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3a5fba2e12695a96e4c9baf14f6a80d037085f0b
66
Commits
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3a5fba2e12 |
Add 2v2 ranked matchmaking (#4596)
## Description: Implements 2v2 ranked matchmaking end-to-end against the matchmaking API's 2v2 queues (API PR #419): core team pinning, the server's second checkin loop and game creation, and the client UI. ## Core — deterministic team pinning The matcher's assignment specifies exactly who plays with whom (`teams: [[a,d],[b,c]]`), but team assignment previously only did clan/friend balancing and could scramble the ELO-balanced split. - `PlayerSchema`/`PlayerInfo` gain an optional **`teamIndex`** — a server-stamped index into the game's team list, part of `GameStartInfo` so it's identical on every client (same category as `clanTag`/`friends`, which already feed deterministic team assignment). - `assignTeams` honors pins **unconditionally** — before clan/friend grouping and past `maxTeamSize` (the matcher's balancing is authoritative) — and seeds the counts that balancing of any unpinned players sees. Pinned players still participate in the friend graph, so an unpinned friend is pulled toward a pinned player's team. - publicIds never enter core: the game server resolves publicId → teamIndex per client at game start. ## Server - **One checkin long-poll per mode.** Both loops send `mode` explicitly (the API deployed ahead of the client, so no omit-for-back-compat needed). - **`get2v2Config()`**: Team mode, `playerTeams: 2`, `maxPlayers: 4`, always-compact map, donations enabled (matching public team games), `rankedType: "2v2"` (the API's 2v2 ingestion has shipped; `RankedType` gains `TwoVTwo`). - **The assignment payload is now used** (it was previously discarded): `players` → `allowedPublicIds` so only the matched accounts can take the slots (also hardens 1v1), and `teams` → `teamIndex` stamps at game start. A malformed assignment logs a warning and falls back to creating the game without pins rather than stranding matched players. - The 3-clients-per-IP cap on public games applies to matchmade games too (an allowlist doesn't stop one person multi-tabbing multiple accounts). It is now skipped in dev, where local testing (multi-tab, the 4-player e2e) is inherently same-IP — matching the existing dev/prod gating of Turnstile and the duplicate-account kick. ## Client - Ranked modal's 2v2 card is enabled; it passes the mode through `open-matchmaking` (dispatchers without a detail — homepage button, requeue URL — still mean 1v1). - Matchmaking modal joins with `&mode=1v1`/`&mode=2v2`, shows a 2v2 title (`matchmaking_modal.title_2v2` in en.json), and shows the real 2v2 ELO from the new `leaderboard.twoVtwo` field in `/users/@me` (the ranked modal's 2v2 card does too). - WinModal shows requeue for any ranked game and carries the mode back into the right queue (`/?requeue=2v2`). - 2v2 ranked stats surface in the player stats tree (labeled via `player_stats_tree.ranked_2v2`). ## Harnesses (`tests/matchmaking/`) - Contained: the fake server captures the `mode` query param; asserts each queue sends its mode explicitly. **10/10.** - E2E: `MM_MODE=2v2` runs four real browser players through the real local worker's 2v2 queue and rides the flow into the started game. Asserts same gameId for all four, the 2v2 config, allowlist admission, and a **deterministic 2 vs 2 in-game split read from each client's GameView** (the software-WebGL gate is spoofed in test pages only). **8/8.** 1v1 e2e still **6/6.** ## Verification - `npm test`: 2,053 tests pass, including 7 new (6 `assignTeams` pinning unit tests + a full-game pinned-split test through `setup()`). - `npx tsc --noEmit`, ESLint clean. - Live e2e against a local `wrangler dev` API worker: 1v1 (6/6) and 2v2 (8/8) as above. 🤖 Generated with [Claude Code](https://claude.com/claude-code) ## 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 (UI changes — the ranked modal's 1v1/2v2 cards — were verified with before/after screenshots in the live app during development.) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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d07f7d46dd |
feat(highlight): replace the small-player highlight toggle with a strength slider (#4588)
## Description: Replaces the "Highlight small players" on/off toggle with a **0-500% Strength slider** controlling the glow's **width** (0 = off, 100% = the previous default). - `UserSettings`: `highlightSmallPlayers()`/toggle → `highlightGlowStrength()`/set, float-backed, clamped to [0, 5]. - `SmallPlayerGlowPass` takes the strength via a setter (pushed by `ClientGameRunner` on the settings-changed event), so it stays a pure consumer and the slider still updates live while the settings modal has the sim paused. Width = a non-linear blur-iteration count; intensity compensated so wider stays about as bright. - `MapRenderer` persists the strength across a WebGL context restore. - `SettingsModal`: the toggle row becomes a range input. Behavior note: with the toggle gone the glow **defaults ON at 100%** (old toggle defaulted OFF); can default to 0 (opt-in) if preferred. ## 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 |
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d76691372c |
Feature/reuse private lobby (#4536)
**Add approved & assigned issue number here:** Resolves #4476 ## Description: Lets a private-lobby host reuse the same group for **back-to-back games without re-sharing the invite link**. **Flow:** in a private game, the host clicks a **"New lobby"** button in the top-right bar (next to pause). The game's **server** creates a fresh private lobby (same creator, default settings) and broadcasts its id to everyone still connected. Non-hosts get a one-click **"Join"** banner at the top of the screen; the host is taken straight back to the host view for the new lobby. The chain can repeat indefinitely. ### Key design decision: the server creates and broadcasts the successor lobby The successor lobby is minted by the **finished game's server**, not the host's browser. The old game's server is the only thing still connected to every player, so it has to be what announces the new lobby; because it also *creates* that lobby, the id everyone is redirected to is **authoritative**. A real lobby the server just made for the authenticated creator, not an id a client handed it to trust and fan out. The request is **creator-only** and **idempotent** per game, and every successor is wired the same way, so the group can keep playing game after game. ### How it works 1. Host clicks "New lobby" (host + private only) → confirm dialog → the client sends a `create_next_lobby` message. 2. The game server verifies the sender is the lobby creator, mints a successor private lobby on the same worker, stores it (idempotent), and broadcasts a `new_lobby` message with the new id to all connected clients. 3. Each client reacts: the host is navigated to the new lobby's host view (`/…/game/<id>?host`); everyone else sees a dismissible "Host started a new lobby — Join" banner that navigates to the join URL in one click. Two new Zod wire messages in `src/core/Schemas.ts` (`create_next_lobby`, `new_lobby`) carry the request and the broadcast. ### Screenshots <table> <tr> <td width="50%" align="center" valign="top"> <img width="220" alt="In-game New lobby button" src="https://github.com/user-attachments/assets/9a4d4425-a7f6-4b3a-9c4f-9205300b1e5b" /><br /> <sub><b>1.</b> In-game <b>New lobby</b> button (top-right, next to pause) — shown only to the host of a private lobby</sub> </td> <td width="50%" align="center" valign="top"> <img width="320" alt="Confirmation dialog" src="https://github.com/user-attachments/assets/fa023f5a-58e8-439b-8899-5150235a1e8c" /><br /> <sub><b>2.</b> Confirmation so a stray click doesn't pull everyone into a new lobby</sub> </td> </tr> <tr> <td colspan="2" align="center"> <img width="100%" alt="Join banner for non-hosts" src="https://github.com/user-attachments/assets/7e5ef490-aa7e-4449-add9-e857fe273bde" /><br /> <sub><b>3.</b> Everyone else gets a one-click <b>Join</b> banner at the top of the screen</sub> </td> </tr> <tr> <td colspan="2" align="center"> <img width="330" alt="Host view for the new lobby" src="https://github.com/user-attachments/assets/9920b070-4ed3-41f8-9345-78778b4648a7" /><br /> <sub><b>4.</b> The host lands back in the host view for the brand-new lobby</sub> </td> </tr> </table> ### Design Decisions **A. The server creates & broadcasts the successor, not the client.