feat(rust): chat titles, BetterChat group styles, the voice and popups (phase 17)
PLAN.md §33, D134-D143. Protocol 12. - Chat titles (D135-D137): per-server rules (stat, top N, text, colour) that rank the current wipe, and a mode (first | all | up to N). Worked out once in model/titles and read three ways: pushed whole to the game by a new titleSync loop (on change, restart or wipe), and on every leaderboard row as `titles`. Admin: PUT /servers/:id/titles. - Group styles (D138, D139): a site group may carry all twelve BetterChat fields (rust_perm_group_chat). They ride perm.sync with `expect` from the pushed ledger, which gains a value column; a field changed in game is a `chat-field` drift row with the game's value, adopted into the style or put back. A withdrawn style is one `chat-group` retirement, never for `default`, cleared from the ledger only once BetterChat removed it. - The voice (D140): one fleet setting naming a styled group; news and rust.announce chat lines carry its format and the plugin says them with no sender. Admin: GET/PUT /voice. - Popups (D141, D142): rust.announce gains `delivery` (still version 1, from rust.options.delivery); each server gains news_delivery beside the news switch; `popup-unavailable` is not retried. - GET /servers/:id/integrations reads, live, which optional mods a server has loaded. README lists BetterChat and PopupNotifications as optional. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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61
server/model/titles/titles.db.js
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61
server/model/titles/titles.db.js
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// ── SQL for chat titles (phase 17) ────────────────────────────────────────
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//
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// The rules an operator writes, per server, and the two columns on
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// `rust_servers` that say how many titles a player shows. The titles themselves
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// are never stored — see `schema.sql` and `titles.js`.
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const core = require('../../core')
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const RULES = 'rust_title_rules'
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const SERVERS = 'rust_servers'
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/** One server's rules, in precedence order. */
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async function listRules(serverId) {
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return core.query(
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`SELECT id, stat, top_n AS topN, text, color
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FROM ${RULES}
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WHERE server_id = ?
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ORDER BY position ASC, id ASC`,
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[serverId],
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)
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}
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/** Every server's rules, for the admin list — one read rather than one per server. */
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async function listAllRules() {
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return core.query(
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`SELECT server_id AS serverId, stat, top_n AS topN, text, color
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FROM ${RULES}
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ORDER BY server_id ASC, position ASC, id ASC`,
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)
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}
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async function getMode(serverId) {
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const rows = await core.query(
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`SELECT title_mode AS mode, title_max AS max FROM ${SERVERS} WHERE id = ?`,
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[serverId],
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)
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return rows[0] || null
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}
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async function listModes() {
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return core.query(`SELECT id AS serverId, title_mode AS mode, title_max AS max FROM ${SERVERS}`)
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}
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/**
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* Replace one server's rules and mode whole. The form edits a list, so the
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* write is a list — and a rule's position is its place in that list.
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*/
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async function saveSettings(serverId, { mode, max, rules }) {
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await core.query(`UPDATE ${SERVERS} SET title_mode = ?, title_max = ? WHERE id = ?`, [mode, max, serverId])
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await core.query(`DELETE FROM ${RULES} WHERE server_id = ?`, [serverId])
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if (!rules.length) return
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await core.query(
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`INSERT INTO ${RULES} (server_id, position, stat, top_n, text, color)
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VALUES ${rules.map(() => '(?, ?, ?, ?, ?, ?)').join(',')}`,
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rules.flatMap((r, i) => [serverId, i, r.stat, r.topN, r.text, r.color]),
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)
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}
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module.exports = { RULES, listRules, listAllRules, getMode, listModes, saveSettings }
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165
server/model/titles/titles.js
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165
server/model/titles/titles.js
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// ── Chat titles, as rules and as a set (phase 17, D135–D137) ───────────────
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//
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// An operator writes rules per server — "#1 kills", "top 3 playtime" — and the
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// site works out who holds each title from the CURRENT wipe's standings. The
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// same answer goes to three places: BetterChat in the game (`titles.set`), the
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// web leaderboard and the app's. So it is worked out here, once, as pure
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// functions of the rules and the standings, and every consumer reads it.
