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TravianZ/README.md
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Catalin Novgorodschi 347e3dbeba Revise README with updates on project features
Updated README to reflect recent changes in automation, database cleanup, SQL indexing, and asset management.
2026-07-23 13:27:08 +03:00

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# TravianZ
[![Maintenance](https://img.shields.io/maintenance/yes/2026.svg)](https://github.com/Shadowss/TravianZ)
[![GitHub Release](https://img.shields.io/github/release/Shadowss/TravianZ/all.svg)](https://github.com/Shadowss/TravianZ)
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[![license](https://img.shields.io/github/license/Shadowss/TravianZ.svg)](https://github.com/Shadowss/TravianZ)
TravianZ is an open-source browser strategy game inspired by classic Travian-like gameplay.
This repository currently targets modern local/server setups with PHP 8.x and MariaDB.
Project Status
* Version: v10 Full Refactor
* PHP 8.3+ compatible
* Actively maintained
* Suitable for production servers
* Major legacy codebase modernization completed
Upgrading from older versions is not recommended. Perform a fresh installation and migrate data manually if required.
Version 10 Highlights
Massive Code Refactor
* Fully refactored Templates folder/system.
* Added 🇫🇷 French and 🇷🇴 Romanian languages.
* GameEngine fully refactored, file by file, with randomized equivalence testing (20k-30k cases per critical function).
* Database.php (~450 methods) split into 14 domain traits under GameEngine/Database/ - zero call-site changes, validated via reflection parity.
* Automation.php (~116 methods) split into 11 domain traits under GameEngine/Automation/ using the same method.
* Village.php: production getters unified, one UPDATE per resource tick instead of two, side-effect-free constructor with explicit tick(), automation lock race (TOCTOU) fixed.
* Building.php: build requirements rewritten as a declarative table, per-village instance caches, dead code removed (2,085 -> 1,829 lines).
* Units.php, Market.php, Message.php, Profile.php and Chat.php refactored and hardened.
* starvation() function in Automation refactored and split into multiple methods.
* sendUnitsComplete() function fully refactored, reducing a 1711-line function into 26 separate methods.
* checkAllianceEmbassiesStatus() in Database redesigned and split into multiple functions.
* Medal system completely rewritten for easier maintenance and readability.
* Removed obsolete and unused code/folders from both the game and Admin Panel.
* Automation moved to a real cron job (currently triggered by page loads).
* Database cleanup with configurable retention (battle reports, chat, stale rows).
* SQL index audit for hot columns.
* Static asset compression and browser caching (.htaccess).
New Playable Tribes
Four fully playable tribes added on top of the original three, across the data layer, game engine and templates:
* Huns (tribe 6, units u51-u60) - Command Center (gid 44) replaces Residence/Palace, Makeshift Wall.
* Egyptians (tribe 7, units u61-u70) - Waterworks, Stone Wall.
* Spartans (tribe 8, units u71-u80) - Defensive Wall.
* Vikings (tribe 9, units u81-u90) - Barricade.
* New buildings integrated across gids 42-50 (incl. the Hospital family and Great Workshop) with per-tribe build requirements.
* Unit-range formula (tribe-1)*10+1; Great Building training queue offset moved to +500 to avoid unit-ID conflicts.
* Per-tribe Academy templates, troops.tpl unit cap raised 50 -> 90, statistics routing and CSS, profile/ranking/map tribe arrays, admin dropdowns, install feature flags.
* Three-step registration wizard: visual tribe cards -> starting quadrant -> confirmation.
T4 Hero System
Travian 4-style hero system ported into the T3.6 engine, in phases:
* Items backend (HeroItems.php) with equippable hero items and data layer.
* Adventures backend (HeroAdventure.php) with adventure generation and rewards.
* Auction house (HeroAuction.php) for player-to-player item trading.
* Battle and speed integration (HeroBattleBonus.php + Battle.php hooks): item fighting strength, per-unit weapon bonuses, armor damage reduction, hunting horn and speed effects, artwork culture-point item.
Admin Panel
* Complete frontend and backend redesign.
* New Admin Panel design.
* New homepage with server statistics.
* New Server Info page.
* New Natars Management format.
* New debug log system.
* New maintenance mode system (banned players remain banned after maintenance).
* New server reset system.
* Username rename moved to Edit User.
* Added Edit Protection in Edit User.
* Alliance editor added (frontend & backend).
* Removed duplicate player pencils; user and alliance editing are now separated.
* Improved punish system (troop deletion now works correctly).
* Ban by IP support added.
* Ban system redesigned:
* In-game ban reason visible.
* Moderator name visible.
* Ban history included.
* Unified log system:
* Admin Panel logs tab.
* Village logs.
* Technology logs.
* Troop logs.
* Various game logs.
* Account deletion page improved:
* Displays deletion process status.
* Allows cancellation of deletion.
* Fixed Multihunter access during installation.
Gameplay Improvements
* Vacation Mode added (requires 9 conditions).
