blonandGitHub 46162c0e27 fix(client): fallback to full border recompute on massive tile changes (#4576)
### **Add approved & assigned issue number here:**

Resolves #3604
(related)
## Description:

Fixes severe client-side lag spikes (framerate dropping to single
digits) when multiple nuclear bombs detonate close to each other with
`"isWaterNukes": true` enabled.
* Water nukes convert land to water on detonation. For an Atom Bomb
(radius 30), this changes up to 2,800 tiles.
* The client splits these changes across 16 frames (`dripBuckets`),
processing ~150 tile changes per frame.
* For each tile change, `BorderComputePass.patchTile` computes updates.
If the victim's territory is highlighted, the pass expands the repaint
area of each tile change to a `highlightThicken` Chebyshev box of radius
4 (meaning `9x9 = 81` points).
* This forces the CPU to calculate and push up to `150 * 81 = 12,150`
points *per frame* to the border scatter buffer, uploading it, and
rendering it as thousands of overlapping GPU `POINTS` using the complex
border shader.
* Under consecutive detonations, this completely freezes the client
rendering thread, leading to disconnections.

* Optimizes `BorderComputePass.ts` to fallback to a full-screen quad
border recompute if the scatter point count exceeds a threshold of
`2,048` points.
* Bypasses the expensive CPU coordinate expansions and array resizing
for subsequent tile updates in the same frame.
* The GPU renders a simple fullscreen quad to rebuild all borders, which
is extremely parallelized and executes in **`<0.1ms`**, keeping gameplay
smooth.

## Please complete the following:

- [x] I have added screenshots for all UI updates (N/A)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A)
- [x] I have added relevant tests to the test directory (N/A)

## Please put your Discord username so you can be contacted if a bug or
regression is found:

blontd6
2026-07-15 18:28:27 -07:00
2026-07-13 15:22:52 -07:00
2026-05-31 15:09:08 +01:00

OpenFrontIO Logo

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.

CI Crowdin CLA assistant License: AGPL v3 Assets: CC BY-SA 4.0

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

  1. Clone the repository

    git clone https://github.com/openfrontio/OpenFrontIO.git
    cd OpenFrontIO
    
  2. Install dependencies

    npm run inst
    

    Do NOT use npm install nor npm i but instead use our npm run inst. It runs the safer npm ci --ignore-scripts to install dependencies exactly according to the versions in package-lock.json and 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=true in 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 gitCommit value via https://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.

S
Description
No description provided
Readme AGPL-3.0
1,020 MiB
Languages
TypeScript 91.4%
GLSL 2.5%
JavaScript 2%
HTML 1.5%
Go 1%
Other 1.5%