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bf70ef6f4551e4a86c61aac7880400d811dbfa5b
4192
Commits
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bf70ef6f45 |
Return the live TileSet from Player.tiles() instead of cloning (#4600)
Fixes #4598
## Problem
`PlayerImpl.tiles()` copied the entire owned-tile set into a fresh
native `Set` on every call — an O(owned tiles) allocation that grows
with player success (100k+ entries for a large late-game player). The
issue reporter measured 71.8% of sim CPU inside this clone in a bot
harness that samples tiles on large players.
## Why the copy existed, and why it's now safe to drop
The snapshot dates to
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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> |
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9b69b7f422 |
fix(doomsday): keep doomed warships on patrol instead of idling at ports (#4597)
Follow-up to #4587 (the 5% drain floor). ## Description: A side below the Doomsday Clock bar cannot repair its navy: warship healing is suppressed in `WarshipExecution.healWarship` so the decay actually lands. Since #4587 floors the drain at 5% of max instead of sinking ships to zero, warships now survive at 5% health, which is below the 75% `warshipRetreatHealthPercent` retreat threshold. The result was that every doomed warship peeled off to the nearest port, docked, and then never healed, sitting idle and out of combat, instead of the intended crippled-but-still-fighting state. This gates the repair-retreat on the Doomsday Clock, mirroring the existing heal gate: a doomed warship no longer starts a retreat, and any in-flight retreat or dock is cancelled so it returns to patrol. It keeps fighting at the floor until its side climbs back above the bar (healing resumes) or it is destroyed in combat. No config, schema, or UI change. Deterministic (a boolean check over existing player/warship state). Covered by three new tests in `tests/Warship.test.ts` (doomed stays on patrol, non-doomed still retreats, doomed undocks). ## Please complete the following: - [x] I have added screenshots for all UI updates (no UI changes) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file (no user-facing text) - [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._ |
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290d6922eb |
feat(playlist): add the Doomsday Clock to the public modifier rotation (#4589)
## Description: Adds the anti-stall **Doomsday Clock** to the public "special" modifier rotation, so it rolls into public games like the other spice modifiers, with a lobby badge. - `MapPlaylist`: new `isDoomsdayClock` ticket in `SPECIAL_MODIFIER_POOL` (weight 4, ~20% of special games). When rolled, enables `doomsdayClock` at a speed picked per game (slow/normal/fast/veryfast). - `PublicGameModifiers` (type + schema): `isDoomsdayClock` flag drives the badge. - `getActiveModifiers` + `en.json`: a "Doomsday Clock" badge/label. - Test covering the badge wiring. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory |
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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 |
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d07f7d46dd |
feat(highlight): replace the small-player highlight toggle with a strength slider (#4588)
## Description: Replaces the "Highlight small players" on/off toggle with a **0-500% Strength slider** controlling the glow's **width** (0 = off, 100% = the previous default). - `UserSettings`: `highlightSmallPlayers()`/toggle → `highlightGlowStrength()`/set, float-backed, clamped to [0, 5]. - `SmallPlayerGlowPass` takes the strength via a setter (pushed by `ClientGameRunner` on the settings-changed event), so it stays a pure consumer and the slider still updates live while the settings modal has the sim paused. Width = a non-linear blur-iteration count; intensity compensated so wider stays about as bright. - `MapRenderer` persists the strength across a WebGL context restore. - `SettingsModal`: the toggle row becomes a range input. Behavior note: with the toggle gone the glow **defaults ON at 100%** (old toggle defaulted OFF); can default to 0 (opt-in) if preferred. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory |
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e76b34be22 |
Handle matchmaking socket close codes per API contract (#4595)
## What Implements the close-code contract from the matchmaking API handoff (API PR #419) in the matchmaking modal, plus two runnable integration harnesses. Previously `onclose` only logged, so an API deploy while queued left the player on the "searching" spinner forever (the queue is in-memory on the API worker). | Close | Behavior | | --- | --- | | 1008 `Invalid session` | Reconnect and re-send `join` — `getPlayToken()` refreshes an expired token internally, so the rejoin carries a fresh JWT | | 1000 `Replaced by newer connection` | Another tab/window took the queue slot: show a message (new `matchmaking_modal.replaced` string) and stop. No retry | | Any other close before assignment | Server restart/deploy: reconnect and re-send `join`, with exponential backoff (1s doubling to a 15s cap) | Intentional closes (user backs out of the modal, assignment received) don't reconnect. A pending 2s join timer from a previous socket is cleared before each reconnect so it can't fire on the new socket. ## Test harnesses (`tests/matchmaking/`) - **`npm run test:matchmaking`** (contained): drives the real modal in a headless browser against a fake in-process matchmaking server speaking the documented protocol; covers the whole close-code table over real WebSockets. Needs only `npm run dev`. - **`npm run test:matchmaking:e2e`**: real integration against the API worker on `localhost:8787` — two browser players join the real queue, the dev game server receives the checkin assignment, and both clients end up in the same created game. ## Why now This is required by the matchmaking API's client contract independent of the upcoming 2v2 work ("clients must already handle unexpected close → reconnect and rejoin"). The rest of the 2v2 integration is planned for the next version. ## Verification - Contained harness: 8/8 checks pass (join, 1006 reconnect+rejoin, 1008 rejoin with fresh token, assignment, replaced → message + no retry, intentional close → no retry/no message). - E2E harness against a local worker: 3/3 — both players matched into the same game, game created via checkin and joinable by both. - `npm test` (all 2,046 pass), `npx tsc --noEmit`, ESLint clean. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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558f2e20db |
Adds Gulf of Guinea map (#4590)
## Description: Adds Gulf of Guinea map to the game: https://en.wikipedia.org/wiki/Gulf_of_Guinea Final map of the "pirate maps" for v33 , alongside Irish Sea and Levant. The map is designed so that all the trade from the mainland, which covers 2 of the four corners of the "square" (inverse L) passes through 3 small islands, which although small in size they will super-boost pirates in that zone. The mainland is otherwise fairly lineal, playing like maps like Conakry. Also some sub-saharan african representation The map is decorated with Impassable terrain in its southern border, and has additional nations for Hvn and Solo games https://github.com/user-attachments/assets/9c9fd8c0-fefb-46c4-8720-55e90401681e ## 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: tri.star1011 |
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e57939aba1 |
sec: require strict majority in 1v1 winner-vote consensus (backport) (#4581)
**Add approved & assigned issue number here:** Resolves #4136 ## Description: Backport of #4580 to `main`. `VoteRound.result()` (used by `handleWinner` in `GameServer.ts` to reach consensus on a reported game winner) accepted an exact tie as a majority: `votes * 2 >= totalUniqueIPs`. In a 1v1 game the electorate is 2 unique IPs, so a single client's vote alone satisfied `1 * 2 >= 2` and was accepted immediately — letting one player unilaterally declare themselves the winner without any agreement from the other player, and without the server ever checking the report against the actual simulation outcome. This fixes the comparison to require a strict majority (`votes * 2 > totalUniqueIPs`), so a 1v1 now requires both clients to agree. Legitimate forfeit-on-disconnect is unaffected: once a player actually disconnects, the electorate shrinks to 1 unique IP, and the sole remaining vote still resolves immediately (`1 * 2 > 1`). The `v32` hotfix (#4580) is being deployed first; this PR keeps `main` in sync with the same fix. ## 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: jish |
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d76691372c |