** The finished game's server mints the successor and broadcasts its id. Why this and not "host's browser calls `POST /api/create_game`, then asks the server to relay the id"? - The broadcast id is **authoritative/verified**: it's a real lobby the server just created for the **authenticated** lobby creator (creator identity comes from the JWT the game already holds), not an arbitrary id a client hands the server to fan out to everyone. - The **old game server is the only thing still connected to all the players**, so it must be the one to broadcast. Having it also create the lobby keeps it to one authoritative round-trip instead of "client creates, then client asks server to trust an id it didn't make." - The server can **authorise** (only the creator) and stay **idempotent**. **B. The successor starts with default settings (not a copy of the old game).** A deliberate scope choice. The host lands in the normal host view and reconfigures. Copying the exact config would mean reverse-mapping every `GameConfig` field back into the host-modal controls, which I thought would be out of scope for this PR. Same **creator** is preserved; same **settings** intentionally is not. **C. It's a brand-new lobby, not the same game resurrected.** This directly follows @evanpelle's guidance on the issue: *"A 'lobby' is really just a game that hasn't started yet. So making a persistent lobby isn't really possible. I think instead having a simple way to transfer players to a new lobby is probably the way to go."* A `GameServer` runs exactly one game (start → end → archive), so rather than reworking that lifecycle to resurrect the old game, the server spins up a fresh successor lobby and transfers the group into it, which is also why the feature is framed as "reuse the group," not "reuse the game object." **D. The host returns via a `?host` URL flag + full reload ("attach mode").** Navigating to a normal join URL (`/game/<id>`) always lands you in the **join** view, which has no Start button. So the host can't just use the join URL. The `?host` flag routes the creator to the **host view** instead (`Main.handleUrl` → `HostLobbyModal` in "attach" mode, which binds to the existing lobby id and skips creating a new one). A full reload is used because it cleanly tears down the finished game and mirrors the existing win-screen "Requeue" button's `window.location.href` pattern. **E. Each successor can spawn its own successor (recursive factory).** The first version only chained **one** generation. A spawned lobby had no factory of its own, so the *second* "New lobby" click did nothing (button just greyed out). Fixed by `wireSuccessorLobby` (a small dependency-injected helper) that wires every successor the same way. This is the whole point of the issue ("back-to-back games"), so it has its own regression test. **F. Private-only.** The successor factory is installed **only** on the private `POST /api/create_game` path in `Worker.ts`. Public games (scheduled by the master) and singleplayer never get a factory, so `handleCreateNextLobby` is a no-op for them. The client button is also gated on `isLobbyCreator && isPrivateLobby`. **G. In-game button + confirm; the win-modal button was removed.** An earlier version put the "New lobby" button on the win screen. I moved it to the in-game bar so the host can reuse the lobby **at any time** (without dying or waiting for the game to end), and added a **confirm** (matching the adjacent Exit button) so a stray click next to pause/exit doesn't yank everyone into a new lobby. The win-screen button became redundant and was removed. ### Testing - **Unit tests:** wire-message schema round-trips (`tests/NewLobbyMessages.test.ts`); the server handler — authorisation, broadcast, idempotency — against a real `GameServer` (`tests/server/CreateNextLobby.test.ts`); and successor **chaining** across multiple generations (`tests/server/SuccessorLobby.test.ts`). - **Full suite:** `npm test` passes — **1782 tests across 154 files**. - **Manual:** created a private lobby with multiple clients and played consecutive games via the button; verified non-hosts get the Join banner, the host lands back in the host view, and the chain works for 3+ games in a row. ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: MushroomLamp --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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f1fc5434be |
fix classes for controlpanel unit display and control panel/playerinfo gold display (#4562)
> **Before opening a PR:** discuss new features on [Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small improvements as [issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose). You must be assigned to an `approved` issue — unsolicited PRs will be auto-closed. **Add approved & assigned issue number here:** Resolves #4411 ## Description: This PR removes three extra classes in the UI causing issues but no additional functionality. Gold UI elements were artificially not scaled. I have confirmed on mobile devices and different layouts, the containers behave exactly the same way, unless people have an accessibility feature like scaled text size OR the text grows too large, in which case they now properly fit into the container as the fix suggests. Before: <img width="653" height="116" alt="image" src="https://github.com/user-attachments/assets/70c81cdd-8bdc-40cc-977e-b045078eafc0" /> After: <img width="636" height="119" alt="image" src="https://github.com/user-attachments/assets/926fcb94-7944-46f9-a58a-adc7984278b1" /> ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: JB940 |
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e48a424b32 |
Remove in-game CrazyGames banner ad (#4567)
## Summary - Remove the bottom-left 300×250 CrazyGames banner ad shown during gameplay (created when the spawn phase ends in `InGamePromo`), including its cleanup path in `hideAd()` - Remove the now-unused `createBottomLeftAd()` / `clearBottomLeftAd()` wrappers and the `banner` portion of the CrazyGames SDK type declaration On CrazyGames, `window.adsEnabled` is already forced to `false` (Main.ts), so the Playwire in-game path can't activate there — with this change the game screen shows no ads at all on the CrazyGames platform. Midgame video interstitials (singleplayer start, game exit) are unchanged. ## Test plan - [x] `npx tsc --noEmit` passes - [x] ESLint passes on touched files - [ ] On CrazyGames: no banner appears bottom-left after spawn phase ends 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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f5ef306d99 |
feat(client): highlight small players with a pulsing glow (#4525)
## Description: Adds a **"Highlight small players"** client setting (in the in-game Settings menu). When it's on, human players holding **0.2% or less of the map** get a soft red glow that breathes (a pulsing aura) around their territory, starting **one minute into the game**. This makes near-eliminated players easy to spot on a busy map, even when their territory is scattered in fragments or sitting under structures. How it works: - **Purely client-side**, no simulation or determinism impact. `SmallPlayerGlowPass` renders a tile-space bloom: extract a sub-tile mask of the small players' tiles, run a separable Gaussian blur, then composite the soft aura over the map additively. It's camera-independent (no shimmer when panning/zooming), so scattered tiles blur into one clean halo. The aura breathes: its intensity fades fully to 0 at the trough for clear contrast. - The set is recomputed each tick in `WebGLFrameBuilder`: alive human players with `tilesOwned / (landTiles - fallout) <= 0.002` (0.2%), suppressed during the spawn phase and the first minute. - Backed by a persisted `UserSettings` flag, toggleable live from the in-game Settings modal (with a new, distinct icon). - Drawn after the structure passes so buildings can't hide it. - Mirrors the existing FalloutBloom pipeline and reuses the shared blur shader and render-target helpers rather than duplicating them. Tunable via `render-settings.json` (`smallPlayerGlow`: color / alpha / pulseSpeed). UI (glow fades in and out): <img width="474" height="334" alt="image" src="https://github.com/user-attachments/assets/2b94f292-2cbb-43d3-82fb-f274d1afdedf" /> <img width="976" height="400" alt="image" src="https://github.com/user-attachments/assets/f1b972d7-e046-4f7a-ab43-da1eb758c7b5" /> ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: zixer._ |
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d3ad1f51bd |
fix(crazygames): guest username on logout, hide fullscreen, in-game pop-ups (#4538)
