Commit Graph
304 Commits
Author SHA1 Message Date
Zixer1andGitHub 95840a2074 Doomsday Clock: judge teams against the same bar as solo sides (#4624)
**Add approved & assigned issue number here:**

Resolves #(to be filed — happy to open the matching issue; flagging
directly since this is live in prod team lobbies)

## Description:

**Bug.** In Team mode the Doomsday Clock threshold is scaled by the
team's *alive* headcount (`base × members.length`, capped at the whole
map). In real team lobbies this breaks the mechanic:

- With ~16 players per team, wave 1 already demands `4 % × 16 = 64 %+`
of the map per team while all humans combined hold ~35 % (bots own the
rest). Every non-leading team is skulled ~1 minute into wave 1 and
drained to the 5 % floor ~90 s later — even on **slow**, whose squeeze
is designed to run to 45:00. The game is decided by whoever leads at
grace-end.
- The bar/forecast **drops when a teammate dies** (players see "will
rise to 68 %" → "44 %" mid-game), and disconnected-but-alive teammates
silently inflate it.
- Past the 100 % cap, the per-capita scaling stops meaning anything
anyway.

**Evidence.** Prod game `JEUieLzK` (`Team, playerTeams: 4, 69 players,
doomsdayClock slow, bots: 400, no timer`): ended **16:47** via the 95 %
team-domination check. From the archived record: 25 deaths before 10:00,
only 8 after — the drain cripples rather than kills, so the collapse is
invisible in death stats but decisive in outcome. Reconstruction with
the real schedule + drain constants: every non-leading team skulled
~11:00–11:30 and pinned at the floor by ~12:30; the crown-exempt leader
rolled to 95 % by 16:47.

**Why flat is correct.** The wave levels encode a viable-**side** count
— `floor(100 / wave%)` sides fit above the bar (25 → 11 → 6 → 3 → 2 →
1). Elimination and victory happen at side granularity (a team is out
when the whole team is out; the winner is a team), so the slots must be
counted in sides. A team now faces exactly the bar a solo player faces,
judged on its combined territory — and each speed preset means the same
thing in teams as it does in FFA.

**Changes:**

- `DoomsdayClock.ts`: remove `doomsdayClockSideRequiredTiles`; the sim
and the HUD both use `doomsdayClockRequiredTiles` (hoisted out of the
per-side loop — it no longer varies per side).
- `DoomsdayClockExecution.ts`: flat per-side bar; comments updated.
- `DoomsdayClockPanel.ts`: drop `scalePct`/headcount from the readout —
the zone forecast becomes one universal, monotonic number for every
player (fixes the 68 % → 44 % whipsaw). `sideStats` → `sideTiles`.
- Tests: headcount-scaling expectations replaced with flat-bar +
death-invariance regression tests.

(History note: an earlier commit restricted team lobbies to normal/fast
presets; it was reverted in-branch — with the flat bar the presets carry
the same meaning as in FFA, so the full rotation stays. Squash-merge
leaves the fix only.)

FFA behaviour is unchanged throughout (sides of size 1: flat ≡ current).
Deterministic integer math untouched (strictly fewer ops). `npm test`
fully green.

Rule comparison on `JEUieLzK`'s shape (real death ticks + constants;
modeled share trajectories):

| rule | trailing teams skulled | all non-leaders at 5 % floor |
|---|---|---|
| current (× alive) | 11:01–11:27 | **12:34** ← matches the real 16:47
blowout |
| flat per-side bar | 26:01–30:42 | 31:49 (late-game backstop, as
designed) |

## Please complete the following:

- [ ] I have added screenshots for all UI updates — _no layout/element
changes; the existing readout shows unscaled values (numbers only)_
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file — _no new strings; existing
`doomsday_clock.*` keys reused with the same params_
- [x] I have added relevant tests to the test directory

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

zixer
2026-07-17 08:46:47 -07:00
b379502516 fix(store): specific rate-limit message on tier change + use shared dialogs for subscription flows (#4622)
## Summary

- The change-tier API allows one tier change per minute per player
(`playerRateLimit` on `/subscriptions/@me/change-tier`). The client
previously lumped the 429 in with every other failure and showed
"Couldn't update your subscription. Please try again." — retrying
immediately just fails again. A 429 now gets its own message: *"You just
changed tiers. Please wait a minute before changing again."*
- Replaced all native `alert()` / `window.confirm()` calls in the
subscription flows with the shared `showInGameAlert` /
`showInGameConfirm` helpers (styled `<confirm-dialog>`, consistent with
the rest of the store, and safe on CrazyGames):
- Tier change: already-subscribed notice, upgrade/downgrade confirmation
(warning variant with "Change Tier" heading),
rate-limited/failure/success notices
  - Dollar checkout failures (first-time subscribe path)
- Subscription panel: cancel confirmation (danger variant), cancel
failure/success, portal-open failure

The currency-purchase alerts in Cosmetics.ts (`login_required`,
`purchase_failed`, `purchase_success`) are untouched — subscriptions
can't reach that path.

## Test plan

- [x] Typecheck, ESLint, Prettier
- [ ] Manual: change tier twice within a minute against the real API and
confirm the rate-limit dialog appears

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 12:35:33 -07:00
a639a6aa6b Gate public lobby listing on the canCreatePublicLobbies entitlement (#4620)
## What

The API now returns an explicit `canCreatePublicLobbies` boolean on
`/users/@me` (player) and on each subscription tier in `cosmetics.json`.
This PR gates public lobby listing on that entitlement instead of
inferring it from subscription status (`active`/`trialing`), and
advertises the perk on the store's subscription tiles.

## Changes

**Entitlement check**
- `UserMeResponseSchema` gains a required `canCreatePublicLobbies`
boolean (same pattern as `unlimitedRanked`)
- The worker's listing endpoint and `HostLobbyModal`'s Public toggle
both check the boolean directly; the Dev bypass is unchanged
- `hasActiveSubscription()` is removed — these were its only call sites
- The server error stays `subscription_required` (subscribing is still
how you get the entitlement; renaming would ripple through i18n for no
behavior change)

**Store**
- `SubscriptionSchema` (cosmetics catalog) gains a required
`canCreatePublicLobbies` boolean
- Subscription tiles show a "Create public lobbies" badge below
"Unlimited ranked" when the tier grants it (`cosmetics.public_lobbies`
added to en.json)

**Tests**
- Schema tests for both new fields (accepts true, rejects missing,
rejects non-boolean); `UserMeResponse` fixtures updated

## Deploy ordering

Both new schema fields are required, so this client must deploy after
the API serves them (same constraint as `unlimitedRanked` / infra#427).
The API already returns both fields.

## Verified

Typecheck, ESLint, and the affected test files pass (165 tests).
Confirmed the live payloads against a local API: `/users/@me` returns
`player.canCreatePublicLobbies` and both subscription tiers in
`cosmetics.json` carry the field.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:54:01 -07:00
e05dce3437 Add crown cosmetic type (#4618)
## What

Adds **crowns** as a new cosmetic category, wired end-to-end like
flags/skins, plus a Crowns tab in the lobby cosmetics modal (#4617).

Catalog shape in cosmetics.json:

```json
"crowns": {
  "gold_crown": {
    "name": "gold_crown",
    "url": "...",
    "affiliateCode": null,
    "product": null,
    "priceHard": 5,
    "artist": "...",
    "rarity": "common"
  }
}
```

## Changes

- **Core**: `CrownSchema` + optional `crowns` record in
`CosmeticsSchema`; `crownName` in `PlayerCosmeticRefs`; resolved `crown:
{ name, url }` in `PlayerCosmetics`
- **Server**: `isCrownAllowed` in the privilege checker — requires a
`crown:*` or `crown:<name>` flare, resolves the ref to the catalog URL
- **Client**: crown selection persisted under the `crown` localStorage
key (stale/unowned selections self-clear), `crownRelationship` +
resolve/refs wiring, `"crown"` purchase type, Crowns tab in the store,
and a Crowns tab in the cosmetics modal (owned crowns + Default tile;
selecting persists and keeps the modal open)
- **i18n**: `store.crowns`, `store.no_crowns`
- Tests for schema parsing, privilege checks, and cosmetic resolution

## Not in this PR

- In-game rendering of `player.cosmetics.crown` (name pass /
leaderboards / player panel)
- API-side support (`/shop/purchase` accepting `cosmeticType: "crown"`,
granting `crown:<name>` flares, serving `crowns` in cosmetics.json)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 12:49:45 -07:00
7636f4770c Merge skin/effects pickers into one lobby Cosmetics modal (#4617)
## What

Replaces the three lobby cosmetic buttons (skin, flag, effects) with
two: **Flag** and **Cosmetics**. The new Cosmetics button opens a single
tabbed modal (`#modal=cosmetics`) with:

- **Skins** — the combined patterns + image-skins grid (from
TerritoryPatternsModal)
- **Effects** — all effect types via the tabbed effects-grid, same
layout as the Store

## Changes

- New `CosmeticsModal` and `CosmeticsInput` (lobby button previews the
selected skin/pattern, shows a "Cosmetics" label on defaults, hidden on
CrazyGames via `no-crazygames`)
- Removed `TerritoryPatternsModal`, `EffectsModal`, `PatternInput`,
`EffectsInput` and their wiring in Main.ts / index.html / LangSelector
- Selecting a skin or pattern no longer closes the modal — the tile
highlight moves to the new selection (matches the Effects tab behavior)
- i18n: added `cosmetics.title/button_title/search`; removed the keys
orphaned by the deleted components

## Notes

- Deep links to the old `#modal=territory-patterns` and `#modal=effects`
no longer resolve
- A follow-up PR (crowns cosmetic) stacks on this branch

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 12:39:56 -07:00
RyanandGitHub 7dc739b89a bugfix for not being in a clan on mobile (#4613)
## Description:

fixes a bug that didn't show the join clan popup on mobile

before:
<img width="464" height="534" alt="image"
src="https://github.com/user-attachments/assets/9b7c0e2d-b8e8-4901-ab0e-37768e658722"
/>


after:
<img width="414" height="359" alt="image"
src="https://github.com/user-attachments/assets/9a655f24-7ec1-49c9-938b-8a677cf65ab3"
/>


## 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

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

w.o.n
2026-07-14 14:09:38 -07:00
62abdcd64e fix(nav): show loading spinner on account button until auth resolves (#4606)
## Problem

While `/users/@me` is still resolving, the desktop nav account button
says "Sign in", then flips to the avatar once the response lands. For
logged-in users this briefly (and wrongly) claims they're signed out.