Feature/reuse private lobby (#4536)
**Add approved & assigned issue number here:** Resolves #4476 ## Description: Lets a private-lobby host reuse the same group for **back-to-back games without re-sharing the invite link**. **Flow:** in a private game, the host clicks a **"New lobby"** button in the top-right bar (next to pause). The game's **server** creates a fresh private lobby (same creator, default settings) and broadcasts its id to everyone still connected. Non-hosts get a one-click **"Join"** banner at the top of the screen; the host is taken straight back to the host view for the new lobby. The chain can repeat indefinitely. ### Key design decision: the server creates and broadcasts the successor lobby The successor lobby is minted by the **finished game's server**, not the host's browser. The old game's server is the only thing still connected to every player, so it has to be what announces the new lobby; because it also *creates* that lobby, the id everyone is redirected to is **authoritative**. A real lobby the server just made for the authenticated creator, not an id a client handed it to trust and fan out. The request is **creator-only** and **idempotent** per game, and every successor is wired the same way, so the group can keep playing game after game. ### How it works 1. Host clicks "New lobby" (host + private only) → confirm dialog → the client sends a `create_next_lobby` message. 2. The game server verifies the sender is the lobby creator, mints a successor private lobby on the same worker, stores it (idempotent), and broadcasts a `new_lobby` message with the new id to all connected clients. 3. Each client reacts: the host is navigated to the new lobby's host view (`/…/game/<id>?host`); everyone else sees a dismissible "Host started a new lobby — Join" banner that navigates to the join URL in one click. Two new Zod wire messages in `src/core/Schemas.ts` (`create_next_lobby`, `new_lobby`) carry the request and the broadcast. ### Screenshots <table> <tr> <td width="50%" align="center" valign="top"> <img width="220" alt="In-game New lobby button" src="https://github.com/user-attachments/assets/9a4d4425-a7f6-4b3a-9c4f-9205300b1e5b" /><br /> <sub><b>1.</b> In-game <b>New lobby</b> button (top-right, next to pause) — shown only to the host of a private lobby</sub> </td> <td width="50%" align="center" valign="top"> <img width="320" alt="Confirmation dialog" src="https://github.com/user-attachments/assets/fa023f5a-58e8-439b-8899-5150235a1e8c" /><br /> <sub><b>2.</b> Confirmation so a stray click doesn't pull everyone into a new lobby</sub> </td> </tr> <tr> <td colspan="2" align="center"> <img width="100%" alt="Join banner for non-hosts" src="https://github.com/user-attachments/assets/7e5ef490-aa7e-4449-add9-e857fe273bde" /><br /> <sub><b>3.</b> Everyone else gets a one-click <b>Join</b> banner at the top of the screen</sub> </td> </tr> <tr> <td colspan="2" align="center"> <img width="330" alt="Host view for the new lobby" src="https://github.com/user-attachments/assets/9920b070-4ed3-41f8-9345-78778b4648a7" /><br /> <sub><b>4.</b> The host lands back in the host view for the brand-new lobby</sub> </td> </tr> </table> ### Design Decisions **A. The server creates & broadcasts the successor, not the client.** The finished game's server mints the successor and broadcasts its id. Why this and not "host's browser calls `POST /api/create_game`, then asks the server to relay the id"? - The broadcast id is **authoritative/verified**: it's a real lobby the server just created for the **authenticated** lobby creator (creator identity comes from the JWT the game already holds), not an arbitrary id a client hands the server to fan out to everyone. - The **old game server is the only thing still connected to all the players**, so it must be the one to broadcast. Having it also create the lobby keeps it to one authoritative round-trip instead of "client creates, then client asks server to trust an id it didn't make." - The server can **authorise** (only the creator) and stay **idempotent**. **B. The successor starts with default settings (not a copy of the old game).** A deliberate scope choice. The host lands in the normal host view and reconfigures. Copying the exact config would mean reverse-mapping every `GameConfig` field back into the host-modal controls, which I thought would be out of scope for this PR. Same **creator** is preserved; same **settings** intentionally is not. **C. It's a brand-new lobby, not the same game resurrected.** This directly follows @evanpelle's guidance on the issue: *"A 'lobby' is really just a game that hasn't started yet. So making a persistent lobby isn't really possible. I think instead having a simple way to transfer players to a new lobby is probably the way to go."* A `GameServer` runs exactly one game (start → end → archive), so rather than reworking that lifecycle to resurrect the old game, the server spins up a fresh successor lobby and transfers the group into it, which is also why the feature is framed as "reuse the group," not "reuse the game object." **D. The host returns via a `?host` URL flag + full reload ("attach mode").** Navigating to a normal join URL (`/game/<id>`) always lands you in the **join** view, which has no Start button. So the host can't just use the join URL. The `?host` flag routes the creator to the **host view** instead (`Main.handleUrl` → `HostLobbyModal` in "attach" mode, which binds to the existing lobby id and skips creating a new one). A full reload is used because it cleanly tears down the finished game and mirrors the existing win-screen "Requeue" button's `window.location.href` pattern. **E. Each successor can spawn its own successor (recursive factory).** The first version only chained **one** generation. A spawned lobby had no factory of its own, so the *second* "New lobby" click did nothing (button just greyed out). Fixed by `wireSuccessorLobby` (a small dependency-injected helper) that wires every successor the same way. This is the whole point of the issue ("back-to-back games"), so it has its own regression test. **F. Private-only.** The successor factory is installed **only** on the private `POST /api/create_game` path in `Worker.ts`. Public games (scheduled by the master) and singleplayer never get a factory, so `handleCreateNextLobby` is a no-op for them. The client button is also gated on `isLobbyCreator && isPrivateLobby`. **G. In-game button + confirm; the win-modal button was removed.** An earlier version put the "New lobby" button on the win screen. I moved it to the in-game bar so the host can reuse the lobby **at any time** (without dying or waiting for the game to end), and added a **confirm** (matching the adjacent Exit button) so a stray click next to pause/exit doesn't yank everyone into a new lobby. The win-screen button became redundant and was removed. ### Testing - **Unit tests:** wire-message schema round-trips (`tests/NewLobbyMessages.test.ts`); the server handler — authorisation, broadcast, idempotency — against a real `GameServer` (`tests/server/CreateNextLobby.test.ts`); and successor **chaining** across multiple generations (`tests/server/SuccessorLobby.test.ts`). - **Full suite:** `npm test` passes — **1782 tests across 154 files**. - **Manual:** created a private lobby with multiple clients and played consecutive games via the button; verified non-hosts get the Join banner, the host lands back in the host view, and the chain works for 3+ games in a row. ## 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: MushroomLamp --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
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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> |
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8405c8e896 |
