Adds a third **Tribes** tab to the leaderboard modal, ranking purchased bot tribe names by rolling 30-day player reach. Implements the infra handoff for `GET /leaderboard/tribes`. > [!IMPORTANT] > **Merge/deploy after infra#474.** Until that endpoint ships, the tab renders its error state (verified — it's contained to the tab and doesn't break the modal). > > Separately, the handoff is explicit that the board was **not** meant to launch alongside names — soft-launch names, let inventory build, then launch as a "Season 1" moment. The tab is currently unconditional; say the word and I'll gate it. ## What's here | | | |---|---| | `src/core/ApiSchemas.ts` | `TribeLeaderboardResponseSchema` | | `src/client/Api.ts` | `fetchTribeLeaderboard()` | | `src/client/components/leaderboard/LeaderboardTribeTable.ts` | new `<leaderboard-tribe-table>` | | `src/client/LeaderboardModal.ts` | third tab; two-tab load/prefetch logic generalized over `TAB_KEYS` | | `resources/lang/en.json` | 8 new `leaderboard_modal.*` keys | ## Design notes **Paging.** The response has no `total` or `hasMore`, so `fetchTribeLeaderboard()` requests page 1 and only asks for page 2 when page 1 came back *exactly* 50 long, then appends. A page-2 failure keeps page 1 rather than erroring the tab. No pager UI — with a two-page cap, and a board that starts well under one page, it'd be ceremony. **No sortable columns**, unlike `LeaderboardClanTable`. Its client-side sort would silently sort only the loaded rows, and the server-supplied `rank` is the point of the board. Rows render `entry.rank`, not `index + 1`, so page 2 keeps ranks 51+. **Dates don't go through `new Date(str)`.** A date-only string parses as UTC midnight, so the clan modal's `new Date(x).toLocaleDateString()` pattern renders the *previous* day west of UTC. Confirmed by patching the naive version back in — it fails under `TZ=America/Los_Angeles` with `expected 'Jun 26' to be 'Jun 27'`. `formatWindowDate` builds from the parsed parts, rejects rollover (`2026-13-45` would silently become next February), and returns null on anything unreadable so the caption drops instead of showing "Invalid Date" — the same tolerance `boostExpiresAt` needed, which is also why the window bounds are plain `z.string()`. **Owner** renders as a secondary line under the tribe name via `<player-name>`, which already owns the `username ?? publicId` fallback and the verified badge. An Owner column would push Player Reach — the metric the board ranks by — off screen on mobile. Note `player-name` ignores `nameClass` unless `onNameClick` is also set (the no-click branch renders a `<copy-button>` chip), so the name links to the profile modal via the same `openFromLeaderboard` handoff the ranked tab uses. **Wording is a product rule:** `playerReach` is impressions, not distinct people — one player who saw a name in three games counts three times. Copy says "Appeared in games with N players" / "Featured in N games", never "seen by N people". Encoded in the tooltips and in comments on the schema. ## Verification Full suite (2395 + 287) passing, `tsc`/`eslint`/`prettier` clean. Driven in the running app against stubbed routes: - two-page fetch → `pages requested: ["1","2"]`, 62 rows from 50 + 12 - caption `Rolling 30-day window (Jun 27 – Jul 27)` - owner cases: account username, `null` username falling back to the public id, bare-name claim showing the verified badge, and a long name truncating rather than wrapping - desktop and 420px; error state (endpoint absent) and empty state Column widths are tuned so Player Reach stays on screen at mobile widths rather than behind the horizontal scroll the clans tab has. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 5 (1M context) <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.