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## 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>
207 lines
8.8 KiB
Markdown
207 lines
8.8 KiB
Markdown
---
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name: run-openfront
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description: 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).
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---
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OpenFront is a browser game (Lit + Pixi.js client, Node game server).
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Run the dev server with `npm run dev` (serves on **http://localhost:9000**,
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not Vite's default 5173), then drive it with headless Chromium via
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`.claude/skills/run-openfront/driver.mjs`. All paths are relative to the
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repo root.
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## Prerequisites (one-time per machine, no sudo)
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The host (Ubuntu 26.04, headless) has no browser, and Playwright doesn't
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support 26.04 yet. `setup.sh` works around both: it installs Playwright
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(`--no-save`), downloads the ubuntu24.04 chromium-headless-shell via
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`PLAYWRIGHT_HOST_PLATFORM_OVERRIDE`, extracts the missing system libraries
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from `.deb` packages into `~/.cache/openfront-run/` (no root needed), and
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builds a local fontconfig (the host has no `/etc/fonts`; Skia FATALs
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without one).
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```bash
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bash .claude/skills/run-openfront/setup.sh
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```
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Deps were installed with `npm run inst` (`npm ci --ignore-scripts`) — do
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not use `npm install`.
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## Run the dev server
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```bash
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(npm run dev > /tmp/dev.log 2>&1 &)
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timeout 60 bash -c 'until curl -sf http://localhost:9000 >/dev/null 2>&1; do sleep 1; done'
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```
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Stop it with `pkill -f "tsx src/server/Server.ts"; pkill -f vite`.
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`ECONNREFUSED "Error polling lobby"` lines in `/tmp/dev.log` are normal —
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the closed-source API isn't running in dev.
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## Drive it (agent path)
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Smoke flow — home page, open the single-player modal, dump the map-picker
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state, screenshot:
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```bash
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node .claude/skills/run-openfront/driver.mjs
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# screenshots: /tmp/openfront-run/home.png, /tmp/openfront-run/solo-modal.png
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```
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For ad-hoc flows, write a script **inside the repo** (so `playwright`
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resolves) importing the driver's helpers:
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```js
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import {
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launch,
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gotoHome,
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openSoloModal,
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} from "./.claude/skills/run-openfront/driver.mjs";
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const { browser, page } = await launch(); // env/libs/fonts handled here
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await gotoHome(page);
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await openSoloModal(page);
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// Lit components use light DOM — query and read properties directly:
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const s = await page.evaluate(
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() => document.querySelector("map-picker")?.selectedMap,
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);
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await browser.close();
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```
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## Drive a full game (WebGL, in-game interaction)
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`game.mjs` drives an actual singleplayer game end-to-end: start, spawn,
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attack/expand, open the radial menu, and read **ground-truth sim state**.
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WebGL works headless via SwiftShader (no extra flags needed), and the
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screenshots show the real rendered map.
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Smoke flow (≈2 min: starts a 50-bot game, spawns, expands, opens the
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radial menu, asserts territory growth):
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```bash
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node .claude/skills/run-openfront/game.mjs
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# screenshots: /tmp/openfront-run/game-{spawn-phase,spawned,expanded,radial-menu}.png
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```
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For ad-hoc in-game flows, import the helpers (script must live inside the
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repo):
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```js
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import {
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launch,
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gotoHome,
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openSoloModal,
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} from "./.claude/skills/run-openfront/driver.mjs";
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import {
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startSoloGame, // set modal options ({bots, map, difficulty, instantBuild, …}), click Start, wait for sim
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gameState, // {ticks, inSpawnPhase, numPlayers, myPlayer: {troops, gold, tilesOwned, isAlive}, …}
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findSpawnTile,
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spawn, // pick land + click it; waits until myPlayer owns tiles
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waitForSpawnPhaseEnd,
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waitForTick,
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findExpansionTile,
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attack,
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clickWorld,
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panTo,
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setAttackRatio,
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openRadialMenu, // right-click on own territory; returns true if the menu opened
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} from "./.claude/skills/run-openfront/game.mjs";
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const { browser, page } = await launch({ rafIntervalMs: 3000 }); // throttle is REQUIRED in-game, see below
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await gotoHome(page);
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await openSoloModal(page);
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await startSoloGame(page, { bots: 50 });
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const tile = await spawn(page);
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await waitForSpawnPhaseEnd(page);
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const target = await findExpansionTile(page, tile);
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await attack(page, target.x, target.y);
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await browser.close();
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```
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### How it works / in-game gotchas
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- **Ground-truth state without any repo changes**: `hud/GameRenderer.ts`
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assigns the `GameView` and `TransformHandler` onto the `<build-menu>`
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Lit element (light DOM). From page JS:
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`document.querySelector("build-menu").game` / `.transformHandler`.
