Commit Graph
119 Commits
Author SHA1 Message Date
Vahant SharmaandGitHub b990fe6ae5 Use WebSocket intent for lobby game configuration updates (#2761)
Fixes #2758

## Description:
This PR migrates lobby configuration updates from the HTTP PUT
`/game/:id` endpoint to a WebSocket-based intent flow.

The lobby creator is already authenticated via the game WebSocket, so
updating configuration through intents removes redundant authentication
and aligns with existing real-time lobby actions such as `kick_player`
and `toggle_pause`.

## Changes Made
- Added `update_game_config` WebSocket intent schema
- Wired client → transport → server intent handling
- Refactored `putGameConfig()` to emit WebSocket intent instead of HTTP
fetch
- Preserved all existing validation, partial-update semantics, and
client-side debouncing
- Left the REST endpoint untouched for backward compatibility

## Testing
- All existing automated tests pass
- Manual verification completed:
  - Lobby creator can update all lobby settings
  - Non-creators are rejected
  - Updates are rejected after game start
  - Bots slider debounce (300ms) remains intact
  - No `PUT /api/game/:id` requests are made from the lobby UI

## 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
2026-01-01 16:46:53 -08:00
f1561df470 Bomb Direction (#2435)
Resolves #2434 

## Description:

Allows bomb direction to be inverted by pressing a hotkey - currently
"U".

**Check the issue for screenshots / videos.**

## 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

---------

Co-authored-by: Evan <evanpelle@gmail.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
2025-12-29 09:03:46 -08:00
YoussfeCantCodeandGitHub 1c52d20e83 Added pause functionality for private multiplayer games (#2657)
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"
/>
2025-12-26 10:21:18 -08:00
EvanandGitHub dab04eddb4 bugfix: user receives unauthorized on reconnection (#2601)
## Description:
When rejoining, the client did not refresh the play token, so the jwt
could be expired, causing the server to reject it.

Also improved the error log when token fails

## 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
2025-12-11 20:00:53 -08:00
EvanandGitHub 335a371fdb bugfix: singleplayer not starting (#2589)
#075c232 introduced a bug that prevented singplayer games from starting.

The `updateCallback` was not set for localserver, and local server
didn't send a start message when client sent a "rejoin".

## 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
2025-12-08 16:42:29 -08:00
EvanandGitHub 3314ca16ce Turnstile: require token before joining a multiplayer game (#2572)
When user tries to join either a public or private multiplayer game, the
turnstile callback is triggered, and the turnstile token is passed to
the server when joining a game.

## 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
2025-12-08 16:16:31 -08:00
EvanandGitHub 075c232d8a improve game websockt (re)connection (#2584)
Previously, the connection and reconnection logic were identical in
Worker.ts, so clients would need to be re-authorized for cosmetics etc
even when reconnecting. Now, on reconnect, Worker.ts only does
authentication - verifying the jwt is valid.

This will allow clients to require a valid turnstile token when first
connecting, and not when reconnecting after a broken ws connection.

## 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
2025-12-08 14:07:07 -08:00
Vivacious BoxandGitHub 6ce1835d77 Fix socket log (#2369)
## Description:

Fix null socket crashing the log

## 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:

Mr.Box
2025-11-02 23:10:50 +00:00
Abdallah BahrawiandGitHub 380eab5d12 Implement Stop/Start trading with all (#2278)
## Description:
fixes #2275 

Added global Start/Stop trading; use your **player panel** to trigger
it.

<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>

## 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:

abodcraft1
2025-10-25 20:59:40 +00:00
evanpelle 5540eff24c Merge branch 'v26' 2025-10-14 20:24:15 -07:00
evanpelle 9ab35a0436 bugfix: don't use bigint for zod schema as it causes json parsing issues 2025-10-14 19:05:53 -07:00
fee2f822ed Fix spelling typos and improve code quality (#2186)
## Description:
  This PR fixes several bugs and improves code quality:

- Fix spelling typos: "recieved" → "received" in Transport.ts and
GameServer.ts
  - Fix comment typo: "isn'te" → "isn't" in TerrainLayer.ts
- Improve WebSocket cleanup in Transport.ts leaveGame() by replacing
empty onclose handler with proper
   killExistingSocket() call
- Add console.warn for image decode failures in StructureLayer.ts
instead of silent catch
  - Remove commented dead code in DevConfig.ts

  ## Testing
All 288 tests pass. Development build completes successfully. No
breaking changes.

  ## Files Changed
  - src/client/Transport.ts
  - src/server/GameServer.ts
  - src/client/graphics/layers/TerrainLayer.ts
  - src/client/graphics/layers/StructureLayer.ts
  - src/core/configuration/DevConfig.ts

## Checklist:
- [x] I have added screenshots for all UI updates (N/A - no UI changes)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A - no user-facing text)
- [x] I have added relevant tests to the test directory (All 288
existing tests pass - no new tests needed for typo fixes)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

  Discord: hiphex_33496

Hiphex

Co-authored-by: Claude <noreply@anthropic.com>
2025-10-14 22:07:49 +00:00
evanpelleandGitHub 584fa9fb5d add support for custom colors (#2103)
## Description:

Added a colors tab in territory patterns modal so players can select
their color.

Refactored the PrivilegeChecker, removed custom flag checks since we no
longer support custom flags.

<img width="479" height="345" alt="Screenshot 2025-09-27 at 5 01 17 PM"
src="https://github.com/user-attachments/assets/ad96da65-f0eb-4731-a861-e6e5fcb4566a"
/>
## 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
2025-10-09 20:47:20 -07:00
evanpelle fdb05bf777 Merge branch 'v25' 2025-09-26 10:53:57 -07:00
evanpelleandGitHub a26585a47b Add support for colored patterns (#2062)
## Description:

Add support for colored territory patterns/skins

* Refactored & updated territory pattern rendering to render colored
skins
* rename public from pattern to skin (keep pattern name internally, too
difficult to rename)
* Moved all territory color logic to PlayerView
* Updated WinModal to show colored skins
* Refactored decode logic into a separate function: decodePatternData
* Refactored/updated how cosmetics are sent to server. Players now send
a PlayerCosmeticRefsSchema in the ClientJoinMessage.
PlayerCosmeticRefsSchema just contains names of the cosmetics, and the
server replaces the names/references with actual cosmetic data
* Refactored PastelThemeDark: have it extend Pastel theme so duplicate
logic can be removed.
* 

## 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
2025-09-18 20:00:15 -07:00
evanpelle d2314941fe Merge branch 'v25' 2025-09-18 11:26:53 -07:00
evanpelleandGitHub defb6bb1d4 Store full game for singleplayer, add more validation (#2031)
## Description:

onunload allows up to 64kb, but reducing the number of hash messages and
compressing using gzip, we can reduce the GameRecord size to stay under
64kb. I played a 10 minute game and the compressed GameRecord was only a
few kb.

Also verify the game is singleplayer and has only 1 player

## 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
2025-09-08 18:14:08 -07:00
4b129a2f7f Add button for remove building (#1609)
## Description:

Added a red delete button with trash can icon to the right-click radial
menu that allows players to voluntarily delete their own units.

## 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 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:

Kipstz

<img width="286" height="209" alt="image"
src="https://github.com/user-attachments/assets/85142be3-2aa5-4c84-ab30-0c68289c8f85"
/>

---------

Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
2025-09-03 16:06:07 -07:00
evanpelleandGitHub b57a409b8a store & reference pattern by name (#1766)
## Description:

Store pattern by name instead of value. The worker replaces the pattern
name with it's base64 when joining. This ensures the client & server are
never out of sync after patterns are updated.

* removed resizeObserver on the territory modal, it was causing some
race conditions, and the modal is not resizable so it's unnecessary.

* Moved PatternSchema to CosmeticSchema
## 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 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:

evan
2025-08-16 18:08:16 -07:00
evanpelleandGitHub 3b8a36166a Remove workers & troop ratio bar, only have troops (#1676)
## Description:

The troop/worker ratio bar is almost never changed. so remove it and the
entire concept of workers. Now there is just troops.