## Fix

Start the account pill in a neutral loading state and only commit to a
real state once auth resolves:

- **DesktopNavBar.ts** — added a small inline spinner (same `border-2 …
rounded-full animate-spin` pattern used across the client, e.g.
TokenLoginModal, UsernameInput) inside the pill, visible by default; the
person icon and "Sign in" text now start `hidden`.
- **Main.ts** — `updateAccountNavButton` hides the spinner as soon as it
runs; each of its paths (avatar / email badge / sign-in) already
un-hides the correct elements.
- **CrazyGamesAccountButton.ts** — same spinner hide in
`updateCrazyGamesNavButton`, which updates the same pill on CrazyGames
instead.

The mobile hamburger account item says "Account" rather than "Sign in",
so it's unaffected.

## Testing

Verified end-to-end with headless Chromium against the dev server:

- On load the pill shows only the spinner (sign-in text and person icon
hidden).
- Once auth resolves it swaps to the person icon + "Sign in" (avatar
path exercised by existing `updateAccountNavButton` logic, unchanged).
- Stalled `/auth/refresh` via request interception to screenshot the
loading state — spinner renders centered in the pill, no layout shift
with neighboring nav items.

| Loading | Resolved |
| --- | --- |
| small spinner in pill | person icon + "Sign in" |

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 20:20:36 -07:00
376061793a Handle ranked play limits in the client (#4602)
## Summary

Client-side handling for the new server-enforced ranked play limits
(infra#427): free players get a lifetime allowance of ranked matches,
then a small daily allowance; subscribers on tiers with the
`unlimitedRanked` entitlement are never limited.

- **Queue rejection**: the matchmaking socket closing with code 1008 and
reason `ranked_limit_reached` now renders a limit-reached view in the
matchmaking modal (message + "Get unlimited ranked" button that opens
the store on the subscriptions tab) and does **not** auto-reconnect.
Auth-failure 1008 (`Invalid session`) is disambiguated by the reason
string and keeps the existing reconnect-with-refreshed-token path; code
1000 ("replaced by another tab") is unchanged. Both 1v1 and 2v2 go
through the same modal, so both queues get identical handling.
- **`/users/@me`**: added required `player.unlimitedRanked: boolean` to
`UserMeResponseSchema`.
- **cosmetics.json**: added required `unlimitedRanked: boolean` to
`SubscriptionSchema`; store subscription tiles now show an "Unlimited
ranked" perk line for tiers that include it.

Display copy avoids hardcoding the limit numbers since the server
constants may be tuned.

## ⚠️ Deploy ordering

Both new schema fields are **required**, so this must ship **after** the
API starts serving them (infra#427). Against the current API,
`/users/@me` parsing fails (players appear logged out) and a catalog
without the subscription field fails the whole cosmetics parse.

## Testing

- Schema tests for both new fields (present / rejected-when-missing) in
`tests/ApiSchemas.test.ts` and `tests/CosmeticSchemas.test.ts`; full
suite, tsc, ESLint, Prettier all pass.
- Verified in the running app (headless Chromium): forced the modal into
the limit-reached state, confirmed the rendered view, and confirmed the
upsell click closes matchmaking and opens the store on the subscriptions
tab.
- Not verifiable locally (needs deployed infra#427): the real close
frame, the midnight-UTC reset, and the perk line against a real catalog
— covered by the handoff QA checklist.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 19:55:40 -07:00
3a5fba2e12 Add 2v2 ranked matchmaking (#4596)
## Description:

Implements 2v2 ranked matchmaking end-to-end against the matchmaking
API's 2v2 queues (API PR #419): core team pinning, the server's second
checkin loop and game creation, and the client UI.

## Core — deterministic team pinning

The matcher's assignment specifies exactly who plays with whom (`teams:
[[a,d],[b,c]]`), but team assignment previously only did clan/friend
balancing and could scramble the ELO-balanced split.

- `PlayerSchema`/`PlayerInfo` gain an optional **`teamIndex`** — a
server-stamped index into the game's team list, part of `GameStartInfo`
so it's identical on every client (same category as `clanTag`/`friends`,
which already feed deterministic team assignment).
- `assignTeams` honors pins **unconditionally** — before clan/friend
grouping and past `maxTeamSize` (the matcher's balancing is
authoritative) — and seeds the counts that balancing of any unpinned
players sees. Pinned players still participate in the friend graph, so
an unpinned friend is pulled toward a pinned player's team.
- publicIds never enter core: the game server resolves publicId →
teamIndex per client at game start.

## Server

- **One checkin long-poll per mode.** Both loops send `mode` explicitly
(the API deployed ahead of the client, so no omit-for-back-compat
needed).
- **`get2v2Config()`**: Team mode, `playerTeams: 2`, `maxPlayers: 4`,
always-compact map, donations enabled (matching public team games),
`rankedType: "2v2"` (the API's 2v2 ingestion has shipped; `RankedType`
gains `TwoVTwo`).
- **The assignment payload is now used** (it was previously discarded):
`players` → `allowedPublicIds` so only the matched accounts can take the
slots (also hardens 1v1), and `teams` → `teamIndex` stamps at game
start. A malformed assignment logs a warning and falls back to creating
the game without pins rather than stranding matched players.
- The 3-clients-per-IP cap on public games applies to matchmade games
too (an allowlist doesn't stop one person multi-tabbing multiple
accounts). It is now skipped in dev, where local testing (multi-tab, the
4-player e2e) is inherently same-IP — matching the existing dev/prod
gating of Turnstile and the duplicate-account kick.

## Client

- Ranked modal's 2v2 card is enabled; it passes the mode through
`open-matchmaking` (dispatchers without a detail — homepage button,
requeue URL — still mean 1v1).
- Matchmaking modal joins with `&mode=1v1`/`&mode=2v2`, shows a 2v2
title (`matchmaking_modal.title_2v2` in en.json), and shows the real 2v2
ELO from the new `leaderboard.twoVtwo` field in `/users/@me` (the ranked
modal's 2v2 card does too).
- WinModal shows requeue for any ranked game and carries the mode back
into the right queue (`/?requeue=2v2`).
- 2v2 ranked stats surface in the player stats tree (labeled via
`player_stats_tree.ranked_2v2`).

## Harnesses (`tests/matchmaking/`)

- Contained: the fake server captures the `mode` query param; asserts
each queue sends its mode explicitly. **10/10.**
- E2E: `MM_MODE=2v2` runs four real browser players through the real
local worker's 2v2 queue and rides the flow into the started game.
Asserts same gameId for all four, the 2v2 config, allowlist admission,
and a **deterministic 2 vs 2 in-game split read from each client's
GameView** (the software-WebGL gate is spoofed in test pages only).
**8/8.** 1v1 e2e still **6/6.**

## Verification

- `npm test`: 2,053 tests pass, including 7 new (6 `assignTeams` pinning
unit tests + a full-game pinned-split test through `setup()`).
- `npx tsc --noEmit`, ESLint clean.
- Live e2e against a local `wrangler dev` API worker: 1v1 (6/6) and 2v2
(8/8) as above.

🤖 Generated with [Claude Code](https://claude.com/claude-code)


## 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

(UI changes — the ranked modal's 1v1/2v2 cards — were verified with
before/after screenshots in the live app during development.)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 15:22:52 -07:00
Zixer1andGitHub a2321eb824 balance(doomsday): floor the drain at 5% of max instead of wiping to zero (#4587)
## Description:

The Doomsday Clock drain wiped a caught side's troops (and warship
health) to **zero**, an effective death sentence, so a brief dip below
the bar was unrecoverable. Floor the drain at **5% of each max**
(`drainFloorPercent`) for both troops and warships: a doomed side is
crippled, not eliminated, and recovers if it climbs back above the bar.
The rising territory bar still forces a finish (a 5%-strength side is
trivial to conquer, and the leader is drain-exempt).

- Config: `drainFloorPercent` (5), applied to both drains.
- Execution: clamp troop + warship-health removal to what sits above the
floor (integer-only, deterministic).
- HUD: the Collapsing rate is shown net of the floor.
- Tests: drain-to-zero / warship-scuttle cases updated to the floor +
added coverage.

## 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
2026-07-13 11:10:06 -07:00
a794eca4d6 Show USD-equivalent value in cosmetic info tooltip (#4571)
## Summary

fixes #4171

The question-mark info tooltip on store cosmetics now shows the item's
equivalent USD value, but only when both:

1. The item has **no product** (i.e. it can't be purchased directly with
money), and
2. It **is purchasable with plutonium** (`priceHard`) — caps-only items
show nothing.

The value is computed at the fixed rate of 20 plutonium = $1.00 (same
rate as the custom currency card) and rendered as e.g. `Value: $2.50`.

## Changes

- `CosmeticButton.ts` — compute `usdValue` (`priceHard / 20`) when the
item has no product and has a plutonium price; pass it to
`<cosmetic-info>`
- `CosmeticInfo.ts` — new optional `usdValue` property rendered as a
tooltip line between the ad-free and color lines
- `en.json` — new `cosmetics.usd_value` key with a `{usd}` placeholder
so translators can position the amount

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:40:09 -07:00
bf61f5847b feat(rewards): claimable subscription rewards UI (#4566)
## Summary

Subscription perks (signup bonus + daily soft/hard currency) now land as
**unclaimed rewards** the player must explicitly claim, instead of
crediting balances directly (API side: openfrontio/infra#409). This PR
adds the client UI:

- **`RewardsPanel`** — shared Lit element listing pending rewards
(currency icon, `+amount`, server `note` with translated fallbacks for
known reasons), with per-reward **Claim** and **Claim All**. Both claim
endpoints return post-claim balances, so the wallet updates without
re-fetching `/users/@me`.
- **Account modal** — renders the panel above the subscription panel
(rewards survive subscription lapse, so it doesn't depend on an active
sub).
- **`RewardsModal`** — popup at login when rewards are pending. Reuses
`RewardsPanel`, auto-closes when the last reward is claimed. Only opens
on a clean homepage load (`pathname === "/"`, empty hash) so it never
pops over join links, `#modal=...` deep links, or the Stripe
`#purchase-completed` return — that flow reloads clean, so the signup
bonus popup appears right after purchase.
- **Schemas/API** — `RewardSchema` + `rewards[]` on `/users/@me`
(optional for older API versions), `claimReward` / `claimAllRewards` in
`Api.ts`. Reward `id`/`amount` stay opaque bigint strings; a 404 on
single claim means "already claimed elsewhere" (double-click / second
device) and re-syncs instead of erroring.