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//
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// Four readings shape it (§33.4):
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//
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// 1. a rule counts only a stat above zero — a fresh wipe gives no titles,
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// rather than #1 kills to somebody with none
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// 2. ties follow the leaderboard's own order, so a rule's top N is the first
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// N rows the web shows for that stat
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// 3. a title's text is at most 24 characters, with markup characters taken
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// out, and its colour is `#rrggbb`
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// 4. the rule order is precedence: `first` shows the first rule a player meets
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const crypto = require('node:crypto')
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/** The stats a rule may rank, and the leaderboard sort and column each means. */
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const STATS = {
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kills: { sort: 'kills', value: (row) => row.kills, label: 'kills' },
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npckills: { sort: 'npcKills', value: (row) => row.npcKills, label: 'NPC kills' },
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playtime: { sort: 'playtime', value: (row) => row.playtimeSec, label: 'playtime' },
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}
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const MODES = ['first', 'all', 'upto']
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const MAX_RULES = 10
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const MAX_TOP_N = 10
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const TEXT_MAX = 24
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const MAX_UPTO = 5
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/**
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* An operator's title text, made safe to put in a chat line: the characters
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* BetterChat's markup and its placeholders are built from are taken out, then
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* the whitespace is collapsed. `{` and `}` go too, beyond reading 3's four: a
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* title is substituted into `{Title}` before `{Message}` is, so a title reading
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* `{Message}` would print the player's words twice.
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*/
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function cleanText(raw) {
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return String(raw === undefined || raw === null ? '' : raw)
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.replace(/[[\]<>{}]/g, '')
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.replace(/\s+/g, ' ')
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.trim()
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}
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/** A mode word, or `first` — the fewest — for one this build does not know. */
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function normaliseMode(mode) {
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return MODES.includes(mode) ? mode : 'first'
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}
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/**
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* A server's title settings as the admin form sends them, checked whole.
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*
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* Resolves `{ ok: true, value: { mode, max, rules } }` with every rule cleaned,
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* or `{ ok: false, errors }`, one sentence per problem. A text that is empty
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* AFTER cleaning is refused rather than saved blank, so a title made entirely of
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* brackets is a sentence on the form and not an empty chip in the game.
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*/
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function validateSettings(body) {
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const errors = []
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const input = body || {}
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const mode = input.mode === undefined ? 'first' : input.mode
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if (!MODES.includes(mode)) errors.push(`mode must be one of ${MODES.join(', ')}`)
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const max = input.max === undefined || input.max === null || input.max === '' ? 2 : Number(input.max)
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if (!Number.isInteger(max) || max < 1 || max > MAX_UPTO) errors.push(`max must be a whole number from 1 to ${MAX_UPTO}`)
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const rules = Array.isArray(input.rules) ? input.rules : null
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if (!rules) errors.push('rules must be a list')
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else if (rules.length > MAX_RULES) errors.push(`a server has at most ${MAX_RULES} title rules`)
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const clean = []
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for (const [i, rule] of (rules || []).entries()) {
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const n = i + 1
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const r = rule || {}
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if (!STATS[r.stat]) errors.push(`rule ${n}: stat must be one of ${Object.keys(STATS).join(', ')}`)
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const topN = Number(r.topN)
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if (!Number.isInteger(topN) || topN < 1 || topN > MAX_TOP_N) errors.push(`rule ${n}: top must be from 1 to ${MAX_TOP_N}`)
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const text = cleanText(r.text)
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if (!text) errors.push(`rule ${n}: the title needs some text`)
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else if (text.length > TEXT_MAX) errors.push(`rule ${n}: a title is at most ${TEXT_MAX} characters`)
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const color = String(r.color || '').trim().toLowerCase()
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if (!/^#[0-9a-f]{6}$/.test(color)) errors.push(`rule ${n}: colour must look like #ffaa55`)
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clean.push({ stat: r.stat, topN, text, color })
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}
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return errors.length ? { ok: false, errors } : { ok: true, value: { mode, max, rules: clean } }
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}
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/**
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* Who holds which title.
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*
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* @param {Array} rules in precedence order: `{ stat, topN, text, color }`
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* @param {object} standings stat → leaderboard rows for the current wipe,
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* in the leaderboard's order, at least `topN` long
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* @param {object} options
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* @param {string} options.mode `first` · `all` · `upto`
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* @param {number} options.max how many `upto` shows
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* @returns {Map<string, Array<{text, color}>>} Steam id → titles, in rule order
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*/
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function evaluate(rules, standings, { mode = 'first', max = 2 } = {}) {
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const held = new Map()
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for (const rule of rules || []) {
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const stat = STATS[rule.stat]
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if (!stat) continue
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const rows = (standings[rule.stat] || []).filter((row) => Number(stat.value(row)) > 0).slice(0, rule.topN)
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for (const row of rows) {
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if (!held.has(row.steamId)) held.set(row.steamId, [])
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held.get(row.steamId).push({ text: rule.text, color: rule.color })
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}
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}
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const keep = { first: 1, upto: max, all: Infinity }[normaliseMode(mode)]
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for (const [steamId, list] of held) held.set(steamId, list.slice(0, keep))
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return held
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}
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/** One player's titles as BetterChat markup: `[#hex]text[/#]`, space-separated. */
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function markup(list) {
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return list.map((t) => `[#${t.color.replace(/^#/, '')}]${t.text}[/#]`).join(' ')
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}
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/** The wire set, sorted so an unchanged set digests the same on every tick. */
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function wireSet(held) {
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return [...held.entries()]
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.map(([steamId, list]) => ({ steamId, text: markup(list) }))
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.sort((a, b) => a.steamId.localeCompare(b.steamId))
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}
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function digest(set) {
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return crypto
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.createHash('sha256')
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.update(set.map((t) => `${t.steamId} ${t.text}`).join('\n'))
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.digest('hex')
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}
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module.exports = {
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STATS,
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MODES,
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MAX_RULES,
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MAX_TOP_N,
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MAX_UPTO,
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TEXT_MAX,
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cleanText,
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normaliseMode,
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validateSettings,
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evaluate,
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markup,
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wireSet,
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digest,
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}
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106
server/model/titles/titles.model.js
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106
server/model/titles/titles.model.js
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// ── Chat titles, read against the live standings (phase 17) ────────────────
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//
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// `titles.js` decides; this file fetches what it decides from. One answer per
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// server serves three readers — the push to the game, the web leaderboard and
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// the app's — so it is remembered briefly: the leaderboard is polled by every
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// open page, and each rule is a leaderboard query of its own.
