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31
Commits
| Author | SHA1 | Message | Date | |
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376061793a |
Handle ranked play limits in the client (#4602)
## Summary
Client-side handling for the new server-enforced ranked play limits
(infra#427): free players get a lifetime allowance of ranked matches,
then a small daily allowance; subscribers on tiers with the
`unlimitedRanked` entitlement are never limited.
- **Queue rejection**: the matchmaking socket closing with code 1008 and
reason `ranked_limit_reached` now renders a limit-reached view in the
matchmaking modal (message + "Get unlimited ranked" button that opens
the store on the subscriptions tab) and does **not** auto-reconnect.
Auth-failure 1008 (`Invalid session`) is disambiguated by the reason
string and keeps the existing reconnect-with-refreshed-token path; code
1000 ("replaced by another tab") is unchanged. Both 1v1 and 2v2 go
through the same modal, so both queues get identical handling.
- **`/users/@me`**: added required `player.unlimitedRanked: boolean` to
`UserMeResponseSchema`.
- **cosmetics.json**: added required `unlimitedRanked: boolean` to
`SubscriptionSchema`; store subscription tiles now show an "Unlimited
ranked" perk line for tiers that include it.
Display copy avoids hardcoding the limit numbers since the server
constants may be tuned.
## ⚠️ Deploy ordering
Both new schema fields are **required**, so this must ship **after** the
API starts serving them (infra#427). Against the current API,
`/users/@me` parsing fails (players appear logged out) and a catalog
without the subscription field fails the whole cosmetics parse.
## Testing
- Schema tests for both new fields (present / rejected-when-missing) in
`tests/ApiSchemas.test.ts` and `tests/CosmeticSchemas.test.ts`; full
suite, tsc, ESLint, Prettier all pass.
- Verified in the running app (headless Chromium): forced the modal into
the limit-reached state, confirmed the rendered view, and confirmed the
upsell click closes matchmaking and opens the store on the subscriptions
tab.
- Not verifiable locally (needs deployed infra#427): the real close
frame, the midnight-UTC reset, and the perk line against a real catalog
— covered by the handoff QA checklist.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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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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e76b34be22 |
Handle matchmaking socket close codes per API contract (#4595)
## What Implements the close-code contract from the matchmaking API handoff (API PR #419) in the matchmaking modal, plus two runnable integration harnesses. Previously `onclose` only logged, so an API deploy while queued left the player on the "searching" spinner forever (the queue is in-memory on the API worker). | Close | Behavior | | --- | --- | | 1008 `Invalid session` | Reconnect and re-send `join` — `getPlayToken()` refreshes an expired token internally, so the rejoin carries a fresh JWT | | 1000 `Replaced by newer connection` | Another tab/window took the queue slot: show a message (new `matchmaking_modal.replaced` string) and stop. No retry | | Any other close before assignment | Server restart/deploy: reconnect and re-send `join`, with exponential backoff (1s doubling to a 15s cap) | Intentional closes (user backs out of the modal, assignment received) don't reconnect. A pending 2s join timer from a previous socket is cleared before each reconnect so it can't fire on the new socket. ## Test harnesses (`tests/matchmaking/`) - **`npm run test:matchmaking`** (contained): drives the real modal in a headless browser against a fake in-process matchmaking server speaking the documented protocol; covers the whole close-code table over real WebSockets. Needs only `npm run dev`. - **`npm run test:matchmaking:e2e`**: real integration against the API worker on `localhost:8787` — two browser players join the real queue, the dev game server receives the checkin assignment, and both clients end up in the same created game. ## Why now This is required by the matchmaking API's client contract independent of the upcoming 2v2 work ("clients must already handle unexpected close → reconnect and rejoin"). The rest of the 2v2 integration is planned for the next version. ## Verification - Contained harness: 8/8 checks pass (join, 1006 reconnect+rejoin, 1008 rejoin with fresh token, assignment, replaced → message + no retry, intentional close → no retry/no message). - E2E harness against a local worker: 3/3 — both players matched into the same game, game created via checkin and joinable by both. - `npm test` (all 2,046 pass), `npx tsc --noEmit`, ESLint clean. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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274b516ea3 |
feat(crazygames): backend login + surface the signed-in user (#4542)
