Commit Graph

2772 Commits

Author SHA1 Message Date
scamiv 5397b0ace2 Merge branch 'sab' into sab-021225 2025-12-02 23:50:28 +01:00
VariableVince 997cfea730 Fixes lobby team preview: clan players aren't assigned a team + add nation count + other small fixes (#2536)
## Description:

Fixes for v28. In https://github.com/openfrontio/OpenFrontIO/pull/2444,
lobby team preview was added. But for players with clan tags, this
doesn't work correctly. They don't get assigned to the same team in the
preview, while they do get assigned to the same team in the actual game.
Also added some small fixes and QoL improvements like showing the number
of Nations next to the number of Players. Since we needed that info
anyway. Did not choose to show and assign Nations to teams (just the
numbers), see why under CONSIDERED OPTIONS THAT I DIDN'T WENT WITH.

**BEFORE:**
https://youtu.be/AV_aDJ4PgOk

<img width="767" height="117" alt="Malformed argument because of double
accolades for remove_player"
src="https://github.com/user-attachments/assets/7de1114e-7ce1-4a8f-95cc-6b0528a61e3b"
/>

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

Cause of bug:
maxTeamSize is a number in assignTeams, only used to assign clan
players. It uses the length of the players array as input. At actual
game start, the Nations are also in the players array. But at lobby
preview the Nations aren't yet fetched. So when 2 players want to do a 3
Teams private lobby with them using clan tags to be in the same team.
maxTeamCount would do Math.ceil(2/3)=1. So only 1 clan player per team
as a result. While actually there could be 10 Nations which would result
in maxTeamCount Math.ceil(12/3)=4 so in the game they would actually be
assigned to the same team.

Fix for bug: 
fetch Nations count in HostLobbyModal and pass on to LobbyTeamView. Add
it to the number of players for maxTeamCount that
assignTeamsLobbyPreview uses for its calculation. Also added nation
count to the similar teamMaxSize in LobbyTeamView itself, to display the
same and correct number of max players. For random maps, we now need to
know the random map before the game starts to get its Nation count. So
made some changes for that too in HostLobbyModal.

Also fixed:
- willUpdate ran comptuteTeamPreview every second, now checks if
properties like 'client' actually changed. PollPlayers in HostLobbyModal
'changes' the clients property every second even if there are no actual
changes. Checks if the other properties are actually changed too, to
make it more future proof.
- cache teamsList so it is only fetched once instead of first in
computeTeamPreview and then again for showTeamColors.
- don't show the "Empty Teams" header if there are no empty teams.
- console error ICU format error SyntaxError: MALFORMED ARGUMENT.
Because of double accolades around remove_player in translation value.
- remove fallback for comparing clients on clientID, which used client
name. Players may have the same names so it's not safe to compare based
on name.

Also show number of Nations next to number of Players: 
now we now the nationCount since it is needed for the fix, show number
of Nations next to number of Players. It's handy and it prevents
confusion as to why it says 2/32 for two teams if there are only 2
players; it is because there are 61 Nations as well on the World map for
example.

Also determine number of teams based on Players + Nations: 
now we now the nationCount since it is needed for the fix, use it to
determine the number of teams. Just like populateTeams in GameImpl does.
This means for Duos on the World map, a minimum of 31 teams will be
shown since there are 61 Nations. This is better than just show two
teams based on 1 or 2 humans in the lobby. Also it makes more clear how
many teams there'll be the game and how the players and nations are
divided over the teams. Choose to not show the Nations' team assignments
though. That could be for another PR. See explanation under CONSIDERED
OPTIONS THAT I DIDN'T WENT WITH.

Also show Nations team as pre-filled for HumansVSNations: 
now we now the nationCount since it is needed for the fix, for
HumansVSNations, show the Nations team as fully assigned and non-empty.
For example for World map it shows Nations 61/61. Don't show them as
Empty Team but as Assigned Team. Although i choose not to show the
actual Nations (see CONSIDERED OPTIONS THAT I DIDN'T WENT WITH), this
makes it clear their team is pre-filled and how many Nations you're
actually up against. Whereas for other Team game types like 7 Teams or
Duos, it will display the teams that the Nations will fill up as empty.

