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c8a42d4c331ce231b6db185e9d3bc5035d64732b
653 Commits
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c8a42d4c33 |
feat: include publicID in admin-bot live stats players (#4404)
## Description: The live stats endpoint enriches each player with username/connected but not publicId, so an account-keyed caller (e.g. an admin bot, which knows players by account, not per-session clientID) can't map a stats row back to a player directly. Add publicId from the same activeClients source — mirrors the kick_player targetPublicID path. ## 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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181368f962 |
Add live game stats endpoint to the admin bot API (#4399)
## Summary The game simulation runs **client-side**, so the server can't directly see what's happening in a running game. This adds a way for the admin bot to observe a live game: clients report a live stats snapshot every ~10s, the server reaches consensus on it (reusing the winner's vote mechanism), and a new admin-bot endpoint serves it. ## How it works 1. **`LiveStatsController`** (client) emits a snapshot every **100 turns** (~10s at 100ms/turn) — only deterministic sim values, with players sorted by clientID, so in-sync clients produce an identical payload. 2. The snapshot is sent as a new **`live_stats`** wire message wrapping a `LiveStats` object (`turn` + per-human-player `tilesOwned`/`troops`/`gold`/`isAlive`/`team`). 3. **`GameServer.handleLiveStats`** tallies a per-turn **IP-weighted majority vote** — the same consensus the winner uses — and keeps the latest agreed snapshot. 4. **`GET /api/adminbot/game/:id/stats`** returns it, enriched with usernames the server already holds. `liveStats` is `null` until the first consensus. The winner's vote tally was extracted into a small reusable **`VoteRound`** (`src/server/VoteTally.ts`) and is now used for both winner and live-stats consensus. Names are deliberately **excluded** from the voted payload (they vary per client under name anonymization, which would break exact-match consensus); the server joins `clientID → username` instead. ## Changes - `src/server/VoteTally.ts` *(new)* — reusable IP-weighted `VoteRound` - `src/core/Schemas.ts` — `PlayerLiveStatsSchema`, `LiveStatsSchema`, `ClientSendLiveStatsSchema` + unions - `src/client/controllers/LiveStatsController.ts` *(new)* — per-100-turn snapshot reporter - `src/client/Transport.ts` — `SendLiveStatsEvent` + sender - `src/client/hud/GameRenderer.ts` — register the controller - `src/server/GameServer.ts` — refactor winner onto `VoteRound`; add live-stats consensus + `liveStats()` accessor - `src/server/AdminBotRoutes.ts` — `GET …/stats` endpoint ## Testing - **Unit:** `tests/server/VoteTally.test.ts` (majority/dedup/ties), `tests/server/LiveStats.test.ts` (consensus, disagreement, per-client dedup, stale-turn rejection, turn advance, out-of-sync exclusion, + endpoint 200/404/400). Full suite green (`npm test`), typecheck + lint clean. - **Manual e2e** against the dev server: created an admin-bot game, joined it in a browser, force-started via `toggle_game_start_timer`, and confirmed `GET …/stats` returned the consensus snapshot with username enrichment and an advancing `turn`. Also verified wrong-worker → 400 and missing-key → 401. 🤖 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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8ce5f3439c |
feat: kick_player can target a publicId (admin bot) (#4403)
## Description: Add an optional `targetPublicId` to KickPlayerIntent; the server resolves it against the connected clients to the live clientID, then kicks as before. Existing clientID targeting (lobby / in-game kick) is unchanged. That way you can kick player with both the clientID and playerID ## 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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3b84a6f569 |
Feat/anonymize names (#4318)
**Add approved & assigned issue number here:** Resolves #4296 ## Description: Adds an "Anonymous players" option to private lobbies (host toggle, off by default). When it is on, the server sends each client anonymized usernames for everyone except themselves. The lobby creator and admins still see real names so they can moderate. Names are hidden on every player-facing surface: the game start message, lobby info, /api/game/:id, and the link preview. It is enforced server-side, so a client extension cannot read real names off the wire. Initially added as part of our overhaul of OpenFront masters, but this feature can very well be useful for content creators, and other tournament hosts. Anonymized names reuse the existing tribe word lists (no emoji), so they pass UsernameSchema, and they are seeded per user, so a player looks different to different users but stays consistent from the lobby into the game. The saved game record keeps real names (anonymization is a per-send transform, gameStartInfo is never mutated), so replays and stats are unaffected. Nothing changes for normal games. New option selection: <img width="990" height="918" alt="image" src="https://github.com/user-attachments/assets/31df0b0b-7757-4b2b-9bff-84310faee8d9" /> The host, when enabling the option, gets a little eye icon next to the players(including himself to enable/disable the anon names for himself, and/or other player) By default(the names everyone will see are random and unique): <img width="979" height="188" alt="image" src="https://github.com/user-attachments/assets/f0caa4a4-9f14-41d3-89c6-9a38e8c2e6f0" /> Toggling the eye ON for yourself (the host, or any given player, will allow them to see the real names of everyone, in the lobby and in game): <img width="969" height="138" alt="image" src="https://github.com/user-attachments/assets/89abf0e0-1433-43ea-9870-49d96ca46d30" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: zixer._ |
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67f7d09fe5 |
Add admin bot HTTP API for managing private games (#4388)
## What A trusted, server-side HTTP API so a bot authenticated with a shared secret can **create private games, change their settings, start them, kick players, and pause/resume** — without opening a WebSocket or joining as a player. Two endpoints under `/api/adminbot/`, reaching the owning worker via the existing `/wN/` nginx routing. They reuse the existing Zod schemas and `GameServer` methods, mirroring the WebSocket intent flow rather than inventing a new wire protocol. | Endpoint | Purpose | | --- | --- | | `POST /api/adminbot/create_game` | Create a private game; the worker mints a self-owned id and returns it (body: `GameConfigSchema.partial()`) | | `POST /api/adminbot/game/:id/intent` | Send a lobby-management intent (body: base `IntentSchema`) | ## How it works - **Auth:** `ADMIN_BOT_API_KEY` env var via the `x-admin-bot-key` header (timing-safe compare). The whole API is **disabled — 404 — when the var is unset**, so non-configured environments expose nothing. It's distinct from the per-instance `ADMIN_TOKEN`, which an external bot can't know. - **`GameServer.handleIntent`** is the unified intent dispatch for both the WebSocket `case "intent"` path and the admin-bot HTTP API. An `IntentActor` carries identity + authority (per-connection lobby-creator/role checks for the WS path; admin authority for the bot). It honors `update_game_config`, `toggle_game_start_timer`, `kick_player`, and `toggle_pause` — **on private games only** (`isPublic()` → 403). Gameplay intents and `mark_disconnected` are rejected (400). - **Private games only.