| name | run-openfront |
| description | Build, run, and drive OpenFront locally — including full in-game WebGL testing. Use when asked to run the game, start the dev server, take a screenshot of the UI, verify a client change in the real app, or interact with the running game (lobby, modals, map picker, starting a singleplayer game, spawning, attacking, build menu, reading live sim state). |
OpenFront is a browser game (Lit + Pixi.js client, Node game server).
Run the dev server with npm run dev (serves on http://localhost:9000,
not Vite's default 5173), then drive it with headless Chromium via
.claude/skills/run-openfront/driver.mjs. All paths are relative to the
repo root.
Prerequisites (one-time per machine, no sudo)
The host (Ubuntu 26.04, headless) has no browser, and Playwright doesn't
support 26.04 yet. setup.sh works around both: it installs Playwright
(--no-save), downloads the ubuntu24.04 chromium-headless-shell via
PLAYWRIGHT_HOST_PLATFORM_OVERRIDE, extracts the missing system libraries
from .deb packages into ~/.cache/openfront-run/ (no root needed), and
builds a local fontconfig (the host has no /etc/fonts; Skia FATALs
without one).
bash .claude/skills/run-openfront/setup.sh
Deps were installed with npm run inst (npm ci --ignore-scripts) — do
not use npm install.
Run the dev server
(npm run dev > /tmp/dev.log 2>&1 &)
timeout 60 bash -c 'until curl -sf http://localhost:9000 >/dev/null 2>&1; do sleep 1; done'
Stop it with pkill -f "tsx src/server/Server.ts"; pkill -f vite.
ECONNREFUSED "Error polling lobby" lines in /tmp/dev.log are normal —
the closed-source API isn't running in dev.
Drive it (agent path)
Smoke flow — home page, open the single-player modal, dump the map-picker
state, screenshot:
node .claude/skills/run-openfront/driver.mjs
For ad-hoc flows, write a script inside the repo (so playwright
resolves) importing the driver's helpers:
import {
launch,
gotoHome,
openSoloModal,
} from "./.claude/skills/run-openfront/driver.mjs";
const { browser, page } = await launch();
await gotoHome(page);
await openSoloModal(page);
const s = await page.evaluate(
() => document.querySelector("map-picker")?.selectedMap,
);
await browser.close();
Drive a full game (WebGL, in-game interaction)
game.mjs drives an actual singleplayer game end-to-end: start, spawn,
attack/expand, open the radial menu, and read ground-truth sim state.
WebGL works headless via SwiftShader (no extra flags needed), and the
screenshots show the real rendered map.
Smoke flow (≈2 min: starts a 50-bot game, spawns, expands, opens the
radial menu, asserts territory growth):
node .claude/skills/run-openfront/game.mjs
For ad-hoc in-game flows, import the helpers (script must live inside the
repo):
import {
launch,
gotoHome,
openSoloModal,
} from "./.claude/skills/run-openfront/driver.mjs";
import {
startSoloGame,
gameState,
findSpawnTile,
spawn,
waitForSpawnPhaseEnd,
waitForTick,
findExpansionTile,
attack,
clickWorld,
panTo,
setAttackRatio,
openRadialMenu,
} from "./.claude/skills/run-openfront/game.mjs";
const { browser, page } = await launch({ rafIntervalMs: 3000 });
await gotoHome(page);
await openSoloModal(page);
await startSoloGame(page, { bots: 50 });
const tile = await spawn(page);
await waitForSpawnPhaseEnd(page);
const target = await findExpansionTile(page, tile);
await attack(page, target.x, target.y);
await browser.close();
How it works / in-game gotchas
- Ground-truth state without any repo changes:
hud/GameRenderer.ts
assigns the GameView and TransformHandler onto the <build-menu>
Lit element (light DOM). From page JS:
document.querySelector("build-menu").game / .transformHandler.
GameView has ticks(), inSpawnPhase(), myPlayer(), players(),
ref(x,y), isLand(), hasOwner(); PlayerView has troops(),
numTilesOwned(), gold(), isAlive(), outgoingAttacks().
launch({ rafIntervalMs: 3000 }) is mandatory for in-game work.