Addresses four requests from the CrazyGames platform team. Supersedes #4520 (closed when its branch was renamed to `crazygames`). ## 1. Username reverts to guest on CrazyGames logout When a player logged into their CrazyGames account and then logged out, the username stayed the CrazyGames name. It now reverts to a fresh guest (`AnonXXX`) name. A `crazyGamesLoggedIn` flag guards this so it only fires on a real login→logout transition (not on the initial "not logged in" state, which would otherwise wipe a stored name). ## 2. Fullscreen button hidden on CrazyGames CrazyGames provides its own fullscreen control in the game frame, so our in-game fullscreen button is now hidden when running on CrazyGames (and unchanged everywhere else). ## 3. Native browser prompts → in-game pop-ups The `showInGameConfirm()` / `showInGameAlert()` helpers (promise-based, callable from non-Lit contexts like WebSocket/popstate handlers) drive the existing shared `<confirm-dialog>` component, so styling stays consistent with the rest of the app. Every native `confirm()`/`alert()` shown **during gameplay** now uses it: - Exit-game confirmation (right sidebar + browser-back path) - Kick-player confirmation - Host-left notice (dispatches leave-lobby only after dismiss, preserving the old blocking UX) - Connection-refused notice (also removes a stale `// TODO: make this a modal`) ## 4. `gameplayStop` when Settings menu / pop-up is open - The pop-up helpers report `gameplayStop()` while shown and `gameplayStart()` on dismiss. - Settings + Graphics Settings modals now report `gameplayStop` whenever the menu is open — previously it only fired when the modal *also* paused the sim (singleplayer / lobby-creator), so regular multiplayer players never triggered it. Also fixes graphics-settings so gameplay resumes correctly on close for those players. ## Scope Per request, this covers **in-game dialogs only**. The main-menu native alerts (store/checkout, account, subscriptions, friends, login) were intentionally left as-is. ## Testing - `tsc --noEmit`, `eslint`, and `prettier --check` all pass. - Verified the confirm and alert pop-ups render correctly in the running app (shared `<confirm-dialog>`, danger/warning variants), resolve their promises, and tear down their portal. - CrazyGames-iframe-only behaviors (username revert, `gameplayStop`, fullscreen hiding) are verified by code inspection — they require running inside the actual CrazyGames frame. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5d21be826d |
feat: subscriber-hosted public lobby listing (#4480)
Part of #4040 (v1 scope: listing + browser + per-subscriber limit; custom lobby name/description left for a follow-up). ## What Subscribers can toggle their **private lobby** to be **publicly listed**; a browsable **"Open Lobbies"** list appears in the Join Lobby modal. Hard limit of **one listed lobby per subscriber**, enforced cluster-wide. ## How **Semantics** — a listed lobby stays `GameType.Private`: the host keeps full control and starts the game manually; the toggle only controls visibility. The `listed` flag lives on `GameServer` (not `GameConfig`), so it cannot be smuggled in through `update_game_config` and never touches core/sim/records. **Distribution** — reuses the existing public-lobby pipeline end to end: a new `"hosted"` `PublicGameType` bucket flows worker → master IPC → `/lobbies` websocket → `PublicLobbySocket`. Master scheduling now iterates only `SCHEDULED_PUBLIC_GAME_TYPES` (`ffa`/`team`/`special`), so it never sets countdowns on or schedules replacements for hosted lobbies. Lobbies delist automatically when the game starts/fills/dies (phase change). The broadcast fingerprint now includes browser-visible config, so host edits (map/mode) refresh the list even though the gameID doesn't change. **Gating** — new authenticated endpoint `POST /api/game/:id/listing`: - creator-only (403), private + not-started only (409) - fresh subscription check via server-side `getUserMe` using the shared `hasActiveSubscription()` helper (`active`/`trialing`); skipped in `GameEnv.Dev` (same precedent as Turnstile) so it's testable locally - one-lobby-per-creator (409): a SHA-256 hash of the creator's persistentID rides worker↔master IPC (`PublicGameInfo.creatorID`); the master dedupes as a race backstop. The hash — and host-only config (whitelist, name reveals) — are **stripped from every client payload** (broadcast + primed snapshot). **Client** — subscriber-gated "List lobby publicly" toggle in the host modal (server rejection reverts the toggle and shows a translated message); "Open Lobbies" rows (map, mode, player count) in the Join Lobby modal that reuse the existing private-join flow. **Compat** — `PublicGames.games` is now a `partialRecord`, so newer clients tolerate servers that don't send every bucket. Note: already-open old clients will fail to parse broadcasts containing the new `hosted` key until refreshed (closed Zod enum) — same class of break as previous wire-schema changes. ## Testing - `tests/server/HostedLobbyListing.test.ts` (15 tests): listed-lobby filtering, flag not settable via config intent, master aggregation + creator dedupe + no scheduling of hosted, creatorID stripping (broadcast + primed snapshot), `creatorHasListedLobby` (broadcast + local), fingerprint refresh on config change - `hasActiveSubscription` cases in `ApiSchemas.test.ts`; hosted counts-delta patch in `LobbySocket.test.ts` - Full suite green (1723 + 141 tests), tsc/eslint/prettier clean - **E2E in the real app** (headless Chromium, two browser contexts): host lists lobby → appears in second browser's Join Lobby list (creatorID absent from payload) → join succeeds (2 players in lobby) → same creator's second lobby rejected 409 with toggle revert → unlist removes it from a fresh browser's list. Curl negatives: missing auth 400, bad token 401, non-creator 403, missing game 404, bad body 400. ## Known follow-ups - Custom lobby name/description in the browser (needs the censor pipeline) — rest of #4040 - A listed lobby whose host closes the tab stays advertised indefinitely (an empty private lobby never leaves the Lobby phase) — pre-existing lifecycle, now more visible; consider delisting on creator disconnect 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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78ef7b56fd |
feat(doomsday-clock): battle-royale style zone gamemode (#4469)
Resolves Issue #4463 ## Description: An optional game mode that (almost) guarantees a finish instead of letting late-game stalemates drag on. Originally called sudden death, renamed to Doomsday clock Once enabled, every side (each player in FFA, each whole team in team modes) must hold a rising share of the map. A side below the bar is skulled; after a short warn its troops bleed to zero, forcing consolidation to a winner. ### How it works - **Rising zone:** a grace period, then the required share ramps up linearly to each level with 30s pauses between (a battle-royale "zone"). Levels track the ofstats FFA territory median (3/5/10/20/30%). - **Four speed presets** (slow / normal / fast / very fast) change only the pace: normal ends ~30 min, very fast ~15. - **Troop decay:** a linear ramp as a % of max capacity, ~50s from caught to zero (10s warn + ~50s ≈ 1 min total). - **UI:** a HUD panel (live share vs target, wave/decay countdowns, red/orange cues) and an on-map skull above flagged players (blinks in danger, steady while draining). ### Notes for review - Off by default; no effect on existing games. However, as discussed we can add it to the modifier pool for public games to see how popular the gamemode is vs normal play. - Sim is deterministic (integer-only, in `src/core`), covered by unit + integration tests. - One-line addition to `GameServer.updateGameConfig` so the setting survives the host → server → client round-trip. - Status is packed into the existing name-pass data slot (`pd4.w`: 0/1/2 = none/danger/draining); the skull is composited into the icon atlas at load. ### Testing `npm test`, `npm run lint`, `npx prettier --check .`, `npm run build-prod` all pass. ### UI: <img width="243" height="100" alt="Image" src="https://github.com/user-attachments/assets/c4c9eeb0-4feb-437d-9aac-b2786a841b74" /> Dropdown between slow, normal, fast, very fast Before zone: <img width="302" height="175" alt="Image" src="https://github.com/user-attachments/assets/7359a1ea-4951-446d-a23c-0711fe06cc5d" /> Zone started, player not affected the pannel also blinks orange for 10s: <img width="297" height="175" alt="Image" src="https://github.com/user-attachments/assets/fcc565a5-d5d0-47a7-97ea-d0ba9d9ad899" /> Player affected, grace period (Danger): <img width="314" height="170" alt="Image" src="https://github.com/user-attachments/assets/ff96d21e-96f3-4ef9-8190-48eecc7aac0f" /> Skull icon blinking over player (everyone sees it) - older screenshot, the clipping has been fixed <img width="462" height="145" alt="Image" src="https://github.com/user-attachments/assets/53899211-33b1-40e1-83f2-77f2096f0cad" /> Player affected, grace period ended (Draining): <img width="360" height="159" alt="Image" src="https://github.com/user-attachments/assets/4b226d57-da4d-4866-ab5f-db48e4ed1ea2" /> Skull icon no longer blinking, everyone can see you are in a state of decay, and troops are draining: <img width="732" height="146" alt="image" src="https://github.com/user-attachments/assets/cd10fedb-6e87-4dfc-9fbf-55d3945a7901" /> Skull is visible like alliances icon also on player tab <img width="558" height="81" alt="Image" src="https://github.com/user-attachments/assets/6acdbe91-bdd0-40c7-942b-3990d4dae87f" /> (just UI example, best way to see it is to hop on a solo game and play against AI) ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: zixer._ |
