports:
https://discord.com/channels/1284581928254701718/1451393982159523982,
https://discord.com/channels/1284581928254701718/1463548362526822649,
https://discord.com/channels/1284581928254701718/1378672255336189964,
fixes https://github.com/openfrontio/OpenFrontIO/issues/3406

- The fix brings a little performance win as well because we need to be
doing less calculations. It is basically "if drawing on a canvas, work
with canvas coordinates and not with screen coordinates". Was stress
tested by two players and me, see below for reproduction.

- (BTW. When researching if the current logic was intended in any way, I
found CodeRabbit had already noticed part of the bug twice. One of them
was
[resolved](https://github.com/openfrontio/OpenFrontIO/pull/2059#discussion_r2396277710),
the other [left
open](https://github.com/openfrontio/OpenFrontIO/pull/2059#discussion_r2370413213).
Another reminder that we need to heed Rabbits calls!)

**CONTAINS**
- StructureIconsLayer > computeNewLocation and StructureDrawingUtils >
createUnitContainer. In renderLayer, when TransformHandler.hasChanged
(after onZoom, goTo, onMove), computeNewLocation recalculates the
position of all structure icons. Sometimes all icons would suddenly be
displaced, not above their map position but somewhere else. New single
icons/levels/sprites would be placed wrongly too by computeNewLocation
and createUnitContainer.
-- Fix: don't use TransformHandler > worldToScreenCoordinates but the
new worldToCanvasCoordinates. Because worldToScreenCoordinates adds the
canvas boundingRect top/left offset. When the main canvas is already
shifted down with a margin, the icons also get shifted within the
canvas. So they're moved twice as much as they should be. We only need
to know at what canvas location to put the icons, the main GameRender
canvas already handles the overall displacement.

- TransformHandler > worldToCanvasCoordinates
-- Use the new worldToCanvasCoordinates too instead of
worldToScreenCoordinates in CoordinateGridLayer, MoveIncicatorUI,
NavalTarget, NukeTeleGraph, TextIndicator. They were affected by the
same bug as the shifting Structure icons because the boundingRect
top/left offset was applied twice, but it was noticed less. I have seen
reports of NavalTarget or MobveIndicatorUI (for warships) not being in
the correct spot though iirc. And just like for
StructureIconsLayer/StructureDrawingUtils, it's only logical. Since
we're drawing on the canvas, we only need to know where to place things
within that canvas.

- TransformHandler > worldToScreenCoordinates
-- Split in two sub-functions. New seperate function
worldToCanvasCoordinates was needed for the above fix. For
canvasToScreenCoordinates the reason is explained below.

- TransformHandler > screenToWorldCoordinates: this function already
subtracts the canvas boundingRect top/left offset. Some callers were
themselves getting the boundaryRect and subtracting top/left, before
calling screenToWorldCoordinates. Not only unnecessary. But also, when
there was more than 0 top/left offset, it would be subtracted twice from
the mouse/tap position. Meaning a (ghost) structure or nuke trajectory
preview target would not be put where the mouse/tap was. Same bug as
above but reversed.
-- Checked all callers. Most did it right. Fixes where needed in
StructureIconsLayer > createStructure and renderGhost, and in
NukeTrajectoryPreviewLayer > updateTrajectoryPreview and
updateTrajectoryPath.
-- Removed comment in screenToWorldCoordinates that talked about zoom.
It doesn't belong there because we do more than zooming there, it was
probably copied once from onZoom() which has the exact same comment and
it belongs in that function.
-- Small fix in caller BuildMenu when checking all callers of
screenToWorldCoordinates: it checked if clickedCell was null, but
screenToWorldCoordinates never returns null.

