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Privacy settings: hide my level, and keep my profile out of search engines - #5771

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Oct 12, 2026
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@iiamlewis

@iiamlewis iiamlewis commented Oct 3, 2026 •

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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:

  • "Show my level to other players", on by default, with the same switch as email updates (role="switch", aria-checked, aria-label, disabled while saving).
  • An "Others see" preview (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.
  • Saving: the switch updates straight away, then calls setLevelVisibility(hidden) (new in Api.ts), which sends PUT /users/@me/level_visibility and refreshes the cached /users/@me on success.
    • On failure the switch goes back and the usual error alert shows.
    • A 401 signs the player out as other account calls do.
  • Only shown when the API sends levelHidden, so an older API shows no card.
  • A comment marks where "Show my profile in search engines" will go, with the public profile page.
  • Six new en.json entries: account_modal.privacy_title and account_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/@me player 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 when levelHidden is true, used by Worker.ts on the /users/@me response 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.ts works out the viewer's own badge from their local /users/@me (the memoised getUserMe(), normally no request). It's cleared on sign-out.
  • Lobby list: the viewer's own entry uses it when the roster has no badge for them, in every layout, and it counts for the alignment slots.
  • In-game panel: lobbyLevelBadge() falls back to it for the viewer's own player, but only if the viewer was on that game's roster.
  • Nothing is sent anywhere. After changing the setting, the viewer's own lobby badge follows at the next lobby or game.

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.ts and tests/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 small levelBadgeForPlayer check 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.

Clients Bytes, no badges → all badged Encode one frame Whole broadcast (× N) Client decode
10 354 → 384 4.5 → 4.7 µs 0.045 → 0.047 ms 16 → 22 µs
50 1,278 → 1,428 11.3 → 16.8 µs 0.57 → 0.84 ms 60 → 78 µs
150 3,633 → 4,083 31 → 38 µs 4.7 → 5.7 ms 157 → 217 µs
  • A badge costs exactly 3 bytes per entry. A hidden player's entry is the "no badge" case.
  • Join: no new request. The stamp with the hidden check costs about 13 ns (shown) or 7 ns (hidden).

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.

Scenario #5763 median This PR median
Update (same roster), all modes 0.1–0.5 ms 0.1–0.5 ms
One player joins ~0.5–0.6 ms ~0.5–0.6 ms
FFA first paint, all badged 89–90 ms 93–102 ms
Team first paint, all badged 192–205 ms 186–190 ms
  • The once-a-second updates don't re-render badges, so there's no cost there.
  • The first paint of a fully badged 150-player lobby costs about 0.4–0.5 ms per badge in jsdom, almost all of it creating each badge's SVG nodes; the badge's own code is about 1%. It's a one-off per lobby, so I left it. Trimming the SVG would be the lever if it ever matters.

Screenshots

From this branch, in the real Account Settings modal, at 2x. The account is sample data, and the PUT is 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.

Privacy card with Show my level on

Desktop, off (after clicking the switch): just the name, and "Level hidden".

Privacy card with Show my level off

Mobile, on and off:

Privacy card on mobile, on Privacy card on mobile, off

Testing

  • New: LevelVisibilityApi.test.ts (success, 400, 401) and OwnLevelBadge.test.ts.
  • Extended:
    • RosterLevelBadge.test.ts: hidden, shown, missing, and malformed levelHidden;
    • LobbyRosterLevels.test.ts and LobbyPlayerView.levelBadge.test.ts: own badge;
    • AccountSettingsPanel.test.ts: the card only with levelHidden, toggle on and off, optimistic update, revert on failure, disabled while saving, preview with and without progress.
  • The translation tests pass with the new keys.
  • Results: 115 tests pass in the 12 targeted files. tsc and npm run lint are clean. In the full suite the only failures are the 2 known Windows UpdateRegister tests, plus MainInitialize and InventoryModal, 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 with noindex, which is done on the backend. Anyone with the link can still open it, and link previews are unaffected.