Client-side CrazyGames login: exchange the SDK user token for our session, then surface that identity in the UI. Implements the client side of the [CrazyGames login handoff guide](https://docs.crazygames.com/sdk/user/). ## Part 1 — Backend login (token exchange) On CrazyGames we exchange the SDK's user token for our own session via `POST /auth/crazygames`, instead of the cookie-based `/auth/refresh` (the refresh cookie is `SameSite=Lax` and unusable from the CrazyGames iframe). - **`CrazyGamesSDK.ts`** — `getUserToken()` wrapper (awaits `ready()`, gates on `isUserAccountAvailable`, returns `null` on throw / no signed-in user). - **`Auth.ts`** — `doRefreshJwt()` routes to `doCrazyGamesLogin()` when on CrazyGames with a signed-in account; a `null` token (guest / no account) falls through to the existing `/auth/refresh` flow. `reauthAfterCrazyGamesChange()` drops the cached session on a mid-session sign-in. - **`Main.ts`** — `addAuthListener` re-runs auth + `getUserMe()` when the player signs into CrazyGames mid-session. Everything funnels through the existing `userAuth()` → `refreshJwt()` path, so **startup login and the 15-min re-exchange on expiry come for free** — no new expiry/polling code. ## Part 2 — Surface the signed-in user - **Account button** shows the CrazyGames avatar + username when signed in (clicking opens the account modal), or a **"Sign in"** that opens CrazyGames' own `showAuthPrompt()` when a guest. Wired across every entry point: the desktop nav pill, the mobile hamburger item (un-hidden on CrazyGames by dropping `.no-crazygames`), and — since CrazyGames renders below the `lg` breakpoint where the desktop nav is hidden — a new button in the **homepage top bar's** right slot. - **AccountModal** treats the CrazyGames user as logged-in: "Connected as" avatar + username, currency/subscription, and stats/games/friends. **No Discord/Google/email login+link buttons and no logout** (CrazyGames owns the account). A guest who reaches the modal gets a CrazyGames sign-in button, never Discord/Google. - **`CrazyGamesSDK.ts`** — `getUserProfile()` + `showAuthPrompt()` wrappers; `profilePictureUrl` added to the user type. Identity comes from the SDK (`getUser()`), not `/users/@me`, which doesn't surface CrazyGames identity yet. ## Behavior - **Signed-in CrazyGames account** → real backend session; avatar + username in the top bar; CrazyGames-only account modal. - **CrazyGames guest / not signed in** → silent fallback to guest; "Sign in" button opens `showAuthPrompt()`; auto-logged-in the moment they sign in (via `addAuthListener`). - **Not on CrazyGames** → completely unchanged. ## Testing - `npx tsc --noEmit` — clean - `npx eslint` on changed files — clean - No new i18n keys (reuses `main.sign_in`, `account_modal.*`). - No unit tests: this repo tests core sim only, and CrazyGames only initializes inside a crazygames.com iframe, so the CG paths can't run locally (the localhost SDK mock returns unsigned tokens the backend rejects). **Needs a manual pass on the CrazyGames game page (gameId `64178`)** covering: signed-in avatar/username + account modal, guest "Sign in" → prompt, and mid-session sign-in. ## Assumptions to confirm (backend) 1. The `/auth/crazygames` JWT carries the same `iss` (`getApiBase()`) and `aud` (`getAudience()`) as normal openfront.io tokens and satisfies `TokenPayloadSchema` (incl. base64url `sub`) — otherwise `userAuth()` will `logOut()`. 2. CrazyGames iframes our own origin (so `getApiBase()` → `https://api.openfront.io`), consistent with the existing integration. 🤖 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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ff5eb78689 |
Login with Google — client UI (#4028) (#4279)
Resolves #4028 (client half — backend is openfrontio/infra#368, which must be deployed first). ## Description: Adds "Login with Google" to the client, alongside the existing Discord login. Companion to the backend PR (openfrontio/infra#368). - `Auth.ts` — `googleLogin()` (full-page redirect to `/auth/login/google?redirect_uri=…`, mirrors `discordLogin()`). - `ApiSchemas.ts` — `GoogleUserSchema` + optional `user.google` on `UserMeResponseSchema`. - `AccountModal.ts` — a "Login with Google" button (Google brand guidelines: white surface, dark text, the multicolor "G" mark) in the login options, and the logged-in view now renders a Google-authenticated user's email (also added `google` to `isLinkedAccount()`). - `en.json` — `main.login_google`. - `resources/images/GoogleLogo.svg` — the Google "G" mark. > **Draft.** Depends on infra#368 being deployed (the button hits the live `/auth/login/google`). ## Please complete the following: - [x] I have added screenshots for all UI updates <!-- TODO: add screenshot of the Google button --> - [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 <!-- no client tests exist for AccountModal/Auth; verified via tsc --noEmit + eslint. Backend behaviour is covered in infra#368 --> ## Please put your Discord username so you can be contacted if a bug or regression is found: jish |
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bbe727cc84 |
Refactor modal system: BaseModal renders shell, unified open(args) API (#3923)
## Description
Refactors the modal system so that `BaseModal` owns the `<o-modal>`
shell rendering, tab state, and lifecycle. Modal subclasses now provide
content via small hook methods (`renderHeaderSlot()`, `renderBody(tab)`,
`modalConfig()`) instead of each rebuilding the `<o-modal>` template and
inline-mode branching.