feat(store): show plutonium and caps balances in store header (#4570)
## Summary - Show the player's plutonium (hard) and caps (soft) balances on the right side of the store modal's title bar, next to the existing not-logged-in warning - Reuses the existing `currency-display` component from the account modal - Renders only when the user is logged in and has currency data (`player.currency` is optional in the API schema); balances stay current via the `userMeResponse` document event the store already listens to ## Test plan - [ ] Open the store while logged in with currency balances — plutonium and caps appear to the right of the title - [ ] Open the store while logged out — only the not-logged-in warning shows, no currency display 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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1cd36325ac |
Adds Irish Sea map (#4546)
## Description: Adds map of the Irish Sea: https://en.wikipedia.org/wiki/Irish_Sea A relatively small-medium size map of 970k tiles, centered around Isle of Man (slightly modified to be more centered), surrounded in all sides by land. Since all trade will go around the island, this will create crazy strong pirate players, which have become popular thanks to Youtubers and the Tradeship buff in v32. 19 default nations, with 43 extra nations for a total of 62, for the Humans vs Nations gamemode and Solo games. https://github.com/user-attachments/assets/18e0ee2c-8d7f-4ce7-813c-2e7c64d75acc ## 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: tri.star1011 |
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c25f898809 |
Adds Scandinavia map (#4561)
> **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 #4543 ## Description: Adds Map of Scandinavia. This is highly requested and I'm surprised this map doesnt exist already. The layout is based on the Territorial version. Land area: 2.47M pixels Nations: 24, with additional nations totaling to 62. <img width="2006" height="2243" alt="image" src="https://github.com/user-attachments/assets/a959acd3-7871-4d94-8722-b0b69defa9db" /> <img width="551" height="590" alt="Screenshot 2026-07-08 162324" src="https://github.com/user-attachments/assets/e4a49073-04dc-416d-841a-ab945a40d260" /> ## 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: DISCORD_USERNAME crunchybbbbb --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> |
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f1fc5434be |
fix classes for controlpanel unit display and control panel/playerinfo gold display (#4562)
> **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 #4411 ## Description: This PR removes three extra classes in the UI causing issues but no additional functionality. Gold UI elements were artificially not scaled. I have confirmed on mobile devices and different layouts, the containers behave exactly the same way, unless people have an accessibility feature like scaled text size OR the text grows too large, in which case they now properly fit into the container as the fix suggests. Before: <img width="653" height="116" alt="image" src="https://github.com/user-attachments/assets/70c81cdd-8bdc-40cc-977e-b045078eafc0" /> After: <img width="636" height="119" alt="image" src="https://github.com/user-attachments/assets/926fcb94-7944-46f9-a58a-adc7984278b1" /> ## 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: JB940 |
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e48a424b32 |
Remove in-game CrazyGames banner ad (#4567)
## Summary - Remove the bottom-left 300×250 CrazyGames banner ad shown during gameplay (created when the spawn phase ends in `InGamePromo`), including its cleanup path in `hideAd()` - Remove the now-unused `createBottomLeftAd()` / `clearBottomLeftAd()` wrappers and the `banner` portion of the CrazyGames SDK type declaration On CrazyGames, `window.adsEnabled` is already forced to `false` (Main.ts), so the Playwire in-game path can't activate there — with this change the game screen shows no ads at all on the CrazyGames platform. Midgame video interstitials (singleplayer start, game exit) are unchanged. ## Test plan - [x] `npx tsc --noEmit` passes - [x] ESLint passes on touched files - [ ] On CrazyGames: no banner appears bottom-left after spawn phase ends 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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6a6c142388 |
Fixed pirating not being disabled when a warship's owner has no port in that body of water (#4458)
> **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 #4291 ## Description: Fixes pirating not being disabled when a warship's owner has no port in that body of water ## 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: tktk1234567 |
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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> |
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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 |
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c5b2d60661 |
Germany (#4559)
Resolves #4558 ## Description: Sets 1 pixel on the Oder river to be water to allow trade to flow through Sets 1 pixel on the left side of the Oder to be land and not impassable <img width="730" height="1197" alt="Screenshot 2026-07-09 203514" src="https://github.com/user-attachments/assets/5f711ea3-0e92-467b-b030-1099c6c8a97e" /> ## 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: Lengy_ |
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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 |
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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> |
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901b271acf |
Add Germany Map and state flags (#4513)
Resolves #4390 ## Description: - Adds new map, Germany, filed under the New and Europe categories, for use in Singleplayer and Custom lobbies. - Adds map to lobby rotation. - Adds new flags to represent all 16 Federal German states (including a variant of Bavaria), all to the ISO standard (DE-XX) Map Info: Size: 1548x1519, 2,351,412 total. 451,764 water pixels (19.2%), 826,627 impassable pixels (35.2%) Nations: 16, all of which are Federal German States Yes, the size has changed and also has impassable terrain added now <img width="652" height="887" alt="image" src="https://github.com/user-attachments/assets/6499382e-f073-4ef8-956c-4e80ef09d4b8" /> <img width="917" height="905" alt="image" src="https://github.com/user-attachments/assets/d9c7a532-c2fd-415a-a51d-709be3b43aae" /> <img width="922" height="1140" alt="image" src="https://github.com/user-attachments/assets/fca34d84-414c-4b3f-91ec-f0a21883caa6" /> ## 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: lengy_ Sorry if I've done anything wrong or the files are out of date, I made the map a week ago, my fork is a mess and I'm still quite new to how exactly GitHub works. |
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f5ef306d99 |
feat(client): highlight small players with a pulsing glow (#4525)
## Description: Adds a **"Highlight small players"** client setting (in the in-game Settings menu). When it's on, human players holding **0.2% or less of the map** get a soft red glow that breathes (a pulsing aura) around their territory, starting **one minute into the game**. This makes near-eliminated players easy to spot on a busy map, even when their territory is scattered in fragments or sitting under structures. How it works: - **Purely client-side**, no simulation or determinism impact. `SmallPlayerGlowPass` renders a tile-space bloom: extract a sub-tile mask of the small players' tiles, run a separable Gaussian blur, then composite the soft aura over the map additively. It's camera-independent (no shimmer when panning/zooming), so scattered tiles blur into one clean halo. The aura breathes: its intensity fades fully to 0 at the trough for clear contrast. - The set is recomputed each tick in `WebGLFrameBuilder`: alive human players with `tilesOwned / (landTiles - fallout) <= 0.002` (0.2%), suppressed during the spawn phase and the first minute. - Backed by a persisted `UserSettings` flag, toggleable live from the in-game Settings modal (with a new, distinct icon). - Drawn after the structure passes so buildings can't hide it. - Mirrors the existing FalloutBloom pipeline and reuses the shared blur shader and render-target helpers rather than duplicating them. Tunable via `render-settings.json` (`smallPlayerGlow`: color / alpha / pulseSpeed). UI (glow fades in and out): <img width="474" height="334" alt="image" src="https://github.com/user-attachments/assets/2b94f292-2cbb-43d3-82fb-f274d1afdedf" /> <img width="976" height="400" alt="image" src="https://github.com/user-attachments/assets/f1b972d7-e046-4f7a-ab43-da1eb758c7b5" /> ## 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._ |
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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._
