VariableVince b5ca0f9d8f Perf/refactor/fix(NameLayer): about 10% extra improvement (#3540)
## Description:

NameLayer perf part 2 after
https://github.com/openfrontio/OpenFrontIO/pull/3475 with thanks to
@scamiv. Shaves off another 10% or thereabouts, even doing something
extra for a fix (see below).

Also refactor/fixes around NameLayer and PlayerIcons, which is used by
both NameLayer and PlayerInfoOverlay, and underlying function in
GameView.

This would go well with other PR
https://github.com/openfrontio/OpenFrontIO/pull/3481, since this layer
reads multiple settings. Reasoning to not use events and instead rely on
fast caching is explained in that PR.

### Contents

- Fixes:
-- Fixes bug on .dev introduced by wrong assumption by me in previous PR
https://github.com/openfrontio/OpenFrontIO/pull/3475. displayName CAN
change during game, when Hidden Names is toggled from settings, so needs
to be put back in renderPlayerInfo.
-- Fixes longer existing bug: it was assumed Dark Mode didn't change
after creation of icon element. Now it also sets Dark Mode attribute
when updating icons elements.
-- Fixes target mark icons not being shown to team members, while the
icons were shown to normal allies. And EventsDisplay displayed message
"XX requests you attack XX" to both team members and allies already. So
why is the icon not shown to both if the message already is. While we
improve performance of GameView > PlayerView > transitiveTargets (which
is only used by NameLayer/PlayerIcons so only in this context). We can
add team members' targets to it in one go. So previously
transitiveTargets returned: your own targets and allies' targets. Now
transitiveTargets is faster and returns: your own targets and allies'
targets and team members' targets.

- NameLayer:
-- renderLayer: for target icons, getPlayerIcons used to fetch
myPlayer.transitiveTargets each time. While that doesn't change per
player we're rendering for. So now, we fetch myPlayer.transitiveTargets
once per call to renderPlayerInfo, which passes it on to getPlayerIcons.
So now we check it 1x each 100ms (renderCheckRate) inside of
renderLayer. Instead of up to 100s of times each 500ms
(renderRefreshRate) inside of getPlayerIcons inside of renderPlayerInfo
loop.
-- createBasePlayerElement and renderPlayerInfo: use cloneNode where
possible with templates
-- createPlayerElement: only find the elements and set font and flag.
Leave the rest to renderLayer > renderPlayerInfo which fills displayName
and troops and font color very soon after anyway. I haven't noticed a
difference in testing.
-- cache game.config() and others
-- renderPlayerInfo: remove check if render.flagDiv exists, we know it
exists. Check if fontColor changed before assigning it (it never
changes, currently, be it dark mode or light mode). Don't check if
troops or size changes, that happens so often that the overhead for
checking would be smaller than the win, probably.
-- We don't require nameLocation to be changed to change scale (see
previous Namelayer perf PR for the reason). But it seems good to check
if the transform changed before 'overwriting' it, so do that now
instead.
-- Remove Alliance icon DOM traversals. Only do it once, for each time
an alliance icon is displayed. To this end, also made NameLayer more
agnostic on Alliance icon stuff. By moving more code to PlayerIcons. See
below.
-- Use cached allianceDuration instead of fetching this static value
every time
-- Re-use from PlayerIcons: ALLIANCE_ICON_ID, TRAITOR_ICON_ID etc
-- create more sub-functions to make the icons loop in renderLayer more
readable: handleEmojiIcon, handleAllianceIcons,
createOrUpdateIconElement (createIconElement already existed, now
combined), handleTraitorIcon.
For Alliance icons, this was already done in PlayerIcons.ts through
createAllianceProgressIcon (now createAllianceProgressIconRefs), and
more now to skip some DOM traversals. But most of this belongs in
NameLayer itself when it comes to seperation of concern.
- cache dark mode (as boolean and as string)
- use dark mode to update (alliance) icons too, not only on create,
since the setting can change after icon element creation and before it
is removed
-- for getPlayerIcons, add this.alliancesDisabled. If disabled,
getPlayerIcons won't fetch Alliance icon and Alliance Request icon.

- PlayerIcons:
-- use cloneNode where possible
-- added check for alliances disabled: then skip alliance (request) icon
checks
-- See point under NameLayer about the move of Alliance icon code to
PlayerIcons. To make NameLayer even more agnostic on it and keep it in
one place.
-- getPlayerIcons: skip creating a new Set from
myPlayer.transitiveTargets() each time getPlayerIcons is called. One
allocation less. Just do .includes on the returned array. Probably just
as fast in this case, also because not many Targets are present many
times anyway.
-- getPlayerIcons: on outgoingEmojis(), use .find() instead of .filter()
since we only use the first result anyway and it saves us another
allocation.
-- getPlayerIcons: for nukes, only fetch the ones from the player we're
rendering for, not all game nukes. Also don't use .filter() and just a
normal loop to skip an allocation. Logic outcome is the same.
-- getPlayerIcons: for target icons, it used to fetch
myPlayer.transitiveTargets each time. While that doesn't change per
player we're rendering for. So now, NameLayer fetches
myPlayer.transitiveTargets once per call to renderPlayerInfo, which
passes it on to getPlayerIcons.
-- Remove the need for querySelector and getElementsByTagName("img")
alltogether. Since this would be done for every time an alliance was
(re-)created, here in createAllianceProgressIconRefs in PlayerIcons it
makes more sense to not do DOM traversal than in createPlayerElement in
NameLayer where we only do it once per player per game anyway. We assume
updateAllianceProgressIconRefs just knows of all image names in
createAllianceProgressIconRefs. This is a bit less dynamic and
maintainable maybe, but i think worth the win. And the functions are all
one-purpose and not meant to be used dynamically by another caller
anyway.
-- So instead of updateAllianceProgressIconRefs looping through
refs.images, now just update the different images each. See point above.

