Commit Graph

2007 Commits

Author SHA1 Message Date
Evan bcc453e8cf Add modal URL router (#modal=name&tab=key) (#3924)
## Description

Adds a modal URL router so modals can be opened, deep-linked, and
bookmarked via the hash. URLs of the form `#modal=<name>&tab=<key>&...`
open the named modal and pass remaining keys as args to `onOpen`. The
reverse direction also syncs: opening a modal via the UI updates the
URL, closing it clears the hash, and switching tabs updates `&tab=`.

Builds on the BaseModal refactor from #3923.

### What's new

**`ModalRouter.ts`** — small registry + two-way sync helper.
- `register(name, { tag, pageId? })` declares a modal as router-managed
- `routeFromHash()` parses `#modal=...` and dispatches to
`modal.open(args)`
- `syncOpened/syncClosed/syncTab` push state back into the URL via
`history.replaceState` (no history entries)
- A `routingFromUrl` flag prevents URL→modal→URL feedback loops
- Unknown modal names silently strip the hash

**`BaseModal`** — opt-in URL sync via a `routerName` property.
- When set, BaseModal calls into
`modalRouter.syncOpened/syncClosed/syncTab` from `open` / `close` /
`setActiveTab`
- Modals that own their own URL state (lobby modals) just leave
`routerName` undefined

**`Main.ts`** — registers all routable modals and wires the router.
- `handleUrl()`: adds a `modalRouter.routeFromHash()` branch after the
path-based lobby join
- `onHashUpdate`: when the hash is router-managed, routes via the router
instead of tearing down lobby state

### Routable modals

13 inline modals: store, settings, leaderboard, clan, account, help,
news, language, single-player, ranked, troubleshooting,
territory-patterns, flag-input.

Excluded by design: join-lobby, host-lobby (own URL state via
`/game/<id>`), matchmaking (no URL state).

### Example uses

- Deep link to store flags tab: `/#modal=store&tab=flags`
- Settings keybinds tab: `/#modal=settings&tab=keybinds`
- Cosmetics.ts now redirects to `#modal=store&tab=packs` when a
hard-currency purchase fails for insufficient plutonium (after the
alert), so users can top up directly

### URL behavior

- `replaceState` everywhere — no history entries added when modals open
/ close / switch tabs
- Browser back/forward still works for the existing path-based game flow
- `hashchange` events are router-aware so external hash changes (back
button, manual edit) correctly switch between routed modals without
tearing down lobby state

## Please complete the following:

- [x] I have added screenshots for all UI updates _(no visual changes;
smoke-tested in dev)_
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file _(no new user-visible strings)_
- [ ] I have added relevant tests to the test directory _(no test
coverage; manually tested URL load, UI open, tab switch, close,
hashchange, insufficient-plutonium redirect)_
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

DISCORD_USERNAME
2026-05-14 16:49:44 -07:00
Evan bbe727cc84 Refactor modal system: BaseModal renders shell, unified open(args) API (#3923)
## Description

Refactors the modal system so that `BaseModal` owns the `<o-modal>`
shell rendering, tab state, and lifecycle. Modal subclasses now provide
content via small hook methods (`renderHeaderSlot()`, `renderBody(tab)`,
`modalConfig()`) instead of each rebuilding the `<o-modal>` template and
inline-mode branching.

This sets up the foundation for a future modal URL router (e.g.
`#modal=store&tab=flags`), which will be a follow-up PR.

### What changed

**`BaseModal`** — `src/client/components/BaseModal.ts`
- Now renders the `<o-modal>` shell itself; subclasses no longer
duplicate it
- Owns `activeTab` state and dispatches per-tab rendering via
`renderBody(tab)`
- Single `modalConfig()` method returns `{ title?, tabs?, hideHeader?,
hideCloseButton?, alwaysMaximized?, maxWidth? }`
- Uniform `open(args?)` / `close(args?)` interface; subclasses interpret
args in `onOpen(args)` / `onClose(args)`
- Tabbed modals can lazy-load via `onTabEnter(tab)` lifecycle hook
- Re-entrancy guard on `open()` so `showPage()` re-invocations don't
clobber state set by the outer call
- Initial tab defaults to first entry in `modalConfig().tabs` so the
active tab is highlighted on first open

**17 modals migrated** to the new shape:
- Tabbed: Store, UserSetting, Leaderboard, Clan
- Non-tabbed: FlagInput, Account, TokenLogin, News, TerritoryPatterns,
Troubleshooting, SinglePlayer, Matchmaking, RankedModal, Help, Language
- Lobby: JoinLobbyModal, HostLobbyModal (kept their `confirmBeforeClose`
/ `closeAndLeave` / `closeWithoutLeaving` methods)

Per-modal diffs are mostly mechanical:
- Drop the `<o-modal>` wrapper template and the `if (this.inline) return
content` branch
- Drop the inner `<div class="${this.modalContainerClass}">` wrapper
(shell styling now lives on `<o-modal>`)
- Move header content into `renderHeaderSlot()` so it lives in the
sticky header area
- Convert `super.open()`/`super.close()` overrides into
`onOpen(args)`/`onClose(args)` hooks
- For tabbed modals: drop subclass `@state activeTab`, manual
`handleTabChange`, and the `render()` switch — all owned by BaseModal
now

**Other changes:**
- `Store`: in affiliate mode (`#affiliate=X`), tabs are hidden and a
single combined grid of purchasable affiliate items is shown
- `Main.ts`: `joinModal.open(lobbyId, lobbyInfo)` callsites converted to
the new `open({ lobbyId, lobbyInfo })` shape

### Follow-up

Modal URL router (`#modal=X&tab=Y&...`) is a separate PR on top of this
foundation.

