iamlewis 8e5f27949f feat: marketing email consent UI (post-login prompt + account settings) (#4554)
Resolves #4029

## Description:

Client-side marketing-email consent capture — the client half of #4029.
It consumes the already-merged API (`GET /users/@me` marketing-consent
state + `POST /marketing/consent`); **no backend changes**.

**Three surfaces:**

- **Post-login prompt** — a small, non-blocking toast docked top-right,
shown once after login when the player's consent is undecided
(`no_response`) and a verified email is on file. Yes / No thanks /
dismiss all record a decision, and it never re-nags.
- **Account → "Account Settings" tab** — a persistent on/off toggle to
change or withdraw consent at any time (the GDPR change/withdraw path).
- **No-email state** — when the account has no verified email, the tab
offers to bind one (magic link to a plain email — the backend's
`new-association` path — or link Google) so the player can subscribe.

Styling matches the game's existing panels (`bg-surface`,
`border-white/10`, `shadow-[var(--shadow-malibu-blue)]`, malibu-blue
accent), reusing `o-button` and the account modal's existing email
field/handlers.

**Changes:**

- New `<marketing-consent-toast>`
(`src/client/MarketingConsentToast.ts`), mounted in `index.html`,
registered in `Main.ts`.
- `AccountModal.ts`: new "Account Settings" tab (toggle + bind-email
state), optimistic with revert-on-failure.
- `Api.ts`: `setMarketingConsent()` → `POST /marketing/consent`,
invalidates cached `/users/@me`.
- `ApiSchemas.ts`: optional `player.marketingConsent { consented,
hasEmail }` on `UserMeResponse`.
- `en.json`: `marketing_consent.*` + `account_modal.marketing_*` /
`tab_settings`.

## Please complete the following:

- [x] I have added screenshots for all UI updates <!-- attaching in a
follow-up comment -->
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Iamlewis

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 10:13:37 +00:00
2025-06-22 08:14:08 -07:00
2026-07-01 14:12:37 -07:00
2026-07-09 13:40:53 -07:00
2026-05-31 15:09:08 +01:00
2025-05-15 23:09:39 -04:00
2025-03-06 15:50:29 -08:00
2025-05-15 23:09:39 -04:00
2026-03-23 13:40:21 -07:00
2026-04-29 12:49:19 -06:00
2026-01-21 10:00:55 -08:00
2026-05-31 15:09:08 +01:00
2026-05-31 15:09:08 +01:00

OpenFrontIO Logo

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.

CI Crowdin CLA assistant License: AGPL v3 Assets: CC BY-SA 4.0

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

  1. Clone the repository

    git clone https://github.com/openfrontio/OpenFrontIO.git
    cd OpenFrontIO
    
  2. Install dependencies

    npm run inst
    

    Do NOT use npm install nor npm i but instead use our npm run inst. It runs the safer npm ci --ignore-scripts to install dependencies exactly according to the versions in package-lock.json and 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=true in 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 gitCommit value via https://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.

S
Description
Languages
TypeScript 91.4%
GLSL 2.5%
JavaScript 2%
HTML 1.5%
Go 1%
Other 1.5%