- TransformHandler > added public helper functions
screenToCanvasCoordinates and canvasToScreenCoordinates to make code
re-usable
-- screenToCanvasCoordinates is used in screenToWorldCoordinates and
onZoom in TransformHandler itself
-- screenToCanvasCoordinates is now also used also in moveGhost and
createGhostStructure in StructureIconsLayer. No bugs there, but the same
calculation was done (getting boundingRect, subtracting left/top from
mouse/tap position). So they now use the centralized function which also
adds to their readability.
-- canvasToScreenCoordinates is (for now) only used in
worldToScreenCoordinates in TransformHandler. It makes the function more
readable imo. And, since it has such a similar calculation to
screenToWorldCoordinates, it only seemed neat to have them both have
their own function.

**BEFORE** (only showing "all structure icons get displaced", but the
cause and fix is basically the same for all)
https://youtu.be/CfDdUwIRQeE

**AFTER**
https://youtu.be/w5w_wvh5V0g 

## Please complete the following:

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

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

tryout33
2026-03-23 16:27:46 -07:00
scamiv 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
2026-03-23 11:36:52 -07:00
VariableVince e137fcaa6c Fix/Perf/Refactor: playerActions and buildableUnits, their callers and related types (#3220)
## Description:

TL;DR: it's faster.

buildableUnits is called via PlayerView.actions from UnitDisplay (each
tick without TileRef), BuildMenu (each tick when open), MainRadialMenu
(each tick when open), PlayerPanel (each tick when open),
StructureIconsLayer (when placing a building from build bar),
NukeTrajectoryPreviewLayer (when placing nuke, on tick when tile
changes), ClientGameRunner (on click to attack/auto-boat or hotkey B or
G).

After https://github.com/openfrontio/OpenFrontIO/pull/3213 got merged,
the change with largest impact in
https://github.com/openfrontio/OpenFrontIO/pull/3193 was done in such a
different way that a new PR was needed

The idea in 3193 was to not always ask for Transport Ship from
buildableUnits. In such a way that very little extra data was send to
the worker. This had the biggest impact on performance (the idea was
months older btw, see
https://github.com/openfrontio/OpenFrontIO/pull/2295). Now, we do it the
other way around, by telling buildableUnits all unit types we want. Or
we want them all (undefined). The downside is more data is send in the
worker message. The upside is we have more options and can add more in
this PR.

This PR implements some of the leftovers in 3193 on top of 3213 and adds
further improvements.

(Some unrelated refactor/perf changes where moved out of this PR and
into already merged
https://github.com/openfrontio/OpenFrontIO/pull/3233,
https://github.com/openfrontio/OpenFrontIO/pull/3234,
https://github.com/openfrontio/OpenFrontIO/pull/3235,
https://github.com/openfrontio/OpenFrontIO/pull/3236,
https://github.com/openfrontio/OpenFrontIO/pull/3237,
https://github.com/openfrontio/OpenFrontIO/pull/3238,
https://github.com/openfrontio/OpenFrontIO/pull/3239)

- **GameRunner**, **WorkerMessages**: _playerActions_ and
_PlayerActionsMessage ._ Option to ask for no buildable units (null). It
now has 3 modes: get all actions and all buildings (units undefined),
get all actions and no buildings (units null), or get all actions and
specific building (units contains Unit Types).

- **GameRunner**: _playerActions_. fixes wrong assumption in PR 3213:
that only if units was undefined, we have to know canAttack.
ClientGameRunner wants to know both, in case of a click on non-bordering
land, to decide if it should auto-boat using a Transport Ship. So units
is not undefined (we only ask for Transport Ship now which has a
positive effect on performance for each click/tap) but we need canAttack
still.
Solved by removing the unit === undefined check before _canAttack_ in
_playerActions_.

- **GameRunner**, **GameView**, **WorkerClient**, **WorkerMessages**,
**Worker.worker**: added _playerBuildables_ / _buildables_ next to
existing _playerActions_ / _actions_. With above solved, there was still
no option to only get buildable units when the actions are not needed.
While **StructureIconsLayer**, **NukeTrajectoryPreviewLayer**,
**BuildMenu** and **UnitDisplay** need only that. To not make
playerActions more convoluted with more params or so, i've added a new
function _playerBuildables_ in **GameView** to only get buildable units
(**GameRunner** _playerBuildables_). _playerBuildables_ has 2 modes: get
all buildings (units undefined) or get specific buildings (units
contains Unit Types). Also update some comments that mentioned .actions
in **NukeTrajectoryPreviewLayer**.