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d3ad1f51bd |
fix(crazygames): guest username on logout, hide fullscreen, in-game pop-ups (#4538)
Addresses four requests from the CrazyGames platform team. Supersedes #4520 (closed when its branch was renamed to `crazygames`). ## 1. Username reverts to guest on CrazyGames logout When a player logged into their CrazyGames account and then logged out, the username stayed the CrazyGames name. It now reverts to a fresh guest (`AnonXXX`) name. A `crazyGamesLoggedIn` flag guards this so it only fires on a real login→logout transition (not on the initial "not logged in" state, which would otherwise wipe a stored name). ## 2. Fullscreen button hidden on CrazyGames CrazyGames provides its own fullscreen control in the game frame, so our in-game fullscreen button is now hidden when running on CrazyGames (and unchanged everywhere else). ## 3. Native browser prompts → in-game pop-ups The `showInGameConfirm()` / `showInGameAlert()` helpers (promise-based, callable from non-Lit contexts like WebSocket/popstate handlers) drive the existing shared `<confirm-dialog>` component, so styling stays consistent with the rest of the app. Every native `confirm()`/`alert()` shown **during gameplay** now uses it: - Exit-game confirmation (right sidebar + browser-back path) - Kick-player confirmation - Host-left notice (dispatches leave-lobby only after dismiss, preserving the old blocking UX) - Connection-refused notice (also removes a stale `// TODO: make this a modal`) ## 4. `gameplayStop` when Settings menu / pop-up is open - The pop-up helpers report `gameplayStop()` while shown and `gameplayStart()` on dismiss. - Settings + Graphics Settings modals now report `gameplayStop` whenever the menu is open — previously it only fired when the modal *also* paused the sim (singleplayer / lobby-creator), so regular multiplayer players never triggered it. Also fixes graphics-settings so gameplay resumes correctly on close for those players. ## Scope Per request, this covers **in-game dialogs only**. The main-menu native alerts (store/checkout, account, subscriptions, friends, login) were intentionally left as-is. ## Testing - `tsc --noEmit`, `eslint`, and `prettier --check` all pass. - Verified the confirm and alert pop-ups render correctly in the running app (shared `<confirm-dialog>`, danger/warning variants), resolve their promises, and tear down their portal. - CrazyGames-iframe-only behaviors (username revert, `gameplayStop`, fullscreen hiding) are verified by code inspection — they require running inside the actual CrazyGames frame. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f78b5c42c9 |
Update Map Outlines - No Resizing (except oceania) (#4509)
Resolves #4450 ## Description: - Cosmetic updates to some existing maps using the new impassable feature. This PR is focused on maps that require no resizing (no increase in size) to accommodate decorative impassable map outlines. A future PR will focus on maps that require resizing. - Form follows function. Established "metro" map style by removing excessive water off of maps, but going no further. Edits are simple and repeatable, but also flow with the terrain of the map. This is NOT about the removal of rectangular maps. - Show off impassable feature on existing maps without changing game play. https://youtu.be/e1gsvjl-CGE Maps Updated baja bosphoruss didier gateway golfofstlawrence iceland juandefuca lisbon newyork niledelta northwestpass oceania san fran south america straitofmalacca surrounded tourney 1-4 ## 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: PlaysBadly --------- Co-authored-by: RickD004 <realtacoco@gmail.com> |
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965c4e8a87 |
1fix(fourislands): fill landlocked lake on NW island to fix port and b… (#4532)
Resolves #4531 ## Description: Fills the 462-pixel landlocked lake on the eastern shore of the North-West island on the Four Islands map by coloring it with the surrounding land color in image.png and recompiling the map assets. This resolves gameplay bugs where ports built on this shore would face the lake instead of the ocean (preventing warships from spawning into the ocean) and transport ship routing to this shore was blocked due to the lake being disconnected from the main ocean water component. ## Please complete the following: - [x] 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 - [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: blontd6 <img width="1536" height="1448" alt="image" src="https://github.com/user-attachments/assets/f6852d6f-78f8-4ca7-b5b3-c5d4475543e0" /> |
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a375d77539 |
Adds new map Branching Paths. (#4526)
It's my first (now second lol) time doing this so let me know if there's anything off and or wack with it. <img width="2480" height="2150" alt="Maping3wayBranches" src="https://github.com/user-attachments/assets/e4d4281d-8024-47ee-ae5d-7f5e6d8731bd" /> Resolves #4524 ## Description: Fictional / Arcade fractal tree based map running in 3 ways using the new wall / void tiles to form a triangle. Total playable volume is ~2.65M pixels with ~545K pixels of water. (For a land volume of ~2.1M.) Walls / void occupies a large volume of the map with ~2.68M black pixels. (total file volume is 5,332,000 pixels.) 19 Native nations with generic names and no flags. I'm bad at that :p Thanks to PlaysBadly for help on this! ## 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: TheGamingFish |
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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> |
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1db65a1877 |
Big Map PR: Adds map of Russia (#4521)
## Description: **Adds map of Russia, large map for the largest country:** Yet another country map that uses impassable terrain, to go along the China and USA maps. Huge map with 2.5M land pixels (so that it can reach the biggest lobby ammount, 125 players). By total area this is also one of the largest maps, this will create fun crazy matches with massive endgames. 80+ nations/NPCs representing russian Oblasts, Republics and more, each with their own flag (2/3 of the files of the PR are the flags 😂) <img width="1307" height="541" alt="image" src="https://github.com/user-attachments/assets/38c71d1c-03ed-4a75-97a3-d061f46e1b04" /> ## 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: tri.star1011 |
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0859efc06a |
fix(client): prevent Google CCPA button from shifting layout (#4519)
## Description: When Google Funding Choices CMP dynamically injects the CCPA "Do Not Sell or Share My Personal Information" button (`.fc-dns-link`) directly into the document `<body>`, it becomes a flex child because the body uses a `flex flex-row` layout. This pushes the main page container to the left. The PR fixes that. ## Please complete the following: - [x] I have added screenshots for all UI updates *(Tick this if you took a screenshot of the injected button)* - [ ] 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: blontd6 <img width="1470" height="839" alt="Screenshot 2026-07-06 at 7 58 47 PM" src="https://github.com/user-attachments/assets/b8aa20e4-c3af-4cf5-a382-3c4c732bff49" /> |
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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> |
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46b9fe88bb |
fix: survive host modal close during listed-lobby auto-start (#4514)