CONSIDERED OPTIONS THAT I DIDN'T WENT WITH
- Use an optional param 'nationsCount' to assignTeams with default = 0.
And simply add nationsCount to the players.length count for maxTeamSize.
This would be error prone; 'nationsCount' should then never be assigned
a value except when called from LobbyTeamView. But in the future someone
might assign it a value even when called from somewhere else. Then you
could say, check if there are Nations in the players array and if so, do
not use Nationscount because we know they are already counted from
players.length. But if Disable Nations is enabled, there would be no
Nations in the players array but if nationsCount was somehow given a
value we still should not use it. So again, too developer error prone.

- Not only fetch the number of Nations, but actually get the Nations
themselves to show them in the team assign preview as well. They are
shuffled on team assignment but of course deterministicly (nation player
ID assigned based on Pseudorandom seeded with GameID in GameRunner, then
shuffled in TeamAssignment with Pseudorandom seeded with map's first
Nation's playerID), so we could replicate it. But then, how to
distinguish humans and Nations in the UI? This feels like something for
a follow-up PR.

FOR A FUTURE PR
- change the way Clan team overflow is handled. Now they're "kicked" as
in not assigned to a team without their knowing, are loaded into the
game but cannot spawn. This UX could need some improvement. And the
logic can be improved too, ie. don't "kick" too soon, check the number
of Clans in the lobby and the number of teams to decide if we can assign
the 'overflowing' Clan player to another team that doesn't have
rivalling Clan players. Far out of scope for this PR.


## Please complete the following:

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

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

tryout33
2025-12-01 20:44:07 -08:00
jachisc 96cf177a5f Add the Lisbon Map and Credit Copernicus DEM (#2545)
## Description:

Adds a map based on Lisbon and the surrounding area. Also credits the
ESA's Copernicus Digital Elevation Model, which was used to create this
map and the Gulf of St. Lawrence map.

<img width="1257" height="1257" alt="screenshot of the new Lisbon map"
src="https://github.com/user-attachments/assets/39fa73da-c77d-4d5c-8d00-7ee2794d0298"
/>

## Checklist:

- [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

## Discord Username:

sehentsin
2025-12-01 15:35:47 -08:00
Lavodan fe8c0f961a Fix clients able to join above max players (#2547)
Resolves #698

## Description:


This PR fixes clients being able to join games which are already full.
This caused several bugs and glitches, like incorrect team sizes in team
games, and being stuck in spectator mode.

This fix checks for number of active clients in GameServer, and if it
sees that the lobby is full, it does not put the client in the game, and
sends an error with error key being "full-lobby"

ClientGameRunner then checks to see this error, and overrides the
default implementation of showing a popup. Instead it will leave the
lobby for the user by dispatching a leave-lobby event into the document,
and the user can then reqeue into a new game.

Here is a video showcasing how full games are handled.


https://github.com/user-attachments/assets/dc6220ea-590f-4bd1-8ca5-38c0d24ae792

## Note on testing

I wasn't able to figure out how to properly overwrite lobbyMaxPlayers
from the default config using the devconfig, so the video shows just a
hardcoded version of defaultconfig, therefore testing solo is probably
not really possible.

I just changed the function in defaultconfig for my testing to this:
```ts
  lobbyMaxPlayers(
    map: GameMapType,
    mode: GameMode,
    numPlayerTeams: TeamCountConfig | undefined,
  ): number {
	  return 1; 
	}
```

## Notes

This PR does not necessarily resolve all cases which cause 698, as for
example joining too late while there is still space is not changed at
all. For most public games, this shouldn't be an issue as the timer is
long enough for a majority to be filled up before the timer hits 0.

Additionally, spectating ongoing games should work fine, but as local
server spectating is buggy in general, I was not able to test and
confirm this 100%.

## 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:

Lavodan
2025-12-01 15:33:24 -08:00
jachisc 8f3e09c6a3 Add Gulf of St. Lawrence Map and Related Flags (#2524)
## Description:

Adds the Gulf of St. Lawrence map and the flags of New Brunswick
(ca_nb), Nova Scotia (ca_ns), and Prince Edward Island (ca_pe).

