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## Summary The client half of the verified-name plan: subscribers with a claimed bare name can opt in to play under it, and the game renders a **server-validated** blue verified check next to their name. ### Verified toggle (username row) - Blue check-circle badge + "Verified" label act as a toggle button in the play username row, shown to all users (hidden on CrazyGames via `no-crazygames`); both turn blue when active and the input locks to the bare account name — `getUsername()` feeds every join path. - Non-subscribers (logged out, `unclaimed`, lapsed `claimed`) get a subscribe-first dialog whose **View store** routes to `#modal=store&tab=subscriptions`. Entitled players without a usable name (never set, or `TEMPORARY####`) are routed to the account modal instead. - The opt-in persists in localStorage but never auto-enables while ineligible; unchecking restores the saved free-form name. Anonymity stays a first-class option. - After a successful username save the page reloads so every consumer restarts from a fresh `/users/@me`. ### In-game badge (GL name pass) - New `verified` boolean on `PlayerCosmeticRefsSchema` (client claim) and `PlayerCosmeticsSchema` (resolved). `getPlayerCosmeticsRefs()` sets it from the toggle state, covering both the multiplayer join and locally-resolved singleplayer paths. - **Server-validated at join, today**: the Worker already fetches `/users/@me` with the client's token on every authenticated join (flares/friends/clans), and that response carries the account username since #4644 — so `verifiedBadgeAllowed` keeps the claim only when the bare-name status is `premium`/`indefinite` AND the join name exactly matches the account's resolved display name. Zero extra requests, no token-claim staleness. Mismatches strip the badge rather than rejecting the join; a pre-start rejoin identity change also drops it (that path skips join-time validation). Anonymous persistent-ID joins exist only in Dev and keep the claim for local testing. - Rendering: 10th instanced slot in the name pass's `StatusIconProgram`, anchored just right of the name text (`nameHalfWidth` was already in the player data texture), slightly below the name line's center. The badge art is a new cell (index 11) in `status-atlas.png`; the flag rides the free `pd8.y` column. Anonymized viewers never see it (cosmetics are already stripped for hidden players). ## Test plan - Full suite passes (2,047 + 173), including new tests: cosmetics schema `verified` (optional/boolean-only), `Privilege.isAllowed` pass-through, and `verifiedBadgeAllowed` (exact match, case rejection, unentitled statuses, missing name). - Headless real-app verification of every toggle state (dialogs, persistence, silent drops, store-tab routing, save→reload) with stubbed API routes. - Drove a real singleplayer game headless (WebGL via ANGLE Metal): the blue check renders to the right of "Bob", scaled and tucked to the name; bot/nation names show no badge. Screenshot-verified. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
289 lines
9.4 KiB
TypeScript
289 lines
9.4 KiB
TypeScript
import { GameType } from "../../src/core/game/Game";
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import { UsernameSchema } from "../../src/core/Schemas";
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import { Client } from "../../src/server/Client";
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import { GameServer } from "../../src/server/GameServer";
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function makeMockWs() {
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return {
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on: () => {},
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removeAllListeners: () => {},
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send: vi.fn(),
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close: vi.fn(),
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readyState: 1,
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};
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}
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function makeClient(
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clientID: string,
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persistentID: string,
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username: string,
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clanTag: string | null,
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role: string | null = null,
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publicId: string | undefined = undefined,
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friends: string[] = [],
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cosmetics: { verified?: boolean } | undefined = undefined,
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): Client {
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return new Client(
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clientID,
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persistentID,
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null,
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role,
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undefined,
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"127.0.0.1",
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username,
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clanTag,
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makeMockWs() as any,
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cosmetics,
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publicId,
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friends,
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);
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}
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// creator = lobby host, admin = admin role, alice + bob = regular players.
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function makeGame(
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anonymizeNames: boolean,
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disableClanTags = false,
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nameReveals: string[] = [],
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nameRevealPublicIds: string[] = [],
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) {
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const logger: any = {
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child: vi.fn().mockReturnThis(),
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info: vi.fn(),
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warn: vi.fn(),
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error: vi.fn(),
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};
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const game = new GameServer(
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"g1",
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logger,
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Date.now(),
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{
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gameType: GameType.Private,
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anonymizeNames,
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disableClanTags,
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nameReveals,
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nameRevealPublicIds,
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} as any,
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"creator-pid",
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);
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[
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makeClient("creator", "creator-pid", "CreatorReal", "HOST"),
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makeClient("admin", "admin-pid", "AdminReal", "ADM", "admin"),
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makeClient(
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"alice",
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"alice-pid",
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"AliceReal",
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"AAA",
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null,
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"alice-pub",
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["bob-pub"],
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// Join-time validated cosmetics (enforceVerifiedBadge already ran).
