## Problem A ranked 2v2 that starts with a missing player, or where a matched player idles through the spawn phase, plays out as a lopsided 2v1 — and records a ranked result (ELO) for a match that was never fair. ## Solution Void the match from inside the sim: `WinCheckExecution` runs a one-time check on the first check tick after the spawn phase ends. For `rankedType === "2v2"`, if fewer than `maxPlayers` humans have spawned, the game ends immediately with **no winner**. A player who never joined isn't in the game start info at all, so the single spawn-count check covers both the missing-at-start and never-spawned cases. - `setWinner` now accepts `null` and emits a `WinUpdate` with `winner: undefined` — the wire schema (`WinnerSchema`) already allowed an absent winner. - `WinModal`'s previously-empty `winner === undefined` branch shows "Match cancelled — not all players spawned" and still votes the winnerless result to the server, so the winner-vote consensus is reached and the record archives promptly. - The archived record simply has no `winner`; the API voids winnerless ranked records (same shape any ranked game already produces when the winner vote never reaches consensus). - Only server change: winner votes are keyed with `JSON.stringify(winner ?? null)`, since `JSON.stringify(undefined)` is not a string and would break the `VoteRound` key contract. The check counts via `allPlayers()` rather than `players()`, since the latter filters out tile-less players — which is exactly what a never-spawned player is. Ranked 1v1 is deliberately untouched (the existing last-human-connected walkover still applies). ## Tests `tests/Ranked2v2Cancel.test.ts`: - 3 of 4 players spawn → game ends with a winnerless `WinUpdate` - a 4th player never joined (absent from start info) → same - all 4 spawn → no cancellation - unranked team game short a player → no cancellation Full suite (2094 tests), tsc, ESLint, and Prettier all pass. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <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.