## 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

<img width="1380" height="1150" alt="Screenshot 2025-11-26 201008"
src="https://github.com/user-attachments/assets/77531058-b429-4c68-b645-a3e59033458b"
/>
<img width="1434" height="1195" alt="Screenshot 2025-11-26 202128"
src="https://github.com/user-attachments/assets/9c3e2bc2-882f-4662-a32b-16e17db852f2"
/>

## Discord username

sehentsin
2025-11-30 20:17:29 -08:00
Lavodan 55e413c528 Fix Territory Skins option (#2538)
Resolves #2517 

## Description:

Fixes territory skin option not doing anything.
Also changes some instances of directly accessing
"this.cosmetics.pattern" to use the precalculated "pattern" variable.

## 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:

Lavodan
2025-11-30 19:38:35 -08:00
Roan 5d513dfe5d Remove border around in game time (#2544)
## Description:

Removes the border around the in game time because it looks better this
way. Sorry my screenshots are a bit washed out, windows doesn't like my
HDR monitor...

Before:
<img width="201" height="145" alt="image"
src="https://github.com/user-attachments/assets/ef399dcd-72bc-4ee7-ac67-42a0e4b2b793"
/>

After:
<img width="213" height="143" alt="image"
src="https://github.com/user-attachments/assets/bdb211af-d2c6-4b5e-8946-1cb88bf707c2"
/>


## 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:

rovi.
2025-11-30 19:00:36 -08:00
FloPinguin ab53ee687f Alliance icon does no longer stretch/disappear 🖌️ (#2527)
Resolves #2521

## Description:

Small CSS fix so the new alliance icon does not stretch when there are
multiple icons.

## 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
2025-11-26 19:50:58 -08:00
FloPinguin 41deef9e96 Nations no longer send random boats to their bordering enemies 🚢 (#2526)
## Description:

Nations no longer send random boats to their bordering enemies.

Usually it looked a bit stupid when nations did that ("Why don't you
attack your bordering enemy directly?")

## 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
2025-11-26 19:42:50 -08:00
DevelopingTom c38c25ab1e Add factory & train emojis (#2522)
## Description:

Add 🏭 & 🚂 emojis, which is commonly requested. Also 3 other emojis to
fill the new emoji line: 🫴🙏

To be discussed: this adds a new line in the emoji list: is it too much?
Eventually we could use categories to filter the emojis.

<img width="199" height="465" alt="image"
src="https://github.com/user-attachments/assets/cb6a44e9-30cd-48f7-90ab-8a7c32dcd180"
/>

## 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:

IngloriousTom
2025-11-26 16:39:52 -08:00
CrackeRR11 8f53785a80 BUG FIX: Gold double deduction + Rmoval of UnitType.Construction (#2378)
## Description:

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

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

## Please complete the following:

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

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

CrackeRR1

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-26 14:45:14 -08:00
VariableVince c341aafaf9 Fix: 'Mini Map' to 'Compact Map' for Private Lobby Modal (#2520)
## Description:

Fix for v27.

In commit
https://github.com/openfrontio/OpenFrontIO/commit/91ff1c0e538b80825fd4374b936763923905cb1d,
the name of Mini Map was changed to Compact Map. But it was only done
for the Single Player modal by mistake. This PR also changes it for the
Host Lobby Modal.

