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68ff2773fc4e8cdf9c8bdd06f991e67d96e53353
228 Commits
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52012e321b |
Fix: npm run perf errors on Windows (#3192)
## Description: Npm script 'perf' errors on Windows: "Error [ERR_MODULE_NOT_FOUND]: Cannot find module '(XXX)\OpenFrontIO\tests\perf\*.ts'". It probably worked fine on Linux or Mac, that i don't know. Replaced it with a file that also runs all tests in the folder, which is then simply ran by the script. There are possibly better ways to address this but this just works. ## 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 |
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4bc168dffb |
make usernames linkable in news (#3200)
## Description: make usernames linkable in news now: <img width="399" height="153" alt="image" src="https://github.com/user-attachments/assets/39644fe2-9af1-4765-b839-9f8b5f9d0418" /> before: <img width="409" height="82" alt="image" src="https://github.com/user-attachments/assets/d7a1c37e-63cf-4417-ac61-c6db39a33851" /> ## 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: iamlewis <lewismmmm@gmail.com> |
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f362e47413 |
Cancel nukes when accepting alliance via radial menu (#3155)
Resolves #3154 ## Description: #2716 introduced nuke cancellation logic on alliance acceptance via `AllianceRequestReplyExecution`. The radial menu action, though, calls `AllianceRequestExecution` instead, which accepts the alliance if a request has already been made by the other player. This PR moves the nuke cancellation logic to `GameImpl`, hooking into the `acceptAllianceRequest` method, therefore accounting for every alliance acceptance, regardless of the specific action that brought to that. ## 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: deshack_82603 |
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cb6e97ed11 |
Add Leaderboard refresh time (#3190)
## Description: I added a small refresh time text (see screenshots below). > I play ranked a lot since it's been added and I just reached the top 100 (yay !!), I was wondering what was the refresh time so after I found it in the code, I wanted to add a small text for easier understanding :) <details> <summary><h2>Open Screenshots "players" here</h2></summary> Before "players" : <img width="622" height="645" alt="image" src="https://github.com/user-attachments/assets/d3335954-8e16-4465-b09f-89d03defe643" /> After "players" : <img width="628" height="637" alt="image" src="https://github.com/user-attachments/assets/fd89df53-0942-4869-bfb5-9c7e7497af38" /> </details> This can be edited as you want but I did not added the text in the "clans" section. I did not added any test in the tests files since this is a minor UI improvement, but I can if needed, And I do tested everything locally myself to take the screenshots :) ## 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: @noleet |
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07e13b3479 |
Fix: remove alliances on death (#3168)
## Description: - Remove alliances on death: after death, alliances would stay active including countdown timers and (when dead player kept spectating) icons. Now remove them when player becomes inActive. - Moved code to private method within PlayerExecution + added comments in NationExecution and BotExecution for more clarity as to where removals are performed from at death - Remove renewal request from Events Display when Alliance doesn't exist anymore (after death or otherwise). - Also cleanup this.alliancesCheckedAt when alliance doesn't exist anymore. Before, old/broken alliance id's would accumulate in it during a game. - Removed now-redundant isAlive check in EventsDisplay. Both the alliances array as the isAlive are updated in the same tick from PlayerUpdates so now alliance is removed from alliances array on player death, the other.isAlive() check is no longer needed. Of course we could keep it in just to be very safe, so just let me know when you're doubtful about this. - Attack.test.ts: fix failing test. Player B dies because of the attack, meaning the alliance now gets removed. Prevent this by gving both a different, adjecent, starting tile. And to be more clear about what is needed for the test to pass, add isAlive check for both of them after the attacks. ## 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 |
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6cc0ef7d14 |
Add PVP immunity to 5M starting gold modifier games 🔧 (#3180)
## Description: Adds 30 seconds of PVP immunity to 5M starting gold modifier games. So you cannot insta-nuke other players. Because I'm sure people would be confused "I cannot attack!!!!" I added a HeadsUpMessage which informs about the PVP immunity. We already have a ImmunityTimer progress bar but I don't think its enough. <img width="1270" height="745" alt="image" src="https://github.com/user-attachments/assets/0ee23dc4-1c7b-4d62-8b3d-8de214f03c2b" /> I had a second count in the HeadsUpMessage (seconds until PVP immunity is over) but it felt too busy. So I removed it. You can tell when PVP immunity is over by looking at the progress bar. ## 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 --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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12733900a4 |
test(i18n): validate ICU syntax across all translation files (#3170)
## Description: This PR adds a translation validation test to catch malformed ICU message syntax during test runs instead of only at runtime. ## What changed - Added `tests/LangIcuMessages.test.ts`. - The test scans all `resources/lang/*.json` files (excluding `metadata.json`). - It flattens nested translation objects into dot-keys. - It validates each translation string by compiling it with `IntlMessageFormat`. - It fails with explicit `file:key` errors for: - Invalid ICU syntax - Invalid translation value types (non-string leaves) ## Why Today malformed translation strings only surface as console warnings at runtime. This test moves detection into CI/test execution, giving fast and deterministic feedback. ## How to run ```bash npx vitest run tests/LangIcuMessages.test.ts ``` ## Notes The new test currently surfaces existing malformed ICU strings (not introduced by this PR), especially `send_troops_modal.slider_tooltip`, `send_troops_modal.capacity_note`, and `send_gold_modal.slider_tooltip` in multiple locale files. ## 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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900cc89067 |
Better username censoring (#3122)
