- Extend SharedTileRing to include a shared dirtyFlags buffer alongside header and data
- Pass shared dirty buffer through WorkerClient/WorkerMessages and initialize views in Worker.worker
- In SAB mode, mark tiles dirty via Atomics.compareExchange before enqueuing to ensure each tile is queued at most once until processed
- On the main thread, clear dirty flags when draining the ring and build packedTileUpdates from distinct tile refs
- Keep non-SAB behaviour unchanged while reducing ring pressure and making overflows reflect true backlog, not duplicate updates
- Share GameMapImpl tile state between worker and main via SharedArrayBuffer
- Add SAB-backed tile update ring buffer to stream tile changes instead of postMessage payloads
- Wire shared state/ring through WorkerClient, Worker.worker, GameRunner, and ClientGameRunner
- Update GameView to skip updateTile when shared state is enabled and consume tile refs from the ring
Added src/core/worker/SharedTileRing.ts, which defines a SharedArrayBuffer-backed ring buffer (SharedTileRingBuffers/SharedTileRingViews) and helpers pushTileUpdate (worker-side writer) and drainTileUpdates (main-thread reader) using Atomics.
Extended GameRunner (src/core/GameRunner.ts) with an optional tileUpdateSink?: (update: bigint) => void; when provided, tile updates are sent to the sink instead of being packed into GameUpdateViewData.packedTileUpdates (those become an empty BigUint64Array in this mode).
Extended the worker protocol (src/core/worker/WorkerMessages.ts) so the init message can optionally carry sharedTileRingHeader and sharedTileRingData (the two SABs for the ring).
Updated WorkerClient (src/core/worker/WorkerClient.ts) to accept optional SharedTileRingBuffers in its constructor and, during initialize(), include those SABs in the init message sent to Worker.worker.ts.
Updated the worker implementation (src/core/worker/Worker.worker.ts) to build sharedTileRing views from the SABs on "init" and pass a (update: bigint) => pushTileUpdate(...) sink into createGameRunner, so every tile update from the simulation goes into the shared ring instead of the message payload.
Updated the client side (src/client/ClientGameRunner.ts):
In createClientGame, when SharedArrayBuffer/Atomics are available and crossOriginIsolated is true, it allocates the ring (createSharedTileRingBuffers with capacity 262144), creates views, passes buffers into WorkerClient, and keeps the views in ClientGameRunner.
ClientGameRunner now has a tileRingViews field and, in mergeGameUpdates, if the ring is present it ignores gu.packedTileUpdates and instead drains up to MAX_TILE_UPDATES_PER_RENDER (100 000) tile updates from the SAB ring into combinedPackedTileUpdates before constructing the merged GameUpdateViewData passed to GameView.update.
If SABs are unavailable, it falls back to the original behaviour (packing gu.packedTileUpdates from messages), so the feature is opt-in and backward compatible.
Net effect: when the page is cross-origin isolated, the worker no longer sends per-tick BigUint64Array tile payloads via postMessage; it streams tile updates into a shared ring buffer, and the main thread pulls and applies them at its own pace while still batching non-tile updates and rendering exactly as before. If you’d like, I can next run the existing tests/build in your environment to sanity-check everything.
- Introduced new metrics in ClientGameRunner to track worker simulation ticks and render tick calls per second.
- Updated TickMetricsEvent to include these new metrics.
- Enhanced PerformanceOverlay to display worker and render ticks per second, improving performance monitoring capabilities.
- Adjusted minimum FPS in GameRenderer
- Refactor rendering and metrics emission in ClientGameRunner to ensure updates occur only after all processing is complete
- Throttle renderGame() based on the current backlog
src/client/ClientGameRunner.ts now drains pending game updates in small chunks (max 100 updates or ~8ms per slice) via requestAnimationFrame, merging and rendering per slice, and only clears the processing flag when the queue is empty.