## Please complete the following:

- [x] I have added screenshots for all UI updates _(no visual changes;
smoke-tested in dev)_
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file _(no new user-visible strings)_
- [ ] I have added relevant tests to the test directory _(no test
coverage; tested in browser)_
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

evan
2026-05-14 15:33:41 -07:00
Evan e0f73598d6 Add subscriptions: store tab, account panel, manage/cancel (#3918)
## Summary

- Add a **Subscriptions** tab to the Store. Each tier renders as a
`<cosmetic-button>` with description, daily Pu/Caps amounts, and a
Stripe checkout button driven by the existing `createCheckoutSession`
flow.
- Show the player's active subscription in the **Account modal** via a
new `<subscription-panel>` Lit component (status badge, period-end /
cancel-at-period-end, daily currency breakdown).
- **Manage** button opens the Stripe billing portal in a new tab (`POST
/subscriptions/@me/portal`).
- **Cancel** button (hidden once `cancelAtPeriodEnd === true`) calls
`POST /subscriptions/@me/cancel` after a `confirm()` prompt, then
invalidates the userMe cache and refetches.
- Block re-purchase: clicking Subscribe when the user already has a
`subscription:*` flare alerts "Already subscribed" before opening
checkout (upgrade/downgrade flows are out of scope for now).
- Schema additions:
- `CosmeticsSchema.subscriptions: Record<string, SubscriptionSchema>`
(optional) in `src/core/CosmeticSchemas.ts`.
- `UserMeResponse.player.subscription: { tier, status, currentPeriodEnd,
cancelAtPeriodEnd } | null` in `src/core/ApiSchemas.ts`.
- Translations: new `store.*` and `account_modal.sub_*` keys in
`resources/lang/en.json` (English only — Crowdin handles the rest).
- 
<img width="942" height="313" alt="Screenshot 2026-05-14 at 1 13 05 PM"
src="https://github.com/user-attachments/assets/3d28df13-9e03-49f0-bee8-a25f9ad0c420"
/>
<img width="545" height="439" alt="Screenshot 2026-05-14 at 1 13 32 PM"
src="https://github.com/user-attachments/assets/b413b275-d6f2-40dc-9230-d68cd11fb07a"
/>

## Discord

evanpelle
2026-05-14 13:47:16 -07:00
Vansh 9e39a7f5a1 fix(client): block Safari page-level pinch-zoom (#3901)
iOS Safari has ignored the `user-scalable=no` viewport hint since iOS

10, so two-finger pinch still zooms the whole page and can softlock the

in-game HUD. Intercept WebKit's non-standard `gesturestart`,

`gesturechange` and `gestureend` events at `document` and call

`preventDefault()` so the page stays put. The game's own pinch-to-zoom

on the map canvas is driven by pointer events (InputHandler) and is

unaffected; browsers that do not fire GestureEvent treat the listeners

as a no-op.

Resolves #2330

If this PR fixes an issue, link it below. If not, delete these two
lines.
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
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

DISCORD_USERNAME
2026-05-12 16:31:17 -07:00
babyboucher 5279f9b4ec Add Alliance Extension Handling (#3903)
## Description:

Allows the Alliance hotkey to extend an alliance as expected by
https://discord.com/channels/1284581928254701718/1503351192921571409
 

## Please complete the following:

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

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

babyboucher
2026-05-11 19:25:16 -07:00
Evan 275fd0dccc refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## Description:

This is a refactor to simplify config handling.

Replaces the per-environment DevConfig/PreprodConfig/ProdConfig class
hierarchy with two static classes: ClientEnv (browser main thread, reads
from window.BOOTSTRAP_CONFIG) and ServerEnv (Node server, reads from
process.env). The four config classes are deleted, the abstract
DefaultServerConfig is gone, and DefaultConfig is renamed to Config.

The values that flow server → client (gameEnv, numWorkers,
turnstileSiteKey, jwtAudience, instanceId) used to be baked into the
hardcoded per-env classes. They're now real env vars on the server,
embedded into a single window.BOOTSTRAP_CONFIG object in index.html at
request time (alongside the existing gitCommit/assetManifest/cdnBase
globals, which moved into the same object), and read back by ClientEnv
on the client. The dev defaults previously hidden inside DevServerConfig
are now explicit in start:server-dev (NUM_WORKERS=2,
TURNSTILE_SITE_KEY=1x..., JWT_AUDIENCE=localhost, etc.) and in
vite.config.ts's html plugin inject.data. Production deploys plumb
NUM_WORKERS and TURNSTILE_SITE_KEY through deploy.yml (GitHub vars) into
the remote env file; JWT_AUDIENCE is derived from DOMAIN in deploy.sh.
The dynamic /api/instance endpoint is gone — INSTANCE_ID rides along in
BOOTSTRAP_CONFIG now.

ServerEnv is the only thing server code touches; ClientEnv is
browser-only. The two classes have intentional overlap (env, numWorkers,
jwtIssuer, gameCreationRate, workerIndex, etc.) since they derive
identical logic from different sources — there's a TODO in each to
consolidate via a shared helper later. The game-logic Config no longer
stores a ServerConfig/ClientEnv reference and its serverConfig() getter
is gone; the one caller (MultiTabModal) now reads ClientEnv.env()
directly. Worker init no longer carries server-config values since
nothing in the worker actually reads them.