Now players get a consistent 1k/s gold.

## 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 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:

evan
2025-08-01 16:06:59 -07:00
bd59cd61cb Private Lobbies: Add kick player functionality (#1436)
## Description:
Added player management features so lobby hosts can kick players from
private games. This includes both UI changes and backend work.

### What's new:
- Hosts can now kick players from private lobbies with a simple button
- Added host badges and remove buttons to the UI
- Made sure only hosts can kick people, and hosts can't kick themselves

### How it works:
- When someone creates a private game, they automatically become the
host
- Kicking happens through WebSocket "kick-player" events
- Server checks that you're actually the host before letting you kick
anyone

<img width="1291" height="871" alt="Screenshot 2025-07-15 002114"
src="https://github.com/user-attachments/assets/ea575f83-a0f4-45d1-9cfe-7521d373f3d5"
/>



### Known Issues:
- Kicked player gets general message (same when kicked for multi tab)

### Other Issues:
- Host abandoment still existent (host clicks on x; or is closing tab)

## 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 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:

[UN]nvm

---------

Co-authored-by: floriankilian <floriankilian@users.noreply.github.com>
2025-08-01 05:01:10 +00:00
Scott Anderson 9b6c290ec7 Merge main into v0.25.x 2025-07-25 18:56:22 -04:00
VariableVinceandGitHub 563d054ea5 Zod v4 update (#1546)
## Description:

This contains the update from zod 3.25 to 4. Change imports back from
zod/v4 to just zod. No errors in VSCode.

## 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 have read and accepted the CLA aggreement (only required once).

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

tryout33
2025-07-23 14:28:38 -04:00
Scott AndersonandGitHub 0489c63f4b Validate spawn tile (#1512)
## Description:

Enforce valid tile during spawn, to prevent the game from crashing for
all 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
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [ ] I have read and accepted the CLA aggreement (only required once).
2025-07-20 20:17:29 -07:00
evanpelleandGitHub 9fca546745 alert on ws 1002 error (#1472)
## Description:

Alert the error when a user is unauthorized to join a game. Previously
it would just log an error and the user would have no idea why they
couldn't join a game (if for example they were using a restricted
pattern). Now the user gets an alert. We should make this a proper modal
in the future.

## 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 have read and accepted the CLA aggreement (only required once).

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

evan
2025-07-17 16:03:01 -07:00
g-santos-mandGitHub 31381f67f4 Enable @typescript eslint/prefer nullish coalescing eslint rule (#1420)
## Description:

Fixes #952 
Enabled @typescript-eslint/prefer-nullish-coalescing rule and worked
through every error, introducing ?? and ??= operators or disabling
errors with inline comments where appropriate, to the best of my
ability.

## 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:

g_santos_m
2025-07-15 03:00:06 +00:00
DevelopingTomandGitHub 6353a5d6f7 Automatic train stations (#1353)
## Description:

Train stations are now built automatically when a factory is
constructed.

Changes:
- When a factory is built, nearby structures are connected to the rail
network
- When a city is built near a factory, it is connected to the rail
network
    - All structures behave the same when a train stops: to be defined
    - Removed station badge
    - Gold income is now related to the structure's level

## 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:

IngloriousTom
2025-07-06 13:15:49 -07:00
evanpelleandGitHub 5b5ac7bfca allow alliance extension Fixes #491 (#1314)
## Description:

About 30s before an alliance is about to expire, both players receive a
prompt to extend the alliance. If both players agree the alliance is
extended.

## 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
2025-07-02 15:25:20 -07:00
AotumuriandGitHub b71acdc993 Patterned territory (#786)
## Description:
This is meant to give players more customization options.
Permission handling hasn’t really been implemented yet.
## 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:

aotumuri
2025-06-22 23:57:24 -04:00
43397779fa Add trains (#1159)
## Description:

Add a rail network to handle train stations/railroad between structures.