** `create_game` rejects any `gameType` other than `Private` (Public *and* Singleplayer → 400); an omitted `gameType` defaults to `Private`. - **The bot is never a player.** It sends no `clientID`; the server stamps a placeholder `ADMIN_BOT_CLIENT_ID = "ADMINBOT"` (collision-proof — contains `I`/`O`, which `generateID()` never emits). A gameplay intent stamped with it would resolve to no player, so puppeteering is structurally impossible on top of the explicit 400. - **Determinism unchanged:** the only intent that reaches the sim is `toggle_pause`, via the same `addIntent` → turn queue → `ServerTurnMessage` path the WS uses. ## Notable details for review - **`hostCheats` is assigned unconditionally — on purpose.** `updateGameConfig` sets `this.gameConfig.hostCheats = gameConfig.hostCheats` unconditionally, unlike its sibling fields (which are guarded on `!== undefined`). The WS host clears cheats by re-sending the *full* config with `hostCheats: undefined`, so here `undefined` must mean "clear", not "leave unchanged". **Caveat for the admin bot**, which is a *partial*-update client: a partial `update_game_config` that omits `hostCheats` will clear it — the bot should send `hostCheats` explicitly (or a full config) when it wants to keep a previously-set value. - **Deploy wiring:** `ADMIN_BOT_API_KEY` is piped through the deploy steps' `env:` in `deploy.yml`/`release.yml` → `deploy.sh` heredoc → container via `update.sh`'s `--env-file`. The remaining manual step is creating the GitHub secret itself. ## Tests 19 new tests: - `GameServer.handleIntent` admin-bot behavior (per-intent, private-only, post-start guards, placeholder clientID, rejected gameplay/`mark_disconnected` intents). - `create_game` gameType guard (Public and Singleplayer both rejected). - `requireAdminBotKey` middleware (404 disabled / 401 missing / 401 wrong / pass). tsc + eslint clean. 🤖 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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c55ea6bb5a |
Mint game ids on the server, randomly route create-game across workers (#4393)
## What Game creation no longer requires the caller to pick the `gameID` or compute its owning worker. The client POSTs to a prefix-less `/api/create_game`; **nginx (prod) and the vite dev proxy randomly route it to a worker**, which **mints an id that hashes back to itself** and returns it along with its `workerIndex`. ## Why it stays correct The minted id still hashes to the creating worker (via the existing `generateGameIdForWorker`), so everything downstream that derives the worker from the gameID — websocket connect, share URL, join flow — keeps working unchanged. The only thing that moved is *who picks the id and worker*. ## Changes - **`src/server/Worker.ts`** — factor create into a shared `createGameForId`; add `POST /api/create_game` (no id) that mints a self-owned id and returns `gameInfo` + `workerIndex`/`workerPath`. The existing `POST /api/create_game/:id` stays. - **`nginx.conf`** — `location = /api/create_game` proxies to a `random` worker upstream. - **`generate-nginx-upstream.sh` + `Dockerfile`** — the entrypoint generates that upstream from `NUM_WORKERS` at container **start** time. `NUM_WORKERS` isn't known at image build time (the image is built once and deployed with different env), so it can't be baked into `nginx.conf` — hence runtime generation of exactly the live worker ports (no dead-server padding). - **`vite.config.ts`** — dev-only middleware forwards `POST /api/create_game` to a random worker. Vite's `http-proxy` can't pick a per-request random target, so this is a small middleware plugin (same pattern as the existing `serveProprietaryDir`), registered before the `/api` proxy. - **`src/client/HostLobbyModal.ts`** — stop generating the id client-side; use the server's. ## Behavior change to note The host's share link used to be copied **instantly** from a client-generated id. Now the id comes from the server, so the copy waits one create round-trip — I moved the URL build/copy into the create `.then` (and kept the failure path that clears the clipboard). Brief empty-link state in the modal until create resolves. ## Verification - tsc + eslint clean; full suite green (1543 tests). - nginx additions validated with `nginx -t` in isolation (the full file references container-only paths like `/etc/nginx/mime.types`); upstream + `proxy_pass` resolve. - `generate-nginx-upstream.sh` tested with `NUM_WORKERS` set and unset (defaults to 1). Not yet exercised live end-to-end (needs a dev-server restart — `vite.config.ts` + `Worker.ts` changes aren't hot-reloaded). 🤖 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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91cd4214a5 |
Reduce compact map chance in 1v1 from 50% to 20% 🗺️ (#4374)
## Description: Changes the probability of getting a compact map in 1v1 games from 50% (Math.random() < 0.5) to 20% (Math.random() < 0.2) in `MapPlaylist.ts`. Reasoning is feedback on discord. This suggestion thread: https://discord.com/channels/1284581928254701718/1514204284173025301 And this, for example: <img width="634" height="225" alt="image" src="https://github.com/user-attachments/assets/0b4d53de-582c-4e6a-8d18-0007433c12ee" /> Pro players seemingly want to get rid of compact maps completely, but in the thread you can also see people liking them. So lets do 20% for now? ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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758063651d |
Add allowlist for private lobbies (OFM) (#4351)
**Add approved & assigned issue number here:** Resolves #4349 ## Description: 1. **Private-lobby allowlist.** `create_game` accepts an optional `allowedPublicIds`. It's set by whoever creates the lobby (admin-token gated, no client UI), the game server pulls it out of the config so it's never broadcast to clients or written to the game record, and it rejects any joiner whose OF publicId isn't on the list before they take a slot (stickily, so they can't retry on reconnect). Lobbies created without it behave exactly as before. It is off by default Previews: <img width="241" height="140" alt="image" src="https://github.com/user-attachments/assets/30c4e47b-399d-4720-b25b-a04c63668577" /> <img width="982" height="456" alt="image" src="https://github.com/user-attachments/assets/1b5c68b7-9b99-4ccc-b987-e70c8ec25dce" /> <img width="547" height="369" alt="image" src="https://github.com/user-attachments/assets/1623090b-ea2b-4657-9cd8-903fbabca51b" /> I am not able to manually test all of it since it needs to also run the auth API (infra) and actually be connected to disc and whatnot (but still tested the refused flow).. Also, we would need to place some guards and visual error feedback, but since this only would affect casual of players and is more of a improvement to the feature, I will consider it out of scope for now. ## Please complete the following: - [x] I have added screenshots for all UI updates (no UI changes in this PR) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file (no new 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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19db66f424 |
Delayed lobby start (#4184)
