Commit Graph

1068 Commits

Author SHA1 Message Date
evanpelle d1651017ea migrate warship drag rectangle from canvas2D to DOM overlay
The shift+drag warship selection rectangle was drawn on a second
offscreen canvas, blitted onto the main canvas2D context every frame
via world-coord transform. It's a screen-space rectangle though, so
none of that math was load-bearing.

Replace with a `<div>` positioned via inline left/top/width/height in
screen pixels. Same color tinting (player territoryColor lightened
0.2, dashed border at 0.85 alpha, fill at 0.06). pointer-events:none
so it doesn't intercept the drag.

Drops ~95 LOC of canvas2D drawing (renderSelectionBox, drawDashedLine,
selectionBoxCanvas/Ctx, the redraw() init, the renderLayer() blit).
One step closer to retiring the canvas2D map canvas — UILayer's
per-unit selection outlines are the last canvas2D draws on it.
2026-05-16 19:37:55 -07:00
evanpelle 3481beba8a delete canvas2D NameLayer; render names via WebGL NamePass
Stop drawing names on canvas2D — NamePass already gets the placement
data (gameView.frameData().names) and lerps positions in-shader. Drop
the runtime passEnabled.name=false override in ClientGameRunner,
remove NameLayer from the layers list, and delete NameLayer.ts.

Known gaps (deferred):
- Player-uploaded flags not in the bundled atlas render as no-flag;
  needs a JIT atlas built at game start.
- The shared computePlayerStatus is the replay variant, so the
  alliance / target / embargo / nukeTargetsMe status icons stay off
  for the local player's perspective. Needs a live-aware variant.
2026-05-16 19:03:38 -07:00
evanpelle 2fec1e994e retire DynamicUILayer, restore warship UX on WebGL
DynamicUILayer was a canvas2D mix of: bonus-event gold/troops popups
(already duplicated by WebGL BonusPopupPass), nuke/transport telegraph
indicators (duplicated by WebGL passes), and a warship move-indicator
chevron drawn via MoveIndicatorUI. Delete the layer outright along
with its three orphan UI helpers (MoveIndicatorUI, NavalTarget,
NukeTelegraph).

That deletion uncovered a pre-existing bug from the "migrate away from
canvas" commit: warship select/move no longer worked. The deleted
UnitLayer had owned the click flow that emits MoveWarshipIntentEvent.
Re-add the flow inside UILayer (which already tracks selected /
multi-selected warships for its selection box): MouseUpEvent →
move-multi → move-single → select-nearest, plus shift+drag box
complete and select-all hotkey.

Wire MoveWarshipIntentEvent → view.showMoveIndicator(tx, ty, ownerID)
in mountWebGLDebugRenderer so the WebGL MoveIndicatorPass draws the
converging-chevron animation at the move target, colored by the
warship's owner. mountWebGLDebugRenderer now takes gameView + eventBus
to resolve the owner and subscribe.
2026-05-16 18:51:34 -07:00
evanpelle 7b8c950bef fix: remove duplicate conquest gold popup on canvas2D
DynamicUILayer subscribed to ConquestEvent and drew a floating "+gold"
text on capture, but the WebGL renderer now draws the same popup via
ConquestPopupPass (fed through applyConquestEvents in uploadFrameData).
The result was two popups stacked on every capture.

Drop the canvas2D handler. Bonus events and unit-death FX use the same
duplication pattern but are left intact for now — separate change when
the WebGL versions are verified visually.
2026-05-16 16:48:06 -07:00
evanpelle 5b663fae14 refactor: share renderer state shapes between game and WebGL renderer
PlayerView/UnitView now wrap renderer-shaped state objects (PlayerState,
PlayerStatic, UnitState) directly instead of holding engine wire types.
GameView owns a long-lived FrameData object kept in sync each tick:
players/units/tiles/trail/railroad are mutated in place; derived buffers
(playerStatus, relationMatrix, allianceClusters, nukeTelegraphs,
attackRings) and events are recomputed in a final populateFrame() pass.

The renderer reads gameView.frameData() and the same byte-identical
state objects PlayerView/UnitView wrap. WebGLFrameBuilder shrinks from
~270 to ~70 LOC: palette management + a single uploadFrameData() call,
no per-frame UnitState allocation on the hot path.

Wiring: maxPlayers=1024 on RendererConfig (pre-sizes NamePass/palette/
relation matrix textures); NamePass disabled so HTML NameLayer remains
the only on-screen player names.

Also: 39 new tests covering PlayerView/GameView/FrameData behavior;
replace .data field access in three layer call sites with accessor
methods (betrayals(), type(), getTraitorRemainingTicks()).
2026-05-16 13:27:31 -07:00
evanpelle 53cf2d43f8 migrate away from canvas 2026-05-16 08:55:02 -07:00
Evan 275fd0dccc refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## Description:

This is a refactor to simplify config handling.

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

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

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

## Please complete the following:

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

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

evan
2026-05-11 19:24:01 -07:00
Aotumuri f1d162825e feat: remove spawn timer on singleplayer (#3199)
Resolves #1041 

## Description:

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

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


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

## Please complete the following:

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

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2026-05-11 12:44:44 -07:00
evanpelle 879d502eb7 Merge branch 'v31' 2026-05-06 13:09:58 -06:00
VariableVince eca5794ebb Chore(deps): Update and remove dependencies (#3819)
## Description:

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

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

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

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

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

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

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

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

All tests pass. TypeScript and ESLint errors resolved.

## Please complete the following:

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

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

tryout33

---------

Co-authored-by: Copilot <copilot@github.com>
2026-05-06 09:12:27 -06:00
Evan 08b9fd96e6 simplify attack overlay to reduce visual clutter (#3848)
## Description:

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

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

## Please complete the following:

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

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

evan
2026-05-04 18:10:06 -06:00
VariableVince 213ddd36c9 Fix: remove unnecessary optional chain i left in (#3822)
## Description:

In PR 3654 i left an unnecessary question mark.

## Please complete the following:

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

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

tryout33
2026-05-03 15:23:34 +00:00
evanpelle 38bbef6ecf update structure icon filename to bust cache, previous assets had bad headers 2026-04-30 20:18:38 -06:00
Evan 8a638a3842 perf(UnitLayer): batch trail clears to fix O(n²) cost on mass nuke explosions (#3808)
## Description:

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

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

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

## Please complete the following:

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

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

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

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

Most things deleted are now just defaults.

