> **Maintainer note:** part of the private OpenFront Steam release (Milestone 2, tracked in Linear), not a public GitHub issue. Per the contributor policy this needs an approved/assigned issue or a maintainer label to avoid auto-close — flagging for a maintainer to handle. Resolves: _n/a — private Steam-release work (see note above)_ ## Description: Adds the client-side pieces for authenticating the OpenFront **Steam desktop build** (an Electron shell) against the existing API, mirroring the established CrazyGames integration. The native Steamworks code lives in the desktop shell and is exposed to this client through a `window.openfrontDesktop.steam` bridge; this PR is the renderer half. - **`SteamSDK.ts`** (new) — thin wrapper over the desktop shell's Steam bridge (`isOnSteam` / `getTicket` / `getUser`), mirroring `CrazyGamesSDK`; narrows the loosely-typed `window.openfrontDesktop` locally rather than re-declaring it. - **`Auth.ts`** — a Steam branch at the top of `doRefreshJwt()` plus `doSteamLogin()`, exchanging a Steam Web-API ticket at `POST /auth/steam` for a session JWT, exactly paralleling `doCrazyGamesLogin`. Re-exchanges on expiry (the refresh cookie is cross-site-blocked from the `app://` origin); no ticket / not on Steam falls through to the existing flow. - **`Api.ts`** — `getAudience()` now sources from `BOOTSTRAP_CONFIG` (`ClientEnv.jwtAudience()`) instead of `window.location`, so the desktop app (running at `app://openfront`) resolves the real API base. Behavior-preserving on web, where the injected audience already equals the hostname-derived one. - **`UsernameInput.ts`** — seeds the in-game display name from the Steam persona on first launch and persists it (unlike CrazyGames). Writes only the local display name; never the account username. - **`SteamLinkSignpost.ts`** (new) — a one-time, dismissible notice shown on first Steam launch that account linking is coming. ## Please complete the following: - [ ] I have added screenshots for all UI updates — ⚠️ _the new first-launch link signpost is a UI addition; it renders only inside the Steam desktop shell. Screenshots to be added by the maintainer._ - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file — signpost strings go through `translateText()` with keys added to `resources/lang/en.json` (`steam.link_signpost`, `common.got_it`). - [x] I have added relevant tests to the test directory — unit tests for `SteamSDK` (incl. bridge-throws degradation), the `Auth.ts` Steam exchange + fall-through, the `Api.ts` audience change, username seeding, and the signpost gating. Full suite green (1976) + `tsc --noEmit` clean. ## Please put your Discord username so you can be contacted if a bug or regression is found: _⚠️ maintainer to fill_ 🤖 Generated with [Claude Code](https://claude.com/claude-code) https://claude.ai/code/session_01BWxUzYb2uqjcBFQuNSJhMy
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.