Resolves #4169 ## Description: Adds a delayed lobby start option. Utilizes the same system as for public lobbies. The default for the option is for lobbies to take 3 seconds to start, however this can easily be changed. The current setting is controlled through an enable-disable slider, however there are multiple other options for how to control this. For example we could do a slider, an input field, a dropdown etc. And i dont necessarily know if the currently implemented option is the best. Furhtermore im not sure if i have used the language file completely correctly. There is now a duplicate field for both private and public lobby. However there is not category shared between the two. So i decided to reuse the field from public for private games, as this simplified the code a bit. **Host video** https://github.com/user-attachments/assets/6f3db6e4-7323-4fad-8544-efb8cef4d969 **Non-host video** https://github.com/user-attachments/assets/ee02a072-1f42-4dde-a5d9-120fda862eb7 ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: FrederikJA |
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182d008ddd |
Generate a single MapInfo list; move SPECIAL_TEAM_MAPS and en.json map names into info.json (#4231)
**Add approved & assigned issue number here:** N/A — maintainer follow-up to #4227. ## Description: Follow-up to #4227, finishing the "info.json is the single source of truth" refactor. **Maps.gen.ts now generates one `MapInfo` interface and a `maps` list** instead of parallel lookup records. `mapCategories`, `mapTranslationKeys`, and `multiplayerFrequency` are gone — consumers read the list directly (`map.categories`, `map.translationKey`, `map.multiplayerFrequency`). MapPicker got simpler in the process: it renders from `MapInfo` objects, so the reverse `Object.entries(GameMapType)` lookup to recover the enum key is gone. The featured-rank sort moved out of the Go codegen into the picker, where the presentation concern belongs. **`SPECIAL_TEAM_MAPS` moves into info.json** as an optional `special_team_count` field (set on the same 17 maps with the same values). MapPlaylist derives its map from the generated list; `SPECIAL_TEAM_FORCE_CHANCE` and the frequency multiplier behavior are unchanged. **The en.json `map` section is now generated.** A new optional `display_name` field in info.json (defaulting to `name`) is written to `resources/lang/en.json` by the generator, preserving the section's non-map UI keys (`map`, `featured`, `all`, `favorites`, `random`). The 8 maps whose English display name intentionally differs from the frozen enum value (e.g. `MENA`, `Milky Way`, `Europe (Classic)`, `Baikal (Nuke Wars)`) declare it via `display_name`, so no display text changes. The section is emitted alphabetically; since #4232 already sorted en.json and every value matches, regeneration is byte-identical and this PR has no en.json diff. Other languages remain Crowdin-managed. The generator also now validates `translation_key` is exactly `map.<folder>` and `special_team_count >= 2`. MapConsistency tests compare info.json directly against the generated list and the en.json section, and fail with a "run `npm run gen-maps`" message on drift. No behavior changes: enum values, playlist frequencies, special-team counts, featured order, and display names are all byte-identical. ## Please complete the following: - [x] I have added screenshots for all UI updates (no UI changes — internal refactor, rendering output identical) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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3de5fb4204 |
Move map metadata into info.json and generate map TypeScript from it (#4227)
**Add approved & assigned issue number here:** N/A — maintainer refactor. ## Description: Makes each map's `info.json` the single source of truth for map metadata — adding a map is now a folder with `image.png` + `info.json`, a `gen-maps` run, and an en.json display name. **info.json / manifest.json carry full map metadata.** Every `map-generator/assets/maps/<map>/info.json` declares `id` (the `GameMapType` enum key), `name` (the enum value — wire format, unchanged for all 94 maps), `translation_key`, `categories`, and `multiplayer_frequency` (the public-playlist weight that used to be the `FREQUENCY` record in MapPlaylist.ts). The generator validates everything and mirrors it into `resources/maps/<map>/manifest.json`. 23 stale info.json `name` values were normalized to the canonical enum value; enum values are byte-identical, so replays and stored game configs are unaffected. **The generator emits the TypeScript and discovers maps itself.** New `map-generator/codegen.go` generates `src/core/game/Maps.gen.ts` (`GameMapType`, `GameMapName`, `mapCategories`, `mapTranslationKeys`, `multiplayerFrequency` — now a full `Record<GameMapName, number>`, killing the old `Partial`) on every run; `Game.ts` re-exports it. The hardcoded map registry in `main.go` is gone — maps are auto-discovered from the `assets/maps` / `assets/test_maps` directories. MapConsistency tests fail with a "run `npm run gen-maps`" message if info.json, manifest.json, and Maps.gen.ts drift. The tracked `map-generator/map-generator` binary is rebuilt to match. **New categories: continents + world/cosmic/tournament/other, multi-category support.** `continental`/`regional`/`fantasy`/`arcade` are replaced by `featured`, `world`, `europe`, `asia`, `north_america`, `africa`, `south_america`, `oceania`, `antarctica`, `cosmic`, `tournament`, and `other`. Maps can list multiple categories, so straddlers (Black Sea, Bosphorus, Caucasus, Between Two Seas, Bering Sea/Strait, Mena, Strait of Gibraltar, Hawaii, Arctic) appear under both regions. Featured is itself a category (same 7 maps as before). MapPlaylist keeps its arcade exclusion via an explicit set. **Map picker UI.** Two tabs: **Featured** (default — featured maps plus a Favorites section when maps are starred) and **All** (one prominent collapsible bar per category with a map count, collapsed by default). The selected map is prepended to the featured grid when it lives elsewhere. `getMapName()` resolves through the generated `mapTranslationKeys`, which also fixes tourney maps never resolving a valid translation key. ## Please complete the following: - [ ] I have added screenshots for all UI updates (maintainer change — picker described above) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
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3c0ff7a6f2 |
Fail open on clan tag ownership checks when API is unavailable