## Screenshots

Login popup (also embedded in the account modal):

- Panel: currency icon + amount + note per row, Claim / Claim All
buttons
- Amounts formatted via `BigInt` (can exceed `Number.MAX_SAFE_INTEGER`)

## Test plan

- [x] `npm test` — 161 tests pass, including new coverage for
`RewardSchema`, `/users/@me` with/without `rewards`, and both claim
response shapes
- [x] `tsc --noEmit`, ESLint, Prettier clean
- [x] Verified in the running app (Playwright): panel renders in the
account-modal style; single claim against a stubbed endpoint credits
balances and removes the row; Claim All empties the list and auto-closes
the popup; body scroll restored

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 11:21:52 -07:00
8e5f27949f feat: marketing email consent UI (post-login prompt + account settings) (#4554)
Resolves #4029

## Description:

Client-side marketing-email consent capture — the client half of #4029.
It consumes the already-merged API (`GET /users/@me` marketing-consent
state + `POST /marketing/consent`); **no backend changes**.

**Three surfaces:**

- **Post-login prompt** — a small, non-blocking toast docked top-right,
shown once after login when the player's consent is undecided
(`no_response`) and a verified email is on file. Yes / No thanks /
dismiss all record a decision, and it never re-nags.
- **Account → "Account Settings" tab** — a persistent on/off toggle to
change or withdraw consent at any time (the GDPR change/withdraw path).
- **No-email state** — when the account has no verified email, the tab
offers to bind one (magic link to a plain email — the backend's
`new-association` path — or link Google) so the player can subscribe.

Styling matches the game's existing panels (`bg-surface`,
`border-white/10`, `shadow-[var(--shadow-malibu-blue)]`, malibu-blue
accent), reusing `o-button` and the account modal's existing email
field/handlers.

**Changes:**

- New `<marketing-consent-toast>`
(`src/client/MarketingConsentToast.ts`), mounted in `index.html`,
registered in `Main.ts`.
- `AccountModal.ts`: new "Account Settings" tab (toggle + bind-email
state), optimistic with revert-on-failure.
- `Api.ts`: `setMarketingConsent()` → `POST /marketing/consent`,
invalidates cached `/users/@me`.
- `ApiSchemas.ts`: optional `player.marketingConsent { consented,
hasEmail }` on `UserMeResponse`.
- `en.json`: `marketing_consent.*` + `account_modal.marketing_*` /
`tab_settings`.

## Please complete the following:

- [x] I have added screenshots for all UI updates <!-- attaching in a
follow-up comment -->
- [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

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

Iamlewis

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 10:13:37 +00:00
RyanandGitHub 921892e941 "stats" not "ranking" (#4560)
## Description:

people confused what "ranking" means on the games stats modal
<img width="606" height="255" alt="image"
src="https://github.com/user-attachments/assets/ac695d74-c5b2-4940-b3af-abe3196d2f00"
/>


also sorta helps with the overflow

before:
<img width="350" height="334" alt="image"
src="https://github.com/user-attachments/assets/8a788b79-2d76-4914-b14f-48838494fae5"
/>

after:
<img width="357" height="332" alt="image"
src="https://github.com/user-attachments/assets/164515c7-8b22-45c9-bd11-b5b47d4f17ed"
/>

## 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

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

w.o.n
2026-07-09 14:45:06 -07:00
RyanandGitHub 70d301fbb9 custom amount ui prettier (#4556)
## Description:

fixed font, 
sizing, 
back box wrapping, 
remove "buy for" 
centre the text by removing the ^ v arrows

before:
<img width="939" height="491" alt="image"
src="https://github.com/user-attachments/assets/3c747341-5238-47e8-b455-ea5827669e75"
/>



after:
<img width="936" height="746" alt="image"
src="https://github.com/user-attachments/assets/4b64f34b-98e4-4519-85bd-1f5c2799babd"
/>

## 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

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

w.o.n
2026-07-09 12:37:46 -07:00
274b516ea3 feat(crazygames): backend login + surface the signed-in user (#4542)
Client-side CrazyGames login: exchange the SDK user token for our
session, then surface that identity in the UI. Implements the client
side of the [CrazyGames login handoff
guide](https://docs.crazygames.com/sdk/user/).

## Part 1 — Backend login (token exchange)

On CrazyGames we exchange the SDK's user token for our own session via
`POST /auth/crazygames`, instead of the cookie-based `/auth/refresh`
(the refresh cookie is `SameSite=Lax` and unusable from the CrazyGames
iframe).

- **`CrazyGamesSDK.ts`** — `getUserToken()` wrapper (awaits `ready()`,
gates on `isUserAccountAvailable`, returns `null` on throw / no
signed-in user).
- **`Auth.ts`** — `doRefreshJwt()` routes to `doCrazyGamesLogin()` when
on CrazyGames with a signed-in account; a `null` token (guest / no
account) falls through to the existing `/auth/refresh` flow.
`reauthAfterCrazyGamesChange()` drops the cached session on a
mid-session sign-in.
- **`Main.ts`** — `addAuthListener` re-runs auth + `getUserMe()` when
the player signs into CrazyGames mid-session.

Everything funnels through the existing `userAuth()` → `refreshJwt()`
path, so **startup login and the 15-min re-exchange on expiry come for
free** — no new expiry/polling code.

## Part 2 — Surface the signed-in user

- **Account button** shows the CrazyGames avatar + username when signed
in (clicking opens the account modal), or a **"Sign in"** that opens
CrazyGames' own `showAuthPrompt()` when a guest. Wired across every
entry point: the desktop nav pill, the mobile hamburger item (un-hidden
on CrazyGames by dropping `.no-crazygames`), and — since CrazyGames
renders below the `lg` breakpoint where the desktop nav is hidden — a
new button in the **homepage top bar's** right slot.
- **AccountModal** treats the CrazyGames user as logged-in: "Connected
as" avatar + username, currency/subscription, and stats/games/friends.
**No Discord/Google/email login+link buttons and no logout** (CrazyGames
owns the account). A guest who reaches the modal gets a CrazyGames
sign-in button, never Discord/Google.
- **`CrazyGamesSDK.ts`** — `getUserProfile()` + `showAuthPrompt()`
wrappers; `profilePictureUrl` added to the user type.

Identity comes from the SDK (`getUser()`), not `/users/@me`, which
doesn't surface CrazyGames identity yet.

## Behavior

- **Signed-in CrazyGames account** → real backend session; avatar +
username in the top bar; CrazyGames-only account modal.
- **CrazyGames guest / not signed in** → silent fallback to guest; "Sign
in" button opens `showAuthPrompt()`; auto-logged-in the moment they sign
in (via `addAuthListener`).
- **Not on CrazyGames** → completely unchanged.

## Testing

- `npx tsc --noEmit` — clean
- `npx eslint` on changed files — clean
- No new i18n keys (reuses `main.sign_in`, `account_modal.*`).
- No unit tests: this repo tests core sim only, and CrazyGames only
initializes inside a crazygames.com iframe, so the CG paths can't run
locally (the localhost SDK mock returns unsigned tokens the backend
rejects). **Needs a manual pass on the CrazyGames game page (gameId
`64178`)** covering: signed-in avatar/username + account modal, guest
"Sign in" → prompt, and mid-session sign-in.

## Assumptions to confirm (backend)

1. The `/auth/crazygames` JWT carries the same `iss` (`getApiBase()`)
and `aud` (`getAudience()`) as normal openfront.io tokens and satisfies
`TokenPayloadSchema` (incl. base64url `sub`) — otherwise `userAuth()`
will `logOut()`.
2. CrazyGames iframes our own origin (so `getApiBase()` →
`https://api.openfront.io`), consistent with the existing integration.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 08:02:45 -07:00
Zixer1andGitHub 050c7604e8 feat(alliances): custom alliance duration lobby control (#4522)
## Description:

Replaces the "Disable alliances" toggle in the host and single-player
lobbies with a "Custom alliances" control: a toggle plus a minutes input
(0 to 15, step 1).

- 0 minutes disables alliances, same behavior as the old toggle.
- 1 to 15 sets the alliance duration in minutes.

How it works:

- Adds one game-config field, `customAllianceDuration` (minutes).
- `Config.allianceDuration()` uses it when set (and falls back to the
existing 5 minute default), and `Config.disableAlliances()` returns true
when it is 0.
- The legacy `disableAlliances` boolean is still read, so older/archived
configs keep working.
- Validation reuses the existing `parseBoundedIntegerFromInput` and
`toggle-input-card` helpers, so it behaves like the other numeric lobby
options (spawn immunity, max timer).
- The join-lobby screen shows "Alliances: {x}m", or "Alliances:
Disabled" at 0.

<img width="279" height="145" alt="image"
src="https://github.com/user-attachments/assets/5a608e18-3811-4eef-a3a6-9344aaf667fe"
/>
<img width="270" height="152" alt="image"
src="https://github.com/user-attachments/assets/9d8a4d30-51e7-4e82-8ce0-121b12af1c61"
/>
<img width="270" height="144" alt="image"
src="https://github.com/user-attachments/assets/a65b20fb-0db5-4657-a964-880fad7c864e"
/>


## 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

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

zixer._
2026-07-08 12:13:35 -07:00
Zixer1andGitHub 4ce57efbe2 Rebalance Doomsday Clock: late-game stalemate-breaker (10min grace + wave squeeze), slower troop drain, gentler-but-steeper warship attrition (#4518)
Resolves #<add your approved & assigned issue number>

## Description:

Rebalances the Doomsday Clock so it acts as a **late-game
stalemate-breaker** rather than an early-game culler, softens how fast
it removes troops and warships, and makes the HUD countdown clearer.

**Clock schedule (all presets):**
- A flat **10-minute grace** at 0% required share — the early game is
decided by combat, not the clock.
- Then a 6-wave squeeze at accelerating levels (4 / 9 / 16 / 26 / 40 /
55%) with short pauses, reaching the final 55% at each preset's cap:
**45 / 35 / 25 / 15 min** for slow / normal / fast / veryfast.
- `WaveSchedule` `rampSeconds`/`pauseSeconds` are now **per-wave
arrays**, so the curve can be shaped (gentle early, steeper late)
instead of one uniform ramp. `requiredBasisPoints` and the HUD companion
`doomsdayClockWaveState` walk the per-wave segments in lockstep.

**Troop drain:** warn window `10s → 30s`, drain eased (`2%→5%` over
`90s`), so a caught side takes ~2 minutes to wipe instead of ~1.