## Please complete the following:

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

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

evan
2026-05-11 19:24:01 -07:00
evanpelle a597262af9 Merge branch 'v31' 2026-05-11 17:07:12 -07:00
babyboucher d6918c77ea Replace hardcoded defaults (#3885)
## Description:

Replaced hard coded defaults with defaultKeybinds

## Please complete the following:

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

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

babyboucher
2026-05-11 13:06:59 -07:00
FrederikJA 89d330cf64 Make setting for go to player on spawn (default on) (#3874)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #3847 

## Description:
Makes a setting to turn off go to player on spawn.

Most players i have played with are really annoyed about this feature. I
understand that some people like it, which is why i have made it default
on. But i feel like we should be able to turn it off.

## 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
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

FrederikJA
2026-05-11 13:04:00 -07:00
Aotumuri f1d162825e feat: remove spawn timer on singleplayer (#3199)
Resolves #1041 

## Description:

Remove the singleplayer spawn countdown so the game starts when the
player spawns, spawn nations immediately after player spawn, and align
game timer/max-timer timing with the new start point.

Added a singleplayer regression test for spawn-immunity timing
(GameImpl.test.ts) and updated spawn-phase loop tests to use gameType:
GameType.Public where singleplayer behavior is not under test (e.g.
MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase()
timeout hangs after the new singleplayer start logic.


https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756

## Please complete the following:

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

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2026-05-11 12:44:44 -07:00
Ryan 7873bdbcb4 clan stats breakdown (#3869)
## Description:

improvements to clan ui. 
<img width="788" height="290" alt="image"
src="https://github.com/user-attachments/assets/736ca147-bff4-44d8-8180-7b80a85556fe"
/>
added "expand all" and new collapsible sections.


<img width="787" height="550" alt="image"
src="https://github.com/user-attachments/assets/deb2f813-854b-46a9-a767-52c4f749f30f"
/>

which changes to collapse all when expanded

also adds more info about team (d,t,q,2,3,4,5,6,7 team)

## Please complete the following:

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

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

w.o.n
2026-05-06 16:10:27 -06:00
Ryan 9ab817cc89 [bugfix] fixes border around clans ui (#3873)
## Description:

fixes border around clans ui
<img width="67" height="705" alt="image"
src="https://github.com/user-attachments/assets/5ee35eb5-b406-4403-b9b4-324769faf061"
/>


also fixes weird padding:
<img width="134" height="244" alt="image"
src="https://github.com/user-attachments/assets/32a84074-afa6-4e9a-98f1-e45aabe4aa2a"
/>

what it should be:
<img width="140" height="206" alt="image"
src="https://github.com/user-attachments/assets/b72b480e-c972-4495-b9da-5c3b411bf590"
/>

## Please complete the following:

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

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

w.o.n
2026-05-06 16:10:21 -06:00
Ryan 005e1b6044 clan stats breakdown (#3869)
## Description:

improvements to clan ui. 
<img width="788" height="290" alt="image"
src="https://github.com/user-attachments/assets/736ca147-bff4-44d8-8180-7b80a85556fe"
/>
added "expand all" and new collapsible sections.


<img width="787" height="550" alt="image"
src="https://github.com/user-attachments/assets/deb2f813-854b-46a9-a767-52c4f749f30f"
/>

which changes to collapse all when expanded

also adds more info about team (d,t,q,2,3,4,5,6,7 team)

## Please complete the following:

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

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

w.o.n
2026-05-06 16:09:53 -06:00
Ryan 9432bb26f8 [bugfix] fixes border around clans ui (#3873)
## Description:

fixes border around clans ui
<img width="67" height="705" alt="image"
src="https://github.com/user-attachments/assets/5ee35eb5-b406-4403-b9b4-324769faf061"
/>


also fixes weird padding:
<img width="134" height="244" alt="image"
src="https://github.com/user-attachments/assets/32a84074-afa6-4e9a-98f1-e45aabe4aa2a"
/>

what it should be:
<img width="140" height="206" alt="image"
src="https://github.com/user-attachments/assets/b72b480e-c972-4495-b9da-5c3b411bf590"
/>

## Please complete the following:

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

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

w.o.n
2026-05-06 16:06:33 -06:00
Evan 30caea0c40 Add loading spinner while waiting for public lobbies to load (#3867)
## Description:

Loading spinner:


https://github.com/user-attachments/assets/9033b707-7499-4a52-b0c6-d96d8f331ee3


## Please complete the following:

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

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

evan
2026-05-06 14:28:20 -06:00
Ryan a4c3d54217 [bugfix] add detailCache = null; (#3868)
## Description:

fixed issue when leaving and trying to rejoin a clan without a reload

## Please complete the following:

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

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

w.o.n
2026-05-06 13:35:58 -06:00
Ryan 6afedd8fd2 [bugfix] add detailCache = null; (#3868)
## Description:

fixed issue when leaving and trying to rejoin a clan without a reload

## Please complete the following:

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

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

w.o.n
2026-05-06 13:35:45 -06:00
evanpelle 879d502eb7 Merge branch 'v31' 2026-05-06 13:09:58 -06:00
evanpelle f9f46379f1 refine lobby/action card hover styles
Add a thinner hover ring for the ranked/create/join action buttons via a new --shadow-action-card-hover variable, apply the same ring to the flag and skin selectors, and split the solo button's hover scale to expand mostly vertically so it doesn't clip horizontally.
2026-05-06 13:02:51 -06:00
Evan df84ee023e Refactor & standardize modal tabs (#3864)
## Description:

Refactors tab handling out of the individual modal components and into
the base o-modal component. Tabs are now declared by passing tabs,
activeTab, and onTabChange props, and a new named header slot pins
consumer-supplied content above the tabs. This standardizes the modal
tab look.

