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Privacy settings: hide my level, and keep my profile out of search engines - #5771
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A level badge (level bands, prestige emblems, the Legend crown) and an XP bar for the account menu, player profiles and the game stats modal. On the end-of-game screen, the game's XP is revealed a source at a time: a caption per source rolls in over a segmented bar that climbs, pausing with an animation at each level reached, while each source's card lands below. Multipliers then wipe across the cards in the bonus's colours, a subscription tier's own (Sovereign, Warlord, Vanguard), and a milestone or Legend gets its own card. Tapping skips to the end. The modal's buttons get the store's texture and a hover. Every API state is handled (signed out, calculating, ineligible, result), and nothing shows while the API reports progression is off. Resolves #5725 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CodeQL flags the regex (incomplete multi-character sanitization). These tests only compare SVG markup, but removing the comment nodes through the DOM is simpler to read and leaves nothing to flag. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Parse a malformed /users/@me progress object as absent instead of failing the whole profile (which made the player look signed out). - Decide "signed out" for the XP panel from auth state: a /users/@me failure with a live session now hides the panel rather than telling a signed-in player to sign in. The rule lives in ProgressionAccount and is shared by WinModal and GameStatsModal, so both accept a CrazyGames session. - Show a player who was already a Legend with the Legend frame for the whole reveal. - Remove each poll wait's abort listener when its timer fires. - Load the profile's level independently of the profile itself, still dropping a response for a superseded load. - Add a keyboard-reachable skip button for the reveal, and give the XP progress bars an accessible name and value text. - Translate the prestige tab's "P{prestige}" label. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…, abortable XP fetch - Explain games recorded ineligible as "unverified" (stats the votes did not agree on) instead of the generic line. - Only play the XP reveal while the win modal is on screen: a result that lands after it is dismissed shows in its final state, and dismissing it mid-reveal jumps to the end. A panel removed mid-reveal also ends it, so it never comes back half-revealed and aria-busy. - Pass pollGameXp's abort signal into the request itself (combined with its timeout via AbortSignal.any), so aborting cancels a request in flight. - Default the breakdown's per-source fields and leftEarly, so XP rows scored under the first XP rules (no `played`/`leftEarly`) still parse. - Read your own profile's level from the public endpoint, not the /users/@me copy cached at page load. - Put the level in the nav account button's accessible name, which its aria-label otherwise hid from screen readers. - Drop xpBar's unused animate/durationMs options and fix the milestone comment that mentioned a share button. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The API now pays +100 XP for the first eligible public game each UTC day,
win or lose, instead of +200 for the first win, and reports it as
`firstGame` in the XP breakdown. Rename the schema field, the line key and
its label ("First game of the day"). Feats stay in the breakdown but are
always 0 for now; zero lines are already left off the cards.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The subscription tiers' XP multipliers move from 1.2x / 1.3x / 1.5x to
1.25x / 1.5x / 2x, so the client now recognises Vanguard at 1250,
Warlord at 1500 and Sovereign at 2000 permille. The bonus line's percent
is still derived from the multiplier ("+100% XP (Sovereign bonus)"), and
any other value, the old ones included, shows as a plain subscriber bonus.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game server already calls /users/@me for every signed-in joiner; it now reads `progress` from that response and stamps a display-only levelBadge { level, prestige, legend } onto the player's lobby roster entry (ClientInfo), so the lobby list and in-game panel can show level badges without the client knowing anyone's publicId. - ClientInfo gains an optional `levelBadge` as its last field. It takes the last free bit of the one-byte header, so entries without a badge encode byte-identically and pre-badge frames still decode. - Worker join: levelBadgeFromProgress() keeps only whole level >= 1 and prestige >= 0, so a bad API value drops the badge instead of throwing out of the lobby_info broadcast. No progress (guest, progression off, failed/malformed lookup) means no badge. - NameVisibility omits it on anonymized entries; it shows beside real names only (self, host-granted reveals, pinned teammates). - Trust: ClientInfo is built server-side only; the join schema strips and the join frame cannot carry level fields. - Client keeps the last roster's badges for in-game use: lobbyLevelBadge(gameID, clientID) in src/client/LobbyRosterLevels.ts. - No UI. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Renders the roster's levelBadge as a <level-badge> in front of the name. Lobby list (LobbyPlayerView), all four layouts — FFA pills, the team-mode Players list, team cards and spectator pills: a 24px badge before the display name, ahead of the verified check / friend mark / host label. In the two column layouts (Players list, team cards) a player without a badge gets an empty aria-hidden 24px slot so the names line up, but only when someone in that list has a visible badge; a lobby with no badges renders exactly as before. The wrapped pills never get a slot. Streamer mode: with anonymous names on, other players' badges are hidden (the viewer's own still shows), as the verified check already is. Hidden badges count as none for the slot rule. In-game player panel: flag, then a 28px badge, then the name, for human players with a badge in the remembered lobby roster (lobbyLevelBadge(gameID, clientID)). Hidden for anyone but the viewer's own player while anonymous names are on, matching PlayerView.displayName(). The name keeps truncating beside the badge. The lit-mocking PlayerPanel tests now mock the LevelBadge module, since it draws with lit's svg tag at import time. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