SwiftShader needs seconds of CPU per frame; an unthrottled rAF loop
starves the main thread (0.8 fps, 100 ms timers firing every ~4 s) and
the singleplayer turn loop crawls at ~0.3 ticks/s instead of 10/s. The
throttle stubs requestAnimationFrame to one frame per interval —
sim runs near full speed, frames still render for screenshots.
- Solo modal options are settable as element properties before
clicking Start:
document.querySelector("single-player-modal").bots = 50
(@state fields are TS-private only). startSoloGame does this.
- Click tile centers, not corners. World coords address a tile's
top-left corner and
screenToWorldCoordinates floors — a corner click
can land on the neighboring tile (and clicking your own tile is a
silent no-op). clickWorld aims at +0.5,+0.5.
- HUD elements swallow canvas clicks. The leaderboard / control panel
/ modals sit above the
#game-input-overlay. clickWorld verifies
document.elementFromPoint hits the overlay and recenters the camera
(panTo) if not — never click raw screen coords yourself.
- The camera animates on its own (post-spawn go-to-player), so screen
coords computed before the click go stale.
clickWorld calls
transformHandler.clearTarget() first to freeze it.
- Spawning: during the spawn phase a left click on unowned land sends
the spawn intent; in singleplayer the spawn phase ends as soon as the
human spawns.
nameLocation() can still be {0,0} for the first ticks
after spawning — pass the spawn tile as fallback origin (helpers do).
- Attacking: a left click outside the spawn phase attacks/expands if
canAttack (unowned land must be connected to your border through
unowned land). Troops drop and outgoingAttacks() becomes non-empty on
success. The radial menu (right click) is a DOM/SVG overlay —
.radial-menu-container exists from startup; check
style.display !== "none" for "open".
- Verify rendering visually by reading the screenshots — a blank WebGL
canvas means SwiftShader broke (check
webgl2 context creation and
LD_LIBRARY_PATH/fontconfig from setup.sh).
Run (human path)
npm run dev, open http://localhost:9000 in a browser. Useless headless.
Test
npm test
npx vitest tests/MapConsistency.test.ts --run
Gotchas
- Vite serves on port 9000, not 5173 (configured in vite.config.ts).
- Playwright on Ubuntu 26.04:
npx playwright install chromium fails
with "does not support chromium on ubuntu26.04-x64". Fix:
PLAYWRIGHT_HOST_PLATFORM_OVERRIDE=ubuntu24.04-x64 (setup.sh does this).
- Browser dies at launch / mid-load: missing host libs
(
libnspr4.so, libatk-1.0.so.0, …) then a Skia FATAL
(SkFontMgr_FontConfigInterface.cpp: Not implemented) from the absent
fontconfig. launch() in driver.mjs injects LD_LIBRARY_PATH and
FONTCONFIG_FILE pointing at ~/.cache/openfront-run/; diagnose new
missing libs with DEBUG=pw:browser and
ldd .../chrome-headless-shell | grep "not found".
- The single-player button is labeled "SOLO!", and the DOM has more
than one (responsive layouts) — use
button:visible with
hasText: /solo/i.
- Lit + Vite HMR: custom elements can't be re-registered, so an
already-open tab keeps old component code after an edit. Hard-reload
(or re-
goto) before judging behavior.
PAGEERROR: ... reading 'inSpawnPhase' on the home page is
pre-existing background noise, not your breakage.
- Wait ~3s after
load before interacting — Lit components render
client-side (driver's gotoHome does this).
Troubleshooting
Cannot find package 'playwright' — your script is outside the repo;
module resolution starts at the script's path, not cwd. Move it inside
the repo (anywhere under the root works).
Target page, context or browser has been closed immediately —
re-run bash .claude/skills/run-openfront/setup.sh (the
~/.cache/openfront-run lib cache is missing or was cleared).
EADDRINUSE on relaunch — a previous dev server is still up:
pkill -f "tsx src/server/Server.ts"; pkill -f vite.