--- name: run-openfront description: Build, run, and drive OpenFront locally — including full in-game WebGL testing. Use when asked to run the game, start the dev server, take a screenshot of the UI, verify a client change in the real app, or interact with the running game (lobby, modals, map picker, starting a singleplayer game, spawning, attacking, build menu, reading live sim state). --- OpenFront is a browser game (Lit + Pixi.js client, Node game server). Run the dev server with `npm run dev` (serves on **http://localhost:9000**, not Vite's default 5173), then drive it with headless Chromium via `.claude/skills/run-openfront/driver.mjs`. All paths are relative to the repo root. ## Prerequisites (one-time per machine, no sudo) The host (Ubuntu 26.04, headless) has no browser, and Playwright doesn't support 26.04 yet. `setup.sh` works around both: it installs Playwright (`--no-save`), downloads the ubuntu24.04 chromium-headless-shell via `PLAYWRIGHT_HOST_PLATFORM_OVERRIDE`, extracts the missing system libraries from `.deb` packages into `~/.cache/openfront-run/` (no root needed), and builds a local fontconfig (the host has no `/etc/fonts`; Skia FATALs without one). ```bash bash .claude/skills/run-openfront/setup.sh ``` Deps were installed with `npm run inst` (`npm ci --ignore-scripts`) — do not use `npm install`. ## Run the dev server ```bash (npm run dev > /tmp/dev.log 2>&1 &) timeout 60 bash -c 'until curl -sf http://localhost:9000 >/dev/null 2>&1; do sleep 1; done' ``` Stop it with `pkill -f "tsx src/server/Server.ts"; pkill -f vite`. `ECONNREFUSED "Error polling lobby"` lines in `/tmp/dev.log` are normal — the closed-source API isn't running in dev. ## Drive it (agent path) Smoke flow — home page, open the single-player modal, dump the map-picker state, screenshot: ```bash node .claude/skills/run-openfront/driver.mjs # screenshots: /tmp/openfront-run/home.png, /tmp/openfront-run/solo-modal.png ``` For ad-hoc flows, write a script **inside the repo** (so `playwright` resolves) importing the driver's helpers: ```js import { launch, gotoHome, openSoloModal, } from "./.claude/skills/run-openfront/driver.mjs"; const { browser, page } = await launch(); // env/libs/fonts handled here await gotoHome(page); await openSoloModal(page); // Lit components use light DOM — query and read properties directly: const s = await page.evaluate( () => document.querySelector("map-picker")?.selectedMap, ); await browser.close(); ``` ## Drive a full game (WebGL, in-game interaction) `game.mjs` drives an actual singleplayer game end-to-end: start, spawn, attack/expand, open the radial menu, and read **ground-truth sim state**. WebGL works headless via SwiftShader (no extra flags needed), and the screenshots show the real rendered map. Smoke flow (≈2 min: starts a 50-bot game, spawns, expands, opens the radial menu, asserts territory growth): ```bash node .claude/skills/run-openfront/game.mjs # screenshots: /tmp/openfront-run/game-{spawn-phase,spawned,expanded,radial-menu}.png ``` For ad-hoc in-game flows, import the helpers (script must live inside the repo): ```js import { launch, gotoHome, openSoloModal, } from "./.claude/skills/run-openfront/driver.mjs"; import { startSoloGame, // set modal options ({bots, map, difficulty, instantBuild, …}), click Start, wait for sim gameState, // {ticks, inSpawnPhase, numPlayers, myPlayer: {troops, gold, tilesOwned, isAlive}, …} findSpawnTile, spawn, // pick land + click it; waits until myPlayer owns tiles waitForSpawnPhaseEnd, waitForTick, findExpansionTile, attack, clickWorld, panTo, setAttackRatio, openRadialMenu, // right-click on own territory; returns true if the menu opened } from "./.claude/skills/run-openfront/game.mjs"; const { browser, page } = await launch({ rafIntervalMs: 3000 }); // throttle is REQUIRED in-game, see below await gotoHome(page); await openSoloModal(page); await startSoloGame(page, { bots: 50 }); const tile = await spawn(page); await waitForSpawnPhaseEnd(page); const target = await findExpansionTile(page, tile); await attack(page, target.x, target.y); await browser.close(); ``` ### How it works / in-game gotchas - **Ground-truth state without any repo changes**: `hud/GameRenderer.ts` assigns the `GameView` and `TransformHandler` onto the `` Lit element (light DOM). From page JS: `document.querySelector("build-menu").game` / `.transformHandler`. GameView has `ticks()`, `inSpawnPhase()`, `myPlayer()`, `players()`, `ref(x,y)`, `isLand()`, `hasOwner()`; PlayerView has `troops()`, `numTilesOwned()`, `gold()`, `isAlive()`, `outgoingAttacks()`. - **`launch({ rafIntervalMs: 3000 })` is mandatory for in-game work.