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Author SHA1 Message Date
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
scamiv 05e2bc9f0a Improve cacheability with content-hashed public assets and a cacheable app shell (#3494)
## Description:

This reworks asset delivery and cacheability across the app and moves
non-bundled public resources onto immutable, content-hashed URLs.

Vite bundle outputs continue to live under `/assets/**` and remain
content-hashed by Vite. Public resources that were previously fetched
from stable paths in `resources/` now go through a custom hashed
namespace under `/_assets/**`, backed by a generated asset manifest that
is available to the server, browser, and worker runtime.

In parallel, the root app shell is now cacheable shared HTML instead of
request-time `no-store` HTML. Dynamic and live routes remain explicitly
uncached.

## Why
- Improve browser and Cloudflare cacheability for static assets.
- Remove query-string and release-version cache busting for
runtime-fetched assets.
- Allow unchanged public assets to keep the same URL across releases.
- Reduce avoidable work on `/` by serving a shared app shell instead of
rendering HTML on every request.
- Make cache behavior explicit instead of relying on mixed framework
defaults and file-extension heuristics.

## What Changed

### 1. Content-hashed public asset pipeline
- Added a build-time public asset manifest and hashing pipeline for
non-Vite resources.
- Production now emits hashed public assets under `/_assets/**`.
- Added runtime manifest loading for Node so server-rendered paths
resolve against built hashed files instead of rebuilding from source at
runtime.
- Emitted the runtime asset manifest as an ESM module for server
consumption.

Result:
- `/assets/**` = Vite-managed hashed bundle outputs
- `/_assets/**` = custom content-hashed public resources

### 2. Runtime asset URL migration
- Added a shared `assetUrl(...)` resolution path.
- Migrated runtime references away from query-string versioning and
stable source paths.
- Updated browser, worker, and server-side rendering paths to resolve
through the asset manifest.
- Moved map manifests, map binaries, thumbnails, sprites, sounds, fonts,
flags, icons, screenshots, and other runtime-fetched resources onto
hashed URLs.

### 3. Map and preview fixes
- Fixed directory and per-file map asset resolution so map manifest and
binary fetches resolve to the correct hashed URLs.
- Updated preview metadata and map thumbnail paths to use the hashed
asset namespace.
- Fixed runtime manifest loading in prod after deployment.

### 4. Explicit cache policies
- Added explicit immutable cache headers for:
  - `/assets/**`
  - `/_assets/**`
  - worker-prefixed equivalents under `/wN/...`
- Added explicit `no-store` headers for live and dynamic APIs.
- Removed the old `/api/env` bootstrap request and baked `gameEnv` into
the HTML bootstrap instead.

### 5. Cacheable root app shell
- Refactored the root HTML path to serve a shared app shell with:
- `Cache-Control: public, max-age=0, s-maxage=300,
stale-while-revalidate=86400`
- `/` and the SPA fallback now serve shared cacheable HTML instead of
request-time `no-store` rendering.
- `/game/:id` remains dynamic and `no-store`, but now reuses the shared
shell before injecting preview tags.

### 6. Matchmaking instance handling
- Because the app shell is now cacheable, `INSTANCE_ID` was removed from
shared HTML.
- Added `/api/instance` as a temporary `no-store` runtime lookup used
only by matchmaking.
- This preserves correctness with the current random-per-boot
`INSTANCE_ID` model while keeping `/` cacheable, but it is not the
intended long-term design.

## Behavior Changes

### Asset URL contract
Production URLs for non-Vite public resources now change from stable
paths such as:
- `/maps/...`
- `/images/...`
- `/manifest.json`

to content-hashed paths under:
- `/_assets/...`

Examples:
- `/_assets/maps/<map>/manifest.<hash>.json`
- `/_assets/images/Favicon.<hash>.svg`

### Bootstrap/config
- `/api/env` is removed.
- `gameEnv` is now bootstrapped from HTML.

### HTML caching
- `/` and the SPA fallback are now cacheable shared HTML.
- `/game/:id` remains dynamic.

## Cache Matrix After This Branch
- `/_assets/**`: `public, max-age=31536000, immutable`
- `/assets/**`: `public, max-age=31536000, immutable`
- live `/api/**`: explicit `no-store`
- `/api/health`: explicit `no-store`
- `/api/instance`: explicit `no-store`
- `/game/:id`: explicit `no-store`
- `/` and SPA fallback: `public, max-age=0, s-maxage=300,
stale-while-revalidate=86400`

## Notes / Tradeoffs
- `/api/instance` is a temporary compromise. It exists because
`INSTANCE_ID` is currently random per boot, which is not safe to embed
into cacheable shared HTML.
- The current matchmaking flow still asks the client to provide
`instance_id` during `matchmaking/join`. That is functional, but it is
the wrong ownership boundary: instance selection should be handled by
the matchmaking service, not by the browser.
- The cleaner end-state would be:
- make `matchmaking/join` stop requiring `instance_id` from the client,
and let the matchmaking service select a healthy instance from worker
check-ins
- This branch makes the origin behavior edge-cache-friendly, but
Cloudflare still needs matching cache rules if HTML itself should be
cached at the edge.

