Fix anonymous-names setting not hiding names on the map (#4345)

## Problem

Enabling the **hidden names** (anonymous names) setting hid names in the
leaderboard/HUD but **not on the map**.

The GL name renderer (`NamePass`) drew `slot.static.displayName` —
always the real name — and never consulted
`userSettings.anonymousNames()`. The HUD works because it calls
`PlayerView.displayName()` (which honors the setting) on each render,
but the names baked into the GPU texture bypassed that path entirely.

## Fix

Push the *resolved* name into the renderer instead of the raw static
name:

- **`WebGLFrameBuilder.syncPlayers`** registers each player with
`displayName: p.displayName()` (honors the setting) instead of
`static.displayName`. Covers enabling the setting before a game and
players who join after a toggle.
- **`WebGLFrameBuilder.refreshNames` → `MapRenderer` → `Renderer` →
`NamePass.refreshNames`** is a new path that re-resolves cached names
and forces a re-upload (resets `slot.nameLen = 0`, which also recomputes
the name half-width so it stays centered).
- **`ClientGameRunner`** listens for the `settings.anonymousNames`
change event and calls `refreshNames`, mirroring the existing
territory-patterns live toggle.

## Behavior

- Enabled before a game → players register with anonymous names.
- Toggled mid-game → map names flip to/from anonymous on the next sim
tick (~100ms), matching the leaderboard.
- Your own name is unaffected (unchanged — `PlayerView` maps the local
player's anonymous name to their real name).

## Testing

`tsc --noEmit` passes for all edited files. This is a WebGL rendering
change with no straightforward unit test; verified by tracing the data
flow (resolved name → cached `slot.static.displayName` → re-upload on
dirty).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Evan
2026-06-18 14:16:57 -07:00
committed by GitHub
parent 58e8a5fabd
commit 9881b118e4
5 changed files with 48 additions and 0 deletions
+8
View File
@@ -525,6 +525,14 @@ async function createClientGame(
{ signal: graphicsListenerAbort.signal },
);
// Re-resolve names drawn on the map when the anonymous-names setting toggles
// so they switch live, like the leaderboard.
globalThis.addEventListener(
`${USER_SETTINGS_CHANGED_EVENT}:settings.anonymousNames`,
() => webglBuilder.refreshNames(gameView),
{ signal: graphicsListenerAbort.signal },
);
// Re-resolve settings and copy them onto the renderer's live object in
// place (passes hold a reference to it, so they pick the change up).
const regenerateRenderSettings = (): void => {
+16
View File
@@ -70,6 +70,19 @@ export class WebGLFrameBuilder {
this.view.updatePalette(this.palette);
}
/**
* Re-resolve every player's display name (e.g. after toggling the
* anonymous-names setting) and push it to the renderer so the names drawn on
* the map switch live, matching the leaderboard.
*/
refreshNames(gameView: GameView): void {
const displayNames = new Map<string, string>();
for (const p of gameView.players()) {
displayNames.set(p.id(), p.displayName());
}
this.view.refreshNames(displayNames);
}
update(gameView: GameView): void {
this.syncPlayers(gameView);
this.syncPlayerSpawns(gameView);
@@ -224,6 +237,9 @@ export class WebGLFrameBuilder {
newPlayers.push({
...p.static,
// displayName() honors the anonymous-names setting; static.displayName
// is always the real name.
displayName: p.displayName(),
flag: flagUrl,
color: p.territoryColor().toHex(),
});
+3
View File
@@ -163,6 +163,9 @@ export class MapRenderer {
): void {
this.renderer?.updateNames(names, players, snap, statusData);
}
refreshNames(displayNames: Map<string, string>): void {
this.renderer?.refreshNames(displayNames);
}
updateRelations(data: Uint8Array, size: number): void {
this.renderer?.updateRelations(data, size);
}
+5
View File
@@ -779,6 +779,11 @@ export class GPURenderer {
}
}
/** Re-resolve player name strings live (e.g. anonymous-names toggle). */
refreshNames(displayNames: Map<string, string>): void {
this.namePass.refreshNames(displayNames);
}
updateRelations(data: Uint8Array, size: number): void {
this.borderPass.updateRelations(data, size);
this.affiliationPalette.updateRelations(data, size);
@@ -244,6 +244,22 @@ export class NamePass {
}
}
/**
* Replace cached name strings (e.g. after the anonymous-names setting toggles)
* and force a re-upload on the next updateNames pass. slot.static is the same
* object as the playerByID entry, so updating displayName here is what the
* nameLen === 0 re-upload branch reads.
*/
refreshNames(displayNames: Map<string, string>): void {
for (const [id, name] of displayNames) {
const p = this.playerByID.get(id);
if (p === undefined) continue;
p.displayName = name;
const slot = this.slots.get(id);
if (slot !== undefined) slot.nameLen = 0;
}
}
/**
* Request the texture layer for a slot's flag (called once at slot creation).
* If the image is already loaded the layer index is set immediately; otherwise