The clan-tag ownership check previously failed closed: when the API service was unreachable (e.g. during local development), the client dropped the tag with a "couldn't verify" error and the server's FailOpenPrivilegeChecker treated every unverifiable tag as reserved. This made clan tags unusable whenever the API was down. - Client: checkClanTagOwnership keeps the tag when the existence probe is inconclusive; the server still re-checks authoritatively. - Server: FailOpenPrivilegeChecker passes tags through instead of dropping non-member tags; decideClanTag now takes a non-nullable reserved set since the null case is gone. - Remove the now-unused username.tag_check_failed translation key. - Update Privilege and ClanApiQueries tests for fail-open behavior. Trade-off: if the reserved-tag list is unavailable in production, real clan tags can be impersonated until the first successful PrivilegeRefresher load; after that the last good checker is retained. |
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7405339ea7 |
Add Titan map with random spawn nations - along new Cosmic map category (#4183)
Resolves #4182 ## Description: Adds "Titan" (real moon of Saturn with methane seas) map . Uses new random spawn nation feature by FloPinguin. https://github.com/openfrontio/OpenFrontIO/pull/4156 Also adds new Cosmic map category. The "Other" map category has become a wastebasket of unrelated maps, and with increasing number of maps, i think its a good addition to have better categories for these maps. I figured these 2 changes should go together since im adding a cosmic map, and a cosmic category. proof of nations spawning randomly and how the cosmic category looks in the menu: https://github.com/user-attachments/assets/b84bd3ef-6b8f-46fe-a6ea-ea5e79c6dc00 ## 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 --------- Co-authored-by: Evan <evanpelle@gmail.com> |
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af2849a2d7 |
Adds "Juan De Fuca Strait" map - 3 way team map (#4215)
Resolves #4148 ## Description: Adds "Juan de Fuca Strait" map. This is the Strait in Washington and British Columbia: https://en.wikipedia.org/wiki/Strait_of_Juan_de_Fuca This map is meant to be a brand new 3-team way map, since all the team maps we have are either made for 2 or 4 teams. The map is bumped towards this gamemode similar to how Baikal is bumped to 2 teams. Map also has Additional Nations, for a total fof 62, for Human vs Nations and solo games <img width="1365" height="602" alt="image" src="https://github.com/user-attachments/assets/9cb86727-db06-4fcb-bee4-85e7b5d47d15" /> <img width="1319" height="488" alt="image" src="https://github.com/user-attachments/assets/13fd9a01-7ec6-49ab-81c3-40b566cbf6e0" /> data from OpenTopography, already credited ## 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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855695b78e |
Adds Hong Kong map (#4191)
> **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 #4152(issue number) ## Description: - Adds a map of Hong Kong. The size is 2781x1997 with land area of 41% (2.2mil pixels). The islands, straits, harbors, coastlines and peninsulas make for some very intersting gameplay. - HK is the second densest place on earth. To simulate this, there are 71 nations based on districts, parks, islands, etc. (Kowloon and HK Island are so crowded with nations, there may be only 1-2 tribes that spawn there!) - Large coastal plains, passes and mountain ranges across islands and the mainland map image <img width="2781" height="1997" alt="hk-improvedriver" src="https://github.com/user-attachments/assets/ef324fca-88f7-487c-adb0-fa31fc370458" /> showcase https://www.youtube.com/watch?v=DosBDttQVmE ## 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: RickD004 <realtacoco@gmail.com> |
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1e3f50436c |
Add map world inverted (#4189)
Resolves #4187 ## Description: Add Map - World Inverted 1248x2500, 1,561,000 land tiles ~100 standard. Over 250+ total. https://www.youtube.com/watch?v=w2LVZQXZoaU https://discord.com/channels/1284581928254701718/1509034328766812210 ## 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 |
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27517e3698 |
Adds Mississippi River map - vertical pipe map (#4176)
Resolves #4153 ## Description: Add Mississippi river, inspired by Amazon, but vertical. Pipe-type map along Amazon and Passage. 11 nations, with 51 additional nations for a total of 62 for Humans vs Nations gamemode. https://github.com/user-attachments/assets/6596a7bf-b529-442a-99b1-815493ee0e96 https://github.com/user-attachments/assets/5bb4959b-8ef3-428a-8e3a-94c424fa092b https://github.com/user-attachments/assets/e4d4622e-ea42-4edf-9d86-d9d00c0fdde4 ## 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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b4058b5a58 |
Add map chopping block (#4143)
Resolves #4080 ## Description: Add Map Chopping Block https://youtu.be/NpX73lHiKO8 Increased multiplier for 4 player team games and water nukes (plug in center among other shortcuts). This map was made as a faster alternative to Labyrinth. Map has been modified since last submission to be 'less crazy'. ## 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 ## Discord username: PlaysBadly |
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9c2ac05506 |
clantag part 1 (#4066)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) ## Description: adds a check to see if you're in a clan or not. if not, checks to see if the clan exists, if it does, warns the user, if it doesn't, lets them use it. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: w.o.n |
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48609fa70a |
Reduce lobby broadcast bandwidth via counts-only deltas (#4116)
## Description:
- The lobby WebSocket broadcast (`/lobbies`) was re-sending the full
`PublicGames` snapshot — including each lobby's `gameConfig` — to every
connected client every 500ms. Almost nothing in that payload changes
tick-to-tick; only `numClients` moves.
- `WorkerLobbyService` now tracks the sorted set of `gameID`s it last
sent as a full snapshot. On each incoming broadcast it sends a `full`
only when that set changes; otherwise it sends a `counts` delta carrying
just `{gameID → numClients}`.
- This relies on the master-side coupling at
[MasterLobbyService.ts:140-159](src/server/MasterLobbyService.ts#L140-L159):
when master finds a lobby without `startsAt`, it both sets `startsAt`
AND schedules a fresh lobby on the same tick, so the gameID change
brings the `startsAt` (and `gameConfig`) along with it.
- New WS connections are primed with the worker's cached last `full` so
late joiners don't have to wait for the next structural change.
- `LobbySocket` parses the new discriminated union (`PublicLobbyMessage
= full | counts`), keeps the last full snapshot in memory, and merges
counts into it before invoking the existing callback. `GameModeSelector`
is unchanged.
- Master → worker IPC is unchanged — still sends the full snapshot every
500ms. The optimization only applies to the worker → WS-client boundary,
which is the fan-out point.