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d42b095304 |
fix: Remove FFA collusion warnings on replay and ranked (#4414) (#4434)
> **Before opening a PR:** discuss new features on [Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small improvements as [issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose). You must be assigned to an `approved` issue — unsolicited PRs will be auto-closed. **Add approved & assigned issue number here:** Resolves #4414 ## Description: The 2 lines added check whether it's a replay or a ranked game. If so, don't show the FFA collusion warning ## Please complete the following: - [X] I have added screenshots for all UI updates (couldn't sign in via the dev server) - [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 ## Please put your Discord username so you can be contacted if a bug or regression is found: lents (not in the development server yet, sent request to join) |
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2bd203968f |
Add terrain colors settings (#4391)
## Description: Add terrain color settings for all terrain types <img width="977" height="485" alt="image" src="https://github.com/user-attachments/assets/ac1cef11-4b1a-45f2-8cf6-94f557ba8f6e" /> ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: MR. Box |
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181368f962 |
Add live game stats endpoint to the admin bot API (#4399)
## Summary The game simulation runs **client-side**, so the server can't directly see what's happening in a running game. This adds a way for the admin bot to observe a live game: clients report a live stats snapshot every ~10s, the server reaches consensus on it (reusing the winner's vote mechanism), and a new admin-bot endpoint serves it. ## How it works 1. **`LiveStatsController`** (client) emits a snapshot every **100 turns** (~10s at 100ms/turn) — only deterministic sim values, with players sorted by clientID, so in-sync clients produce an identical payload. 2. The snapshot is sent as a new **`live_stats`** wire message wrapping a `LiveStats` object (`turn` + per-human-player `tilesOwned`/`troops`/`gold`/`isAlive`/`team`). 3. **`GameServer.handleLiveStats`** tallies a per-turn **IP-weighted majority vote** — the same consensus the winner uses — and keeps the latest agreed snapshot. 4. **`GET /api/adminbot/game/:id/stats`** returns it, enriched with usernames the server already holds. `liveStats` is `null` until the first consensus. The winner's vote tally was extracted into a small reusable **`VoteRound`** (`src/server/VoteTally.ts`) and is now used for both winner and live-stats consensus. Names are deliberately **excluded** from the voted payload (they vary per client under name anonymization, which would break exact-match consensus); the server joins `clientID → username` instead. ## Changes - `src/server/VoteTally.ts` *(new)* — reusable IP-weighted `VoteRound` - `src/core/Schemas.ts` — `PlayerLiveStatsSchema`, `LiveStatsSchema`, `ClientSendLiveStatsSchema` + unions - `src/client/controllers/LiveStatsController.ts` *(new)* — per-100-turn snapshot reporter - `src/client/Transport.ts` — `SendLiveStatsEvent` + sender - `src/client/hud/GameRenderer.ts` — register the controller - `src/server/GameServer.ts` — refactor winner onto `VoteRound`; add live-stats consensus + `liveStats()` accessor - `src/server/AdminBotRoutes.ts` — `GET …/stats` endpoint ## Testing - **Unit:** `tests/server/VoteTally.test.ts` (majority/dedup/ties), `tests/server/LiveStats.test.ts` (consensus, disagreement, per-client dedup, stale-turn rejection, turn advance, out-of-sync exclusion, + endpoint 200/404/400). Full suite green (`npm test`), typecheck + lint clean. - **Manual e2e** against the dev server: created an admin-bot game, joined it in a browser, force-started via `toggle_game_start_timer`, and confirmed `GET …/stats` returned the consensus snapshot with username enrichment and an advancing `turn`. Also verified wrong-worker → 400 and missing-key → 401. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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d01be405c7 |
Cache maxTroops during leaderboard update (#4379)
**Add approved & assigned issue number here:** Resolves #4316 ## Description: At the beginning of the leaderboard update cycle, evaluates `maxTroops` once for each `PlayerView` and uses the cached value for the rest of the `maxTroops` lookups in the function. Measured a reduction in `updateLeaderboard` processing time from 6ms/sec down to 2ms/sec (measured over the first minute of a singleplayer game on world map and default settings). ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: Demonessica |
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06cc01668b |
Fix non-structures being deleteable (#4385)
Resolves #4307 ## Description: Adds a check for the "delete" element of the raidial menu, to make sure the unit attemped to be removed is a structure. Previously, non-structure units such as trains could be deleted using the menu. ## Please complete the following: - [ ] I have added screenshots for all UI updates (No UI updates) - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file (No text added) - [ ] I have added relevant tests to the test directory (Not sure how this works or if it's needed) ## Please put your Discord username so you can be contacted if a bug or regression is found: unne27 --------- Co-authored-by: unne27 <uno.gunnar.johansson@gmail.com> |
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97b689f2d1 |
Add structure dots toggle to graphics settings (#4356)
## What Adds an on/off **Structure dots** toggle to the graphics settings modal (Structure Icons section), controlling whether structures collapse into small dots when zoomed out. ## How The renderer already gates the dots LOD on `structure.dotsZoomThreshold` (structures become dots when `zoom <= threshold`). The debug GUI exposes that threshold as a slider; this surfaces a simple player-facing toggle: - `GraphicsOverrides.ts` — adds `structure.showDots` (boolean) to the override schema. - `RenderOverrides.ts` — when `showDots === false`, `applyGraphicsOverrides` sets `dotsZoomThreshold = 0`. Since zoom is always > 0, the dots LOD never triggers, so structures keep their full icon at every zoom. When enabled (default), the threshold is left untouched. - `GraphicsSettingsModal.ts` — toggle button mirroring the existing Classic icons / Classic level numbers toggles; defaults to On. - `en.json` — `structure_dots_label` / `structure_dots_desc`. The change applies live: a `settings.graphics` change re-runs `applyGraphicsOverrides` onto the live settings object the passes read each frame, and `dotsZoomThreshold` is a per-frame uniform. ## Testing - `tsc --noEmit` clean. - Verified in a headless solo game: the toggle renders (default On), flipping it persists `structure.showDots = false`, and `applyGraphicsOverrides` yields `dotsZoomThreshold` 1.2 when on / 0 when off. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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17ee294d5b |
Surface alliance renewal & rejection events in important-events panel (#4354)
## Problem The important-events notification panel splits events into a prominent **tier-1** list and a dim, auto-expiring **tier-2** list (capped at the 4 newest entries). Two alliance notifications were landing in tier-2, making them easy to miss: - **"X wants to renew your alliance"** (`RENEW_ALLIANCE`) — the core simulation still sends this when another player requests a renewal, but it was buried in tier-2, so you couldn't reliably tell whether someone had asked to renew. - **"X rejected your alliance"** (`ALLIANCE_REJECTED`) — also tier-2, so the outcome of a sent request was inconsistent (accepted was prominent, rejected was not). ## Fix Add `MessageType.RENEW_ALLIANCE` and `MessageType.ALLIANCE_REJECTED` to `TIER_1_TYPES` in `EventsDisplay.ts`, so they show prominently alongside the already-tier-1 `ALLIANCE_ACCEPTED` event. No core/simulation changes — the messages were already being emitted; only the client presentation needed fixing. Display styling for both message types already exists in `Utils.ts`. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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93614b274c |
Change css to preview the graphics settings live (#4372)
<img width="1152" height="866" alt="settings" src="https://github.com/user-attachments/assets/dff00f2e-775d-4b7e-8590-855813dcff7d" /> ## Description: Small qol change to be able to preview graphics settings changes ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: Mr. Box |
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89297bbe9e |
Add nuke fallout color graphics option (#4355)
