## Description: Fix for all structure icons suddenly being displaced from the actual structure location. And in some cases, structure itself created at wrong location, or coordinate grid, nuke trajectory preview target, nuke circles, naval landing target, or pop-up text of gold earned from train or tradeship. - Was triggered on iOS almost exclusively, but was also possible on other devices when a top/left margin was present. Like when an ad was shown. Why noticed almost only on iOS? Because of different behaviors where it shifts the DOM elements around relative to the screen temporarily, so we get a top/left offset on getBoundingClientRect for the canvas. Possible culprit is overscroll which lets you scroll outside of the viewport for several hundred pixels before snapping back. Which was triggered by mistake by dragging instead of tapping somewhere, or so. - Some of the bug reports: https://discord.com/channels/1284581928254701718/1451393982159523982, https://discord.com/channels/1284581928254701718/1463548362526822649, https://discord.com/channels/1284581928254701718/1378672255336189964, fixes https://github.com/openfrontio/OpenFrontIO/issues/3406 - The fix brings a little performance win as well because we need to be doing less calculations. It is basically "if drawing on a canvas, work with canvas coordinates and not with screen coordinates". Was stress tested by two players and me, see below for reproduction. - (BTW. When researching if the current logic was intended in any way, I found CodeRabbit had already noticed part of the bug twice. One of them was [resolved](https://github.com/openfrontio/OpenFrontIO/pull/2059#discussion_r2396277710), the other [left open](https://github.com/openfrontio/OpenFrontIO/pull/2059#discussion_r2370413213). Another reminder that we need to heed Rabbits calls!) **CONTAINS** - StructureIconsLayer > computeNewLocation and StructureDrawingUtils > createUnitContainer. In renderLayer, when TransformHandler.hasChanged (after onZoom, goTo, onMove), computeNewLocation recalculates the position of all structure icons. Sometimes all icons would suddenly be displaced, not above their map position but somewhere else. New single icons/levels/sprites would be placed wrongly too by computeNewLocation and createUnitContainer. -- Fix: don't use TransformHandler > worldToScreenCoordinates but the new worldToCanvasCoordinates. Because worldToScreenCoordinates adds the canvas boundingRect top/left offset. When the main canvas is already shifted down with a margin, the icons also get shifted within the canvas. So they're moved twice as much as they should be. We only need to know at what canvas location to put the icons, the main GameRender canvas already handles the overall displacement. - TransformHandler > worldToCanvasCoordinates -- Use the new worldToCanvasCoordinates too instead of worldToScreenCoordinates in CoordinateGridLayer, MoveIncicatorUI, NavalTarget, NukeTeleGraph, TextIndicator. They were affected by the same bug as the shifting Structure icons because the boundingRect top/left offset was applied twice, but it was noticed less. I have seen reports of NavalTarget or MobveIndicatorUI (for warships) not being in the correct spot though iirc. And just like for StructureIconsLayer/StructureDrawingUtils, it's only logical. Since we're drawing on the canvas, we only need to know where to place things within that canvas. - TransformHandler > worldToScreenCoordinates -- Split in two sub-functions. New seperate function worldToCanvasCoordinates was needed for the above fix. For canvasToScreenCoordinates the reason is explained below. - TransformHandler > screenToWorldCoordinates: this function already subtracts the canvas boundingRect top/left offset. Some callers were themselves getting the boundaryRect and subtracting top/left, before calling screenToWorldCoordinates. Not only unnecessary. But also, when there was more than 0 top/left offset, it would be subtracted twice from the mouse/tap position. Meaning a (ghost) structure or nuke trajectory preview target would not be put where the mouse/tap was. Same bug as above but reversed. -- Checked all callers. Most did it right. Fixes where needed in StructureIconsLayer > createStructure and renderGhost, and in NukeTrajectoryPreviewLayer > updateTrajectoryPreview and updateTrajectoryPath. -- Removed comment in screenToWorldCoordinates that talked about zoom. It doesn't belong there because we do more than zooming there, it was probably copied once from onZoom() which has the exact same comment and it belongs in that function. -- Small fix in caller BuildMenu when checking all callers of