## Summary Adds a full-game performance harness under `tests/perf/fullgame/` that runs the **real simulation pipeline** headlessly — `GameRunner` + `Executor` with the real `Config`, nations from the map manifest, and bots on a production map from `resources/maps/` — for a configurable number of ticks, then reports where the time goes. ```bash npm run perf:game # world, 400 bots, 1800 ticks npm run perf:game -- --map giantworldmap --ticks 3600 npm run perf:game -- --no-exec-profile # purest CPU profile (no timing wrappers) ``` ## What it reports 1. **Per-tick wall time** — mean / p50 / p95 / p99 / max, count of ticks over the 100ms budget, and the slowest ticks by tick number. 2. **Time per Execution class** — every `Execution`'s `init()`/`tick()` is timed and aggregated by class name (`AttackExecution`, `NationExecution`, …). 3. **Top functions by self time** — via the V8 sampling profiler (`node:inspector`), so no instrumentation skew. Also writes a `.cpuprofile` to `tests/perf/output/` (gitignored) that opens in Chrome DevTools as a flame graph. ## Determinism The run is fully deterministic for a given `--seed`/`--map`/`--bots` (verified: identical final hashes across runs), and the final game-state hash is printed — so an optimization can be checked to not change simulation behavior. ## Sample output (world, 400 bots, 1800 ticks) ``` --- Per-tick wall time (game phase) --- mean 9.04ms | p50 7.90ms | p95 17.1ms | p99 21.5ms | max 31.7ms Over 100ms budget: 0 / 1800 ticks --- Time by Execution class --- execution total ms % tick ms init ms ticks instances AttackExecution 6568 48.8 6288 280 212536 4200 PlayerExecution 2832 21.0 2832 0.36 492049 472 NationExecution 2508 18.6 2508 0.23 144654 72 TransportShipExecution 703 5.2 96.0 607 30440 257 ... --- Top functions by self time (V8 sampling profiler) --- self ms % function location 1065 6.5 forEachNeighborWithDiag src/core/game/GameImpl.ts 979 6.0 conquer src/core/game/GameImpl.ts 948 5.8 (anonymous) src/core/execution/AttackExecution.ts 595 3.6 toFullUpdate src/core/game/PlayerImpl.ts ... ``` The harness lives in a subdirectory so the existing `npm run perf` micro-benchmark runner (which globs `tests/perf/*.ts`) doesn't pick it up. 🤖 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.