## Description: Many inapropriate names bypass the current filter. This PR does the following: 1. Moves name censoring to server side so inappropriate names are scrubbed before being sent to the client 2. Requests a list of profane words from the api, this allows us to quickly add new profane words in the admin panel without having to redeploy. ## 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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c212735f09 |
Orange betrayal button for no-debuff-betrayals 🖌️ (#3161)
Resolves #1276 ## Description: Orange betrayal button if the player is a traitor or disconnected. So people can easier tell that this is a betrayal without consequences. The color changes back to red without reopening the menu (live) when the traitor debuff ends or the player reconnects. <img width="268" height="257" alt="image" src="https://github.com/user-attachments/assets/276e91ce-e49d-474c-afaa-ffa18d45a2c7" /> ## 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 --------- Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com> |
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c6c793f6b3 |
Highlight hovering railroad (#3156)
## Description:  The `RailroadLayer` simply displays tiles as instructed by the core worker. While it's practical for the layer to only care about the tiles, it also means it has no understanding of railroads as entities (their paths, connections, or identities). It also means that the core worker is responsible for rendering tasks such as tile orientation and construction animation, which is not expected. To support ID-based events and better separation of concerns, the rendering layer needs to be aware of complete railroads. With this change, the core worker can send the tiles once and subsequently reference railroads only by ID for all other events. #### Changes: - `RailroadLayer` now stores full railroad data instead of only individual tiles - `RailroadLayer` is responsible for animating newly built railroads - Add a new `RailroadSnapUpdate` sent when a new structure is built over an existing railroad. This event is used by `RailroadLayer` to keep railroad ID in sync. - When hovering over a railroad, the render worker is querying the core worker about overlapping railroads. Alternatively, RailroadLayer could compute overlaps itself now that it has full railroad knowledge, but this logic would need to be duplicated and kept in sync across workers. Keeping a single source of truth in the core worker is preferred. #### Edgecases: - When a structure snaps over a railroad, the original railroad is split into two new railroads. If the construction animation is still in progress, instead of resuming the animation at the correct point on the new railroads, all remaining tiles are rendered immediately - Previously, `RailroadUpdate` handled both construction and destruction. This no longer works with `RailroadSnapUpdate`, as event ordering is now pretty important and IDs may be lost before they are consumed. To address this, RailroadUpdate is split in two: `RailroadConstructionUpdate` and `RailroadDestructionUpdate`. ## 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 --------- Co-authored-by: jrouillard <jon@rouillard.org> |
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e7676b4260 |
check if translations are being used in the code (en.json test) (#3158)
## Description: Test if translation is being used from en.json test with a small bugfix for a regression that happened in an old 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: 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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8cc6c2c2aa |
Perf spawn train (#3130)
## Description: Train spawning hot-path optimization (trade destination selection) ## Summary This PR reduces per-tick overhead in train spawning by removing temporary allocations and reducing work in the destination-selection path. The change focuses on `Cluster` trade destination lookup and how `TrainStationExecution` picks a destination. ## What changed ### 1) Maintain a “trade-capable” station subset per cluster `src/core/game/TrainStation.ts` - `Cluster` now maintains: - `stations`: all stations in the cluster (unchanged) - `tradeStations`: maintained subset of stations that can act as trade endpoints (`City` or `Port`) - `tradeStations` is kept in sync in: - `addStation()` - `removeStation()` - `clear()` Impact: - Trade queries no longer scan every station in the cluster; they only scan `tradeStations`. ### 2) Add cheap eligibility helpers `src/core/game/TrainStation.ts` - `hasAnyTradeDestination(player)`: - Fast early-exit check: returns as soon as it finds any eligible trade destination. - `randomTradeDestination(player, random)`: - Picks a random eligible trade destination directly without materializing an intermediate `Set`. ### 3) Use reservoir sampling for single-pass random choice `src/core/game/TrainStation.ts` `Cluster.randomTradeDestination()` uses reservoir sampling: - Iterates `tradeStations` once. - Maintains a running count of eligible stations (`eligibleSeen`). - Replaces the selected station with probability `1/eligibleSeen`. Properties: - Uniform selection among eligible stations. - One pass instead of “count then pick by index” (two pass). - Allocation-free. - Returns `null` when no eligible destination exists. ### 4) Update train spawning to avoid temporary sets `src/core/execution/TrainStationExecution.ts` - Previously: `spawnTrain()` called `cluster.availableForTrade()` and then `random.randFromSet(...)`. - This built a new `Set` on the hot path. - Now: - Early-exit via `cluster.hasAnyTradeDestination(owner)`. - Destination via `cluster.randomTradeDestination(owner, random)`. Net effect: - Less per-tick work and no per-spawn temporary `Set` allocations. ## Why this helps Train spawning happens frequently and can become a hot path in large games / large rail clusters. Avoiding repeated allocations and reducing work inside `tick()` helps keep frame/update time predictable. ## notes - Trade rules are unchanged (`tradeAvailable(player)` still gates eligibility). - Destination selection remains random-uniform over eligible `City`/`Port` stations that satisfy `tradeAvailable(player)`. - `TrainStationExecution` now avoids calling `spawnTrain()` entirely when `spawnTrains` is falsy (it was already guarded inside). ## 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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c2663944e5 |
Stop getting gold from conquering inactive players 🔧 (#3020)
## Description:
Maybe for v29.
In the 5M starting gold modifier games you can conquer a inactive player
(spawned but didn't do anything) and get their 5M gold.
Huge unfair advantage.
I think that even without the starting gold modifier you should not get
the gold of inactive players because its unfair.
I identify inactive players (spawned but didn't do anything) by checking
the attack stats.
I added a translation for the displayMessage "Conquered {name}, received
{gold} gold". Why was that not translated?
I added a new message "Conquered {name} (Inactive player, received no
gold)".
