Merge edge into feat/title-conditions: §3's zone presets
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Two conflicts, both additive: schema.sql and purge.sql keep both phases'
tables. Swagger fragment (61 paths) and routes.manifest (67 routes)
regenerated against the pinned core; 455 server and 58 client tests pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
This commit is contained in:
2026-09-29 11:36:00 -05:00
17 changed files with 2162 additions and 1 deletions

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// ── A zone's ZoneManager options (PLAN_REDESIGNS §3.1, D166, D210, D211) ──────
//
// ZoneManager's flags are whatever the installed version declares, and the
// plugin reads the list from it and sends it in hello (D211). This file does not
// hold the list. It holds two things the list lacks:
//
// * **How the form groups them.** Seven groups a Rust admin recognises, and
// **Other** for a flag this file does not know (a newer ZoneManager), so a
// flag is never hidden because this file is out of date.
// * **The text a step carries them in.** Core's step editor has single-value
// fields only, so a zone step's flags and settings are one line of text:
// `NoBuild, NoPlayerLoot, radiation=10`. A preset's option row puts that line
// into the field when it is picked (D210), and the step keeps its own copy.
//
// The settings mirror the plugin's allowlist and bounds. The plugin's are the
// ones that hold; these make a bad step a refusal on the authoring form rather
// than at four in the morning.
const GROUPS = ['Vehicles', 'Combat', 'Building', 'Loot', 'NPCs', 'Communication', 'Survival', 'Other']
/** ZoneManager 3.1.14's flags, lower-cased, by group. A flag not here is Other. */
const GROUP_OF = Object.freeze(
Object.fromEntries(
Object.entries({
Vehicles: ['KeepVehiclesIn', 'KeepVehiclesOut', 'NoVehicleMounting', 'NoVehicleDismounting'],
Combat: [
'PvpGod', 'PveGod', 'SleepGod', 'NoPve', 'NoFallDamage', 'NoWounded', 'NoSuicide', 'NoCorpse',
'NoHeliTargeting', 'NoTurretTargeting', 'NoAPCTargeting', 'InfiniteTrapAmmo',
'Eject', 'EjectSleepers', 'Kill', 'KillSleepers',
],
Building: [
'NoBuild', 'NoDeploy', 'NoUpgrade', 'NoStability', 'NoDecay', 'NoRemove', 'UnDestr', 'NoBuildingDamage',
'NoSprays', 'NoSignUpdates', 'NoDoorAccess', 'NoCup', 'NoOvenToggle', 'PoweredSwitches', 'AutoLights', 'AlwaysLights',
],
Loot: [
'LootSelf', 'NoPlayerLoot', 'NoNPCLoot', 'NoBoxLoot', 'NoPickup', 'NoEntityPickup', 'NoCollect', 'NoGather',
'NoDrop', 'NoLootSpawns', 'NoStash', 'NoCraft', 'NoKits', 'NoTrade', 'NoShop', 'NoVending',
],
NPCs: ['NoNPCTargeting', 'NpcFreeze', 'NoNPCSpawns'],
Communication: ['NoChat', 'NoVoice'],
Survival: ['NoPoison', 'NoStarvation', 'NoThirst', 'NoRadiation', 'NoDrown', 'NoBleed'],
}).flatMap(([group, names]) => names.map((n) => [n.toLowerCase(), group])),
),
)
/** A line for the flags whose names do not say what they do. */
const NOTES = Object.freeze({
undestr: 'Nothing in the zone can be damaged.',
lootself: 'A player may loot only what is theirs.',
eject: 'Players without the zone permission are pushed out.',
kill: 'Players without the zone permission are killed on entry.',
poweredswitches: 'Switches in the zone are powered.',
keepvehiclesin: 'Vehicles cannot leave the zone.',
keepvehiclesout: 'Vehicles cannot enter the zone.',
pvegod: 'Players take no damage from NPCs and animals.',
pvpgod: 'Players take no damage from other players.',
nopve: 'Players cannot damage NPCs and animals.',
})
/**
* The settings a zone may carry, with the plugin's bounds. `permission` is the
* name ZoneManager registers as `zonemanager.<name>`: who may enter a zone that
* ejects or kills.