## Please complete the following:

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

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

tryout33
2025-11-26 21:09:52 +00:00
scamiv 1e3d2e10f3 overflows field now acts as a bool 2025-11-26 22:02:12 +01:00
scamiv 7e2784eee2 refactored loadTerrainMap to reuse the existing canUseSharedBuffers 2025-11-26 21:55:37 +01:00
scamiv 81b0d36c38 disable TerrainMapData cache for SAB path 2025-11-26 21:53:49 +01:00
scamiv c1bc4a7d1c removed console.log 2025-11-26 21:35:22 +01:00
scamiv 75a9465f5a Size SAB ring buffer by world tile count 2025-11-26 21:35:21 +01:00
scamiv 5a8c0b636d Use dirty flags to coalesce tile updates in SAB ring
- Extend SharedTileRing to include a shared dirtyFlags buffer alongside header and data
- Pass shared dirty buffer through WorkerClient/WorkerMessages and initialize views in Worker.worker
- In SAB mode, mark tiles dirty via Atomics.compareExchange before enqueuing to ensure each tile is queued at most once until processed
- On the main thread, clear dirty flags when draining the ring and build packedTileUpdates from distinct tile refs
- Keep non-SAB behaviour unchanged while reducing ring pressure and making overflows reflect true backlog, not duplicate updates
2025-11-26 21:35:21 +01:00
scamiv 02db840d3c Revert "dedup tileRef for tileUpdateSink(tileRef)"
This reverts commit 08a2ff906b.
2025-11-26 21:35:20 +01:00
scamiv 45971d3c36 dedup tileRef for tileUpdateSink(tileRef) 2025-11-26 21:35:19 +01:00
scamiv 40e7394e58 fix performance overlay 2025-11-26 21:35:18 +01:00
scamiv 8d72632f79 fix sab detection 2025-11-26 21:35:17 +01:00
scamiv 43774615f0 mergeGameUpdates fix batch.length === 0 return case 2025-11-26 21:35:16 +01:00
scamiv e4178d3dc6 add more stats to perf overlay 2025-11-26 21:35:16 +01:00
scamiv 1f655618ff Change the ring buffer to Uint32Array
Store only TileRef instead of packed tile+state values
2025-11-26 21:35:15 +01:00
scamiv 15531806fa Use SharedArrayBuffer tile state and ring buffer for worker updates
- Share GameMapImpl tile state between worker and main via SharedArrayBuffer
- Add SAB-backed tile update ring buffer to stream tile changes instead of postMessage payloads
- Wire shared state/ring through WorkerClient, Worker.worker, GameRunner, and ClientGameRunner
- Update GameView to skip updateTile when shared state is enabled and consume tile refs from the ring
2025-11-26 21:35:14 +01:00
scamiv fa6d445f46 SAB+Atomics refactor
Added src/core/worker/SharedTileRing.ts, which defines a SharedArrayBuffer-backed ring buffer (SharedTileRingBuffers/SharedTileRingViews) and helpers pushTileUpdate (worker-side writer) and drainTileUpdates (main-thread reader) using Atomics.

Extended GameRunner (src/core/GameRunner.ts) with an optional tileUpdateSink?: (update: bigint) => void; when provided, tile updates are sent to the sink instead of being packed into GameUpdateViewData.packedTileUpdates (those become an empty BigUint64Array in this mode).

Extended the worker protocol (src/core/worker/WorkerMessages.ts) so the init message can optionally carry sharedTileRingHeader and sharedTileRingData (the two SABs for the ring).

Updated WorkerClient (src/core/worker/WorkerClient.ts) to accept optional SharedTileRingBuffers in its constructor and, during initialize(), include those SABs in the init message sent to Worker.worker.ts.

Updated the worker implementation (src/core/worker/Worker.worker.ts) to build sharedTileRing views from the SABs on "init" and pass a (update: bigint) => pushTileUpdate(...) sink into createGameRunner, so every tile update from the simulation goes into the shared ring instead of the message payload.

Updated the client side (src/client/ClientGameRunner.ts):
In createClientGame, when SharedArrayBuffer/Atomics are available and crossOriginIsolated is true, it allocates the ring (createSharedTileRingBuffers with capacity 262144), creates views, passes buffers into WorkerClient, and keeps the views in ClientGameRunner.
ClientGameRunner now has a tileRingViews field and, in mergeGameUpdates, if the ring is present it ignores gu.packedTileUpdates and instead drains up to MAX_TILE_UPDATES_PER_RENDER (100 000) tile updates from the SAB ring into combinedPackedTileUpdates before constructing the merged GameUpdateViewData passed to GameView.update.
If SABs are unavailable, it falls back to the original behaviour (packing gu.packedTileUpdates from messages), so the feature is opt-in and backward compatible.