## 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
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
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294a1b4784 |
move lobby websockets to worker (#2974)
## Description: Currently only the master process sends public lobby updates to clients. This is not scalable since it could overload the master process. In this PR, the master uses IPC to send public lobby info to all workers. Then clients connect to a random worker to get public lobby updates via websocket. This way clients never connect directly to the master websocket. The flow looks like this: Every 100ms: 1. Master schedules a public game on a random worker if new games are needed 2. Master broadcasts public lobby info to all workers (all public games & num clients connected to each game) 3. Each worker responds to that update with the number of clients connected to its own public games 4. Master then updates its public lobby state so it knows how many clients are connected to each public game ## 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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e4280c28e1 |
Add Ranked 1v1 Leaderboard (#3008)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) ## Description: @wraith4081 's pr updates the stats modal to show both 1v1 and clan stats ## 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: Wraith <54374743+wraith4081@users.noreply.github.com> Co-authored-by: iamlewis <lewismmmm@gmail.com> |
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0286224299 |
Move betrayal button, remove betrayal confirmation 🔧 (#3076)
## Description: - Move betrayal button to the boat-sending-button-location (you can't send boats to allies) to prevent missclicks - Remove betrayal confirmation <img width="260" height="248" alt="image" src="https://github.com/user-attachments/assets/0a25fc9c-c8a0-4ba9-a8c8-971d6a7a0511" /> ## 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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c54c73d157 | Merge branch 'v29' | ||
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965dd0f482 |
Confirm alliance break ⚠️ (#3033)
## Description: People accidentally clicked the betray button because it's at the same position as the ally button. So let's add a small confirmation step. https://github.com/user-attachments/assets/754f2d33-7419-42fc-a732-197c3107236e ## 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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0cc58a8f5a |
fix: add validation for unknown flags in manifest.json (#3044)
Resolves #3041 ## Description: - Add a test to ensure an error is thrown when manifest.json specifies a non-existent flag. - Fix the underlying issue by removing the invalid flag specification (see error below). ``` resources/maps/straitofgibraltar/manifest.json -> nations[0].flag "Rif" does not exist in resources/flags resources/maps/straitofgibraltar/manifest.json -> nations[5].flag "Shilha" does not exist in resources/flags resources/maps/straitofgibraltar/manifest.json -> nations[6].flag "Andalusia" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[0].flag "custom:Kingdom of the Two Sicilies" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[3].flag "custom:Tuscany" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[5].flag "custom:Modena" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[6].flag "custom:Parma" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[8].flag "custom:Kingdom of Sardinia" does not exist in resources/flags resources/maps/italia/manifest.json -> nations[11].flag "custom:Ottoman Empire2" does not exist in resources/flags resources/maps/britannia/manifest.json -> nations[19].flag "gb-nir" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[0].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[1].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[2].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[4].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[5].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[6].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[7].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[8].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[9].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[10].flag "quebec" does not exist in resources/flags resources/maps/montreal/manifest.json -> nations[11].flag "quebec" does not exist in resources/flags ``` ## 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: aotumuri |
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1dac7bd2e8 |
Confirm alliance break ⚠️ (#3033)
## Description: People accidentally clicked the betray button because it's at the same position as the ally button. So let's add a small confirmation step. https://github.com/user-attachments/assets/754f2d33-7419-42fc-a732-197c3107236e ## 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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7942990037 |
Crowded modifier 😄 (#3023)
## Description: To increase variety a bit more I present: The "crowded" public game modifier :) It basically simulates a crazy youtuber lobby. Cramp a lot of players on a small map 😄 I think its fun, exciting and you actually need skill to manage the chaos. 5% of public games get this modifier, but because we remove the modifier for big maps its more like 2.5% (should be something special) | <img width="321" height="269" alt="Screenshot 2026-01-25 200427" src="https://github.com/user-attachments/assets/7d2e90c1-e6bc-40a8-a19e-a0849612f472" /> | <img width="317" height="264" alt="Screenshot 2026-01-25 200554" src="https://github.com/user-attachments/assets/8b4bd5da-bed1-4743-a107-9ce07fce3040" /> | <img width="317" height="244" alt="Screenshot 2026-01-25 200521" src="https://github.com/user-attachments/assets/16293de3-0fc4-431f-8151-31b4e11040fe" /> | |---|---|---| ## 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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9aed372425 |
Added afterEach cleanup to call inputHandler.destroy(), which clears the setInterval before jsdom tears down and removes window. (#3030)
## Description: Fixes the failing test:coverage ci. ## 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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ed9900e313 |
Added afterEach cleanup to call inputHandler.destroy(), which clears the setInterval before jsdom tears down and removes window. (#3030)
## Description: Fixes the failing test:coverage ci. ## 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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de3794313d |
feat: Kick player in game (#2969)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #2686 ## Description: - Implemented feature for lobby creator to kick players in game. - Added new moderation option for lobby creator, with a kick player option if they aren't the creator, a bot, and exist in game. - Includes a confirm kick option, and keeps track of kicked players so that the kick option changes to "Already Kicked" if the kicked player panel is opened again on the kicked player. Screenshot order: 1) Open player panel 2) Click on moderation 3) Click on kick player and confirm kick 4) Player is kicked, open same player panel again and observe change in kick status 5) Receiving player kick message <img width="1470" height="776" alt="Screenshot 2026-01-20 at 12 33 55 PM" src="https://github.com/user-attachments/assets/7c47b5a2-a0f8-4e92-833c-7b9732f751a8" /> <img width="1470" height="776" alt="Screenshot 2026-01-20 at 11 58 58 AM" src="https://github.com/user-attachments/assets/3aa026af-9a42-4512-91b8-916f146849a6" /> <img width="1470" height="776" alt="Screenshot 2026-01-20 at 12 31 46 PM" src="https://github.com/user-attachments/assets/5e1d271b-bf32-4335-8eb1-bcdf84aba8ce" /> <img width="1470" height="776" alt="Screenshot 2026-01-20 at 11 57 58 AM" src="https://github.com/user-attachments/assets/7cbd5ea6-bcb6-4a35-a003-ea0add936925" /> <img width="1470" height="776" alt="Screenshot 2026-01-20 at 11 57 39 AM" src="https://github.com/user-attachments/assets/4309b3e3-2fe6-48dd-8e0c-55036e567461" /> ## 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: mitchfz |