* Alliance rank and privilege management added.
* Main Building instant demolition with 10 gold.
* Account Statement added in Travian Plus section (received/spent gold history).
* Winner registration check added.
* Medal onclick support.
* Complete Preferences system (frontend & backend):
* Language
* Time format
* Large map
* Reports
* Auto-completions
* Other player settings
* Server Milestones system (first village, first artifact, WW progress...) with ranking widget and SVG badges.
* Mead-Festival mechanic for the Brewery (Teuton-only, 72-hour timer) with correct catapult-confusion integration.
* New Special Medal System:
* Artifact Owner
* WW Owner
* WW Winner
* Hero Level 100
* Great Warehouse Owner
* Great Granary Owner
* Wall Master
Bug Fixes
* Oasis regeneration fixed after attacks without conquest.
* Parallel training exploit fixed.
* Infinite gold exploit fixed.
* Race conditions fixed for:
* Market
* Hero
* Troops
* Various game mechanics
* Winner registration issues fixed.
* Punish troop deletion fixed.
* Huns can now build the Stonemason's Lodge (via Command Center >= 3) - engine and templates.
* Master Builder gold finish now always deducts resources (was free with <= 2 queued jobs) and validates the building type instead of the slot number.
* finishAll() no longer recomputes culture points from stale cached data (wrong CP was being persisted).
* isCastleBuilt() strict type check - a WW at level 26 or a matching village ref no longer falsely blocks Palace construction.
* Undefined-variable warnings on PHP 8 fixed (chat refresh wrote to the error log on every request).
Security Improvements
* Full Admin Panel security overhaul.
* Game mechanics security updates.
* New CSRF protection system implemented.
* Added protection against race conditions.
* Improved validation across critical systems.
* Server-side culture-point check on village founding was silently bypassed - fixed (client-side was the only enforcement).
* IDOR in friend-list operations fixed: client-supplied user ID replaced with the session user.
* Negative-amount guard on marketplace resource sending.
* Repo-wide audit (342 PHP files, ~66k lines): systemic cache-invalidation gaps closed via a central invalidateCachesFor(), reflected XSS fixes (warsim.php, Preferences), hardened .htaccess, error_reporting bitmask and MD5-fallback guards.
New Systems
* Full alliance editing system.
* New account statement system.
* New maintenance mode logic.
* New reset server system.
* New debug log system.
* New logging architecture.
* New Preferences system.
* New Special Medal system.
Installer
* New installation design.
* Multihunter access fixed during installation.
Performance Improvements
* Added caching in critical areas.
* Dynamic table prefix support.
* Better query handling.
* Improved world generation.
* Improved reset operations.
Refactor Progress
Completed
* Templates system.
* Admin Panel.
* Frontend and backend redesign.
* GameEngine (full sweep - all files audited, refactored where needed).
* Automation functions + split into 11 domain traits.
* Database split into 14 domain traits, with request-level caching and central invalidation.
* Units, Technology, Village, Building, Market, Message, Profile and Chat refactors.
* Medal system.
* Logging system.
Still Planned
Nothing for the moment !
Miscellaneous
* Added 🇫🇷 French language.
* Added 🇷🇴 Romanian language.
* Improved code readability and maintainability across the entire project.
* Removed hundreds of lines of legacy and duplicate code.
* Multiple internal optimizations and quality-of-life improvements.
## Quick Start (Docker)
```bash
git clone https://github.com/Shadowss/TravianZ.git
cd TravianZ
cp .env.example .env
docker compose up -d
```
Then open:
- `http://localhost:8080/install`
Detailed container guide: [DOCKER_README.md](DOCKER_README.md)
## System Requirements
Recommended:
- PHP `8.3+`
- MariaDB `latest stable` (or MySQL-compatible server)
- Apache or Nginx with PHP support
- Linux server with enough CPU/RAM for your expected player count
Notes:
- The game is query-heavy by design (legacy architecture), so shared hosting can become a bottleneck quickly.
- For medium/large servers, prefer dedicated or well-sized VPS infrastructure.
## Installation (Web Installer)
1. Start services (Docker) or prepare your web+DB stack.
2. Open `http://your-host/install`.
3. Fill database settings:
- Host: `db` (Docker) or your DB host
- Port: usually `3306`
- DB/User/Password from your environment
4. Complete installer steps:
- DB structure
- World data
- Croppers build
5. After success, access the game root.
6. Installation in cPanel (Cron Jobs → Add New Cron Job, every minute):
- * * * * * /usr/bin/php /home/USER/public_html/cron.php >/dev/null 2>&1 (REPLACE USER WITH YOUR USERNAME)
## Environment Configuration
Use `.env` (copy from `.env.example`) to manage deployment values.
Main keys:
- `MARIADB_ROOT_PASSWORD`
- `MARIADB_DATABASE`
- `MARIADB_USER`
- `MARIADB_PASSWORD`
- `DB_HOST`
- `DB_PORT`
Legacy compatibility keys (`MYSQL_*`) are still supported and can inherit MariaDB values.