- PlayerInfoOverlay: also re-use the new exported consts from
PlayerIcons. Since we put those in PlayerIcons anyway, need to be
consistent. Even though PlayerInfoOverlay is outside of the scope of
this PR otherwise.
-- for getPlayerIcons, add this.alliancesDisabled here too. If disabled,
getPlayerIcons won't fetch Alliance icon and Alliance Request icon. We
also send includeAllianceIcon = false, which means Alliance icon will
already be excluded but Alliance Request icon is normally still fetched
and shown.

- GameView > PlayerView: for transitiveTargets (only used in
NameLayer/PlayerIcons so only in this context), improve performance. It
did several allocations. Now it loops directly over the arrays we need.
Also (as mentioned under Fixes) previously transitiveTargets returned:
your own targets and allies' targets. Now transitiveTargets is faster
and returns: your own targets and allies' targets and team members'
targets.


**BEFORE**

![BEFORE](https://github.com/user-attachments/assets/02ff167f-7978-4968-a26e-0c64bf4fb2f3)

**AFTER** (including now getting team members' targets for
myPlayer.transitiveTargets)

![AFTER](https://github.com/user-attachments/assets/1b81f9cc-bb8b-4d6b-97e4-f6db3802e55c)

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [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
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

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

tryout33
2026-04-06 20:36:23 -07:00
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2026-03-22 15:10:43 -07:00
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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 - Shared game logic
  • /src/server - Backend game server
  • /resources - Static assets (images, maps, etc.)

🤝 Contributing

Contributions are welcome! Please feel free to submit a Pull Request.

  1. Request to join the development Discord.
  2. Fork the repository
  3. Create your feature branch (git checkout -b amazing-feature)
  4. Commit your changes (git commit -m 'Add some amazing feature')
  5. Push to the branch (git push origin amazing-feature)
  6. Open a Pull Request

🌐 Translation

Translators are welcome! Please feel free to help translate into your language. How to help?

  1. Join the translation Discord
  2. Go to the project's Crowdin translation page: https://crowdin.com/project/openfront-mls
  3. Login if you already have an account / Sign up if you don't have one
  4. Join the project
  5. Select the language you want to translate in. If your language isn't on the list, click the "Request New Language" button and enter the language you want added there.
  6. Translate the strings

Feel free to ask questions in the translation Discord server!

Project Governance

  • The project maintainer (evan) has final authority on all code changes and design decisions
  • All pull requests require maintainer approval before merging
  • The maintainer reserves the right to reject contributions that don't align with the project's vision or quality standards

Contribution Path for New Contributors

To ensure code quality and project stability, we use a progressive contribution system:

  1. New Contributors: Limited to UI improvements and small bug fixes only

    • This helps you become familiar with the codebase
    • UI changes are easier to review and less likely to break core functionality
    • Small, focused PRs have a higher chance of being accepted
  2. Established Contributors: After several successful PRs and demonstrating understanding of the codebase, you may work on more complex features

  3. Core Contributors: Only those with extensive experience with the project may modify critical game systems

How to Contribute Successfully

  1. Before Starting Work:

    • Open an issue describing what you want to contribute
    • Wait for maintainer feedback before investing significant time
    • Small improvements can proceed directly to PR stage
  2. Code Quality Requirements:

    • All code must be well-commented and follow existing style patterns
    • New features should not break existing functionality
    • Code should be thoroughly tested before submission
    • All code changes in src/core MUST be tested.
  3. Pull Request Process:

    • Keep PRs focused on a single feature or bug fix
    • Include screenshots for UI changes
    • Describe what testing you've performed
    • Be responsive to feedback and requested changes
  4. Testing Requirements:

    • Verify your changes work as expected
    • Test on multiple systems/browsers if applicable
    • Document your testing process in the PR

Communication

  • Be respectful and constructive in all project interactions
  • Questions are welcome, but please search existing issues first
  • For major changes, discuss in an issue before starting work

Final Notes

Remember that maintaining this project requires significant effort. The maintainer appreciates your contributions but must prioritize long-term project health and stability. Not all contributions will be accepted, and that's okay.

Thank you for helping make OpenFront better!

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