- **ClientGameRunner**, **PlayerPanel**, **BuildMenu**, **UnitDisplay**,
**StructureIconsLayer** and **NukeTrajectoryPreviewLayer**: Since PR
3213, **StructureIconsLayer** and **NukeTrajectoryPreviewLayer** ask for
specific types of units from **GameView** _actions_ (**GameRunner**
playerActions). Now have the other files do the same. For example
**BuildMenu** asks for the new _BuildMenuTypes_ when it calls
._buildables_ and **ClientGameRunner** asks for UnitType.TransportShip
when sending a boat

- **ClientGameRunner**: canBoatAttack now accepts BuildableUnit[]
instead of PlayerActions so we can send it either actions.buildableUnits
or just buildables. Have functions call myPlayer.buildables(tileRef,
[UnitType.TransportShip]) when we only need a buildable unit and no
actions. Or myPlayer.actions(tileRef, null) when we need actions but no
buildable units. Or myPlayer.actions(tileRef, [UnitType.TransportShip])
when we need both actions, like canAttack, and a buildable unit. Then if
needed send either actions.buildableUnits or buildables to to
_canAutoBoat_ / _canBoatAttack_.

- **MainRadialMenu**: needs all player buildable unit types including
Transport Ship, so the _actions_ call argument for unit types can stay
undefined (unchanged) there.

- **MainRadialMenu**: now that **BuildMenu** uses _playerBuildables_
instead of _playerActions_, we must put data in
_this.buildMenu.playerBuildables_. And since we're not putting the
(unneeded) full _actions_ in there anymore, we can now put only the
needed and expected _actions._buildableUnits_ in it.

- **Game**, **PlayerImpl**, **StructureIconsLayer**: Typesafety and some
added perf: new type _PlayerBuildableUnitType_ (see also the below point
for how it is formed). So callers of _buildableUnits_ can never ask for
the wrong type like e.g. UnitType.Train because it doesn't return data
for that type. This type is now used in **PlayerImpl**, **BuildMenu**,
**RadialMenuElements**, **StructureDrawingUtils** and **UnitDisplay**
for that reason. And **InputHandler**, **StructureIconsLayer** and
**UIState** (little more on that in point below).

- **InputHandler**, **StructureIconsLayer**, **UIState**: In order to
make type safety work for GhostUnit.buildableUnit.type too (line ~217 of
StructureIconsLayer), changed type of interface _BuildableUnit_ to
_PlayerBuildableType_. Which is only more accurate. Same for and
this.structures and uiState.ghostStructure and with the latter,
_renderUnitItem_ in **UnitDisplay** and _setGhostStructure_ in
**InputHandler**. All Structures are of PlayerBuildableType (there are
even some in PlayerBuildables that aren't Structures, but it is much
more confined than UnitType).

- **Game**: Typesafety and some added perf: added _BuildMenus_ and
_BuildableAttacks_ in the same fashion that the existing StructureTypes
was already used (simplified it a bit too, with it renamed
_StructureTypes_ to _Structures_ and removed _isStructureType_). They
can be used with .types or .has(). _BuildableAttacks_.has() is used in
**RadialMenuElements**. _BuildableAttacks_ and existing _Structures_ now
make up _BuildMenus_. Which is used in **BuildMenu**,
**StructureIconsLayer** and **UnitDisplay**. Then _BuildMenus_ together
with UnitType.TransportShip make up the _PlayerBuildables_. Which is
used in **PlayerImpl** _buildableUnits_ (see point below). And with
_PlayerBuildableUnits_ we get the new _PlayerBuildableUnitType_ (see
above point on Game / PlayerImpl).