Changes:
- `RailNetwork` is responsible for the train station graph. Use it to
connect new `TrainStations`
- A `RailRoad` connects two `TrainStation`
- No loop possible in the rail network
- Train stations handles its railroads
- Added a layer to draw the railroads under the structures

#### Clusters
- To speed up computations, each `TrainStation` references its own
cluster
- A cluster is a list of `TrainStation` connected with each other,
created by the `RailNetwork` when connecting the station
- Train stations spawn trains randomly depending on its current cluster
size
- A `TrainStation` decides randomly of the train destination by picking
one from the cluster

#### Production building:
- Added a factory which has no gameplay impact currently. _To be
discussed._

#### Train stops:
- When a train reaches a factory, it's filled with a "cargo". The loaded
trains has no impact currently. _To be discussed._
- When a train reaches a city, the player earn 10k gold
- When a train reaches a port, it sends a new tradeship if possible
- If a destination/source is destroyed, the train & railroad are deleted
too


https://github.com/user-attachments/assets/42375c17-9e04-4a42-98d0-708c81ffd609


https://github.com/user-attachments/assets/fbecdb53-a516-4df8-87fb-1f9a62c4efa0



## 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:

IngloriousTom

---------

Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-06-22 08:14:08 -07:00
0f2008a68d Simplify ClientMessage handling (#1235)
## Description:

- Expand the try/catch block in socket message handlers to encapsulate
all possible throwers.
- Remove unnecessary zod schema parsing of outgoing messages.
- Avoid unnecessary serialization and deserialization in singleplayer.

## 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

---------

Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-06-22 02:34:45 +00:00
evanpelleandGitHub 9ae544595b fix bad tile crash (#1237)
## Description:

Sending invalid coords can cause game to crash. Make sure to validate
tile ref.

## 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
2025-06-20 09:49:55 -07:00
tnhnblglandGitHub bd4fe45056 Pot issue fix (#1233)
## Description:
Fixes #1232 
Fixes #1231 

Add handle's 

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dovg
2025-06-19 13:27:25 -07:00
3597f7b326 upgrade to zod 4 (#1161)
## Description:
updates zod to v4
closes #873 

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omrih

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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-06-19 19:34:05 +00:00
evanpelleGitHubcoderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
4480871f65 have worker send error back to client (#1178)
## Description:
On error, send the message back to the client before closing the
websocket.

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2025-06-17 20:13:37 -07:00
e68d48c3a8 Fixed quick chat text injection (#1144)
## Description:
https://github.com/openfrontio/OpenFrontIO/issues/1035
Fixes #1035 
## Please complete the following:

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.w.

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Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-06-13 09:21:22 -07:00
9b2c6cc1f6 Simple Upgradable Structures (Cities, Ports, SAMs and Silos) (#1012)
## Description:

https://github.com/openfrontio/OpenFrontIO/issues/776

I've implemented upgradable structures for cities and ports.

As of right now this is just meant as a QOL change for structure
stacking that currently happens and no gameplay changes are intended.

Structure upgrades cost the same as making a new structure of that type
and function the same as making a new structure of that type.

I'm putting up a draft PR for this now since adding support for SAMs and
Silos will take more time to handle the cooldowns and I want to make
sure I'm on the right track for getting this merged.

I also still need to add bot behavior for this and re-enable min
distance for structures.

I didn't see translations for the UnitInfoModal so I've left that out
for now.

I've tested locally in a single player game so far but will document and
test more thoroughly before merging.


![image](https://github.com/user-attachments/assets/321a17cf-26a5-4152-aae1-6b6a691638bb)


![image](https://github.com/user-attachments/assets/8cfdabe6-f0a1-435a-a5a3-05b442427c2f)


## Please complete the following:

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and I've added it to the en.json file
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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
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

# Poutine

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Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
2025-06-10 23:04:17 -04:00
GhisGitHubcoderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>evanpelle
22e0de9526 Add a Replay speed control feature (#1106)
## Description:
PR for https://github.com/openfrontio/OpenFrontIO/issues/1105
This pull request introduces a new replay-panel under options-menu to
control singleplayer and replay speed.

![image](https://github.com/user-attachments/assets/2f83b969-eff1-4a87-bdca-867f6a98e46b)

User can select 4 different speed multipliers based on the
turnIntervalMs config.

