## 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>
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.