## Description: TL;DR: NameLayer cleanup+ fix + about 40% faster. The potential move of NameLayer to canvas is stalled so this is a welcome improvement until then imo. - It was previously attempted to move NameLayer from HTML to canvas. But currently that work is stalled so it might take awhile. Therefore optimizations to NameLayer are useful to merge in the meantime. Also there's a fix in this PR (see point below) and some cleanup. Overall it would probably be better to base future changes on this better version of NameLayer. Messages about attempt on Feb 6 and reference to having done that attempt on March 3: https://discord.com/channels/1359946986937258015/1381293863712591872/1469117172767784981 https://discord.com/channels/1359946986937258015/1381293863712591872/1469401090385641573 https://discord.com/channels/1359946986937258015/1381293863712591872/1469435973522686127 https://discord.com/channels/1359946986937258015/1359946989046989063/1478213329079242752 - Fix: TL;DR: Remove redundant comparison that unintentionally didn't work and always resolved to true. Leading to scale always being recalculated. It is now still always recalculated because otherwise name may be too big for the territory for several seconds, which looks buggy. (More on this: In renderPlayerInfo(), it cached render.location in oldLocation. Then put new Cell() in render.location. Later on it would strictly compare render.location against oldLocation, to decide if scale should be changed. Which would always be true because render.location would have a new Object (long ago they were compared non-strictly with ==, later on strictly when those checks were updated in the entire repo to ===). With this comparison always returning true (even if render.location x and y did not actually change), the scale would always be updated by updating render.element.style.transform. After the fix (removing the non-working comparison which always resolved to true), scale updates happen at same frequency as before. I have not kept a similar check like "positionChanged". Because in testing, player/tribe name would be scaled as too big for their territory size for several seconds. This felt buggy. Cause for this is two delays sometimes overlap resulting in several seconds of delay before scale is recalculated after name position changed: time in Namelayer per render refresh inside renderLayer (renderRefreshRate 500ms) plus the waiting time in PlayerExecution per recalculation of largestClusterBoundingBox (every 20 ticks). I ultimately decided that it should not wait for "positionChanged" and just be updated every 500ms (renderRefreshRate) just like unintentionally happened before.) - Remove redundantly re-adding the name, when a player name doesn't change anyway. Only adding it when creating the element is enough - Remove dead code for Shield - Cache DOM lookups - Use textContext instead of innerHTML for nameSpan - Only transform container if it has updates - Remove currently unused Canvas. Also from public renderLayer(). Layer.ts expects renderLayer(context: CanvasRenderingContext2) so i could put it back, but it isn't needed per se and i think it makes more clear that NameLayer doesn't use Canvas currently. - Remove two unneeded/outdated comments, update others - Move setting render.fontSize and render.fontColor after early return - Pass baseSize to updateElementVisibility so as to not calculate it twice - Cache render.player.nameLocation() to re-use BEFORE:  AFTER:  ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33
OpenFront.io is an online real-time strategy game focused on territorial control and alliance building. Players compete to expand their territory, build structures, and form strategic alliances in various maps based on real-world geography.
This is a fork/rewrite of WarFront.io. Credit to https://github.com/WarFrontIO.
License
OpenFront source code is licensed under the GNU Affero General Public License v3.0
Current copyright notices appear in:
- Footer: "© OpenFront and Contributors"
- Loading screen: "© OpenFront and Contributors"
Modified versions must preserve these notices in reasonably visible locations.
See the LICENSE for complete requirements.
For asset licensing, see LICENSE-ASSETS.
For license history, see LICENSING.md.
🌟 Features
- Real-time Strategy Gameplay: Expand your territory and engage in strategic battles
- Alliance System: Form alliances with other players for mutual defense
- Multiple Maps: Play across various geographical regions including Europe, Asia, Africa, and more
- Resource Management: Balance your expansion with defensive capabilities
- Cross-platform: Play in any modern web browser
📋 Prerequisites
- npm (v10.9.2 or higher)
- A modern web browser (Chrome, Firefox, Edge, etc.)