Follow-up to the listed-lobby auto-start feature (`2a82b01e3`, on main). ## Bug When a listed lobby auto-started (and in some paths on manual start), the game began server-side but a player got ejected back to the menu before it loaded. Root cause: `BaseModal.close()` navigates via `showPage()`, which **force-closes whichever page-modal is currently visible**. During the game-start transition that is the *other* lobby modal — closing the join modal first cascade-closed the host's modal with `leaveLobbyOnClose` still armed (host disconnected → host-left teardown killed the game); reversing the order just moved the victim to the joiner. No close order fixes both sides. ## Fix - **Disarm both lobby modals before closing either** in the prestart transition (`disarmLeaveOnClose()` on `HostLobbyModal` and `JoinLobbyModal`), so no cascade order can disconnect anyone mid game-start. - Both modals re-arm `leaveLobbyOnClose` in `onOpen` instead of `onClose`'s state reset, so once disarmed no later cascade close can re-arm it until the modal is reopened. - `HostLobbyModal.closeWithoutLeaving()` (pattern `JoinLobbyModal` already used), called explicitly instead of the generic modal-close loop. - **Server hardening:** `handleClientDisconnect` bails on `hasStarted()` (which includes prestart) instead of raw `_hasStarted`, so host socket churn during the lobby → game transition can never tear down a starting game regardless of client behavior. Regression test included. ## Verification Headless end-to-end (two browser contexts, host + joiner, `leave-lobby` stack-trace tripwire armed on both pages): - **Manual start:** host and joiner both receive prestart/start and enter the game; zero `leave-lobby` dispatches. - **Auto-start:** same, with nobody interacting after listing. Also confirmed manually in a real browser. The auto-start deadline was temporarily 30s during testing and is restored to 5 minutes in the final commit. Full suite green (1843 + 161), tsc/eslint/prettier clean. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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2a82b01e30 |
feat: auto-start listed lobbies after 5 minutes
Hosts can't sit on a public listing: setListed(true) records listedAt, and once listedAt + HOSTED_LOBBY_AUTO_START_MS passes, GameManager's tick arms the normal start countdown (same path as the host's Start button, honoring startDelay). Cancelling the countdown re-arms on the next tick; unlisting cancels the deadline and relisting starts a fresh one. Duplicate setListed(true) calls don't extend it. The deadline rides to the host as autoStartAt in lobby info, rendered as an amber countdown next to the Public/Private switch in the host modal header (hidden once the real start countdown takes over). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5d21be826d |
feat: subscriber-hosted public lobby listing (#4480)
Part of #4040 (v1 scope: listing + browser + per-subscriber limit; custom lobby name/description left for a follow-up). ## What Subscribers can toggle their **private lobby** to be **publicly listed**; a browsable **"Open Lobbies"** list appears in the Join Lobby modal. Hard limit of **one listed lobby per subscriber**, enforced cluster-wide. ## How **Semantics** — a listed lobby stays `GameType.Private`: the host keeps full control and starts the game manually; the toggle only controls visibility. The `listed` flag lives on `GameServer` (not `GameConfig`), so it cannot be smuggled in through `update_game_config` and never touches core/sim/records. **Distribution** — reuses the existing public-lobby pipeline end to end: a new `"hosted"` `PublicGameType` bucket flows worker → master IPC → `/lobbies` websocket → `PublicLobbySocket`. Master scheduling now iterates only `SCHEDULED_PUBLIC_GAME_TYPES` (`ffa`/`team`/`special`), so it never sets countdowns on or schedules replacements for hosted lobbies. Lobbies delist automatically when the game starts/fills/dies (phase change). The broadcast fingerprint now includes browser-visible config, so host edits (map/mode) refresh the list even though the gameID doesn't change. **Gating** — new authenticated endpoint `POST /api/game/:id/listing`: - creator-only (403), private + not-started only (409) - fresh subscription check via server-side `getUserMe` using the shared `hasActiveSubscription()` helper (`active`/`trialing`); skipped in `GameEnv.Dev` (same precedent as Turnstile) so it's testable locally - one-lobby-per-creator (409): a SHA-256 hash of the creator's persistentID rides worker↔master IPC (`PublicGameInfo.creatorID`); the master dedupes as a race backstop. The hash — and host-only config (whitelist, name reveals) — are **stripped from every client payload** (broadcast + primed snapshot). **Client** — subscriber-gated "List lobby publicly" toggle in the host modal (server rejection reverts the toggle and shows a translated message); "Open Lobbies" rows (map, mode, player count) in the Join Lobby modal that reuse the existing private-join flow. **Compat** — `PublicGames.games` is now a `partialRecord`, so newer clients tolerate servers that don't send every bucket. Note: already-open old clients will fail to parse broadcasts containing the new `hosted` key until refreshed (closed Zod enum) — same class of break as previous wire-schema changes. ## Testing - `tests/server/HostedLobbyListing.test.ts` (15 tests): listed-lobby filtering, flag not settable via config intent, master aggregation + creator dedupe + no scheduling of hosted, creatorID stripping (broadcast + primed snapshot), `creatorHasListedLobby` (broadcast + local), fingerprint refresh on config change - `hasActiveSubscription` cases in `ApiSchemas.test.ts`; hosted counts-delta patch in `LobbySocket.test.ts` - Full suite green (1723 + 141 tests), tsc/eslint/prettier clean - **E2E in the real app** (headless Chromium, two browser contexts): host lists lobby → appears in second browser's Join Lobby list (creatorID absent from payload) → join succeeds (2 players in lobby) → same creator's second lobby rejected 409 with toggle revert → unlist removes it from a fresh browser's list. Curl negatives: missing auth 400, bad token 401, non-creator 403, missing game 404, bad body 400. ## Known follow-ups - Custom lobby name/description in the browser (needs the censor pipeline) — rest of #4040 - A listed lobby whose host closes the tab stays advertised indefinitely (an empty private lobby never leaves the Lobby phase) — pre-existing lifecycle, now more visible; consider delisting on creator disconnect 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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22c873cf55 |
perf(client): tick-dispatch timing harness + main-thread tick optimizations (late-game p95 −65%) (#4512)
## Problem
Every 100 ms the main thread's worker `onmessage` callback processes a
full game tick (`gameView.update` → `webglBuilder.update` →
`renderer.tick`). At 60 fps this competes with the 16.7 ms frame budget,
and on the Giant World Map it takes several ms — frame drops on low-end
hardware.
## Harness (`npm run perf:client-tick`)
Headless-Chromium harness that times every worker→main `game_update`
dispatch on the main thread, with structured-clone deserialization
measured separately from the handler body (via a
`Worker.prototype.addEventListener` wrapper installed as a page init
script — no product-code changes). It reports windowed distributions,
captures `.cpuprofile` files at chosen ticks, writes raw samples and an
end-of-run screenshot. `AnalyzeCpuProfile.ts` breaks a profile down by
inclusive time under the dispatch subtree.
Init scripts are passed as **strings**: tsx compiles function-form init
scripts with esbuild `keepNames`, whose injected `__name` helper doesn't
exist in-page and silently kills the game worker setup.
## Baseline (Giant World Map, 400 bots, headless)
Dispatch handler ms — cost **grows with game progression**:
| window | mean | p50 | p95 | max |
|---|---|---|---|---|
| tick 506 | 2.22 | 2.20 | 3.40 | 5.00 |
| tick 1506 | 2.60 | 2.00 | 7.00 | 10.40 |
| tick 2000 | 2.67 | 1.90 | **8.70** | **12.70** |
Deserialization is negligible (0.12 ms mean). CPU profiles attributed
the growing tail to the leaderboard's once-per-second refresh: its
Max-troops column calls `config().maxTroops(p)` for **all ~508
players**, and `PlayerView.units()` scanned **every unit in the game**
per call — O(players × units), growing as units accumulate.