**Warship attrition:** warships get their own gentler start plus a
**convex** decay curve — a ship caught when its side is first doomed
lasts about as long as troops, but the rate ramps up steeply so a side
at full attrition still loses its fleet in ~2s. Adds a `curveExponent`
argument to `doomsdayClockDrain` (1 = linear, used for troops; higher =
convex, used for ships).

**Determinism:** the drain curve is **integer-only** (fixed-point power,
no floats), so the floored per-tick loss is bit-identical on every
client in the lockstep sim. The linear troop path keeps its exact
existing integer form; only the convex warship path is reshaped.

**HUD countdown clarity:** the clock readout now shows a live countdown
in both states — `Will reach 16% in M:SS` while the bar is actively
climbing, and `Starts rising to 26% in M:SS` during a pause (previously
`Next 26% in …`, which read as if it jumped there instantly). Backed by
a new `secondsToTarget` field on the shared wave state so the sim and
HUD stay in agreement. All display text goes through `translateText()` /
`en.json`.
<img width="278" height="116" alt="image"
src="https://github.com/user-attachments/assets/e0be3d2c-bb88-46be-b344-34d63e4859bd"
/>
<img width="304" height="171" alt="image"
src="https://github.com/user-attachments/assets/da74bd05-0b9a-4aec-bbf5-e7380fbda88e"
/>

**Danger skull:** while a side is below the bar in the warn window, its
on-map skull now blinks progressively faster as the countdown runs out
(accelerating to the moment the drain begins), then holds steady once it
is actually draining — a clearer "you are about to be hit" cue.

Rationale: the previous schedule removed players heavily in the first
half of a match and could leave a drawn-out endgame. Holding the clock
at 0% early keeps the opening about fighting, and concentrating its
pressure in the back half reserves it for actually breaking stalemates.
Values are tuning starting points and easy to adjust in
`DoomsdayClock.ts` / the config defaults.

## 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

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

<add your Discord username>
2026-07-07 19:38:36 -07:00
0c83444dc9 feat(client): custom plutonium amount purchase in store (#4515)
## Summary

Adds a **custom plutonium amount** purchase option to the Store, wiring
the client to the new `POST /stripe/create-custom-currency-checkout`
endpoint (infra [PR
#400](https://github.com/openfrontio/infra/pull/400)). Players can buy
any integer **20–2000** plutonium, priced inline server-side at **20
plutonium = \$1.00**.

A new `<custom-currency-card>` renders as the **last tile in the Store
"Packs" tab** — a slider + number input with a live price and a "Buy for
\$X.XX" button that redirects to Stripe Checkout.

## Changes

| File | Change |
|---|---|
| `src/client/Api.ts` | New `createCustomCurrencyCheckout(hardAmount)` —
POSTs `{ hardAmount, hostname }`, returns the Stripe `url` (mirrors
`createCheckoutSession`). |
| `src/client/components/CustomCurrencyCard.ts` | New
`<custom-currency-card>` component: plutonium slider + number input,
live price, clamps to 20–2000 integer client-side, redirects to Stripe
on buy. |
| `src/client/Store.ts` | Renders the card after the fixed packs in the
"Packs" tab; drops the now-unreachable "no packs" empty state. |
| `src/client/Main.ts` | Handles `type=custom_currency` in the
`#purchase-completed` redirect (success alert + strip hash; balance
refetches from `/users/@me` on load). |
| `src/client/LangSelector.ts` | Registers `custom-currency-card` for
translation-reload re-render. |
| `resources/lang/en.json` | Adds `store.buy_for`,
`store.custom_amount`, `store.custom_currency_purchase_success`; removes
the orphaned `store.no_packs`. |

## Notes

- **No catalog product** — unlike currency packs, the custom amount is
priced inline server-side, so the card is standalone (not a
`resolveCosmetics` item).
- **Async credit** — no optimistic balance bump; the balance reflects
the Stripe webhook via `/users/@me` on return, matching the
currency-pack flow.
- Server is authoritative on bounds/rate; client-side clamping is
UX-only.

## Testing

- Full suite green: **1842 tests / 153 files**; `tsc --noEmit` and
eslint clean.
- Manually verified in the running app (headless Chromium): card renders
in the Packs tab; amount/price stay in sync across slider + number
field; clamping confirmed (5000→2000/\$100.00, 5→20/\$1.00, 750→\$37.50
— matches the pricing table).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 17:23:58 -07:00
eae2be6458 feat(store): confirm plutonium and caps purchases before charging (#4510)
## Summary

Fixes #4218

Currency purchases (Plutonium and Caps) fired immediately on click with
no confirmation. This adds a confirmation modal — reusing the existing
`confirm-dialog` Lit component — that gates every currency purchase
behind an explicit "Confirm".

There were two paths that could trigger a currency purchase, and both
are now gated:

- **The Plutonium / Caps price buttons** — `PurchaseButton` no longer
calls `onPurchaseHard`/`onPurchaseSoft` directly; it opens a
`confirm-dialog` ("Buy {item} for {amount} {currency}?", warning
variant) and only runs the purchase on confirm. Cancel / backdrop click
dismisses.
- **Whole-card click** — `CosmeticContainer` auto-fires the purchase
when there's exactly one payment option, which bypassed the button
entirely for currency-only items. That path now delegates to the
purchase button's new `requestCurrencyPurchase()` so it goes through the
same dialog.

The existing purchase flow (busy guard, loading overlay,
insufficient-currency dialog) is unchanged and runs after confirmation.
Dollar purchases are untouched (they go through Stripe checkout, which
is its own confirmation step).

New i18n keys: `store.confirm_purchase_title`,
`store.confirm_purchase_body` (en.json only, per Crowdin convention).

## Test plan

- [x] ESLint, `tsc --noEmit`, Prettier pass
- [ ] Manual check in staging: click a Plutonium or Caps price button →
dialog appears with the right currency name and amount; confirm
purchases, cancel doesn't
- [ ] Manual check: click the card body of a currency-only item → same
dialog (not an instant purchase)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 18:52:17 -07:00
Zixer1andGitHub 2a1381b41e feat(doomsday-clock): show the zone readout to spectators and replay viewers (#4497)
## Description:
Follow-up to #4469.

The Doomsday Clock panel hides itself unless the viewer has a living
player, so spectators, replay viewers, and eliminated or not-yet-spawned
players see nothing, even though the clock is the most useful thing to
watch in those cases.

This shows the panel whenever the mode is on and there's no winner yet:

- **Live player:** unchanged. Full personal readout (your-share line,
Stable/Unstable/Collapsing status, danger pulse).
- **Spectator / replay / eliminated / not-spawned:** zone-only readout.
The rising threshold bar and the wave countdown ("Rising to X%", "Final
X%", "Next wave X% in mm:ss"), with no personal line and no false danger
pulse.

One gate drives it: `live = me && me.isAlive()`. The zone math was
already player-independent, so nothing new there.

Tested: `tsc --noEmit`, ESLint, Prettier, the `DoomsdayClockExecution`
suite (28/28), and `build-prod`, all clean.
2026-07-03 15:00:32 -07:00
be77ab4fc9 feat: structures cosmetic effect (hover-shown gradient/transition recolor) (#4492)
## Description:

Adds a new `structures` cosmetic effect type: an equippable effect that
recolors the owner's structure icons (City, Port, Factory, Defense Post,
SAM Launcher, Missile Silo) with gradient or transition color styles.
The effect is **shown while the owner's territory is hovered** —
structures otherwise keep their normal player colors, so the map stays
readable.

**Cosmetics / selection**
- `StructuresEffectAttributesSchema` (`CosmeticSchemas.ts`): its own
discriminated union (`gradient` / `transition`) — structurally identical
to the trail attributes today, but structures aren't trails, so it's a
separate schema free to diverge.
- Slot = the effectType itself: `effectTypeForSlot` is generalized to
map any non-nukeExplosion effect type to itself, so server privilege
checks (`Privilege.ts`), client selection, and persistence all work with
no per-type code.
- Effects tab, Default tile, and the store preview (shared color swatch)
come from `EFFECT_TYPES`; the only UI addition is the
`effects.type.structures` label in `en.json`.

**Rendering**
- The shared per-player effect palette grows from 2 to 3 blocks
(`EFFECT_PALETTE_BLOCKS`; structures = block 2, pinned by a
build-breaking guard). `syncPlayerEffects` resolves the `structures`
selection through the same `writeEffectEntry` used by trails.
- `StructurePass` binds the effect texture plus `uTime` and
`uHoverOwner` (fed from the existing `HoverHighlightController` →
`setHighlightOwner` path, now forwarded to the pass).
- `structure.frag.glsl` recolors the **fill only** — the border keeps
the player color for ownership legibility; alt view and construction
gray bypass the effect entirely.
- Style semantics:
- `gradient` — the palette spans each icon's diagonal once (a visible
gradient across the shape), sliding one full cycle every `colorSize · 4
· count / movementSpeed` seconds (the trail-equivalent pace; world-space
banding like the trail's would put a whole icon inside one band and read
as a flat color)
- `transition` — the whole icon is one color at a time, cross-fading at
`frequency` colors/s
- Glyph contrast: the inner icon's black/white decision is now a smooth
luminance fade (`smoothstep(0.25, 0.45)`) instead of a hard flip at
0.25, so animated fills cross-fade the glyph instead of snapping it
between black and white.

## Please complete the following:

- [ ] 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

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 12:41:39 -07:00
Zixer1andGitHub 78ef7b56fd feat(doomsday-clock): battle-royale style zone gamemode (#4469)
Resolves Issue #4463

## Description:

An optional game mode that (almost) guarantees a finish instead of
letting late-game
stalemates drag on.
Originally called sudden death, renamed to Doomsday clock

Once enabled, every side (each player in FFA, each whole team in team
modes)
must hold a rising share of the map. A side below the bar is skulled;
after a
short warn its troops bleed to zero, forcing consolidation to a winner.

### How it works
- **Rising zone:** a grace period, then the required share ramps up
linearly to
each level with 30s pauses between (a battle-royale "zone"). Levels
track the
  ofstats FFA territory median (3/5/10/20/30%).
- **Four speed presets** (slow / normal / fast / very fast) change only
the pace:
  normal ends ~30 min, very fast ~15.
- **Troop decay:** a linear ramp as a % of max capacity, ~50s from
caught to zero
  (10s warn + ~50s ≈ 1 min total).
- **UI:** a HUD panel (live share vs target, wave/decay countdowns,
red/orange
cues) and an on-map skull above flagged players (blinks in danger,
steady while
  draining).