/users/@me now carries player.levelHidden (openfrontio/infra#898). The game server already reads that response at join, so levelBadgeForPlayer() checks it alongside the progress: hidden means no levelBadge on the player's lobby roster entry, for every viewer. No extra request. An API without the field omits it, which reads as shown. - ApiSchemas: optional levelHidden on the /users/@me player, plus the PUT /users/@me/level_visibility response schema. - LevelBadge: levelBadgeForPlayer(player) = hidden ? none : levelBadgeFromProgress(progress). ~7-14 ns per join. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The server leaves a hidden player's badge off the roster, theirs included, so their client draws it from its own /users/@me instead. Local only: nothing is sent anywhere. - OwnLevelBadge: the viewer's own badge while levelHidden is true (none while shown, signed out, or with progression off), cached for sync readers and dropped on session-cleared. Read from the memoised getUserMe(), so normally no request. - Lobby list: the viewer's own entry falls back to it when the roster has no badge for them, in every layout, including for the alignment slots and with anonymous names on. Refreshed once per lobby (currentClientID change), not per lobby_info. - In-game player panel (it can show the viewer's own player): lobbyLevelBadge() falls back to it for the viewer, only when they were on that game's roster; refreshed once per game in rememberLobbyRoster, which now takes myClientID. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A "Privacy" card between email updates and delete account with one row, "Show my level to other players": the same role="switch" toggle as email updates (on = shown, the default), and an aria-hidden "Others see" preview of the player's name with their 24px badge, or without it and marked "Level hidden". The preview is left out when progression is off. The card only renders when /users/@me carries levelHidden (an older API gets none). The toggle is optimistic on the cached /users/@me player object, disabled while the request is in flight, and reverts on failure with the usual alert; a 401 runs the existing logOut() and shows nothing. - Api: setLevelVisibility(hidden) -> PUT /users/@me/level_visibility, { ok, hidden } | logged_out | failed; invalidates the cached /users/@me on success. - The "Show my profile in search engines" row ships later with the public profile page; a comment marks where it goes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- tests/perf/LobbyInfoWirePerf.ts (also in `npm run perf`): lobby_info frame size and encode/decode time for 10/50/150 clients with and without levelBadge, plus the join-time stamping. A badge costs 3 bytes per entry; at 150 clients a frame is 3633 -> 4083 bytes and encodes in ~31 -> ~38 us, so one broadcast (one encode per recipient) ~4.7 -> ~5.7 ms per second. - tests/perf/client/LobbyPlayerViewRenderPerf.ts: <lobby-player-view> with 150 clients under jsdom, median/p95 of first paint and of the per-second "same roster, new objects" update. LOBBY_PERF_SRC points it at another checkout's src/ to compare branches. Neither is a vitest file, so neither runs in the normal suite. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game server parses /users/@me at join, so a bad levelHidden value must not fail the parse and reject the join. Like progress, it now reads as absent, which means the level is shown. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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WalkthroughThe client adds level and search visibility controls to Account Settings. It sends setting updates through visibility APIs and updates profile state. It also uses ChangesVisibility Settings and Own Badges
Priority: ➖ Normal Estimated code review effort: 3 (Moderate) | ~25 minutes Change: Feature Suggested reviewers: Merge Risk: 🔵 Low · up to Players whose account response does not include the level-visibility setting may see a switch they cannot save. Gate the card on the field’s presence before merging. Pre-merge checks |
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@Celant this crossed with 61c86ac, which does exactly that: one 🤖 Addressed by Claude Code |
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fold the "Show my profile in search engines" privacy toggle into the level opt-out PR. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The API always sends levelHidden and searchHidden now, so the Privacy card always shows both rows rather than hiding the card or a row when /users/@me lacks the setting. Should one still be absent it shows as on, as the game server reads it, and toggling it off works. The schema keeps .optional().catch(true): a malformed value still reads as hidden. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@Celant heads-up: this now includes #5779 (search-engine visibility), folded in as a merge with no changes, plus one new commit, 9e663f5. It drops the old-API fallbacks: the Privacy card always shows both rows, and a missing setting shows as on and can still be switched off, while 🤖 Generated with Claude Code |
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only still-valid issues, skip the rest with a brief reason, keep changes
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Inline comments:
Review comments at @src/client/components/AccountSettingsPanel.ts:
- Around line 162-197: Update renderPrivacyCard to return nothing when player is
absent or player.levelHidden is undefined. Keep rendering the privacy card for
defined levelHidden values.
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📒 Files selected for processing (7)
packages/shared/src/ApiSchemas.tsresources/lang/en.jsonsrc/client/Api.tssrc/client/components/AccountSettingsPanel.tstests/client/SearchVisibilityApi.test.tstests/client/components/AccountSettingsPanel.test.tstests/core/ApiSchemas.test.ts
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Reverts 9e663f5. The API always sends levelHidden and searchHidden once it is deployed, but the client can reach players first; without the guard the switches would show and saving would fail with an error. The card again needs levelHidden and the search row needs searchHidden. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
🤖 Claude Code ReviewVerdict: No issues found. Findings: 0 critical, 0 major, 0 minor. Checked for bugs and CLAUDE.md compliance across the changed source files ( 🤖 Generated with Claude Code |
Dismissing: superseded by the fix and by CodeRabbit's own acknowledgement. The finding (privacy switches rendered when /users/@me omits levelHidden/searchHidden, so an API-older-than-client deploy would fail on save) was real and is fixed in d9443c5, which restores the per-field guard; CodeRabbit replied at 12:21 confirming "this addresses the failed-save concern without changing the malformed-value fallback" but left the review state as CHANGES_REQUESTED. Claude review is clean at this head (d9443c5). Verified in code: AccountSettingsPanel hides each switch when its field is absent and the card when both are, and .catch(true) still reads a malformed value as hidden.
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Approving: CI Claude review clean at d9443c59, required checks green, and every finding from the earlier review rounds closed and verified in code.