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9415162f51 |
Split railroads when placing overlapping structures (#3003)
## Description: Players wrongly assume that building a structure over an existing railroad will connect it properly. What actually happens is that the structure will connect on the network with its own railroad, even if the new railroads are overlapping over the existing network. To address this issue, this PR splits the overlapping railroad into two segments when a structure is built over it, and inserts the structure as a new node in the rail graph. It does not alter the rail network visually because the same railroad tiles are used for the new segments. Railroad tiles are not stored directly in the map, they exist only as edges in the rail graph, so looking for nearby rails would be terribly inefficient. To address that, this PR introduces a new `RailSpatialGrid` class which indexes rails on a 4×4 grid, allowing fast spatial queries. Alternative considered: removing overlapping rails and rebuilding them from the new structure. It would visually modify the rail network, which may be unexpected for the player. It's still missing a visual indicator so the player knows that the structures has been connected properly. ### Line placement:  ### Multi-railroad overlap:  ## 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 |
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8aa3e26e70 |
feat: Prevent GameServer from restarting after ending by introducin… (#2923)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) #2919 In GameManager.tick(), when a game becomes active but hasn't started, a setTimeout for game.start() is scheduled with a 2-second delay. If the game finishes or is cancelled within those 2 seconds, game.end() is called, which clears the existing interval. However: 1.The 2-second timeout still fires. game.start() executes. 2. A NEW setInterval is created for turn execution. 3.Since the game is already ending/finished, it's removed from GameManager.games, but the interval continues to run forever in the background ## 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: codimo |
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f6454963b2 |
Pathfinding refinements (#2959)
## Description: ### Short path for multi-source HPA* Math was not mathing, increased the bounds to 260x260, it is a bit slower but should work better. The short path was breaking when player owned a lot of shores. This is because the bounding box of tiles with less than 120 distance + 10 padding could be as big as 260x260 and the optimized array was set to 140x140. I made mistake of calculating it as `2 * (60 + 10)` instead of `2 * (120 + 10)`. ### LoS path refinement Previously, we ran 2 passes of LoS smoothing on the path. However, since we are effectively tracing the same path, the line of sight is essentially the same. This PR makes second line of sight stop on water tiles with magnitude `n + 1` compared to first path. Practically, this means it'll attempt LoS exactly 1 tile after previous corner. See screenshot. <img width="1299" height="1151" alt="image" src="https://github.com/user-attachments/assets/726be236-1ff8-406c-896a-02902a762ab0" /> ### SendBoatAttackIntentEvent The flow of sending transport ships is currently strange. This PR makes the flow more sane. **Old flow** ``` - Player clicks TARGET tile, it can be deep inland - Client asks Worker for the best START tile to TARGET tile - Worker answers `false`, since the tile is inland - Client sends BoatAttackIntent with START=false and TARGET tiles set - Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET - Worker re-computes best START to DESTINATION - Worker sends boat from START to DESTINATION ``` **New flow** ``` - Player clicks TARGET tile, it can be deep inland - Client sends BoatAttackIntent with TARGET - Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET - Worker computes START as the best tile to DESTINATION - Worker sends boat from START to DESTINATION ``` ## 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: moleole |
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18fb513326 |
Pathfinding refinements (#2959)
## Description: ### Short path for multi-source HPA* Math was not mathing, increased the bounds to 260x260, it is a bit slower but should work better. The short path was breaking when player owned a lot of shores. This is because the bounding box of tiles with less than 120 distance + 10 padding could be as big as 260x260 and the optimized array was set to 140x140. I made mistake of calculating it as `2 * (60 + 10)` instead of `2 * (120 + 10)`. ### LoS path refinement Previously, we ran 2 passes of LoS smoothing on the path. However, since we are effectively tracing the same path, the line of sight is essentially the same. This PR makes second line of sight stop on water tiles with magnitude `n + 1` compared to first path. Practically, this means it'll attempt LoS exactly 1 tile after previous corner. See screenshot. <img width="1299" height="1151" alt="image" src="https://github.com/user-attachments/assets/726be236-1ff8-406c-896a-02902a762ab0" /> ### SendBoatAttackIntentEvent The flow of sending transport ships is currently strange. This PR makes the flow more sane. **Old flow** ``` - Player clicks TARGET tile, it can be deep inland - Client asks Worker for the best START tile to TARGET tile - Worker answers `false`, since the tile is inland - Client sends BoatAttackIntent with START=false and TARGET tiles set - Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET - Worker re-computes best START to DESTINATION - Worker sends boat from START to DESTINATION ``` **New flow** ``` - Player clicks TARGET tile, it can be deep inland - Client sends BoatAttackIntent with TARGET - Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET - Worker computes START as the best tile to DESTINATION - Worker sends boat from START to DESTINATION ``` ## 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: moleole |
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f367ea1940 |
Record human/nation/bot conquests (#2949)
## Description: Conquests are currently mixing all player types. This is not ideal as people wonders why a 50 player game can lead to hundred of kills. Having separate records can also help with achievements and better balancing. This PR splits the conquests record into 3 categories: human, nations and bots. It is linked to this infra PR: https://github.com/openfrontio/infra/pull/246 <img width="895" height="497" alt="image" src="https://github.com/user-attachments/assets/66e49100-8114-4406-84ab-d9627355956d" /> While the recorded data make a distinction between bots/nations, it's only displayed here as a single "bot" category. ## 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 |
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2fcca8ee26 |
Pathfinding - optimize naval invasions (#2932)