### Notes for review
- Off by default; no effect on existing games. However, as discussed we
can add it to the modifier pool for public games to see how popular the
gamemode is vs normal play.
- Sim is deterministic (integer-only, in `src/core`), covered by unit +
  integration tests.
- One-line addition to `GameServer.updateGameConfig` so the setting
survives the
  host → server → client round-trip.
- Status is packed into the existing name-pass data slot (`pd4.w`: 0/1/2
=
none/danger/draining); the skull is composited into the icon atlas at
load.

### Testing
`npm test`, `npm run lint`, `npx prettier --check .`, `npm run
build-prod` all pass.

### UI:
<img width="243" height="100" alt="Image"
src="https://github.com/user-attachments/assets/c4c9eeb0-4feb-437d-9aac-b2786a841b74"
/>

Dropdown between slow, normal, fast, very fast

Before zone:
<img width="302" height="175" alt="Image"
src="https://github.com/user-attachments/assets/7359a1ea-4951-446d-a23c-0711fe06cc5d"
/>

Zone started, player not affected the pannel also blinks orange for 10s:
<img width="297" height="175" alt="Image"
src="https://github.com/user-attachments/assets/fcc565a5-d5d0-47a7-97ea-d0ba9d9ad899"
/>

Player affected, grace period (Danger):
<img width="314" height="170" alt="Image"
src="https://github.com/user-attachments/assets/ff96d21e-96f3-4ef9-8190-48eecc7aac0f"
/>

Skull icon blinking over player (everyone sees it) - older screenshot,
the clipping has been fixed
<img width="462" height="145" alt="Image"
src="https://github.com/user-attachments/assets/53899211-33b1-40e1-83f2-77f2096f0cad"
/>

Player affected, grace period ended (Draining):
<img width="360" height="159" alt="Image"
src="https://github.com/user-attachments/assets/4b226d57-da4d-4866-ab5f-db48e4ed1ea2"
/>

Skull icon no longer blinking, everyone can see you are in a state of
decay, and troops are draining:
<img width="732" height="146" alt="image"
src="https://github.com/user-attachments/assets/cd10fedb-6e87-4dfc-9fbf-55d3945a7901"
/>


Skull is visible like alliances icon also on player tab
<img width="558" height="81" alt="Image"
src="https://github.com/user-attachments/assets/6acdbe91-bdd0-40c7-942b-3990d4dae87f"
/>

(just UI example, best way to see it is to hop on a solo game and play
against AI)

## 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

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

zixer._
2026-07-02 18:42:03 -07:00
bijxandGitHub ad760a0f3d feat: Achievement medal overview (#4487)
## Description:

In the spirit of achievement hunting, seeing how many medals a player
has achieved helps show overall progress. Overview only toggles on when
user clicks toggle achievements button. Works on mobile too.


https://github.com/user-attachments/assets/ea77075b-5e91-4e62-8ac9-52bcdf95cc64

## 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

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

bijx
2026-07-02 18:31:19 -07:00
b72956d0c0 Gate users without GPU-accelerated WebGL2 instead of running at ~1fps (#4324)
## Problem

After the WebGL2 renderer migration, a small number of users (~a dozen
of 100k DAU) report ~5fps. Root cause: they run WebGL **without GPU
acceleration** (hardware acceleration disabled, blocklisted driver, or a
locked-down machine), so they get a SwiftShader/software context.
Software-rendered WebGL is hopeless for a real-time game — ~1fps
locally.

We are not supporting a canvas2d fallback. Instead: demand a
GPU-accelerated context, and if we can't get one, **gate** the user with
actionable instructions rather than letting the game crawl.

## What this does

- **`initGL()`**
([initGL.ts](../blob/webgl-software-render-gate/src/client/render/gl/initGL.ts))
— demands `failIfMajorPerformanceCaveat: true` **and** inspects the
unmasked renderer string. The flag alone isn't enough: when hardware
acceleration is turned off in browser *settings* (vs. a blocklisted
driver), Chrome still hands back a SwiftShader context, so we'd
otherwise run at 1fps. Classifies the outcome as `ok` / `software` /
`unsupported`.
- **`GPURenderer`** throws `GLUnavailableError` on a non-accelerated
context; the game-start `catch` shows the gate and removes the orphaned
canvas.
- **`<webgl-gate>`** Lit component renders a full-screen blocking gate
with per-browser steps (Chrome / Edge / Firefox / Safari) for enabling
hardware acceleration / WebGL.
- **`gl_init` analytics event** fires every session (`status` +
`renderer` for non-ok) via the existing Google Tag, so we can size the
real affected % within a day.

## Notes / decisions

- The gate copy is **intentionally inlined (not translated)** — it's a
rarely-seen, browser-specific troubleshooting screen; 28 Crowdin keys
would be poor cost/benefit, and a non-English user still has to navigate
English browser menus.
- `showGLGate` lazy-loads the component (`import()`), so the `render/gl`
module that `Renderer.ts` imports doesn't statically pull a UI component
into its graph.

## Update: fingerprint-capped contexts (#4357)

A third failure class, integrated after the initial PR:
`privacy.resistFingerprinting` (default-on in LibreWolf and Mullvad
Browser, opt-in in Firefox) caps `MAX_TEXTURE_SIZE` at 2048 on an
otherwise hardware-accelerated context. The renderer unconditionally
allocates a 4096-wide palette texture, so the oversized `texImage2D`
calls fail silently and the whole map renders **black** (#4357).

- `initGL` now reads `MAX_TEXTURE_SIZE` after the software check and
classifies the context as **`limited`** when it's below
`getPaletteSize()` (4096 — the hard floor every game needs).
- Unlike `software`/`unsupported`, **`limited` is a warning, not a hard
block**: `initGL` still returns the context, the game starts normally,
and the gate is shown with a "Continue anyway" button. `GPURenderer`
exposes the capped renderer/size via `glLimited` (surfaced through
`MapRenderer`), which `ClientGameRunner` uses to show the warning and
log analytics.
- The gate shows fingerprinting-specific instructions for `limited` (add
the site to `privacy.resistFingerprinting.exemptedDomains` in
`about:config`) instead of the hardware-acceleration steps.
- `gl_init` reports `max_texture_size` alongside the renderer for this
status, so we can size the RFP-affected population too.

Fixes #4357

## Test plan

- [x] Unit tests for `initGL`'s `ok` / `software` / `unsupported`
branching, incl. the "returns a context but renderer is software" case
(`tests/client/initGL.test.ts`).
- [x] lint / prettier / tsc clean.
- [x] **Verified in real browsers (macOS).** All three gate states
reproduced:
- `software`: Chrome with `--use-gl=angle --use-angle=swiftshader`
(confirmed "Software only" at `chrome://gpu`), and Chrome with hardware
acceleration toggled off in settings — both show the hard gate instead
of a 1fps game.
- `unsupported`: Firefox with `webgl.disabled=true` shows the
unsupported gate.
- `limited`: Firefox with `privacy.resistFingerprinting=true`
(MAX_TEXTURE_SIZE capped to 2048, same as LibreWolf's default) shows the
dismissible warning; "Continue anyway" starts the game, and exempting
the site via `privacy.resistFingerprinting.exemptedDomains` removes the
warning.

## Acceptance criteria

- Accelerated users: unchanged.
- Software / no-accel users: see the enable-acceleration gate, not a
1fps game.
- No-WebGL2 users: see the unsupported gate.
- `gl_init` fires every session with status (+ renderer for non-ok).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 15:54:06 -07:00
b6317964a7 feat: sparkles nuke-explosion visual type (#4490)
## Description:

Follow-up to #4485: adds a second nuke-explosion visual, `"sparkles"` —
a firework burst of twinkling glints that start at the detonation point
and ride outward with the expanding front, reaching the cosmetic's full
`size` at fade-out.

**Schema (`CosmeticSchemas.ts`)**
- `NukeExplosionAttributesSchema` is now a discriminated union on `type`
(`"shockwave" | "sparkles"`), matching `TrailEffectAttributesSchema`.
Old clients drop sparkles entries via `lenientRecord` and render the
default ring.
- The sparkles member adds `density` (required, positive) — roughly the
total number of glints in the burst.
- Literal attribute semantics, consistent with shockwave:
  - `size` — final burst width (diameter) in world tiles at fade-out
- `speed` — tiles/s the width grows; duration = size / speed, clamped
0.1–15 s
- `thickness` — **average** sparkle size in tiles; each glint
hash-varies ±50% around it
  - `density` — approximate glint count; renderer clamps to 2–5000
- `colors` + `transitionSpeed` — shared palette-cycle semantics, with a
hashed per-glint palette offset on top

**Rendering**
- `NukeExplosionRenderParams` now carries the visual type through to the
pass as a matching TS union (previously any cosmetic was hardwired to
the EMP style — this closes that gap for future visuals).
- Sparkles are style 2 in the same `FxShockwavePass` instance stream:
one new float (grid cell pitch, derived CPU-side from density), no other
layout changes.
- Fragment shader: one hashed glint per rotated front-normalized grid
cell (jittered, cell-confined so each fragment samples only its own
cell, ~1/3 dropout for organic scatter), hashed birth stagger. Glints
are **fully opaque** — twinkle modulates color brightness, not alpha —
holding full opacity through life and fading only over the last quarter.
- SAM interceptions, the classic ring, and EMP shockwaves are unchanged.

**Store / selection**
- New `<sparkles-swatch>` preview (burst scales from center,
density-scaled dot count, size-varied dots, palette cycling), branched
in `CosmeticButton` by `attributes.type`.

**Verification**
- Schema tests incl. the real `rgb_nuke_sparkles` catalog entry,
missing/non-positive `density` rejection.
- Verified in-game via headless Chromium: size-250 RGB burst renders
opaque red/white/blue glints expanding from the detonation point; sparse
(40) vs dense (400) density comparison; no page errors.

## Please complete the following:

- [ ] 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

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 15:21:26 -07:00
6ff202afb5 feat: nuke-explosion cosmetic effects (per-bomb-type shockwave customization) (#4485)
## Description:

Adds a new `nukeExplosion` cosmetic effect type: when a bomb detonates,
every client renders the shockwave in the firing player's equipped
effect for that bomb type.

