49c358d304 feat: cancel ranked 2v2 matches that don't fill or fully spawn (#4655)
## 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>
2026-07-21 11:18:26 -07:00
2025-06-22 08:14:08 -07:00
2026-07-13 15:22:52 -07:00
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2026-05-31 15:09:08 +01:00
2025-05-15 23:09:39 -04:00
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2026-05-31 15:09:08 +01:00
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.

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