<img width="1089" height="290" alt="Screenshot 2026-05-06 at 12 17
33 PM"
src="https://github.com/user-attachments/assets/08d5a039-0aef-4aa7-b972-1e43b8723685"
/>

## Please complete the following:

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

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

evan
2026-05-06 12:47:11 -06:00
Sky Elder 38cb3027cb Feature Add retaliate keybind (#3801)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #3174 

## Description:

This PR implements a keybind for retaliation against incoming non-bot
attacks (Players and Nations). It currently will target the most recent
(last in array) incoming attack when the keybind is pressed, choosing
the minimum of attack ratio or incoming attack troop size to retaliate
with. This correlates with the last displayed incoming attack on the
bottom modal. It works when there are multiple attacks (press multiple
times to retaliate against each consecutive attack). If the retaliation
size is smaller than the attack, the keybind can be pressed multiple
times to repeatedly blunt the incoming troop count.

Due to the current keybind logic KeyR cannot be used but Shift+KeyR can
so it is set to that until refactor.

<img width="867" height="121" alt="image"
src="https://github.com/user-attachments/assets/56e80810-4900-4db0-8ce7-1856e13529e5"
/>

No tests have been added as the retaliation feature doesn't seem to have
any to begin with since it is just an attack intent. The keybind is not
configured any differently than others. I did run all current tests and
was all good.

## Please complete the following:

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

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

n1ghtingal3
2026-05-06 12:08:31 -06:00
VariableVince eca5794ebb Chore(deps): Update and remove dependencies (#3819)
## Description:

Only mentioning removals/major updates/notable changes below, not all
minor upgrades.

### Removed:
- "@aws-sdk/client-s3": not used anywhere (was used in Archive.ts
previously)
- chai, "@types/chai", sinon-chai: not used anywhere, probably leftover.
Vitest uses a bundled version of Chai for its expect asserations under
the hood too.
- protobufjs, "@types/google-protobuf": not used anywhere, probably left
from evan's experiment with it? Removed from vite.config.ts too.
- "@types/jquery": not used anywhere, probably leftover
- sinon, "@types/sinon": not used anywhere just like chai, probably
leftover. And Vitest provides us with the same functionality.
- "@types/systeminformation": dependency systeminformation was removed
last year, this is an unneeded, deprecated and unmaintained remainder.
- vite-tsconfig-paths: removed, and removed the import and usage in
vite.config.ts and replaced it by adding `tsconfigPaths: true` to the
`resolve` block. Because of this message displayed on running the tests:
"The plugin "vite-tsconfig-paths" is detected. Vite now supports
tsconfig paths resolution natively via the resolve.tsconfigPaths option.
You can remove the plugin and set resolve.tsconfigPaths: true in your
Vite config instead."
- vite-plugin-static-copy: removed, we don't use it anymore (was used in
our vite.config.ts once,, probably before Vite natively supported
copying static assets via its publicDir configuration)

### Updated:
- color.js: v0.5 > v0.6, no breaking change affecting us
- cross-env: v7 > v10. It's a publicly archived repo since Nov 2025. But
before that he got it up-to-date from June 2025, porting to TS, dropping
old Node versions, dependencies etc. Seems still good to use for some
amount of time to come.
- dotenv: v16 > v17, now logs an informational message by default when
it loads an environment file. Can be disabled by using
dotenv.config({quite: true}) if needed.
- ejs: v3 > v5: security patches mostly. Vite still uses v3 btw.
- eslint: v9 > v10. Newly enabled rules by default:
'no-unassigned-vars', 'no-useless-assignment' and
'preserve-caught-error'. Mostly faster and minimum support moved to
higher node versions, which shouldn't be a problem.
- "@eslint/compat": v1 > v2. Minimum supported Node versions, which
should not be a problem.
- intl-messageformat: v10 > v11 no breaking changes that affect us
- jdom: v27 > v29. Faster. Most notably minimum support moved to higher
node v22 version, which should not be a problem. Also, see types/node,
kind of expecting v24 to be installed now.
- nanoid: from v3 to v5, no breaking changes that affect us
- "@opentelemetry/sdk-logs": now that addLogRecordProcessor is removed,
changed Logger.ts to pass an (empty) provider array directly to the
LoggerProvider constructor. Follows the changes in
https://github.com/open-telemetry/opentelemetry-js/pull/5588
- "@tailwindcss/vite": supports vite v8 from 4.2.2, and a fix for it in
4.2.4
- tailwindcss: supports vite v8 from 4.2.2
-- in 4.1.15 (we were already above this version) break-words was
deprecated in favor of wrap-break-word. But break-words, which we use in
15 places, will still work as expected
(https://github.com/tailwindlabs/tailwindcss/pull/19157). Same goes for
also deprecated "order-none".
- "@types/node": from v22 to v24, assuming most now use node 24
- vite v7 > v8: 
-- is now on 8.0.10 so first bugs are out of it, while v8 itself also
fixed a big number of bugs.
-- in vite.config.ts, fixed Ts error/compilation issue by changing the
manualChunks option in build.rollupOptions.output to use the function
syntax, which is required by the updated types instead of the object
syntax.
- zod: no changes that affect us

### Prettier:
Updated only because of (new because of update?) Prettier errors for
files untouched in this PR originally:
- PathFinder.Parabola.ts
- WorkerMessages.ts
- ClanModal.handlers.test.ts
- ClanModal.rendering.test.ts‎
- CONTRIBUTING.md
- README.md

### ESLint:
Fixes needed to silence errors coming from newly enabled recommended
rules 'no-useless-assignment' and 'preserve-caught-error':

