## 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>
## 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
## Description:
Can't tell you how many times I've been playing solo, I try to go change
the speed from `Max` to `x1` and before I've opened the speed controls
and clicked on one the AI completely wipes me. But not to worry, we now
have a pause and speed toggle up/down keybinds!
https://github.com/user-attachments/assets/48692c27-888f-40fb-837a-45e26f262441
Keybinds were added to "Menu Shortcuts" submenu:
<img width="1750" height="1099" alt="image"
src="https://github.com/user-attachments/assets/8c4500d5-f43e-4a1c-9940-04db75bf18cf"
/>
Tested on Solo, custom match, and public lobbies. Pause intent works
correctly on solo and private match (only if you are host), and neither
feature works in public matches, as expected.
## 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:
bijx
## Description:
Reduce HUD transparency for better readability by making the Control
Panel, Attacks panel, Events/Chat panel, and Hover panel more opaque
while keeping a subtle blur effect.
## Please complete the following:
- [ x] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] 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:
HulKiora
Before :
<img width="518" height="134" alt="image"
src="https://github.com/user-attachments/assets/dd714a8e-5b8c-4754-b68d-a86a0f82afcf"
/>
After :
<img width="519" height="138" alt="image"
src="https://github.com/user-attachments/assets/828b88be-a071-474c-a4a2-80d1c679b3df"
/>
## Description:
- **Dynamic sidebar offset for top bars** - GameLeftSidebar,
GameRightSidebar, and PlayerInfoOverlay now shift down when SpawnTimer
and/or ImmunityTimer bars are visible (7px per bar). Implemented via
events.
- **Fixed text overflow** in HeadsUpMessage.ts (Random spawn message is
long)
- **Fixed inconsistent text sizing** in EventsDisplay
- **Alliance icon horizontal** in PlayerInfoOverlay so the size of the
overlay doesn't change if there is an alliance
- **Nation relation coloring** - Nation player names are now colored
based on their relation
- **Background & Blur Unification**
- **Border Radius & Page Edge Gap Standardization**
- **EventsDisplay collapsed button:** Fixed badge hidden / inline-block
CSS conflict (conditional rendering), added gap-2 between text and badge
- **Right panel spacing:** Changed right container from sm:w-1/2 to
sm:flex-1 to fill remaining space
- **Leaderboard**: Rounded grid corners (rounded-lg overflow-hidden),
removed last-row border, added `willUpdate` for auto-refresh on
hide/show click, plus button styled to match toggle buttons
- Other little CSS fixes (margins etc)
Showcase:
(Note the red mexico name on betrayal)
https://github.com/user-attachments/assets/f0ed91de-3a07-4564-a209-3d7723edee55
Two progress bars at the top, mobile UI not cut off:
https://github.com/user-attachments/assets/83f1fd64-ceab-4a74-8d16-6e1eeea1709d
HeadsUpMessage text overflow fixed, SpawnTimer does not cut off the
PlayerInfoOverlay:
<img width="516" height="929" alt="Screenshot 2026-02-14 214410"
src="https://github.com/user-attachments/assets/74f0edea-8c01-4394-a3d0-a3245922e0da"
/>
Previous:
<img width="306" height="118" alt="Screenshot 2026-02-14 213705"
src="https://github.com/user-attachments/assets/a7c7e8f3-f0e8-4213-8a8f-4f3677e9fc98"
/>
Smaller event panel text:
<img width="594" height="975" alt="Screenshot 2026-02-14 215738"
src="https://github.com/user-attachments/assets/33e80570-9260-40b0-b810-c71eda4861fc"
/>
## 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
## Description:
Better integration with CrazyGames:
* Don't show login because accounts have not been integrated with
CrazyGames yet
* Integrate CG invite links & usernames
* Refactor match making logic to Matchmaking.ts
* Allow periods to support crazy game usernames
* Create a no-crazygames class that disabled elements when on crazygames
## 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
## Description:
Preparatory change for the upcoming “unbounded worker” work:
decouple expensive UI layer updates from game tick frequency by moving
UI ticking to wall-clock intervals. This reduces redundant UI work when
the simulation runs faster than real time (notably replays /
singleplayer at speed > 1) while keeping the UI responsive and
predictable.
## Changes:
- Add optional `Layer.getTickIntervalMs()` and enforce it in
`GameRenderer.tick()` using wall-clock time.
- Convert key UI layers from tick-modulus gating to fixed intervals:
- `ControlPanel`: 100ms
- `GameRightSidebar`: 250ms
- `MainRadialMenu`: 500ms
- `Leaderboard`, `NameLayer`, `ReplayPanel`, `TeamStats`: 1000ms
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
## Description:
migrate tailwindcss v3 to v4
## 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:
wraith4081
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
- 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>
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2491
## Description:
Adds pause/unpause functionality for private multiplayer games. Only the
lobby creator can pause the game, and all players see a pause overlay
when the game is paused.
**Key features:**
- Lobby creator sees pause/play button in control panel (alongside
existing singleplayer/replay controls)
- Server validates that only lobby creator can toggle pause
- All players see "Game paused by Lobby Creator" overlay when paused
- Game state freezes (no turn execution) while paused
- Unpause resumes normal gameplay
**Implementation details:**
- Server-side pause state (`isPaused`) prevents turn execution during
pause
- Each client receives `isLobbyCreator` flag in `GameStartInfo` to
show/hide pause button
- Added `TogglePauseIntent` that broadcasts to all clients via
`NoOpExecution`
- New `PauseOverlay` component (shows in single player also)
## 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:
furo18
<img width="1459" height="861" alt="Screenshot 2025-12-20 at 15 16 33"
src="https://github.com/user-attachments/assets/f5a3222f-f54b-473c-b0f6-104ce4c1e7a8"
/>
## Description:
Integrate with crazy games SDK
## 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:
evan
## Description:
Removes the border around the in game time because it looks better this
way. Sorry my screenshots are a bit washed out, windows doesn't like my
HDR monitor...
Before:
<img width="201" height="145" alt="image"
src="https://github.com/user-attachments/assets/ef399dcd-72bc-4ee7-ac67-42a0e4b2b793"
/>
After:
<img width="213" height="143" alt="image"
src="https://github.com/user-attachments/assets/bdb211af-d2c6-4b5e-8946-1cb88bf707c2"
/>
## 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:
rovi.
## Description:
Adds a max timer setting
The timer starts at max timer and goes down, becoming red if reaching <
1 min
The player with the biggest territory wins at the end of the timer

