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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 -->
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@@ -0,0 +1,104 @@
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// Word bank for anonymous usernames (see genAnonUsername). Each entry is a
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// single, memorable animal word that is username-safe on its own (matches
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// UsernameSchema's [a-zA-Z0-9_ üÜ.] and, prefixed with "Anon" plus one digit,
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// stays under MAX_USERNAME_LENGTH). Kept as recognisable animals with a matching
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// emoji so a future cosmetic pass can pair each name with its animal badge.
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// Order is irrelevant — genAnonUsername indexes into this by a random value.
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export const ANON_ANIMALS: readonly string[] = [
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"Wolf",
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"Fox",
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"Bear",
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"Panda",
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"Koala",
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"Tiger",
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"Lion",
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"Leopard",
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"Cheetah",
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"Jaguar",
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"Otter",
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"Seal",
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"Sloth",
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"Raccoon",
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"Badger",
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"Skunk",
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"Hedgehog",
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"Squirrel",
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"Hamster",
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"Rabbit",
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"Boar",
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"Horse",
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"Zebra",
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"Deer",
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"Moose",
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"Bison",
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"Ram",
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"Goat",
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"Camel",
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"Llama",
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"Giraffe",
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"Elephant",
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"Rhino",
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"Hippo",
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"Gorilla",
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"Orangutan",
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"Monkey",
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"Kangaroo",
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"Bat",
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"Falcon",
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"Eagle",
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"Hawk",
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"Owl",
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"Raven",
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"Swan",
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"Goose",
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"Duck",
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"Chicken",
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"Rooster",
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"Penguin",
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"Flamingo",
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"Peacock",
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"Parrot",
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"Turkey",
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"Dove",
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"Shark",
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"Whale",
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"Dolphin",
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"Orca",
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"Octopus",
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"Squid",
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"Crab",
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"Lobster",
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"Shrimp",
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"Pufferfish",
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"Turtle",
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"Crocodile",
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"Snake",
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"Cobra",
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"Lizard",
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"Gecko",
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"Frog",
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"Bee",
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"Butterfly",
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"Beetle",
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"Ant",
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"Spider",
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"Scorpion",
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"Snail",
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"Ladybug",
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];
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// "Anon" + animal + optional round number, from a slot index and a per-viewer
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// offset (e.g. "AnonWolf", "AnonFox", … then "AnonWolf1" once all 80 are used).
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// Consecutive slots map to DISTINCT handles: the 80 animals fill first (round 0
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// → a bare name), then the round counts up. So for a fixed offset, two different
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// slots can never collide — that is what lets the anonymisation overlay
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// guarantee unique names by feeding it join-order slots. The offset rotates
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// which animal each slot lands on, so different viewers see a different name for
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// the same player. Output is always wire-valid (letters + optional digits).
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export function anonAnimalName(slot: number, offset = 0): string {
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const s = Math.abs(Math.trunc(slot));
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const o = Math.abs(Math.trunc(offset));
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const animal = ANON_ANIMALS[(s + o) % ANON_ANIMALS.length];
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const round = Math.floor(s / ANON_ANIMALS.length);
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return round === 0 ? `Anon${animal}` : `Anon${animal}${round}`;
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}
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@@ -377,18 +377,6 @@ export function createRandomName(
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return randomName;
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}
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// Deterministic anonymized username. Reuses createRandomName, then strips the
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// emoji and any illegal chars so it passes UsernameSchema and survives the wire
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// (createRandomName's output is a display string, not a valid username).
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export function anonymousUsername(seed: string): string {
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const base = createRandomName(seed, PlayerType.Human) ?? "";
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const name = base
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.replace(/[^a-zA-Z0-9_ üÜ.]/g, "")
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.trim()
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.slice(0, 27);
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return name.length >= 3 ? name : "Player";
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}
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export const emojiTable = [
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["😀", "😊", "🥰", "😇", "😎"],
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["😞", "🥺", "😭", "😱", "😡"],
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