## Description Fixes a hard desync that hit anonymous-names lobbies (e.g. the OFM tournament): in an anonymized FFA, roughly half the clients desynced. ### Root cause `PlayerExecution.init()` seeded the per-player phase offset that schedules `removeClusters()` from the player's **username**: ```ts this.lastCalc = ticks + (simpleHash(this.player.name()) % this.ticksPerClusterCalc); ``` `removeClusters()` is not display-only — it both sets `largestClusterBoundingBox` (read by `AiAttackBehavior` for targeting) **and removes disconnected/surrounded territory, mutating tile ownership**. The anonymize-names option (#4318) sends each client a *different* username for the same player (`anonName(target + viewer)`). So `simpleHash(name()) % 20` differs per client → `removeClusters()` runs on different ticks per client → `numTilesOwned()` diverges → the every-10-tick state hash (`simpleHash(id) * (troops + numTilesOwned) + units`) diverges → **desync**. **Why only half the lobby:** clients granted real-name reveal (host / admins / casters via `nameReveals` / `nameRevealPublicIds`) all see real names, compute identical offsets, and stay in sync with each other and the server record. Every non-granted (anonymized) client sees a unique random name per player and diverges. Hence the clean split. This line has been latent and harmless since 2024 (`f01949f0`) because `name()` used to be identical on every client; #4318 was the first feature to feed a per-client value into the core. The PR comment in `GameServer.ts` even states the assumption — *"username … neither of which the simulation reads"* — which turned out to be false. ### Fix Seed the offset from `id()` instead of `name()`. Player `id()` is assigned from a `gameID`-seeded PRNG by spawn order, so it is identical on every client while still spreading cluster recalculation across players (the line's original load-balancing intent). One-line sim change; no schema/wire change. ### Verification / scope - Audited every `name()`/`username` read in `src/core/`: this was the **only** state-affecting one (all others are `console.log` / error strings / display-only update fields). So this closes the whole desync class. - Confirmed player order, ids, config, `clanTag`/`friends` and cosmetics are all client-identical under anonymize-names — `username` was the sole per-client field reaching the sim. - Swept the other recent core commits (impassable terrain, rail network, nations AI, inline sfc32 PRNG, troop/economy changes) for independent determinism regressions — none found. ### Follow-up `name()` should be removed from the core `Player` surface entirely so a per-client username can never re-enter the sim again (the remaining reads are logging + the display payload the renderer needs). Tracked separately. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 <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.