Commit Graph

157 Commits

Author SHA1 Message Date
FloPinguin 4e8454f3cc Lobby Gold Options (Starting Gold, Gold Multiplier) 💰 (#2915)
## Description:

We might want to add this to v29 to have a third possible public game
modifier from the beginning on 😄 Would be fun

- Add starting gold option (0 to 1_000_000_000 allowed, also applies to
nations)
- Add gold multiplier option (0.1 to 1000 allowed, also applies to
nations and bots)
- Add third public game modifier (3% chance of starting with 5M gold)
- Why 5M? It's enough gold to massively change the game start but not
enough to insta-hydro someone (launcher + hydro is 6M)

<img width="357" height="140" alt="image"
src="https://github.com/user-attachments/assets/72acc15c-e788-4e04-8590-ac72dd9657c7"
/>


## 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
2026-01-16 10:20:35 -08:00
DevelopingTom 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>
2026-01-03 20:04:48 -08:00
Vahant Sharma b990fe6ae5 Use WebSocket intent for lobby game configuration updates (#2761)
Fixes #2758

## Description:
This PR migrates lobby configuration updates from the HTTP PUT
`/game/:id` endpoint to a WebSocket-based intent flow.

The lobby creator is already authenticated via the game WebSocket, so
updating configuration through intents removes redundant authentication
and aligns with existing real-time lobby actions such as `kick_player`
and `toggle_pause`.

## Changes Made
- Added `update_game_config` WebSocket intent schema
- Wired client → transport → server intent handling
- Refactored `putGameConfig()` to emit WebSocket intent instead of HTTP
fetch
- Preserved all existing validation, partial-update semantics, and
client-side debouncing
- Left the REST endpoint untouched for backward compatibility

## Testing
- All existing automated tests pass
- Manual verification completed:
  - Lobby creator can update all lobby settings
  - Non-creators are rejected
  - Updates are rejected after game start
  - Bots slider debounce (300ms) remains intact
  - No `PUT /api/game/:id` requests are made from the lobby UI

## 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
2026-01-01 16:46:53 -08:00
evanpelle f5f89e4aa7 Merge branch 'v28' 2026-01-01 14:25:45 -08:00
Evan 5dc38d25f0 Add desync tracking metrics (#2707)
## Description:

- Added observable gauge to track total number of client desyncs
detected across game servers
- Tracks desyncs at the individual client level (counts each out-of-sync
client)
- Exposes metric as `openfront.desyncs.gauge` for monitoring

## 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
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

evan
2025-12-26 16:10:43 -08:00
YoussfeCantCode 1c52d20e83 Added pause functionality for private multiplayer games (#2657)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2491

## Description:
Adds pause/unpause functionality for private multiplayer games. Only the
lobby creator can pause the game, and all players see a pause overlay
when the game is paused.

  **Key features:**
- Lobby creator sees pause/play button in control panel (alongside
existing singleplayer/replay controls)
  - Server validates that only lobby creator can toggle pause
  - All players see "Game paused by Lobby Creator" overlay when paused
  - Game state freezes (no turn execution) while paused
  - Unpause resumes normal gameplay

  **Implementation details:**
- Server-side pause state (`isPaused`) prevents turn execution during
pause
- Each client receives `isLobbyCreator` flag in `GameStartInfo` to
show/hide pause button
- Added `TogglePauseIntent` that broadcasts to all clients via
`NoOpExecution`
  - New `PauseOverlay` component (shows in single player also)

## 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:

furo18

<img width="1459" height="861" alt="Screenshot 2025-12-20 at 15 16 33"
src="https://github.com/user-attachments/assets/f5a3222f-f54b-473c-b0f6-104ce4c1e7a8"
/>
2025-12-26 10:21:18 -08:00
FloPinguin 4d5bb7a835 Cleanup nations (Part 1) 🧹 (#2637)
## Description:

1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same
time is confusing.
So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire
project to `"Nation"`. Just like they are called ingame.

2. `BotBehavior.ts` was originally intended for sharing the logic
between nations and bots.
But at the moment, the logic there isn't really shared and it's
basically just about attacking.
So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to
indicate that this file is used by bots AND nations.

3. Moved `execuction/utils/AllianceBehavior.ts` to
`execuction/nation/NationAllianceBehavior.ts` to make sure everybody
understands that this file is not about alliances in general. It's just
about nations and how they handle alliances.

4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I
think we usually want to finetune the difficulty instead of using that
method.