## 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:
evan
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95377f0361 |
Adds map of Southeast Asia (#4105)
Resolves #4098 ## Description: Adds Southeast Asia map for v32. Very requested map. 31 default nations (with an extra 31 named for HvN). Map for intense warship and naval warfare with many, many islands. Also adds flags of the region to be used by nations in the map. More info specified in issue https://github.com/user-attachments/assets/b4151db4-825a-4c1c-8bf8-7b760ae056d2 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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c049a81b86 |
Adds map of the Caribbean 🏴☠️ (#4067)
## Description: Fixes #4069 Adds map of the Caribbean sea and its islands. Archipelago map with lots of islands, lots of water and a lot of trade. This map has multiple large landmasses of similar size to prevent steamrolls (the largest islands and landmasses are around 30%), and many, many small islands where players can survive and trade. Players will have to island hop in order to win. 34 nations of Caribbean countries and territories, with an extra 28 AdditionalNations for a total of 62 nations for crowded HvN. Heavy Island maps are very popular in the broader community and we dont have one for v32, so i figured it would be nice to have a very requested and popular world location 570k land tiles, fairly small for a map, would be right placed before World (600k tiles). Also adds some flags of caribbean regions. https://github.com/user-attachments/assets/9eae81ec-58eb-4594-89fd-2f95742f8b3a Terrain source from OpenTopography, already credited. No modification to the tests are needed for new maps added in Game.ts ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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9d4080fbe8 |
Adds onion map (#4057)
If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #4055 ## Description: Adds a 512*512 onion map with 3 nations (Leafer Confederation, Outer Enclave and Inner Tribe) <img width="128" height="128" alt="thumbnail" src="https://github.com/user-attachments/assets/8d97d8dc-6286-4e79-a459-767c936d49ec" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tktk1234567 |
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b043dc6c15 |
Team Maps Expansion: New team spawnzones for multiple maps (#4058)
## Description: Lets give Teams and HvN gamemodes some attention. Adds team spawnzones to the following maps, and boosts them to appear more frequently as this gamemode: - Straitofgibraltar - 2 teams - Aegean - 2 teams - Beringsea - 2 teams - Beringstrait - 2 teams - Bosphorusstraits - 2 teams - Conakry - 2 teams - Falklandislands - 2 teams - Straitofhormuz - 2 teams - Tradersdream - 2 teams - Surrounded - 2 teams & 4 teams - Pluto - 2 teams - Gulf of St. Lawrence - 3 teams These maps (especially the ones for 2 teams) are all very symmetrical and would be nice gift for the playerbase, which enjoys these kind of games like FourIslands4Teams and Baikal2Teams. This is also nice for HvN, as it centralizes the players and gives them a better chance at defeating the nations. Screenshots of the maps with the new team spawnzones: <img width="1320" height="486" alt="Captura de pantalla 2026-05-28 001558" src="https://github.com/user-attachments/assets/e0b4bea6-d1b7-4793-a995-ec2a139a5af6" /> <img width="1177" height="528" alt="Captura de pantalla 2026-05-28 001913" src="https://github.com/user-attachments/assets/28ec5bf8-3a02-4660-ba62-3edbcabeaf51" /> <img width="1147" height="531" alt="Captura de pantalla 2026-05-28 002032" src="https://github.com/user-attachments/assets/b148f1ae-473a-4505-b0f4-ca8820fbbb55" /> <img width="1219" height="536" alt="Captura de pantalla 2026-05-28 002348" src="https://github.com/user-attachments/assets/89af4d27-eadf-447c-9bde-d0dcfe1ff757" /> <img width="923" height="524" alt="Captura de pantalla 2026-05-28 002704" src="https://github.com/user-attachments/assets/50ad1b11-1685-41fb-b14d-088a2f0db88b" /> <img width="1307" height="456" alt="Captura de pantalla 2026-05-28 002859" src="https://github.com/user-attachments/assets/4ef18da9-336a-4698-8af0-2769467148b4" /> <img width="1219" height="548" alt="Captura de pantalla 2026-05-28 003134" src="https://github.com/user-attachments/assets/d0a514bf-e6e6-43f6-89b7-2168bc395010" /> <img width="1200" height="538" alt="Captura de pantalla 2026-05-28 003449" src="https://github.com/user-attachments/assets/c1672296-db4d-4baf-9992-4bb380fab4e9" /> <img width="1032" height="501" alt="Captura de pantalla 2026-05-28 003650" src="https://github.com/user-attachments/assets/8dd5ee07-3ac3-4f03-a56e-31c01d612655" /> <img width="1074" height="525" alt="Captura de pantalla 2026-05-28 003951" src="https://github.com/user-attachments/assets/e140706b-3f1c-4e09-b70c-efc3e6536c60" /> <img width="914" height="513" alt="Captura de pantalla 2026-05-28 004632" src="https://github.com/user-attachments/assets/e0dd6820-62f4-48b6-8356-df20c0e6ed8f" /> <img width="988" height="509" alt="Captura de pantalla 2026-05-28 005518" src="https://github.com/user-attachments/assets/0da95c41-1191-4de4-a3ce-873839c00605" /> <img width="986" height="514" alt="Captura de pantalla 2026-05-28 000505" src="https://github.com/user-attachments/assets/4eb20c73-56ba-4f9f-90af-8a047aa399eb" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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2cb5244ad4 |
Adds Map of the Yellow Sea (#4026)
## Description: "A high-stakes naval theater where empires clash over narrow corridors, bottleneck straits, and heavily fortified shorelines." Modeled to the exact strategic proportions of the classic Black Sea map, Yellow Sea shifts the focus of global conflict to East Asia. The map is defined by its massive central body of water, making naval dominance absolutely essential for survival. However, unlike wide-open oceans, control of the Yellow Sea is entirely dictated by its unique coastal geography. The Shandong And Liaoning Peninsulas are The definitive feature of the map. Two massive, opposing peninsulas project deep into the sea, acting as natural, heavily contestable daggers. They create tight naval choke points in the central waters while forcing land-based players into brutal, linear frontlines where every pixel of territory is bought with blood. The Continental Rim: A sprawling mainland coast wraps around the northern and western edges of the map, offering expansive land routes for players who prefer sweeping land invasions over amphibious assaults. Scale Class: Medium Gameplay Style: Naval/Land Hybrid, Tactical Choke Points, Frontline Bottlenecks Nations: 8 North Korea South Korea Liaoning Shandong Beijing Hebei Tianjin Jilin description mostly generated by google gemini ai ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME crunchybbbbb <img width="1660" height="1266" alt="Screenshot 2026-05-24 220103" src="https://github.com/user-attachments/assets/800c6732-677d-44f1-ba5c-c60da5f199e0" /> <img width="1500" height="1152" alt="yellow_sea2" src="https://github.com/user-attachments/assets/9b3ba34a-3f9c-4485-9235-f953fd07be4c" /> Game play video https://youtu.be/IcRPTM0rHM0 --------- Co-authored-by: RickD004 <realtacoco@gmail.com> |
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aa3959bffe |
feat: territory png based skins (#4006)