  • Schema: searchHidden on the /users/@me player (z.boolean().optional().catch(true): absent reads as not set, a malformed value as hidden), and one VisibilityResponseSchema shared with the level setting.
  • API call: setSearchVisibility(hidden) in Api.ts sends PUT /users/@me/search_visibility. It and setLevelVisibility share one private putVisibility(setting, hidden), so the two can only differ in the endpoint, and the cached /users/@me is refreshed on success. The settings panel saves both toggles through one setPrivacyShown(field, shown); tests check each toggle writes only its own setting.
  • The row (AccountSettingsPanel.ts), under a divider below the level row:
    • "Show my profile in search engines" / "Your public profile page can appear in Google and other search results. Turn this off to keep it out of search. Anyone with the link can still open it.";
    • the same switch and behaviour as the level row: instant update, revert with an alert on failure, a silent 401, disabled while saving;
    • the level and search rows now share one renderPrivacySwitchRow helper, and the level switch's markup and behaviour are unchanged.
  • When it shows: the row only appears when /users/@me has searchHidden, and the card when levelHidden is present, so a client that reaches players before the API deploy never offers a switch that can't save.
  • Text: three account_modal.search_visibility_* keys in en.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 PUT requests 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):

Privacy card with both switches on

Desktop, both off (after clicking the switches):

Privacy card with both switches off

Mobile, on and off:

Privacy card on a phone, on Privacy card on a phone, off

Testing

  • SearchVisibilityApi.test.ts (success, 400, 401).
  • 8 AccountSettingsPanel tests: the row only with the field, on/off, optimistic update and revert, disabled while saving, and the card and divider rules.
  • Schema tests in tests/core/ApiSchemas.test.ts. The translation tests pass.
  • Results: tsc and npm run lint are clean. In the wider tests/client and tests/server run, the only failures were the known MainInitialize / InventoryModal load timeouts, which pass on their own.

Since combining

  • An attempt to drop the old-API guard (9e663f5) was reverted (d9443c5): the client can reach players before the API that sends these settings is deployed, so the card still needs levelHidden and the search row searchHidden.
  • Typecheck and lint pass; full npx vitest --run: 8,035 passed, the only failures being the Windows-only UpdateRegister tests.

Please complete the following:

  • I have added screenshots for all UI updates
  • I process any text displayed to the user through translateText() and I've added it to the en.json file
  • 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

iiamlewis and others added 15 commits October 1, 2026 00:16
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>
@iiamlewis iiamlewis added this to the v35 milestone Oct 3, 2026
@iiamlewis iiamlewis added UI/UX UI/UX changes including assets, menus, QoL, etc. Feature area:client Best-guess area: client (rendering, UI, web components) area:server Best-guess area: game server labels Oct 3, 2026
@iiamlewis iiamlewis added area:client Best-guess area: client (rendering, UI, web components) area:server Best-guess area: game server labels Oct 3, 2026
@iiamlewis iiamlewis self-assigned this Oct 3, 2026
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Walkthrough

The client adds level and search visibility controls to Account Settings. It sends setting updates through visibility APIs and updates profile state. It also uses /users/@me data to show the owner’s hidden level badge in lobby and profile views.

Changes

Visibility Settings and Own Badges

Layer / File(s) Summary
Visibility schemas and update API
packages/shared/src/ApiSchemas.ts, src/client/Api.ts, tests/client/LevelVisibilityApi.test.ts, tests/client/SearchVisibilityApi.test.ts, tests/core/ApiSchemas.test.ts
The shared schemas define the visibility settings and validate saved hidden values. The client sends setting updates, handles authentication and other failures, and invalidates the cached user profile after success. Tests cover request and response behavior and schema parsing.
Own badge cache and roster lookup
src/client/OwnLevelBadge.ts, src/client/ClientGameRunner.ts, src/client/LobbyRosterLevels.ts, packages/shared/src/WireSchemas.ts, tests/client/OwnLevelBadge.test.ts, tests/client/LobbyRosterLevels.test.ts, tests/core/ClientInfoLevelBadgeWire.test.ts
The client derives and caches the viewer’s hidden badge from /users/@me. Lobby roster state tracks the viewer and uses the cached badge when their roster entry has none.
Account privacy settings
resources/lang/en.json, src/client/components/AccountSettingsPanel.ts, tests/client/components/AccountSettingsPanel.test.ts
Account Settings displays level and search visibility switches. It shows a level preview when progression data is available. Updates use optimistic state, separate busy states, and failure handling.
Profile and lobby badge displays
src/client/PlayerProfileModal.ts, src/client/components/LobbyPlayerView.ts, tests/client/ProgressionModals.test.ts, tests/client/components/LobbyPlayerView.levelBadge.test.ts
Profile progress falls back to /users/@me only when the response matches the requested player. Lobby views display the viewer’s hidden badge, while roster badges take precedence.