5. Added `assertNever` in all `switch (difficulty)` default cases.

## Please complete the following:

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

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

FloPinguin
2025-12-18 16:20:23 -08:00
evanpelle 1d7685a5bf Merge branch 'v27' 2025-12-09 15:39:49 -08:00
Evan 075c232d8a improve game websockt (re)connection (#2584)
Previously, the connection and reconnection logic were identical in
Worker.ts, so clients would need to be re-authorized for cosmetics etc
even when reconnecting. Now, on reconnect, Worker.ts only does
authentication - verifying the jwt is valid.

This will allow clients to require a valid turnstile token when first
connecting, and not when reconnecting after a broken ws connection.

## Please complete the following:

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

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

evan
2025-12-08 14:07:07 -08:00
Lavodan fe8c0f961a Fix clients able to join above max players (#2547)
Resolves #698

## Description:


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

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

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

Here is a video showcasing how full games are handled.


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

## Note on testing

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

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

## Notes

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

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

## Please complete the following:

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

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

Lavodan
2025-12-01 15:33:24 -08:00
evanpelle 92372b770b Merge branch 'v26' into v27 2025-11-21 14:08:43 -08:00
evanpelle 7d7ef40ae4 Merge branch 'v26' 2025-11-21 14:08:27 -08:00
evanpelle 44920f030b Bugfix: Kick player in private lobby not working
Nginx was stripping query params when routing requests to workers, so the creatorClientID param was stripped when creating a private game. This caused the game server to not know who the lobby owner was, so it rejected the kick requests.
2025-11-21 14:06:31 -08:00
Ryan 34251c0673 lobby fill time added to stats (#2382)
## Description:

Finishes & closes #1969 and closes #1806.

## 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: Evan <evanpelle@gmail.com>
2025-11-10 19:53:25 -08:00
Mykola 25ea11114e Random spawn (#2375)
## Description:

https://github.com/openfrontio/OpenFrontIO/issues/2352

This is my first PR in this project, and I’ll continue refining it based
on feedback.

<img width="1088" height="859" alt="image"
src="https://github.com/user-attachments/assets/07f4f8b1-52fa-4136-add4-19b00aefd963"
/>

<img width="1157" height="783" alt="image"
src="https://github.com/user-attachments/assets/1c5be80d-72f8-4ead-8d4b-706a3a04fd73"
/>

<img width="1488" height="777" alt="image"
src="https://github.com/user-attachments/assets/4d743548-f0c3-4579-963b-43676f68fab1"
/>

<img width="1499" height="778" alt="image"
src="https://github.com/user-attachments/assets/f808e44f-ef97-467f-9e41-812e2857c36e"
/>


## 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:

nikolaj_mykola

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-06 15:49:37 -08:00
evanpelle 02bdaaa2c6 Merge branch 'v26' 2025-10-28 14:10:27 -07:00
Evan 3fd38e7306 Add clanTag to GameRecord for archiving (#2314)
## Description:

This will be used to determine clan winners in the api layer.

## Please complete the following:

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

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

evan
2025-10-27 20:05:09 -07:00
Vivacious Box f161c94ff4 Max timer (#1289)
## Description:

Adds a max timer setting
The timer starts at max timer and goes down, becoming red if reaching <
1 min
The player with the biggest territory wins at the end of the timer


![image](https://github.com/user-attachments/assets/888099fc-95ae-4303-8c80-c850e58d36e2)

## 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 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:

Vivacious Box

---------

Co-authored-by: Loymdayddaud <145969603+TheGiraffe3@users.noreply.github.com>
2025-10-17 17:09:10 -07:00
Hiphex fee2f822ed Fix spelling typos and improve code quality (#2186)
## Description:
  This PR fixes several bugs and improves code quality:

- Fix spelling typos: "recieved" → "received" in Transport.ts and
GameServer.ts
  - Fix comment typo: "isn'te" → "isn't" in TerrainLayer.ts
- Improve WebSocket cleanup in Transport.ts leaveGame() by replacing
empty onclose handler with proper
   killExistingSocket() call
- Add console.warn for image decode failures in StructureLayer.ts
instead of silent catch
  - Remove commented dead code in DevConfig.ts

  ## Testing
All 288 tests pass. Development build completes successfully. No
breaking changes.

  ## Files Changed
  - src/client/Transport.ts
  - src/server/GameServer.ts
  - src/client/graphics/layers/TerrainLayer.ts
  - src/client/graphics/layers/StructureLayer.ts
  - src/core/configuration/DevConfig.ts

