mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-23 20:10:43 +00:00
feat(anon): memorable, collision-proof animal anonymous names (#4611)
## Description: Makes OpenFront's anonymised names **memorable and collision-proof**. Anonymised lobbies (e.g. OFM tournaments) previously showed opaque names — the `Anon420` fallback and hash-derived civ-tribe names in the overlay — that were hard to remember and could repeat within a viewer's view, so players couldn't reliably track opponents across a match. **What changed** - **`src/core/AnonAnimals.ts`** (new): an 80-word animal bank + `anonAnimalName(slot, offset)`. Consecutive slots map to **distinct** handles — the 80 animals fill first (`round 0` → a bare `AnonWolf`), then a single round digit counts up (`AnonWolf1`, …). At a fixed offset, two slots can never collide. - **`GameServer.anonName`**: assigns each player its **join-order slot** in `allClients` (stable — late-joiners append so existing names never shift; reconnects reuse their slot) plus a **per-viewer offset**. So within any one viewer's view no two players can share a name, while different viewers still see different names for the same player (**anti-team preserved**). Replaces the old per-pair hash and removes the now-dead `anonymousUsername` helper. - **Client fallback** (`genAnonUsername`): draws a random slot through the same helper (no roster client-side → best-effort); the overlay is what guarantees uniqueness in-game. - `createRandomName` (nation/other display names) is untouched. **Desync safety — audited against #4426** #4426 fixed a desync where `PlayerExecution` seeded `removeClusters()` from `player.name()`, a value anonymize-names makes per-client. This change preserves that invariant: | Check | Result | |---|---| | Deterministic state hash reads `name()`? | **No** — `PlayerImpl.hash = simpleHash(id)·(troops+numTilesOwned) + Σ unit.hash`; `UnitImpl.hash = tile + simpleHash(type)·id` | | `removeClusters` seed | `simpleHash(player.id())` — id-based (#4426 fix), untouched | | Where `anonName` is called | only `startInfoFor` / `gameInfo` — per-viewer wire payloads, never the sim | | Archived record | uses `wireGameStartInfo` (real names) — untouched → replay/scoring unaffected | | Net new sim inputs | none — only the display string + server-side roster order | The name is display-only and the simulation is name-blind, so this cannot desync. **Testing** - New `tests/AnonAnimals.test.ts`: the no-collision guarantee (250 distinct slots → 250 distinct names), round roll-over, per-viewer variation, wire-validity/length. - Existing `tests/server/AnonymizeNames.test.ts` overlay suite still passes. - Full suite green locally (`npm test` + `npm run test:coverage`), plus `build-prod`, `eslint`, and `prettier --check .` clean. ## Please complete the following: - [x] I have added screenshots for all UI updates — _N/A, no UI changes (in-game name string only)_ - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file — _N/A, generated handles are not translatable identifiers_ - [x] I have added relevant tests to the test directory — `tests/AnonAnimals.test.ts` ## Please put your Discord username so you can be contacted if a bug or regression is found: <!-- TODO: fill in Discord username -->
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
import { LitElement, html } from "lit";
|
||||
import { customElement, property, state } from "lit/decorators.js";
|
||||
import { generateCryptoRandomUUID, translateText } from "../client/Utils";
|
||||
import { translateText } from "../client/Utils";
|
||||
import { ANON_ANIMALS, anonAnimalName } from "../core/AnonAnimals";
|
||||
import { sanitizeClanTag } from "../core/Util";
|
||||
import {
|
||||
MAX_CLAN_TAG_LENGTH,
|
||||
@@ -318,10 +319,24 @@ export class UsernameInput extends LitElement {
|
||||
}
|
||||
}
|
||||
|
||||
// A memorable anonymous username: "Anon" + animal (+ digit), the same handle
|
||||
// format the server-side anonymisation overlay uses (anonAnimalName). Client-side
|
||||
// fallback for players who never set a name — no roster here, so it draws a
|
||||
// random slot (best-effort-unique); the overlay is what guarantees uniqueness
|
||||
// in-game.
|
||||
//
|
||||
// Rejection-sample a uniform slot in [0, bound) from the CSPRNG: drawing a raw
|
||||
// uint32 and taking `% bound` would be very slightly biased (the top partial
|
||||
// bucket), so we discard the unrepresentable tail first. The bias is cosmetically
|
||||
// irrelevant here, but this keeps the draw provably uniform.
|
||||
export function genAnonUsername(): string {
|
||||
const uuid = generateCryptoRandomUUID();
|
||||
const cleanUuid = uuid.replace(/-/g, "").toLowerCase();
|
||||
const decimal = BigInt(`0x${cleanUuid}`);
|
||||
const threeDigits = decimal % 1000n;
|
||||
return "Anon" + threeDigits.toString().padStart(3, "0");
|
||||
const bound = ANON_ANIMALS.length * 10;
|
||||
const limit = Math.floor(0x1_0000_0000 / bound) * bound;
|
||||
const buf = new Uint32Array(1);
|
||||
let rand: number;
|
||||
do {
|
||||
crypto.getRandomValues(buf);
|
||||
rand = buf[0] ?? 0;
|
||||
} while (rand >= limit);
|
||||
return anonAnimalName(rand % bound);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user