For 'no-useless-assignment' (default assignment never used because of
unreachable code or they are guaranteed to get a value, so they can be
undefinedat the start. Exception was AttackExecution, so made the
default value of 0 the default case in the switch statement):
- ClientGameRunner
- GameModeSelector
- NameBoxCalculator
- StructureDrawingUtils
- TerritoryLayer
- Diagnostics
- GameRunner
- ColorAllocator
- DefaultConfig
- AttackExecution
- AiAttackBehavior
- Worker.worker
- GamePreviewBuilder

For 'preserve-caught-error', disabled the rule here because the possible
fix `{cause: error}` was introduced in ES2022 while we're still on
target ES2020 currently:
- GameServer
- Privilege

_Error: The value assigned to 'gameMap' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'timeDisplay' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'scalingFactor' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'radius' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'teamColor' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'gl' is not used in subsequent statements.
(no-useless-assignment)
Error: The value assigned to 'power' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'tickExecutionDuration' is not used in
subsequent statements. (no-useless-assignment)
Error: The value assigned to 'selectedIndex' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'mag' is not used in subsequent statements.
(no-useless-assignment)
Error: The value assigned to 'speed' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'matchesCriteria' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'shouldContinue' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'description' is not used in subsequent
statements. (no-useless-assignment)
Error: There is no `cause` attached to the symptom error being thrown.
(preserve-caught-error)
Error: There is no `cause` attached to the symptom error being thrown.
(preserve-caught-error)_

All tests pass. TypeScript and ESLint errors resolved.

## Please complete the following:

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

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

tryout33

---------

Co-authored-by: Copilot <copilot@github.com>
2026-05-06 09:12:27 -06:00
babyboucher 94bab78d24 Fix off by one error (#3827)
## Description:

Currently it is impossible to search for 2 letter clan tags (UN, FR,
EU), this is because of an off by one error present in the API

## Please complete the following:

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

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

Babyboucher
2026-05-05 22:15:47 -06:00
babyboucher b8a544a7d5 Fix off by one error (#3827)
## Description:

Currently it is impossible to search for 2 letter clan tags (UN, FR,
EU), this is because of an off by one error present in the API

## Please complete the following:

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

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

Babyboucher
2026-05-05 22:15:28 -06:00
Aotumuri 27e7a56f94 Disable build hotkeys after death (#3833)
## Description:

Prevent number-key build shortcuts from opening the unit build ghost
after the player has died.
Keep build hotkeys available only while the player is alive and not in
spawn phase.

## Please complete the following:

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

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2026-05-05 22:07:07 -06:00
Evan 08b9fd96e6 simplify attack overlay to reduce visual clutter (#3848)
## Description:

Simplifies the attacking-troops overlay: removes the soldier icon and
strength bar, dropping each label down to just the troop number in cyan
(outgoing) or red (incoming) with a soft dark text-shadow halo and no
background fill so territory borders show through cleanly. Also splits
the label into outer (transitioned position) and inner (instant scale)
divs so zoom changes no longer get smeared by the 0.25s cluster-move
transition, retunes the zoom→size curve, and skips incoming labels from
bot tribes to cut clutter.

<img width="374" height="307" alt="Screenshot 2026-05-04 at 5 53 17 PM"
src="https://github.com/user-attachments/assets/a7044221-06cc-4027-b19a-6ff4ca8f542a"
/>

## Please complete the following:

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

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

evan
2026-05-04 18:10:06 -06:00
Aotumuri 1bf7df1b68 Fix mobile logo spacing (#3842)
Resolves
#https://discord.com/channels/1359946986937258015/1381347989464809664/1500830892405424168

## Description:
Fixes a mobile layout issue where a large gap appeared below the
OpenFront logo, causing fewer menu options to be visible without
scrolling.

before
<img width="591" height="910" alt="スクリーンショット 2026-05-04 21 32 32"
src="https://github.com/user-attachments/assets/7d9de0de-8d19-4e54-bec6-2bc3b9dda6a5"
/>

after
<img width="603" height="1311" alt="OpenFront (ALPHA)"
src="https://github.com/user-attachments/assets/e606feee-0f33-4a8c-b100-514005a0d2aa"
/>


## Please complete the following:

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

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

aotumuri

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-05-04 16:16:40 +00:00
Aotumuri 8ea3426628 fix: Show full store item names instead of truncating them (#3831)
## Description:

The store item cards were truncating names with an ellipsis. This change
updates the cosmetic card name label to wrap instead of truncating, so
the full name is always shown.

before
<img width="748" height="363" alt="スクリーンショット 2026-05-04 10 26 58"
src="https://github.com/user-attachments/assets/32030be3-6e92-4ca6-8117-451c0ae75582"
/>

after
<img width="756" height="585" alt="スクリーンショット 2026-05-04 10 27 30"
src="https://github.com/user-attachments/assets/20e0fd36-dea4-4236-852b-ca5a2cd7e0f5"
/>

## Please complete the following:

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

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2026-05-04 11:28:03 +00:00
VariableVince 213ddd36c9 Fix: remove unnecessary optional chain i left in (#3822)
## Description:

In PR 3654 i left an unnecessary question mark.

## Please complete the following:

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

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

tryout33
2026-05-03 15:23:34 +00:00
evanpelle bf74028200 Fix medal icon CORS errors by inlining SVG as data URI
CSS mask-image triggers a CORS fetch, which failed for the CDN-hosted medal SVG. Switched to a Vite ?raw import so the SVG is embedded as a data URI at build time — no network request, no CORS.

