Zixer1andevanpelle 0a2a85423c 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 -->
2026-07-16 10:38:51 -07:00
2026-07-01 14:25:25 -07:00
2026-05-31 15:09:08 +01:00
2026-05-31 15:09:08 +01:00
2026-05-31 15:09:08 +01:00

OpenFrontIO Logo

OpenFront.io is an online real-time strategy game focused on territorial control and alliance building. Players compete to expand their territory, build structures, and form strategic alliances in various maps based on real-world geography.

This is a fork/rewrite of WarFront.io. Credit to https://github.com/WarFrontIO.

CI Crowdin CLA assistant License: AGPL v3 Assets: CC BY-SA 4.0

License

OpenFront source code is licensed under the GNU Affero General Public License v3.0

Current copyright notices appear in:

  • Footer: "© OpenFront and Contributors"
  • Loading screen: "© OpenFront and Contributors"

Modified versions must preserve these notices in reasonably visible locations.

See the LICENSE for complete requirements.

For asset licensing, see LICENSE-ASSETS.
For license history, see LICENSING.md.

🌟 Features

  • Real-time Strategy Gameplay: Expand your territory and engage in strategic battles
  • Alliance System: Form alliances with other players for mutual defense
  • Multiple Maps: Play across various geographical regions including Europe, Asia, Africa, and more
  • Resource Management: Balance your expansion with defensive capabilities
  • Cross-platform: Play in any modern web browser

📋 Prerequisites

  • npm (v10.9.2 or higher)
  • A modern web browser (Chrome, Firefox, Edge, etc.)

🚀 Installation

  1. Clone the repository

    git clone https://github.com/openfrontio/OpenFrontIO.git
    cd OpenFrontIO
    
  2. Install dependencies

    npm run inst
    

    Do NOT use npm install nor npm i but instead use our npm run inst. It runs the safer npm ci --ignore-scripts to install dependencies exactly according to the versions in package-lock.json and doesn't run scripts. This can prevent being hit by a supply chain attack.

🎮 Running the Game

Development Mode

Run both the client and server in development mode with live reloading:

npm run dev

This will:

  • Start the webpack dev server for the client
  • Launch the game server with development settings
  • Open the game in your default browser (to disable this behavior, set SKIP_BROWSER_OPEN=true in your environment)

Client Only

To run just the client with hot reloading:

npm run start:client

Server Only

To run just the server with development settings:

npm run start:server-dev

Connecting to staging or production backends

Sometimes it's useful to connect to production servers when replaying a game, testing user profiles, purchases, or login flow.

To replay a production game, make sure you're on the same commit that the game you want to replay was executed on, you can find the gitCommit value via https://api.openfront.io/game/[gameId]. Unfinished games cannot be replayed on localhost.

To connect to staging api servers:

npm run dev:staging

To connect to production api servers:

npm run dev:prod

🛠️ Development Tools

  • Format code:

    npm run format
    
  • Lint code:

    npm run lint
    
  • Lint and fix code:

    npm run lint:fix
    
  • Testing

    npm test
    

🏗️ Project Structure

  • /src/client - Frontend game client
  • /src/core - Deterministic game simulation
  • /src/server - Backend game server
  • /resources - Static assets (images, maps, etc.)

🤝 Contributing

Contributions and translations are welcome! See CONTRIBUTING.md for the workflow, the approved-issue process, project governance, and translation info.

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