# Pathfinding pt. 4 https://pf-pt-4.openfront.dev/ ## Description: Hello again! Pathfinding. It's fast, but inaccurate. This PR makes it more accurate and actually faster. Sadly it is _faster_ because of a blunder in previous PR (using BucketQueue where MinHeap would be better), not because of a new tech. More importantly, it is more accurate. And that's what people apparently want. ## What changed? Most of the functional changes relate to `SpatialQuery` module. This is the thingy that answers "we know the target, which tile of my territory is the best to launch an invasion". To make it compute a path from South America to the deep inland China river, it has to work on a coerced map, one with a very small resolution, so small in fact, that every 4096 map tiles gets compressed to just one pixel. I hope you see where this is going. Previously we selected a random coastal tile within this big pixel (honestly it wasn't random at all, but could very well be for the illustrative purposes). Now, we try to be a bit more deliberate. Since we already know the rough location of the probably best tile, we can exclude all other tiles from the computation. Imagine a player's territory spans both Americas on global map - that's a lot of shores. But since we already know the best tile is somewhere close to Miami, the problem space was greatly reduced, no need to consider all other shores. But pathing to the target in China from Miami is still crazy expensive. This is where second trick comes to play - instead of pathing all the way to China, we select a _waypoint_ in the rough direction of China, about 100 to 200 tiles away. This way we fairly cheaply select best tile to launch an invasion towards this abstract point. And chances are, this point is far enough, the newly computed path is very close to being optimal. When you throw a dart from far away, the difference between scoring 10 and missing is very small. This is why aiming in the general direction of the board - as opposed to the ceiling - is usually good enough. ## Okay, but what about the crazy paths when I send invasion to the opposed bank of a river?! Well, pathing from America to China is cool, but most players wouldn't notice the difference on such long paths, what about the short ones? We now try more accurate pathing first and defer to hierarchy only if it fails. This produces much better paths for short invasions. While the fix described above ensures the accuracy is improved also on medium-to-long routes. ## Playground Yes. https://github.com/user-attachments/assets/9cf9586f-c99a-416d-b856-8cf0a21c35ed ## CodeRabbit Grab a 🥕. Remember `tests/pathfinding/playground` is mostly generated code and go easy on it. It's enough for it to work and do it's job of visualizing the paths. No need for throughout review of these files. ## 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: moleole |
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6bd95d4884 |
Pathfinding - optimize naval invasions (#2932)
# Pathfinding pt. 4 https://pf-pt-4.openfront.dev/ ## Description: Hello again! Pathfinding. It's fast, but inaccurate. This PR makes it more accurate and actually faster. Sadly it is _faster_ because of a blunder in previous PR (using BucketQueue where MinHeap would be better), not because of a new tech. More importantly, it is more accurate. And that's what people apparently want. ## What changed? Most of the functional changes relate to `SpatialQuery` module. This is the thingy that answers "we know the target, which tile of my territory is the best to launch an invasion". To make it compute a path from South America to the deep inland China river, it has to work on a coerced map, one with a very small resolution, so small in fact, that every 4096 map tiles gets compressed to just one pixel. I hope you see where this is going. Previously we selected a random coastal tile within this big pixel (honestly it wasn't random at all, but could very well be for the illustrative purposes). Now, we try to be a bit more deliberate. Since we already know the rough location of the probably best tile, we can exclude all other tiles from the computation. Imagine a player's territory spans both Americas on global map - that's a lot of shores. But since we already know the best tile is somewhere close to Miami, the problem space was greatly reduced, no need to consider all other shores. But pathing to the target in China from Miami is still crazy expensive. This is where second trick comes to play - instead of pathing all the way to China, we select a _waypoint_ in the rough direction of China, about 100 to 200 tiles away. This way we fairly cheaply select best tile to launch an invasion towards this abstract point. And chances are, this point is far enough, the newly computed path is very close to being optimal. When you throw a dart from far away, the difference between scoring 10 and missing is very small. This is why aiming in the general direction of the board - as opposed to the ceiling - is usually good enough. ## Okay, but what about the crazy paths when I send invasion to the opposed bank of a river?! Well, pathing from America to China is cool, but most players wouldn't notice the difference on such long paths, what about the short ones? We now try more accurate pathing first and defer to hierarchy only if it fails. This produces much better paths for short invasions. While the fix described above ensures the accuracy is improved also on medium-to-long routes. ## Playground Yes. https://github.com/user-attachments/assets/9cf9586f-c99a-416d-b856-8cf0a21c35ed ## CodeRabbit Grab a 🥕. Remember `tests/pathfinding/playground` is mostly generated code and go easy on it. It's enough for it to work and do it's job of visualizing the paths. No need for throughout review of these files. ## 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: moleole |
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3cdbb5651a | Merge branch 'v29' | ||
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b2ba37e0ab |
Destroy incoming nukes when alliance is created (#2716)
Resolves #2484 ## Description: - When an alliance is created between two players, any incoming nukes between them are destroyed mid-air. This prevents the traitor debuff from being applied on impact, even if the nukes were launched before the alliance was formed. - If a player has launched nukes at multiple nations, only the nukes targeting the newly allied nation are destroyed. This is what the players will see after the alliance is created (in case they have launched nukes at each other): <img width="423" height="125" alt="Screenshot 2026-01-04 092907" src="https://github.com/user-attachments/assets/6544fb7a-7623-4fc3-b799-89ef8fe897d6" /> ## 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: assessin. |
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0466eeac13 |
Add train gold to game info ranking (#2901)
## Description: The game info panel was missing the gold generated with trains, which was recently added into the recorded stats. This PR adds the gold train ranking, grouped with the naval trade. Visually the game info panel is not matching the new visual identity, but this PR only focuses on the missing data. <img width="898" height="482" alt="image" src="https://github.com/user-attachments/assets/6366e5d2-23b6-40b0-b4d4-1227b5a2f811" /> ## 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 |
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e1d31ef1ee |