## Round 1 — algorithmic fixes
- **GameView**: new `unitsOwnedBy(smallID)` — an active-units-by-owner
index built lazily at most once per tick. `PlayerView.units()` reads its
own units from it: O(own units) instead of O(all units). Also speeds up
unit display, player panel, and buildables queries.
- **NamePass.updateNames**: reads player state directly from the
caller's map by smallID instead of rebuilding three lookup maps per
tick; skips the slot-assignment sweep once every player has a slot.
After (same map, same spawn tile):
| window | mean | p50 | p95 | max |
|---|---|---|---|---|
| tick 506 | 2.12 | 2.00 | 3.10 | 5.20 |
| tick 1506 | 1.86 | 1.80 | 2.90 | 4.30 |
| tick 2000 | 1.74 | 1.60 | **2.40** | **4.70** |
Late-game p95 −65% (8.7 → 2.4 ms), worst dispatch −63% (12.7 → 4.7 ms),
and per-dispatch cost no longer grows with game progression. The
leaderboard disappeared from the dispatch profile entirely.
## Round 2 — allocation churn + time slicing
Aimed at GC pauses and low-end CPUs; measures flat vs round 1 on a fast
machine, as expected:
- **`FrameData.changedTiles`** is now the plain tile-ref array GameView
already builds instead of a per-tile `{ref, state}` object copy — heavy
battle ticks allocated tens of thousands of objects per tick for a
`state` field that was always 0. `TilePair` removed; `TerritoryPass`
buckets refs synchronously, so the live reference is safe.
- **`UnitView.lastPos`** is only re-sliced when a move actually appended
a position — the unconditional `slice(-1)` allocated an identical
1-element array per unit per tick, including for structures that never
move.
- **`NamePass.updateNames`** refreshes slots round-robin, a quarter per
tick — the full per-player diff pass spreads over ~400 ms, under the
existing 500 ms troop-text cadence; positions lerp continuously. Unnamed
slots and snap passes (seeks) are always processed so nothing pops in
late. Dispatch share: 17% → 13%.
Not sliced on purpose: tile ingest and frame upload need a consistent
per-tick snapshot (stale `GameMap` reads would leak into hover queries,
minimap, attack targeting) — a correctness risk not worth ~1 ms while
the worst dispatch already fits in a quarter of the frame budget.
## Verification
- `npx tsc --noEmit`, eslint clean; full suite green (1929 tests)
- 6 new GameView tests cover the owner index (grouping, inactive
exclusion, ownership capture, death, type filtering, copy semantics);
changedTiles tests updated to the ref-array contract
- Headless end-of-run screenshots verified after each round: leaderboard
Max-troops values, map names + troop counts + flags all render correctly
(including with name slicing active)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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571f58440d |
perf(client): main-thread memory harness + drop three map-sized render buffers (-23%) (#4511)
## Summary Follow-up to #4507, moving the memory-footprint campaign to the **main thread** (client). Two parts: a headless browser measurement harness, and a first optimization round that cuts the main-thread live heap on Giant World Map by **23%** (166 → 128 MB at tick 2000). ## Part 1 — `npm run perf:client-mem`: headless main-thread memory harness Drives a real singleplayer game in headless Chromium and measures the **page's isolate only** (the core sim worker is a separate CDP target): - Starts its own vite dev server on a private port (default 9017) so it always measures the current checkout. - Double-forced-GC checkpoints every `--window` ticks: JS heap, ArrayBuffer backing-store bytes (`Runtime.getHeapUsage`), DOM nodes, listeners, ticks/s. - `--snapshot-at <ticks>` writes V8 heap snapshots, analyzable with the retainer/summary tools from #4507. - Spoofs the unmasked WebGL renderer string via an init script so the software-GL gate (#4324) admits SwiftShader — no game code touched; rendering still runs software (hence the rAF throttle). - End-of-run screenshot as a rendering sanity check. Baseline (Giant World Map, 400 bots, 12,000 ticks): ~176 MB live, of which ~116 MB is **static per-tile buffers** allocated up front for the 8M-tile map — flat during play, no leaks. ## Part 2 — drop three map-sized render-layer buffer copies | Buffer | Before | After | |---|---|---| | `TrailPass.cpuTrailState` | 15.3 MB copy | **deleted** — dead code; every upload entry point sets the live reference to TrailManager's array | | `RailroadPass.cpuRailroadState` | 15.3 MB across 2 arrays | references `RailroadCache.railroadState` (stable identity, mutated in place) | | `RailroadPass.cpuGhostRailState` | ↑ | sparse `Map<ref, value>`; preview diffs applied as per-texel `texSubImage2D` writes (path-sized work instead of a full 8 MB texture upload per build-preview mouse move) | | `TerrainPass` + `MapRenderer` terrain bytes | 7.6 MB (one buffer, two retainers) | `terrainSource()` provider — re-bakes (theme change, context restore) regenerate from the live game map, which already reflects water-nuke conversions | Tick-2000 snapshot comparison (giant world, 400 bots): **166.4 → 128.4 MB**. ## Verification - `tsc --noEmit`, eslint, full test suite (1924 tests) pass. - 2000-tick headless giant-world game after the change: no GL pageerrors, end-of-run screenshot renders terrain/territory/borders/names correctly, sim speed unchanged (~5 ticks/s headless). - Ghost-rail ops flush before the zoom-fade early-return, so the op queue can't grow while previewing at low zoom. - WebGL context restore recreates all passes fresh and the owner re-uploads state (existing `onContextRestored` path), consistent with the new reference-based buffers. Note: heap snapshots in `tests/perf/output/` are gitignored; the numbers above are from runs recorded in the PR discussion. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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36aa38bcd0 |
Multiple terrain changes and fixes for maps (#4502)
## Description: Multiple changes for maps: Mississippi - Fix some landlocked lakes, near the main coast. Players would sometimes accidentally put a port in the dead lakes North America - Re-add the Azores and Cape verde (accidentally removed when the map generator got updated to delete small islands) Africa - Re-add Ascencion and Saint Helena Islands, same case as NA Danish Straits - replace german empire flag , as agreed in the leads channel Giant World Map - Coast fixes, including adding Suez Canal which greatly affected trade routes Great Lakes - fix landlocked lake Two Lakes - New Terrain combining both old and recent versions World - Add strait of malacca ## 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: tri.star1011 |
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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> |
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7fa81c6bb9 |
perf: reduce core live-memory footprint by 45% on large maps (#4507)
## Summary
Reduces the simulation's steady-state memory footprint. On Giant World
Map at 20 game-minutes (12 000 ticks, 400 bots, seed `perf-default`),
live memory after a full GC drops **293 MB → 161 MB (−45%)**; unforced
peak heap drops **326 MB → 165 MB**. The simulation also runs ~10%
faster (85 → 94 ticks/s). The final game-state hash is **bit-identical**
(`57830793797434300`) — no behavior change.
