feat(rust): what the site has given a player, as the player reads it

Phase 8's website half. Phase 7 made the site the author of in-game
privilege and gave an operator every view of it; this is the other side,
and it is the first time a player can see what they hold without asking
one.

`GET /player/rust/permissions` is self-scoped in SQL and read-only by
construction — a grant a player could change would not be a grant. Three
things make it a different shape from the admin read rather than a
filtered one:

  * the scope arithmetic is answered on the server. A client handed `*`
    would have to know what the fleet is to say anything, and then
    `inScope` exists twice. Each entry carries the servers it reaches,
    already resolved and already marked.
  * `live` is the pushed ledger, never the authored row. A grant is not a
    privilege in a game until a sync confirmed it, and phase 7 is careful
    never to record a push that silently did nothing — so "waiting" is
    honest, and the alternative is the site claiming to have given
    something it has not.
  * nothing says WHY it is waiting. An offline server, a permission no
    loaded plugin registered and a store that has never seen the account
    all look the same from here; telling them apart is an operator's
    diagnosis and an inventory of what is installed.

An entitlement that reaches nobody still lists, and the page says so —
authored against the website account, it exists before a Steam id does,
and hiding it until one turns up is the defect the admin user page
shipped in phase 7 (PLAN.md §20.5).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
This commit is contained in:
2026-09-22 20:09:51 -05:00
parent 47756d392a
commit 383e89442e
11 changed files with 909 additions and 3 deletions

View File

@@ -182,6 +182,94 @@ function catalogueByPermission(rows) {
.sort((a, b) => a.permission.localeCompare(b.permission))
}
/**
* ── What one person holds, as that person reads it ────────────────────────
*
* The admin overview answers *who holds what*; this answers *what do I hold*,
* and it is a different shape rather than a filtered one. Three things make it
* different:
*
* 1. **The scope arithmetic is answered here, not sent.** A client handed
* `scope: '*'` would have to know what the fleet is and re-implement
* `inScope` to say anything useful, and then there would be two of it. Each
* entry carries the servers it actually reaches, already resolved.
* 2. **`live` is per server and it is the pushed ledger, not the authored
* row.** A grant made on the website is not a privilege in a game until a
* sync confirmed it, and phase 7 is careful never to record a push that
* silently did nothing (an unregistered permission, a store that has never
* seen the player). So "waiting" here means waiting, and saying otherwise
* would be the site claiming to have given something it has not.
* 3. **Nothing says WHY it is waiting.** Which permission names a server's
* loaded plugins registered is an operator's diagnosis and an inventory of
* what is installed; a player gets the honest state, not the reason.
*
* Every read is scoped to the caller in SQL, and the pushed rows are looked up
* by the caller's OWN Steam ids — so a person with no linked account correctly
* sees entitlements that reach nobody yet, rather than nothing at all (the
* mistake phase 7 shipped on the admin user page, §20.5).
*/
async function forPlayer(userId, steamIds, serverRows) {
const [groups, groupPermissions, grants, pushed] = await Promise.all([
db.listGroupsForUser(userId),
db.listGroupPermissions(),
db.listGrants({ userId }),
db.listPushedForSteamIds(steamIds),
])
const servers = serverRows.map((row) => ({ id: row.id, name: row.name || row.id }))
// `kind:object` -> the servers a row of ours landed on. The subject is one of
// this caller's own Steam ids by construction, so it does not enter the key:
// an entitlement is live for the person if it is live for any account they
// hold, which is the same thing the game sees.
const live = new Map()
for (const row of pushed) {
const key = `${row.kind}:${normaliseName(row.object)}`
if (!live.has(key)) live.set(key, new Set())
live.get(key).add(row.serverId)
}
/** The servers a scope reaches, each marked with whether it is there yet. */
function reach(scope, key) {
const landed = live.get(key) || new Set()
return servers
.filter((server) => inScope(scope, server.id))
.map((server) => ({ ...server, live: landed.has(server.id) }))
}
const permissionsByGroup = new Map()
for (const row of groupPermissions) {
if (!permissionsByGroup.has(row.groupName)) permissionsByGroup.set(row.groupName, [])
permissionsByGroup.get(row.groupName).push(normaliseName(row.permission))
}
return {
groups: groups.map((group) => ({
name: group.name,
title: group.title || group.name,
scope: group.scope,
since: group.addedAt,
permissions: (permissionsByGroup.get(group.name) || []).sort(),
reach: reach(group.scope, `member:${normaliseName(group.name)}`),
})),
// `collapseGrants` first: the join multiplies a grant by the accounts its
// holder has linked, and this caller may hold two.
grants: collapseGrants(grants)
.map((grant) => ({
permission: grant.permission,
scope: grant.scope,
source: grant.source,
note: grant.note,
since: grant.grantedAt,
reach: reach(grant.scope, `grant:${normaliseName(grant.permission)}`),
}))
.sort((a, b) => a.permission.localeCompare(b.permission)),
}
}
/**
* The whole authored set, read once, in the shape the per-server build wants.
*
@@ -346,6 +434,7 @@ module.exports = {
normaliseName,
inScope,
overview,
forPlayer,
readAuthored,
buildDesired,
retirements,