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

<img width="285" height="517" alt="image"
src="https://github.com/user-attachments/assets/91bb01e6-e48c-4255-ace1-306af9cdc25b"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Mr.Box
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
Co-authored-by: icslucas <carolinacarazolli@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
#1075
Fixing all remaining type errors caused by strict mode and enable it.
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
azlod
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
This PR implements a major refactoring of how map data is stored and
loaded, as described in #1242. Previously, map data (`.bin` files) was
bundled directly into the client-side JavaScript by Webpack using
`binary-loader`. This approach led to data duplication and increased
bundle/image sizes.
This refactoring changes the strategy entirely:
- `GameMapLoader` interface has been introduced to decouple the map
loading mechanism from the components that use it.
- New `FetchGameMapLoader` implementation loads map data by fetching it
from static server endpoint.
- Webpack configuration and `Dockerfile` have been updated to serve the
map files as static assets and to remove the source `resources/maps`
directory from the final image, thus eliminating data duplication.
This leads to several key improvements:
- Docker image size is reduced from ~750 MB to ~600 MB.
- Build time is decreased. On my local machine, the docker image build
time went from 48s to 43s.
Most of this speed-up comes from faster Webpack builds (reduced from 16s
to 11s), as it no longer needs to process large binary files. This
performance gain will be noticeable for all developers during local
development, not just in the CI workflow.
## 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
- [X] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aaa4xu
## Description:
Makes so that when clicking on the attack warning message in chat, the
camera focuses on the "average position" of the attack, instead of just
the player.
The average position is calculated by taking the average position of all
attacking border cells. It makes the calculation for every AttackUpdate,
which adds some calculations every tick, but it shouldn't affect
performance that much, as it's just a sum of coordinates.
If you have a better way of getting the averagePosition information
(calculating it only when necessary instead of every tick), it would be
great.
closes#703
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
leo21_
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.
Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.
Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.
Fixes#466
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
## Description:
Taken from PR #506
Improve transport source tile by considering border extremums
Only calculate better spawn tile for humans, and have the sender
calculate it and send the src tile in the intent for better performance.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
evan
Co-authored-by: evan <openfrontio@gmail.com>
## Description:
The server stores all players that have joined, and once the game starts
it sends a list of players to all clients. Players cannot join after the
game has started. Server now generated the PlayerID instead of the
client.
The is necessary for team mode, we need to know how who is playing the
game before it starts so we can properly assign teams based on clans.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
Tried to implement feature to outline player under mouse cursor.
Intention is to improve gameplay and provide a way to estimate players
territories for strategic planning / avoid attacking wrong players with
confusingly similar colors.
When you stop cursor at the player - his borders will be drawn in white
color.
To focus on other player - click or move cursor to other player.
To hide outline - click on empty space (water, land).
"Focus" UI feature also triggers outline for the target player (easier
to see who exactly is that you are looking at).




Done via getting player under mouse cursor, setting it as global
focusedPlayer and painting borders in white color.
Tried to maintain minimal changes and utilize existing rendering queue.
Also added hover delays to avoid excessive redraws and provide better
experience. Redraws only happens when focusedPlayer changes - one time
for old focused player to clean outline and one time for new focused
player.