## Measurement (first commit)
The full-game perf harness gains a footprint mode:
- `--footprint` — forces a full GC at every `--window` boundary and
records the live heap / ArrayBuffer / RSS curve across the game
(requires `NODE_OPTIONS=--expose-gc`).
- `--snapshot-at 0,2000,12000` — writes V8 `.heapsnapshot` files at
chosen ticks.
- `HeapSnapshotRetainers.ts` — attributes every heap node to its nearest
meaningfully-named retainer (e.g. `PlayerImpl._tiles`), plus prints
retainer chains for all nodes ≥128 KB. `HeapSnapshotSummary.ts` is a
streaming fallback for snapshots too large to `JSON.parse`.
Baseline attribution at tick 12 000: player `_tiles`/`_borderTiles` Sets
**83 MB**, GameMap `refToX`/`refToY` lookup tables **38 MB**, two
duplicate 30.5 MB visited-scratch arrays, trade-ship stepper paths **15
MB**, a construction-only flood-fill queue **9.5 MB**.
## Optimizations
**Map-sized buffers (second commit):**
- `GameMap.x()/y()` compute `ref % width` / `(ref / width) | 0` instead
of reading two per-tile Uint16 tables (−38 MB). The arithmetic is
cheaper than the tables' random-access cache misses — this is where the
speedup comes from.
- `PlayerExecution` and `SpatialQuery` each kept their own per-game
generation-stamped visited `Uint32Array`; both now share one via
`TileTraversalScratch` (−30 MB).
- `PathFinderStepper` stores numeric paths as `Uint32Array` (half the
bytes; steppers hold their full path for a unit's whole journey).
- `ConnectedComponents` frees its flood-fill queue after `initialize()`.
**Player tile sets (third commit):**
- New `TileSet`: insertion-ordered set of tile refs backed by a dense
`Uint32Array` plus an open-addressing hash index — ~12 bytes/element vs
~34 for a native `Set<number>`. Deletes tombstone; compaction is
deferred while iteration is in progress so positions never shift under
an iterator.
- Iteration semantics match `Set` exactly (insertion order, entries
added mid-iteration visited, deleted ones skipped, delete+re-add moves
to end) — the simulation relies on this order for determinism, and the
unchanged hash confirms it.
- `Player.borderTiles()` now returns `ReadonlyTileSet` (a native `Set`
still satisfies it structurally); `GameRunner.playerBorderTiles` copies
into a real `Set` since that result crosses the worker boundary via
structured clone.
## Footprint curve (giant world map, live MB after forced GC)
| checkpoint | before | after |
|---|---|---|
| spawn end | 20 + 100 buf | 20 + 55 buf |
| tick 6301 | 119 + 161 buf | 29 + 127 buf |
| tick 12301 | 130 + 161 buf | 32 + 129 buf |
## Validation
- Final hash `57830793797434300` identical across baseline / round 1 /
round 2 runs (12 000 ticks).
- Full suite passes (1798 + 126 tests), including new `TileSet` tests:
order semantics, mutation-during-iteration parity with `Set`, tombstone
compaction, and a 20 000-op randomized differential test against native
`Set`.
- Runs recorded in
`tests/perf/output/footprint-{baseline,round1,round2}-giant.txt`.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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b0f85c5739 | fix: keep Playwire bottom rail below the in-game HUD so it can't cover the control panel | ||
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66063d6178 |
feat(doomsday-clock): decay warships alongside troops for doomed sides (#4499)
## Description: Follow-up to #4469. The Doomsday Clock drains a doomed side's troops but leaves its navy untouched, so a coastal or island turtle can sit below the bar indefinitely on warship defense, exactly the stall the clock is meant to break. This decays the warships of a flagged (sub-threshold, non-leader) side on the same ramp as its troops: - Each warship loses a percentage of its (veterancy-adjusted) max health per second, reusing `doomsdayClockDrain`, so the fleet and the army bleed in lockstep and reach zero together (~55s from full at the default rate). - Destruction passes **no attacker**, so it routes through `UnitImpl.delete` as an environmental loss: no kill credit, no boat-destroy stats, no veterancy granted. Scoring integrity is preserved. - Healing is suppressed for a flagged owner (`WarshipExecution.healWarship` early-returns), so the decay actually sinks the fleet instead of being out-healed at a port. Inert when the mode is off, since the mark is never set. - The leader's fleet is spared, same as its troops. No new config: warships reuse the existing drain curve. No HUD change, since warships count as part of the side's forces alongside troops. Tested: 4 new unit tests (same-ramp decay, no-kill-credit destruction, leader spared, warn-window grace), the full `DoomsdayClockExecution` and `Warship` suites, the whole test suite (1784 passing), `build-prod`, and a headless full-game sim run (resolves cleanly with the decay live, deterministic). |
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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. |
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20c81ca5f6 |
perf: cut core-sim GC churn another 36% (75% cumulative) (#4498)
## Summary Round 3 of GC-churn reduction (follow-up to #4494 and #4496). All changes are **behavior-preserving** — final game-state hash unchanged on three seeded runs. ### Changes | Site | Change | Churn target | |---|---|---| | `MiniMapTransformer` | Path upscaling works in pure numeric coordinates and emits main-map `TileRef`s directly, replacing three intermediate `Cell`-object arrays per path (cell path → scaled path → smoothed path → final map). Identical arithmetic, so identical rounding and identical tiles. | ~7.1 GB | | `ShoreCoercingTransformer` | Reused neighbor buffers instead of `neighbors()` arrays; no per-call `{water, original}` objects. Tie-breaking preserved (helpers share the unified N,S,W,E order since #4495). | ~1.5 GB | | `diffPlayerUpdate` | Allocation-free all-equal fast path. Runs per player per tick and usually returns `null` (gold/troops/tiles travel via packed arrays), but previously allocated the diff object + a closure first. Field list matches the diff exactly. | ~2.6 GB | | Large-`Set` iteration | `for..of` over a `Set` allocates an iterator-result object per element — significant on 100k-tile border sets. `calculateClusters`, `calculateBoundingBox` (indexed fast path for arrays too) and `getAttackFrontTiles` (also dropped its `neighbors()` arrays) now use `Set.forEach`. | ~3.6 GB | ### Results (Giant World Map, 400 bots, 12,000 ticks, seed `perf-default`) | Metric | Before | After | vs. original (pre-#4494) | |---|---|---|---| | Sampled allocations (incl. collected) | 37.8 GB | **24.1 GB (−36%)** | 97.7 GB (**−75%**) | | Ticks/sec | 82 | **88** | 66 (+33%) | | Mean / p99 tick | 12.2 / 36.0 ms | 11.3 / 34.8 ms | 15.2 / 49.9 ms | | Peak heap | 762 MB | 529 MB | 758 MB | ## Determinism Final hash unchanged on all three reference runs: - Giant World Map 12,000 ticks: `57830793797434300` ✓ - Giant World Map 2,000 ticks: `55125379638382860` ✓ - World 1,800 ticks: `32337437717390864` ✓ ## Test plan - [x] Full suite green (1,906 tests; the `getAttackFrontTiles` test stub gained a `neighbors4` implementation to match the real interface) - [x] Hash equality on 3 seeded headless runs (2 maps) - [x] Before/after 20-min GC benchmarks 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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9e9c608053 |
perf: cut core-sim GC churn another 36% (61% cumulative) (#4496)