## Validation
Verified during development with:
- `npx tsc --noEmit`
- `node node_modules\\vite\\bin\\vite.js build`
- `node node_modules\\vitest\\vitest.mjs run
tests/server/RenderHtml.test.ts tests/server/NoStoreHeaders.test.ts
tests/server/StaticAssetCache.test.ts
tests/core/configuration/ConfigLoader.test.ts`

Additional targeted tests added:
- `tests/AssetUrls.test.ts`
- `tests/core/game/FetchGameMapLoader.test.ts`
- `tests/core/configuration/ConfigLoader.test.ts`
- `tests/server/NoStoreHeaders.test.ts`
- `tests/server/StaticAssetCache.test.ts`
- `tests/server/RenderHtml.test.ts`

## Known Existing Warnings
The production build still reports pre-existing warnings that are not
addressed by this branch:
- inconsistent JSON import attributes for `resources/countries.json`
- inconsistent JSON import attributes for `resources/QuickChat.json`
- large chunk warnings from Vite

## Rollout Notes
- Cache rules should treat `/_assets/**` and `/assets/**` as immutable.
- Cloudflare will still classify HTML as dynamic after deploy unless
matching edge cache rules are configured for it.

## Follow-ups
- Remove `/api/instance` by changing `matchmaking/join` so the server
selects the target instance, or by making `INSTANCE_ID` deploy-stable if
the current contract must remain.


## Please complete the following:

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

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

DISCORD_USERNAME
2026-03-23 11:36:52 -07:00
VariableVince e137fcaa6c Fix/Perf/Refactor: playerActions and buildableUnits, their callers and related types (#3220)
## Description:

TL;DR: it's faster.

buildableUnits is called via PlayerView.actions from UnitDisplay (each
tick without TileRef), BuildMenu (each tick when open), MainRadialMenu
(each tick when open), PlayerPanel (each tick when open),
StructureIconsLayer (when placing a building from build bar),
NukeTrajectoryPreviewLayer (when placing nuke, on tick when tile
changes), ClientGameRunner (on click to attack/auto-boat or hotkey B or
G).

After https://github.com/openfrontio/OpenFrontIO/pull/3213 got merged,
the change with largest impact in
https://github.com/openfrontio/OpenFrontIO/pull/3193 was done in such a
different way that a new PR was needed

The idea in 3193 was to not always ask for Transport Ship from
buildableUnits. In such a way that very little extra data was send to
the worker. This had the biggest impact on performance (the idea was
months older btw, see
https://github.com/openfrontio/OpenFrontIO/pull/2295). Now, we do it the
other way around, by telling buildableUnits all unit types we want. Or
we want them all (undefined). The downside is more data is send in the
worker message. The upside is we have more options and can add more in
this PR.

This PR implements some of the leftovers in 3193 on top of 3213 and adds
further improvements.

(Some unrelated refactor/perf changes where moved out of this PR and
into already merged
https://github.com/openfrontio/OpenFrontIO/pull/3233,
https://github.com/openfrontio/OpenFrontIO/pull/3234,
https://github.com/openfrontio/OpenFrontIO/pull/3235,
https://github.com/openfrontio/OpenFrontIO/pull/3236,
https://github.com/openfrontio/OpenFrontIO/pull/3237,
https://github.com/openfrontio/OpenFrontIO/pull/3238,
https://github.com/openfrontio/OpenFrontIO/pull/3239)

- **GameRunner**, **WorkerMessages**: _playerActions_ and
_PlayerActionsMessage ._ Option to ask for no buildable units (null). It
now has 3 modes: get all actions and all buildings (units undefined),
get all actions and no buildings (units null), or get all actions and
specific building (units contains Unit Types).