…ing, and end-of-game rewards (#5774) Resolves #5772 Resolves #5773 Part of #5785 and #5760. This PR now combines three that were stacked on each other, so they can be reviewed and merged as one: the Progression tab and reward track (was this PR), profile links and sharing (was #5775), and the end-of-game rewards and XP polish (was #5786, minus its prestige emblems; see below). Every part has been reviewed in its own PR already; the history is kept, with each part's commits as they were. ## What was dropped while combining - **The per-rank prestige emblems** from #5786 (a colour and outline for every rank, P1 bronze to P10 prismatic, winged P5/P10). The designer has replaced that direction with a new unit-icon design, which will come as its own PR. Badges here are main's current ones: `LevelBadge.ts` and its tests are identical to `main`. The cached-template speed-up that only existed to offset those emblems' drawing cost went with them. - **Kept for the rollout:** the reward track still hides itself when the config has no per-level amounts, and the owner still sees the visitor view when level rewards don't say their level. This client can reach players before the API that sends those fields is deployed (2419c2b restores both after an earlier cleanup removed them). - **Duplicates:** one shared `claimRewards()` (`RewardClaims.ts`) now does the claiming for both the reward track's Claim all and the end-of-game rewards row; one reward-amount parser; one set of section styles. - **Stale bits:** a comment saying search visibility wasn't supported yet (it is, in #5771), and a reward-track test fixture still using the old Plutonium cadence (now every 25 levels). --- # Part 1: Progression tab and reward track A **Progression** tab on the player profile: prestige history, and the date each milestone level was first reached in every prestige run. #### The data `GET /public/player/:publicId/progress` gains two optional fields on the backend: - `prestigeHistory: [{ rank, at }]`, ordered by rank; - `milestones: [{ prestige, level, at }]`, for levels 10/25/50/75/100, the first time reached per prestige run. Both are added to `PublicProgressSchema` as `.optional().catch(undefined)`, so older responses still parse and a malformed list reads as absent rather than failing the whole profile. #### The tab (`<profile-progression>`, `PlayerProfileModal.ts`) - **Where:** after Clans, **only when the player has progress**. - If it's asked for before progress arrives (a link or the last tab used), the profile stays on Stats and switches once progress loads. - With no progress it stays on Stats. - **Prestige history:** - one tile per rank from 1 to the current prestige: a 36px badge (level 1 at that rank), "Prestige N" and the date; - tiles are built from the current prestige, so a missing or partial history still lists every rank, just without dates; - at prestige 0: "Hasn't prestiged yet". - **Milestones:** grouped by run, newest first. - The current run ("Current run · Prestige N", or "Current run" at prestige 0) shows all five levels. Unreached ones are faded with "Not yet", and a level passed without a record shows as reached without a date. - Earlier runs show what they reached; a first run at prestige 0 is "First run". - Entries above the current prestige and duplicates are dropped. Any level the API records is shown, even one the client doesn't list, so a milestone added server-side appears without a client change; the client's list only adds the current run's "Not yet" slots. - Legend: "Legend · Prestige 10", all five reached, and level 100 drawn as the Legend badge. - **Dates:** the client's usual `toLocaleDateString(undefined, { year, month: "short", day })`. An unreadable date isn't shown. - The XP each past game earned already shows in `GameStatsModal` (from #5726), so nothing was needed there. #### Popup tabs on narrow screens (`baseComponents/Modal.ts`) With a fourth tab, the shared tab row wrapped onto a second line on phones. Now: - it stays on one row that **scrolls sideways when it doesn't fit**; - it's still centred when it does fit: auto margins on the first and last tab, which, unlike `justify-center`, never push a tab off the left edge out of reach; - the scrollbar is hidden; - the active tab is scrolled into view when it changes. This is shared, so every popup with tabs gets it; wide screens look the same as before. ### Screenshots From this branch's stack (the profile page PR on top), opened from a real `/player/<id>` link at 2x. The profile is sample data given to the popup, because the dev API has no such player. **Desktop, Progression tab:** prestige history, then milestones per run (the current run shows "Not yet" for 50/75/100). <img width="1000" alt="Progression tab on desktop" src="https://github.com/user-attachments/assets/c90abe7a-f94a-40d7-8331-a8f821ed6cc8" /> **Phone:** the tab row stays on one line and scrolls sideways, with Progression scrolled into view. <img width="320" alt="Progression tab on a phone, tab row scrolled" src="https://github.com/user-attachments/assets/ea5907fd-fa6e-4ab1-bce0-bda97b6fbcbe" /> ### Testing - **Schema:** parsing with, without and with malformed `prestigeHistory`/`milestones`. - **Tab:** shown only with progress; the deferred switch when progress arrives late. - **History:** tiles, partial history, the prestige-0 empty state. - **Milestones:** grouping by run, newest first; the current run's "Not yet" slots; reached-without-record; dropped entries; dates; Legend. - **Tab row:** one scrollable row (`flex-nowrap overflow-x-auto`, non-shrinking tabs), and the active tab scrolled into view on change. - **Results:** `tsc`, `npm run lint` and the translation tests pass. In the full suite the only failures were the known `InventoryModal` / `MainInitialize` timeouts, which pass on their own. #### Added (2026-10-04): the reward track A "Reward track · Prestige N" section now heads the Progression tab, above prestige history and milestones. It shows what each level of the