** SwiftShader needs seconds of CPU per frame; an unthrottled rAF loop starves the main thread (0.8 fps, 100 ms timers firing every ~4 s) and the singleplayer turn loop crawls at ~0.3 ticks/s instead of 10/s. The throttle stubs `requestAnimationFrame` to one frame per interval — sim runs near full speed, frames still render for screenshots. - **Solo modal options are settable as element properties** before clicking Start: `document.querySelector("single-player-modal").bots = 50` (`@state` fields are TS-private only). `startSoloGame` does this. - **Click tile centers, not corners.** World coords address a tile's top-left corner and `screenToWorldCoordinates` floors — a corner click can land on the neighboring tile (and clicking your own tile is a silent no-op). `clickWorld` aims at `+0.5,+0.5`. - **HUD elements swallow canvas clicks.** The leaderboard / control panel / modals sit above the `#game-input-overlay`. `clickWorld` verifies `document.elementFromPoint` hits the overlay and recenters the camera (`panTo`) if not — never click raw screen coords yourself. - **The camera animates on its own** (post-spawn go-to-player), so screen coords computed before the click go stale. `clickWorld` calls `transformHandler.clearTarget()` first to freeze it. - **Spawning**: during the spawn phase a left click on unowned land sends the spawn intent; in singleplayer the spawn phase ends as soon as the human spawns. `nameLocation()` can still be `{0,0}` for the first ticks after spawning — pass the spawn tile as fallback origin (helpers do). - **Attacking**: a left click outside the spawn phase attacks/expands if `canAttack` (unowned land must be connected to your border through unowned land). Troops drop and `outgoingAttacks()` becomes non-empty on success. The radial menu (right click) is a DOM/SVG overlay — `.radial-menu-container` exists from startup; check `style.display !== "none"` for "open". - Verify rendering visually by reading the screenshots — a blank WebGL canvas means SwiftShader broke (check `webgl2` context creation and `LD_LIBRARY_PATH`/fontconfig from setup.sh). ## Run (human path) `npm run dev`, open http://localhost:9000 in a browser. Useless headless. ## Test ```bash npm test # full suite (Vitest) npx vitest tests/MapConsistency.test.ts --run # single file ``` ## Gotchas - **Vite serves on port 9000**, not 5173 (configured in vite.config.ts). - **Playwright on Ubuntu 26.04**: `npx playwright install chromium` fails with "does not support chromium on ubuntu26.04-x64". Fix: `PLAYWRIGHT_HOST_PLATFORM_OVERRIDE=ubuntu24.04-x64` (setup.sh does this). - **Browser dies at launch / mid-load**: missing host libs (`libnspr4.so`, `libatk-1.0.so.0`, …) then a Skia FATAL (`SkFontMgr_FontConfigInterface.cpp: Not implemented`) from the absent fontconfig. `launch()` in driver.mjs injects `LD_LIBRARY_PATH` and `FONTCONFIG_FILE` pointing at `~/.cache/openfront-run/`; diagnose new missing libs with `DEBUG=pw:browser` and `ldd .../chrome-headless-shell | grep "not found"`. - **The single-player button is labeled "SOLO!"**, and the DOM has more than one (responsive layouts) — use `button:visible` with `hasText: /solo/i`. - **Lit + Vite HMR**: custom elements can't be re-registered, so an already-open tab keeps old component code after an edit. Hard-reload (or re-`goto`) before judging behavior. - **`PAGEERROR: ... reading 'inSpawnPhase'`** on the home page is pre-existing background noise, not your breakage. - Wait ~3s after `load` before interacting — Lit components render client-side (driver's `gotoHome` does this). ## Troubleshooting - `Cannot find package 'playwright'` — your script is outside the repo; module resolution starts at the script's path, not cwd. Move it inside the repo (anywhere under the root works). - `Target page, context or browser has been closed` immediately — re-run `bash .claude/skills/run-openfront/setup.sh` (the `~/.cache/openfront-run` lib cache is missing or was cleared). - `EADDRINUSE` on relaunch — a previous dev server is still up: `pkill -f "tsx src/server/Server.ts"; pkill -f vite`.