fix: replace setInterval with recursive setTimeout in Master.ts to pr… (#2869)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #2868 ## Description: This PR addresses a critical memory leak in the Master server process (causing ~30GB RAM usage). The issue was caused by `setInterval` calling `fetchLobbies()` every 100ms. When `fetchLobbies` took longer than 100ms to complete (due to network latency or load), requests would pile up indefinitely, creating a massive queue of pending Promises and open sockets. I have refactored the polling logic into a generic `startPolling` utility (in `src/server/PollingLoop.ts`) that uses a recursive `setTimeout` pattern. This ensures that the next `fetchLobbies` call is only scheduled *after* the previous one has completed (successfully or failed), preventing any request pile-up. ## Please complete the following: - [x] I have added screenshots for all UI updates (N/A - backend 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) - [x] I have added relevant tests to the test directory (`tests/PollingLoop.test.ts`) - [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: codimo |
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42c944c9cc |
Create ranked type enum, last person not afk wins in 1v1 (#2892)
## Description: * Add RankedType enum, for now it's just 1v1 * Add new method to MapPlaylist to create 1v1 game config * Update WinCheck so the last player is declared a winner on 1v1. ## 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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c80ccaece9 |
Record train trading stats (#2891)
## Description: The current gold stats don’t include gold generated by trains, even though this is a significant part of the economy for many players. This PR tracks those stats with two values: - other players trains visits the player station - the player trains visits any station Linked to this infra PR: https://github.com/openfrontio/infra/pull/242 ## 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 |
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85def73bd9 |
Pathfinding Refinement (#2878)
# Pathfinding pt. 3 ## Description: This PR introduces final change to the pathfinding - path refinement. It optimizes Line of Sight refinement by searching with for the best tile with a binary search instead of linearly. And then spends the recovered budget on better refinement of the first and last 50 tiles of the journey - the place where user is most likely to look at. Additionally this PR re-introduces magnitude check and makes the ships prefer sailing close to the coast, but not too close. ## 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 ## What? | Before | After | | :--- | :--- | | <img width="1097" height="1117" alt="image" src="https://github.com/user-attachments/assets/4a0b300d-10ef-4151-b6dc-33acfb49f992" /> | <img width="1093" height="1119" alt="image" src="https://github.com/user-attachments/assets/cf81c515-c145-40f4-91e5-a4353986907b" /> | | <img width="1096" height="1129" alt="image" src="https://github.com/user-attachments/assets/21b46bce-f961-4259-88f6-fe4a66180270" /> | <img width="1098" height="1126" alt="image" src="https://github.com/user-attachments/assets/d92587d1-e6b6-4353-b4a4-1efe71bca43d" /> | ## Performance There is actually a severe performance impact of these changes. The path initial path takes almost 2x as long to generate - this is because pre processing can only do so much if the initial path is ugly. Luckily in real gameplay we only need to do this calculation once per edge, so the actual observed performance impact should be much smaller. Cache FTW. | | No Cache | Cache | | :--- | :--- | :--- | | Before | 277.04ms | 208.58ms | | After | 498.34ms | 264.27ms | ## DebugSpan Small utility, it allows any code to be easily instrumented for performance. The idea is the same as with [OTEL Spans](https://opentelemetry.io/docs/concepts/signals/traces/). Produce a span, create sub-spans, measure whatever you need. Works only when `globalThis.__DEBUG_SPAN_ENABLED__ === true`, otherwise no-op. Cool stuff, try it out: ```ts // Convenient wrapper, small performance impact return DebugSpan.wrap('add', () => a + b) // Synchronous API, basically free DebugSpan.start('work') work() DebugSpan.end() // Create sub spans DebugSpan.wrap('complex', () => { const aPlusB = DebugSpan.wrap('add', () => a + b) DebugSpan.set('additionResult', () => aPlusB) // Store data return aPlusB * c }) // Access spans, data and timing const span = DebugSpan.getLast() const compelxSpan = DebugSpan.getLast('complex') console.log(complexSpan.duration, complexSpan.data['additionResult']) ``` These are virtually free and can be enabled on-demand **in production** and available in the devtools. Under the hood devtools integration is just a wrapper around [Performance API](https://developer.mozilla.org/en-US/docs/Web/API/Performance_API). For clarity data keys not prefixed by `$` are omitted from the integration. Every key prefixed with `$` must be fully JSON serializable. <img width="977" height="799" alt="image" src="https://github.com/user-attachments/assets/b4d43506-1639-4f78-a611-30e61de12a07" /> |
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35b7213c5c |
Enhance nuke alliance breaking logic to account for allied structures in blast radius 💣 (#2887)
## Description: Doesn't need a description :D https://github.com/user-attachments/assets/8de576fd-050b-4b35-8526-e4c88d1a9f25 https://github.com/user-attachments/assets/c99147a1-efdf-426b-96d1-e996e01f89aa ## 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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464a4a817a |
Remove hardcoded numPlayersConfig, calculate it based on the maps land tiles 🔧 (#2874)
## Description: The calculation is based on: 50 players per 1_000_000 land tiles, limited at 125 players because of performance Second number is 75% of that, third one 50% That way, the player counts are staying mostly the same Look at the "Dynamic Config" column, these are the new player counts: (The 125 players limit is missing in that column, only relevant for the twolakes map) <img width="930" height="1033" alt="Screenshot_2026-01-12_152758" src="https://github.com/user-attachments/assets/e1791740-e263-47b3-8b27-4f9aa358d381" /> <img width="926" height="324" alt="Screenshot_2026-01-12_152814" src="https://github.com/user-attachments/assets/78d6789b-374f-4f8b-b50f-f6f08395572b" /> This PR also removes `MapDescription` from `Maps.ts` because its unused. And this PR updates the map-generator `README.md` to reflect the changes ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [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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0e3ced3bfa |
Pathfinding Refactor pt. 2 (#2866)