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{ verified: true },
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),
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makeClient("bob", "bob-pid", "BobReal", "BBB", null, "bob-pub"),
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].forEach((c) => game.joinClient(c));
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return game;
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}
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const REAL_NAMES = ["CreatorReal", "AdminReal", "AliceReal", "BobReal"];
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const byId = (info: any, id: string) =>
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info.clients.find((c: any) => c.clientID === id);
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describe("anonymizeNames: gameInfo (lobby / HTTP / preview)", () => {
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beforeEach(() => vi.useFakeTimers());
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afterEach(() => {
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vi.clearAllTimers();
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vi.useRealTimers();
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});
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it("off: everyone sees real names and clan tags", () => {
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const info = makeGame(false).gameInfo("alice");
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expect(byId(info, "bob").username).toBe("BobReal");
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expect(byId(info, "creator").clanTag).toBe("HOST");
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});
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it("on: a regular player sees themselves but not others", () => {
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const info = makeGame(true).gameInfo("alice");
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expect(byId(info, "alice").username).toBe("AliceReal"); // self
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const bob = byId(info, "bob");
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expect(bob.username).not.toBe("BobReal");
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expect(REAL_NAMES).not.toContain(bob.username);
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expect(bob.clanTag).toBeNull();
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expect(bob.friends).toBeUndefined();
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expect(UsernameSchema.safeParse(bob.username).success).toBe(true);
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});
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it("on: nobody is exempt by default, not even the host", () => {
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const info = makeGame(true).gameInfo("creator");
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expect(byId(info, "creator").username).toBe("CreatorReal"); // own name
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const bob = byId(info, "bob");
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expect(bob.username).not.toBe("BobReal"); // host does NOT see others
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expect(REAL_NAMES).not.toContain(bob.username);
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});
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it("on: a granted viewer (nameReveals) sees everyone's real names", () => {
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const info = makeGame(true, false, ["alice"]).gameInfo("alice");
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for (const id of ["creator", "admin", "bob"]) {
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expect(REAL_NAMES).toContain(byId(info, id).username);
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}
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});
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it("on: a non-granted viewer still sees only themselves", () => {
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const info = makeGame(true, false, ["alice"]).gameInfo("bob");
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expect(byId(info, "bob").username).toBe("BobReal"); // self
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expect(REAL_NAMES).not.toContain(byId(info, "alice").username);
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});
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it("on: a viewer granted by account (nameRevealPublicIds) sees everyone's real names", () => {
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// alice's clientID is "alice", her account publicId is "alice-pub" — the grant
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// is keyed by publicId and resolved back to her clientID at lookup.
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const info = makeGame(true, false, [], ["alice-pub"]).gameInfo("alice");
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for (const id of ["creator", "admin", "bob"]) {
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expect(REAL_NAMES).toContain(byId(info, id).username);
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}
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});
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it("on: a viewer NOT in nameRevealPublicIds still sees only themselves", () => {
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const info = makeGame(true, false, [], ["alice-pub"]).gameInfo("bob");
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expect(byId(info, "bob").username).toBe("BobReal"); // self
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expect(REAL_NAMES).not.toContain(byId(info, "alice").username);
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});
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it("on: no viewer (HTTP / preview) anonymizes everyone", () => {
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const info = makeGame(true).gameInfo();
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for (const id of ["creator", "admin", "alice", "bob"]) {
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expect(REAL_NAMES).not.toContain(byId(info, id).username);
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expect(byId(info, id).clanTag).toBeNull();
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}
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});
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it("on: a viewer's view of a player is stable across calls", () => {
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const game = makeGame(true);
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expect(byId(game.gameInfo("alice"), "bob").username).toBe(
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byId(game.gameInfo("alice"), "bob").username,
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);
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});
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});
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describe("verified badge in gameInfo", () => {
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beforeEach(() => vi.useFakeTimers());
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afterEach(() => {
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vi.clearAllTimers();
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vi.useRealTimers();
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});
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it("real entries carry verified from the join-validated cosmetics", () => {
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const info = makeGame(false).gameInfo("bob");
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expect(byId(info, "alice").verified).toBe(true);
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expect(byId(info, "bob").verified).toBeUndefined();
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});
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it("anonymized entries never carry verified", () => {
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const info = makeGame(true).gameInfo("bob");
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expect(byId(info, "alice").verified).toBeUndefined();
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});