Also stripped the SVG of Inkscape metadata and replaced filter-based color inversion with a plain fill="white", shrinking it from 3,278 → 955 bytes (387 bytes gzipped).
2026-05-02 12:54:29 -06:00
evanpelle 4d5b7c0fb6 Use adfree flag to suppress ads
Adds adfree: boolean to player in UserMeResponseSchema and replaces the flares-length heuristic in Main.ts with a direct check of this field to determine whether ads should be shown.
2026-05-01 18:39:23 -06:00
VariableVince 914c7e750f Remove "uuid" dependency (#3811)
## Description:

One dependency less: remove uuid. It is only used to get the three
random digits after "Anon" if no name is present in localStorage.
Crypto.randomUUID also gives us a UUID v4 and can already be used from
Utils > generateCryptoRandomUUID. Not noticable when it comes to speed
either.

## Please complete the following:

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

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

tryout33
2026-05-01 17:00:45 -06:00
Ryan df05d21fc2 Clan System Part 2 - UI (#3625)
## Description:

Continuation from #3276 

Adds the complete client-side clan UI as a Lit web component
(`<clan-modal>`), a typed API client with Zod-validated responses,
shared response schemas, and a reusable `<confirm-dialog>` component.


### New: `ClanModal.ts`

| View | What it does |
|------|-------------|
| **My Clans** | Lists joined clans + pending join requests (built from
`/users/@me`, no extra fetches) |
| **Browse** | Search by tag (min 3 chars), paginated results,
configurable per-page (10/25/50) |
| **Clan Detail** | Stats, paginated + searchable member list, role
badges, join/leave/request actions |
| **Manage** | Edit name (max 35 chars) + description, toggle
open/invite-only, disband |
| **Transfer** | Leadership transfer with member selector + confirmation
|
| **Requests** | Approve/deny join requests (leader/officer) |
| **Bans** | View and unban (leader/officer) |
| **My Requests** | View and withdraw outgoing requests |

### New: `ConfirmDialog.ts`

Reusable `<confirm-dialog>` Lit component — replaces native
`confirm()`/`prompt()` which are blocked or broken on mobile and
CrazyGames iframes. Supports danger/warning variants and an optional
textarea (used for ban reasons). Fires `confirm`/`cancel` events.

### New: `ClanApi.ts`

Typed API client covering all clan endpoints. Every response is
Zod-validated. Auth header is always last in the spread (can't be
overridden by callers). Unknown server error messages always fall back
to a generic client-side string — never displayed verbatim.

### New: `ClanApiSchemas.ts` (in `src/core/`)

Shared Zod schemas for clan API responses with max-length constraints on
`name` (35) and `description` (200). Lives in `core/` so it can be
consumed by both client code and the leaderboard table.

### Modified: `ApiSchemas.ts`

- Added `clans` and `clanRequests` arrays to `UserMeResponseSchema`
- Moved clan leaderboard schemas out to `ClanApiSchemas.ts`
- Renamed `LeaderboardClanTagSchema` → `RequiredClanTagSchema`

### Modified: `Api.ts`

- Added `invalidateUserMe()` to bust the cached `/users/me` response
after mutations
- Removed `fetchClanLeaderboard` (moved to `ClanApi.ts`)

### Tests

- `ClanModal.test.ts` — rendering, view navigation, user actions
- `ClanApiQueries.test.ts` — fetch functions, error handling, pagination
- `ClanApiMutations.test.ts` — join, leave, kick, ban, promote,
transfer, etc.
- `ClanApiBans.test.ts` — ban/unban calls and error paths
- `ClanApiSchemas.test.ts` — Zod schema validation edge cases
- `LeaderboardModal.test.ts` — updated imports

## Notable design decisions

- **Not-logged-in state** — shows "Sign in to join clans" instead of
false "no clans" empty state
- **Rate limit feedback** — reads `Retry-After` header and surfaces wait
time to the user

## Please complete the following:

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

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

w.o.n

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-04-30 21:27:35 -06:00
evanpelle 38bbef6ecf update structure icon filename to bust cache, previous assets had bad headers 2026-04-30 20:18:38 -06:00
evanpelle 1f549d0a03 add malibu glow on hover to ranked, join, create lobby buttons 2026-04-30 17:23:11 -06:00
Evan 8a638a3842 perf(UnitLayer): batch trail clears to fix O(n²) cost on mass nuke explosions (#3808)
## Description:

When multiple nukes detonated in the same tick, clearTrail was called
once per dying unit. Each call scanned all remaining units to repaint
overlapping trail tiles — O(dead × alive × trail_len) per tick.

Replace with a deferred batch: dying units are queued into
pendingTrailClears during drawUnitsCells, then flushTrailClears()
processes them all at once after the draw pass. All trail tiles are
cleared in a single loop (skipping duplicates), followed by one repaint
scan of surviving units — O((dead + alive) × trail_len).

Also fixes a minor bug in the original: the surviving unit's
relationship is now used when repainting its trail (previously the dying
unit's relationship was used, which gave wrong colors in alternate-view
mode).

## Please complete the following:

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

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

evan
2026-04-30 16:57:35 -06:00
babyboucher 4f20d2b332 TypeScript update to 6.0.3 (#3806)
## Description:

Updating TypeScript to 6.0.3.
Updating TypeScript-eslint to 8.59.1 for TS6 support.
Concurrently needed to get updated as well to remove deprecated warning.

Most things deleted are now just 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
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

Babyboucher
2026-04-30 15:49:24 -06:00
Zixer1 742a544a69 2661 PR 3/3 Warship Manual Override, Aggro Override, and Heal-at-Port Command (#3501)
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661)
(split into 3 PRs so they are not too large..)

## Description:

Part 3/3 of
[#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661).