screenToWorldCoordinates: it checked if clickedCell was null, but screenToWorldCoordinates never returns null. - TransformHandler > added public helper functions screenToCanvasCoordinates and canvasToScreenCoordinates to make code re-usable -- screenToCanvasCoordinates is used in screenToWorldCoordinates and onZoom in TransformHandler itself -- screenToCanvasCoordinates is now also used also in moveGhost and createGhostStructure in StructureIconsLayer. No bugs there, but the same calculation was done (getting boundingRect, subtracting left/top from mouse/tap position). So they now use the centralized function which also adds to their readability. -- canvasToScreenCoordinates is (for now) only used in worldToScreenCoordinates in TransformHandler. It makes the function more readable imo. And, since it has such a similar calculation to screenToWorldCoordinates, it only seemed neat to have them both have their own function. **BEFORE** (only showing "all structure icons get displaced", but the cause and fix is basically the same for all) https://youtu.be/CfDdUwIRQeE **AFTER** https://youtu.be/w5w_wvh5V0g ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] 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 - [x] 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: tryout33
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- Shared game logic/src/server- Backend game server/resources- Static assets (images, maps, etc.)
🤝 Contributing
Contributions are welcome! Please feel free to submit a Pull Request.
- Request to join the development Discord.
- Fork the repository
- Create your feature branch (
git checkout -b amazing-feature) - Commit your changes (
git commit -m 'Add some amazing feature') - Push to the branch (
git push origin amazing-feature) - Open a Pull Request
🌐 Translation
Translators are welcome! Please feel free to help translate into your language. How to help?
- Join the translation Discord
- Go to the project's Crowdin translation page: https://crowdin.com/project/openfront-mls
- Login if you already have an account / Sign up if you don't have one
- Join the project
- Select the language you want to translate in. If your language isn't on the list, click the "Request New Language" button and enter the language you want added there.
- Translate the strings
Feel free to ask questions in the translation Discord server!
Project Governance
- The project maintainer (evan) has final authority on all code changes and design decisions
- All pull requests require maintainer approval before merging
- The maintainer reserves the right to reject contributions that don't align with the project's vision or quality standards
Contribution Path for New Contributors
To ensure code quality and project stability, we use a progressive contribution system:
-
New Contributors: Limited to UI improvements and small bug fixes only
- This helps you become familiar with the codebase
- UI changes are easier to review and less likely to break core functionality
- Small, focused PRs have a higher chance of being accepted
-
Established Contributors: After several successful PRs and demonstrating understanding of the codebase, you may work on more complex features
-
Core Contributors: Only those with extensive experience with the project may modify critical game systems
How to Contribute Successfully
-
Before Starting Work:
- Open an issue describing what you want to contribute
- Wait for maintainer feedback before investing significant time
- Small improvements can proceed directly to PR stage
-
Code Quality Requirements:
- All code must be well-commented and follow existing style patterns
- New features should not break existing functionality
- Code should be thoroughly tested before submission
- All code changes in src/core MUST be tested.
-
Pull Request Process:
- Keep PRs focused on a single feature or bug fix
- Include screenshots for UI changes
- Describe what testing you've performed
- Be responsive to feedback and requested changes
-
Testing Requirements:
- Verify your changes work as expected
- Test on multiple systems/browsers if applicable
- Document your testing process in the PR
Communication
- Be respectful and constructive in all project interactions
- Questions are welcome, but please search existing issues first
- For major changes, discuss in an issue before starting work
Final Notes
Remember that maintaining this project requires significant effort. The maintainer appreciates your contributions but must prioritize long-term project health and stability. Not all contributions will be accepted, and that's okay.
Thank you for helping make OpenFront better!