## Admin Panel
Admin entrypoint:
- `http://your-host/Admin/admin.php`
Recent improvements include:
- Full incremental refactored GameEngine and Templates folder
- Added cache on Database.php and Automation.php and other important files
- Dynamic table prefix support in map tile queries
## Security: IP bans & reverse proxies
The admin **Ban** page can ban by **IP address** in addition to per-account bans
(`Admin/admin.php?p=ban` -> *Ban IP Address*). A banned IP receives an "Access blocked"
page on every game page. Admins and Multihunters are never affected, and the admin
panel itself is always reachable (no self-lockout). IPv4 and IPv6 are supported.
### Configuration (`GameEngine/config.php`)
| Constant | Default | Purpose |
|----------|---------|---------|
| `BAN_IP_ENABLED` | `true` | Master switch for IP-ban enforcement. |
| `IP_TRUSTED_PROXIES` | `""` | Comma-separated proxy IPs/CIDRs allowed to set the forwarded header. |
| `IP_FORWARDED_HEADER` | `"HTTP_X_FORWARDED_FOR"` | `$_SERVER` key read for the real client IP when behind a trusted proxy. |
**Security model:** only `REMOTE_ADDR` (the direct peer) is trusted by default — it
cannot be spoofed. Forwarded headers are honoured **only** when `REMOTE_ADDR` is in
`IP_TRUSTED_PROXIES`. This prevents a visitor from bypassing a ban with a forged
`X-Forwarded-For` header.
### Deployment scenarios
**1. Direct access (no proxy)** — default, nothing to do:
```php
define("IP_TRUSTED_PROXIES", "");
```
**2. Behind a reverse proxy** (Nginx, Nginx Proxy Manager / NPMplus, Traefik, Caddy, …):
```php
// your proxy's address, or a CIDR (e.g. 10.0.0.0/8 / 172.16.0.0/12 for a Docker bridge network)
define("IP_TRUSTED_PROXIES", "10.0.0.1");
define("IP_FORWARDED_HEADER", "HTTP_X_FORWARDED_FOR");
```
The proxy must forward the client IP. Prefer **overwriting** the header with the real
peer rather than appending a client-supplied value (non-spoofable). Nginx example:
```nginx
proxy_set_header X-Forwarded-For $remote_addr;
proxy_set_header X-Real-IP $remote_addr;
```
**3. Behind Cloudflare:**
```php
define("IP_TRUSTED_PROXIES", "<your origin proxy or the Cloudflare IP ranges>");
define("IP_FORWARDED_HEADER", "HTTP_CF_CONNECTING_IP");
```
> ⚠️ **Important:** behind a proxy, if `IP_TRUSTED_PROXIES` is left empty, every
> visitor is seen with the proxy's IP — a single IP ban would then block everyone.
> Always set it to your proxy's address.
### Verify
Check the resolved IP in the admin **Unified Admin Log** (a login entry shows the
client IP), or temporarily print `$_SERVER['REMOTE_ADDR']` and the forwarded header:
`REMOTE_ADDR` should be your proxy, and the forwarded header should carry the real
client IP.
## Performance Notes
For large worlds (for example `400x400`), generation tasks can be expensive.
Recent optimizations include:
- world data generation tuning for bulk operations
- croppers generation batching and progress streaming
- safer DB/session handling during installer workflows
For production-like loads, monitor:
- DB CPU and slow queries
- PHP-FPM/Apache worker limits
- disk I/O during installer and reset operations
## Troubleshooting
Common checks:
1. If installer cannot connect to DB:
- verify `DB_HOST`, port, user and password
- in Docker, host should be `db`, not `localhost`
2. If permissions fail during install:
- ensure web user can write required runtime files/folders
3. If pages show warnings after PHP upgrade:
- ensure latest code is deployed
- clear opcode/cache and retry
For container-specific troubleshooting, see [DOCKER_README.md](DOCKER_README.md).
## Development
Useful commands:
```bash
# Start stack
docker compose up -d
# Logs
docker compose logs -f web
# Validate PHP files
find . -name '*.php' -not -path './var/*' -print0 | xargs -0 -n1 php -l
```
Repository references:
- Change history: [CHANGELOG.md](CHANGELOG.md)
- Contribution guide: [CONTRIBUTING.md](CONTRIBUTING.md)
- Code of conduct: [CODE_OF_CONDUCT.md](CODE_OF_CONDUCT.md)
## Community and Support
- Issues: https://github.com/Shadowss/TravianZ/issues
- Wiki: https://github.com/Shadowss/TravianZ/wiki
- Chat: https://gitter.im/TravianZ-V8/Lobby
## Credits
Thanks to the original and current maintainers, contributors, testers, and the TravianZ community.
Special acknowledgement to all legacy authors and maintainers who kept this project alive through multiple iterations.
## License
This project is licensed under the terms described in [LICENSE](LICENSE).