- **GameRunner**: _playerActions_. fixes wrong assumption in PR 3213:
that only if units was undefined, we have to know canAttack.
ClientGameRunner wants to know both, in case of a click on non-bordering
land, to decide if it should auto-boat using a Transport Ship. So units
is not undefined (we only ask for Transport Ship now which has a
positive effect on performance for each click/tap) but we need canAttack
still.
Solved by removing the unit === undefined check before _canAttack_ in
_playerActions_.

- **GameRunner**, **GameView**, **WorkerClient**, **WorkerMessages**,
**Worker.worker**: added _playerBuildables_ / _buildables_ next to
existing _playerActions_ / _actions_. With above solved, there was still
no option to only get buildable units when the actions are not needed.
While **StructureIconsLayer**, **NukeTrajectoryPreviewLayer**,
**BuildMenu** and **UnitDisplay** need only that. To not make
playerActions more convoluted with more params or so, i've added a new
function _playerBuildables_ in **GameView** to only get buildable units
(**GameRunner** _playerBuildables_). _playerBuildables_ has 2 modes: get
all buildings (units undefined) or get specific buildings (units
contains Unit Types). Also update some comments that mentioned .actions
in **NukeTrajectoryPreviewLayer**.

- **ClientGameRunner**, **PlayerPanel**, **BuildMenu**, **UnitDisplay**,
**StructureIconsLayer** and **NukeTrajectoryPreviewLayer**: Since PR
3213, **StructureIconsLayer** and **NukeTrajectoryPreviewLayer** ask for
specific types of units from **GameView** _actions_ (**GameRunner**
playerActions). Now have the other files do the same. For example
**BuildMenu** asks for the new _BuildMenuTypes_ when it calls
._buildables_ and **ClientGameRunner** asks for UnitType.TransportShip
when sending a boat

- **ClientGameRunner**: canBoatAttack now accepts BuildableUnit[]
instead of PlayerActions so we can send it either actions.buildableUnits
or just buildables. Have functions call myPlayer.buildables(tileRef,
[UnitType.TransportShip]) when we only need a buildable unit and no
actions. Or myPlayer.actions(tileRef, null) when we need actions but no
buildable units. Or myPlayer.actions(tileRef, [UnitType.TransportShip])
when we need both actions, like canAttack, and a buildable unit. Then if
needed send either actions.buildableUnits or buildables to to
_canAutoBoat_ / _canBoatAttack_.

- **MainRadialMenu**: needs all player buildable unit types including
Transport Ship, so the _actions_ call argument for unit types can stay
undefined (unchanged) there.

- **MainRadialMenu**: now that **BuildMenu** uses _playerBuildables_
instead of _playerActions_, we must put data in
_this.buildMenu.playerBuildables_. And since we're not putting the
(unneeded) full _actions_ in there anymore, we can now put only the
needed and expected _actions._buildableUnits_ in it.

- **Game**, **PlayerImpl**, **StructureIconsLayer**: Typesafety and some
added perf: new type _PlayerBuildableUnitType_ (see also the below point
for how it is formed). So callers of _buildableUnits_ can never ask for
the wrong type like e.g. UnitType.Train because it doesn't return data
for that type. This type is now used in **PlayerImpl**, **BuildMenu**,
**RadialMenuElements**, **StructureDrawingUtils** and **UnitDisplay**
for that reason. And **InputHandler**, **StructureIconsLayer** and
**UIState** (little more on that in point below).

- **InputHandler**, **StructureIconsLayer**, **UIState**: In order to
make type safety work for GhostUnit.buildableUnit.type too (line ~217 of
StructureIconsLayer), changed type of interface _BuildableUnit_ to
_PlayerBuildableType_. Which is only more accurate. Same for and
this.structures and uiState.ghostStructure and with the latter,
_renderUnitItem_ in **UnitDisplay** and _setGhostStructure_ in
**InputHandler**. All Structures are of PlayerBuildableType (there are
even some in PlayerBuildables that aren't Structures, but it is much
more confined than UnitType).

- **Game**: Typesafety and some added perf: added _BuildMenus_ and
_BuildableAttacks_ in the same fashion that the existing StructureTypes
was already used (simplified it a bit too, with it renamed
_StructureTypes_ to _Structures_ and removed _isStructureType_). They
can be used with .types or .has(). _BuildableAttacks_.has() is used in
**RadialMenuElements**. _BuildableAttacks_ and existing _Structures_ now
make up _BuildMenus_. Which is used in **BuildMenu**,
**StructureIconsLayer** and **UnitDisplay**. Then _BuildMenus_ together
with UnitType.TransportShip make up the _PlayerBuildables_. Which is
used in **PlayerImpl** _buildableUnits_ (see point below). And with
_PlayerBuildableUnits_ we get the new _PlayerBuildableUnitType_ (see
above point on Game / PlayerImpl).