## What Adds a **Nuke fallout color** option to the in-game graphics settings modal (Effects section), letting players recolor the fallout tint left on territory after a nuke.  ## How Mirrors the existing **Ocean color** override pattern: - `GraphicsOverrides.ts` — adds `staleNukeColor` (hex string) to the `mapOverlay` override schema. - `RenderOverrides.ts` — `applyGraphicsOverrides` parses the hex and writes the renderer's `staleNukeR/G/B` 0–1 float channels (`hexToRgb` yields 0–255, so it divides by 255). - `GraphicsSettingsModal.ts` — new hex-text + native color-picker row, default computed from `render-settings.json`. - `en.json` — `nuke_color_label` / `nuke_color_desc`. The value persists via `UserSettings.graphicsOverrides()` and is cleared by the modal's existing "Reset to defaults". The render debug GUI already exposes the same setting as **Stale Nuke Color** (Map Overlay), so no change was needed there. ## Testing - `tsc --noEmit` clean. - Verified in a headless solo game: the row renders with the green default (`#0d8c12`), changing it persists `mapOverlay.staleNukeColor`, and `applyGraphicsOverrides("#ff0000")` produces `staleNukeR=1, G=0, B=0`. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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2f594ebc26 |
Make the important events panel scrollable (#4346)
## What Cap the height of the **Tier 1 (important) events panel** and make it scroll when many events stack up, instead of letting it grow unbounded up the screen. ## Why The less-important (Tier 2) events panel was already height-capped and scrollable, but the important panel had no limit — a burst of important events (chat, nukes inbound, alliance changes, etc.) could push the panel arbitrarily tall. ## Changes (`src/client/hud/layers/EventsDisplay.ts`) - Added `max-h-[30vh] lg:max-h-[40vh] overflow-y-auto` to the important-events container. - Mirrored the existing Tier 2 auto-scroll-to-bottom behavior for the important panel (new `.important-events-container` query + scroll tracking), so the newest important events stay in view rather than being hidden below the fold. If the player scrolls up, auto-scroll pauses (same as Tier 2). ## Testing Verified in the live game by injecting 15 important events: - Panel is height-capped and scrollable (`scrollHeight 540 > clientHeight 400`). - Auto-scrolls to the newest (`scrollTop` pinned to bottom); events 5–15 visible, older ones reachable by scrolling up. lint clean. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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64409cae4d |
Animate HUD troop/population bars with transform instead of width (#4319)
## Problem The troop and population ratio bars in `ControlPanel` and `PlayerInfoOverlay` update their inline `width` on every game tick, with a `transition-[width] duration-200` to smooth the change. But `width` is a layout property — animating it forces the browser to **recalculate layout for the surrounding HUD components every animation frame**. Since the width changes every tick, this kept the whole HUD in a near-constant relayout loop and showed up as jank. ## Fix Keep the smooth animation, but drive it with `transform` (GPU-composited, no layout) instead of `width`: - Replace the two flex `width: %` segments with absolutely-positioned, full-width bars. - Segment 1: `transform: scaleX(green/100)` anchored to the left edge (`origin-left`). - Segment 2: `transform: translateX(green%) scaleX(orange/100)` so it stays flush against the first segment. - Animate with `transition-transform duration-200 ease-out`. Because `transform` is composited rather than laid out, the bars animate smoothly **without** triggering the per-frame HUD relayout. The segments are now always mounted (`scaleX(0)` when empty) instead of conditionally rendered, which also prevents the transition from resetting as values cross zero. Files: - `src/client/hud/layers/ControlPanel.ts` (mobile + desktop troop bars: malibu-blue / aquarius) - `src/client/hud/layers/PlayerInfoOverlay.ts` (sky-700 / malibu-blue) A grep confirmed these were the only `transition-[width]` usages in the client. ## Testing - `eslint --fix` / prettier ran clean via the pre-commit hook. - CSS-only change; no sim/behavioral logic touched. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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bb464538d0 |
Add Fallout effects toggle to graphics settings ☢️ (#4313)
## Summary Adds a **"Fallout effects"** toggle to the *Effects* section of the graphics settings modal, letting players disable the nuclear fallout visuals (useful for performance). Fallout is rendered by two passes — the broiling green **bloom** on irradiated territory and its additive **light** contribution in day/night mode. The bloom pass was already gated by `passEnabled.falloutBloom`, but the light pass had no gate. This adds a `passEnabled.falloutLight` flag and a single user-facing `passEnabled.fallout` graphics override that drives both together. ## Changes - **`RenderSettings.ts` / `render-settings.json`** — new `passEnabled.falloutLight` flag (default `true`). - **`LightmapPass.ts`** — gate the fallout light pass behind `passEnabled.falloutLight`. - **`GraphicsOverrides.ts`** — add `fallout: z.boolean()` to the `passEnabled` override group. - **`RenderOverrides.ts`** — apply `passEnabled.fallout` to both `falloutBloom` and `falloutLight`. - **`GraphicsSettingsModal.ts`** — `currentFallout()` / `onToggleFallout()` + a toggle button (mirrors the existing Special Effects toggle). - **`en.json`** — `graphics_setting.fallout_label` / `fallout_desc`. ## Testing - `tsc --noEmit` passes; JSON files validated. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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52bcae5106 |
Replace dark mode with player-adjustable lighting (#4280)
## What Removes the binary **dark mode** feature and replaces it with a player-adjustable **Lighting** section in graphics settings. ### In-game settings - Removed the Dark Mode toggle from both `SettingsModal` and `UserSettingModal`, and `darkMode()`/`toggleDarkMode()`/`DARK_MODE_KEY` from `UserSettings`. ### New Lighting section (Graphics Settings) - **Ambient light** slider (1–3): mapped to the renderer's ambient as `ambient = 1 / level`. **1.0 = no effect (unchanged look), 3.0 = darkest with the strongest structure glow.** - **Light falloff** slider (1–3): writes straight to `lighting.falloffPower`. - Lighting auto-enables only when ambient < 1, so the default (slider at 1) has zero GPU cost — off by default. ### Removed dark-mode overrides - Deleted `applyDarkModeOverride()` + `DARK_AMBIENT` and their wiring in `ClientGameRunner`, `gl/index.ts`, and the `DARK_MODE_KEY` listener. - Removed the `.dark` HUD-class toggle in `Main.ts` and the `userSettings.darkMode()` read in `PlayerIcons`. ### Train glow - `UT_TRAIN` light reduced (intensity `2.0 → 0.5`, radius `8 → 6`) so structures dominate the glow. ## Notes - Removing the dark-mode setting also retires the HUD's Tailwind dark theme (same setting). The dormant `dark:` CSS variants and unused white-icon assets are left in place (out of scope). 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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8b9bda1c8b |
Add ocean color override to graphics settings (#4269)
## What Adds a **Terrain** section to the graphics settings modal with a color picker and a hex-code text field (paste a `#rrggbb` code) for the **ocean** (deep water) color. ## Details - The picked color sets the *shallow-water base*; the existing per-depth brightness gradient is preserved (deeper water still darkens). - Only deep water is affected — shoreline water and land are untouched. - Follows the same override pattern as every other graphics setting: the default lives in `render-settings.json` (`terrain.oceanColor`), the override is a field in `GraphicsOverrides`, and `applyGraphicsOverrides` copies it into the live `RenderSettings`. - Rebased on #4271 (settings resolved before renderer construction): the terrain texture **bakes the resolved ocean color at construction**, so a saved override shows on load with no special-casing. Terrain is baked into a GPU texture rather than read per-frame, so a *live* change still triggers an explicit `view.rebuildTerrain()`. - Resetting graphics overrides clears it back to the default ocean color. ## Testing Verified live in a headless singleplayer game: - A **saved** ocean override renders green deep-water on load, baked at construction with no settings-change event fired. - A mid-game color change recolors the deep ocean instantly, gradient preserved, shoreline/land untouched. `tsc` and ESLint clean. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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3a8249dfd1 |
Add structure icon size graphics override (#4270)