## Please complete the following:

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

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

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

## Description:

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

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

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



## Please complete the following:

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

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

zixer._

---------

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

Some new players were having trouble finding themselves on game start

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

## Please complete the following:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

## Please complete the following:

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

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

tryout33

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2026-04-29 20:40:02 -06:00
Evan d00425871d Fix cross-browser CSS-mask CORS failures for OpenFrontLogo and SoldierIcon (#3792)
## Description:

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

## Please complete the following:

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

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

evan
2026-04-28 18:35:07 -06:00
evanpelle 70f425e354 emit sound when structure starts building not on completion 2026-04-28 11:15:29 -06:00
Evan 01b3cbe332 Set crossOrigin = "anonymous" on canvas-bound icon images (#3789)
## Description:

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

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

## Please complete the following:

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

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

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

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

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


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

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

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

## Please complete the following:

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

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

evan
2026-04-27 20:53:09 -06:00
Giovanni 4aeece4aef fix: render spawn highlight on 1/5 frames instead of 4/5 (#3782)
Resolves #3590

## Description:
The spawnHighlight() function in TerritoryLayer.ts was using `=== 0` 
as the condition to return early, which caused the spawn highlight to 
render on 4 out of every 5 frames instead of the intended 1 out of 5. 
Changed `=== 0` to `!== 0` so the function skips rendering on 4/5 
frames, improving performance especially on large maps.


## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [x ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
2026-04-27 08:49:08 -06:00
Evan 62299c9714 standardize UI colors to fit brand guidelines (#3754)
## Description:

We have brand colors:

<img width="738" height="900" alt="Screenshot 2026-04-25 at 12 52 29 PM"
src="https://github.com/user-attachments/assets/aac69e87-91f2-4c3f-9f1e-f69f48f5943e"
/>

So update the homepage & in-game UI to use those colors:

<img width="1185" height="946" alt="Screenshot 2026-04-25 at 12 51
06 PM"
src="https://github.com/user-attachments/assets/89a0b12c-2db1-43d4-9500-fcf405c0f7ff"
/>

Also updated buttons to use the o-button element

## Please complete the following:

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

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

evan
2026-04-25 13:53:21 -06:00
Zixer1 37079e6a05 2661 PR 1/3 Warship Retreat Core, Blue UI Signal, and Transport-First Target Priority (#3498)
Part of #2661 (split into 3 PRs so they are not too large..)

## Description:

Part 1/3 of #2661.

This PR adds warship retreat basics, a blue retreating UI state, and
updates target priority.

Added:
- Retreat state handling
- Blue visual for retreating warships
- Target priority: transport > warship > trade 
- Tests for retreat and target priority

Example video:
https://youtu.be/2hE2qeOeY48
Ship retreating:
<img width="630" height="488" alt="image"
src="https://github.com/user-attachments/assets/56d3e6d5-08af-453d-afe5-ee21dd6f3414"
/>
Ship healing:
<img width="483" height="311" alt="image"
src="https://github.com/user-attachments/assets/aeaf2239-bb81-444f-84ef-62dbcb48fddf"
/>
Back to being deployed:
<img width="585" height="358" alt="image"
src="https://github.com/user-attachments/assets/875828a2-8a24-4593-ac76-26426bb81057"
/>

## Please complete the following:

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

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

zixer._
2026-04-24 08:26:14 -06:00
FloPinguin 66bbbc664b Colored SVG smiley icons next to nation names based on relation 😊 (#3746)
## Description:

Instead of coloring nation names based on diplomatic relation, small
inline SVG face icons are now shown next to the nation name in the
player info overlay:

- 😠 **Hostile** - red angry face (furrowed brows, downturned mouth)
- 😟 **Distrustful** - orange slightly-sad face (flat mouth)
- 😊 **Friendly** - green happy face (upturned smile)
- **Neutral** - no icon shown

<img width="509" height="80" alt="Screenshot 2026-04-23 013151"
src="https://github.com/user-attachments/assets/85dc3f29-0a84-45d1-902e-e75c6cad4a44"
/>
<img width="511" height="82" alt="Screenshot 2026-04-23 012809"
src="https://github.com/user-attachments/assets/7a37c8a3-08d0-448e-9eaa-16f254a296ad"
/>
<img width="511" height="88" alt="Screenshot 2026-04-23 012741"
src="https://github.com/user-attachments/assets/d617f8ca-2315-467a-85f5-63f769bd0341"
/>

No longer conflicts with green text color because of alliance 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
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

FloPinguin
2026-04-24 08:09:03 -06:00
David 236f611f61 Cap RailroadLayer Maximum Texture Size (#3584)
Resolves #3582

## Description:

Almost exactly the same fix as #3574 , just to RailroadLayer instead of
StuctureLayer.

While browsers like Firefox will report their maximum texture size of
16384, going over 8192 causes extreme VRAM usage and massive FPS drops.
This issue is slightly more elusive as the RailroadLayer texture is not
rendered until the first railroad is created, meaning FPS will suddenly
drop mid-game.

This PR sets the RailroadLayer texture size to cap at 8192, while
keeping near-exact scales. The result is increased performance, reduced
VRAM Usage, (especially in larger maps), and the resolution of the
unplayable performance issues when RailroadLayer is present, with zero
noticeable degradation.

All tested on Giant World, where the issues were first spotted, but
applies to all maps.

## 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

Discord: @EnderBoy9217
2026-04-23 11:39:03 -07:00
Ivan Batsulin 4fd162415a Add fullscreen support: HUD button (desktop/Android) + iOS Add to Home Screen banner (#3688)
Resolves #3685

## Description:

Adds fullscreen support for both desktop and mobile:

**Desktop / Android** — a fullscreen toggle button in the in-game HUD
(right sidebar), next to the settings button. Icon switches between
expand/compress depending on current state, synced with
`fullscreenchange` event (works with F11 too). Hidden on browsers that
don't support `document.fullscreenEnabled`.

**iOS** — since Safari doesn't support the Fullscreen API, a dismissible
banner is shown on the main screen (above the lobby cards) explaining
how to add the game to the Home Screen for a fullscreen experience. The
banner includes:
- **How** button — opens a step-by-step guide modal with iOS version
detection (iOS 26+ shows updated steps for the new ··· menu location,
including the extra Share step inside the menu)
- **Later** — hides until next visit
- **Never** — permanently dismisses via localStorage
- **Click here** button styled as a speech bubble with a tail pointing
toward the Share button location (center for iOS ≤18, right for iOS 26+)

All user-facing strings are wired through `translateText()` with keys
added to `en.json`.

