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## 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 -->