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GameView has `ticks()`, `inSpawnPhase()`, `myPlayer()`, `players()`,
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`ref(x,y)`, `isLand()`, `hasOwner()`; PlayerView has `troops()`,
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`numTilesOwned()`, `gold()`, `isAlive()`, `outgoingAttacks()`.
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- **`launch({ rafIntervalMs: 3000 })` is mandatory for in-game work.**
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SwiftShader needs seconds of CPU per frame; an unthrottled rAF loop
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starves the main thread (0.8 fps, 100 ms timers firing every ~4 s) and
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the singleplayer turn loop crawls at ~0.3 ticks/s instead of 10/s. The
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throttle stubs `requestAnimationFrame` to one frame per interval —
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sim runs near full speed, frames still render for screenshots.
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- **Solo modal options are settable as element properties** before
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clicking Start: `document.querySelector("single-player-modal").bots = 50`
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(`@state` fields are TS-private only). `startSoloGame` does this.
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- **Click tile centers, not corners.** World coords address a tile's
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top-left corner and `screenToWorldCoordinates` floors — a corner click
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can land on the neighboring tile (and clicking your own tile is a
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silent no-op). `clickWorld` aims at `+0.5,+0.5`.
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- **HUD elements swallow canvas clicks.** The leaderboard / control panel
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/ modals sit above the `#game-input-overlay`. `clickWorld` verifies
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`document.elementFromPoint` hits the overlay and recenters the camera
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(`panTo`) if not — never click raw screen coords yourself.
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- **The camera animates on its own** (post-spawn go-to-player), so screen
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coords computed before the click go stale. `clickWorld` calls
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`transformHandler.clearTarget()` first to freeze it.
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- **Spawning**: during the spawn phase a left click on unowned land sends
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the spawn intent; in singleplayer the spawn phase ends as soon as the
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human spawns. `nameLocation()` can still be `{0,0}` for the first ticks
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after spawning — pass the spawn tile as fallback origin (helpers do).
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- **Attacking**: a left click outside the spawn phase attacks/expands if
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`canAttack` (unowned land must be connected to your border through
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unowned land). Troops drop and `outgoingAttacks()` becomes non-empty on
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success. The radial menu (right click) is a DOM/SVG overlay —
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`.radial-menu-container` exists from startup; check
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`style.display !== "none"` for "open".
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- Verify rendering visually by reading the screenshots — a blank WebGL
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canvas means SwiftShader broke (check `webgl2` context creation and
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`LD_LIBRARY_PATH`/fontconfig from setup.sh).
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## Run (human path)
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`npm run dev`, open http://localhost:9000 in a browser. Useless headless.
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## Test
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```bash
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npm test # full suite (Vitest)
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npx vitest tests/MapConsistency.test.ts --run # single file
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```
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## Gotchas
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- **Vite serves on port 9000**, not 5173 (configured in vite.config.ts).
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- **Playwright on Ubuntu 26.04**: `npx playwright install chromium` fails
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with "does not support chromium on ubuntu26.04-x64". Fix:
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`PLAYWRIGHT_HOST_PLATFORM_OVERRIDE=ubuntu24.04-x64` (setup.sh does this).
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- **Browser dies at launch / mid-load**: missing host libs
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(`libnspr4.so`, `libatk-1.0.so.0`, …) then a Skia FATAL
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(`SkFontMgr_FontConfigInterface.cpp: Not implemented`) from the absent
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fontconfig. `launch()` in driver.mjs injects `LD_LIBRARY_PATH` and
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`FONTCONFIG_FILE` pointing at `~/.cache/openfront-run/`; diagnose new
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missing libs with `DEBUG=pw:browser` and
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`ldd .../chrome-headless-shell | grep "not found"`.
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- **The single-player button is labeled "SOLO!"**, and the DOM has more
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than one (responsive layouts) — use `button:visible` with
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`hasText: /solo/i`.
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- **Lit + Vite HMR**: custom elements can't be re-registered, so an
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already-open tab keeps old component code after an edit. Hard-reload
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(or re-`goto`) before judging behavior.
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- **`PAGEERROR: ... reading 'inSpawnPhase'`** on the home page is
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pre-existing background noise, not your breakage.
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- Wait ~3s after `load` before interacting — Lit components render
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client-side (driver's `gotoHome` does this).
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## Troubleshooting
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- `Cannot find package 'playwright'` — your script is outside the repo;
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module resolution starts at the script's path, not cwd. Move it inside
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the repo (anywhere under the root works).
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- `Target page, context or browser has been closed` immediately —
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re-run `bash .claude/skills/run-openfront/setup.sh` (the
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`~/.cache/openfront-run` lib cache is missing or was cleared).
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- `EADDRINUSE` on relaunch — a previous dev server is still up:
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`pkill -f "tsx src/server/Server.ts"; pkill -f vite`.
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