**Cosmetics / selection**
- New `nukeExplosion` effect schema (`CosmeticSchemas.ts`) with per-bomb
selection slots — a slot is the effectType for trails and the `nukeType`
for explosions (`atom` / `hydro` / `mirvWarhead`), so players can equip
a distinct explosion per bomb type.
- Slot resolution + validation is one shared helper
(`findEffectForSlot`) used by client selection, server privilege checks
(`Privilege.ts`), and the renderer; a compile-time guard keeps the
nukeType and effectType slot namespaces disjoint.
- Effects picker gains an Atom / Hydrogen / MIRV sub-tab bar when
browsing nuke explosions; selections persist per slot in UserSettings
and are validated/dropped like other cosmetics.

**Rendering**
- `WebGLFrameBuilder` resolves each dead nuke's owner cosmetic onto the
dead-unit event; `FxShockwavePass` renders an EMP-style procedural ring
(jagged crackling front, rotating lightning arcs, inner energy fill)
from per-instance attributes. SAM interceptions and players with no
cosmetic keep the classic white ring.
- Catalog attributes have literal units:
- `size` — final ring width (diameter) in world tiles at fade-out,
absolute — independent of the bomb's blast radius
- `speed` — tiles/s the width grows; duration = size / speed, clamped to
0.1–15 s
- `thickness` (required) — ring band thickness in tiles, constant while
the ring expands
- `colors` — palette of up to 4 colors, cycled at `transitionSpeed`
steps/s (0 = static, negative = reverse; same semantics as trail
transitions)
- The shockwave quad is sized radius + thickness so the absolute-width
band isn't clipped into a box while the ring is young.

## Please complete the following:

- [ ] 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

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 14:21:01 -07:00
1d5a6ae246 Account Modal - Games Tab (#4473)
## Description:

Continuation of https://github.com/openfrontio/infra/pull/386, adds play
games sessions

<img width="971" height="771" alt="image"
src="https://github.com/user-attachments/assets/42c6bcbb-d690-4cd1-b859-3299a03f4350"
/>

## 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

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

w.o.n

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-01 14:12:37 -07:00
2794ab1270 feat: nuke-trail cosmetic effect + tabbed effects picker (#4466)
## What

Adds a **`nukeTrail`** cosmetic effectType alongside
`transportShipTrail`, so nukes leave a trail colored by their own
gradient/transition effect — independent of the boat-trail effect (a
player can run both). Also reorganizes the effects picker and store into
per-effectType **tabs**.

## Rendering

Boat and nuke trails are stamped into **one** trail texture keyed only
by owner, so independent coloring needs a per-tile unit-class signal:

- **Trail texture** `R8UI` → `R16UI`: texel = `ownerID(bits 0-11) |
nukeBit(bit 12)`. `TrailManager` stamps the bit (and preserves it when
repainting on unit death); the `Uint8Array`→`Uint16Array` ripple +
`UNSIGNED_SHORT` uploads flow through `GpuResources`, `TrailPass`,
`Upload`, `MapRenderer`, `Renderer`, `FrameData`.
- **Effect texture** widened to two stacked blocks
(`TRAIL_EFFECT_BLOCKS`): rows 0–7 = transportShipTrail, rows 8–15 =
nukeTrail. `writeEffectEntry(…, rowBase)`; `syncPlayerEffects` resolves
both effectTypes.
- **Shader** masks the owner, derives `rowBase` from the nuke bit,
offsets every row, and reuses the gradient/transition decode.
- Bonus: the 12-bit owner mask lifts the old `R8UI` >255-player
truncation.

## Schema / server / UI

- Shared attributes schema renamed `TransportShipTrail…` →
**`TrailEffectAttributesSchema`** (it's no longer ship-specific);
`NukeTrailEffectSchema` added to `EffectSchema` +
`CosmeticsSchema.effects`. `EFFECT_TYPES = [transportShipTrail,
nukeTrail]`.
- Server `Privilege`, selection, and the picker grid all iterate
`EFFECT_TYPES`, so they handle the new type with **no per-type code**.
- **Tabs:** the selection modal uses one tab per effectType
(`BaseModal`'s native tabs); the **store's** EFFECTS panel gets an
internal sub-tab bar (its top-level PACKS/EFFECTS tabs can't nest). Tabs
are always present, so a type you own entirely still appears as an empty
tab (previously the boat-trail section vanished from the store when you
owned everything).

## Review

A 3-angle adversarial review (bit-packing, type-ripple, GLSL/data-flow)
**refuted** the correctness concerns — the R16UI format, masking, and
block layout agree across `TrailManager` / shader / builder. The minor
survivors (a preview that only resolved boat trails, stale comments)
were fixed.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` — all clean.
- Schema/`Privilege` tests updated for `nukeTrail` (96 tests pass).
- The GL trail + tab UI are visual — not yet verified in a running game.
- The catalog (`cosmetics.json`, closed-source API) must ship the
`effects.nukeTrail` block for the effect to appear in production.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-30 20:13:41 -07:00
200f276ab2 feat: transport-ship trail transition effect + animated store swatch (#4455)
## What

Adds a second transport-ship trail style, **transition**, alongside the
existing **gradient** (#4454). Where `gradient` paints a spatial band of
colors along the trail, `transition` makes the whole trail one color at
a time, cross-fading through the color list over time.

```json
"attributes": {
  "type": "transition",
  "colors": ["#002aff", "#4805ff"],
  "frequency": 1
}
```

## How

- **Schema** ([CosmeticSchemas.ts](src/core/CosmeticSchemas.ts)) —
`TransportShipTrailAttributesSchema` is now a discriminated union on
`type`:
  - `gradient`: `{ colors, colorSize, movementSpeed }`
- `transition`: `{ colors, frequency }` — `frequency` = color changes
per second.
- **Renderer** — the effect texture gained a `styleId` discriminator
(row 1's alpha; 0 = gradient, 1 = transition), with the gradient scalars
shifted down a row.
- [WebGLFrameBuilder.ts](src/client/WebGLFrameBuilder.ts) encodes
`styleId` + the style's scalars.
-
[trail.frag.glsl](src/client/render/gl/shaders/map-overlay/trail.frag.glsl):
for `transition`, the trail color is `mix(colors[i], colors[i+1],
fract(t))` with `i = floor(uTime · frequency) mod count` — one color
step every `1/frequency` seconds.
- **Store/picker swatch**
([EffectPreview.ts](src/client/components/EffectPreview.ts)) — the
swatch is now a `<trail-swatch>` Lit element. For `transition` it
cross-fades through the colors via the Web Animations API, timed to
match the shader (each step `1/frequency` s); gradient/solid stay
static. The animation is canceled on disconnect.

## Notes

- Animation is render-only (local time) — no simulation/determinism
impact.
- `gradient` swatches remain static (they don't scroll like the in-game
trail) — easy to add later if wanted.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` all clean.
- Schema tests cover the transition member (parse + required
`frequency`); 95 tests pass.
- The animated swatch is visual-only (no automated coverage) and not yet
verified in a running store.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 21:53:33 -07:00
7c151e76ad feat: render transport-ship trail cosmetic as a gradient (#4454)
## What

Renders the `transportShipTrail` cosmetic effect in-game. Transport
ships already left a trail, but it was always drawn in the player's
**territory color** — this wires the selected effect through to the
renderer so the trail shows the player's chosen **gradient**.

## How

- **Per-player effect texture** (`RGBA32F`, mirrors the palette texture)
keyed by `smallID`, sampled by the trail fragment shader. Each row holds
a gradient color; spare alpha channels carry the color count,
`colorSize`, and `movementSpeed`.
- **Shader**
([trail.frag.glsl](src/client/render/gl/shaders/map-overlay/trail.frag.glsl))
cycles a flowing gradient through the color list: 1 color → flat, 2+ →
animated bands scrolling along the trail. No effect (count 0) falls back
to the territory color; alt-view keeps affiliation colors.
- **WebGLFrameBuilder** resolves each player's catalog attributes (the
in-game cosmetic is only `{ name, effectType }`; the style/colors live
in the catalog) and encodes them. Resolution is decoupled from the
first-seen palette path so it retries until the catalog loads, and
unparseable colors are dropped so bad catalog data degrades to the
territory color rather than rendering black.

## Schema

Collapses the trail attributes to a single gradient shape:

```ts
{ type: "gradient", colors: string[], colorSize: number, movementSpeed: number }
```

- `colors` — solid = one color, rainbow = the spectrum, gradient = two
or more.
- `colorSize` — band width (tiles per color band; `1` is the default, ~4
tiles).
- `movementSpeed` — scroll rate along the trail (tiles/sec; `0` =
static).

## Notes

- Animation is render-only (local time), no simulation/determinism
impact.
- The catalog (`cosmetics.json`, served by the closed-source API) must
ship effects in this `{ type: "gradient", colors, colorSize,
movementSpeed }` shape.
- Band thickness (`4.0` base in the shader) and the gradient frequency
are visual constants picked without in-game verification — easy to tune.

## Testing

- `tsc --noEmit`, ESLint, Prettier, `build-prod` all clean.
- Schema + Privilege test suites updated for the gradient shape (92
tests pass).
- Not yet visually verified in a running game (effect selection is
flare-gated).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 20:28:47 -07:00
evanpelleandClaude Opus 4.8 f4b47ce06c feat: add search bar to effects picker modal
Mirror the flag/pattern modals with a search input in the EffectsModal
header. Filters the effects grid by name — matching either the raw effect
id or its displayed label — and hides the Default tile while searching,
the same way FlagInputModal hides its no-flag tile.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 16:38:37 -07:00
RyanandGitHub dae129c6a3 replace leave lobby popup with custom popup (#4449)
## Description:
old:
<img width="1009" height="491" alt="image"
src="https://github.com/user-attachments/assets/0b95877c-dac7-4025-bdfa-62ab6879d208"
/>

new:
<img width="1017" height="561" alt="image"
src="https://github.com/user-attachments/assets/cfb49b31-eb46-4d64-bd9e-3f25bb7cd0fb"
/>




## 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

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

w.o.n
2026-06-29 16:16:46 -07:00
RyanandGitHub a05ab1bd60 fix broken import... oops (#4448)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #(issue number)

## Description:

Describe the PR.