*/
const SETTINGS = Object.freeze({
radiation: { type: 'float', min: 0, max: 500, label: 'Radiation', description: 'Radiation inside the zone. 0 is none.' },
comfort: { type: 'float', min: 0, max: 1, label: 'Comfort', description: 'Comfort inside the zone, 0 to 1.' },
temperature: { type: 'float', min: -100, max: 100, label: 'Temperature', description: 'Temperature inside the zone, in °C. 0 leaves the world’s.' },
safezone: { type: 'boolean', label: 'Safe zone', description: 'A safe zone, as the game’s outposts are.' },
permission: { type: 'permission', label: 'Permission', description: 'Who may enter a zone that ejects or kills: zonemanager.<name>.' },
})
const PERMISSION_RE = /^[a-z0-9_]{1,32}$/
const MAX_FLAGS = 80
/** The group a flag is drawn under. */
function groupOf(flag) {
return GROUP_OF[String(flag || '').toLowerCase()] || 'Other'
}
/**
* A server's flag list as the form draws it: every group in order, each with
* its flags sorted, and empty groups left out.
*/
function grouped(flags) {
const by = new Map(GROUPS.map((g) => [g, []]))
for (const f of flags || []) {
if (typeof f !== 'string' || !f) continue
by.get(groupOf(f)).push({ name: f, ...(NOTES[f.toLowerCase()] ? { note: NOTES[f.toLowerCase()] } : {}) })
}
return GROUPS.map((group) => ({ group, flags: by.get(group).sort((a, b) => a.name.localeCompare(b.name)) })).filter(
(g) => g.flags.length > 0,
)
}
/**
* One setting's value, checked and written as the plugin reads it. Returns
* `{ ok, value }` or `{ ok: false, error }`.
*/
function settingValue(key, raw) {
const spec = SETTINGS[key]
if (!spec) return { ok: false, error: `"${key}" is not a zone setting (${Object.keys(SETTINGS).join(', ')})` }
if (spec.type === 'boolean') {
const text = String(raw).trim().toLowerCase()
if (raw === true || text === 'true') return { ok: true, value: true }
if (raw === false || text === 'false') return { ok: true, value: false }
return { ok: false, error: `${key} is true or false, not "${raw}"` }
}
if (spec.type === 'permission') {
const name = String(raw || '').trim().toLowerCase().replace(/^zonemanager\./, '')
if (!PERMISSION_RE.test(name)) return { ok: false, error: `a zone's permission is 1 to 32 letters, digits or _, not "${raw}"` }
return { ok: true, value: name }
}
const value = typeof raw === 'number' ? raw : Number(String(raw).trim())
if (String(raw).trim() === '' || !Number.isFinite(value) || value < spec.min || value > spec.max) {
return { ok: false, error: `${key} is ${spec.min} to ${spec.max}, not "${raw}"` }
}
return { ok: true, value }
}
/**
* Checks a set of flags and settings. `known` is the server's own flag list,
* when there is one: each flag is then spelled as that ZoneManager spells it,
* and an unknown one is refused. Without it (a server that has not said), the
* flags are kept as written and the plugin checks them.
*/
function check({ flags = [], settings = {} } = {}, known = null) {
if (!Array.isArray(flags)) return { ok: false, error: 'flags are a list of names' }
if (flags.length > MAX_FLAGS) return { ok: false, error: `a zone takes at most ${MAX_FLAGS} flags, not ${flags.length}` }
if (!settings || typeof settings !== 'object' || Array.isArray(settings)) {
return { ok: false, error: 'settings are an object of name and value' }
}
const spelled = known ? new Map(known.map((k) => [k.toLowerCase(), k])) : null
const outFlags = []
for (const raw of flags) {
const name = String(raw || '').trim()
if (!/^[A-Za-z0-9_]{1,40}$/.test(name)) return { ok: false, error: `"${raw}" is not a flag name` }
const flag = spelled ? spelled.get(name.toLowerCase()) : name
if (!flag) return { ok: false, error: `"${name}" is not a flag this server's ZoneManager has` }
if (!outFlags.some((f) => f.toLowerCase() === flag.toLowerCase())) outFlags.push(flag)
}
const outSettings = {}
for (const [rawKey, raw] of Object.entries(settings)) {
const key = rawKey.toLowerCase()
const one = settingValue(key, raw)
if (!one.ok) return one
outSettings[key] = one.value
}
return { ok: true, flags: outFlags, settings: outSettings }
}
/**
* The line of text a step carries: flags first, then settings, as
* `NoBuild, NoPlayerLoot, radiation=10`. The inverse of `parse`.