- **RadialMenuElements**: replace non-central ATTACK_UNIT_TYPES in
**RadialMenuElements** with centralized _BuildableAttackTypes_ too. Use
_PlayerBuildableUnitType_ for more type safety (can't by mistake add
UnitType.Train to its build menu). Make use of _BuildableAttackTypes_
instead of adding items hardcoded line by line in _getAllEnabledUnits_,
just like we already did since PR 3239 with _StructureTypes_. And use
_BuildableAttacks.types_ in the same fashion that existing
_isStructureTypes_ (now Structures.types) was already used elsewhere.

- **PlayerImpl**: _buildableUnits_ 
-- would do Object.values(UnitTypes) on every call. Now for better perf
directly loop over player buildable units by using _PlayerBuildables_
(see above point). In this way we also exclude MIRVWarhead, TradeShip,
Train, SamMissile and Shell so there are less unit types to loop through
by default. Since a player doesn't build those by themselves, they are
only build by Executions which use _canBuild_ directly and not
_buildableUnits_.
-- for more performance, do for loop instead of using .map and .filter,
no intermediate array needed nor callback overhead. We just loop over
the given units (which if undefined will contain _PlayerBuildables_).
Also pre-allocate the results array to get the most out of it, even if
V8 might already be very good at this.
-- cache config, railNetwork and inSpawnPhase so they can be re-used
inside the for loop.
-- cache cost inside the loop
-- it would check twice for tile!==null to decide to call
findUnitToUpgrade and canBuild. Now once.
-- eliminated double/triple checks for the same thing. It called
_findUnitToUpgrade_ (and with that _canUpgradeUnit_) and then _canBuild_
which both check if player has enough gold for the cost of the unit
type. And they both check if the unit type is disabled. Now we call
private functions _canBuildUnitType_, _canUpgradeUnitType_ to first do
checks on unit type level for early returns, and
_findExistingUnitToUpgrade_ to find existing unit without doing anything
extra. in a specific order to check everything only once. The public
functions _findUnitToUpgrade_ and _canBuild_ have an unchanged
functionality and we don't call them from _buildableUnits_ anymore.
-- would get _overlappingRailRoads_ and _computeGhostRailPaths_ when
canBuild was true. But this data is only meant for
**StructureIconsLayer** and it logically only uses it when placing a new
unit, not when upgrading one. Which is also commented on line 351 of
**StructureIconsLayer**. So, we now only get overlapping railroads and
ghost rails if we're not hovering to upgrade an existing unit.

- **PlayerImpl**: _findUnitToUpgrade_: unchanged functionality, but have
it call new private function _findExistingUnitToUpgrade_ to find
existing unit.

- **PlayerImpl**: _canBuild_: unchanged functionality, but have it call
new private function _canBuildUnitType_ to do the checks it first did
itself. And then new private function _canSpawnUnitType_ for the rest of
the checks. This way we can call _canBuildUnitType_ and
_canSpawnUnitType_ from _buildableUnits_ in a specific order to prevent
double/triple checks.

- **PlayerImpl**: _canBuildUnitType_: new private function to be shared
by _buildableUnits_, _canBuild_ and _canUpgradeUnit_ to be able do unit
type level checks in a specific order to prevent double/triple checks.
Via parameter knownCost, _buildableUnits_ can send it the cost it
already fetched so that it doesn't have to be fetched again. For caller
_canUpgradeUnit_, the isAlive() check (which was previously only done in
canBuild) is new but harmless, maybe even better to have also check
isAlive() on upgrade now that Nations are also upgrading which might
prevent some edge case bugs.

- **PlayerImpl**: _canUpgradeUnitType_: new private function to be
shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit type
level checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _canSpawnUnitType_: new private function to be shared
by _buildableUnits_ and _canBuildUnit_ to be able do unit type level
checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _findExistingUnitToUpgrade_: new private function to
be shared by _buildableUnits_ and _findUnitToUpgrade_ to be able do unit
level checks in a specific order to prevent double/triple checks.

- **PlayerImpl**: _isUnitValidToUpgrade_: new private function to be
shared by _buildableUnits_ and _canUpgradeUnit_ to be able do unit level
checks in a specific order to prevent double/triple checks.

- **PlayerImpl.test.ts**: because of the isAlive() check in which is new
for _canUpgradeUnit_ (see above at _canBuildUnitType_), the tests needed
to have the players be alive at the start, in order to pass.

