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OpenFrontIO/resources
ad8d7e995a feat(client): verified-name toggle (play under your account name) (#4648)
## 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)

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Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 08:28:21 -07:00
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