Net effect: when the page is cross-origin isolated, the worker no longer sends per-tick BigUint64Array tile payloads via postMessage; it streams tile updates into a shared ring buffer, and the main thread pulls and applies them at its own pace while still batching non-tile updates and rendering exactly as before. If you’d like, I can next run the existing tests/build in your environment to sanity-check everything.
2025-11-26 21:35:13 +01:00
scamiv e74dbe64fa Add performance metrics for worker and render ticks
- Introduced new metrics in ClientGameRunner to track worker simulation ticks and render tick calls per second.
- Updated TickMetricsEvent to include these new metrics.
- Enhanced PerformanceOverlay to display worker and render ticks per second, improving performance monitoring capabilities.
- Adjusted minimum FPS in GameRenderer
2025-11-26 21:35:12 +01:00
scamiv 59ff42e52b Refactor rendering and throttle based on backlog
- Refactor rendering and metrics emission in ClientGameRunner to ensure updates occur only after all processing is complete
- Throttle renderGame() based on the current backlog
2025-11-26 21:35:11 +01:00
scamiv f0e05c66b8 add "ticks per render" metric 2025-11-26 21:35:10 +01:00
scamiv d501d0e2d9 remove redundant logic 2025-11-26 21:35:10 +01:00
scamiv 73f47fe997 ClientGameRunner: simplify catch-up loop with indexed queue
process updates in a single budgeted loop per RAF and render once
track queue head with pendingStart and compact to avoid array shifts
2025-11-26 21:35:09 +01:00
scamiv 5c99ef5092 Refactor slice budget calculation in ClientGameRunner to improve backlog handling. Introduced dynamic slice budget scaling based on backlog size, allowing for longer processing times when necessary while maintaining UI responsiveness. 2025-11-26 21:35:08 +01:00
scamiv 3cc6243bf4 Implemented time-sliced catch-up on the main thread to keep input responsive.
src/client/ClientGameRunner.ts now drains pending game updates in small chunks (max 100 updates or ~8ms per slice) via requestAnimationFrame, merging and rendering per slice, and only clears the processing flag when the queue is empty.
2025-11-26 21:35:08 +01:00
scamiv 8e0a42c513 Clean up previous implementations
removed:
- catchUpMode and its CATCH_UP_ENTER/EXIT thresholds in ClientGameRunner
- tick metrics fields and overlay UI for inCatchUpMode and beatsPerFrame
- leftover worker heartbeat plumbing (message type + WorkerClient.sendHeartbeat) that was no longer used after self-clocking

changed:
- backlog tracking: keep serverTurnHighWater / lastProcessedTick / backlogTurns, but simplify it to just compute backlog and a backlogGrowing flag instead of driving a dedicated catch-up mode
- frame skip: adaptRenderFrequency now only increases renderEveryN when backlog > 0 and still growing; when backlog is stable/shrinking or zero, it decays renderEveryN back toward 1
- render loop: uses the backlog-aware renderEveryN unconditionally (no catch-up flag), and resets skipping completely when backlog reaches 0
- metrics/overlay: TickMetricsEvent now carries backlogTurns and renderEveryN; the performance overlay displays backlog and current “render every N frames” but no longer mentions catch-up or heartbeats