- **RadialMenuElements**: replace non-central ATTACK_UNIT_TYPES in
**RadialMenuElements** with centralized _BuildableAttackTypes_ too. Use
_PlayerBuildableUnitType_ for more type safety (can't by mistake add
UnitType.Train to its build menu). Make use of _BuildableAttackTypes_
instead of adding items hardcoded line by line in _getAllEnabledUnits_,
just like we already did since PR 3239 with _StructureTypes_. And use
_BuildableAttacks.types_ in the same fashion that existing
_isStructureTypes_ (now Structures.types) was already used elsewhere.

- **PlayerImpl**: _buildableUnits_ 
-- would do Object.values(UnitTypes) on every call. Now for better perf
directly loop over player buildable units by using _PlayerBuildables_
(see above point). In this way we also exclude MIRVWarhead, TradeShip,
Train, SamMissile and Shell so there are less unit types to loop through
by default. Since a player doesn't build those by themselves, they are
only build by Executions which use _canBuild_ directly and not
_buildableUnits_.
-- for more performance, do for loop instead of using .map and .filter,
no intermediate array needed nor callback overhead. We just loop over
the given units (which if undefined will contain _PlayerBuildables_).
Also pre-allocate the results array to get the most out of it, even if
V8 might already be very good at this.
-- cache config, railNetwork and inSpawnPhase so they can be re-used
inside the for loop.
-- cache cost inside the loop
-- it would check twice for tile!==null to decide to call
findUnitToUpgrade and canBuild. Now once.
-- eliminated double/triple checks for the same thing. It called
_findUnitToUpgrade_ (and with that _canUpgradeUnit_) and then _canBuild_
which both check if player has enough gold for the cost of the unit
type. And they both check if the unit type is disabled. Now we call
private functions _canBuildUnitType_, _canUpgradeUnitType_ to first do
checks on unit type level for early returns, and
_findExistingUnitToUpgrade_ to find existing unit without doing anything
extra. in a specific order to check everything only once. The public
functions _findUnitToUpgrade_ and _canBuild_ have an unchanged
functionality and we don't call them from _buildableUnits_ anymore.
-- would get _overlappingRailRoads_ and _computeGhostRailPaths_ when
canBuild was true. But this data is only meant for
**StructureIconsLayer** and it logically only uses it when placing a new
unit, not when upgrading one. Which is also commented on line 351 of
**StructureIconsLayer**. So, we now only get overlapping railroads and
ghost rails if we're not hovering to upgrade an existing unit.

- **PlayerImpl**: _findUnitToUpgrade_: unchanged functionality, but have
it call new private function _findExistingUnitToUpgrade_ to find
existing unit.

- **PlayerImpl**: _canBuild_: unchanged functionality, but have it call
new private function _canBuildUnitType_ to do the checks it first did
itself. And then new private function _canSpawnUnitType_ for the rest of
the checks. This way we can call _canBuildUnitType_ and
_canSpawnUnitType_ from _buildableUnits_ in a specific order to prevent
double/triple checks.

- **PlayerImpl**: _canBuildUnitType_: new private function to be shared
by _buildableUnits_, _canBuild_ and _canUpgradeUnit_ to be able do unit
type level checks in a specific order to prevent double/triple checks.
Via parameter knownCost, _buildableUnits_ can send it the cost it
already fetched so that it doesn't have to be fetched again. For caller
_canUpgradeUnit_, the isAlive() check (which was previously only done in
canBuild) is new but harmless, maybe even better to have also check
isAlive() on upgrade now that Nations are also upgrading which might
prevent some edge case bugs.

- **PlayerImpl**: _canUpgradeUnitType_: new private function to be
shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit type
level checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _canSpawnUnitType_: new private function to be shared
by _buildableUnits_ and _canBuildUnit_ to be able do unit type level
checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _findExistingUnitToUpgrade_: new private function to
be shared by _buildableUnits_ and _findUnitToUpgrade_ to be able do unit
level checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _isUnitValidToUpgrade_: new private function to be
shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit level
checks in a specific order to prevent double/triple checks.