removed:
- catchUpMode and its CATCH_UP_ENTER/EXIT thresholds in ClientGameRunner
- tick metrics fields and overlay UI for inCatchUpMode and beatsPerFrame
- leftover worker heartbeat plumbing (message type + WorkerClient.sendHeartbeat) that was no longer used after self-clocking
changed:
- backlog tracking: keep serverTurnHighWater / lastProcessedTick / backlogTurns, but simplify it to just compute backlog and a backlogGrowing flag instead of driving a dedicated catch-up mode
- frame skip: adaptRenderFrequency now only increases renderEveryN when backlog > 0 and still growing; when backlog is stable/shrinking or zero, it decays renderEveryN back toward 1
- render loop: uses the backlog-aware renderEveryN unconditionally (no catch-up flag), and resets skipping completely when backlog reaches 0
- metrics/overlay: TickMetricsEvent now carries backlogTurns and renderEveryN; the performance overlay displays backlog and current “render every N frames” but no longer mentions catch-up or heartbeats
Learnings during branch development leading to this
Once the worker self-clocks, a separate “catch-up mode” and beats-per-frame knob don’t add real control; they just complicate the model.
Backlog is still a valuable signal, but it’s more effective as a quantitative input (backlog size and whether it’s growing) than as a boolean mode toggle.
Frame skipping should be driven by actual backlog pressure plus frame cost: throttle only while backlog is growing and frames are heavy, and automatically relax back to full-rate rendering once the simulation catches up.
GameRunner exposes pending work via a new hasPendingTurns() so the worker can check whether more ticks need to be processed.
Worker auto-runs ticks: as soon as it initializes or receives a new turn, it calls processPendingTurns() and loops executeNextTick() while hasPendingTurns() is true. No more "heartbeat" message type; the worker no longer depends on the main thread’s RAF loop to advance the simulation.
Client main thread simplified:
Removed CATCH_UP_HEARTBEATS_PER_FRAME, the heartbeat loop, and the lastBeatsPerFrame tracking.
keepWorkerAlive now just manages frame skipping + draining. When it decides to render (based on renderEveryN), it drains pendingUpdates, merges them, updates GameView, and runs renderer.tick().
Because rendering a batch always implies draining, we restored the invariant that every GameView.update is paired with a layer tick() (no more lost incremental updates).
MAX_RENDER_EVERY_N is now 5 to keep the queue from growing too large while the worker sprints.
- Refactor worker update handling into processPendingUpdates so multiple GameUpdateViewData objects are batched per frame.
- Combine all tick updates in a batch into a single GameUpdateViewData before applying it to GameView, while still running per-tick side effects (turnComplete, hashes, backlog metrics, win saving).
- Ensure layers using updatesSinceLastTick and recentlyUpdatedTiles see all events in a batch, fixing visual artifacts during fast-forward resync.
Increase worker heartbeats per frame when far behind server to fast-forward simulation.
Track backlog and expose catch-up status via TickMetricsEvent.
Extend performance overlay to display backlog turns and indicate active catch-up mode.
## Description:
* Update copyright notice to "OpenFront and Contributors"
* remove the "how to play" on the footer, since that will be moved to
the death screen.
* Removed css and used tailwind instead for better mobile support
Describe the PR.
## 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:
This PR optimizes how the rail network looks up railroads connecting two
stations by introducing an O(1) neighbor→railroad map on `TrainStation`.
It also updates `getOrientedRailroad` and railroad deletion to use this
new API, avoiding repeated linear scans over all railroads attached to a
station.
### What changed
- **TrainStation neighbor→railroad index**
- Added `railroadByNeighbor: Map<TrainStation, Railroad>` to
`TrainStation` for quick edge lookup.
- Kept `railroads: Set<Railroad>` for iteration and existing APIs.
- Updated lifecycle methods to keep both data structures in sync:
- `addRailroad(railRoad: Railroad)` now:
- Adds to `railroads`.
- Computes the neighbor station (`railRoad.from === this ? railRoad.to :
railRoad.from`).
- Stores the mapping in `railroadByNeighbor`.
- `removeRailroad(railRoad: Railroad)` now:
- Removes from `railroads`.
- Removes the corresponding entry from `railroadByNeighbor`.
- `clearRailroads()` now clears both `railroads` and
`railroadByNeighbor`.
- Added `getRailroadTo(station: TrainStation): Railroad | null` to
retrieve the connecting railroad in O(1).
- **Use the new API in `TrainStation` and `Railroad`**
- `TrainStation.removeNeighboringRails(station)` now calls
`removeRailroad(toRemove)` instead of manually deleting from the set,
ensuring the map stays in sync.
- `Railroad.delete(game)` now calls `from.removeRailroad(this)` and
`to.removeRailroad(this)` instead of mutating the sets directly.