## Summary Adds a new **Structure icon size** option to `GraphicsOverrides`, exposed as a slider in the Graphics Settings modal. Players can now scale how large structure icons are drawn on the map. ## Changes - **`GraphicsOverrides.ts`** — add `iconSize: z.number()` to the `structure` override schema. - **`RenderOverrides.ts`** — apply the override onto `settings.structure.iconSize` (consumed by `StructurePass`/`StructureLevelPass` shaders). - **`GraphicsSettingsModal.ts`** — add a slider (range 20–120, step 5) in the "Structure Icons" section, with getter/handler following the existing pattern. Falls back to the `render-settings.json` default of 60 when unset. - **`resources/lang/en.json`** — add `icon_size_label` / `icon_size_desc` (English only, per i18n rules). - **`tests/GraphicsOverrides.test.ts`** — schema-validation cases plus application tests (override sets the value; absence keeps the default). The setting persists via the existing `userSettings.graphicsOverrides()` localStorage flow and takes effect live through the existing `regenerateRenderSettings` wiring. ## Testing - `npx vitest tests/GraphicsOverrides.test.ts --run` — 35 passed - `tsc --noEmit` — no new type errors 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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f76f133589 |
Structure level numbers: classic bitmap font by default + graphics toggle (#4264)
## What Structure **level numbers** now render in the **`round_6x6_modified`** bitmap font by default (matching the old PIXI-based `StructureLayer` / `v31`), with a graphics setting to switch back to the smooth `overpass-bold` MSDF font. Two commits: 1. **Default to the classic bitmap font** — `StructureLevelPass` drew level digits from the `overpass-bold` MSDF atlas (the one `NamePass` uses for player names); switch the default to the `round_6x6_modified` pixel font (white digits with a baked-in dark outline). 2. **Add a runtime toggle** — load both fonts and switch between them live via a new `Classic level numbers` graphics setting. ## How - `StructureLevelPass` loads both atlases up front and selects one per frame from `settings.structureLevel.classicFont`, re-laying-out the digits when the toggle flips (digit advances differ between the fonts). The fragment shader is a single program with a `uClassic` branch: direct bitmap sample (white fill + baked outline) vs. MSDF median + synthesized outline. - New override `structure.classicNumbers` in `GraphicsOverrides` (default `true` = classic), applied onto `settings.structureLevel.classicFont` in `applyGraphicsOverrides` — so it switches live, like the existing colorblind/classic-icons toggles. - `GraphicsSettingsModal` gets a `Classic level numbers` toggle next to `Classic icons` (with `en.json` strings). ## Testing - `tsc --noEmit`, ESLint, Prettier, and `npm run build-prod` all pass. - Ran the game headless, built/upgraded cities to level 2–3, and confirmed: the classic toggle renders the pixel font, flipping it renders the smooth MSDF font, and flipping back restores the pixel font — switching live with no shader errors. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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49a12519d7 |
Tune structure rendering to match the previous version's look
Bring the WebGL structure renderer closer to the old canvas render: larger icons, classic icon styling by default, and more prominent, better-positioned level numbers. |
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81c5fcfb16 |
Fix events display showing troop donation amounts 10x too high
Troops are stored internally at 10x their displayed value, but the donation event message formatted the raw amount with renderNumber instead of renderTroops. Gold is unscaled and was already correct. |
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aa4b490e68 |
Simplify WebGL renderer integration: remove dead extension code, untangle GameView naming (#4240)
## Summary The WebGL renderer was adapted from an external extension and carried a lot of machinery this integration never uses (replay playback, its own input/event system, a GL radial menu). This PR is two mechanical cleanup passes with **no behavior change**: delete the dead code, then untangle the `GameView` naming collision. **78 files, +142 / −2,197.** ### Pass 1 — remove dead extension baggage - **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`; the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed), `applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and `GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes `types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`, `types/Game.ts` (imported only by the types barrel). - **FrameEvents**: trimmed from 14 fields to the 3 actually populated and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11 fed the extension's stats system and were never written or read here. - **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API methods on facade + renderer had zero callers — the game uses the DOM/d3 radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and drawn every frame for nothing. - **Facade event system**: `GameViewEventMap` defined 10 event types (`click`, `hover`, `scroll`, …) but only `contextrestored` was ever emitted — input actually flows through `InputHandler` → EventBus → controllers. Replaced the listener map with a single `onContextRestored` callback and deleted `Events.ts`. Also fixed the stale header comment claiming the facade handles user interaction. - **Unused API surface**: removed ~20 facade/renderer methods with zero callers (camera passthroughs like `panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`, `onFrame`/`afterRender`/fps tracking). Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks for a possible future camera unification) and the `timeFn` plumbing inside the FX passes (deeply embedded as defaults; only the dead renderer-level wrappers were removed). ### Pass 2 — untangle the three GameViews - `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`). Every importer was already aliasing it as `WebGLGameView` to dodge the collision with the simulation-mirror `GameView` in `client/view/`, so this removes aliasing rather than adding churn. `render/CLAUDE.md` updated. - Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO asked for this). All 51 importers now import from `src/client/view/` directly via a new 3-line barrel `view/index.ts`. ## Test plan - `tsc --noEmit` clean, `eslint` clean - Full test suite passes (1,385 + 65 server tests) - Manual verification via headless Chromium: started a singleplayer game and confirmed the renderer works end-to-end — terrain draws, spawn-phase overlay shows, territories fill with borders after spawning, player names/flags render, no renderer console errors 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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27054bde83 |
[FIX] Filters actionable events to remove dead requestors (#4238)
Resolves #4220 ## Description: Filters `ActionableEvents` to remove dead requestors. ## 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 **I do not know how** to create and then kill a player in `tests/client/graphics/layers/ActionableEventsAlliance.test.ts`. ## Please put your Discord username so you can be contacted if a bug or regression is found: Katokoda |
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b1e9955af3 |
Coordinate grid (#4224)
**Add approved & assigned issue number here:** Resolves #3839 ## Description: A bunch of small updates to make the coordinate grid a lot nicer. - Removes black backgrounds on text. - Allows user to modify the opacity of the coordinate grid - Persist the enable state of the coordinate grid ### Before <img width="2344" height="1168" alt="image" src="https://github.com/user-attachments/assets/22c2fb77-9db6-41bf-a50a-987f651cc19a" /> ### After <img width="2331" height="1174" alt="image" src="https://github.com/user-attachments/assets/0e5a9575-8a79-407b-8d78-8564df02b259" /> <img width="407" height="947" alt="image" src="https://github.com/user-attachments/assets/b9e5f9f1-3cc1-4832-b7d4-38e1f5e93d57" /> ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: FrederikJA |
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f50456c688 | Fix crash when HeadsUpMessage renders before game is assigned | ||
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03a5d691ee |
Add white glow behind hovered player's name
The hovered player (tile owner under the cursor, already tracked via uHighlightOwnerID for cull bypass) now gets a soft white glow behind their name. The glow is derived from the MSDF distance field: a white band past the outline with quadratic falloff, composited behind the glyph and clamped to the SDF margin so it never clips at quad edges. Glow size and strength are tunable via hoverGlowWidth/hoverGlowAlpha in render-settings.json, exposed as sliders in the graphics settings modal (persisted as graphics overrides) and in the debug GUI. Includes schema and apply tests for the new override fields, covering the 0 edge case (0 disables the glow, not "unset"). |
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1db02acdc2 |
Move theme data into the render-settings JSON pipeline (#4223)
