## What
Extends the `run-openfront` Claude Code skill so agents can test the
*whole game* headlessly, not just the home page and modals. New
`game.mjs` driver plays an actual singleplayer game end-to-end:
- start a solo game with chosen options (bots, map, difficulty, …)
- spawn, attack/expand, open the radial build menu
- read ground-truth sim state (`ticks`, `inSpawnPhase`, `myPlayer`
troops/gold/tiles, `outgoingAttacks`) instead of guessing from pixels
- take real WebGL screenshots (SwiftShader renders the map fine
headless)
`node .claude/skills/run-openfront/game.mjs` runs a ~2 min smoke flow
that asserts territory growth after an expansion attack and that the
radial menu opens.
## How
No game-code changes were needed:
- `hud/GameRenderer.ts` already assigns the `GameView` and
`TransformHandler` onto the `<build-menu>` element, so page JS reaches
live sim state and world↔screen conversion through it.
- `launch({ rafIntervalMs })` stubs `requestAnimationFrame` to one frame
per interval. SwiftShader needs seconds of CPU per frame, and an
unthrottled frame loop starves the main thread — the singleplayer turn
loop drops from 10 ticks/s to ~0.3. Throttled, the sim runs near full
speed while frames still render for screenshots.
- `clickWorld()` absorbs the canvas-click pitfalls discovered while
testing: aims at tile centers (corner clicks floor onto the neighboring
tile), refuses to click through HUD elements covering
`#game-input-overlay`, and freezes the post-spawn camera animation so
computed coordinates don't go stale.
## Testing
Smoke flow run repeatedly on a headless 4-core box: game starts (123
players), spawn lands on the clicked tile, expansion attack grows
territory 52 → ~275 tiles, radial menu opens, screenshots show the
rendered map.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
8.8 KiB
name, description
| name | description |
|---|---|
| run-openfront | Build, run, and drive OpenFront locally — including full in-game WebGL testing. Use when asked to run the game, start the dev server, take a screenshot of the UI, verify a client change in the real app, or interact with the running game (lobby, modals, map picker, starting a singleplayer game, spawning, attacking, build menu, reading live sim state). |
OpenFront is a browser game (Lit + Pixi.js client, Node game server).
Run the dev server with npm run dev (serves on http://localhost:9000,
not Vite's default 5173), then drive it with headless Chromium via
.claude/skills/run-openfront/driver.mjs. All paths are relative to the
repo root.
Prerequisites (one-time per machine, no sudo)
The host (Ubuntu 26.04, headless) has no browser, and Playwright doesn't
support 26.04 yet. setup.sh works around both: it installs Playwright
(--no-save), downloads the ubuntu24.04 chromium-headless-shell via
PLAYWRIGHT_HOST_PLATFORM_OVERRIDE, extracts the missing system libraries
from .deb packages into ~/.cache/openfront-run/ (no root needed), and
builds a local fontconfig (the host has no /etc/fonts; Skia FATALs
without one).
bash .claude/skills/run-openfront/setup.sh
Deps were installed with npm run inst (npm ci --ignore-scripts) — do
not use npm install.
Run the dev server
(npm run dev > /tmp/dev.log 2>&1 &)
timeout 60 bash -c 'until curl -sf http://localhost:9000 >/dev/null 2>&1; do sleep 1; done'
Stop it with pkill -f "tsx src/server/Server.ts"; pkill -f vite.
ECONNREFUSED "Error polling lobby" lines in /tmp/dev.log are normal —
the closed-source API isn't running in dev.
Drive it (agent path)
Smoke flow — home page, open the single-player modal, dump the map-picker state, screenshot:
node .claude/skills/run-openfront/driver.mjs
# screenshots: /tmp/openfront-run/home.png, /tmp/openfront-run/solo-modal.png
For ad-hoc flows, write a script inside the repo (so playwright
resolves) importing the driver's helpers:
import {
launch,
gotoHome,
openSoloModal,
} from "./.claude/skills/run-openfront/driver.mjs";
const { browser, page } = await launch(); // env/libs/fonts handled here
await gotoHome(page);
await openSoloModal(page);
// Lit components use light DOM — query and read properties directly:
const s = await page.evaluate(
() => document.querySelector("map-picker")?.selectedMap,
);
await browser.close();
Drive a full game (WebGL, in-game interaction)
game.mjs drives an actual singleplayer game end-to-end: start, spawn,
attack/expand, open the radial menu, and read ground-truth sim state.
WebGL works headless via SwiftShader (no extra flags needed), and the
screenshots show the real rendered map.