- **PlayerImpl.test.ts**: because of the isAlive() check in which is new
for _canUpgradeUnit_ (see above at _canBuildUnitType_), the tests needed
to have the players be alive at the start, in order to pass.

- **BuildMenu**: use .find instead of .filter in canBuildOrUpgrade, a
function we already needed to change. This is faster and prevents an
allocation.


**PERFORMANCE**
As for calling ._buildables_ instead of unnecessarily getting
._actions_, there is an obvious win because there's less to send
calculate and recieve.

Also asking for only the needed buildings helps a lot (especially if
TradeShip isn't needed, see the difference in benchmark in original
#3193).

But the real-world impact is hard to measure. gave it a try in #3193 and
those results should be even better now.

Now testing only _buildableUnits_ performance in a synthetic benchmark,
we get these results. This is after other performance improvments so the
base is already better than it was in original #3193:

**BEFORE** (only buildableUnits itself)
<img width="602" height="96" alt="image"
src="https://github.com/user-attachments/assets/7770c0fa-a35e-42fc-90de-1de83242ec23"
/>

**AFTER** (only buildableUnits itself)
<img width="603" height="91" alt="image"
src="https://github.com/user-attachments/assets/a1578382-7010-4160-937c-7117bad18beb"
/>


## Please complete the following:

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

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

tryout33

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-03-04 11:32:45 -08:00
Abdallah Bahrawi 09a1cf885f Add red warning circle when nuke would break alliance (#2728)
## Description:

When placing a nuke (Atom Bomb or Hydrogen Bomb), the range circle now
turns red to warn players when the attack would break an alliance.

<img width="456" height="333" alt="Screenshot 2025-12-28 211927"
src="https://github.com/user-attachments/assets/dfe6f874-3f8b-4662-8877-0af30aa20139"
/>


## 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:

abodcraft1

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2025-12-30 17:55:15 +00:00
Wraith 26f5d40819 build: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage (#2703)
- Replace Webpack with Vite for faster client bundling and HMR.
- Migrate tests from Jest to Vitest and update configuration.
- Update Web Worker instantiation to standard ESM syntax.
- Implement Env utility in `src/core` for safe, hybrid environment
variable access (Vite vs Node).
- Refactor configuration loaders to remove direct `process.env`
dependencies in shared code.
- Update TypeScript environment definitions and project scripts for the
new toolchain.
- Remove the [depracated usage of the
husky](https://github.com/typicode/husky/releases/tag/v9.0.1).

## Description:

migrate build system to Vite and test runner to Vitest & Remove
depracated husky usage

## 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

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

wraith4081

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-12-28 22:10:26 -08:00
bijx 4ee3319397 Feat: Added cursor price option to user and basic settings (#2655)
## Description:

Following the hotkey cursor price textbox addition of #2650, this
feature adds the option to enable and disable the visual feature via the
User Settings menu or the Basic Settings modal in game. Also added a
[new icon](https://thenounproject.com/icon/pay-per-click-2586454/) for
the Basic Settings modal from the Noun Project and added credit for it
to the `CREDITS.md` file.

### Video Demo


https://github.com/user-attachments/assets/1667081e-45e3-4b11-9bda-3f00c341e03c

### User Settings Menu
<img width="1029" height="1436" alt="image"
src="https://github.com/user-attachments/assets/e4e6bf6d-db59-463a-81fb-f622ef6e3931"
/>

### Basic Settings Menu
<img width="964" height="1545" alt="image"
src="https://github.com/user-attachments/assets/6b083655-b96e-4937-95d6-f3458858f03d"
/>



## Please complete the following:

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

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

bijx
2025-12-20 11:09:44 -08:00
bijx 4e8aa1f066 Feat: Add cost to ghost structure icon when using keyboard shortcuts (#2650)
## Description:

Introduces a dynamic textbox under the cursor and populates it with
price when a keyboard hotkey is pressed. Prices update correctly based
on current value of the structure or strike being purchased, even if the
value is 0 (during `Infinite Gold` mode). Price value updates live even
if the price box is currently being shown (for example, when voluntarily
removing a structure causes the price to change. See video below).