I locally tested the feature in singleplayer mode. I couldn't find a way
to test replay mode.
Tested with the pause button, working as you would expect.


Here is an example:

[replay-speed.webm](https://github.com/user-attachments/assets/7b3a7616-5f8f-4fbb-88ba-0b2414c6f2ea)


## Please complete the following:

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and I've added it to the en.json file
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- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
⚠️ I need help to test this feature in real conditions with a replayed
game in dev env.

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caught through manual testing blocks releases and new features for all
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## Please put your Discord username so you can be contacted if a bug or
regression is found:

ghisloufou

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Co-authored-by: evanpelle <evanpelle@gmail.com>
2025-06-10 13:40:20 -07:00
falcandGitHub 77f57207be Changed consolex to console logging (#1036)
## Description:
Changed from consolex to console
## Please complete the following:

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@qqkedsi
2025-06-04 09:22:17 -07:00
evanpelle 4eff20b502 bugfix: checking is socket was null broke hash verification on replay 2025-06-03 17:34:19 -07:00
Scott AndersonGitHubScott Andersoncoderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
73a6853fd7 Use bigint for gold (#1000)
## Description:

- Switch gold to bigint.
- Remove unused or untrusted values from event payloads.

## Please complete the following:

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Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-06-02 12:48:24 -07:00
40932b9f5f Fix bigint serialization error (#916)
## Description:

- JSON serialization, bigint to string handling
- JSON deserialization, string to bigint handling

## Please complete the following:

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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-05-28 10:33:20 -07:00
3a65efd6e2 Unified WinnerSchema (#856)
## Description:

Refactor various types across the project to use WinnerSchema.

## Please complete the following:

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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-05-23 20:42:47 -07:00
9916f21aab Boat retreat (#705)
## Description:
Add boat retreat (continue #365 by
[QuentinSiruguet](https://github.com/openfrontio/OpenFrontIO/issues?q=is%3Apr+author%3AQuentinSiruguet))

Basically implements all the pending reviews from #365


![retreat](https://github.com/user-attachments/assets/d2c34366-89d0-42ed-9aa7-5ab1f833d780)



## Please complete the following:

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

VivaciousBox

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Co-authored-by: Quentin SIRUGUET <quentin.siruguet@gmail.com>
2025-05-18 13:34:42 -07:00
70745faac4 Enable strictNullChecks, eqeqeq (#436)
## Description:

Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.

Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.

Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.

Fixes #466 

## Please complete the following:

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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
2025-05-15 16:39:40 -07:00
f8a052a6ce Client JWT authentication (#723)
## Description:

Send JWT to the game server for verification.

## Please complete the following:

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responsibility for any bugs introduced
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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-05-12 11:51:40 -07:00
0dc68ced31 Add pause button when replaying (#726)
## Description:

This PR does two things:

1. Allow pausing on replay
2. As part of the refactoring, in singleplayer games, LocalServer now
waits for the last turn to complete execution before sending the next
turn. Previously, low end devices would sometimes fall behind getting
the "playing the past" bug where commands were delayed. Now when a
devices cannot keep up, the entire game slows down.

## Please complete the following:

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## Please put your Discord username so you can be contacted if a bug or
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Co-authored-by: evan <openfrontio@gmail.com>
2025-05-11 13:28:38 -07:00
843bfe40d3 Remove unused fields (#695)
## Description:

- Remove unnecessary parsing of inferred types.
- Remove unused persistentID from log message.

## Please complete the following:

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Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
2025-05-10 06:10:41 -07:00
AotumuriandGitHub 5ddc25897f Add quick chat (#412)
## Description:

Fixes #480 

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2025-05-08 09:00:25 -07:00
PilkeySEKandGitHub ebc9e4877d Fix emoji exploit (#640)
## Description:
This should fix the exploit that allows players to send custom text as
an "emoji". It does this by introducing a emoji ID (index into the emoji
table) instead of sending the raw emoji as a string.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
PilkeySEK
2025-05-02 07:37:29 -07:00