## Problem
When you hover over a territory, it highlights with a band that is
`highlightThicken` (default **2**) tiles deep — the edge plus 2 interior
rings, computed via a Chebyshev expansion in `border-compute.frag.glsl`.
Starting a hover triggers a full border recompute, which paints the band
correctly. But while you keep hovering and tiles change owner (territory
growing/shrinking, combat at the front), only the cheap **incremental**
scatter path runs. `BorderScatterPass.pushWithNeighbors` repainted only
the changed tile **+ its 4 cardinal neighbors** (radius 1) — fine for
normal borders, but not for the highlight band. A changed tile affects
the thickening of *every* highlight-owner tile within `highlightThicken`
of it, and those interior tiles were never repainted, so the **inner
edge of the highlight band stayed stale** ("the inside border is not
getting updated"). This was a documented trade-off in the class comment.
## Fix
When a highlight is active, `pushWithNeighbors` now repaints a Chebyshev
**box of radius `highlightThicken`** around each changed tile (the box
subsumes the cardinal cross, so normal borders still update). With no
highlight active it stays on the cheap 5-point cross, preserving the
pass's O(dirty-tiles) scaling. The extra cost (~25 vs 5 points/tile at
default) only applies while actually hovering.
## Testing
Hover over a territory while it grows/shrinks (early-game expansion or a
war front) and confirm the inner edge of the highlight band now tracks
the moving border instead of lagging.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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- Deterministic game simulation/src/server- Backend game server/resources- Static assets (images, maps, etc.)
🤝 Contributing
Contributions and translations are welcome! See CONTRIBUTING.md for the workflow, the approved-issue process, project governance, and translation info.