## Summary Round 2 of GC-churn reduction, attacking the next tier of allocation sources found by the profiling harness from #4494. All changes are **behavior-preserving** — the simulation is bit-identical (final hash unchanged on three seeded runs). ### Changes | Site | Change | Churn target | |---|---|---| | `Player.units()` / `Game.units()` | Rest parameter → fixed-arity + array overloads (`units()`, `units(types[])`, `units(t1, t2?, t3?)`). The rest array was allocated on **every call** of one of the hottest functions in the sim. Spread call sites (`units(...Structures.types)`) now pass the array directly. `GameImpl.units()` builds one flat array instead of `Array.from().flatMap()` per-player intermediates. | ~18 GB | | `PlayerExecution` cluster flood fill | Results are plain `TileRef[]` in mark order instead of `Set<TileRef>` — the generation-stamped visited array already deduplicates, and consumers only iterate/measure. DFS stack reused across fills. | ~3.7 GB | | `SpatialQuery.bfsNearest` | Fused generation-stamped BFS with per-game scratch buffers (`WeakMap`-keyed, same pattern as `PlayerExecution`) instead of materializing a `Set` of the entire search area per query. Identical traversal and tie-breaking. | ~2.2 GB | | `NationWarshipBehavior` ship tracking | Single-pass loops instead of `filter().forEach()`; dropped defensive `Array.from(set)` copies (deleting the current entry while iterating a `Set` is well-defined). | ~1.4 GB | ### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-min, seed `perf-default`) | Metric | Before | After | vs. pre-#4494 | |---|---|---|---| | Sampled allocations (incl. collected) | 59.2 GB | **37.8 GB (−36%)** | 97.7 GB (**−61%**) | | GC count / total pause | 1,076 / 1,830 ms | 772 / 1,442 ms | 1,682 / 3,313 ms | | Ticks/sec | 73 | **82** | 66 (+24%) | | Mean / p99 tick | 13.6 / 39.2 ms | 12.2 / 36.0 ms | 15.2 / 49.9 ms | `units()` no longer appears in the top-30 allocator list at all. The remaining leaders (possible round 3): the minimap pathfinding `Cell` pipeline (~8.5 GB), `diffPlayerUpdate`/`toFullUpdate` per-tick serialization (~4.6 GB), and iterator allocations (~3.3 GB). ## Determinism Final game-state hash unchanged on all three reference runs: - Giant World Map 12,000 ticks: `57830793797434300` ✓ - Giant World Map 2,000 ticks: `55125379638382860` ✓ - World 1,800 ticks: `32337437717390864` ✓ ## Test plan - [x] Full suite green (1,905 tests), including updated `units()` semantics tests (array overload, snapshot isolation, insertion order) - [x] Hash equality on 3 seeded headless runs (2 maps) - [x] Before/after 20-min GC benchmarks on the same commit base 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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3c196cb7e7 |
crit fix: indian subcontinent map crash (#4479)
Resolves #4401 NOTE: While this PR is an improvment, the Indian subcontinent crash IS NOT caused by >253 water components, as the map only has ~15 water components. ## Description: Fixes a critical browser tab crash ("Aw, Snap! Something went wrong") when loading the game on the new Indian Subcontinent map (or any map with >= 253 water components) in Solo Mode. ### Technical Cause: 1. When a map contains >= 253 disconnected water components, the array mapping tiles to component IDs is dynamically promoted from a Uint8Array to a Uint16Array. 2. This promotion upgrades the land sentinel LAND_MARKER from 0xff (255) to LAND_MARKER_WIDE (0xffff / 65535). 3. The BFS local search filter in AStarWaterHierarchical had a hardcoded sentinel check: (t: TileRef) => this.graph.getComponentId(t) !== LAND_MARKER (evaluating against 255). 4. On promoted maps, land tiles (65535) matched this check as water. The local BFS then traversed the entire landmass of the map, resulting in CPU exhaustion and memory/stack overflows that crashed the rendering process. ### Solution: Changed the hardcoded sentinel check to query the map's terrain directly via this.map.isWater(t). This makes the check immune to any component ID promotions or sentinel representation upgrades. Verified that the existing water pathfinding test suite passes successfully. ## Please complete the following: - [ ] I have added screenshots for all UI updates (N/A) - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file (N/A) - [x] I have added relevant tests to the test directory (Existing tests in tests/core/pathfinding/PathFinding.Water.test.ts cover water pathfinding behavior and run successfully) ## Please put your Discord username so you can be contacted if a bug or regression is found: blontd6 |
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22d5aba5ae |
refactor: standardize cardinal-neighbor iteration on neighbors() N,S,W,E order (#4495)
## Summary Follow-up to #4494. That PR added `forEachNeighborNSWE` as a third neighbor iterator because the existing allocation-free helpers (`forEachNeighbor`, `neighbors4`) visit in W,E,N,S order while `neighbors()` visits N,S,W,E — and substituting one for the other changes simulation behavior at order-sensitive call sites. This PR removes that duplication by standardizing on **one order everywhere**: `forEachNeighbor` and `neighbors4` now visit in the same N,S,W,E order as `neighbors()`, and `forEachNeighborNSWE` is deleted. ## ⚠️ Intentional behavior change Callers of the flipped helpers that are order-sensitive now make different (equally valid) decisions: - `AttackExecution.addNeighbors` — PRNG values are drawn per neighbor while building the conquest frontier, so attack expansion patterns differ - `AttackExecution.handleDeadDefender` — a dead defender's tiles go to the *first-visited* adjacent player - `WarshipExecution.bestNeighborToward` — distance ties break by visit order - `PlayerExecution` surrounded-cluster flood fill — set insertion order propagates to conquer order Game outcomes for a given seed differ from previous builds (verified: the 12k-tick reference run ends with 31 players alive vs 24 before). Determinism across clients *within* a build is unaffected — all clients run the same code, so there is no desync risk. Replays/verification pinned to old hashes will not match this build. New reference hashes for the headless perf harness (seed `perf-default`): | Run | Final hash | |---|---| | giantworldmap, 12,000 ticks | `57830793797434300` | | giantworldmap, 2,000 ticks | `55125379638382860` | | world, 1,800 ticks | `32337437717390864` | ## Verification - [x] Full suite green (1,901 tests), including new exact-order contract tests: `forEachNeighbor` and `neighbors4` must match `neighbors()` contents **and order** for every tile - [x] 20-game-minute Giant World Map benchmark: no perf regression (73 ticks/sec, GC 1.2% of wall, allocation profile unchanged) - [x] Order-sensitivity audit of every `forEachNeighbor`/`neighbors4` call site (sensitive ones listed above; the rest are booleans, counts, or min/max accumulations) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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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> |