## 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

## UI changes: 
### For [Fullscreen API supported
browsers](https://caniuse.com/?search=fullscreen+api):


https://github.com/user-attachments/assets/026e6a67-d070-4a7e-897b-52396a43191e

### For safari on ios: (add to homescreen modal)

<img width="375" height="667" alt="IMG_2242"
src="https://github.com/user-attachments/assets/9d0a6454-8512-44cf-b6ed-989de3ff02bc"
/>
<img width="648" height="1292" alt="CleanShot 2026-04-22 at 11 29 27@2x"
src="https://github.com/user-attachments/assets/dba1c218-2b73-4bc0-ac7d-14962eb79327"
/>



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

fghjk_60845

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-04-23 11:38:07 -07:00
FloPinguin f7716c7d42 Little Console Cleanup 🧹 (#3741)
## Description:

Fixes these console warnings from bots:

<img width="591" height="94" alt="Screenshot 2026-04-19 033624"
src="https://github.com/user-attachments/assets/6ee79302-e2a7-4195-94e5-c1f455eb1799"
/>

Removes some spammy logs, they dont seem to be helpful?

<img width="271" height="174" alt="Screenshot 2026-04-19 033739"
src="https://github.com/user-attachments/assets/70122506-e8fb-4a72-b73e-08e72fe222bd"
/>



<img width="284" height="656" alt="Screenshot 2026-04-19 033646"
src="https://github.com/user-attachments/assets/4b4ebef2-e191-4947-9615-0e26cd9bf075"
/>

## Please complete the following:

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

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

FloPinguin
2026-04-22 15:59:42 -07:00
Jarifa 0801798fbd Feat: Alliance and betrayal hotkeys (#3110)
Original Feature request by @FloPinguin  
Resolves #3077 

## Description:

Adds hotkeys for Requesting alliances and breaking alliances. This
allows for players to send or break alliances whose tile is under the
cursor, without opening the radial menu.

Keybinds:
New "Ally Keybinds" section in Settings -> Keybinds
Request alliance: Default: K - sends an alliance request to the
player/bot/nation under the cursor
Break alliance: Default: L - breaks the alliance with the player at the
cursor

Behavior:
- Cursor must be over a tile owned by the target player. The action runs
only when the game allows it, following the same logic as the radial
menu. (canSendAllianceRequest and canBreakAlliance)
- When an alliance request is sent, the events log shows: "Alliance
request sent to [target]" for confirmation. No extra message for
breaking an alliance (betrayal/debuff message already exists and is sent
upon breaking an alliance)

## Screenshots:
Keybind menu:
<img width="739" height="595" alt="image"
src="https://github.com/user-attachments/assets/ee958eab-fd50-4971-85c5-dfd49c6f0bdc"
/>
In game logs:
<img width="373" height="232" alt="image"
src="https://github.com/user-attachments/assets/2cf6bb07-5f0d-425a-82d3-65a44fef99c5"
/>

## 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


Discord username:
_Dave9595_
2026-04-21 14:34:51 -07:00
FloPinguin eedb90ffb5 Fix game ID display for team games 🪪 (#3734)
## Description:

Game ID display was looking weird in team games...

Before:

<img width="389" height="321" alt="image"
src="https://github.com/user-attachments/assets/cf39b490-cfba-4c3a-86af-8f9498380eae"
/>

After:

<img width="394" height="323" alt="image"
src="https://github.com/user-attachments/assets/9e828169-b267-4627-85eb-548dca224a8a"
/>

## Please complete the following:

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

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

FloPinguin
2026-04-21 14:33:00 -07:00
Ivan Batsulin 29a1e8dfda feat: multi-warship selection with Shift+drag box (#3677)
Resolves #3666

## Description:

Adds RTS-style box selection for warships. Hold Shift and drag (desktop)
or long-press and drag (touch/mobile) to draw a selection rectangle —
all player-owned warships inside get selected at once. A subsequent
click/tap on water sends them all to that location.

- `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player
territory color; shared between desktop and touch
- `UILayer` — same pulsing selection outline on each box-selected
warship; clears correctly when switching between single/multi selection
- `UnitLayer` — finds warships in screen rect, filters inactive ships
before sending; touch support included
- `InputHandler` — Shift+drag and touch long-press+drag both emit
selection box events; cursor becomes crosshair on Shift; discards active
ghost structure on Shift press; configurable via `shiftKey` keybind
- `Transport` — single atomic `move_multiple_warships` intent (no split
on socket drop)
- `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` —
server fans out atomic intent into individual `MoveWarshipExecution` per
ship
- `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile
for both single and multi move
- `UnitDisplay` — warship tooltip Shift hint via `translateText`
- `HelpModal` — new hotkey row: Shift + drag → select multiple warships

## 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

## UI update
### Mouse + Keyboard


https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60

### Touch


https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79

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

fghjk_60845
2026-04-21 14:06:07 -07:00
Ryan c3d7d0373e Improve ingame moderation for admins (#3678)
## Description:

Players with the `admin` flare can now kick players from any game
(including public lobbies), not just the lobby creator in private
lobbies.

## Please complete the following:

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

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

w.o.n
2026-04-20 11:09:04 -07:00
FloPinguin 4e04bed44c Show game ID ingame 🪪 (#3674)
## Description:

Instead of begging youtubers to share their game id to be able to debug:

Display the current game ID in the top-right corner of the in-game
leaderboard panel (there was unused space)

<img width="391" height="326" alt="image"
src="https://github.com/user-attachments/assets/8b0aa7c2-fc8c-48e5-ae11-edd60fd40de9"
/>

## Please complete the following:

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

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

FloPinguin
2026-04-17 17:48:37 -07:00
evanpelle 565060f346 Merge branch 'v30' 2026-04-16 19:40:05 -07:00
Evan adeb6a306a Update homepage & in-game promos (#3602)
## Description:

* Replace the static footer ad (HomeFooterAd component) with a Playwire
bottom_rail ad that loads on lobby join and persists into the spawn
phase
* Expand in-game ad slots from 1 to 3 (standard_iab_left1, left3, left4)
with a timer-based visibility check to show a background container when
ads render
* Remove the resize-based footer ad height logic and gutter ad vertical
offset adjustments that depended on it

<img width="1828" height="961" alt="Screenshot 2026-04-16 at 12 14
00 PM"
src="https://github.com/user-attachments/assets/50bfd0de-dd54-4f8b-b75e-04b720a1841b"
/>


<img width="1286" height="939" alt="Screenshot 2026-04-16 at 11 59
18 AM"
src="https://github.com/user-attachments/assets/e0fb0762-82e7-444f-8706-5908aad0f094"
/>
## Please complete the following:

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

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

evan
2026-04-16 12:19:12 -07:00
iamlewis 41c72a0f9e UI Updates (#3616)
## Description:

Updates Favicon and other key UI elements



## 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:

iamlewis

---------

Co-authored-by: iamharry <harrylong0905@gmail.com>
Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-04-13 19:51:08 -07:00
VariableVince 318d1e2c44 Refactor/Fix(UserSettings): last localstorage calls now use UserSettings, and Keybinds fixes (#3619)
## Description:

1) Have last localstorage calls for keybinds and attack ratio also use
UserSettings cache instead, after #3481. Remaining calls to localstorage
are for different things than user settings, so they are left as is.