current run pays. Approved from mockups ("Layout A", with the next rank's reward inside the end card). - **Run strip:** levels 1–100. - A tick every 10 levels, green dots for Plutonium levels and a purple diamond for cosmetic levels. - A gold "You · 47" knob, and "100 → P{n+1}" (or "100 → Legend") at the end. Past level 85 the two labels merge. - A highlighted window shows the stretch in view. Tapping or dragging the strip jumps the track there. - **Track:** about 15 levels in view on desktop and about 6 on phone. - Arrow buttons sit in their own gutters, never over a level. - Gold fill runs up to your level. Your level is the large badge with "YOU". - Each level shows its Caps and a status: claimed, ready to claim, or locked. - Plutonium levels carry a "+25" chip. - **Cosmetic tags:** each cosmetic level gets a compact tag on its level: preview, name, type, plus "+25" if it also pays Plutonium. The data comes from the progression config's `flares[]`: this run's level rewards, plus every-run ones. - **End card:** "After level 100 · Prestige {n+1} · 2,500 Caps". - If the next rank has an exclusive cosmetic, its tag sits inside the card. - On a P10 run the card is Legend, "The top of the track", with the Legend reward tag. - There's no tag when the next rank has no exclusive. - **Claim bar** (your own profile only): "{n} level rewards to claim · +{caps} Caps · +{plutonium} Plutonium [Claim all]". The Plutonium part only shows when it's above 0. - **What it claims:** only this run's level rewards, never subscription dailies or win Caps. - **Afterwards:** `/users/@me` is refreshed and `rewards-changed` is sent. - **Where the status comes from:** `/users/@me` rewards, which now say which level and prestige run they paid for (openfrontio/infra#907). A passed level with no reward row counts as claimed. - **Visitors** see the track without statuses or the claim bar, and the strip reads "Level 47". - **Pop-in:** everything in the tab (track, history and milestones) pops in, one item after another, about 55 ms apart. Nothing shows before its turn, and the next milestone gets a breathing dashed ring. - It plays once per opening; switching back to the tab shows it at rest. - It's off under reduced motion. - **Code:** - New `RewardTrack.ts` (the model functions and `<reward-track>`). - The client `RewardSchema` gains optional `level` / `prestige`. - `FlareCosmetic.ts` can show a flare's own name and image until the cosmetics catalog answers. - The profile modal's opening counter is shared by every profile modal, so no two openings share a key. **New `en.json` keys:** all under `reward_track`: - `after_level_100`, `caps_amount`, `claim_caps`, `claim_count`, `claim_plutonium`; - `earlier`, `later`; - `key_claimed`, `key_locked`, `key_ready`; - `legend_reward`, `legend_sub`, `levels_label`, `plus`, `prestige_reward`; - `strip_end_legend`, `strip_end_prestige`, `strip_label`, `strip_level`, `strip_start`, `strip_value`, `strip_you`; - `title`, `title_first_run`, `you`. **Screenshots and clip** (built UI at 2x, sample data Wonder / wonder01): Your own profile at level 47, then scrolled to the end for P4 → P5 with the Solar Corona tag. The 34px Solar Corona preview is the catalog's own animated effect, caught between bursts: <img width="1000" alt="Reward track at level 47 with the claim bar" src="https://github.com/user-attachments/assets/dbc28ec4-c341-42b5-ab0c-68b4aa749b32" /> <img width="1000" alt="End of the track with the Prestige 5 card and its reward tag" src="https://github.com/user-attachments/assets/8f82db84-ad69-4b0d-930d-65b4a22a1fcd" /> A P10 run ending in Legend, then P3 → P4 with no exclusive: <img width="1000" alt="End of a P10 run with the Legend card" src="https://github.com/user-attachments/assets/9d8fa4e9-4b89-496c-8cb2-91bd40e53447" /> <img width="1000" alt="End card with no reward tag" src="https://github.com/user-attachments/assets/48d10af3-fa6e-4305-8dfb-b0d8966e5529" /> Phone, then a visitor's view. The visitor still predates a last fix that removed an empty status row, so the live track is about 16px shorter: <img width="300" alt="Reward track on a phone" src="https://github.com/user-attachments/assets/5b0b7325-ed67-493f-9ac9-8399233175b7" /> <img width="700" alt="Reward track as a visitor sees it" src="https://github.com/user-attachments/assets/d7cd4c35-c433-4203-a192-323c74621d5a" /> The pop-in, then a switch to Stats and back, which shows the tab at rest: https://github.com/user-attachments/assets/ec336d4b-ff99-49c1-8bad-0356dfd992e3 **Testing for these additions:** - `RewardTrack.test.ts` (39 tests): - the strip markers, knob and merged label; - level status from the reward fields; - tags from run-specific and every-run flares; - the end card with an exclusive, without one, and the Legend card; - Claim all claims only this run's level rewards, plus the failure path; - Plutonium hidden at 0; - the visitor view; - the removed text absent; - the pop-in order, fill-mode `both`, and no replay on the same opening. - `PlayerProfileProgressionTab.test.ts`: the tab pops in once per opening, not when switching back. **Results:** - `tests/client`, plus the translation and `ApiSchemas` tests: 277 files, 3,726 passed. - `tsc` and lint are clean. #### Performance: load the levels screens on demand (2026-10-05) Benchmarks against main showed the levels UI added 9.4% (67 KB gzipped) to the startup download. Screens most sessions never open now load when they're needed: - **Prestige flow** (and the shared `Ceremony` code): downloads as soon as the Prestige button appears. If the download fails, pressing it shows an alert (`prestige.load_failed`) and the next press retries. - **Legend ceremony:** downloads at game end, only for players on their last prestige run. If it isn't ready by the level-100 moment, the in-card Legend pop plays, and the account isn't marked as having seen it. - **End-of-game XP section:** downloads when the game starts, so the reveal never waits. - **Past-game XP card:** downloads with its