## Problem Prod masters log `Invalid IPC message from worker` for every ranked 1v1/2v2 match created: 1. The matchmaking poll loop creates the match game with the 1v1/2v2 playlist config (`gameType: Public`) but no `publicGameType` — correctly, since ranked games are invite-only and should never be advertised. 2. While that game sits in its ~7s lobby window, `GameManager.publicLobbies()` includes it (it only checks phase + `isPublic()`), and `WorkerLobbyService.sendMyLobbiesToMaster()` reports it with `publicGameType: gi.publicGameType!` — the non-null assertion hides the `undefined`, and IPC serialization drops the key. 3. The master's `WorkerMessageSchema` parse fails on the missing required field and **discards the worker's entire lobby report**. So for the lobby window of every ranked match, the master's view of that worker freezes: stale player counts and countdowns broadcast to all clients, `maybeScheduleLobby` repeatedly resetting the next lobby's countdown, and occasional duplicate scheduled lobbies (with no cleanup path for scheduled types). With matchmaking running continuously, some worker is blocked at any given moment on a busy server. ## Fix - **Worker** (`WorkerLobbyService`): filter games without a `publicGameType` out of the report. Matchmaking games are never advertised — which also guarantees they can't leak into the public lobby browser. - **Master** (`MasterLobbyService` + `IPCBridgeSchema`): validate lobby entries individually instead of failing the whole message. Malformed entries are logged and dropped; valid lobbies survive. A future bug of this class now degrades to one missing entry instead of a frozen worker view. The send side keeps compile-time safety via the existing per-entry `satisfies` annotations. ## Testing - New test: a matchmaking-style game (Public, `allowedPublicIds`, no `publicGameType`) is excluded from the worker's `lobbyList` report while a normal FFA lobby still goes through. - New test: a report containing a malformed entry keeps its valid lobbies in the next broadcast instead of being rejected wholesale. - Full `tests/server` suite passes (173 tests); `tsc --noEmit` and eslint clean. 🤖 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.