2) Consolidate and centralize keybinds logic. And three fixes for it.

- **UnitDisplay** and **UserSettingsModal**: _parsedUserKeybinds_ is
introduced in **UserSettings** to centralize their logic. It is also
used by _normalizedUserKeybinds_, see point below.

- **UserSettingsModal**
-- replaced unwanted cast `as SettingKeybind` by a typed QuerySelector.
-- renamed this.keybinds to this.userKeybinds for more clarity, and
distinction from defaultKeybinds.
-- state private _userKeybinds_: remove type string[] since
loadKeybindsFromStorage replaces a value array by its first string
element, so it can not contain string[] anymore.
-- _handleKeybindChange_ and _getKeyValue_: no need to check for
Array.isArray anymore, see above reason.
-- **Fix**: checks after calling _parsedUserKeybinds_ are improved a
bit: don't delete all keybinds and print a console warning when finding
just one invalid keybind and (i think i have seen people complaining
about things being removed). Instead it now migrates or throws out the
invalid ones but keeps the valid ones. Also works with the "Null" value
expected and removed within
**UserSettingsModal**._handleyKeybindChange_() and in **HelpModal**.
When legacy value is an array and key is empty, don't put value as key
but get first array element or empty string as key name. So that check
on line 68 is true.

- **HelpModal** and **InputHandler**: Also centralize/consolidate their
logic more, by having __keybinds()_ from **UserSettings** perform
fetching _getDefaultKeybinds_ and _normalizedUserKeybinds_.
-- Functionality in _normalizedUserKeybinds_ is the same: Where
HelpModal did return [k, v.value] if typeof (v as any).value ===
"string", this is now handled by lines 309-310 of normalizedKeybinds
still the same but with less lines. Same for old HelplModal if (typeof v
=== "string") return [k, v], this is stil returned by line 112 of
normalizedKeybinds. And return [k, undefined] when (typeof val !==
"string") as was done in InputHandler, isn't needed as values that
weren't strings were already filtered out right after which we still do
on line 314 of normalizedKeybinds.
-- **Fix** in _normalizedUserKeybinds_: added one extra thing that was a
discrepancy between **HelpModal**/**InputHandler** and
**UserSettingsModal** before: **UserSettingsModal** would handle array
values, and normalize them by picking only the first value if it is a
string. Now have _normalizedKeybinds_ do the same. Otherwise it would
have thrown those values out while **UserSettingsModal** would have kept
the first value. This may still help a returning player who hasn't
played in the last version (i think i have seen people complaining about
things being removed, but that may not have been about this). And makes
the logic more consistent between **UserSettingsModal** and
**HelpModal**/**InputHandler**.

- **UserSettings**: 
-- _getDefaultKeybinds_: centralized/consolidated logic, accepts
Platform.isMac parameter. In **HelpModal**, **InputHandler** and
**UserSettingsModal** the same list with default keybinds was hardcoded.
Now they all read from _getDefaultKeybinds_. The list of default
keybinds in **HelpModal** was a little shorter, but that doesn't matter
since its _render_() function has hardcoded which of the hotkeys
**HelpModal** shows. Have thought about putting default keybinds in
**DefaultConfig** but with all the logic handled through
**UserSettings**, this seemed the better place in the current refactor.
-- _removeCached_: make public, now that **InputHandler.test.ts** needs
to be able to call it. We could instead make a public function like
removeKeybinds() and keep removeCached() private, but went with this for
now.
-- _parsedUserKeybinds_: centralized/consolidated logic for
**UserSettingsModal**/**UserDisplay**. Always returns an object, even an
empty one if the JSON wasn't parsable.
-- _normalizedKeybinds_: centralized/consolidated logic. Used by
_keybinds_() which is now called by **HelpModal**/**InputHandler**.
-- _keybinds_: now uses getDefaultKeybinds() and normalizedKeybinds() to
get the default and user changed keybinds.
-- **Fix** in _keybinds_: it now removes a key if it is Unbound by the
user in **UserSettingsModal**. Instead of first loading the
parsedUserKeybinds, removing "Null" keys from it, and then merging that
with defaultKeybinds (so default key would overwrite an unbound key), we
now merge parsedUserKeybinds with defaultKeybinds and after that remove
"Null" keys from it (so that unbound key stays removed).
For example if Boat Attack Up is set to "None" ("Null") by clicking
Unbind, there is now no hotkey working for it anymore. Even when the
default is "B".
Why? This prevents the user from being confused, they have deliberately
Unbound it, they don't understand why it still works (have seen bug
reports and game feedback about this)? Also more importantly: they used
to now be able to bind "B" to another action. Effectively making key "B"
bound to two actions: the user choosen one and Boat Attack. This also
makes the logic more consistent. Because building hotkeys in
**UnitDisplay** already didn't work when unbound, eg. when Build Missile
Silo was Unbound, the "5" key did not do anything anymore (there is a
fallback in **UnitDisplay** in case the key is actually null, but it
does respect "Null" as it should).
-- _setKeybinds_: have it accept an object, it stringifies it itself.
Callers UserSettingsModal and InputHandler.test.ts now just send either
a string or an object.

- **InputHandler.test.ts**: 
-- use **UserSettings** functions instead of localStorage for more
real-world testing.
-- change test "ignores non-string values and preserves defaults,
removes 'Null' for unbound keys". As explained above, as a fix we no
longer preserve unbound ("Null") keys within InputHandler.
UserSettings.keybinds() now removes "Null" keys as explained above.

- ControlPanel: use UserSettings to fetch initial attack ratio.

## Please complete the following:

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

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

tryout33
2026-04-13 15:56:32 -07:00
Evan 616ba1c794 Add support to purchase cosmetics with in-game currency (#3648)
## Description:

Caps & Plutonium can be used to purchase different cosmetics. 