XP record. - **Reward track** (#5774): downloads when the Progression tab first opens, in parallel with that tab's data. If it fails, the tab shows without the track. Two build fixes go with this: - `FlareCosmetic.ts` now imports `Cosmetics` / `CosmeticPresentation` / `CosmeticPreview` statically. They were in the startup bundle anyway, and this removes three `INEFFECTIVE_DYNAMIC_IMPORT` warnings. - `vite.config.ts` keeps everything on the startup import chain in the entry chunk, so the bundler no longer splits extra startup files. On main it builds byte-identical chunks. **Results:** | Startup JS + CSS | main | before | after | |---|---|---|---| | gzip | 709 KB | 775 KB (+9.4%) | 741 KB (+4.6%) | | Startup files | 4 | 5 | 4 | | Play ready at 20 Mbps / 40 ms | 1,122 ms | 1,137 ms | 1,130 ms | Unthrottled page load is within noise. The prestige, Legend, level-up, Claim and reward-track scenarios pass on the lazy production build. **Tests:** - `WinModalXp`: the ceremony fallback, and downloading only for possible Legends. - `AccountModalPrestige`: the load on press, and the failure alert. - `RewardTrack`: no track when it fails to load, and the parallel download. - `tsc`, lint and `tests/client` pass. --- # Part 2: Profile links and sharing `openfront.io/player/<publicId>` now opens that player's profile directly, so a shared link lands on a real page. The backend's link previews make the same URL unfurl in Discord, X and WhatsApp with the player's level and card. #### Opening from a link (`ModalRouter.ts`, `Main.ts`) - `ModalRouter` gains `registerPath()` and `routeFromPath()`; `Main.handleUrl` tries the path just before the hash. - **Accepted:** `/player/<id>`, with or without a trailing slash, behind `/w<n>/` and `/v/<commit>/`, with an optional `?tab=stats|games|clans|progression`. - Ids must match `[A-Za-z0-9_-]{1,22}`; anything else is ignored. The hash form (`#modal=profile&publicID=…`) still works. - **While open from a path,** the URL keeps the path and tab changes are written to `?tab=`. - **Closing** (Back or Escape) goes home and replaces the URL with `/` (or `/v/<pin>/` on a version-pinned page), so a reload doesn't reopen it. Opening another popup in-app hands the URL back to the hash form. #### Links (`utilities/PlayerProfileUrl.ts`) - `playerProfileUrl()` is now `shareOrigin()/player/<id>`: the page's own origin on the web, and the site origin in the desktop shell, the same as lobby invite links. - Callers: the profile header chip, the account "Share Profile" button, and the nav account menu's copy action. - The friends box also accepts a pasted `/player/<id>` link. #### Share row (`components/ProfileShare.ts`) Under the profile card: - **Copy link:** copies the canonical URL, shows the app's "Copied!" toast, and announces it through an sr-only `aria-live` status, since the toast isn't a live region. - **Share on X:** opens `https://x.com/intent/post?url=…&text=…` with `noopener,noreferrer`. The desktop shell already sends https links to the system browser. - **Copy for Discord:** "Check out {name}'s profile on OpenFront", then the link on the next line, so it pastes as a ready message; Discord unfurls the link. - **On touch devices with `navigator.share`:** one **Share** button opens the native share sheet instead of the three. It's gated on touch because desktop Chrome on Windows also exposes `navigator.share`. A dismissed sheet does nothing; any other failure falls back to copying the link. #### "Player not found" Replaces the old 📊 line with the approved design: - a person-with-question-mark icon in a circle; - "Player not found" and "We couldn't find a player at this link. It may be mistyped, or the account may have been deleted."; - the opened link, shown faintly, only when opened from a path; - **Play OpenFront** (home) and **View leaderboard** (closes the profile and opens the leaderboard): side by side from `sm` up, stacked on a phone. The old `player_profile.not_found` key is removed; the translation test fails on unused keys. #### Server (`src/server/PlayerProfileRoute.ts`) - The master's SPA fallback already serves the app shell at a bare `/player/<id>`. - `/w<n>/player/<id>` reaches a worker, which returned 404, so `registerPlayerProfileRoute` serves the shell there, in the `GamePreviewRoute` style. - The dev proxy bypass covers `/w<n>/player/` as well as `/w<n>/game/`. ### Screenshots From this branch at 2x, opened from real `/player/<id>` links. The profile is sample data given to the popup, because the dev API has no such player. The not-found shots are the real failure path. **Desktop:** the profile card and the share row. Signed-in and signed-out viewers see the same page (the "New to OpenFront?" banner was removed in a18d74e). <img width="1000" alt="Profile page Stats tab with share buttons" src="https://github.com/user-attachments/assets/57331d4c-cabd-4520-84cd-947ea8fd772c" /> **Desktop, Progression** (from #5774), opened with `?tab=progression`: <img width="1000" alt="Profile page Progression tab" src="https://github.com/user-attachments/assets/c90abe7a-f94a-40d7-8331-a8f821ed6cc8" /> **Player not found** (the real failure path, from `/player/aB3dE5fX`): <img width="1000" alt="Player not found screen on desktop" src="https://github.com/user-attachments/assets/1a4137ac-efaf-430c-9c5b-6b434761a793" /> **Phone:** Stats (the three share buttons collapse to a native Share button on touch devices with share support; headless Chrome has none, so the three show here), Progression, and Player not found with the buttons stacked. <img width="300" alt="Profile page on a phone" src="https://github.com/user-attachments/assets/a978817d-5b2c-43ee-9081-a8b9d812d224" /> <img width="300" alt="Progression tab on a phone" src="https://github.com/user-attachments/assets/ea5907fd-fa6e-4ab1-bce0-bda97b6fbcbe" /> <img width="300" alt="Player not found on a phone" src="https://github.com/user-attachments/assets/f6e3c7f5-288b-41bd-87ba-f0c34065348e" /> #### Added: sharing level-up moments Players