Commit Graph
4 Commits
Author SHA1 Message Date
49c358d304 feat: cancel ranked 2v2 matches that don't fill or fully spawn (#4655)
## Problem

A ranked 2v2 that starts with a missing player, or where a matched
player idles through the spawn phase, plays out as a lopsided 2v1 — and
records a ranked result (ELO) for a match that was never fair.

## Solution

Void the match from inside the sim: `WinCheckExecution` runs a one-time
check on the first check tick after the spawn phase ends. For
`rankedType === "2v2"`, if fewer than `maxPlayers` humans have spawned,
the game ends immediately with **no winner**. A player who never joined
isn't in the game start info at all, so the single spawn-count check
covers both the missing-at-start and never-spawned cases.

- `setWinner` now accepts `null` and emits a `WinUpdate` with `winner:
undefined` — the wire schema (`WinnerSchema`) already allowed an absent
winner.
- `WinModal`'s previously-empty `winner === undefined` branch shows
"Match cancelled — not all players spawned" and still votes the
winnerless result to the server, so the winner-vote consensus is reached
and the record archives promptly.
- The archived record simply has no `winner`; the API voids winnerless
ranked records (same shape any ranked game already produces when the
winner vote never reaches consensus).
- Only server change: winner votes are keyed with `JSON.stringify(winner
?? null)`, since `JSON.stringify(undefined)` is not a string and would
break the `VoteRound` key contract.

The check counts via `allPlayers()` rather than `players()`, since the
latter filters out tile-less players — which is exactly what a
never-spawned player is.

Ranked 1v1 is deliberately untouched (the existing last-human-connected
walkover still applies).

## Tests

`tests/Ranked2v2Cancel.test.ts`:
- 3 of 4 players spawn → game ends with a winnerless `WinUpdate`
- a 4th player never joined (absent from start info) → same
- all 4 spawn → no cancellation
- unranked team game short a player → no cancellation

Full suite (2094 tests), tsc, ESLint, and Prettier all pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 11:18:26 -07:00
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>
2026-07-13 15:22:52 -07:00
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>
2026-06-12 14:21:24 -07:00
evanpelle 7863529b2c rename client/graphics → client/hud
The contents (Lit web components for in-game chat, build menu, leaderboard,
attack displays, etc.) are HUD, not graphics — the actual graphics is in
client/render/.
2026-05-18 13:07:26 -07:00