* The cosmetic button can display pluto/caps/dollars
* Create a "purchaseCosmetic" helper function that handles purchase
logic

## Please complete the following:

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

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

evan
2026-04-13 10:19:43 -07:00
FloPinguin 17c1a6300f Trading in lakes 🚤 (#3653)
## Description:

- Widened port placement and warship spawn/patrol checks from
`isOcean`/`isOceanShore` to `isWater`/`isShore`, so ports can be built
on lake shores and ships can operate on lakes, we discussed it here:

<img width="996" height="423" alt="image"
src="https://github.com/user-attachments/assets/acf1e970-9631-4848-a0ed-6d0470616e1d"
/>

- Filtered `tradingPorts()` by water component so ports only attempt
trades with reachable ports - prevents silent path-not-found failures
across disconnected water bodies
- Applied the same water component filter when a captured trade ship
reroutes to its new owner's nearest port
- Removed the `WaterManager` fallback that force-marked isolated
water-nuked-tiles as ocean (no longer needed since lakes are now
navigable)
- Added a check to prevent nations from building ports on water bodies
that aren't accessible to other players

## 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

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-04-12 17:18:52 -07:00
Evan d5a2cc0fca cosmetic refactor (#3628)
## Description:

The motivation is to have a single "cosmetic-button" element, so we can
abstract out the cosmetic types. This will make it much easier to add
new cosmetic types in the future.

Unifies PatternButton and FlagButton into a single CosmeticButton
component. Extracts a resolveCosmetics() function that flattens patterns
× color palettes + flags into a ResolvedCosmetic[] with relationship
status pre-computed, replacing duplicated resolution logic across four
callers.

* New CosmeticButton — renders patterns or flags based on
ResolvedCosmetic.type
* New resolveCosmetics() — centralizes ownership/purchase/blocked
resolution
* Extracted PatternPreview — canvas rendering split into its own module
* Added type: "pattern" | "flag" discriminator to Zod cosmetic schemas
* Deleted FlagButton.ts and PatternButton.ts
* Added 320-line test suite for resolveCosmetics


## Please complete the following:

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

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

evan
2026-04-09 21:07:07 -07:00
FloPinguin 7f7cbba12f Water-Nukes 💧 (#3604)
## Description:

Adds a new `waterNukes` game config option that causes nuclear
detonations to convert land tiles into water instead of just leaving
fallout. When enabled, nuked land tiles are batched and converted to
water each tick, with full terrain metadata updates including:

- Ocean bit propagation from adjacent ocean tiles (BFS flood fill)
- Magnitude recomputation via BFS from remaining coastlines
- Shoreline bit fix-up in a 2-ring neighborhood around converted tiles
- Minimap terrain sync (majority-rule downsampling)
- Throttled water navigation graph rebuild (every 20 ticks) for ship
pathfinding
- Ship executions detect graph rebuilds and refresh their pathfinders
- TransportShips auto-retreat if their destination becomes water
- Water nuke craters use a smoothed angular noise ring with a
bounding-box scan instead of the regular per-tile random coin flip with
BFS, producing clean blob-shaped craters without scattered land pixels
that players would have to boat to individually

The `TerrainLayer` now incrementally repaints tiles that changed terrain
type, and tile update packets encode the terrain byte alongside tile
state so clients can reflect water conversions in real time.

When `waterNukes` is disabled, behavior is unchanged (fallout only).

Includes a new test suite (WaterNukes.test.ts) covering the conversion
pipeline, ocean propagation, magnitude recalculation, shoreline updates,
and minimap sync.

Also adds a new public game modifier for the special rotation.

### The only problem
A bit of lag on impact. But otherwise it works great and is fun. Maybe
needs some followup improvements if it gets merged.
I think its very cool in baikal / four islands team games. Chip away the
territory of your opponents.
Its also fun to turn The Box / Alps into a water map (its actually
possible to boat-trade then)

### Media

Video does not show the updated craters


https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9

Updated craters (no tiny islands after impact):

<img width="1920" height="1080" alt="image"
src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3"
/>

<img width="1472" height="920" alt="image"
src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc"
/>

<img width="1296" height="892" alt="image"
src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0"
/>

## Please complete the following:

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

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

FloPinguin
2026-04-08 20:56:02 -07:00
VariableVince 646d7ecaf6 Disable Radial Menu during spawn phase, just left click or tap to pick spawn point (#3611)
## Description:

During spawn phase, disable Radial Menu further. Its options where
already greyed out or non-responding on purpose, except for the attack
button (middle button) which could only be used to select a spawn point
but two clicks for that is convoluted.

It was mostly a nuisance, especially on mobile where you where forced to
go through the Radial Menu, so tap and then tap again to pick a spawn
point.

- Now, left click directly places a spawn point. Even if "Left click
opens menu" is enabled.
- And right click does not open Radial menu anymore. Which had no use
anyway. And also makes touch screen and mouse players more alike in that
they now both have no access to the Radial Menu (which didn't have a
purpose anyway except picking spawn point in a convoluted way with two
clicks).
- On touch screen during spawn phase, the Radial Menu also doesn't open
anymore. Instead of two taps (open Radial Menu > tap attack button), now
one tap suffices to pick a spawn point just like one left mouse click
now does.

Fixes https://github.com/openfrontio/OpenFrontIO/issues/3609

Also from UnitLayer > onTouch:
- remove redundant isValidRef check. Since isValidCoord check was added
in PR 3226 above it, we know it is a correct coord and with that correct
ref, already.
- remove redundant comment about isValidCoord/Ref not being checked
there yet intentionally, because it is actually being checked there
since PR 3226.

## Please complete the following:

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

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

tryout33

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-04-08 14:49:51 -07:00
VariableVince 105404ca50 Fix: Player Panel shown on top of Win Modal (#3618)
## Description:

Put Win Modal on top of other modals, namely the Player Panel (z-index
10001) and EmojiTable (z-index 10002). Because currently if Player Panel
is open when the Win Modal (z-index 9999) appears on death/win, the
Panel is incorrectly shown on top of the Win Modal.

Fix is to up Win Modal z-index to 10010, which also leaves room for
other (newly added) panels/modals below it still.

Fixes:
https://discord.com/channels/1284581928254701718/1284581928833388619/1491504813521895534

![image](https://github.com/user-attachments/assets/31803878-628f-41e5-83a5-7f6a2a6fa884)

## Please complete the following:

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

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

tryout33
2026-04-08 14:48:49 -07:00
FloPinguin 50bd075b1c Fix deselected host lobby settings persisting for joiners 🐛 (#3607)
## Description:

### Problem

When a host toggled off certain settings (game length, PVP immunity,
starting gold, gold multiplier, disable alliances) in the host lobby
modal, joiners still saw the old values. The settings appeared "stuck"
once enabled.

### Root Cause

`putGameConfig()` sent `undefined` for disabled settings, but
`JSON.stringify` strips `undefined` properties entirely. The server's
`!== undefined` guard never fired, so the old value was never cleared.

