Fix Lang + Fix train troops in greatbarraks and great stable + fix ally message + refactor battle system #219
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.
⸻
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
- 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).
⸻
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)
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
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)
- Start services (Docker) or prepare your web+DB stack.
- Open
http://your-host/install. - Fill database settings:
- Host:
db(Docker) or your DB host - Port: usually
3306 - DB/User/Password from your environment
- Complete installer steps:
- DB structure
- World data
- Croppers build
- After success, access the game root.
Environment Configuration
Use .env (copy from .env.example) to manage deployment values.
Main keys:
MARIADB_ROOT_PASSWORDMARIADB_DATABASEMARIADB_USERMARIADB_PASSWORDDB_HOSTDB_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:
define("IP_TRUSTED_PROXIES", "");
2. Behind a reverse proxy (Nginx, Nginx Proxy Manager / NPMplus, Traefik, Caddy, …):
// 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:
proxy_set_header X-Forwarded-For $remote_addr;
proxy_set_header X-Real-IP $remote_addr;
3. Behind Cloudflare:
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_PROXIESis 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:
- If installer cannot connect to DB:
- verify
DB_HOST, port, user and password - in Docker, host should be
db, notlocalhost
- If permissions fail during install:
- ensure web user can write required runtime files/folders
- 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.
Development
Useful commands:
# 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
- Contribution guide: CONTRIBUTING.md
- Code of conduct: 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.