## Description: Add image-based territory skins as a new cosmetic type, rendered alongside the existing 1-bit patterns. Skins render a single PNG centered on each player's spawn tile — opaque pixels show the skin (multiplied by team color in team games, raw colors in FFA), transparent pixels and tiles outside the image bounds fall through to the regular player palette color. **Cosmetic plumbing** - `SkinSchema` in `CosmeticSchemas.ts`, optional `skins` map on `CosmeticsSchema` - `PlayerSkin`, `PlayerCosmetics.skin`, `PlayerCosmeticRefs.skinName` in `Schemas.ts` - Server-side resolution: `PrivilegeCheckerImpl.isSkinAllowed` (gated by `skin:*` / `skin:<name>` flares) - Client persistence: stored under `PATTERN_KEY` (`pattern:` and `skin:` share one slot — they're mutually exclusive) - `getPlayerCosmeticsRefs` only emits a `skinName` when cosmetics are loaded, the skin exists in the catalog, and the user has the right flare — otherwise drops the ref and clears storage **Renderer** - `SkinAtlasArray` — fixed `TEXTURE_2D_ARRAY`, 1024×1024 per layer, exact layer count allocated once at game start from the locked-in player set. No resize, no callbacks, no retained `HTMLImageElement`. Zero GPU cost when no players have skins (1×1 placeholder). - `skinLayerTex` (R8UI 4096×1) — per-player `layer + 1` (`0` = no skin) - `skinAnchorTex` (RG16UI 4096×1) — per-player spawn tile, so the PNG center anchors at each player's spawn (re-uploads when the player re-picks during spawn phase) - `WebGLFrameBuilder.syncPlayers` collects unique skin URLs on first sync and calls `view.initSkinAtlas(urls)` once; `clearCaches()` resets so seek/replay re-initializes - `territory.frag.glsl`: skin branch is mutually exclusive with patterns; bounds-checks UVs against `[0, 1]` so the image is a single stamp, not tiled; alpha-blends against the player palette color so transparent pixels and out-of-bounds tiles render as the regular player color **Hover highlight (global UX change, not skin-scoped)** - Existing hover highlight changed from "brighten toward white" to "saturation boost." Applies to all players regardless of skin/pattern/flat-color — looks better across the board. **UI** - `CosmeticButton` renders skins as a single `<img>` (object-contain) - `TerritoryPatternsModal` merges patterns + skins into one grid; single "default" tile clears both - Selecting a pattern clears the skin and vice versa (mutually exclusive) - `Store` pattern tab includes skin entries (purchasable, not-yet-owned) - `PatternInput` lobby button previews the active skin when one is set **Memory** - 0 skin players → ~4 bytes (placeholder) + ~40 KB fixed per-player tables - 1 skin player → ~5.6 MB GPU - 5 skin players → ~28 MB GPU - 10 skin players → ~56 MB GPU **Tests** - `tests/Privilege.test.ts`: 13 new cases covering `isSkinAllowed` (wildcard, exact-match, missing flare, missing skin, forged refs) and `isAllowed` integration (allowed/forbidden paths, short-circuit when invalid skin is paired with valid other cosmetics) ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [ ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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ddf63066fa |
fix(game): patch Desync DoS vulnerability with strict majority consensus (#3956)
Resolves #3959 ## Description: This PR fixes a Denial of Service (DoS) vulnerability in 1v1 matches related to desync reporting. The `findOutOfSyncClients` logic previously forced a game-ending desync if half or more players reported conflicting hashes (`outOfSyncClients.length >= Math.floor(this.activeClients.length / 2)`). In a 1v1, this meant a single malicious player sending a bad hash could trigger a global desync, crashing their opponent's game session. The logic has been corrected to require a **strict majority** (`> Math.floor(this.activeClients.length / 2)`) to declare a lobby-wide desync. In a 1v1 game, a single malicious actor will now simply be flagged as the out-of-sync client and disconnected, allowing the honest player to continue their session uninterrupted. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: barfires Co-authored-by: Josh Harris <josh@wickedsick.com> |
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172113193f |
Add May Labyrinth (#4002)
## Description: Labyrinth is a maze type map. My attempt at making a more chess style board for play. Games with bots appear stable at over 45min average run times. The map has been setup for team spawn zones for 2, 3, 4, 5, 6, and 7 teams. Some of the team spawns for odd numbers are experimental and I would like to see how they play out with live players. Additional nation names included. There are other design factors like each of the large squares being within the blast radius of a hydro; small islands are within the blast radius of nukes. This is meant as a slower playing game. My intentions are to get some sort of literal rotation of the map in the future if easily implemented. That way every time players load the game there would be some randomization. As an additional note one of my last edit to the map was the "+" shape to the islands to allow train passage. Zooming out I can see now that the pattern is squares and + through out. Did not fully intend on that, but it felt like good vibes. https://discord.com/channels/1284581928254701718/1293201128858587207/threads/1497062552784605316 https://www.youtube.com/watch?v=e8c-TylT4hs https://www.youtube.com/watch?v=0-yqrfr3nv0 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username PlaysBadly --------- Co-authored-by: RickD004 <realtacoco@gmail.com> |
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b086881a4e |
Add Korea Map (#3977)
## Description: Add map of korean peninsula. Size 1092x2149 Nations: 35 based on provinces ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME crunchybbbbb @crunchybbbbb_59469 <img width="1092" height="2149" alt="Korea-2" src="https://github.com/user-attachments/assets/874100e8-4a68-4f57-b2f7-49aa87b8194d" /> two teams nations war video https://www.youtube.com/watch?v=n4h7GAfAHTM --------- Co-authored-by: Ricky G.P. <realtacoco@gmail.com> |
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2d6342cd22 |
Add stale-if-error to app shell Cache-Control (#4009)
## Description: Adds `stale-if-error=86400` to the `Cache-Control` header set on the rendered app shell (`/`) in [src/server/RenderHtml.ts](src/server/RenderHtml.ts). This lets shared caches (CloudFlare, nginx `proxy_cache`) keep serving the last good `index.html` for up to 24h if origin returns a 5xx, alongside the existing `stale-while-revalidate` window. Pairs with enabling HTML caching for the `/` route on CloudFlare in "respect origin headers" mode — it already honors `s-maxage` (5 min edge TTL) and `stale-while-revalidate`; this just extends the same safety net to origin-error cases. No behavior change for successful responses; browsers still revalidate every load via `max-age=0`. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: jish --------- Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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3811d3cd89 |
Hide clan tags in public FFA games to prevent teaming (#4000)
## Description: - Added optional `disableClanTags` to `GameConfig`. When set, the server strips clan tags from `gameInfo` (lobby broadcasts/HTTP) and `gameStartInfo` (start payload) before sending to clients. Archive keeps the originals. - Enabled `disableClanTags` for public FFA games (both the regular FFA playlist and special when randomized to FFA). No UI; clients still see their own clan tag via local input state. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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5a2c0504eb |
adds map of the Balkans (using Additional nations feature) (#3998)