### Fix

- **HostLobbyModal**: Send `null` instead of `undefined` when these
settings are toggled off (`null` survives JSON serialization)
- **Schemas**: Add `.nullable()` to the five affected fields
(`maxTimerValue`, `spawnImmunityDuration`, `goldMultiplier`,
`startingGold`, `disableAlliances`)
- **GameServer**: Use `?? undefined` (nullish coalescing) to convert
incoming `null` back to `undefined` when storing on the config

Other settings are unaffected. Booleans like `infiniteGold` always send
`true`/`false`, and fields like `bots`/`gameMap` always have a concrete
value..

## 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

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-04-07 11:51:42 -07:00
Ralfi Salhon 1cbee79cc7 Reduce Attacking Troops Overlay Reflows (#3608)
## Description:

Vimacs on Discord pointed out a heavier than needed DOM load from the
[AttackingTroopsOverlay
PR](https://github.com/openfrontio/OpenFrontIO/pull/3427)

- Caches a single `labelTemplate` in `AttackingTroopsOverlay`, built
once on init and cloned per label instead of recreating it each time
- Removes redundant inline style assignments that were repeated on every
label creation
- Simplifies `updateLabelContent` by accessing template-guaranteed
children directly by index

## 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:

Radyus
2026-04-07 09:51:23 -07:00
Cameron Clark 18da7134c8 Implement FX sound effects (#3394)
## Description:
Adds sound effects for approved events from the [sound asset
pack](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing).
15 new sound effects triggered from `FxLayer`, `EventsDisplay`, and
`RadialMenu`. Sounds play even when visual FX are off, so disabling
explosions doesn't kill audio. Unapproved sounds are included as assets
but not wired up yet.

### SoundManager architecture

Reworked `SoundManager` per [maintainer
feedback](https://github.com/openfrontio/OpenFrontIO/issues/1893#issuecomment-4184649434)
and [follow-up
review](https://github.com/openfrontio/OpenFrontIO/pull/3394):

- No more singleton. `SoundManager` is instantiated in
`createClientGame()` with `EventBus` and `UserSettings`
- Layers emit events (`PlaySoundEffectEvent`,
`SetBackgroundMusicVolumeEvent`, `SetSoundEffectsVolumeEvent`) via
EventBus instead of holding a `SoundManager` reference
- `SoundManager` subscribes to these events in its constructor
- `SoundEffect` is a type union (not an enum), per project convention
- All sound configuration (type, URL mapping, events) lives in
`Sounds.ts`
- Sound effects are lazy-loaded on first play
- Channel limit of 8 concurrent sounds. New sounds always play; when at
the limit, the oldest active sound gets stopped
- `SoundManager` bootstraps volume from `UserSettings` in its
constructor
- All Howler calls are wrapped in try/catch with error logging, so sound
failures never crash the game
- `dispose()` method unsubscribes from EventBus and unloads all Howl
instances on game shutdown
- Sound code stays entirely in `src/client/`, nothing in `core/` touches
it

## Sound approval status (per
[spreadsheet](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing))

### Approved, wired up in this PR

| Event | Sound file | Trigger location |
|-------|-----------|-----------------|
| Message sent/received | `message.mp3` | EventsDisplay |
| Menu open/select | `click.mp3` | RadialMenu |
| Atom bomb launch | `atom-launch.mp3` | FxLayer (unit created) |
| Atom bomb / MIRV hit | `atom-hit.mp3` | FxLayer (reached target) |
| Hydrogen launch | `hydrogen-launch.mp3` | FxLayer (unit created) |
| Hydrogen hit | `hydrogen-hit.mp3` | FxLayer (reached target) |
| MIRV launch | `mirv-launch.mp3` | FxLayer (unit created) |
| Alliance suggested | `alliance-suggested.mp3` | EventsDisplay |
| Alliance broken | `alliance-broken.mp3` | EventsDisplay |
| Port built | `build-port.mp3` | FxLayer (construction complete) |
| City built | `build-city.mp3` | FxLayer (construction complete) |
| Defense post built | `build-defense-post.mp3` | FxLayer (construction
complete) |
| Warship built | `build-warship.mp3` | FxLayer (unit created) |
| SAM built | `sam-built.mp3` | FxLayer (construction complete) |

### Waiting for approval, sound files included but NOT wired up

| Event | Sound file | Notes |
|-------|-----------|-------|
| Missile Silo built | `silo-built.mp3` | Waiting for Approval |
| SAM shoot | `sam-shoot.mp3` | Waiting for Approval |
| SAM hit | - | Waiting for Approval, no sound file assigned |
| Warship sunk | - | Waiting for Approval, no sound file assigned |
| Warship shoot | - | Waiting for Approval, no sound file assigned |

### Not done, no sound files exist yet

| Event | Notes |
|-------|-------|
| Looted player | "Not sure if needed" |
| Invaded | - |
| Ship invasion incoming | - |
| Ship sent | - |
| Menu theme song | - |
| Ambience | "Not sure if needed" |

## Test plan
- [x] Start a private game and launch atom/hydrogen/MIRV nukes, verify
launch and detonation sounds
- [x] Build structures (city, port, defense post, SAM), verify build
completion sounds
- [x] Build a warship, verify warship built sound
- [x] Receive an alliance request, verify alliance suggested sound
- [x] Break an alliance, verify alliance broken sound
- [ ] Receive a chat message, verify message sound
- [x] Open the radial menu and click items, verify click sound
- [x] Disable visual FX in settings, verify sounds still play
- [x] Adjust SFX volume slider, verify it affects all new sounds
- [x] Verify no audio issues with rapid/overlapping events
- [x] Verify SoundManager responds to EventBus events and unsubscribes
cleanly on dispose
- [x] Verify SoundManager swallows Howler errors without crashing the
game
- [x] Verify channel limit of 8, oldest sound stopped when at cap

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

Resolves #1893

## Please put your Discord username so you can be contacted if a bug or
regression is found:
cool_clarky
2026-04-06 21:01:23 -07:00
VariableVince 341f344ce5 Perf/Refactor(UserSettings): caching makes it 10-20x faster (#3481)
## Description:

Skip slow and blocking LocalStorage reads, replace by a Map. Also some
refactoring.