- **BuildMenu**: use .find instead of .filter in canBuildOrUpgrade, a
function we already needed to change. This is faster and prevents an
allocation.


**PERFORMANCE**
As for calling ._buildables_ instead of unnecessarily getting
._actions_, there is an obvious win because there's less to send
calculate and recieve.

Also asking for only the needed buildings helps a lot (especially if
TradeShip isn't needed, see the difference in benchmark in original
#3193).

But the real-world impact is hard to measure. gave it a try in #3193 and
those results should be even better now.

Now testing only _buildableUnits_ performance in a synthetic benchmark,
we get these results. This is after other performance improvments so the
base is already better than it was in original #3193:

**BEFORE** (only buildableUnits itself)
<img width="602" height="96" alt="image"
src="https://github.com/user-attachments/assets/7770c0fa-a35e-42fc-90de-1de83242ec23"
/>

**AFTER** (only buildableUnits itself)
<img width="603" height="91" alt="image"
src="https://github.com/user-attachments/assets/a1578382-7010-4160-937c-7117bad18beb"
/>


## 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: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-03-04 11:32:45 -08:00
Wraith 26f5d40819 build: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage (#2703)
- Replace Webpack with Vite for faster client bundling and HMR.
- Migrate tests from Jest to Vitest and update configuration.
- Update Web Worker instantiation to standard ESM syntax.
- Implement Env utility in `src/core` for safe, hybrid environment
variable access (Vite vs Node).
- Refactor configuration loaders to remove direct `process.env`
dependencies in shared code.
- Update TypeScript environment definitions and project scripts for the
new toolchain.
- Remove the [depracated usage of the
husky](https://github.com/typicode/husky/releases/tag/v9.0.1).

## Description:

migrate build system to Vite and test runner to Vitest & Remove
depracated husky usage

## 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
- [ ] 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:

wraith4081

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-12-28 22:10:26 -08:00
FloPinguin ab53ee687f Alliance icon does no longer stretch/disappear 🖌️ (#2527)
Resolves #2521

## Description:

Small CSS fix so the new alliance icon does not stretch when there are
multiple icons.

## 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
2025-11-26 19:50:58 -08:00
Hauke12345 dcf5d1b103 Fading handshake (#2474)
## Description:
Add dynamic alliance icon with time-based fill and extension request
indicator

- Implement bottom-up green fill on alliance icon proportional to
remaining time
- Use AllianceIconFaded.svg as base layer with green overlay clipped
from top
- Add 20-82.40% clip range to account for icon vertical offset 

## 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


<img width="1132" height="631" alt="Screenshot 2025-11-18 205205"
src="https://github.com/user-attachments/assets/4af71ddc-f847-4460-9046-167275efc773"
/>
<img width="1387" height="792" alt="Screenshot 2025-11-18 205532"
src="https://github.com/user-attachments/assets/9dd0e018-323f-4de1-bae8-2633c09fe867"
/>

## Please put your Discord username so you can be contacted if a bug or
regression is found:
hauke4707

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2025-11-19 12:32:01 -08:00
FloPinguin 90b73451a8 Added NameLayer-Icons to PlayerInfoOverlay (#2446)
Resolves #1686

## Description:

Above or behind the player names on the map, there are icons (images
and/or emojis).
This PR also adds these icons to the PlayerInfoOverlay (on the right
side of the player name).
To share the logic, a new file PlayerIcons.ts has been created.

<img width="215" height="355" alt="Screenshot 2025-11-14 024435"
src="https://github.com/user-attachments/assets/2e581ef9-0330-4c9d-9c52-5f943a58e64b"
/>
<img width="203" height="337" alt="Screenshot 2025-11-14 024731"
src="https://github.com/user-attachments/assets/0c2bf278-b8ca-43c2-b466-ea7a83577b25"
/>
<img width="193" height="288" alt="Screenshot 2025-11-14 024639"
src="https://github.com/user-attachments/assets/be114bc6-f3a8-4b8d-b267-025587c9eafe"
/>

The alliance icon is NOT shown because it's already on the left side of
the alliance timer.

### Why is this change needed?

Sometimes you can't quickly find the nametag of a player on the map.
Especially if a player's territory is scattered around the map, maybe
even on several small islands.
But you still want to know if the player is AFK, has a traitor debuff,
etc.
So it's very useful to get this information by just hovering over a
player instead of needing to search for the floating nametag.

## 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>
2025-11-18 15:03:52 -08:00