**Add approved & assigned issue number here:** N/A — maintainer refactor. ## Description: Replaces the theme class hierarchy (`BaseTheme`/`PastelTheme`/`ColorblindTheme`) with theme JSON files — `default-theme.json` and `colorblind-theme.json` — combined with `render-settings.json` at runtime into a single graphics-configuration pipeline (`settings.theme`). One `SettingsTheme` class keeps the algorithms (color allocation, team-variation generation, LAB-contrast structure colors) and reads all data from `ThemeSettings`; adding a theme is now just adding a JSON file. Colorblind mode (#4150) is fully preserved: - Same palettes — the 32-color CVD-safe pool and Okabe-Ito team colors are baked into `colorblind-theme.json` - The relative border rule (`l × 0.6`) is expressed as a `borderLightnessScale` knob alongside the default theme's absolute `borderDarken` - The mid-game re-theme wiring (`refreshPlayerColors`/`refreshPalette`) and the affiliation/friend-foe tint overrides are unchanged; `applyGraphicsOverrides` now also swaps the `settings.theme` slice - `deepAssign` replaces arrays wholesale so differing palette lengths survive theme switches Verified against the previous implementation with an equivalence test (since removed): default-theme colors are byte-identical including allocation order; colorblind team/derived colors are byte-identical, and FFA assignment may permute within the same palette (hex baking rounds upstream's fractional-RGB colord objects, which can flip the allocator's greedy delta-E ordering — rendered colors round identically either way). Also removes dead theme surface (`terrainColor`, `backgroundColor`, `falloutColor`, `font`, `textColor`, spawn-highlight variants, `PastelThemeDark`) — GL terrain colors and dark mode were already handled in the renderer. Note this means the colorblind terrain bands from #4150 were dead code (nothing calls `terrainColor`; GL terrain comes from `ColorUtils.encodeTerrainTile`); wiring CVD-safe terrain into the terrain texture would be a follow-up. ## Please complete the following: - [x] I have added screenshots for all UI updates — N/A, no UI changes (verified color-identical) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file — N/A, no user-visible text - [x] I have added relevant tests to the test directory — `tests/Colors.test.ts` updated for the new pipeline (team colors from theme JSON, colorblind palette/border tests) ## Please put your Discord username so you can be contacted if a bug or regression is found: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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625d54c128 |
[small-fix 20 lines] Add FFA collusion warning (#4107)
Resolves #3900 ## Description: During the spawn phase in FFA games, display a collusion warning to clearly communicate to new users that pre-game agreement is not allowed. <img width="1362" height="662" alt="2026-06-01_20-31" src="https://github.com/user-attachments/assets/bd083e91-280a-41e1-a11a-d69d5f16bc8a" /> - [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 ## Please put your Discord username so you can be contacted if a bug or regression is found: goose126 --------- Co-authored-by: evanpelle <evanpelle@gmail.com> |
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21776e81af |
Feature/colorblind mode (#4150)
**Add approved & assigned issue number here:** Resolves #2549 ## Description: Adds colorblind mode. Similar to dark mode, it exists as a toggle in settings. When enabled, it swaps the game's theme (which is refactored to extend from a theme base class) to use more colorblind-friendly colors and brightness variations. Borders are darkened, and terrarin is separated by lightness. Friendly/Foe colors and switched to blue/orange instead of red/green. The theme refactor supports adding new themes without having to reimplement the color distribution system. New themes can extend the BaseTheme and supply the data, such as palettes, team-color variations, and terrain. New setting: <img width="880" height="273" alt="Screenshot 2026-06-04 at 11 30 27 AM" src="https://github.com/user-attachments/assets/d5d573d5-cc64-4ac1-95c2-00627faf17cc" /> New color palette: <img width="1119" height="757" alt="Screenshot 2026-06-04 at 11 30 59 AM" src="https://github.com/user-attachments/assets/2bb15bc9-992b-41ae-ab0e-b01fe0c3c6bb" /> ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: jetaviz |
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7137347b7d |
Fade player names under the cursor, with a graphics setting to tune it (#4221)
## Description: Player name plates can block the view of what's underneath them (structures, units, terrain). This PR fades the entire name plate — name, troop count, flag, and emoji/status row — to 25% opacity while the cursor is over it, so you can see and click what's behind it. **How it works:** - `HoverHighlightController` pushes the cursor's world position into the renderer on mouse move. - `NamePass` hit-tests the cursor against each player's name plate bounds on the CPU (mirroring the lerp/sizing math in `name.vert.glsl`) and passes the matched player's ID to the text, icon, and status-icon programs, which apply the alpha multiplier in their shaders. **Graphics setting:** - New "Name opacity under cursor" slider in the Graphics Settings modal (Name Labels section), range 0–1, default 0.25. Setting it to 1 disables the fade entirely. - Wired through the existing `GraphicsOverrides` pipeline: changes apply live and are cleared by "Reset to defaults". - Tuning knob exposed as `name.hoverFadeAlpha` in `render-settings.json` and the debug GUI. ## Please complete the following: - [ ] 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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a39413c947 |
Show newest actionable events on top to prevent misclicks
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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9189aac687 |
Improve railroad visibility: own-rail contrast color and thickness setting
Local-player rails previously rendered in the white focused-border color from the palette, making them hard to see on light territory. Rails now use a dedicated local rail color: white normally, flipped to black when the territory backdrop is too light for white to read against (patterns average their primary/secondary brightness). Also add a railThickness render setting (0.5-3, default 1), exposed in the Graphics Settings modal and the debug GUI, and persisted via GraphicsOverrides. In the medium-zoom LOD, rails are now drawn as screen-space anti-aliased lines around each tile's rail centerline, accumulated from the 3x3 neighborhood so thick lines spill cleanly into neighboring tiles; detailed mode scales its sub-grid band widths. - PlayerView: compute railColor() (white/black by backdrop brightness) - RailroadPass/shader: uLocalPlayerID, uLocalRailColor, uRailThickness - render-settings.json, RenderSettings, GraphicsOverrides, RenderOverrides: new railroad.railThickness knob - GraphicsSettingsModal: "Train track thickness" slider (+ en.json keys) - tests: schema + apply coverage for railroad overrides |
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b0e7d04f6e |
Add help notification system to control panel ℹ️ (#4212)
Resolves https://github.com/openfrontio/OpenFrontIO/issues/3445 ## Description: I copied the PR #3743 from @luctrate (Add army limit warning indicator for team games) to this PR because he didn't respond to requested changes but I thought it's important. I expanded on it, now its a full help message system: **Warnings (orange):** - Army limit: shown in team games with donations when troops exceed 80% of max - Low troops: shown when troops drop below 1k (=> new noob player who clicks too much) <img width="764" height="251" alt="582494157-cf19b13e-a0a9-44e4-8de8-86c007fe9c79" src="https://github.com/user-attachments/assets/6b4996d9-1993-4d2c-98ba-afba17a5ca4d" /> **Info messages (blue):** - Borders a traitor ally: "You can betray traitors without becoming a traitor yourself" (Because its not obvious for new players) - Borders an allied AFK player: "You can attack disconnected players even if you are allied with them" (Because its not obvious for new players) - Borders an AFK teammate: "You can attack disconnected teammates" (Because its not obvious for new players) Info messages only appear when the player has not attacked the relevant neighbor for at least 15 seconds, so they do not show up without reason. <img width="524" height="141" alt="image" src="https://github.com/user-attachments/assets/88d74661-d47e-45a7-9f91-d4f5361114b7" /> New "Help Messages" toggle in settings (default: on) <img width="409" height="105" alt="image" src="https://github.com/user-attachments/assets/24bc8bed-777b-4f72-9451-02116ac39db0" /> Implementation details: - Border detection uses async borderTiles() refreshed every 1s, cached in a Set of nearby player smallIDs - Outgoing attacks are tracked per-target to compute the 15-second idle threshold - New armyLimitWarningThreshold() on Config (returns 0.8) - All user-facing strings go through translateText() with en.json entries AI Model used: MiMo 2.5 Pro ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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042820d56c |