- **Refactor `getOrientedRailroad` to use O(1) lookup**
- Replaced a linear scan over `from.getRailroads()` with a direct
lookup:
```ts
export function getOrientedRailroad(
from: TrainStation,
to: TrainStation,
): OrientedRailroad | null {
const railroad = from.getRailroadTo(to);
if (!railroad) return null;
// If tiles are stored from -> to, we go forward when railroad.to === to
const forward = railroad.to === to;
return new OrientedRailroad(railroad, forward);
}
```
- Behavior is preserved:
- `getRailroadTo` returns the same `Railroad` instance that was
previously found by scanning `getRailroads()`.
- Direction (`forward` vs reversed) is still derived from the
`Railroad.from` / `.to` fields in the same way as before.
### Motivation
- `getOrientedRailroad` and upcoming logic both need to resolve “the
railroad between station A and station B” frequently.
- The old pattern (`for (const railroad of from.getRailroads()) { ...
}`) was:
- O(degree) per lookup,
- Repeated in multiple places,
- Harder to maintain as more features (like fare-based costs) touch this
code.
- Centralizing edge lookup in a dedicated `railroadByNeighbor` map makes
this:
- **O(1)** per lookup,
- Less error-prone (one source of truth),
- Easier to reuse from new systems (e.g. train pathfinding, fare-aware
logic).
### Impact / Risk
- **Public behavior:** No functional change in how railroads are
created, deleted, or oriented; only the lookup mechanism changed.
- **Internal invariants:** Correctness relies on:
- All railroad creations using `addRailroad` on both endpoints (already
true via `RailNetworkImpl.connect`).
- All removals (`Railroad.delete`,
`TrainStation.removeNeighboringRails`, `disconnectFromNetwork`) using
`removeRailroad` / `clearRailroads`, which this PR updates.
- **Tests:** Existing `TrainStation` tests still pass; they exercise
`addRailroad`, `removeNeighboringRails`, and `getRailroads()`, which
continue to behave the same from the outside.
## 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
Resolves#2448
Hi team,
I've implemented and locally tested the alliance-related changes
(including unit tests and some manual simulation with multiple browser
profiles).
Unfortunately I wasn't able to perform full end-to-end testing on the
live game server with two separate machines/accounts.
If someone on the team (or another contributor) can verify the alliance
flow with two real players, that would be greatly appreciated before
merging. Happy to hop on a call or provide any clarification needed.
Thanks!
## Description:
Fixed a race condition bug where donations (troops/gold) between human
players failed after forming an alliance. The issue was caused by a
one-tick delay in `AllianceRequestReplyExecution`: the alliance
acceptance logic ran in `tick()` instead of `init()`, meaning the
alliance wasn't created until the tick after the execution was added. If
a donation execution was added in the same turn as the alliance
acceptance, it would fail the `isFriendly()` check because the alliance
didn't exist yet.
**Root cause:** When human players formed alliances via reply, the
execution model delayed alliance creation by one tick, while bots called
`accept()` directly without this delay.
**Solution:** Moved alliance acceptance logic from `tick()` to `init()`
in `AllianceRequestReplyExecution.ts`, ensuring immediate alliance
creation and eliminating race conditions with donations.
**Changes:**
- Modified
`src/core/execution/alliance/AllianceRequestReplyExecution.ts` to
process alliance replies in `init()` instead of `tick()`
- Added comprehensive test suite `tests/AllianceDonation.test.ts` with 5
test cases covering donation scenarios after alliance formation (reply
and mutual request flows)
- All existing tests pass (323 total)
## Please complete the following:
- [x] I have added screenshots for all UI updates (N/A - backend logic
fix only)
- [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
changes)
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
Discord: loacky
GitHub: @LoackyBit
---------
Co-authored-by: Evan <evanpelle@gmail.com>
Nginx was stripping query params when routing requests to workers, so the creatorClientID param was stripped when creating a private game. This caused the game server to not know who the lobby owner was, so it rejected the kick requests.
## Description:
mls for v27
Version identifier within MLS: v4.9
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
## Description:
Change the wiki site from the inactive openfront.miraheze.org to the new
openfront.wiki link.
Ideally for v27?
## 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:
Lavodan
## Description:
Change the wiki site from the inactive openfront.miraheze.org to the new
openfront.wiki link.
Ideally for v27?