can now share a milestone, Legend or a new prestige rank, using the same Copy link / Share on X / Copy for Discord options as the profile. The link is the profile with the moment, e.g. `/player/wonder01?moment=level50`. openfrontio/infra#910 unfurls it as that moment's celebration card. - **End-of-game popup:** - A "Share Level 50" or "Share Legend" button sits in the footer, between Exit Game and Keep playing. - It opens the three options as a menu above it. On a touch device with a share sheet, it opens the share sheet directly. - On phones it takes its own full-width row above the other two buttons. - **When it shows:** - only for the server's confirmed result, never the early estimate shown when a player is eliminated; - only once the reveal has finished or been skipped; - only for a signed-in player with a public ID; - only when the game reached a milestone (10, 25, 50, 75 or 100) or made the player a Legend. With several milestones in one game it shares the highest, and Legend wins over any level. - **Prestige ceremony:** a share row with a dark backing sits between the title and Continue. Clicks on it don't close the ceremony. - **Code:** - `<profile-share>` defines its actions once and gains a `menu` layout. The profile's own row works as before. - `MomentShare.ts` works out what to share. - `GameXpPanel` fires `xp-reveal-settled` when the reveal ends. - `PrestigeFlow` takes a `publicId`. - **New `en.json` keys:** `progression.share_moment_level`, `share_moment_legend`, `share_text_level`, `share_text_legend`, `prestige.share_text`. Screenshots from this branch at 2x. The XP results are sample data given to the popup. In dev the link starts with the local origin; in production it's `https://openfront.io`. **Level 50, closed and open, and Legend:** <img width="700" alt="Share Level 50 button in the end-of-game footer" src="https://github.com/user-attachments/assets/4571dc04-eb2a-4d61-bca7-2e04fb589265" /> <img width="700" alt="Share menu open above the button" src="https://github.com/user-attachments/assets/227a8b31-dfa2-4430-9e60-92cca0275ca8" /> <img width="700" alt="Share Legend with the menu open" src="https://github.com/user-attachments/assets/42f5b09e-187f-4653-9640-b998a9bb1b50" /> **Phone, closed and open:** <img width="300" alt="Share button on its own row on a phone" src="https://github.com/user-attachments/assets/482570aa-51cd-42ad-8ff3-2aa29780211e" /> <img width="300" alt="Share menu open on a phone" src="https://github.com/user-attachments/assets/7a891971-5042-411e-bef5-9b80805ac0a0" /> **Prestige ceremony, desktop and phone:** <img width="700" alt="Prestige ceremony with share row" src="https://github.com/user-attachments/assets/3c05a8f9-cb7f-4e74-90ad-16abfb40bb28" /> <img width="300" alt="Prestige ceremony share row on a phone" src="https://github.com/user-attachments/assets/496faa57-48ba-4ab4-b5e6-28c5f2d2b9c1" /> **Testing for these additions:** - `MomentShare.test.ts`, plus 7 menu tests in `ProfileShare`, 8 in `WinModalXp` and 3 in `PrestigeFlow`. They cover: - result-only, never for the early estimate; - hidden mid-reveal, signed out, or with no public ID; - the highest milestone chosen, and Legend over a level; - the link and text built correctly; - clicks on the ceremony's share row not closing it. - All 3,528 client tests pass. `tsc` and lint are clean. #### Added (2026-10-04): share ring on hover, and a share row on the Legend ceremony - **Share ring:** - **The flash:** a quick yellow ring flashes around a share button when the mouse moves onto it, or on keyboard focus (`:focus-visible`). It's at full strength instantly, held for 80 ms, then fades over 320 ms while growing to 1.04×. - **When it plays:** once per hover; a hover while it's still playing is ignored. It's never shown on touch devices (`(hover: hover) and (pointer: fine)` only) or under reduced motion. - **How it's drawn:** `ProfileShare` renders its own ring element and plays it with `ring.animate(...)`. It's not a pseudo-element on the trigger, because the trigger's `.win-action::after` is already its hover streak. - **Where it appears:** the end-of-game footer button, the prestige ceremony's row and the profile page's row. The share buttons no longer rise in; they're simply there. - **The Legend ceremony** (from #5734) now has the share row between "The top of the track…" and Continue, linking `?moment=legend` the same way the prestige ceremony does. - It stops clicks from reaching the ceremony, and doesn't show without a public ID. - Tab now cycles through the share buttons and Continue inside the ceremony, with Continue still focused first. **Built UI, sample data:** The share button in the end-of-game footer, hovered twice: https://github.com/user-attachments/assets/ff34f99d-9e14-4b07-9929-0b23f29d7bf3 The Legend ceremony's final screen with the share row: <img width="1000" alt="Legend ceremony final screen with Copy link, Share on X and Copy for Discord" src="https://github.com/user-attachments/assets/222e5512-937f-43d0-ae36-ce23aeea49a5" /> **Tests:** - `ProfileShare.test.ts`: the ring element, one `animate` per hover with the exact keyframes, a hover during playback ignored, focus-visible, touch and pen ignored, nothing under reduced motion or a coarse pointer. - `LegendCeremony.test.ts`: the row only at the end, between the line and Continue; URL and text; clicks kept; no row without an ID; Tab cycling. - `WinModalXp.test.ts`: the `?moment=legend` URL. **Results:** `tsc` and lint are clean, and `tests/client` passes (3,654). ### Testing - **New:** - `PlayerProfilePage.test.ts`: path parsing in every form, invalid ids ignored, opening on load, `?tab=` sync, closing resets the URL, the not-found state; - `PlayerProfileUrl.test.ts`; - `ProfileShare.test.ts`: copy calls the clipboard, X URL encoding, the native share path and its fallback; - `tests/server/PlayerProfileRoute.test.ts`. - **Updated:** `ShareBase`, `NavAccountMenu`, `FriendsListPublicIdInput`, and the profile tests' mocks. - **Results:** 63 