This PR adds the retreat control and override behavior for warships:

- Manual override: moving a warship manually cancels retreat and
suppresses auto-retreat for 5 seconds
- Aggro override: a retreating warship will aggro a nearby enemy
transport or warship before continuing retreat
- Heal-at-port command for sending a warship to a friendly port manually
- Friendly-port validation for HealAtPortExecution
- Regression tests for manual override, aggro override, and heal-at-port
behavior



## Please complete the following:

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

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

zixer._

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-04-30 13:54:28 -06:00
Evan 1776ae4f35 go to player on spawn start (#3802)
## Description:

Some new players were having trouble finding themselves on game start

* Emits a GoToPlayerEvent (zoom=8) on the first turn after the spawn
phase, using a hasGoneToPlayer flag to ensure it only fires once per
session
* Adds a zoom parameter to GoToPlayerEvent so callers can specify a
target zoom level
* Adds smooth zoom animation to TransformHandler — the camera now eases
to the target scale alongside the existing position easing, with
screen-center correction to avoid visual jumping on mobile (where canvas
and map dimensions differ)
* Moves GoToPlayerEvent, GoToPositionEvent, and GoToUnitEvent out of
Leaderboard.ts into TransformHandler.ts, where they logically belong

## Please complete the following:

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

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

evan
2026-04-29 22:29:41 -06:00
VariableVince f304141338 Fix/refactor/optim(StructureIconsLayer): restore structure icons after context loss, use WebGL/WebGPU/Canvas, and some improvements (#3654)
## Description:

StructureIconsLayer and StructureDrawingUtils fixes and improvements.
Most notably have it restore structure icons after webGL context loss.

Inspired by @Skigim's
https://github.com/openfrontio/OpenFrontIO/pull/3339,
https://github.com/openfrontio/OpenFrontIO/pull/3480. Fixes his
https://github.com/openfrontio/OpenFrontIO/issues/3207, contains only
those fixes from the Issue that are actually valid and needed fixes, on
top of his earlier merged PR.

### CONTAINS (partly written by AI, excuse the exaggerated language)

**1.**
* ** AutoDetectRenderer: ** now, if Hardware Acceleration is unavailable
or disabled, Structure Icons will be displayed using Canvas renderer.
Otherwise it will use either WebGL or WebGPU, depeding on which is
available. PixiJS currently prefers WebGL but it will switch this to
WebGPU at one point. We can also force it to WebGPU as explained in the
comment.
* ** Canvas: ** on Canvas, what doesn't work is gracefully skipped. The
non-working parts will be fixed, see this issue in their repo, but until
then it will work fine for us anyway:
https://github.com/pixijs/pixijs/issues/11981
* **WebGPU Context Loss:** PixiJS doesn't restore this context itself.
Instead we do it by calling setupRenderer again on device loss.
* **WebGL Context Loss:** To know when we need to restore the layer,
don't use native event (`webglcontextrestored`) but use PixiJS's
internal hook (`this.renderer.runners.contextChange`). This prevents our
cache-clearing commands from interrupting Pixi while it's still busy
rebuilding its internal GL State Machine buffer. With links severed, we
need to clear and rebuild all icons to restore them.
* **WebGL Context existance Check (`this.renderer.context?.isLost`):**
This prevents a crash in PixiJS. Fixes black map background and all
graphics frozen, which has been reported a few times. Issue created in
their repo: https://github.com/pixijs/pixijs/issues/12032.
* **Redraw:** for Canvas context restore or on Alt-R, a call from
GameRenderer now actually restores icons. Also called for WebGPU device
loss and after contextChange WebGL restoration. Checks for WebGL
context.isLost so a calls from Alt-R etc won't meddle while GL context
is lost.
* **Orphaned Object Leaks:** In PixiJS v8, `Container.destroy()` does
*not* recursively destroy its children. This PR explicitly adds
`.destroy({ children: true })` inside icon deletion states. This stops
thousands of `PIXI.Sprite` and `PIXI.BitmapText` child nodes from
leaking and choking Pixi when it attempts a WebGL restore.
* **Texture Lifecycle:** Invalidate caching logic in `SpriteFactory` now
correctly executes `.destroy(true)` on `PIXI.Texture` objects.
Previously, they were only deleted from the textureCache Map, retaining
a phantom grip on GPU memory buffers.
* **Don't remove PIXI.Texture.EMPTY from textureCache: `createTexture()`
in `SpriteFactory` stores `PIXI.Texture.EMPTY` (a singleton) in
`textureCache` when a structure type has no known shape. When not
preventing removal of the EMPTY texture, `clearCache()` would call
`texture.destroy(true)` on PixiJS's shared global empty texture,
breaking all sprites in the renderer that fall back to it.

**2. Small Memory/Perf Optimizations**
* **The Shared 2D Canvas Optimization:** To prevent allocating endless
tiny `<canvas>` elements every time a structure color is loaded,
`SpriteFactory` now utilizes a cleanly shared `colorCanvas` singleton.
To keep this safe from hardware acceleration crashes (where the 2D
context dies alongside WebGL), it accurately nullifies itself in
`clearCache()` and lazily instantiates on the next call
(`getImageColored()`).
* **Bypassing Inefficient Textures Cache:** Now passing the `skipCache:
true` argument implicitly to dynamic UI elements via
`PIXI.Texture.from(structureCanvas, true)`.
* **Zero-Allocation Filters (No more GC Stutters):** `renderGhost()`
previously spawned numerous `new OutlineFilter(...)` WebGL shaders when
hovering over invalid tiles, compounding to many leaked Shader Programs.
We hoisted these filters to static class properties initialized once,
and went a step further: hoisted the wrapping Array structures too
(`filterRedArray`, `filterGreenArray`). This eliminates many pointless
micro-allocations and GC sweeps entirely.