### Video Demo 


https://github.com/user-attachments/assets/3f974268-c14b-4129-9629-5a0f7db8b30c


The more in depth demo was too big for GitHub, but I uploaded it on the
Discord

https://discord.com/channels/1284581928254701718/1447907175522504704/1451483322260914297

### Live price updates on tooltip


https://github.com/user-attachments/assets/0d98739c-6f24-4fcd-a047-cc304e7e86aa

### Works with `Infinite Gold` mode


https://github.com/user-attachments/assets/25bd2919-77cd-4735-8c3f-043306f53b8f




## Please complete the following:

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

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

bijx
2025-12-19 19:06:21 -08:00
Aotumuri 089d9ab402 Fix: update renderSprites based on user settings in SpriteFactory (#2574)
Resolves #2573
 
## Description:
Fixed an issue where structure icons became smaller after upgrading a
building.
In StructureDrawingUtils.ts, renderSprites was always set to true and
never updated, which caused the code to consistently select the
scaled-down icon. This appears to have been the root cause of the
problem. Since StructureIconsLayer (the caller of StructureDrawingUtils)
updates renderSprites based on settings, I aligned the behavior
accordingly.

```ts
    if (type === "icon") {
      const s =
        scale >= ZOOM_THRESHOLD && !this.renderSprites
          ? Math.max(1, scale / ICON_SCALE_FACTOR_ZOOMED_IN)
          : Math.min(1, scale / ICON_SCALE_FACTOR_ZOOMED_OUT);
      parentContainer.scale.set(s);
    }
```

Here is the video demonstrating the behavior after the fix.
Please see the linked issue for the pre-fix behavior.


https://github.com/user-attachments/assets/24c11a39-667e-49eb-adfe-f0c400d91e54

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

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2025-12-09 19:43:48 -08:00
CrackeRR11 8f53785a80 BUG FIX: Gold double deduction + Rmoval of UnitType.Construction (#2378)
## Description:

- Removed the temporary UnitType.Construction and embedded construction
state into real units via isUnderConstruction().
- Centralized non-structure spawning to perform a single validation
right before unit creation/launch.
- Updated UI layers to render construction state without relying on the
removed enum.
- Adjusted and created tests to match the new flow and to cover the
no-refundscenarios.

# Tests updated 
- tests/economy/ConstructionGold.test.ts: covers structure cost
deduction and income, tolerant of passive income; ensures no refunds
during construction.
- tests/nukes/HydrogenAndMirv.test.ts: accounts for single-check launch
flow; MIRV test targets a player-owned tile; ensures launch after
payment.
- tests/client/graphics/UILayer.test.ts: mocks now provide
isUnderConstruction and real type strings;

## 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:

CrackeRR1

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-26 14:45:14 -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
Philipp Allweyer 5dde4cc16d Extend SAM Range to cover Hydros when stacked (#2351)
## Description:

Implements SAM range extension for stacked SAMs to cover hydros as
requested in #2347 and many times from users in discord.
This implementation is as simple as possible: At level 5 and higher,
SAMs extend their range to the range of a hydrogen bomb + 10 for a small
safety margin. Levels 2-4 are interpolated between.

Screenshot to show the sizes compared to a hydro:
<img width="400" alt="image"
src="https://github.com/user-attachments/assets/a857d66c-e3d4-467f-855f-3539cc90b719"
/>

Everything works together with the new range UI, although I might need
to unify with / rebase on #2350. Not yet tested with #2348, but
shouldn't be an issue.