Learnings during branch development leading to this

Once the worker self-clocks, a separate “catch-up mode” and beats-per-frame knob don’t add real control; they just complicate the model.
Backlog is still a valuable signal, but it’s more effective as a quantitative input (backlog size and whether it’s growing) than as a boolean mode toggle.
Frame skipping should be driven by actual backlog pressure plus frame cost: throttle only while backlog is growing and frames are heavy, and automatically relax back to full-rate rendering once the simulation catches up.
2025-11-26 21:35:07 +01:00
scamiv dcd5b550cf Worker now self-clocks; no heartbeats needed
GameRunner exposes pending work via a new hasPendingTurns() so the worker can check whether more ticks need to be processed.
Worker auto-runs ticks: as soon as it initializes or receives a new turn, it calls processPendingTurns() and loops executeNextTick() while hasPendingTurns() is true. No more "heartbeat" message type; the worker no longer depends on the main thread’s RAF loop to advance the simulation.
Client main thread simplified:
Removed CATCH_UP_HEARTBEATS_PER_FRAME, the heartbeat loop, and the lastBeatsPerFrame tracking.
keepWorkerAlive now just manages frame skipping + draining. When it decides to render (based on renderEveryN), it drains pendingUpdates, merges them, updates GameView, and runs renderer.tick().
Because rendering a batch always implies draining, we restored the invariant that every GameView.update is paired with a layer tick() (no more lost incremental updates).
MAX_RENDER_EVERY_N is now 5 to keep the queue from growing too large while the worker sprints.
2025-11-26 21:35:05 +01:00
scamiv b6515d4366 frameskip 2025-11-26 21:35:04 +01:00
scamiv d5f53af3da Batch worker updates in client catch-up mode to reduce render cost
- Refactor worker update handling into processPendingUpdates so multiple GameUpdateViewData objects are batched per frame.
- Combine all tick updates in a batch into a single GameUpdateViewData before applying it to GameView, while still running per-tick side effects (turnComplete, hashes, backlog metrics, win saving).
- Ensure layers using updatesSinceLastTick and recentlyUpdatedTiles see all events in a batch, fixing visual artifacts during fast-forward resync.
2025-11-26 21:35:04 +01:00
scamiv e31ac7f2cc Add client catch-up mode
Increase worker heartbeats per frame when far behind server to fast-forward simulation.
Track backlog and expose catch-up status via TickMetricsEvent.
Extend performance overlay to display backlog turns and indicate active catch-up mode.
2025-11-26 21:35:03 +01:00
VariableVince 7d8c1c2822 Fix: prevent desync after clan team assignment for profane username (#2511)
## Description:

Clan tag was removed when overwriting profane username. The local player
still sees the name they put in though, and are assigned to a team based
on the clan tag. Other player's browsers don't assign them to their team
because the clan tag isn't visible to them.

**Fixes:**
- GameRunner.ts > username.ts: fetch clan tag before potentially
overwriting bad username. Prepend non-profane clan tag back to the name
string afterwards.

- Util.ts: added getClanTagOriginalCase; we can't use getClanTag in
censorNameWithClanTag because it returns all caps and we needed to
retain the orginal capitalization. Explained in code comment.

- Game.ts: no changes. By keeping the getClanTag in PlayerInfo
contructor, TeamAssignment still gets clan param to correctly assign
clan teams, other players get to see the clan tag of the "BeNicer"
player, and GameServer archivegame() and LocalServer endGame() can still
do getClanTag to have the same data at the end of the game, and test
files keep working.

**Screencap after fix:**

https://github.com/user-attachments/assets/564c0ffd-577e-4653-ba33-155d2135a9f0

## Please complete the following:

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

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

tryout33
2025-11-25 20:08:30 -08:00
evanpelle 1255f197a9 add giantworldmap to test maps to fix AStarPerf.ts 2025-11-24 15:28:43 -08:00
VariableVince f228f6b1bb Workflows: better message for missing PR Milestone (#2510)
## Description:

Make more clear who's responsible to set the milestone on a PR. The
current error message raises questions about who's responsible for this,
especially when the PR author doesn't have the access rights to set the
Milestone.

**Old message:**
"Pull request must have a milestone assigned before merging."

**New message:**
"Reviewer must assign a Milestone to this Pull request before merging."

## Please complete the following:

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

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

tryout33
2025-11-24 12:16:59 -08:00
VariableVince 9b125c8cfe Bugfix: nation strength undefined in only place it is used (#2498)
## Description:

In commit
https://github.com/openfrontio/OpenFrontIO/commit/bbf72bd14f7f31146c687523aea8fc0aff31bbe1#diff-ee2fcbca50d87cc09d2c7d2667210defe2e3e111239820c89c40283be5385b64
it was added that startManpower in DefaultConfig used
playerInfo.nation.strength to set the starting troops for a Nation. In
ExecutionManager, param nation of PlayerInfo was set during the
instantiation of a new FakeHumanExecution.

However in commit
https://github.com/openfrontio/OpenFrontIO/commit/d6a412aa50dd86d474d80c216fd9ba36e7426ef9#diff-2d0a5d8b171d8b504f934891025e42742e142ef0964d6e17712bfdcd30bf050c
the changes made it so that **param nation of PlayerInfo was never
set**. While startManpower in DefaultConfig still checked for
playerinfo.nation.strength. Since it was always undefined, it would use
a multiplier of 1 instead of the actual nation strength.