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const eventsDb = require('../events/events.db')
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const serversDb = require('../servers/servers.db')
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const db = require('./titles.db')
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const titles = require('./titles')
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/** How long one server's answer is reused. The same as the push loop's tick. */
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const MEMO_MS = 30 * 1000
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const memo = new Map()
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/** A server's settings as the admin form reads them. */
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async function settingsFor(serverId) {
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const [mode, rules] = await Promise.all([db.getMode(serverId), db.listRules(serverId)])
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return shapeSettings(mode, rules)
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}
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function shapeSettings(mode, rules) {
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return {
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mode: titles.normaliseMode(mode && mode.mode),
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max: mode && Number(mode.max) ? Number(mode.max) : 2,
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rules: rules.map((r) => ({ stat: r.stat, topN: Number(r.topN), text: r.text, color: r.color })),
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}
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}
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/** Every server's settings, keyed by id, for the admin server list. */
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async function settingsByServer() {
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const [modes, rules] = await Promise.all([db.listModes(), db.listAllRules()])
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const out = new Map(modes.map((m) => [m.serverId, shapeSettings(m, [])]))
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for (const r of rules) {
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const s = out.get(r.serverId)
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if (s) s.rules.push({ stat: r.stat, topN: Number(r.topN), text: r.text, color: r.color })
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}
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return out
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}
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async function saveSettings(serverId, value) {
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await db.saveSettings(serverId, value)
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forget(serverId)
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}
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function forget(serverId) {
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for (const key of memo.keys()) if (key.startsWith(`${serverId} `)) memo.delete(key)
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}
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/**
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* Who holds which title on one server right now: a Map of Steam id to
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* `[{ text, color }]`, after the server's mode. Empty with no rules, and empty
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* with no current wipe — a title ranks the current wipe (D135), and a server that
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* has never said which wipe it is on has none to rank.
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*/
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async function heldFor(serverId, { wipeId, now = Date.now() } = {}) {
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if (!wipeId) return new Map()
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const key = `${serverId} ${wipeId}`
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const hit = memo.get(key)
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if (hit && now - hit.at < MEMO_MS) return hit.held
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const settings = await settingsFor(serverId)
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const standings = {}
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// One query per STAT, at the deepest top N any rule on it asks for, rather
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// than one per rule: two rules on kills read the same rows.
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const depth = new Map()
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for (const r of settings.rules) depth.set(r.stat, Math.max(depth.get(r.stat) || 0, r.topN))
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await Promise.all(
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[...depth.entries()].map(async ([stat, limit]) => {
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standings[stat] = await eventsDb.leaderboard({ serverId, wipeId, sort: titles.STATS[stat].sort, limit })
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}),
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)
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const held = titles.evaluate(settings.rules, normalise(standings), settings)
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memo.set(key, { at: now, held })
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return held
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}
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/** The leaderboard's rows carry numbers as strings from SUM(); the rules compare numbers. */
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function normalise(standings) {
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const out = {}
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for (const [stat, rows] of Object.entries(standings)) {
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out[stat] = rows.map((r) => ({
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steamId: r.steamId,
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kills: Number(r.kills) || 0,
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npcKills: Number(r.npcKills) || 0,
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playtimeSec: Number(r.playtimeSec) || 0,
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}))
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}
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return out
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}
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/** The same, for a server by id, reading its current wipe from its last report. */
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async function currentFor(serverId) {
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const state = await serversDb.getState(serverId)
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return heldFor(serverId, { wipeId: state && state.wipeId ? state.wipeId : null })
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}
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module.exports = { MEMO_MS, settingsFor, settingsByServer, saveSettings, heldFor, currentFor, forget }
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