Priority: ➖ Normal

Estimated code review effort: 3 (Moderate) | ~25 minutes

Change: Feature

Suggested reviewers: evanpelle

Merge Risk: 🔵 Low · up to 9e663

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 | Passed 3 | Failed 2

❌ Failed checks (2 warnings)

Check name Status Explanation Resolution
Out of Scope Changes check Warning The PR adds a separate search-engine privacy feature: searchHidden, setSearchVisibility, /users/@me/search_visibility, new UI text, and related tests. These changes do not implement issue #5770'… Move the search-engine privacy changes to a PR linked to its own active issue, or add that issue as a direct linked target and assess its coding requirements here.
Docstring Coverage Warning Docstring coverage is 44.62% which is insufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 65 functions across 36 files. (1 skipped:… Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (3 passed)
Check name Status Explanation
Linked Issues check Passed Issue #5770 has coding requirements. The Privacy card provides the level switch, translated text, preview, optimistic updates, rollback, busy-state disabling, and 401 logout. setLevelVisibility writ…
Title check Passed The title clearly summarizes the two main privacy changes: hiding the player level and excluding the profile from search engines.
Description check Passed The description is detailed and directly explains the privacy settings, API changes, UI behavior, fallback logic, tests, and known test results.

Full details: Out of Scope Changes check

Explanation

The PR adds a separate search-engine privacy feature: searchHidden, setSearchVisibility, /users/@me/search_visibility, new UI text, and related tests. These changes do not implement issue #5770's level visibility behavior. The shared Privacy card and setter helper do not establish a connection to level-badge hiding. No active linked issue for this separate feature is supplied in the review evidence.


Full details: Docstring Coverage

Explanation

Docstring coverage is 44.62% which is insufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 65 functions across 36 files. (1 skipped: 1 unsupported.)


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A hidden badge waits in the cache
Settings save the chosen state
The roster shows its owner’s mark
Search visibility joins the page
Profile checks whose data it can show
Fresh responses settle the flow

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@iiamlewis
iiamlewis marked this pull request as ready for review October 3, 2026 11:51
@iiamlewis
iiamlewis requested a review from a team as a code owner October 3, 2026 11:51
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@Celant this crossed with 61c86ac, which does exactly that: one generation counter, bumped on every refresh start and on session-cleared, and a refresh writes cached only if it's still the latest. The test you describe is there too: two overlapping refreshes, the older one resolving last with the old levelHidden; the newer badge stands. It fails without the fix. Also merged up into #5779.

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@openfrontio openfrontio deleted a comment from github-actions Bot Oct 9, 2026
iiamlewis and others added 2 commits October 11, 2026 10:55
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>
@iiamlewis iiamlewis changed the title Let players hide their level from other players Privacy settings: hide my level, and keep my profile out of search engines Oct 12, 2026
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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 .catch(true) still reads a malformed value as hidden.

🤖 Generated with Claude Code

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Actionable comments posted: 1


  • 🪄 Fix CodeRabbit comments on this PR
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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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  • packages/shared/src/ApiSchemas.ts
  • resources/lang/en.json
  • src/client/Api.ts
  • src/client/components/AccountSettingsPanel.ts
  • tests/client/SearchVisibilityApi.test.ts
  • tests/client/components/AccountSettingsPanel.test.ts
  • tests/core/ApiSchemas.test.ts
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Comment thread src/client/components/AccountSettingsPanel.ts
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>
@openfrontio
openfrontio Bot requested a deployment to staging October 12, 2026 12:20 Abandoned
@openfrontio openfrontio deleted a comment from github-actions Bot Oct 12, 2026
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🤖 Claude Code Review

Verdict: No issues found. Findings: 0 critical, 0 major, 0 minor.

Checked for bugs and CLAUDE.md compliance across the changed source files (Api.ts putVisibility/setters, OwnLevelBadge.ts generation guard, LobbyRosterLevels.ts own-badge fallback, LobbyPlayerView.ts visibleLevelBadge, PlayerProfileModal.ts own-profile progress fallback, AccountSettingsPanel.ts Privacy card and setPrivacyShown, schema additions, and the en.json keys). User-visible text goes through translateText() with matching en.json entries, there are no engine package changes, and the new client paths have tests.

🤖 Generated with Claude Code

@Celant
Celant dismissed coderabbitai[bot]’s stale review October 12, 2026 12:49

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.

@github-project-automation github-project-automation Bot moved this from Development to Final Review in OpenFront Release Management Oct 12, 2026
@Celant
Celant merged commit 7aad86e into main Oct 12, 2026
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@Celant
Celant deleted the level-optout branch October 12, 2026 14:47
@github-project-automation github-project-automation Bot moved this from Final Review to Complete in OpenFront Release Management Oct 12, 2026
evanpelle pushed a commit that referenced this pull request Oct 12, 2026
…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>

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Labels

area:client Best-guess area: client (rendering, UI, web components) area:server Best-guess area: game server Feature UI/UX UI/UX changes including assets, menus, QoL, etc.

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Let players keep their profile out of search engines Let players hide their level from other players

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