**BEFORE, for webGL:**
https://youtu.be/durJxNFNePs

**AFTER, for WebGL:**
https://youtu.be/VnYEFMx4gfM

**AFTER, for Canvas:**
https://youtu.be/zT720oKxcaI

**AFTER, for WebGPU:**
https://youtu.be/J09Wee2qTs8

The performance optimizations weren't well measurable in my tests but
there's no downgrade at least. WebGPU should bee better than WebGL when
we would force it but again, currently PixiJS prefers WebGL hardcoded so
only if we disallow WebGL will it use WebGPU if it is available,
otherwise fallback gracefully to Canvas still.

Canvas skips parts gracefully, as long as the non-breaking issue exists
in PixiJS (as explained above):
<img width="952" height="705" alt="AFTER Canvas in Firefox skips
non-supported gracefully"
src="https://github.com/user-attachments/assets/17e8d8ab-05dc-47cb-ab11-f0f4d015a42a"
/>

## Please complete the following:

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

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

tryout33

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-04-29 20:40:02 -06:00
Evan 063704fa0d Use OpenFront font for version (#3795)
## Description:

<img width="276" height="178" alt="Screenshot 2026-04-29 at 4 18 23 PM"
src="https://github.com/user-attachments/assets/ed2d0416-00c2-4d55-8ee1-d7804b6276ab"
/>


## Please complete the following:

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

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

evan
2026-04-29 16:19:56 -06:00
Ryan c2567b48c6 reword to Public Player ID (#3797)
updates wording to "Public Player ID"

## Description:

Describe the PR.

## Please complete the following:

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

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

w.o.n
2026-04-29 16:10:29 -06:00
evanpelle 67a42c2fac add malibu glow on edge of lobby card on hover 2026-04-29 13:58:00 -06:00
Evan 2994a5f848 Start game via WebSocket intent (#3794)
## Description:

Replaces the HTTP POST /api/start_game/:id endpoint with a WebSocket
intent, making private game start consistent with how kick_player and
update_game_config already work. Also verifies that only the lobby
creator can start a game.

## Please complete the following:

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

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

evan
2026-04-29 13:26:14 -06:00
Evan d00425871d Fix cross-browser CSS-mask CORS failures for OpenFrontLogo and SoldierIcon (#3792)
## Description:

Cross-origin CSS-mask icons were failing on Chrome and Safari because
mask: url(...) triggers a CORS-mode fetch (unlike plain <img>), and
stale browser caches without ACAO break per-user. Instead change the
svgs with the appropriate colors so we don't need to mask them

## Please complete the following:

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

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

evan
2026-04-28 18:35:07 -06:00
Giovanni 7d41f0dfbb fix: add copy button for game ID in game history details (#3783)
Resolves #3755

## Description:

The game ID in the history details panel was displayed as plain 
unselectable text, making it difficult to copy. 

Replaced the static text div with the existing <copy-button> 
component in compact mode, which allows users to click the game ID 
to copy it to clipboard instantly.

No screenshot provided — feature requires a logged-in account to access
game history. The change replaces a static text div with the existing
<copy-button compact> component on line 118 of GameList.ts.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
2026-04-28 12:00:08 -06:00
evanpelle 70f425e354 emit sound when structure starts building not on completion 2026-04-28 11:15:29 -06:00
Evan 01b3cbe332 Set crossOrigin = "anonymous" on canvas-bound icon images (#3789)
## Description:

StructureLayer.loadIcon and StructureDrawingUtils.loadIcon hand-roll new
Image() and feed the result into a canvas. With assets now served from a
cross-origin CDN, the default no-cors fetch tainted the canvas, and
WebGL's texImage2D rejected the upload `Uncaught SecurityError: Tainted
canvases may not be loaded`. Setting crossOrigin = "anonymous" before
src switches to a CORS-checked fetch (R2 already returns ACAO), so the
canvas stays clean and the texture upload succeeds.

Other new Image() and <img> sites in the codebase don't need the change
— they're either DOM-only or read naturalWidth/naturalHeight only.

## Please complete the following:

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

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

evan
2026-04-28 09:53:22 -06:00
evanpelle fc45410ee5 Remove the ticks() % 5 gate in TerritoryLayer.spawnHighlight() so the spawn highlight redraws every frame instead of every 5th frame. 2026-04-27 22:13:23 -06:00
Evan 0c0f9c2a81 Update attack labels (#3784)
## Description:

The motivation behind this PR is to standardize colors & icons for
incoming and outgoing attacks. Outgoing attacks are always aquarious and
incoming are red. This also makes it much easier to see which attacks
are incoming vs outgoing at a glance, as previously the color changed
depending on attack effictiveness. Instead, show a small bar on the left
side that displays attack effectiveness.

<img width="498" height="456" alt="Screenshot 2026-04-27 at 12 58 53 PM"
src="https://github.com/user-attachments/assets/ea6928b3-5dfa-47fa-84d2-63e1e81ef6a4"
/>


Updates the in-game attack labels to match AttacksDisplay: a single
soldier icon recolored via CSS filters, aquarius for outgoing and
red-400 for incoming. Color is now purely directional — the previous
attacker-vs-defender comparison (and the troopAttackColor /
troopDefenceColor helpers that drove it) is gone, along with the
defenderTroops plumbing.

Also adds zoom-aware sizing via a new computeLabelScale(zoom) (full
screen size when zoomed in, linear shrink with a floor so labels never
disappear), bumps font/padding/snap-jump threshold for readability, and
moves immutable per-label DOM writes (icon src/filter, color) into
element creation so the per-tick path only updates the troop count.

Also fixes a bug where the labels kept swapping when 2 clusters where
similar size

## Please complete the following:

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

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

evan
2026-04-27 20:53:09 -06:00