### Contains

- No out-of-sync issue between main and worker thread: Earlier PRs got a
comment from evan about main & worker.worker thread having their own
version of usersettings and possibly getting out-of-sync (see
https://github.com/openfrontio/OpenFrontIO/pull/760#pullrequestreview-2845155737,
https://github.com/openfrontio/OpenFrontIO/pull/896#pullrequestreview-2871836979
and https://github.com/openfrontio/OpenFrontIO/pull/1266.
But userSettings is not used in files ran by worker.worker, not even 10
months after evan's first comment about it. In GameRunner,
createGameRunner sends NULL to getConfig as argument for userSettings.
And DefaultConfig guards against userSettings being null by throwing an
error, but it has never been thrown which points to worker.worker thread
not using userSettings. So we do not need to worry about syncing between
the threads currently.
(If needed in the future after all, we could quite easily sync it, by
loading the userSettings cache on worker.worker and listening to the
"user-settings-changed" event @scamiv to keep it synced (changes in
WorkerMessages and WorkerClient etc would be needed to handle this).

- Went with cache in UserSettings, not with listening to
"user-settings-changed" event: "user-settings-changed" was added by
@scamiv and is used in PerformanceOverlay. Which is great for single
files that need the very best performance. But having to add that same
system to any file reading settings, scales poorly and would lead to
messy code. Also, a developer could make the mistake of not listening to
the event and it would end up just reading LocalStorage again just like
now. Also a developer might forget removing the listener or so etc. The
cache is a central solution and fast, without changes to other files
needed and future-proof.

- Make sure each setting is cached: UserSettingsModal was using
LocalStorage directly by itself for some things. Made it use the central
UserSettings methods instead so we avoid LocalStorage reads as much as
possible. For this, changed get() and set() in UserSettings to getBool()
and setBool(), to introduce a getString() and setString() for use in
UserSettingsModal while keeping getCached() and setCached() private
within UserSettings.

- Remove unused 'focusLocked' and 'toggleFocusLocked' from UserSettings:
was last changed 11 months ago to just return false. Since then we've
moved to different ways of highlighting and this setting isn't used
anymore. No existing references or callers are left.

- Other files:
-- Have callers call the renamed functions (see point above)
-- Remove userSettings from UILayer and Territorylayer: the variable is
unused in those files. Also remove from GameRenderer when it calls
TerritoryLayer.
-- Cache calls to defaultconfig Theme (which in turn calls dark mode
setting)/Config better in: GameView and Terrainlayer.

### Update on Contents later on
It wasn't really in scope of this PR but further consolidation was
called for. These changes could also pave the way for UserSettingsModal
(main menu) perhaps being partly mergable with SettingsModal (in-game)
one day as it begins to look more like it. Even though UserSettingsModal
still does things its own way, and does console.log where SettingsModal
doesn't, etc. They both have partially different content and settings
but also have a large overlap.

- UserSettings: Removed localStorage call from clearFlag() and setFlag()
which were added after creation of this PR, and were neatly merged in
silence without merge conflicts so i wasn't aware of them yet until now.

- UserSettings: added key constants, exported to use both inside
UserSettings and in files that listen to its events.

- UserSettings 'emitChange': now done from setCached, removed from
setBool, setFlag etc. Also removed from the new setFlag. And from
setPattern even though it emitted "pattern" instead of key name
"territoryPattern"; now it emits the default "territoryPattern" from
PATTERN_KEY which is re-used in Store, TerritoryPatternsModal and
PatternInput.

- UserSettingsModal: made UserSettingsModal call existing toggle
functions in UserSettings, or new or existing getter or setter. We do
not need CustomEvent: checked anymore. In UserSettingsModal, its toggle
functions did not all actually toggle, some like
toggleLeftClickOpensMenu actually just set a value. Based on the
'checked' value of the CustomEvent. But we don't need that 'checked'
value anymore and none of the checks for it inside the toggle functions
in UserSettingsModal, now that we just directly call
toggleLeftClickOpensMenu and others in UserSettings.

- SettingToggle: continuing about not needing CustomEvent anymore: the
old way actually fired two events. The native change event from <input>
and our own CustomEvent from handleChange in SettingToggle. It prevented
handling both events by checking e.detail?.checked === undefined. But
now, the native <input> event is all we need to show the visual toggle
change and trigger @changed in UserSettingsModal which calls the toggle
function.

- Use the toggle functions too from CopyButton and
PerformanceOverlay.ts. In PerformanceOverlay, change in
onUserSettingsChanged was needed because of how setBool works.

- UserSettingsModal 'toggleDarkMode': in UserSettingsModal, removed the
event from toggleDarkMode in UserSettingsModal; nothing is listening to
this event anymore after DarkModeButton.ts was removed some time ago.
Also both UserSettingsModal an UserSettings added/removed "dark" from
the document element. Now that UserSettingsModal calls toggleDarkMode in
UserSettings, we could centralize that. But UserSettings is in core, not
in client like UserSettingsModal. But now that we emit
"user-settings-changed", we could handle it even more centralized and
not have UserSettingsModal or UserSettings touch the element directly.
Instead have Main.ts listen to the event and change it dark mode from
there.

- UserSettings: added claryfing comment to attackRatioIncrement and the
new attackRatio setters/getters, to explain their difference. Noticed a
small omitment in its description and fixed that right away in en.json:
you can change attack ratio increment by shift+mouse wheel scroll or by
hotkey. So made "How much the attack ratio keybinds change per press"
also mention "/scroll."



**BEFORE** (with getDisplayName added back to NameLayer as a fix i will
do soon)
get > getItem in UserSettings
![BEFORE get
getItem](https://github.com/user-attachments/assets/5d2bf8b2-9e68-4c58-9b1f-d5636ee5d7e9)

renderLayer in NameLayer (with getDisplayName added back to NameLayer as
a fix i will do soon)
![BEFORE renderLayer NameLayer
ea](https://github.com/user-attachments/assets/ea12d9a4-2ff3-421b-844c-dbc39e5c3193)

**AFTER** (with getDisplayName added back to NameLayer as a fix i will
do soon)
getCached in UserSettings
![AFTER
getCached](https://github.com/user-attachments/assets/7fb1151f-d289-4420-a257-9fe1f9fbcb8f)

renderLayer in NameLayer (with getDisplayName added back to NameLayer as
a fix i will do soon)
![AFTER renderLayer NameLayer
ea](https://github.com/user-attachments/assets/f844e3d4-d6e5-4774-ba18-ba541f066c76)

## Please complete the following:

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

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

tryout33
2026-04-06 20:41:57 -07:00
VariableVince b5ca0f9d8f Perf/refactor/fix(NameLayer): about 10% extra improvement (#3540)
## Description:

NameLayer perf part 2 after
https://github.com/openfrontio/OpenFrontIO/pull/3475 with thanks to
@scamiv. Shaves off another 10% or thereabouts, even doing something
extra for a fix (see below).

Also refactor/fixes around NameLayer and PlayerIcons, which is used by
both NameLayer and PlayerInfoOverlay, and underlying function in
GameView.