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it("the anonymized player still sees their own badge", () => {
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const info = makeGame(true).gameInfo("alice");
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expect(byId(info, "alice").verified).toBe(true);
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});
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});
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describe("anonymizeNames: config updates propagate", () => {
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beforeEach(() => vi.useFakeTimers());
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afterEach(() => {
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vi.clearAllTimers();
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vi.useRealTimers();
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});
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it("turning it off un-anonymizes (not stuck on)", () => {
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const game = makeGame(true);
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game.updateGameConfig({ anonymizeNames: false });
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expect(byId(game.gameInfo("alice"), "bob").username).toBe("BobReal");
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});
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it("clearing nameReveals revokes the grant", () => {
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const game = makeGame(true, false, ["alice"]);
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expect(byId(game.gameInfo("alice"), "bob").username).toBe("BobReal"); // granted
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game.updateGameConfig({ nameReveals: [] });
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expect(byId(game.gameInfo("alice"), "bob").username).not.toBe("BobReal"); // revoked
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});
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it("granting nameRevealPublicIds at runtime reveals by account; clearing revokes", () => {
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const game = makeGame(true);
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expect(byId(game.gameInfo("alice"), "bob").username).not.toBe("BobReal"); // not granted
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game.updateGameConfig({ nameRevealPublicIds: ["alice-pub"] });
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expect(byId(game.gameInfo("alice"), "bob").username).toBe("BobReal"); // granted by account
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game.updateGameConfig({ nameRevealPublicIds: [] });
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expect(byId(game.gameInfo("alice"), "bob").username).not.toBe("BobReal"); // revoked
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});
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});
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describe("anonymizeNames: startInfoFor (in-game start payload)", () => {
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beforeEach(() => vi.useFakeTimers());
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afterEach(() => {
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vi.clearAllTimers();
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vi.useRealTimers();
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});
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function withStartInfo(anonymizeNames: boolean) {
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const game = makeGame(anonymizeNames);
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const players = [
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{
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clientID: "creator",
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username: "CreatorReal",
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clanTag: "HOST",
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isLobbyCreator: true,
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friends: [],
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},
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{
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clientID: "alice",
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username: "AliceReal",
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clanTag: "AAA",
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cosmetics: { flag: "fr" },
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friends: ["bob"],
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},
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{ clientID: "bob", username: "BobReal", clanTag: "BBB", friends: [] },
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];
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const startInfo = { gameID: "g1", lobbyCreatedAt: 0, config: {}, players };
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(game as any).gameStartInfo = startInfo;
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(game as any).wireGameStartInfo = JSON.parse(JSON.stringify(startInfo));
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return game;
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}
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const player = (info: any, id: string) =>
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info.players.find((x: any) => x.clientID === id);
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it("anonymizes others, keeps self, strips clan/cosmetics/friends", () => {
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const info = (withStartInfo(true) as any).startInfoFor("bob");
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expect(player(info, "bob").username).toBe("BobReal"); // self
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const alice = player(info, "alice");
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expect(alice.username).not.toBe("AliceReal");
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expect(UsernameSchema.safeParse(alice.username).success).toBe(true);
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expect(alice.clanTag).toBeNull();
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expect(alice.cosmetics).toBeUndefined();
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expect(alice.friends).toBeUndefined();
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});
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it("shows the same anonymized name in-game as in the lobby", () => {
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const game = withStartInfo(true);
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const inGame = player((game as any).startInfoFor("bob"), "alice").username;
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expect(inGame).toBe(byId(game.gameInfo("bob"), "alice").username);
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});
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it("never mutates gameStartInfo (the archived record stays real)", () => {
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const game = withStartInfo(true);
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(game as any).startInfoFor("bob");
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const rec = player((game as any).gameStartInfo, "alice");
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expect(rec.username).toBe("AliceReal");
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expect(rec.clanTag).toBe("AAA");
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expect(rec.cosmetics).toEqual({ flag: "fr" });
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});
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it("off: returns the shared wire start info unchanged", () => {
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const game = withStartInfo(false);
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expect((game as any).startInfoFor("bob")).toBe(
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(game as any).wireGameStartInfo,
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);
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});
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});
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