Fix alliance request event display edge cases
Suppress the "Alliance request sent" event when the action actually accepts an existing incoming request rather than sending a new one. This happens both when clicking "Accept" on a request card and when sending a request to a player who already requested one from us — in both cases EventsDisplay now checks whether the recipient is already requesting an alliance with us and skips the confirmation. Also clear stale incoming alliance request cards in ActionableEvents once the request is resolved: handle AllianceRequestReply to remove the card when accepted/rejected, and drop ALLIANCE_REQUEST cards in tick() whose requestor is no longer requesting an alliance with us. |
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90efb84168 |
Fix/expiration window staying after expiration (#4213)
Resolves #4209 ## Description: While filtering events in the src/client/hud/layers/ActionableEvents.ts tick function, we remove from the event list any event where the requestor is not requesting an alliance anymore. This excludes alliance requests where the requestor attacked (or bombed) AND alliance requests where the recipient accepted through the radial menu. ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: Katokoda |
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e38b25f206 |
Fix missing boat sprite icon in attacks panel (#4141)
Resolves #4100 ## Description: The boat row in the attacks panel (bottom-right UI) rendered an empty slot where the tinted boat sprite icon should appear, for both incoming and outgoing transport boats. Root cause: `loadAllSprites()` in `SpriteLoader.ts` was never called. It was previously invoked by a canvas layer that has since been deleted, so the sprite map stayed empty. As a result `getColoredSprite()` threw, `AttacksDisplay.getBoatSpriteDataURL()` caught the error and returned `""`, and the icon rendered blank. This fix calls `loadAllSprites()` from `AttacksDisplay.init()` (currently the only consumer of the sprite loader), so the sprite map is populated at startup. ### Demo after fix: <img width="800" height="572" alt="CleanShot 2026-06-03 at 18 51 01" src="https://github.com/user-attachments/assets/e64a1ef7-da48-4662-a8c4-7234a8307730" /> ## 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 (N/A — no user-facing text added; only a console error log) - [x] I have added relevant tests to the test directory (smoke tested locally, see demo recording above) ## Please put your Discord username so you can be contacted if a bug or regression is found: cool_clarky |
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3aaf0ea05d |
Remove lakes from the game 🌊 (#4214)
## Description: Nametags look weird here because on the left is a lake: <img width="954" height="765" alt="Screenshot 2026-06-10 170116" src="https://github.com/user-attachments/assets/2b679a68-fab3-458e-8e29-e12b9a4f281b" /> I removed isLake from the nametag position calculation Because isLake was unused then, I removed it completely. Full changelog: - Remove isLake() from GameMap interface, GameMapImpl, GameImpl, and GameView - Remove TerrainType.Lake enum value - terrainType() now returns Ocean for all water tiles (previously distinguished lake vs ocean, but nothing treated them differently) - Remove Lake case from PastelTheme and PastelThemeDark (already fell through to Ocean) - Exclude lakes from nametag placement grid in NameBoxCalculator Maybe as a next step also remove lakes metadata from the map generator? AI Model used: MiMo 2.5 Pro ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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cb9cab9aca |
Keep static spawn timer for singleplayer games
PR #4198 made the spawn-phase timer count down numSpawnPhaseTurns(), but singleplayer never adds SpawnTimerExecution (GameRunner.ts), so its spawn phase doesn't end on a timer — it ends when the player spawns. The countdown would tick to 0 at ~10s while the phase kept going. In GameRightSidebar.tick(), restore the old static display (maxTimerValue * 60, or 0 when unset) during spawn phase for Singleplayer games, leaving the countdown for all other game types. Uses an explicit gameType check rather than _isSinglePlayer so replays of multiplayer games still count down. |
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2d28d5463b |
Add territory saturation and opacity graphics settings
Expose two new user-configurable map-overlay controls in the graphics settings modal: territory saturation (mutes fill colors toward grayscale) and territory opacity (lets terrain show through the fill). The territory fragment shader blends the fill toward its luminance based on uSaturation and applies uTerritoryAlpha as the absolute fill opacity. Both are wired through RenderSettings, the GraphicsOverrides schema, applyGraphicsOverrides, the debug Layout sliders, and TerritoryPass uniforms, with defaults (saturation 1, alpha 0.588) in render-settings.json. Adds the corresponding en.json label/description strings. |
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ea95069604 |
Move special effects toggle to graphics settings, wire to renderer
The special effects toggle wrote settings.specialEffects but nothing in the WebGL pipeline read it — the FX pass is gated on passEnabled.fx. The setting was orphaned when the old canvas renderer was removed, so the toggle had no visual effect. Move the toggle into the graphics settings modal (under a new Effects section) and remove it from the in-game settings modal and the homepage user settings modal. Rewire it to a passEnabled.fx graphics override so it actually toggles the FX pass, applied live via the existing graphics override listener. Delete the now-dead fxLayer()/toggleFxLayer() from UserSettings. Note: users who previously disabled special effects will reset to on, since the old settings.specialEffects key is no longer read. |
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1c1728f6fa |
Add map hover/railroad graphics overrides and fix territory highlight
Extend GraphicsOverrides with a mapOverlay group (territory highlight, border highlight amount, border highlight thickness) and a railroad group (train track draw distance), wired through the schema, applyGraphicsOverrides, and new sliders in the graphics settings modal. Fix the territory hover highlight: the shader received uHighlightBrighten but ignored it, applying a hardcoded saturation boost so the setting had no effect. It now drives a contrast boost (push channels away from mid-gray), with 0 disabling the effect. The train track slider is presented as a "draw distance" (inverted railMinZoom) so higher = tracks stay visible when more zoomed out. Also move the Graphics settings button to the top of the settings modal. |
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7921261ac9 |
Countdown before game start (#4198)
Resolves #4178 ## Description: Let's the timer countdown remaining time to start in spawn phase <img width="343" height="82" alt="Screenshot_2026-06-06-11-24-26-193_com android chrome" src="https://github.com/user-attachments/assets/e5827db4-a6d5-485f-b504-d8b64b7c6ba7" /> ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: Dovg |
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01ddc1d6c6 |
Fix aliance renewal question (extension-prompt) staying open (#4196)
> **Before opening a PR:** discuss new features on [Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small improvements as [issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose). You must be assigned to an `approved` issue — unsolicited PRs will be auto-closed. **Add approved & assigned issue number here:** Resolves #4164 ## Description: Single line change, making sure the ActionableEvent is updated after removing the alliance that just ended. ## Please complete the following: - [x] I have added screenshots for all UI updates -# There are none - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file -# There are none - [x] I have added relevant tests to the test directory -# I do not know how I would to it. ## Please put your Discord username so you can be contacted if a bug or regression is found: Katokoda |
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88697955b7 |
Add SoundEffectController to restore v31 sound effects
Ports the sound-emission logic from v31's deleted FxLayer into a new controller registered with the game renderer. Per-tick it scans the worker's update stream and emits PlaySoundEffectEvent for unit launches, nuke detonations, structure/warship builds (local player only), and conquests where the local player is the conqueror. |