## Summary Client side of openfrontio/infra#436 — every player-facing GET now returns the player's **account username** next to their `publicId`, and this PR renders it everywhere, with a blue verified check for premium/indefinite bare-name holders. ### Schemas (all additive, `.nullable().optional()` — no deploy-order constraint) - `FriendEntry`, `PlayerProfile`: `username` - `ClanMember`, `ClanJoinRequest`: `username`; `ClanBan`: `username` + `bannedByUsername` - `RankedLeaderboardEntry`: `accountUsername` (the existing session `username` field is untouched) ### `<player-name>` element One component owns player-identity rendering on account surfaces: - displays `username ?? publicId` - click-to-copy copies the **username when set**, the publicId otherwise; `copyText` overrides (profile modal copies the share URL) - `onNameClick` replaces copying with an action (clan member rows + leaderboard rows open the player's profile); `nameClass` overrides the chip styling so leaderboard names keep their original bold look - appends the verified check (same mark as the username-row toggle) when `isVerifiedUsername(username)` Used by: friends list + requests, all clan member/request/ban rows (bans badge both the banned player and the issuing officer), ranked leaderboard rows + sticky self row (showing `accountUsername ?? public_id` — the session name is deliberately dropped ahead of its API removal), profile modal header. ### Verified inference No API flag needed: account-username bases can never contain dots, so a dotless display name **is** the bare-name claim (premium/indefinite). `TEMPORARY####` server renames are excluded, matching the play-toggle eligibility rule. The leaderboard derives the badge from `accountUsername` only — session names are free-form and would false-positive. Also: clan member/request/ban search filters now match usernames, not just publicIds, and sending a friend request refetches the request lists instead of inserting the raw input (which may be a username, not a publicId). ## Test plan - [x] `npm test` — full suite green (2087 + 176 server) - [x] New schema tests: each field's set / null / absent states; `accountUsername` coexists with session `username` - [x] `isVerifiedUsername` unit tests (bare / suffixed / null / TEMPORARY) - [x] tsc, ESLint, Prettier 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.