This sets up the foundation for a future modal URL router (e.g.
`#modal=store&tab=flags`), which will be a follow-up PR.
### What changed
**`BaseModal`** — `src/client/components/BaseModal.ts`
- Now renders the `<o-modal>` shell itself; subclasses no longer
duplicate it
- Owns `activeTab` state and dispatches per-tab rendering via
`renderBody(tab)`
- Single `modalConfig()` method returns `{ title?, tabs?, hideHeader?,
hideCloseButton?, alwaysMaximized?, maxWidth? }`
- Uniform `open(args?)` / `close(args?)` interface; subclasses interpret
args in `onOpen(args)` / `onClose(args)`
- Tabbed modals can lazy-load via `onTabEnter(tab)` lifecycle hook
- Re-entrancy guard on `open()` so `showPage()` re-invocations don't
clobber state set by the outer call
- Initial tab defaults to first entry in `modalConfig().tabs` so the
active tab is highlighted on first open
**17 modals migrated** to the new shape:
- Tabbed: Store, UserSetting, Leaderboard, Clan
- Non-tabbed: FlagInput, Account, TokenLogin, News, TerritoryPatterns,
Troubleshooting, SinglePlayer, Matchmaking, RankedModal, Help, Language
- Lobby: JoinLobbyModal, HostLobbyModal (kept their `confirmBeforeClose`
/ `closeAndLeave` / `closeWithoutLeaving` methods)
Per-modal diffs are mostly mechanical:
- Drop the `<o-modal>` wrapper template and the `if (this.inline) return
content` branch
- Drop the inner `<div class="${this.modalContainerClass}">` wrapper
(shell styling now lives on `<o-modal>`)
- Move header content into `renderHeaderSlot()` so it lives in the
sticky header area
- Convert `super.open()`/`super.close()` overrides into
`onOpen(args)`/`onClose(args)` hooks
- For tabbed modals: drop subclass `@state activeTab`, manual
`handleTabChange`, and the `render()` switch — all owned by BaseModal
now
**Other changes:**
- `Store`: in affiliate mode (`#affiliate=X`), tabs are hidden and a
single combined grid of purchasable affiliate items is shown
- `Main.ts`: `joinModal.open(lobbyId, lobbyInfo)` callsites converted to
the new `open({ lobbyId, lobbyInfo })` shape
### Follow-up
Modal URL router (`#modal=X&tab=Y&...`) is a separate PR on top of this
foundation.