## Checklist:
- [x] I have added screenshots for all UI updates (N/A - no UI changes)
- [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 (All 288
existing tests pass - no new tests needed for typo fixes)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

  Discord: hiphex_33496

Hiphex

Co-authored-by: Claude <noreply@anthropic.com>
2025-10-14 22:07:49 +00:00
evanpelle fdb05bf777 Merge branch 'v25' 2025-09-26 10:53:57 -07:00
evanpelle 5d9b62da4d add compact map option (#2095)
## Description:

Create mini map option
<img width="741" height="234" alt="Screenshot 2025-09-25 at 4 47 47 PM"
src="https://github.com/user-attachments/assets/6c442698-8e3b-44d5-b07e-c4f0a916c3bc"
/>

## Please complete the following:

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

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

evan
2025-09-25 16:51:25 -07:00
evanpelle 5b94fe9b74 bugfix: cosmetics not present during replays (#2074)
## Description:

Cosmetics were not being saved into the GameRecord on game completion.

## Please complete the following:

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

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

evan
2025-09-20 11:46:48 -07:00
evanpelle a26585a47b Add support for colored patterns (#2062)
## Description:

Add support for colored territory patterns/skins

* Refactored & updated territory pattern rendering to render colored
skins
* rename public from pattern to skin (keep pattern name internally, too
difficult to rename)
* Moved all territory color logic to PlayerView
* Updated WinModal to show colored skins
* Refactored decode logic into a separate function: decodePatternData
* Refactored/updated how cosmetics are sent to server. Players now send
a PlayerCosmeticRefsSchema in the ClientJoinMessage.
PlayerCosmeticRefsSchema just contains names of the cosmetics, and the
server replaces the names/references with actual cosmetic data
* Refactored PastelThemeDark: have it extend Pastel theme so duplicate
logic can be removed.
* 

## Please complete the following:

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

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

evan
2025-09-18 20:00:15 -07:00
evanpelle d2314941fe Merge branch 'v25' 2025-09-18 11:26:53 -07:00
evanpelle fd0fbfab9e Fix archive (#2035)
## Description:

Describe the PR.

## Please complete the following:

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

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

evan
2025-09-09 14:37:06 -07:00
evanpelle b0f8eb862e Implement vote for winner (#2013)
## Description:

Require majority of ips to report a winner.

## Please complete the following:

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

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

evan
2025-09-05 14:32:16 -07:00
evanpelle 9a434fd03a remove gatekeeper submodule because it is not AGPL compatible (#2012)
## Description:

Gatekeeper is a private submodule was planned to be used for security,
bot detection etc, but actually just a no op. Since gatekeeper is
private, it's not AGPL compatible.

## Please complete the following:

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

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

evan
2025-09-05 13:25:09 -07:00
evanpelle f156e92d58 remove gatekeeper submodule because it is not AGPL compatible (#2012)
## Description:

Gatekeeper is a private submodule was planned to be used for security,
bot detection etc, but actually just a no op. Since gatekeeper is
private, it's not AGPL compatible.

## Please complete the following:

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

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

evan
2025-09-05 10:11:16 -07:00
Cameron Clark 1ecd6c4ee1 Private lobby toggle donation (#1752)
Resolve #1652

1. Add the ability to toggle **gold donations** and **troop donations**
for private lobbies
~2. Add relevant translations.~
3. Refactor `canDonate` to be specific to gold and troop donations
4. Add placeholders for singleplayer mode if this is to be extended to
support that too.
5. Add Tests for Donate logic
<img width="1643" height="1788" alt="image"
src="https://github.com/user-attachments/assets/82b93400-a1f0-45f0-8b2b-a7f78dc0c3e9"
/>

_Private Lobby_

![donatetroopsprivatelobby](https://github.com/user-attachments/assets/c6690bbc-958e-48a1-9cf1-e2b361dfb1b2)
_Testing Troop Send In Private Lobby_

![donatetroopsprivatelobby2](https://github.com/user-attachments/assets/698c7603-6b4b-4da7-91ab-7bdc38bb49a5)

_Troop Send Complete In Private Lobby_

![testtradepublicteams](https://github.com/user-attachments/assets/1010332c-3f38-4644-9218-46aa7141f578)
Confirming that public teams still works

- [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).
regression is found:

DISCORD_USERNAME: cool_clarky

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
2025-09-03 16:19:13 -07:00
floriankilian 850b0f3d16 Convert GameServer's message handler from if to switch #1639 Open (#1649)
## Description:
Converted the WebSocket message handler from if-statement chain to
switch statements. The outer switch handles message types (`intent`,
`ping`, `hash`, `winner`) and the inner switch handles intent types
(`mark_disconnected`, `kick_player`).