## Playtest https://pf-pt-2.openfront.dev/ ## Pathfinding Refactor pt. 2 <img width="1536" height="1024" alt="image" src="https://github.com/user-attachments/assets/9477958e-54b7-4c83-b317-ba789e809e9e" /> This is a follow-up to a previous PR introducing pathfinding changes. This time, it introduces a complete refactor of `pathfinding` directory and breakdown into composable pieces. ### Unified PathFinder interface `PathFinder<T>` and `SteppingPathFinder<T>` are introduced to unify **all** pathfinding across the application. First one exposes complete path, while stepping variant allows the callee to iterate over the path by calling `.next`. All pathfinders share this one common interface, which makes them easy to use in any scenario - `PathFinding.Water(game).search(from, to)`. `SteppingPathFinder<T>` extends `PathFinder<T>` with an ability to iterate over the path. It handles caching, storing current index and invalidation. This allows the units to not care about the inner workings of the pathfinder and just call `pf.next(current, target)` and receive instructions on what to do next. ### Common entry point All pathfinders are now exposed from common `PathFinding` entrypoint: - `PathFinding.Water` - `PathFinding.Rail` - `PathFinding.Stations` - `PathFinding.Rail` Additional entry point is introduced for pathfinders which need to work both in the worker, but also on the frontend, which lacks `Game` interface. Currently only `UniversalPathFinding.Parabola` is available. ### Spatial Query New module has been introduced close to `pathfinding` - `SpatialQuery`. It aims to resolve any questions game may have about finding tiles meeting criteria. Currently `SpatialQuery.closestShore(player, target)` and `SpatialQuery.closestShoreByWater(player, target)` are available - they help answering questions about naval invasion: "What is the best landing location from user's click?" and "Which our tile should be used to launch the transport ship?". Under the hood they use very similar mechanics to pathfinding, so it felt right to put them close by. ### Modular architecture Pathfinders now support transformers: `MiniMapTransformer`, `ShoreCoercingTransformer`, `ComponentCheckTransformer`, `SmoothingTransformer`. Transformers functions like a middleware in the pathfinding chain. They wrap around the pathfinder and provide additional functionality. This allows the pathfinder to focus on actually finding the path instead of doing unrelated things. Example chain for simple (A*) water pathfinding: ```ts static WaterSimple(game: Game): SteppingPathFinder<TileRef> { const miniMap = game.miniMap(); const pf = new AStarWater(miniMap); return PathFinderBuilder.create(pf) .wrap((pf) => new ShoreCoercingTransformer(pf, miniMap)) .wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap)) .buildWithStepper(tileStepperConfig(game)); } ``` The Pathfinder - here `AStarWater` - does not care about the conversion between minimap and main map tiles. It also does not care if the source or destination is a land tile. The transformers take care of that. The pathfinder gets a set of valid coordinates and produces the path - that's it. Modular approach makes working on a particular set of utilities much easier - for example map upscaling is handled consistently across all pathfinders. Additionally, the pathfinders are not tied to the particular map resolution used. Pass them a different map and they will work the same. ### Algorithms Algorithms used are neatly organized inside `src/core/pathfinding/algorithms`. They are prefixed with the algorithm name and suffixed with the use case. File without suffix exposes generic version ready to traverse any graph with adapters. Specialized versions either use an adapter or inline logic when performance is critical - using adapters leads to 20-30% performance loss. The directory includes `A*` and `BFS` but also other useful utils, such as `AbstractGraph` used to generate... an abstract graph on top of the tile map and `ConnectedComponents` helping to identify whether two tiles are connected by a path without actually computing the path. ### Playground The playground have been updated with new algorithms, including tweaked very greedy `A*`. <img width="2175" height="1424" alt="image" src="https://github.com/user-attachments/assets/1f833651-0024-4299-bf86-882f5368358c" /> ### Tests Yeah, there are some, a little too many if I say so myself. But there are no useless tests. I had to ensure refactored code works somehow reliably. This PR comes with trust me bro guarantee, but I would appreciate someone confirming **naval invasions, nukes (esp. MIRV) and warships**. ### Discord `moleole` GL & HF |
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97fffaf49e |
fix: Correctly handles unbound keybinds (#2854)
Resolves #2652 #2291 ## Description: Resolves a regression after a new design changes where keybinds explicitly set to "Null" were incorrectly reverted to default values instead of remaining unbound. Updates the input handler to preserve "Null" as the designated value for an unbound key. The UI now reflects this by displaying "None" for keybinds that are set to "Null", providing clear user feedback. Before/After: <img width="378" height="371" alt="image" src="https://github.com/user-attachments/assets/d1d640f2-93aa-47f1-be8e-7d8c68183aa1" /> <img width="379" height="370" alt="image" src="https://github.com/user-attachments/assets/f0512cce-c6e9-4180-9517-7669aed76f6f" /> ## 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: webdev.js Co-authored-by: antigrid <Stepan.Hembarovskyi@Inu.edu.ua> |
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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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d8762b1317 |
Fix transport ship src and dst to always be water (#2832)
## Description: Issue discovered by @DevelopingTom, posted on Discord. After merging pathfinding PR, transport ships lost the ability to navigate between land tiles. For now, the quick fix is to select adjacent water tile and select it for pathing. Conquer logic still applies to original destination on the shore. ## 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 - [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: moleole |
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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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2dada6f516 |
Handle Nation win condition (#2824)
Resolves #2823 ## Description: When playing in single-player mode, if an NPC reaches 80% land control before the player, the game enters a broken state where: - The game clock stops - Win checking stops permanently - Even if the player later conquers 100% of land, victory is never awarded - The game becomes "stuck" in a zombie state. This PR addresses this allowing Nations to be set as winners in single mode, and in this case showing a "Nation {nation} has won" modal to the user. This WinModal is the same as the "{player} has won", with the only change being the title. Nation wins in FFA, from the human player perspective: <img width="1457" height="837" alt="image" src="https://github.com/user-attachments/assets/1ce569bd-6616-4a23-b4a4-afedad2c64f8" /> ## 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: deshack_82603 |
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b090f2f624 |
HPA* Pathfinding (#2815)
## Pathfinding with HPA*
Hi! The primary objective of this PR is to replace per-tile A* with
hierarchical pathfinding - HPA*. In practice, this means we create an
abstract graph on top of the actual map with far fewer points and use it
to decide on general path structure. Only then we go back to tile-level
and build path between selected waypoints. This speeds up long distance
pathfinding by over 1000x in some cases. To make the review easier, it
comes with a benchmark and visual playground.
## PREPROCESSING
H part of HPA* means "hierarchical" and requires preprocessing.
This PR includes pre-processing as part inside `new Game()` constructor.
It takes about 135ms for `giantworldmap` on my machine, which increases
the effective initialization from ~95ms to ~230ms. This time could be
reduced in different ways, which are **out of scope** for this PR.
After confirming the initialization time is bearable on low-end devices,
I argue merging this PR as-is is acceptable tradeoff. It creates small
lag at the beginning of a round but pays for itself in the first minute
of the match.