## Please complete the following:
- [x] I have added screenshots for all UI updates _(no visual changes;
smoke-tested in dev)_
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file _(no new user-visible strings)_
- [ ] I have added relevant tests to the test directory _(no test
coverage; tested in browser)_
- [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
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275fd0dccc |
refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## Description: This is a refactor to simplify config handling. Replaces the per-environment DevConfig/PreprodConfig/ProdConfig class hierarchy with two static classes: ClientEnv (browser main thread, reads from window.BOOTSTRAP_CONFIG) and ServerEnv (Node server, reads from process.env). The four config classes are deleted, the abstract DefaultServerConfig is gone, and DefaultConfig is renamed to Config. The values that flow server → client (gameEnv, numWorkers, turnstileSiteKey, jwtAudience, instanceId) used to be baked into the hardcoded per-env classes. They're now real env vars on the server, embedded into a single window.BOOTSTRAP_CONFIG object in index.html at request time (alongside the existing gitCommit/assetManifest/cdnBase globals, which moved into the same object), and read back by ClientEnv on the client. The dev defaults previously hidden inside DevServerConfig are now explicit in start:server-dev (NUM_WORKERS=2, TURNSTILE_SITE_KEY=1x..., JWT_AUDIENCE=localhost, etc.) and in vite.config.ts's html plugin inject.data. Production deploys plumb NUM_WORKERS and TURNSTILE_SITE_KEY through deploy.yml (GitHub vars) into the remote env file; JWT_AUDIENCE is derived from DOMAIN in deploy.sh. The dynamic /api/instance endpoint is gone — INSTANCE_ID rides along in BOOTSTRAP_CONFIG now. ServerEnv is the only thing server code touches; ClientEnv is browser-only. The two classes have intentional overlap (env, numWorkers, jwtIssuer, gameCreationRate, workerIndex, etc.) since they derive identical logic from different sources — there's a TODO in each to consolidate via a shared helper later. The game-logic Config no longer stores a ServerConfig/ClientEnv reference and its serverConfig() getter is gone; the one caller (MultiTabModal) now reads ClientEnv.env() directly. Worker init no longer carries server-config values since nothing in the worker actually reads them. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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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 |
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d5a2cc0fca |
cosmetic refactor (#3628)
## Description: The motivation is to have a single "cosmetic-button" element, so we can abstract out the cosmetic types. This will make it much easier to add new cosmetic types in the future. Unifies PatternButton and FlagButton into a single CosmeticButton component. Extracts a resolveCosmetics() function that flattens patterns × color palettes + flags into a ResolvedCosmetic[] with relationship status pre-computed, replacing duplicated resolution logic across four callers. * New CosmeticButton — renders patterns or flags based on ResolvedCosmetic.type * New resolveCosmetics() — centralizes ownership/purchase/blocked resolution * Extracted PatternPreview — canvas rendering split into its own module * Added type: "pattern" | "flag" discriminator to Zod cosmetic schemas * Deleted FlagButton.ts and PatternButton.ts * Added 320-line test suite for resolveCosmetics ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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2be858869c |
Split runtime and game logic env loading (#3505)
## Description:
This refactors client configuration loading to make the environment
split explicit.
The app currently has two different env concerns:
- the browser main thread needs the live runtime env to select API /
Turnstile / JWT settings
- the worker and game-logic path need a build-time env to select game
config behavior
Before this change, both responsibilities were hidden behind the same
loader, which made the intent unclear and caused confusion around the
worker fallback behavior.
This PR separates those paths explicitly:
- main-thread browser code now uses `getRuntimeClientServerConfig()`
- game creation and worker/game-logic code now uses
`getGameLogicConfig()`
- the build-time game-logic env is represented explicitly as
`GameLogicEnv`
## What Changed
- Added `GameLogicEnv` to model the build-time game config choice
explicitly.
- Added `getRuntimeClientServerConfig()` for live runtime browser config
from `window.BOOTSTRAP_CONFIG`.
- Added `getBuildTimeGameLogicEnv()` and
`getServerConfigForGameLogicEnv()` for build-time worker/game-logic
config.
- Renamed game config loading from `getConfig()` to
`getGameLogicConfig()` to reflect what it actually does.
- Updated browser call sites to use the runtime client config loader.
- Updated worker/game creation paths to use the game-logic config
loader.
- Updated config loader tests to cover both paths.
## Behavior
This keeps the current intended behavior, but makes it explicit:
- Runtime client env:
- comes from `window.BOOTSTRAP_CONFIG`
- controls live browser integration settings such as API origin,
Turnstile, and JWT audience/issuer
- Build-time game-logic env:
- comes from bundled `process.env.GAME_ENV`
- maps:
- `dev` -> dev game config
- `staging` -> default/prod game config
- `prod` -> default/prod game config
That means preprod/staging deployments can continue using prod game
logic while still using staging API/auth settings on the main thread.