## Description: Adds map of the Balkan Peninsula and surroundings. Heavily requested map with multiple posts on the Discord all with over 10 or 20 upvotes. 23 NPC/Nations based on countries and relevant regions of the area. Adds an extra 39 nations for crowded Humans vs Nations gamemode for a total of 62 NPCs, based on regions of multiple countries. Also some flags for some regions. Source from NASA DEM, already credited Photo of base map, and 62 HvN: <img width="614" height="588" alt="Captura de pantalla 2026-05-24 030105" src="https://github.com/user-attachments/assets/5742a4c3-1b1f-4ca7-858d-91529861dd81" /> <img width="548" height="547" alt="image" src="https://github.com/user-attachments/assets/758d8ad0-1515-41b8-8d42-14e76cdd54ed" /> This map completes the quartet row of "polemic" maps for v32 <img width="678" height="119" alt="image" src="https://github.com/user-attachments/assets/9e6f4ef1-f0cc-48ea-a59f-b7ff69033b73" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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14f2e36d15 | set dev public lobby time back to 5 seconds | ||
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8f982ce123 |
Extend friend grouping to the lobby team preview
The preview was calling assignTeams without friend data, so the team layout shown in the lobby could differ from the layout the game actually started with. Wire friends through ClientInfo so the preview matches. Extract the publicId→clientID translation used by both start() and gameInfo() into buildFriendsLookup() to remove the duplicate. |
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db501c68d2 |
Put friends on the same team (#3994)
Fixes #3911 ## Description: - Server captures `publicId` and `friends` from `getUserMe()` and includes each player's in-game friend `clientID`s in `PlayerSchema` on game start - Team assignment treats friends as a **soft preference** (best-effort): a non-clan player goes to the team where the most of their friends already are; if that team is full they spill to the next-emptiest team rather than getting kicked - Clans remain strict (kick overflow) since clan membership is an explicit opt-in; friends are implicit, so a friend-of-friend chain that doesn't fit shouldn't bench anyone - Friendship is symmetric — an edge from either direction counts, which keeps things working when one side's `getUserMe` is stale - Lobby preview unchanged — friend grouping only takes effect once the game actually starts (avoids exposing friend lists in the lobby payload) ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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b1ec3ac70f |
Adds Indian Subcontinent map (#3975)
## Description: Adds Map of the Indian Subcontinent, with indian and pakistani states and surrounding countries, important rivers like the Ganges, Brahmaputra and Indus, and Tibet/ theHimalayas 2M land pixels and 52 Nations (i think its fitting that India has the most nations of a regional map, only continental maps have more) Should be nice to boost whatever indian playerbase this game might have. This region also doesnt have any representation aside from continental maps <img width="584" height="598" alt="image" src="https://github.com/user-attachments/assets/4089049a-800b-4e37-ab34-2afc5de821e8" /> <img width="418" height="462" alt="image" src="https://github.com/user-attachments/assets/a68e2424-5972-4105-86c9-0312ab095024" /> Elevation data from NASA DEM, already credited in CREDITS.md No reference test is needed, the test suite automatically iterates over all GameMapType enum values — no map is hardcoded by name in the tests ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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6591b055c3 |
Adds map of Venice 🛶 (#3935)
## Description: Adds map of Venice. A relatively small map (similar land area to World) for heavy trade and lots of boating. Because of the very low difference of elevation of the zone, terrain is instead used to show buildings. Map source from OpenStreetMap, already credited in CREDITS.md Very requested map, with 2 discord posts suggesting it with +15 upvotes each <img width="794" height="569" alt="image" src="https://github.com/user-attachments/assets/ca7d44f2-cfc9-4e93-b7d4-43dbe62f74d4" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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f23789883b |
Merge webgl2 — full WebGL2 renderer migration
relates to #893 Replaces the canvas2D + Pixi.js map renderer with a pure WebGL2 pipeline. Map-space visuals (terrain, names, structures, units, FX, selection boxes, build ghosts, status icons, nuke trajectories, defense zones, spawn glow, water-nuke terrain deltas) all render through dedicated passes in src/client/render/gl/passes/. Controllers in src/client/controllers/ push state directly to the WebGL view; no relay events. Assets unified under resources/ + assetUrl(). Mode toggle wired to the existing darkMode UserSetting (no more day/night cycle). One input system (InputHandler + EventBus + TransformHandler). Known regressions to address in follow-up work: - [ ] webgl: highlight structures when hover on build menu - [ ] webgl: custom flags, flag atlas - [ ] webgl: territory patterns - [ ] webgl: defense post outline - [ ] webgl: territory expanse smoothing |
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b27c2984fd |
include atlases/ in the public asset manifest
resources/atlases/ wasn't in the manifest glob list, so the build skipped hashing/copying it into static/_assets/ and the deploy pipeline's R2 uploader had no keys for it — atlases 404'd on staging. |
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5fefc21cb8 |
security: remove duplicate express.json() middleware (SEC-04) (#3947)
## Description: The app had `express.json()` registered twice in `app.ts`. This can cause issues with body parsing and is redundant. **Fix:** Removed the second call to `app.use(express.json())`. ## Please complete the following: - [x] I have added screenshots for all UI updates (N/A - no UI changes) - [x] I process any text displayed to the user through translateText() (N/A) - [x] I have added relevant tests to the test directory (N/A - existing tests pass) - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: barfires |
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749f496318 |
fix: prevent sendStartGameMsg from crashing server on client disconnect (#3939)
The catch block in sendStartGameMsg() re-throws the error, which means a single client's WebSocket failure (e.g. disconnected during game start) propagates up and can crash the entire game server. The start() method calls sendStartGameMsg() in a forEach loop over all clients, so one bad client kills the game for everyone. Changes: - Added readyState check before sending - Replaced re-throw with structured error logging - A single client failure now logs the error and continues gracefully If this PR fixes an issue, link it below. If not, delete these two lines. Resolves #(issue number) ## Description: Describe the PR. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory - [ ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: DISCORD_USERNAME |
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48b957c297 |
fix: guard all ws.send() calls with readyState check to prevent server crashes (#3936)
## Description: Several ws.send() calls in GameServer.ts were missing WebSocket.OPEN readyState guards. This can lead to server crashes if a client disconnects precisely between a check and the send. Added guards to prestart, kickClient, and handleSynchronization. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: barfires Co-authored-by: 22314621 <22314621@student.ciu.edu.tr> |
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7dc5d472a7 |
Change name of map "The Straits" into "Danish Straits" (#3929)
## Description: Renames TheStraits map. The people that suggested this map told me they would prefer a more specific name for the map, rather than the generic one it has right now. So im renaming it into Danish Straits This map is for v32, it has not been released, it should be fine to rename ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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7359e2bc3b |
Adds Northwest Passage map (using new additionalNations feature) (#3920)