## Nerdy details
**Architecture**
- HPA*-style hierarchical pathfinding
- 32×32 sectors on minimap with gateway nodes on borders
- Gateway graph built via BFS during preprocessing
- Water component optimization skips unreachable gateway pairs
- A* on gateway graph → local A* within sectors → Bresenham path
smoothing
- Minimap upscaling identical to currently used in MiniAStar
**Key Optimizations**
- Typed arrays instead of high-level primitives
- Stamp-based visited tracking (no need to recreate buffers, O(1)
clearing)
- Optional - enabled by default - caching of tile paths between gateways
- Line of sight smoothing for the final path
## Review Focus
Play with included tools, benchmark and visualization. Pathfinding
should be safe to merge as a black box - you do not need to understand
the details. Outcomes can be tested empirically in-game. Visualize (and
share!) edge cases with included playground. Confirm the 100x speedup is
real with benchmark.
If you plan to dive into the code, I suggest the following order:
- Pathfinding abstraction in `src/core/pathfinding/`
- Pathfinding tests in `tests/core/pathfinding/`
- NavMesh in `src/core/pathfinding/navmesh/` + integration with
`Game.ts`
- Benchmark in `tests/pathfinding/benchmark/`
Do not look at playground's code, it has been created with a clanker.
The design is 100% mine and I spent way too long polishing it, but I
haven't even once edited the code manually. There is probably no
abstraction whatsoever, just do not look at the code, let it play.
## Core Changes
#### Pathfinding (`src/core/pathfinding/navmesh/`)
- HPA* + refinement -> three phased pathfinding: A* over the graph ->
naive path -> refinement
- comes with A* and BFS optimized for for specific needs
#### Pre-Processing (`src/core/pathfinding/navmesh/`)
- identify water bodies to avoid pathfinding between disconnected nodes
- create high-level graph of gateways on top of tile map
#### Abstraction (`src/core/pathfinding/`)
- common `PathFinder` interface that can return full path and also act
as state machine (`.next()`)
- adapters for both new and legacy algorithm with fallback to legacy if
navigation mesh not available
#### Benchmark (`tests/pathfinding/benchmark/`)
- `npx tsx tests/pathfinding/benchmark/run.ts` - no guesswork, numbers
- `npx tsx tests/pathfinding/benchmark/run.ts --synthetic` - 1000s of
synthetic paths
- `npx tsc tests/pathfinding/benchmark/generate.ts` - generate more as
needed, test new maps
- includes ONE synthetic scenario to avoid PR bloat, generate more
locally / later
#### Playground (`tests/pathfinding/playground/`)
- `npx tsx tests/pathfinding/playground/server.ts` - visualize paths
with both new and legacy algorithm
## Benchmarks
### Compared with legacy in default - hand picked - scenario:
```
Initialization: 95.95ms -> 227.29ms
Pathfinding: 3038.43ms -> 6.45ms
Distance: 26972 -> 26810 tiles
```
### 42,000 synthetic routes across all maps
```
Running 42 synthetic scenarios with hpa.cached adapter...
✅ synthetic/achiran | Init: 93.42ms | Path: 139.07ms | Dist: 1481630 tiles | Routes: 1000/1000
✅ synthetic/africa | Init: 87.14ms | Path: 155.08ms | Dist: 1829414 tiles | Routes: 1000/1000
✅ synthetic/asia | Init: 57.60ms | Path: 112.55ms | Dist:
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ebcb654825 |
Added a public game modifier system 😮 For more variety (#2801)
## Description: Added a public game modifier system. It causes that 5% of public games are played on the compact version of the map 10% of public games have "Random Spawn" activated Percentages can easily get changed via `DefaultConfig`. We can also easily add more modifiers. Modifiers can stack, so in rare cases you will play on a compact map with random spawn 😄 More variety! ### "Compact Map" modifier implementation - With the "Compact Map" modifier the lobby max player count gets reduced to 25% and only 25% of the regular bots and only 25% of the regular nations will spawn (because the map has only 25% of its regular size) - In private lobbies and singleplayer the nation reduction happens too (When "Compact Map" is enabled). ### Restrictions - Duos/Trios/Quads team modes do not get Random Spawn (defeats the purpose) - Maps with smallest player count < 50 do not get Compact Map in team games (not enough players after the reduction to 25%). I have calculated all the possible max player counts. ### How it looks like Random Spawn modifier: <img width="528" height="183" alt="Screenshot 2026-01-06 194959" src="https://github.com/user-attachments/assets/2f729da9-80c3-4548-8205-71129da2a76a" /> Very rare case: Two modifiers at the same time and only 10 max players have been chosen from `[GameMapType.FaroeIslands]: [20, 15, 10]`. Because of the 75% reduction in player count only 3 players are allowed (3 is the minimum). I think its funny that you can play a 1v1v1 in rare occasions 😄 <img width="526" height="184" alt="Screenshot 2026-01-06 194938" src="https://github.com/user-attachments/assets/834326eb-df03-41b7-b1db-1efa3f1013b5" /> ### Funny side-effect Team games with random spawn. That will be interesting. No more "Who is better in donating troops to the frontline". Instead you have to heavily coordinate with your teammates. ## 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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af0b8a8d50 |
Configurable immunity timer (#2763)
## Description: Resolve discussions about stalled PR https://github.com/openfrontio/OpenFrontIO/pull/2460 <img width="724" height="348" alt="image" src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d" /> Changes: - Added a `Player::canAttackPlayer(other)` function to determine whether a player can be attacked. - This function is now used in most places where a fight can occur: - AttackExecution (land attacks) - Naval invasion - Warship fight - Nukes can't be thrown during the truce - Immunity only affect human players. Nations and bot will fight as usual, and can be fought against. - The immunity timer uses minutes in the modal window. UI: - The immunity phase is displayed with a timer bar at the top. This is from the original PR, to be discussed if it's not deemed visible enough: <img width="632" height="215" alt="image" src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65" /> ## 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 --------- Co-authored-by: newyearnewphil <git@nynp.dev> |