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5
Commits
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08b9fd96e6 |
simplify attack overlay to reduce visual clutter (#3848)
## Description: Simplifies the attacking-troops overlay: removes the soldier icon and strength bar, dropping each label down to just the troop number in cyan (outgoing) or red (incoming) with a soft dark text-shadow halo and no background fill so territory borders show through cleanly. Also splits the label into outer (transitioned position) and inner (instant scale) divs so zoom changes no longer get smeared by the 0.25s cluster-move transition, retunes the zoom→size curve, and skips incoming labels from bot tribes to cut clutter. <img width="374" height="307" alt="Screenshot 2026-05-04 at 5 53 17 PM" src="https://github.com/user-attachments/assets/a7044221-06cc-4027-b19a-6ff4ca8f542a" /> ## 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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0c0f9c2a81 |
Update attack labels (#3784)
## Description: The motivation behind this PR is to standardize colors & icons for incoming and outgoing attacks. Outgoing attacks are always aquarious and incoming are red. This also makes it much easier to see which attacks are incoming vs outgoing at a glance, as previously the color changed depending on attack effictiveness. Instead, show a small bar on the left side that displays attack effectiveness. <img width="498" height="456" alt="Screenshot 2026-04-27 at 12 58 53 PM" src="https://github.com/user-attachments/assets/ea6928b3-5dfa-47fa-84d2-63e1e81ef6a4" /> Updates the in-game attack labels to match AttacksDisplay: a single soldier icon recolored via CSS filters, aquarius for outgoing and red-400 for incoming. Color is now purely directional — the previous attacker-vs-defender comparison (and the troopAttackColor / troopDefenceColor helpers that drove it) is gone, along with the defenderTroops plumbing. Also adds zoom-aware sizing via a new computeLabelScale(zoom) (full screen size when zoomed in, linear shrink with a floor so labels never disappear), bumps font/padding/snap-jump threshold for readability, and moves immutable per-label DOM writes (icon src/filter, color) into element creation so the per-tick path only updates the troop count. Also fixes a bug where the labels kept swapping when 2 clusters where similar size ## 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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1cbee79cc7 |
Reduce Attacking Troops Overlay Reflows (#3608)
## Description: Vimacs on Discord pointed out a heavier than needed DOM load from the [AttackingTroopsOverlay PR](https://github.com/openfrontio/OpenFrontIO/pull/3427) - Caches a single `labelTemplate` in `AttackingTroopsOverlay`, built once on init and cloned per label instead of recreating it each time - Removes redundant inline style assignments that were repeated on every label creation - Simplifies `updateLabelContent` by accessing template-guaranteed children directly by index ## 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: Radyus |
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05e2bc9f0a |
Improve cacheability with content-hashed public assets and a cacheable app shell (#3494)
## Description: This reworks asset delivery and cacheability across the app and moves non-bundled public resources onto immutable, content-hashed URLs. Vite bundle outputs continue to live under `/assets/**` and remain content-hashed by Vite. Public resources that were previously fetched from stable paths in `resources/` now go through a custom hashed namespace under `/_assets/**`, backed by a generated asset manifest that is available to the server, browser, and worker runtime. In parallel, the root app shell is now cacheable shared HTML instead of request-time `no-store` HTML. Dynamic and live routes remain explicitly uncached. ## Why - Improve browser and Cloudflare cacheability for static assets. - Remove query-string and release-version cache busting for runtime-fetched assets. - Allow unchanged public assets to keep the same URL across releases. - Reduce avoidable work on `/` by serving a shared app shell instead of rendering HTML on every request. - Make cache behavior explicit instead of relying on mixed framework defaults and file-extension heuristics. ## What Changed ### 1. Content-hashed public asset pipeline - Added a build-time public asset manifest and hashing pipeline for non-Vite resources. - Production now emits hashed public assets under `/_assets/**`. - Added runtime manifest loading for Node so server-rendered paths resolve against built hashed files instead of rebuilding from source at runtime. - Emitted the runtime asset manifest as an ESM module for server consumption. Result: - `/assets/**` = Vite-managed hashed bundle outputs - `/_assets/**` = custom content-hashed public resources ### 2. Runtime asset URL migration - Added a shared `assetUrl(...)` resolution path. - Migrated runtime references away from query-string versioning and stable source paths. - Updated browser, worker, and server-side rendering paths to resolve through the asset manifest. - Moved map manifests, map binaries, thumbnails, sprites, sounds, fonts, flags, icons, screenshots, and other runtime-fetched resources onto hashed URLs. ### 3. Map and preview fixes - Fixed directory and per-file map asset resolution so map manifest and binary fetches resolve to the correct hashed URLs. - Updated preview metadata and map thumbnail paths to use the hashed asset namespace. - Fixed runtime manifest loading in prod after deployment. ### 4. Explicit cache policies - Added explicit immutable cache headers for: - `/assets/**` - `/_assets/**` - worker-prefixed equivalents under `/wN/...