This PR fixes it by passing the nation strength to param nationStrength
in PlayerInfo. Removing param strength from class Nation. Strength isn't
used anywhere else so this isn't a problem and it also consolidates
human player info and nation player info even more. We could have also
used the Nation.strength directly, but that would have required more
code in addPlayers and addPlayer in GameImpl, especially for Teams
games. So this PR has the simplest solution.

- I did add a config setting useNationStrengthForStartManpower with a
comment that explains its reason for being. Namely that in the months
that startManpower didn't get to use nation strength because of the bug,
FakeHumans have become much harder to fight. Re-enabling higher starting
troops from this fix would make them even harder to fight, and i think
rebalancing is needed before that.

- Or we could decide to scrap Nation strength altogether, as it is only
ever used to set starting troops anyway. This would make map making a
little easier as a bycatch.


## Please complete the following:

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

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

tryout33
2025-11-24 10:30:18 -08:00
NOBODY 049485cd39 Fix: Correct percentage (%) placement in Persian UI (RTL handling) (#2501)
## Description:

Fixes incorrect RTL rendering where the percentage symbol (%) appeared
before the label in Persian (fa-IR).
The UI now correctly displays values as `20%`.

**Changes:**
- Updated `controlpanel.ts` to fix percentage position.
- 16 additions, 7 deletions.

**Testing:**
1. Switch UI language to Persian (fa-IR).
2. Open control panel with percentage display.
3. Confirm `%` appears after numeric value.
4. Verified no changes in LTR languages.

## 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:

nobodyiran
2025-11-24 10:29:08 -08:00
Rj Manhas a5cdd23c00 feat: added retaliate button (#2426)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #495 

## Description:

Adds a button to quickly retaliate against a incoming attack

<img width="464" height="212" alt="image"
src="https://github.com/user-attachments/assets/4764d261-a408-4d61-a2d2-2685018aa698"
/>


## 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:

notifxy (1379678982676676639)
2025-11-24 09:34:04 -08:00
evanpelle 930a79e31c Merge branch 'v27' 2025-11-21 20:22:40 -08:00
Evan 0b651b6941 Update copyright notice & footer (#2496)
## Description:

* Update copyright notice to "OpenFront and Contributors"

* remove the "how to play" on the footer, since that will be moved to
the death screen.

* Removed css and used tailwind instead for better mobile support


Describe the PR.

## Please complete the following:

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

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

evan
2025-11-21 20:22:17 -08:00
scamiv 33810e41c5 Optimize edge lookup railnetwork (#2493)
## Description:

This PR optimizes how the rail network looks up railroads connecting two
stations by introducing an O(1) neighbor→railroad map on `TrainStation`.
It also updates `getOrientedRailroad` and railroad deletion to use this
new API, avoiding repeated linear scans over all railroads attached to a
station.

### What changed

- **TrainStation neighbor→railroad index**
- Added `railroadByNeighbor: Map<TrainStation, Railroad>` to
`TrainStation` for quick edge lookup.
  - Kept `railroads: Set<Railroad>` for iteration and existing APIs.
  - Updated lifecycle methods to keep both data structures in sync:
    - `addRailroad(railRoad: Railroad)` now:
      - Adds to `railroads`.
- Computes the neighbor station (`railRoad.from === this ? railRoad.to :
railRoad.from`).
      - Stores the mapping in `railroadByNeighbor`.
    - `removeRailroad(railRoad: Railroad)` now:
      - Removes from `railroads`.
      - Removes the corresponding entry from `railroadByNeighbor`.
- `clearRailroads()` now clears both `railroads` and
`railroadByNeighbor`.
- Added `getRailroadTo(station: TrainStation): Railroad | null` to
retrieve the connecting railroad in O(1).

- **Use the new API in `TrainStation` and `Railroad`**
- `TrainStation.removeNeighboringRails(station)` now calls
`removeRailroad(toRemove)` instead of manually deleting from the set,
ensuring the map stays in sync.
- `Railroad.delete(game)` now calls `from.removeRailroad(this)` and
`to.removeRailroad(this)` instead of mutating the sets directly.