## Description: Adds map "Northwest Passage", map of the Canadian Arctic Archipelago , Greenland and surroundings. "Northwest Passage" (NWP) is the sea lane between the Atlantic and Pacific oceans (https://en.wikipedia.org/wiki/Northwest_Passage) . 21 default nations, based on the towns of the region. This map uses the brand new additionalNations feature made by FloPinguin https://github.com/openfrontio/OpenFrontIO/pull/3902 . Adds 39 extra nations for a total of 60 nations (so that in gamemodes like Humans vs Nations all the nations have names of real places) Comparison: - Map with default nations - Map with extra named nations, tested by raising the number of nations in Solo <img width="1050" height="412" alt="image" src="https://github.com/user-attachments/assets/12ed94f1-0615-4fb3-b0d0-dcecb65006ea" /> <img width="1089" height="436" alt="image" src="https://github.com/user-attachments/assets/6e7c11bf-7382-4e36-9433-229a9d463b68" /> Terrain source from OpenTopography, already credited in CREDITS.md ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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990eba6134 |
Improve MapPlaylist 🎲 (#3904)
## Description: ### 1. `SPECIAL_MODIFIER_POOL` rebalanced Ticket weights adjusted to roughly track the community "favorite modifier" poll <img width="486" height="724" alt="Screenshot 2026-05-11 210740" src="https://github.com/user-attachments/assets/bb1d2461-beb3-41c0-8d7b-b604db5fc033" /> - `isRandomSpawn`: 2 to 4 - `goldMultiplier`: 4 to 6 - `isWaterNukes`: 3 to 4 - `startingGold25M`: 1 to 3 - `startingGold5M`: 5 to 4 - `startingGold1M`: 3 to 2 ### 2. New `SPECIAL_TEAM_MAPS` config Replaces the hardcoded per-map branches in `getTeamCount` and `buildMapsList`. Each entry maps a `GameMapType` to its preferred `TeamCountConfig`. Shared constants: - `SPECIAL_TEAM_FORCE_CHANCE = 0.75` (probability of overriding the random team weights roll) - `SPECIAL_TEAM_FREQ_MULTIPLIER = 2` (frequency boost in the team playlist) Current entries: Baikal (2), FourIslands (4), Luna (2). Behavior preserved for the existing maps, but adding another special team map is now a one-line entry. ### 3. New `FULL_LAND_MAPS` config (TheBox, Alps) - Water nukes forced on 75% of the time in the special rotation (overrides `WATER_NUKES_BOOSTED_MAPS`, which still applies its 50% boost to FourIslands, Baikal, Luna, ArchipelagoSea). Because they make a lot of fun on these two maps. - The `isPortsDisabled` modifier is excluded unless water nukes is boosted on, since ports are pointless on full-land maps. Because this happened: <img width="516" height="292" alt="image" src="https://github.com/user-attachments/assets/cd9ce31d-25d0-4b35-a8ba-bb3ec1c02b70" /> ### 4. Misc - Renamed `frequency` constant to `FREQUENCY` for consistency with other module-level constants. ### 5. Exclude `isNukesDisabled` on special team maps in team mode On `SPECIAL_TEAM_MAPS` (FourIslands, Baikal, Luna) in team mode, the `isNukesDisabled` modifier is now excluded from the pool. Otherwise an extreme warship spam will follow. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin |
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275fd0dccc |
refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## Description: This is a refactor to simplify config handling. Replaces the per-environment DevConfig/PreprodConfig/ProdConfig class hierarchy with two static classes: ClientEnv (browser main thread, reads from window.BOOTSTRAP_CONFIG) and ServerEnv (Node server, reads from process.env). The four config classes are deleted, the abstract DefaultServerConfig is gone, and DefaultConfig is renamed to Config. The values that flow server → client (gameEnv, numWorkers, turnstileSiteKey, jwtAudience, instanceId) used to be baked into the hardcoded per-env classes. They're now real env vars on the server, embedded into a single window.BOOTSTRAP_CONFIG object in index.html at request time (alongside the existing gitCommit/assetManifest/cdnBase globals, which moved into the same object), and read back by ClientEnv on the client. The dev defaults previously hidden inside DevServerConfig are now explicit in start:server-dev (NUM_WORKERS=2, TURNSTILE_SITE_KEY=1x..., JWT_AUDIENCE=localhost, etc.) and in vite.config.ts's html plugin inject.data. Production deploys plumb NUM_WORKERS and TURNSTILE_SITE_KEY through deploy.yml (GitHub vars) into the remote env file; JWT_AUDIENCE is derived from DOMAIN in deploy.sh. The dynamic /api/instance endpoint is gone — INSTANCE_ID rides along in BOOTSTRAP_CONFIG now. ServerEnv is the only thing server code touches; ClientEnv is browser-only. The two classes have intentional overlap (env, numWorkers, jwtIssuer, gameCreationRate, workerIndex, etc.) since they derive identical logic from different sources — there's a TODO in each to consolidate via a shared helper later. The game-logic Config no longer stores a ServerConfig/ClientEnv reference and its serverConfig() getter is gone; the one caller (MultiTabModal) now reads ClientEnv.env() directly. Worker init no longer carries server-config values since nothing in the worker actually reads them. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan |
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834a9757d7 |
Adds map "The Straits" (#3896)
## Description: **Adds "The Straits" map:** A map located around Denmark and the many surrounding straits: Kattegat, Skagerrak and the Danish straits (thus the name, meant to be a creative name like "Between Two Seas" and "Gateway to the Atlantic"). This map is themed in the early 1900s, the nations/NPCs are traditional and historical regions of Sweden-Norway, Denmark and the Germany. Relatively small map with ~700k land tiles, similar to World Inspired by this Discord thread with nearly 20 upvotes: https://canary.discord.com/channels/1284581928254701718/1482089104110911634/1482089104110911634 <img width="365" height="506" alt="image" src="https://github.com/user-attachments/assets/5ee16218-34c0-4b8b-9f9b-d33f219760b0" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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2b6ebbfe2d |
fix: add readyState check before endTurn broadcast (#3879)
## Description: Guard `ws.send()` in `endTurn()` with a `readyState === OPEN` check to prevent sending messages to WebSocket connections that have already closed. Without this guard, broadcasting to a client whose connection closed between ticks can throw an exception and crash the game loop. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: barfires |
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2b04c568fc |
Format the map lists in Main and MapPlaylist (#3889)
## Description: Format the map lists in Main and MapPlaylist by alphabetical order. Many maps were already standarized like this, but many recent ones werent. Ideally, future maps should be added this way too. Also ran npm run format in these 2 files, as they were not formatted correctly before. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star1011 |
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36c8fc0394 |
Add map of Taiwan Strait (#3878)
## Description: Map of the Taiwan and the Chinese Mainland. Team heavy map like Baikal and Hormuz. Terrain Source from OpenTopography, already credited <img width="1800" height="1511" alt="image" src="https://github.com/user-attachments/assets/45954469-8199-4882-9efe-899c5df87ce4" /> I also took the chance to standarize and sort alphabetically the map lists in main.go and MapPlaylist.ts. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tri.star 1011 NOTE: If the map gets added, please give contributor to crunchybbbbb_59469 for this map on Discord. Every file was made by him, his PR just had weird bugs that didnt allow the PR to be review automatically Original PR: https://github.com/openfrontio/OpenFrontIO/pull/3853 by crunchybbb2-hash |