tests pass in the 8 targeted files, plus the translation tests. `tsc` and `npm run lint` are clean. In the full suite the only failures were the known `InventoryModal` / `MainInitialize` timeouts, which pass on their own. --- # Part 3: End-of-game level rewards and XP polish Approved from mockups and prototype clips. ### 1. The XP bar's leading edge glows while it fills While the bar fills, its front edge glows and a sheen runs along the fill. It uses `::after` / `::before`, moved by transform only. It shows only while `barAnimate` is on, and it's off under reduced motion. ### 2. A game's level rewards, shown and claimed in the reveal When the confirmed result (never the provisional one) levels you up, a row shows what those levels paid. It reads `rewards` / `flares` from `GET /users/@me/xp/:gameId` (openfrontio/infra#907, #911): - **One level:** "Level 47 reward +100 Caps". - **Several levels:** "Levels 45–47 +300 Caps (3 × 100)". - **A milestone:** "Level 50 rewards +100 Caps +25 Plutonium". - **A cosmetic unlocked:** "Unlocked · Firebird Trail · Boat trail · in your Locker" wipes into the milestone card. On phones it wraps under it. How the row behaves: - **Arrival:** it rises in after the level-up lands, and its amounts count up. - **Claim:** it claims only this game's reward ids. It shows "Claiming", then "✓ Claimed" with the balance counting up. - On failure: an inline error, and a retry claims only what didn't go through. - If the rewards were already claimed, it opens in the claimed state. - **Account refresh:** after a game that unlocked a cosmetic, `/users/@me` is refreshed so the Locker shows it. - **Reduced motion:** the final state, without animation. - **Code:** `GameRewards.ts` (sums, claiming, unlock lookup) and `GameXpRewardSchema` / `GameXpFlareSchema`. The new fields are optional, so an older API still parses. ### 3. The nav's XP bar catches up after a game When a refreshed `/users/@me` shows more XP, the account menu's bar fills to the end, the badge pops as the new level lands, the bar resets, then it grows to the new progress. - **When it animates:** only when XP went up, the menu is on screen, the page is visible and reduced motion is off. First load, a prestige and anything else snap straight to the new value. - **Overlap fix:** the badge and avatar now sit in their own row, with the bar only under them. The avatar is 28px while there's a bar, and the email badge moved to the icon's top corner. The 32px avatar used to reach 3px down into the bar. That overlap was already on #5726. ### 4. Reduced motion on the "calculating" spinner The reveal's spinner now has `motion-reduce:animate-none`. #### New `en.json` keys All under `progression`: - `rewards_balance` - `rewards_balance_caps` - `rewards_claimed` - `rewards_claiming` - `rewards_each` - `rewards_level_many` - `rewards_level_one` - `rewards_levels` - `unlock_in_locker` - `unlocked` - `unlocked_cosmetic` #### Screenshots From the branch at 2x with sample data (Wonder / wonder01). **These were taken before the prestige emblems were dropped**, so any badge at prestige 1 or above in them shows the old per-rank emblem; the shipped badges are main's. Nothing else in them changed. **The bar's leading edge while it fills:** https://github.com/user-attachments/assets/88d2005b-98b5-481b-8aa0-b25d4132af0f **Rewards: one level, several levels, a milestone with an unlock, and claimed:** <img width="700" alt="Level 47 reward row" src="https://github.com/user-attachments/assets/4868b4f4-122c-48e3-91fb-f69db14137a9" /> <img width="700" alt="Levels 45 to 47 reward row" src="https://github.com/user-attachments/assets/4adccdaa-c699-4a74-8de1-914237dfca3a" /> <img width="700" alt="Level 50 milestone with an unlocked cosmetic and rewards" src="https://github.com/user-attachments/assets/acecab8c-6cb2-4252-af4c-bf75a3a54cad" /> <img width="700" alt="Rewards claimed with the new balance" src="https://github.com/user-attachments/assets/185c60e4-f23a-42ce-b63c-86b389d02b4b" /> **The full reveal to level 50, the unlock, the rewards row and a Claim:** https://github.com/user-attachments/assets/5fac69a5-4a22-4bee-bc2d-e8a5e29a7964 **Phone, milestone:** <img width="300" alt="Milestone rewards on a phone" src="https://github.com/user-attachments/assets/35481bec-8da1-415e-8ba7-6c62b20dc268" /> **Nav menu at rest, then catching up after a game:** <img width="500" alt="Nav account menu with the XP bar under the badge and avatar" src="https://github.com/user-attachments/assets/9c4ed6f5-8495-46c7-902a-02e6c59ea0c4" /> https://github.com/user-attachments/assets/b5d63de2-43d6-4e3a-88d3-9efa565acfb3 #### Testing **New:** - `GameXpRewards.test.ts` (18 tests): - result only; - one, several and milestone; - the unlock; - Claim calls only this game's ids; - claimed, failure and retry, and already claimed; - mid-reveal clicks; - reduced motion. - `NavAccountCatchUp.test.ts`: when it animates or snaps, the fill → pop → reset → grow sequence, the fallback, and the layout (bar inside the badge-and-avatar row; the avatar node is kept). **Updated:** - `GameXpPanelReveal.test.ts`: the bar edge class and the spinner. - `ProgressionSchemas.test.ts`. - `WinModalXp.test.ts`. **Results:** `npx tsc --noEmit` and `npm run lint` are clean. The translation tests and all of `tests/client` (277 files, 3,574 tests) pass. --- ## Checks after combining - `npm run typecheck` and `npm run lint` pass. - Full `npx vitest --run`: 8,200 passed; the only failures are the Windows-only `UpdateRegister` tests, which fail on `main` too. - New `tests/client/RewardClaims.test.ts` (6 tests) for the shared claim helper, including a reward the API refuses as held (#5879). ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: Iamlewis 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Resolves #5770
Resolves #5777
Part of #5760. This PR now also carries #5779 (keep my profile out of search engines), which was stacked on it; both are privacy settings in the same card, so they are reviewed and merged as one.