## 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

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

DISCORD_USERNAME
2026-06-29 13:41:09 -07:00
6a884eba1b store popup (#4435)
## Description:

change the generic popup:
<img width="1095" height="540" alt="image"
src="https://github.com/user-attachments/assets/94d2c120-5ec5-4838-b8b4-09d43b4e83f8"
/>


into a popup i added for clan system:
<img width="1108" height="774" alt="image"
src="https://github.com/user-attachments/assets/d7de1666-7667-4422-a1bd-03b90b4ff8ab"
/>

caps doesn't have a "buy" button:
<img width="1141" height="803" alt="image"
src="https://github.com/user-attachments/assets/d26dd397-1f14-4963-8ac8-afa5f32ed8ec"
/>

also works for win modal:
<img width="1023" height="766" alt="image"
src="https://github.com/user-attachments/assets/83f7bc87-0ecc-4470-b84d-c5783560d6a3"
/>

## 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

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

w.o.n

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 13:24:09 -07:00
bd9ef9a317 feat: effects cosmetic category (transport-ship trail) + UI (#4418)
## What

Adds a new **`effects`** cosmetic category alongside `skins`/`flags`.
Each effect is discriminated by **`effectType`** (only
`transportShipTrail` today), whose visual config lives in
**`attributes`** (`solid` / `rainbow` / `pulse` / `gradient`). Schema
matches the production cosmetics.json shape exactly (incl. the `url`
field).

**This PR is UI + taxonomy only — the in-game WebGL trail rendering is
intentionally deferred.**

## UI

- **Store** gains an **"Effects"** tab.
- **Home page** gains an **"Effects"** button opening a picker modal.
- Both render effects **grouped by `effectType` with a sub-header per
type**, via a shared `<effects-grid>` Lit element (`mode="select"` for
the picker, `mode="purchase"` for the store). The picker shows owned
effects + a Default tile and persists per-type; the store shows
purchasable effects.

## Data flow

- Ownership via `effect:*` / `effect:<name>` flares (reuses
`cosmeticRelationship`).
- Selection is a per-`effectType` map persisted in UserSettings
(`settings.effects`).
- Server validates in `isEffectAllowed`, wired into `isAllowed`.
- `getPlayerCosmeticsRefs` / `getPlayerCosmetics` resolve effects the
same way as skins/flags (kept-on-fetch-failure, server is authority).

## Tests

- `tsc --noEmit`, ESLint, Prettier clean; full suite green.
- New: `CosmeticSchemas` parse tests (incl. parsing the **real**
`read_transport_trail` entry), `UserSettings` per-type selection, and
`Privilege` effect validation.

## Notes / follow-ups

- The effect's display label shows **"Boat Trail"** for the
`transportShipTrail` type (friendlier than the id).
- Closed-source API gap: `/shop/purchase` (`purchaseWithCurrency`) needs
to learn `"effect"` for **currency** purchase of effects; the
**dollar/product** purchase path already works. Client types were
widened accordingly.
- In-game wake rendering can be ported from #4416.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 13:13:48 -07:00
bijxandGitHub 06d505ebc9 feat: Expand maps button (#4431)
## Description:

QoL fix w.r.t. "All" maps category. Maps used to all be shown in a big
list, now the category sections need to be expanded one by one.
Categories are super clean and useful, but to visually see and pick maps
when you're not certain which one you want to play becomes challenging
(to click and expand each category manually). This just adds a simple
"Expand All" and "Collapse All" button to the all category list on Solo
and Private Match screens.


https://github.com/user-attachments/assets/e5d7a754-a6b6-461c-b039-7b6a8d3bee46


## 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

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

bijx
2026-06-28 19:19:22 -07:00
RyanandGitHub 966dcf47a5 removes the "subscribe" and "purchase" text (#4436)
## Description:

removes the "subscribe" and "purchase" text:

<img width="988" height="496" alt="image"
src="https://github.com/user-attachments/assets/9566b450-0943-4684-8321-8024422bbd96"
/>

<img width="993" height="505" alt="image"
src="https://github.com/user-attachments/assets/f26bfd99-661d-48e3-beb3-e3e5d212e6f1"
/>

<img width="1002" height="511" alt="image"
src="https://github.com/user-attachments/assets/c8f2aadf-15d1-4e29-8142-f684c6e492f0"
/>

this is what it looks like if you're subbed to something now:
<img width="997" height="491" alt="image"
src="https://github.com/user-attachments/assets/5f011213-7ced-4a64-860e-45a6b0a7418f"
/>


## 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

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

w.o.n
2026-06-28 18:41:32 -07:00
RyanandGitHub c622e8581c collapse skins under one banner (#4432)
## Description:

merges skins under one item with a circular button below it:

<img width="877" height="647" alt="image"
src="https://github.com/user-attachments/assets/a405ba34-a970-4e8c-9287-fe0055d6a02e"
/>


## 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

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

w.o.n
2026-06-27 19:09:05 -07:00
8ffb19d938 Discord (#4367)
Resolves #(issue number)

## Description:

continuation of https://github.com/openfrontio/infra/pull/359
adds ability to put discord URL into a dedicated slot 

pc:
<img width="1917" height="921" alt="image"
src="https://github.com/user-attachments/assets/100a25d5-e998-4744-904e-df40b74ccd76"
/>

mobile:
<img width="385" height="826" alt="image"
src="https://github.com/user-attachments/assets/de904f83-c88f-41e7-9c98-81c2296ec9a2"
/>


## 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

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

w.o.n

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 15:15:05 -07:00
Zixer1andGitHub 3b84a6f569 Feat/anonymize names (#4318)
**Add approved & assigned issue number here:**

Resolves #4296

## Description:

Adds an "Anonymous players" option to private lobbies (host toggle, off
by default).

When it is on, the server sends each client anonymized usernames for
everyone except themselves. The lobby creator and admins still see real
names so they can moderate. Names are hidden on every player-facing
surface: the game start message, lobby info, /api/game/:id, and the link
preview. It is enforced server-side, so a client extension cannot read
real names off the wire. Initially added as part of our overhaul of
OpenFront masters, but this feature can very well be useful for content
creators, and other tournament hosts.

Anonymized names reuse the existing tribe word lists (no emoji), so they
pass UsernameSchema, and they are seeded per user, so a player looks
different to different users but stays consistent from the lobby into
the game.

The saved game record keeps real names (anonymization is a per-send
transform, gameStartInfo is never mutated), so replays and stats are
unaffected. Nothing changes for normal games.

New option selection:
<img width="990" height="918" alt="image"
src="https://github.com/user-attachments/assets/31df0b0b-7757-4b2b-9bff-84310faee8d9"
/>

The host, when enabling the option, gets a little eye icon next to the
players(including himself to enable/disable the anon names for himself,
and/or other player)

By default(the names everyone will see are random and unique):
<img width="979" height="188" alt="image"
src="https://github.com/user-attachments/assets/f0caa4a4-9f14-41d3-89c6-9a38e8c2e6f0"
/>

Toggling the eye ON for yourself (the host, or any given player, will
allow them to see the real names of everyone, in the lobby and in game):
<img width="969" height="138" alt="image"
src="https://github.com/user-attachments/assets/89abf0e0-1433-43ea-9870-49d96ca46d30"
/>


## 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

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

zixer._
2026-06-24 07:54:44 -07:00
evanpelle cbf1e5c513 Make host lobby start button yellow during countdown
Add a `warning` variant to o-button that reuses the existing
`--color-cyber-yellow` brand token, and apply it to the host lobby's
start button while the "Starting in Xs" countdown is active. The button
stays primary blue in the Waiting/Start states.
2026-06-22 12:46:18 -07:00
678112492c Fix per-frame layout jank when focusing a toggle-input-card field (#4314)
## Problem

Focusing the number field of a `toggle-input-card` (Game Timer / Gold
Multiplier / Starting Gold, in both the single-player and host-lobby
modals) cost several ms of layout/paint **every tick** for as long as
the field stayed focused.

## Root cause

The input was rendered **conditionally** — `${this.checked ?
html`…<input>…` : nothing}`. Enabling a toggle therefore **freshly
inserts** the `<input>` into the DOM, and **focusing a just-inserted
input** is what forced the per-frame layout/paint. An input that was
already present in the DOM doesn't do this.

## Fix

Keep the input **permanently mounted** and toggle a `hidden` class when
unchecked, instead of conditionally rendering it. Focusing it is then
always focusing an element that was already there. Because both modals
share `<toggle-input-card>`, this single change fixes both.

Also restores the **autofocus + select** of the field on enable (it had
been removed earlier while chasing this bug) — safe now that the input
isn't freshly inserted.

No other UX change: the toggle behavior, checkmark, styling, and all
three cards behave identically.

## Testing

Hard-reload, then in both the Solo and Host-lobby modals, enable each of
Game Timer / Gold Multiplier / Starting Gold, type a value, and keep the
field focused — smooth, no per-frame jank, and the field autofocuses on
enable.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 08:15:24 -07:00
0904ad76d1 Fix per-frame render jank from toggle-input-card focus (#4300)
## Problem

Enabling **Starting Gold** (or **Game Timer** / **Gold Multiplier**) in
the single-player / host-lobby modal made the page spend several ms of
"Render" time **every frame** — for as long as the toggle stayed
enabled. Disabling the option made it stop.

## Root cause

Each `toggle-input-card`, on enable, auto-focused and selected its
number input so you could type immediately:

```ts
input.focus();
input.select();
```

A focused/selected editable inside the modal keeps the browser doing
layout/paint work every frame for as long as it stays focused. It
reproduces for any of the toggle-input cards because they all auto-focus
on enable, which is why Starting Gold, Game Timer, and Gold Multiplier
all triggered it.

> **Note on the earlier revision of this PR:** the first attempt passed
`{ preventScroll: true }` to `focus()`, on the theory that
scroll-into-view was the cause. It successfully stopped the scroll
(verified: modal scroll container `scrollTop 0 → 0`), but the per-frame
render cost remained. That ruled out scroll-into-view and proved the
focused editable itself — not the scroll — was the trigger.

## Fix

Remove the auto-focus entirely. Enabling a toggle no longer focuses its
number input, and the per-frame render cost is gone.

## Trade-off

You no longer get type-to-replace on enable — click the field before
typing the value. Worth it to eliminate the per-frame render.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 20:29:14 -07:00
FloPinguinandGitHub b997099dfe Add map search 🔍 (#4283)
## Description:

Add a search input field to the map picker section header, allowing
users to quickly filter maps by name.