## Why
The previous setup worked, but the naming and loader boundaries were
misleading:
- the same function was used for both runtime browser config and
worker/game config
- the worker fallback looked like an implementation detail instead of an
intentional architectural split
This change makes that intent visible in code without changing the
desired deployment behavior.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
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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 |
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bb1ddfbcaa |
Make "Not Logged In" button open Account modal & fix Account loading state ✨ (#3247)
## Description:
**TerritoryPatternsModal.ts**
- Changed the "Not Logged In" indicator from a static `div` to a
clickable `button`
- Clicking it now closes the skins modal and navigates to the Account
page via `window.showPage("page-account")`
- Added hover effect (`hover:bg-red-500/30`) for visual feedback
**AccountModal.ts**
- Fixed the inline Account modal's loading state ("Fetching account
information...") rendering without a background or header (white text on
light background 💀)
- The loading spinner is now wrapped in `modalContainerClass` (dark
glassmorphic background) with a proper `modalHeader` including the title
and back button, matching the loaded state's appearance
**SinglePlayerModal.ts**
- Changed the "Sign in for achievements" banner from a static `div` to a
clickable `button` that closes the modal and navigates to the Account
page
- Added hover effect for visual feedback
**Matchmaking.ts**
- When the "You must be logged in to play ranked matchmaking" toast
appears, the user is now also navigated to the Account page so they can
log in immediately
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
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70f2abb181 |
Homepage update & add 3 public lobbies (#3191)
## Description: Update UI check https://homepageupdate.openfront.dev/ Improved mobile UI (now fills whole screen for all modals) e.g.: <img width="432" height="852" alt="image" src="https://github.com/user-attachments/assets/56de40af-4137-4c57-96b7-3910c9a665b8" /> Converted PublicLobby to be "GameModeSelector" to get a nicer 4x4 grid div, where <GameModeSelector> now handles all the username validation now (removed redundant code from modals such as matchmaking) also fixed a bug where someone could have "[XX] X" as thier username (when the minimum should be 3 chars for their name) Now visually displays the 3 lobbies ffa/team/special (which is a continuation from the work done in: #3196 ) <img width="818" height="563" alt="image" src="https://github.com/user-attachments/assets/a15cd31b-6061-4fb8-83ee-ffde6225cfa7" /> updated the background: <img width="1919" height="807" alt="image" src="https://github.com/user-attachments/assets/358a7434-51b8-4540-baf2-d1be05053c44" /> slightly updated the glassy-look to be less glassy: <img width="825" height="729" alt="image" src="https://github.com/user-attachments/assets/1801871b-bbf8-43db-ac53-489337ae80a5" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n |
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8dcc7cfb9a |
Fix client reconnection after page refresh (#3117)
## Description: - Removed all code related to generating a client ID on the client. The server now assigns the client ID and sends it to the client in lobby messages. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n |
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32adfa2f79 |
Add requeue button to Ranked victory/defeat modal (#3121)
## Description: Adds a "Play Again" requeue button to the victory/defeat modal for Ranked 1v1 games. When clicked, it navigates the player back to the homepage and automatically opens the matchmaking modal to queue for another ranked match. Changes: - WinModal.ts: Added isRankedGame state, purple "Play Again" button (only shown for ranked 1v1), and _handleRequeue() method - Main.ts: Added ?requeue URL parameter handling to trigger matchmaking modal on page load - en.json: Added "requeue": "Play Again" translation string - added tests to WinModal.test.ts Note: temporarily set isRanked flag to true to get the modal to pop in a solo match on dev server and confirmed that ?requeue URL parameter called _handleRequeue() correctly, which opened the sign in process since actually signing in and queuing for a ranked match isn't possible on dev server. <img width="771" height="364" alt="play-again" src="https://github.com/user-attachments/assets/6e3f5a02-f1ae-465a-9b28-656126c11d3d" /> ## 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: skigim |
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41a9bb80c0 |
Added source for join context (#3116)
## Description: Added source for join context ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n |
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c9d8ed767c |
Add getClientIDForGame for consistent client IDs per game session (#3108)
## Description: - Add getClientIDForGame function to Auth.ts that generates and stores a consistent clientID per gameID using sessionStorage - Update HostLobbyModal to use getClientIDForGame for lobby creation - Update Matchmaking to use getClientIDForGame when joining games - Update PublicLobby to use getClientIDForGame when joining lobbies This enables reconnection support by ensuring the same clientID is used when rejoining a game session. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n --------- Co-authored-by: Evan <evanpelle@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> |
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6c2e0d1528 |
Fix matchmaking double join bug (#3065)