🚀 Installation
-
Clone the repository
git clone https://github.com/openfrontio/OpenFrontIO.git cd OpenFrontIO -
Install dependencies
npm run instDo NOT use
npm installnornpm ibut instead use ournpm run inst. It runs the safernpm ci --ignore-scriptsto install dependencies exactly according to the versions inpackage-lock.jsonand doesn't run scripts. This can prevent being hit by a supply chain attack.
🎮 Running the Game
Development Mode
Run both the client and server in development mode with live reloading:
npm run dev
This will:
- Start the webpack dev server for the client
- Launch the game server with development settings
- Open the game in your default browser (to disable this behavior, set
SKIP_BROWSER_OPEN=truein your environment)
Client Only
To run just the client with hot reloading:
npm run start:client
Server Only
To run just the server with development settings:
npm run start:server-dev
Connecting to staging or production backends
Sometimes it's useful to connect to production servers when replaying a game, testing user profiles, purchases, or login flow.
To replay a production game, make sure you're on the same commit that the game you want to replay was executed on, you can find the
gitCommitvalue viahttps://api.openfront.io/game/[gameId]. Unfinished games cannot be replayed on localhost.
To connect to staging api servers:
npm run dev:staging
To connect to production api servers:
npm run dev:prod
🛠️ Development Tools
-
Format code:
npm run format -
Lint code:
npm run lint -
Lint and fix code:
npm run lint:fix -
Testing
npm test
🏗️ Project Structure
/src/client- Frontend game client/src/core- Shared game logic/src/server- Backend game server/resources- Static assets (images, maps, etc.)
🤝 Contributing
Contributions are welcome! Please feel free to submit a Pull Request.
- Request to join the development Discord.
- Fork the repository
- Create your feature branch (
git checkout -b amazing-feature) - Commit your changes (
git commit -m 'Add some amazing feature') - Push to the branch (
git push origin amazing-feature) - Open a Pull Request
🌐 Translation
Translators are welcome! Please feel free to help translate into your language. How to help?
- Join the translation Discord
- Go to the project's Crowdin translation page: https://crowdin.com/project/openfront-mls
- Login if you already have an account / Sign up if you don't have one
- Join the project
- Select the language you want to translate in. If your language isn't on the list, click the "Request New Language" button and enter the language you want added there.
- Translate the strings
Feel free to ask questions in the translation Discord server!
Project Governance
- The project maintainer (evan) has final authority on all code changes and design decisions
- All pull requests require maintainer approval before merging
- The maintainer reserves the right to reject contributions that don't align with the project's vision or quality standards
Contribution Path for New Contributors
To ensure code quality and project stability, we use a progressive contribution system:
-
New Contributors: Limited to UI improvements and small bug fixes only
- This helps you become familiar with the codebase
- UI changes are easier to review and less likely to break core functionality
- Small, focused PRs have a higher chance of being accepted
-
Established Contributors: After several successful PRs and demonstrating understanding of the codebase, you may work on more complex features
-
Core Contributors: Only those with extensive experience with the project may modify critical game systems
How to Contribute Successfully
-
Before Starting Work:
- Open an issue describing what you want to contribute
- Wait for maintainer feedback before investing significant time
- Small improvements can proceed directly to PR stage
-
Code Quality Requirements:
- All code must be well-commented and follow existing style patterns
- New features should not break existing functionality
- Code should be thoroughly tested before submission
- All code changes in src/core MUST be tested.
-
Pull Request Process:
- Keep PRs focused on a single feature or bug fix
- Include screenshots for UI changes
- Describe what testing you've performed
- Be responsive to feedback and requested changes
-
Testing Requirements:
- Verify your changes work as expected
- Test on multiple systems/browsers if applicable
- Document your testing process in the PR
Communication
- Be respectful and constructive in all project interactions
- Questions are welcome, but please search existing issues first
- For major changes, discuss in an issue before starting work
Final Notes
Remember that maintaining this project requires significant effort. The maintainer appreciates your contributions but must prioritize long-term project health and stability. Not all contributions will be accepted, and that's okay.
Thank you for helping make OpenFront better!