- Place transparent search input on the right side of the "Maps" section
header
- Filter maps by translated name and map ID as the user types
- Hide Featured/All/Favourites tab buttons while search is active
- Show filtered results with a count heading, or a "no results" empty
state
- Clear button appears when search input has text

<img width="857" height="463" alt="Screenshot 2026-06-15 001415"
src="https://github.com/user-attachments/assets/35e1101a-177e-4923-bb1d-34eb683c6f80"
/>

No search results:

<img width="855" height="454" alt="Screenshot 2026-06-15 001433"
src="https://github.com/user-attachments/assets/bf27211d-5891-4739-a92f-0fc44b3c9c61"
/>

## 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

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

FloPinguin
2026-06-14 17:54:43 -07:00
FrederikJAandGitHub 19db66f424 Delayed lobby start (#4184)
Resolves #4169

## Description:

Adds a delayed lobby start option.
Utilizes the same system as for public lobbies.
The default for the option is for lobbies to take 3 seconds to start,
however this can easily be changed.

The current setting is controlled through an enable-disable slider,
however there are multiple other options for how to control this.
For example we could do a slider, an input field, a dropdown etc. And i
dont necessarily know if the currently implemented option is the best.

Furhtermore im not sure if i have used the language file completely
correctly. There is now a duplicate field for both private and public
lobby. However there is not category shared between the two. So i
decided to reuse the field from public for private games, as this
simplified the code a bit.

**Host video**

https://github.com/user-attachments/assets/6f3db6e4-7323-4fad-8544-efb8cef4d969

**Non-host video**

https://github.com/user-attachments/assets/ee02a072-1f42-4dde-a5d9-120fda862eb7

## 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


## Please put your Discord username so you can be contacted if a bug or
regression is found:
FrederikJA
2026-06-12 12:22:03 -07:00
eeb5f7e850 Fix unstyled modals in dev: re-read document styles after page load (#4242)
## Problem

Since #4229, modals render unstyled in `npm run dev` (no black backdrop,
no Tailwind styling). Production/staging is unaffected.

`documentStylesSheet()` reads the document's `<style>` tags once, at
module-eval time. In dev, Vite injects the Tailwind styles *during*
module evaluation — after that read — so the shared constructed
stylesheet ended up with 7 CSS rules instead of the full Tailwind sheet.
In production the styles come from a `<link rel=stylesheet>` that is
fetched by URL, so timing doesn't matter there.

## Fix

If the document hasn't finished loading when the sheet is first created,
re-populate it once on the window `load` event (which fires after the
entry module graph — and therefore all style injection — completes).
Constructed stylesheets are live, so already-rendered components pick
the styles up without re-rendering. The existing HMR re-populate hook is
unchanged.

## Test plan

- [x] Reproduced in dev with headless Chromium: shared sheet had 7
rules, modal unstyled
- [x] After fix: sheet has full Tailwind rules, solo modal renders with
correct dark styling (screenshot-verified)
- [x] `npx tsc --noEmit`, ESLint clean
- [x] Client test suite: 458 tests pass

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 09:26:21 -07:00
182d008ddd Generate a single MapInfo list; move SPECIAL_TEAM_MAPS and en.json map names into info.json (#4231)
**Add approved & assigned issue number here:**

N/A — maintainer follow-up to #4227.

## Description:

Follow-up to #4227, finishing the "info.json is the single source of
truth" refactor.

**Maps.gen.ts now generates one `MapInfo` interface and a `maps` list**
instead of parallel lookup records. `mapCategories`,
`mapTranslationKeys`, and `multiplayerFrequency` are gone — consumers
read the list directly (`map.categories`, `map.translationKey`,
`map.multiplayerFrequency`). MapPicker got simpler in the process: it
renders from `MapInfo` objects, so the reverse
`Object.entries(GameMapType)` lookup to recover the enum key is gone.
The featured-rank sort moved out of the Go codegen into the picker,
where the presentation concern belongs.

**`SPECIAL_TEAM_MAPS` moves into info.json** as an optional
`special_team_count` field (set on the same 17 maps with the same
values). MapPlaylist derives its map from the generated list;
`SPECIAL_TEAM_FORCE_CHANCE` and the frequency multiplier behavior are
unchanged.

**The en.json `map` section is now generated.** A new optional
`display_name` field in info.json (defaulting to `name`) is written to
`resources/lang/en.json` by the generator, preserving the section's
non-map UI keys (`map`, `featured`, `all`, `favorites`, `random`). The 8
maps whose English display name intentionally differs from the frozen
enum value (e.g. `MENA`, `Milky Way`, `Europe (Classic)`, `Baikal (Nuke
Wars)`) declare it via `display_name`, so no display text changes. The
section is emitted alphabetically; since #4232 already sorted en.json
and every value matches, regeneration is byte-identical and this PR has
no en.json diff. Other languages remain Crowdin-managed.

The generator also now validates `translation_key` is exactly
`map.<folder>` and `special_team_count >= 2`. MapConsistency tests
compare info.json directly against the generated list and the en.json
section, and fail with a "run `npm run gen-maps`" message on drift. No
behavior changes: enum values, playlist frequencies, special-team
counts, featured order, and display names are all byte-identical.

## Please complete the following:

- [x] I have added screenshots for all UI updates (no UI changes —
internal refactor, rendering output identical)
- [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

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

evanpelle

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:06:48 -07:00
94f2293149 Reduce main bundle size by ~44% gzipped (732 KB → 412 KB) (#4229)
## Summary

Cuts the main JS chunk from **2,891 KB (732 KB gzip)** to **1,679 KB
(412 KB gzip)** by fixing two bundling issues and removing/replacing
heavy dependencies. Measured with a per-module `renderedLength` analysis
of the rolldown output (its prod sourcemaps are malformed, so
sourcemap-based tools misattribute sizes).

| Chunk | Before | After |
|---|---|---|
| `index-*.js` (min) | 2,891 KB | 1,679 KB |
| `index-*.js` (gzip) | 732 KB | **412 KB** |

## Changes

- **Sim worker moved out of the main bundle (~512 KB).** The
`?worker&inline` payload is now reached through a dynamic `import()`, so
it lands in its own lazy chunk fetched when a game starts. The worker
itself still uses Vite's inline Blob mechanism (with its `data:` URL
fallback) — runtime instantiation is byte-for-byte unchanged.
- **Replaced `lit-markdown` with `marked` + the already-bundled
DOMPurify (~380 KB).** lit-markdown transitively pulled sanitize-html,
htmlparser2, postcss, and two copies of entities into the client just to
render news markdown. New `src/client/Markdown.ts` matches its
image-stripping default.
- **Dropped `colorjs.io` (~114 KB).** It was only used for ΔE2000
distance in `ColorAllocator`; colord's lab plugin (already imported
there) provides the same CIEDE2000 via `.delta()`. Only relative
magnitudes are compared, so allocation behavior is unchanged.
- **`msdf-atlas.json` (~319 KB) fetched at runtime** like the atlas PNG,
preloaded in parallel with worker init in `ClientGameRunner` so
game-load latency is unaffected.
- **Tailwind CSS no longer shipped twice (~158 KB).** `o-modal` imported
`styles.css?inline`, duplicating the emitted stylesheet as a JS string.
It now adopts a constructed stylesheet built from the document's own CSS
(HTTP-cache hit in prod, `<style>` tags + HMR re-sync in dev) via
`SharedStyles.ts`.
- **Debug GUI lazy-loaded.** lil-gui + `gl/debug/*` now load on first
toggle (46 KB lazy chunk) instead of shipping in the main bundle.

Also looked at the `import * as d3` in RadialMenu (~84 KB) but left it:
rolldown tree-shakes the metapackage well and all but ~2 KB is the
genuine dependency closure of the selection/transition/shape/color APIs
in use.

## Test plan

- [x] `tsc --noEmit` clean
- [x] ESLint clean
- [x] Full test suite passes (1,374 + 65 tests)
- [x] `npm run build-prod` succeeds; worker/debug chunks present in
`asset-manifest.json` for the R2 upload
- [ ] Manual smoke test in dev: start a game (worker dev path), open a
modal (shared stylesheet), open news modal (markdown rendering)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:07:16 -07:00
3de5fb4204 Move map metadata into info.json and generate map TypeScript from it (#4227)
**Add approved & assigned issue number here:**

N/A — maintainer refactor.

## Description:

Makes each map's `info.json` the single source of truth for map metadata
— adding a map is now a folder with `image.png` + `info.json`, a
`gen-maps` run, and an en.json display name.

**info.json / manifest.json carry full map metadata.** Every
`map-generator/assets/maps/<map>/info.json` declares `id` (the
`GameMapType` enum key), `name` (the enum value — wire format, unchanged
for all 94 maps), `translation_key`, `categories`, and
`multiplayer_frequency` (the public-playlist weight that used to be the
`FREQUENCY` record in MapPlaylist.ts). The generator validates
everything and mirrors it into `resources/maps/<map>/manifest.json`. 23
stale info.json `name` values were normalized to the canonical enum
value; enum values are byte-identical, so replays and stored game
configs are unaffected.

**The generator emits the TypeScript and discovers maps itself.** New
`map-generator/codegen.go` generates `src/core/game/Maps.gen.ts`
(`GameMapType`, `GameMapName`, `mapCategories`, `mapTranslationKeys`,
`multiplayerFrequency` — now a full `Record<GameMapName, number>`,
killing the old `Partial`) on every run; `Game.ts` re-exports it. The
hardcoded map registry in `main.go` is gone — maps are auto-discovered
from the `assets/maps` / `assets/test_maps` directories. MapConsistency
tests fail with a "run `npm run gen-maps`" message if info.json,
manifest.json, and Maps.gen.ts drift. The tracked
`map-generator/map-generator` binary is rebuilt to match.

**New categories: continents + world/cosmic/tournament/other,
multi-category support.** `continental`/`regional`/`fantasy`/`arcade`
are replaced by `featured`, `world`, `europe`, `asia`, `north_america`,
`africa`, `south_america`, `oceania`, `antarctica`, `cosmic`,
`tournament`, and `other`. Maps can list multiple categories, so
straddlers (Black Sea, Bosphorus, Caucasus, Between Two Seas, Bering
Sea/Strait, Mena, Strait of Gibraltar, Hawaii, Arctic) appear under both
regions. Featured is itself a category (same 7 maps as before).
MapPlaylist keeps its arcade exclusion via an explicit set.

**Map picker UI.** Two tabs: **Featured** (default — featured maps plus
a Favorites section when maps are starred) and **All** (one prominent
collapsible bar per category with a map count, collapsed by default).
The selected map is prepended to the featured grid when it lives
elsewhere. `getMapName()` resolves through the generated
`mapTranslationKeys`, which also fixes tourney maps never resolving a
valid translation key.

## Please complete the following:

- [ ] I have added screenshots for all UI updates (maintainer change —
picker described above)
- [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

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

evanpelle

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 19:36:53 -07:00