## Description: There were several issues with the matchmaking modal: 1. It was defined twice (once before login, and once after login), so players would sometimes join the matchmaking queue twice. 2. When clicking away from the modal (not clicking the back button), the "onClose" callback was not triggered. So if a person closed & reopened the modal, they would join twice' 3. Cache the userMe response so it can be called multiple times ## 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 |
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936b689769 | bugfix: duplicate matchmaking modals causing elo to display unknown | ||
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cb3128f390 |
Better CrazyGames integration (#3055)
## Description: Better integration with CrazyGames: * Don't show login because accounts have not been integrated with CrazyGames yet * Integrate CG invite links & usernames * Refactor match making logic to Matchmaking.ts * Allow periods to support crazy game usernames * Create a no-crazygames class that disabled elements when on crazygames ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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24774b4804 | Increase poll rate for matchmaking games from every 3s to 1s because people are not joining games in time | ||
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a77c6c3d9d |
Inject server env vars into index.html, including instance id (#2888)
## Description: Should fix the broken 1v1 on staging. The issue was that we had multiple staging environments, and the matchmaker would often route a player to a game on a different staging server, so the client couldn't find the game. So now each deployment has a unique id, and the matchmaker only connects players & servers that have the same instance id. ## 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 |
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7353d785fb |
Created ModalHeader and moved/unified all modal headers (#2882)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) ## Description: Moved the Modal Headers into its own class ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n |
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3e661752af |
UI refinements (#2859)
## Description: UI Refinements requested by @evanpelle check https://ui.openfront.dev ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n |
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5e6c90d9bb |
Main Menu UI Overhaul (#2829)
## Description: Overhauls the Main Menu UI, visit https://menu.openfront.dev to see everything. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n |
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8ff3f4496c |
Update & improve 1v1 Ranked Matchmaking (#2831)
references #2001 ## Description: Improve the ranked matchmaking modal. Better messages, and show 1v1 elo <img width="450" height="210" alt="Screenshot 2026-01-08 at 7 11 20 PM" src="https://github.com/user-attachments/assets/e4f8323c-5d98-48de-babe-b51526a6d408" /> <img width="622" height="614" alt="Screenshot 2026-01-08 at 7 11 14 PM" src="https://github.com/user-attachments/assets/73d10f84-b5b5-4ba8-95bb-a181a9fd9dae" /> ## 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 |
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e79c805804 |
refactor(ui): migrate tailwindcss v3 to v4 (#2735)
## Description: migrate tailwindcss v3 to v4 ## 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: wraith4081 --------- Co-authored-by: iamlewis <lewismmmm@gmail.com> Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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435f2c4fa1 |
Revert "Christmas Themed Homepage (#2608)"
This reverts commit
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f256f497ce |
Christmas Themed Homepage (#2608)
## Description: Adds the following: - Snowflake animation with snowflakes falling from the top to the bottom of the screen - Changed homepage color theme from blue and white to Green and Red. Also changed the openfront logo to a red, green, and white gradient. - Added a santa hat on the announcements button ## Please complete the following: - [x] 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 <img width="1616" height="836" alt="Screenshot 2025-12-12 at 3 01 17 PM" src="https://github.com/user-attachments/assets/82e29db3-3bc0-4392-b5bf-dd57c15784a3" /> <img width="1616" height="836" alt="Screenshot 2025-12-12 at 2 58 54 PM" src="https://github.com/user-attachments/assets/232da646-6923-4966-acba-5240074e7e3f" /> ## Please put your Discord username so you can be contacted if a bug or regression is found: Restart --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> |
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a09f0c67f1 |
Update auth & login to follow best practices (#2559)
## Description: The previous login system used long lived jwts which could be stolen by XSS. The current system uses long lived refresh tokens that are stored as http-only cookies. Then the client calls /refresh to get a short lived jwt using the refresh token. The jwt is stored in memory only so it's discarded on page close. This way a XSS can only steal the short-lived jwt. It also updates how accounts work: players get an account automatically when they join the webpage. They can see their stats even if not logged in. If a player wants to keep their account, they can tie it to their Discord or email, allowing them to log in if cookies are lost. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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4ada4c7375 |
feature: basic matchmaking (#2227)
## Description: Implement a basic matchmaking modal that connects to the api service and waits for a game id. It then waits until the game starts and connects to it. Workers use long polling to check in with the matchmaking server and receive player assignments. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> |