Description:
A player can now hide their level from everyone else. They still earn XP, level up and can prestige, and they still see their own level everywhere.
Account Settings: a new Privacy card
AccountSettingsPanel.ts, between the email-updates and delete-account cards:role="switch",aria-checked,aria-label, disabled while saving).aria-hidden): the player's 24px badge in front of their name when on; just the name and "Level hidden" when off. It's left out when progression is off.setLevelVisibility(hidden)(new inApi.ts), which sendsPUT /users/@me/level_visibilityand refreshes the cached/users/@meon success.levelHidden, so an older API shows no card.en.jsonentries:account_modal.privacy_titleandaccount_modal.level_visibility_{title,desc,others_see,hidden,failed}.The game server (now in #5763)
Since review, the server-side check lives in the base PR #5763, so #5763 is safe to merge on its own. This PR's diff no longer contains it:
levelHidden(optional boolean) on the/users/@meplayer schema: a missing field (older API) reads as shown; a malformed one reads as hidden (.catch(true)), so the badge is never stamped when the setting can't be read, and it still never fails the join.levelBadgeForPlayer(player)(src/server/LevelBadge.ts) returns no badge whenlevelHiddenis true, used byWorker.tson the/users/@meresponse it already fetches. No request is added at join.This PR adds the setting itself (the toggle and its API call) and the viewer's own badge while hidden.
The player still sees their own badge
src/client/OwnLevelBadge.tsworks out the viewer's own badge from their local/users/@me(the memoisedgetUserMe(), normally no request). It's cleared on sign-out.lobbyLevelBadge()falls back to it for the viewer's own player, but only if the viewer was on that game's roster.Performance
Benchmarked; the scripts are committed under
tests/perf/and aren't part of the normal test run. Scope note for reviewers:tests/perf/LobbyInfoWirePerf.tsandtests/perf/client/LobbyPlayerViewRenderPerf.ts(about 400 of this diff's lines) measure the roster badge itself (#5763's feature), not the opt-out; the opt-out logic is the smalllevelBadgeForPlayercheck plus the settings toggle. They're here because this is where the badge was first benchmarked.Lobby broadcast (
npx tsx tests/perf/LobbyInfoWirePerf.ts). The server encodes once per recipient each second. These numbers also cover #5763's badge, which nobody had measured.Lobby rendering (
tests/perf/client/LobbyPlayerViewRenderPerf.ts, jsdom, 150 clients, 100 runs after 20 warm-up). jsdom has no layout or paint, so only the relative numbers matter.Screenshots
From this branch, in the real Account Settings modal, at 2x. The account is sample data, and the
PUTis answered locally because the dev API doesn't have the endpoint yet. The "off" shots were taken by clicking the real switch.Desktop, on (default): the badge in front of the name in the preview.
Desktop, off (after clicking the switch): just the name, and "Level hidden".
Mobile, on and off:
Testing
LevelVisibilityApi.test.ts(success, 400, 401) andOwnLevelBadge.test.ts.RosterLevelBadge.test.ts: hidden, shown, missing, and malformedlevelHidden;LobbyRosterLevels.test.tsandLobbyPlayerView.levelBadge.test.ts: own badge;AccountSettingsPanel.test.ts: the card only withlevelHidden, toggle on and off, optimistic update, revert on failure, disabled while saving, preview with and without progress.tscandnpm run lintare clean. In the full suite the only failures are the 2 known WindowsUpdateRegistertests, plusMainInitializeandInventoryModal, which pass when run on their own (on this branch and on Show level badges in the lobby list and in-game player panel #5763).Part 2: Show my profile in search engines (was #5779)
The second switch in the Privacy card: "Show my profile in search engines", on by default. When it's off, the player's public profile page at
openfront.io/player/<publicId>is served withnoindex, which is done on the backend. Anyone with the link can still open it, and link previews are unaffected.searchHiddenon the/users/@meplayer (z.boolean().optional().catch(true): absent reads as not set, a malformed value as hidden), and oneVisibilityResponseSchemashared with the level setting.setSearchVisibility(hidden)inApi.tssendsPUT /users/@me/search_visibility. It andsetLevelVisibilityshare one privateputVisibility(setting, hidden), so the two can only differ in the endpoint, and the cached/users/@meis refreshed on success. The settings panel saves both toggles through onesetPrivacyShown(field, shown); tests check each toggle writes only its own setting.AccountSettingsPanel.ts), under a divider below the level row:renderPrivacySwitchRowhelper, and the level switch's markup and behaviour are unchanged./users/@mehassearchHidden, and the card whenlevelHiddenis present, so a client that reaches players before the API deploy never offers a switch that can't save.account_modal.search_visibility_*keys inen.json(title, description, failure message).Screenshots
From this branch, in the real Account Settings modal, at 2x. The account is sample data, and the two
PUTrequests are answered locally because the dev API doesn't have the endpoints yet. The "off" shots were taken by clicking the real switches.Desktop, both on (default):
Desktop, both off (after clicking the switches):
Mobile, on and off:
Testing
SearchVisibilityApi.test.ts(success, 400, 401).AccountSettingsPaneltests: the row only with the field, on/off, optimistic update and revert, disabled while saving, and the card and divider rules.tests/core/ApiSchemas.test.ts. The translation tests pass.tscandnpm run lintare clean. In the widertests/clientandtests/serverrun, the only failures were the knownMainInitialize/InventoryModalload timeouts, which pass on their own.Since combining
levelHiddenand the search rowsearchHidden.npx vitest --run: 8,035 passed, the only failures being the Windows-onlyUpdateRegistertests.Please complete the following:
Please put your Discord username so you can be contacted if a bug or regression is found:
Iamlewis
🤖 Generated with Claude Code