` - Added explicit `no-store` headers for live and dynamic APIs. - Removed the old `/api/env` bootstrap request and baked `gameEnv` into the HTML bootstrap instead. ### 5. Cacheable root app shell - Refactored the root HTML path to serve a shared app shell with: - `Cache-Control: public, max-age=0, s-maxage=300, stale-while-revalidate=86400` - `/` and the SPA fallback now serve shared cacheable HTML instead of request-time `no-store` rendering. - `/game/:id` remains dynamic and `no-store`, but now reuses the shared shell before injecting preview tags. ### 6. Matchmaking instance handling - Because the app shell is now cacheable, `INSTANCE_ID` was removed from shared HTML. - Added `/api/instance` as a temporary `no-store` runtime lookup used only by matchmaking. - This preserves correctness with the current random-per-boot `INSTANCE_ID` model while keeping `/` cacheable, but it is not the intended long-term design. ## Behavior Changes ### Asset URL contract Production URLs for non-Vite public resources now change from stable paths such as: - `/maps/...` - `/images/...` - `/manifest.json` to content-hashed paths under: - `/_assets/...` Examples: - `/_assets/maps/<map>/manifest.<hash>.json` - `/_assets/images/Favicon.<hash>.svg` ### Bootstrap/config - `/api/env` is removed. - `gameEnv` is now bootstrapped from HTML. ### HTML caching - `/` and the SPA fallback are now cacheable shared HTML. - `/game/:id` remains dynamic. ## Cache Matrix After This Branch - `/_assets/**`: `public, max-age=31536000, immutable` - `/assets/**`: `public, max-age=31536000, immutable` - live `/api/**`: explicit `no-store` - `/api/health`: explicit `no-store` - `/api/instance`: explicit `no-store` - `/game/:id`: explicit `no-store` - `/` and SPA fallback: `public, max-age=0, s-maxage=300, stale-while-revalidate=86400` ## Notes / Tradeoffs - `/api/instance` is a temporary compromise. It exists because `INSTANCE_ID` is currently random per boot, which is not safe to embed into cacheable shared HTML. - The current matchmaking flow still asks the client to provide `instance_id` during `matchmaking/join`. That is functional, but it is the wrong ownership boundary: instance selection should be handled by the matchmaking service, not by the browser. - The cleaner end-state would be: - make `matchmaking/join` stop requiring `instance_id` from the client, and let the matchmaking service select a healthy instance from worker check-ins - This branch makes the origin behavior edge-cache-friendly, but Cloudflare still needs matching cache rules if HTML itself should be cached at the edge. ## Validation Verified during development with: - `npx tsc --noEmit` - `node node_modules\\vite\\bin\\vite.js build` - `node node_modules\\vitest\\vitest.mjs run tests/server/RenderHtml.test.ts tests/server/NoStoreHeaders.test.ts tests/server/StaticAssetCache.test.ts tests/core/configuration/ConfigLoader.test.ts` Additional targeted tests added: - `tests/AssetUrls.test.ts` - `tests/core/game/FetchGameMapLoader.test.ts` - `tests/core/configuration/ConfigLoader.test.ts` - `tests/server/NoStoreHeaders.test.ts` - `tests/server/StaticAssetCache.test.ts` - `tests/server/RenderHtml.test.ts` ## Known Existing Warnings The production build still reports pre-existing warnings that are not addressed by this branch: - inconsistent JSON import attributes for `resources/countries.json` - inconsistent JSON import attributes for `resources/QuickChat.json` - large chunk warnings from Vite ## Rollout Notes - Cache rules should treat `/_assets/**` and `/assets/**` as immutable. - Cloudflare will still classify HTML as dynamic after deploy unless matching edge cache rules are configured for it. ## Follow-ups - Remove `/api/instance` by changing `matchmaking/join` so the server selects the target instance, or by making `INSTANCE_ID` deploy-stable if the current contract must remain. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [ ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME |
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015e3c7d19 |
feat: Attacking Troops Overlay (#3427)
## Description: https://troop-advantage-layer.openfront.dev/ Hey OpenFront dev team, I've been really enjoying the game, and the v0.30 changes have felt great so far. Happy to start contributing! This PR introduces `AttackingTroopsOverlay`, a layer that renders live attacker vs. defender troop counts directly on active front lines. Players can immediately gauge combat strength without leaving the map view.  A recent change updates the layer to just the # of attackers and a symbol for attack/defence:  Left: Perspective of Anon 667 (Blue) | Right: Perspective of Anon332 (Red)  **How it works:** - Attacker count shown for ground invasions. When attacking, your troop count will display amber for disadvantageous, and green for advantageous battles. When defending, the enemy troop count will switch to red if you are at a severe disadvantage. - Label position recalculates every tick at 200ms, tracking the front line as it moves. - Automatically hidden during Terrain view (spacebar) - Labels clean up when an attack ends or its target becomes invalid **Settings:** An "Attacking Troops Overlay" toggle is added to Settings, enabled by default. --> the screenshot is old, but the text has been updated <img width="448" height="410" alt="Settings toggle" src="https://github.com/user-attachments/assets/2df8ec7a-3f77-48b7-a9b5-ee4a6eed0412" /> ## Checklist - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Discord Radyus |