## 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
- [ ] 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:
[UN] nvm

---

*Fixes #1639*
2025-08-02 01:14:10 -04:00
floriankilian bd59cd61cb Private Lobbies: Add kick player functionality (#1436)
## Description:
Added player management features so lobby hosts can kick players from
private games. This includes both UI changes and backend work.

### What's new:
- Hosts can now kick players from private lobbies with a simple button
- Added host badges and remove buttons to the UI
- Made sure only hosts can kick people, and hosts can't kick themselves

### How it works:
- When someone creates a private game, they automatically become the
host
- Kicking happens through WebSocket "kick-player" events
- Server checks that you're actually the host before letting you kick
anyone

<img width="1291" height="871" alt="Screenshot 2025-07-15 002114"
src="https://github.com/user-attachments/assets/ea575f83-a0f4-45d1-9cfe-7521d373f3d5"
/>



### Known Issues:
- Kicked player gets general message (same when kicked for multi tab)

### Other Issues:
- Host abandoment still existent (host clicks on x; or is closing tab)

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

[UN]nvm

---------

Co-authored-by: floriankilian <floriankilian@users.noreply.github.com>
2025-08-01 05:01:10 +00:00
Tyler Hanavan 488188ff86 Fix the stale disconnected (Zzz) icon persisting when a client reconnects (#1631)
Fix the stale disconnected (Zzz) icon persisting when a client
reconnects

## Description:

Refer to issue #1630 

This change modifies the GameServer.addClient function to send the
mark_disconnected = false intent when a client that was previously
disconnected gets replaced by a newly joined client with the same
clientID. Under the old logic, this mark_disconnected = false intent is
not sent if the client was disconnected for longer than 60 seconds
before reconnecting.



https://github.com/user-attachments/assets/5e0ce1c3-9519-4f39-aa80-e46f1275649c

Left side browser (player with red tiles) is the disconnected client
that was disconnected at 00:14 game clock time. It reconnected around
03:56 game clock time.
Right side browser (player with green tiles) is the other client. Use
the game clock time from the right side for the live game clock time.

## 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:

slyty

---------

Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
2025-08-01 04:24:15 +00:00
Scott Anderson 2a3898043c Merge main into v25 2025-07-27 15:25:29 -04:00
evanpelle 1cd4fdb75d fix ws mem leak (again) (#1591)
## Description:

The initial memory leak where websockets had references to GameServers
has been fixed. But a new memory leak has been introduced.

A memory dump showed that WebSockerServer was hanging onto 10s of
thousands of closed websockets. I believe it's because
removeAllListeners was removing internal clean up listeners, from the
comment:

* It is bad practice to remove listeners added elsewhere in the code,
* particularly when the EventEmitter instance was created by some other
* component or module (e.g. sockets or file streams).

This PR ensures that removeAllListeners is only called in the close
listener, which is executed after internal cleanup.


## 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:

evan
2025-07-26 13:51:21 -07:00
Scott Anderson 9b6c290ec7 Merge main into v0.25.x 2025-07-25 18:56:22 -04:00
evanpelle d010fdbda0 memory leak fix attempt: store websockets and remove listeners when game ends (#1564)
## Description:

This is a temporary fix to remove websocket memory leaks.

## 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 aggreement (only required once).

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

evan
2025-07-24 16:32:34 -07:00
evanpelle 419aef7751 Call remove all listeners on ws close (#1558)
## Description:

After doing a memory dumb, there is a websocket handler that hadn't been
cleaned up. So ensure removeAllListeners is called.

## 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 aggreement (only required once).

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

evan
2025-07-24 12:07:58 -07:00
evanpelle c0889ba538 Close websocket immediately after sending error. (#1551)
## Description:

The delay was unnecessary and caused race conditions

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-07-23 16:35:11 -07:00
VariableVince 563d054ea5 Zod v4 update (#1546)
## Description:

This contains the update from zod 3.25 to 4. Change imports back from
zod/v4 to just zod. No errors in VSCode.

## 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
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responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).