## Input needed:
- Should I add tests for this?
- This is in effect a massive buff to SAMs, might be too strong. Popular
ideas / suggestions from Discord to balance things:
  - Cap the SAM upgrade level at the maximum range (easy to do)
- Alternative, instead of capping the level, decrease the range when
missiles are reloading
- Increase the cost scaling for SAMs per stack, and scale way higher
(e.g. 1.5M > 3M > 4.5M > 6M or something like that) (UI integration
unclear, breaks with existing cost logic)
  - Decrease SAM hit probability for Hydros

I'm happy to implement any of these paths, or just roll with the simple
way it's set up now, just let me know.

## 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:

newyearnewphil

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-05 11:15:00 -08:00
Mike Harris 4ee3cbc255 Features: Team Game Spawn Color Tint (#2303)
## Description:

This PR addresses issue #2302: where there is no obvious information
about the self-player's team during the spawn phase of the game.

Currently, during TEAM games (where there is a set number of teams
defined), the self player's spawn highlight color is white, while all
other players are shown with a team-based spawn highlight color. This
makes it difficult to discern who is a teammate, especially since the
current live version (v0.26.7) uses green/yellow for other players to
depict teammate/other team, respectively.

Technically, the same is true for Duos, Trios, and Quads games, although
this has been addressed separately with PR #2298 by reverting to
green/yellow for teammate/other team players.

This PR changes the color of the self player's breathing spawn highlight
ring to match their assigned team color (with `alpha=0.5` for
transparency). The breathing ring is semi transparent on top of the
existing white static semi-transparent ring, giving the breathing ring a
**tint** of the team color instead of the exact team color.

This allows a player to immediately identify their assigned team and
maintains overall consistency with FFA, Duos, Trios, and Quads game
modes.

See below for example implementation. In this screenshot, the self
player is on the red team as shown by the red tint to the breathing
spawn highlight ring. The screenshot also shows some of the static white
semi-transparent ring around the spawn location. The self player's
teammate is to the top left of the image with a solid red spawn
highlight. The non-player (nation) opponent on the blue team is shown to
the bottom left. In online games, nations are not present in team games.
In single player or private lobby games they are shown as here, without
a spawn color highlight and only a territory color.

<img width="402" height="292" alt="Team Spawn Color Tint"
src="https://github.com/user-attachments/assets/5696a408-a633-4ec8-bf93-c8afa8e2e121"
/>

## 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
2025-10-29 16:39:07 -07:00
Vivacious Box 9e694b498b Fill the range indicator with white for better clarity (#2319)
## Description:

Fill the range indicators

<img width="287" height="200" alt="image"
src="https://github.com/user-attachments/assets/2c75cb13-0574-40c9-be48-2f28cf77734e"
/>

## 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:

Mr.Box
2025-10-28 23:40:01 +00:00
Vivacious Box dddf54be0b Add deletion duration and indicators (#2216)
## Description:

Adds a timer before self deleting units
Adds a loading bar under deleting units
Adds a timer in radial menu for clarity purposes


![deletecd](https://github.com/user-attachments/assets/613bf742-ef90-42b5-a258-b928daae6aaa)

## 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:

Mr.Box

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-10-21 10:07:14 -07:00
Vivacious Box 020b0de875 Fix forgotten mirv cursor (#2156)
## Description:

Forgot to show cross cursor for mirv

## 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:

Mr.Box
2025-10-08 16:40:39 -07:00
Vivacious Box 311d43ab4f Build bar (#2059)
## Description:

Make the unit display bar a proper unit build bar
Add shortcuts for all structures and units
Add ranges for ranged structures and units
Changed the shortcuts to use the key instead of the code for
internationalization purposes


![buildbar](https://github.com/user-attachments/assets/6407dc9c-14b4-40cc-8faa-cdd9e88c9fd2)
<img width="285" height="517" alt="image"
src="https://github.com/user-attachments/assets/91bb01e6-e48c-4255-ace1-306af9cdc25b"
/>

## 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:

Mr.Box

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
Co-authored-by: icslucas <carolinacarazolli@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-02 12:38:28 -07:00