Smoke flow (≈2 min: starts a 50-bot game, spawns, expands, opens the radial menu, asserts territory growth):
node .claude/skills/run-openfront/game.mjs
# screenshots: /tmp/openfront-run/game-{spawn-phase,spawned,expanded,radial-menu}.png
For ad-hoc in-game flows, import the helpers (script must live inside the repo):
import {
launch,
gotoHome,
openSoloModal,
} from "./.claude/skills/run-openfront/driver.mjs";
import {
startSoloGame, // set modal options ({bots, map, difficulty, instantBuild, …}), click Start, wait for sim
gameState, // {ticks, inSpawnPhase, numPlayers, myPlayer: {troops, gold, tilesOwned, isAlive}, …}
findSpawnTile,
spawn, // pick land + click it; waits until myPlayer owns tiles
waitForSpawnPhaseEnd,
waitForTick,
findExpansionTile,
attack,
clickWorld,
panTo,
setAttackRatio,
openRadialMenu, // right-click on own territory; returns true if the menu opened
} from "./.claude/skills/run-openfront/game.mjs";
const { browser, page } = await launch({ rafIntervalMs: 3000 }); // throttle is REQUIRED in-game, see below
await gotoHome(page);
await openSoloModal(page);
await startSoloGame(page, { bots: 50 });
const tile = await spawn(page);
await waitForSpawnPhaseEnd(page);
const target = await findExpansionTile(page, tile);
await attack(page, target.x, target.y);
await browser.close();
How it works / in-game gotchas
- Ground-truth state without any repo changes:
hud/GameRenderer.tsassigns theGameViewandTransformHandleronto the<build-menu>Lit element (light DOM). From page JS:document.querySelector("build-menu").game/.transformHandler. GameView hasticks(),inSpawnPhase(),myPlayer(),players(),ref(x,y),isLand(),hasOwner(); PlayerView hastroops(),numTilesOwned(),gold(),isAlive(),outgoingAttacks(). launch({ rafIntervalMs: 3000 })is mandatory for in-game work. SwiftShader needs seconds of CPU per frame; an unthrottled rAF loop starves the main thread (0.8 fps, 100 ms timers firing every ~4 s) and the singleplayer turn loop crawls at ~0.3 ticks/s instead of 10/s. The throttle stubsrequestAnimationFrameto one frame per interval — sim runs near full speed, frames still render for screenshots.- Solo modal options are settable as element properties before
clicking Start:
document.querySelector("single-player-modal").bots = 50(@statefields are TS-private only).startSoloGamedoes this. - Click tile centers, not corners. World coords address a tile's
top-left corner and
screenToWorldCoordinatesfloors — a corner click can land on the neighboring tile (and clicking your own tile is a silent no-op).clickWorldaims at+0.5,+0.5. - HUD elements swallow canvas clicks. The leaderboard / control panel
/ modals sit above the
#game-input-overlay.clickWorldverifiesdocument.elementFromPointhits the overlay and recenters the camera (panTo) if not — never click raw screen coords yourself. - The camera animates on its own (post-spawn go-to-player), so screen
coords computed before the click go stale.
clickWorldcallstransformHandler.clearTarget()first to freeze it. - Spawning: during the spawn phase a left click on unowned land sends
the spawn intent; in singleplayer the spawn phase ends as soon as the
human spawns.
nameLocation()can still be{0,0}for the first ticks after spawning — pass the spawn tile as fallback origin (helpers do). - Attacking: a left click outside the spawn phase attacks/expands if
canAttack(unowned land must be connected to your border through unowned land). Troops drop andoutgoingAttacks()becomes non-empty on success. The radial menu (right click) is a DOM/SVG overlay —.radial-menu-containerexists from startup; checkstyle.display !== "none"for "open". - Verify rendering visually by reading the screenshots — a blank WebGL
canvas means SwiftShader broke (check
webgl2context creation andLD_LIBRARY_PATH/fontconfig from setup.sh).
Run (human path)
npm run dev, open http://localhost:9000 in a browser. Useless headless.
Test
npm test # full suite (Vitest)
npx vitest tests/MapConsistency.test.ts --run # single file
Gotchas
- Vite serves on port 9000, not 5173 (configured in vite.config.ts).
- Playwright on Ubuntu 26.04:
npx playwright install chromiumfails with "does not support chromium on ubuntu26.04-x64". Fix:PLAYWRIGHT_HOST_PLATFORM_OVERRIDE=ubuntu24.04-x64(setup.sh does this). - Browser dies at launch / mid-load: missing host libs
(
libnspr4.so,libatk-1.0.so.0, …) then a Skia FATAL (SkFontMgr_FontConfigInterface.cpp: Not implemented) from the absent fontconfig.launch()in driver.mjs injectsLD_LIBRARY_PATHandFONTCONFIG_FILEpointing at~/.cache/openfront-run/; diagnose new missing libs withDEBUG=pw:browserandldd .../chrome-headless-shell | grep "not found". - The single-player button is labeled "SOLO!", and the DOM has more
than one (responsive layouts) — use
button:visiblewithhasText: /solo/i. - Lit + Vite HMR: custom elements can't be re-registered, so an
already-open tab keeps old component code after an edit. Hard-reload
(or re-
goto) before judging behavior. PAGEERROR: ... reading 'inSpawnPhase'on the home page is pre-existing background noise, not your breakage.- Wait ~3s after
loadbefore interacting — Lit components render client-side (driver'sgotoHomedoes this).
Troubleshooting
Cannot find package 'playwright'— your script is outside the repo; module resolution starts at the script's path, not cwd. Move it inside the repo (anywhere under the root works).Target page, context or browser has been closedimmediately — re-runbash .claude/skills/run-openfront/setup.sh(the~/.cache/openfront-runlib cache is missing or was cleared).EADDRINUSEon relaunch — a previous dev server is still up:pkill -f "tsx src/server/Server.ts"; pkill -f vite.