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## Description: Add image-based territory skins as a new cosmetic type, rendered alongside the existing 1-bit patterns. Skins render a single PNG centered on each player's spawn tile — opaque pixels show the skin (multiplied by team color in team games, raw colors in FFA), transparent pixels and tiles outside the image bounds fall through to the regular player palette color. **Cosmetic plumbing** - `SkinSchema` in `CosmeticSchemas.ts`, optional `skins` map on `CosmeticsSchema` - `PlayerSkin`, `PlayerCosmetics.skin`, `PlayerCosmeticRefs.skinName` in `Schemas.ts` - Server-side resolution: `PrivilegeCheckerImpl.isSkinAllowed` (gated by `skin:*` / `skin:<name>` flares) - Client persistence: stored under `PATTERN_KEY` (`pattern:` and `skin:` share one slot — they're mutually exclusive) - `getPlayerCosmeticsRefs` only emits a `skinName` when cosmetics are loaded, the skin exists in the catalog, and the user has the right flare — otherwise drops the ref and clears storage **Renderer** - `SkinAtlasArray` — fixed `TEXTURE_2D_ARRAY`, 1024×1024 per layer, exact layer count allocated once at game start from the locked-in player set. No resize, no callbacks, no retained `HTMLImageElement`. Zero GPU cost when no players have skins (1×1 placeholder). - `skinLayerTex` (R8UI 4096×1) — per-player `layer + 1` (`0` = no skin) - `skinAnchorTex` (RG16UI 4096×1) — per-player spawn tile, so the PNG center anchors at each player's spawn (re-uploads when the player re-picks during spawn phase) - `WebGLFrameBuilder.syncPlayers` collects unique skin URLs on first sync and calls `view.initSkinAtlas(urls)` once; `clearCaches()` resets so seek/replay re-initializes - `territory.frag.glsl`: skin branch is mutually exclusive with patterns; bounds-checks UVs against `[0, 1]` so the image is a single stamp, not tiled; alpha-blends against the player palette color so transparent pixels and out-of-bounds tiles render as the regular player color **Hover highlight (global UX change, not skin-scoped)** - Existing hover highlight changed from "brighten toward white" to "saturation boost." Applies to all players regardless of skin/pattern/flat-color — looks better across the board. **UI** - `CosmeticButton` renders skins as a single `<img>` (object-contain) - `TerritoryPatternsModal` merges patterns + skins into one grid; single "default" tile clears both - Selecting a pattern clears the skin and vice versa (mutually exclusive) - `Store` pattern tab includes skin entries (purchasable, not-yet-owned) - `PatternInput` lobby button previews the active skin when one is set **Memory** - 0 skin players → ~4 bytes (placeholder) + ~40 KB fixed per-player tables - 1 skin player → ~5.6 MB GPU - 5 skin players → ~28 MB GPU - 10 skin players → ~56 MB GPU **Tests** - `tests/Privilege.test.ts`: 13 new cases covering `isSkinAllowed` (wildcard, exact-match, missing flare, missing skin, forged refs) and `isAllowed` integration (allowed/forbidden paths, short-circuit when invalid skin is paired with valid other cosmetics) ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: evan