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Vivacious Box
---------
Co-authored-by: Loymdayddaud <145969603+TheGiraffe3@users.noreply.github.com>
## Description:
Since the in-game Settings became their own modal in v24, it blocks game
control but the game goes on in the background. On mobile it is full
screen so you don't even notice the game still playing in the
background.
Of course players understand that a Multiplayer game will move on. But
for Single Player, the game mode played by beginners too, you'd expect
the game to be paused and are surprised when it isn't. Same goes for
Replays.
This PR fixes it:
- Pause when opening the in-game Settings modal during replay or single
player game.
- Unpause again when closing the Settings modal (if not already paused
before opening the Settings).
- The icon for pause/unpause isn't switched in GameRightSideBar during
this, as the sidebar is blurred in the background anyway.
## 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
- [ ] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
---------
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
## Description:
Fix for regression. In #1145, "Game speed" was added to show in Single
player instead of "Replay speed", and then in #1243 again. But after the
changes in #1415 it no longer worked, although some code remained.
Before:
<img width="417" height="161" alt="Replay speed when in single player
game"
src="https://github.com/user-attachments/assets/ff9aac99-6948-4c10-bb30-36ba5973c12e"
/>
After:
<img width="392" height="178" alt="Game speed instead of Replay speed"
src="https://github.com/user-attachments/assets/3beb712a-2539-46c5-a50a-eda593a5417c"
/>
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
This PR adds missing translations for various UI components, including
game events and settings. No visual changes were made, so screenshots
are not required. All user-facing text has been properly localized and
added to the en.json file.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
pierogi69
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
Center pop & gold information, and split up & remove the top bar.
Before:
<img width="1913" alt="Screenshot 2025-07-07 at 7 54 55 PM"
src="https://github.com/user-attachments/assets/8ab59102-1f0e-4023-905f-e0b1b2fa73a2"
/>
After:
<img width="1916" alt="Screenshot 2025-07-07 at 7 53 02 PM"
src="https://github.com/user-attachments/assets/06c885e3-a179-4447-9d1d-0da3849e726d"
/>
reference:

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Top Bar Refactor – UI & UX Improvement Proposal
This update overhauls the top game bar to improve clarity,
responsiveness, and overall user experience across desktop and mobile.
It consolidates player resources (e.g., building counts), integrates
game controls (pause, settings, time), and enhances visual contrast.
Key changes:
Redesigned top bar with player data and game options.
Team color indicator bar (team games only).
Countdown bar during "Choose Starting Position" phase.
Removed redundant info (e.g., troop/worker counts shown elsewhere).
Inspired by strategy games like Travian Legends, this refactor offers a
cleaner and more intuitive layout, especially for smaller screens.
⚠️ Note: This is a large change and likely contains visual or functional
bugs I can’t currently spot due to fatigue. Thorough testing is required
before approval.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Diessel

om/user-attachments/assets/3a0edbef-e621-4fc4-b6b7-c1ed

8f9a8219)

Closes#1165
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>