- **Refactor `getOrientedRailroad` to use O(1) lookup**
- Replaced a linear scan over `from.getRailroads()` with a direct
lookup:

    ```ts
    export function getOrientedRailroad(
      from: TrainStation,
      to: TrainStation,
    ): OrientedRailroad | null {
      const railroad = from.getRailroadTo(to);
      if (!railroad) return null;
// If tiles are stored from -> to, we go forward when railroad.to === to
      const forward = railroad.to === to;
      return new OrientedRailroad(railroad, forward);
    }
    ```

  - Behavior is preserved:
- `getRailroadTo` returns the same `Railroad` instance that was
previously found by scanning `getRailroads()`.
- Direction (`forward` vs reversed) is still derived from the
`Railroad.from` / `.to` fields in the same way as before.

### Motivation

- `getOrientedRailroad` and upcoming logic both need to resolve “the
railroad between station A and station B” frequently.
- The old pattern (`for (const railroad of from.getRailroads()) { ...
}`) was:
  - O(degree) per lookup,
  - Repeated in multiple places,
- Harder to maintain as more features (like fare-based costs) touch this
code.
- Centralizing edge lookup in a dedicated `railroadByNeighbor` map makes
this:
  - **O(1)** per lookup,
  - Less error-prone (one source of truth),
- Easier to reuse from new systems (e.g. train pathfinding, fare-aware
logic).

### Impact / Risk

- **Public behavior:** No functional change in how railroads are
created, deleted, or oriented; only the lookup mechanism changed.
- **Internal invariants:** Correctness relies on:
- All railroad creations using `addRailroad` on both endpoints (already
true via `RailNetworkImpl.connect`).
- All removals (`Railroad.delete`,
`TrainStation.removeNeighboringRails`, `disconnectFromNetwork`) using
`removeRailroad` / `clearRailroads`, which this PR updates.
- **Tests:** Existing `TrainStation` tests still pass; they exercise
`addRailroad`, `removeNeighboringRails`, and `getRailroads()`, which
continue to behave the same from the outside.

## 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:

DISCORD_USERNAME
2025-11-21 22:33:08 +00:00
Loacky 024285389a Implement donation troops/gold between human players after forming an alliance (#2450)
Resolves #2448 

Hi team,

I've implemented and locally tested the alliance-related changes
(including unit tests and some manual simulation with multiple browser
profiles).
Unfortunately I wasn't able to perform full end-to-end testing on the
live game server with two separate machines/accounts.

If someone on the team (or another contributor) can verify the alliance
flow with two real players, that would be greatly appreciated before
merging. Happy to hop on a call or provide any clarification needed.

Thanks!

## Description:

Fixed a race condition bug where donations (troops/gold) between human
players failed after forming an alliance. The issue was caused by a
one-tick delay in `AllianceRequestReplyExecution`: the alliance
acceptance logic ran in `tick()` instead of `init()`, meaning the
alliance wasn't created until the tick after the execution was added. If
a donation execution was added in the same turn as the alliance
acceptance, it would fail the `isFriendly()` check because the alliance
didn't exist yet.

**Root cause:** When human players formed alliances via reply, the
execution model delayed alliance creation by one tick, while bots called
`accept()` directly without this delay.

**Solution:** Moved alliance acceptance logic from `tick()` to `init()`
in `AllianceRequestReplyExecution.ts`, ensuring immediate alliance
creation and eliminating race conditions with donations.

**Changes:**
- Modified
`src/core/execution/alliance/AllianceRequestReplyExecution.ts` to
process alliance replies in `init()` instead of `tick()`
- Added comprehensive test suite `tests/AllianceDonation.test.ts` with 5
test cases covering donation scenarios after alliance formation (reply
and mutual request flows)
- All existing tests pass (323 total)

## Please complete the following:

- [x] I have added screenshots for all UI updates (N/A - backend logic
fix only)
- [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
changes)
- [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


Discord: loacky
GitHub: @LoackyBit

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-21 14:25:41 -08:00
evanpelle 92372b770b Merge branch 'v26' into v27 v0.27.0-beta7 v0.27.0-beta6 2025-11-21 14:08:43 -08:00