EvanandClaude Opus 4.8 e3676439d2 feat(client): gate in-game ads by adblock detection + Admiral recovery (#4534)
## What

Two related pieces, wired into the existing `window.adsEnabled` /
`userMeResponse` ad flow:

1. **`AdGatekeeper`** — decides whether the *intrusive* in-game ad may
show. Once a blocker is **ever** detected, the ad is suppressed
**permanently** (terminal state, persisted to
`localStorage["adblock-detected"]`). Ad-block users are highly
ad-sensitive, so disabling the blocker does **not** unlock the ad — in
this or any future session. Detection = a DOM bait probe, refined by
Admiral's `measure.detected` signal (`adblocking && !whitelisted`) when
it fires. Clean users are never latched.
2. **`Admiral.ts`** — injects the ad-recovery tag (command-queue stub +
payload + GAM targeting shim) for **ad-eligible users only**.
Paid/`adfree` users have `window.adsEnabled === false`, so Admiral never
loads and its adblock popup can't fire for them.

Only the in-game ad (`InGamePromo`) is gated — it now loads via
`adGatekeeper.whenClear(...)`. Passive homepage/gutter ads are
unchanged.

## Why

- Paid users (any shop purchase → `adfree` for life) must never see ads
*or* load Admiral.
- Free adblock users get Admiral's recovery popup, but should never be
hit with an intrusive in-game ad even if they disable their blocker.

## How it behaves

| Visitor | Admiral | In-game ad |
|---|---|---|
| Paid (`adfree`) | never loaded | never shown |
| Free, no adblock | loaded | shown |
| Free, adblock on (or ever was) | loaded (recovery popup) | suppressed
forever |
| Free, adblock blocks Admiral too | callback never fires | bait
fallback suppresses |

## Testing

- **Unit:** `tests/AdGatekeeper.test.ts` (9 cases) — terminal latch,
"disabling blocker doesn't unlock", cross-session persistence, seed
path, no-false-positive. `tsc` clean, `eslint` clean.
- **Manual (headless Chromium, real bootstrap):** free user →
`adsEnabled: true`, Admiral tag injected + payload initialized,
`persisted: null` (no false positive); simulated blocker → flag latches
to `"1"`; reload with no blocker → still `"1"` (forever); reset clean
afterward.

## Notes / follow-ups

- The GAM targeting shim (block 3 of the provider's tag) is ported
verbatim but is likely a no-op here since serving is via Playwire RAMP,
not Google Ad Manager. Kept for fidelity; can drop if unused.
- `ADMIRAL_PAYLOAD_SRC` is a disguised, rotating domain — re-sync from
the provider when they reissue the tag.
- Admiral's own popup is dashboard-configured and typically
domain-locked; best verified on the production domain with a real
blocker.
- `res.subscribed` (Admiral's own ad-free pass) is intentionally ignored
— OpenFront's ad-free is the server `adfree` flag.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 15:13:23 -07:00
2026-07-01 14:25:25 -07:00

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.

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