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

tryout33
2025-07-23 14:28:38 -04:00
evanpelle 13a717e569 fix server memory leak (#1524)
## Description:

After v24 release, the server had has a bad memory leak, causing worker
memory to rise to 1gb after ~12 hours.

I believed this is caused by not removing listeners on websocket when
kicking a client.

## 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
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responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).

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

evan
2025-07-22 11:26:26 -07:00
Scott Anderson 123787e299 Attempt to fix bigint serialization issue (#1501)
## Description:

Attempt to fix bigint serialization issue

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [ ] I have read and accepted the CLA aggreement (only required once).
2025-07-19 18:35:57 -07:00
Antoine c7ca457c45 Fix type errors in /server related to typescript strict mode (#1468)
## Description:

Task: #1075 Enable typescript strict mode


First (out of many) PR in order to enable typescript Strict mode in the
project.

This PR fixes all type issues present under the `/server` path.

## Specifics

Most changes are just basic type fixes, however here are some further
explanation for some of the more complex changes:

1. `PatternDecoder.ts` used to accept `Uint8Array` as an input, however
this was never used, so to simplify the typing and avoid casting in
various places, I just removed support for it.
2. `MapPlaylist.ts` has a `frequency` object with map names, used to
specify how often each map should appear in the playlist. However this
list is not in sync with the actual map list, so some maps were missing
from that list. I fixed that while adding stronger typing for the
future. Also removed an un-necessary call to `parseInt`.

## 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
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responsibility for any bugs introduced
- [x] I have read and accepted the CLA aggreement (only required once).

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

azlod
2025-07-18 14:10:07 -04:00
g-santos-m 31381f67f4 Enable @typescript eslint/prefer nullish coalescing eslint rule (#1420)
## Description:

Fixes #952 
Enabled @typescript-eslint/prefer-nullish-coalescing rule and worked
through every error, introducing ?? and ??= operators or disabling
errors with inline comments where appropriate, to the best of my
ability.

## 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 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:

g_santos_m
2025-07-15 03:00:06 +00:00
Scott Anderson d18908bb68 Add domain, subdomain to GameRecord (#1370)
## Description:

Add domain, subdomain to GameRecord.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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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: evanpelle <evanpelle@gmail.com>
2025-07-08 12:45:27 -07:00
DevelopingTom 6353a5d6f7 Automatic train stations (#1353)
## Description:

Train stations are now built automatically when a factory is
constructed.

Changes:
- When a factory is built, nearby structures are connected to the rail
network
- When a city is built near a factory, it is connected to the rail
network
    - All structures behave the same when a train stops: to be defined
    - Removed station badge
    - Gold income is now related to the structure's level

## 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 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:

IngloriousTom
2025-07-06 13:15:49 -07:00
DevelopingTom cfabdfebc7 Mark train stations and factories as experimental (#1309)
## Description:

Train stations and factories won't be ready for v24.
Disable them by default. They can be reactivated on private lobies and
solo games, allowing us to gather feedbacks.

Changes:
- added an "experimental" attribute for units. When set, they are hidden
entirely when disabled, rather than appearing grayed out.
 - disabled train stations and factories by default.

Default values:

![image](https://github.com/user-attachments/assets/ec91ef80-c0ef-45a7-8e6c-6628a836b593)

No factories:

![image](https://github.com/user-attachments/assets/a3e35607-aed5-401c-bc38-4ea742d057c6)


## 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 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:

IngloriousTom
2025-07-02 17:13:34 +00:00
Aotumuri b71acdc993 Patterned territory (#786)
## Description:
This is meant to give players more customization options.
Permission handling hasn’t really been implemented yet.
## 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
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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:

aotumuri
2025-06-22 23:57:24 -04:00
Omri 3597f7b326 upgrade to zod 4 (#1161)
## Description:
updates zod to v4
closes #873 

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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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:

omrih

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-06-19 19:34:05 +00:00
evanpelle 4480871f65 have worker send error back to client (#1178)
## Description:
On error, send the message back to the client before closing the
websocket.

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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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>

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-06-17 20:13:37 -07:00
evanpelle 7d93b484bd fix websocket error (#1208)
## Description:

When updating tunnel creation, the port was switched to 3000, so it
pointed to master, it should be pointed to port 80 (nginx) so that nginx
can route requests to the appropriate worker.

Also fixed some ws handling.

## 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 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
2025-06-17 09:46:13 -07:00