## 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:
Lavodan
Bumps the npm_and_yarn group with 1 update in the / directory:
[glob](https://github.com/isaacs/node-glob).
Updates `glob` from 10.4.5 to 10.5.0
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/isaacs/node-glob/commit/56774ef73b495eb0b17cdd0f42921f5ef62297c1"><code>56774ef</code></a>
10.5.0</li>
<li><a
href="https://github.com/isaacs/node-glob/commit/1e4e297342a09f2aa0ced87fcd4a70ddc325d75f"><code>1e4e297</code></a>
bin: Do not expose filenames to shell expansion</li>
<li>See full diff in <a
href="https://github.com/isaacs/node-glob/compare/v10.4.5...v10.5.0">compare
view</a></li>
</ul>
</details>
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## Description:
Made a type of map we don't already have: Small square map, one Island
in each corner. Could be great for boat gameplay or maybe even nuke
wars.
The special thing is: **All islands are exactly 25% of the territory!**
Was a lot of work drawing that in GIMP...
<img width="1164" height="1168" alt="Screenshot 2025-11-20 000839"
src="https://github.com/user-attachments/assets/ad8345c7-562d-49e8-b367-12be9274f3e4"
/>
<img width="1227" height="1222" alt="Screenshot 2025-11-20 000633"
src="https://github.com/user-attachments/assets/f7e2c58a-fcb3-4e07-91f2-aead5f497fad"
/>
<img width="361" height="288" alt="Screenshot 2025-11-20 000655"
src="https://github.com/user-attachments/assets/120f82ef-2d19-497b-8a31-819e30013c89"
/>
<img width="756" height="282" alt="Screenshot 2025-11-20 005949"
src="https://github.com/user-attachments/assets/8ee04da3-d5fa-4ec9-9e99-9e30ebda2b78"
/>
## 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>
Resolves#1092
## Description:
Added a team preview to the Host Lobby: players listed on the left,
teams on the right in two scrollable columns with color dots matching
in-game colors. Implemented accurate server-parity team assignment
(including clan grouping).
Screenshots:
<img width="817" height="519" alt="Screenshot 2025-11-13 173721"
src="https://github.com/user-attachments/assets/ec646238-7efa-4c8f-9c0a-171b61fd3f20"
/>
<img width="762" height="425" alt="Screenshot 2025-11-13 175400"
src="https://github.com/user-attachments/assets/ebdccb80-4c07-41d5-8f69-3ea983d4b243"
/>
## 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
---------
Co-authored-by: Evan <evanpelle@gmail.com>
Description:
There is a boating exploit where players could repeatedly send and
retreat boats to effectively increase troop regeneration and maintain
almost double the max troop cap. This PR fixes#2388.
Summary
This pr adds a troop penalty to the boat retreats in
src/core/execution/TransportShipExecution.ts of 25 percent (currently
the same as land attacks, but may require fine tuning). this prevents,
to some degree, the ability to stockpile large amounts of troops above
your max cap.
Testing
I tested the change locally and confirmed that the troop penalty is
applied at the correct times and under the correct conditions, i.e. it
is only applied on successful retreat (applying on reteat initiation may
be confusing if you are told you have lost troops if the transport ship
never arrives anyway). The boating exploit is far less effective with
this fix in place.
Notes
- This is a exploit and does not introduce any new features.
- Existing game behavior outside the retreat penalty remains unchanged.
- The attack message is the same as the land attack, so the translation
should already be present.
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
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## 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>
Resolves#2452
## Description:
Created a Clan Stats PR to show top clans. In another PR we can show the
player leaderboard to show top players.
Based on PR from https://github.com/Geekyhobo
<img width="659" height="792" alt="Screenshot 2025-11-19 at 10 00 40 AM"
src="https://github.com/user-attachments/assets/9333b7e2-2357-47a6-a7c8-788cf81e9be3"
/>
## 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
Co-authored-by: Geekyhobo <geekyhobo@users.noreply.github.com>
## Description:
After the v27 playtest, some players experienced instant death on spawn.
The issue was that the human random spawn occasionally coincided with a
bot’s spawn. Previously, bot spawns didn’t account for human spawn
locations and could appear on the same tile, now they don’t.
## Please complete the following:
- [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:
nikolaj_mykola
---------
Co-authored-by: Evan <evanpelle@gmail.com>