This would go well with other PR
https://github.com/openfrontio/OpenFrontIO/pull/3481, since this layer
reads multiple settings. Reasoning to not use events and instead rely on
fast caching is explained in that PR.

### Contents

- Fixes:
-- Fixes bug on .dev introduced by wrong assumption by me in previous PR
https://github.com/openfrontio/OpenFrontIO/pull/3475. displayName CAN
change during game, when Hidden Names is toggled from settings, so needs
to be put back in renderPlayerInfo.
-- Fixes longer existing bug: it was assumed Dark Mode didn't change
after creation of icon element. Now it also sets Dark Mode attribute
when updating icons elements.
-- Fixes target mark icons not being shown to team members, while the
icons were shown to normal allies. And EventsDisplay displayed message
"XX requests you attack XX" to both team members and allies already. So
why is the icon not shown to both if the message already is. While we
improve performance of GameView > PlayerView > transitiveTargets (which
is only used by NameLayer/PlayerIcons so only in this context). We can
add team members' targets to it in one go. So previously
transitiveTargets returned: your own targets and allies' targets. Now
transitiveTargets is faster and returns: your own targets and allies'
targets and team members' targets.

- NameLayer:
-- renderLayer: for target icons, getPlayerIcons used to fetch
myPlayer.transitiveTargets each time. While that doesn't change per
player we're rendering for. So now, we fetch myPlayer.transitiveTargets
once per call to renderPlayerInfo, which passes it on to getPlayerIcons.
So now we check it 1x each 100ms (renderCheckRate) inside of
renderLayer. Instead of up to 100s of times each 500ms
(renderRefreshRate) inside of getPlayerIcons inside of renderPlayerInfo
loop.
-- createBasePlayerElement and renderPlayerInfo: use cloneNode where
possible with templates
-- createPlayerElement: only find the elements and set font and flag.
Leave the rest to renderLayer > renderPlayerInfo which fills displayName
and troops and font color very soon after anyway. I haven't noticed a
difference in testing.
-- cache game.config() and others
-- renderPlayerInfo: remove check if render.flagDiv exists, we know it
exists. Check if fontColor changed before assigning it (it never
changes, currently, be it dark mode or light mode). Don't check if
troops or size changes, that happens so often that the overhead for
checking would be smaller than the win, probably.
-- We don't require nameLocation to be changed to change scale (see
previous Namelayer perf PR for the reason). But it seems good to check
if the transform changed before 'overwriting' it, so do that now
instead.
-- Remove Alliance icon DOM traversals. Only do it once, for each time
an alliance icon is displayed. To this end, also made NameLayer more
agnostic on Alliance icon stuff. By moving more code to PlayerIcons. See
below.
-- Use cached allianceDuration instead of fetching this static value
every time
-- Re-use from PlayerIcons: ALLIANCE_ICON_ID, TRAITOR_ICON_ID etc
-- create more sub-functions to make the icons loop in renderLayer more
readable: handleEmojiIcon, handleAllianceIcons,
createOrUpdateIconElement (createIconElement already existed, now
combined), handleTraitorIcon.
For Alliance icons, this was already done in PlayerIcons.ts through
createAllianceProgressIcon (now createAllianceProgressIconRefs), and
more now to skip some DOM traversals. But most of this belongs in
NameLayer itself when it comes to seperation of concern.
- cache dark mode (as boolean and as string)
- use dark mode to update (alliance) icons too, not only on create,
since the setting can change after icon element creation and before it
is removed
-- for getPlayerIcons, add this.alliancesDisabled. If disabled,
getPlayerIcons won't fetch Alliance icon and Alliance Request icon.

- PlayerIcons:
-- use cloneNode where possible
-- added check for alliances disabled: then skip alliance (request) icon
checks
-- See point under NameLayer about the move of Alliance icon code to
PlayerIcons. To make NameLayer even more agnostic on it and keep it in
one place.
-- getPlayerIcons: skip creating a new Set from
myPlayer.transitiveTargets() each time getPlayerIcons is called. One
allocation less. Just do .includes on the returned array. Probably just
as fast in this case, also because not many Targets are present many
times anyway.
-- getPlayerIcons: on outgoingEmojis(), use .find() instead of .filter()
since we only use the first result anyway and it saves us another
allocation.
-- getPlayerIcons: for nukes, only fetch the ones from the player we're
rendering for, not all game nukes. Also don't use .filter() and just a
normal loop to skip an allocation. Logic outcome is the same.
-- getPlayerIcons: for target icons, it used to fetch
myPlayer.transitiveTargets each time. While that doesn't change per
player we're rendering for. So now, NameLayer fetches
myPlayer.transitiveTargets once per call to renderPlayerInfo, which
passes it on to getPlayerIcons.
-- Remove the need for querySelector and getElementsByTagName("img")
alltogether. Since this would be done for every time an alliance was
(re-)created, here in createAllianceProgressIconRefs in PlayerIcons it
makes more sense to not do DOM traversal than in createPlayerElement in
NameLayer where we only do it once per player per game anyway. We assume
updateAllianceProgressIconRefs just knows of all image names in
createAllianceProgressIconRefs. This is a bit less dynamic and
maintainable maybe, but i think worth the win. And the functions are all
one-purpose and not meant to be used dynamically by another caller
anyway.
-- So instead of updateAllianceProgressIconRefs looping through
refs.images, now just update the different images each. See point above.

- PlayerInfoOverlay: also re-use the new exported consts from
PlayerIcons. Since we put those in PlayerIcons anyway, need to be
consistent. Even though PlayerInfoOverlay is outside of the scope of
this PR otherwise.
-- for getPlayerIcons, add this.alliancesDisabled here too. If disabled,
getPlayerIcons won't fetch Alliance icon and Alliance Request icon. We
also send includeAllianceIcon = false, which means Alliance icon will
already be excluded but Alliance Request icon is normally still fetched
and shown.

- GameView > PlayerView: for transitiveTargets (only used in
NameLayer/PlayerIcons so only in this context), improve performance. It
did several allocations. Now it loops directly over the arrays we need.
Also (as mentioned under Fixes) previously transitiveTargets returned:
your own targets and allies' targets. Now transitiveTargets is faster
and returns: your own targets and allies' targets and team members'
targets.


**BEFORE**

![BEFORE](https://github.com/user-attachments/assets/02ff167f-7978-4968-a26e-0c64bf4fb2f3)

**AFTER** (including now getting team members' targets for
myPlayer.transitiveTargets)

![AFTER](https://github.com/user-attachments/assets/1b81f9cc-bb8b-4d6b-97e4-f6db3802e55c)

## Please complete the following:

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

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

tryout33
2026-04-06 20:36:23 -07:00