*/
function format({ flags = [], settings = {} } = {}) {
const parts = [...flags]
for (const key of Object.keys(SETTINGS)) {
if (settings[key] !== undefined && settings[key] !== null) parts.push(`${key}=${settings[key]}`)
}
return parts.join(', ')
}
/**
* Reads a step's options line. Items are separated by commas or spaces; one with
* `=` is a setting, anything else a flag. Blank is no options. Checked the same
* way `check` checks a preset.
*/
function parse(text, known = null) {
const line = String(text === undefined || text === null ? '' : text).trim()
if (!line) return { ok: true, flags: [], settings: {} }
if (line.length > 2000) return { ok: false, error: 'a zone’s options are at most 2000 characters' }
const flags = []
const settings = {}
for (const item of line.split(/[\s,]+/).filter(Boolean)) {
const at = item.indexOf('=')
if (at < 0) {
flags.push(item)
continue
}
const key = item.slice(0, at).trim().toLowerCase()
if (Object.prototype.hasOwnProperty.call(settings, key)) return { ok: false, error: `${key} is given twice` }
settings[key] = item.slice(at + 1).trim()
}
return check({ flags, settings }, known)
}
module.exports = { GROUPS, SETTINGS, NOTES, groupOf, grouped, check, parse, format, settingValue, MAX_FLAGS }

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// ── SQL for zone presets, and what each server said about its zone mods ──────
//
// The presets are the module's own (PLAN_REDESIGNS §3.1, D195). What a server
// has — its ZoneManager's flag list (D211), ZoneDomes and the domes helper (D194)
// — is read out of the hello each server's state row keeps whole (`raw`), so the
// preset form works while a server is off.
const core = require('../../core')
const PRESETS = 'rust_zone_presets'
const PRESET_SERVERS = 'rust_zone_preset_servers'
const SERVERS = 'rust_servers'
const STATE = 'rust_server_state'
/** The driver hands JSON_EXTRACT and TEXT back as strings. A bad value is no value. */
function json(value, fallback) {
if (value === null || value === undefined) return fallback
if (typeof value !== 'string') return value
try {
return JSON.parse(value)
} catch {
return fallback
}
}
function shape(row, serverIds) {
return {
id: Number(row.id),
name: row.name,
flags: json(row.flags, []),
settings: json(row.settings, {}),
allServers: Boolean(row.allServers),
servers: serverIds,
updatedAt: row.updatedAt ? new Date(row.updatedAt).toISOString() : null,
}
}
/** Every preset, with the servers each names, oldest first. */
async function listPresets() {
const [rows, links] = await Promise.all([
core.query(
`SELECT id, name, flags, settings, all_servers AS allServers, updated_at AS updatedAt
FROM ${PRESETS} ORDER BY name ASC, id ASC`,
),
core.query(`SELECT preset_id AS presetId, server_id AS serverId FROM ${PRESET_SERVERS} ORDER BY server_id ASC`),
])
const by = new Map()
for (const l of links) {
const id = Number(l.presetId)
if (!by.has(id)) by.set(id, [])
by.get(id).push(l.serverId)
}
return rows.map((r) => shape(r, by.get(Number(r.id)) || []))
}
async function getPreset(id) {
const rows = await core.query(
`SELECT id, name, flags, settings, all_servers AS allServers, updated_at AS updatedAt
FROM ${PRESETS} WHERE id = ?`,
[id],
)
if (!rows[0]) return null
const links = await core.query(`SELECT server_id AS serverId FROM ${PRESET_SERVERS} WHERE preset_id = ? ORDER BY server_id ASC`, [id])
return shape(rows[0], links.map((l) => l.serverId))
}
/**
* Writes one preset and replaces its server list. The model has checked every
* server exists first, so the inserts below have nothing left to refuse. The
* list is written in one statement, so a preset is never left half-listed.
*/
async function savePreset({ id = null, name, flags, settings, allServers, servers }, userId = null) {
let presetId = id
if (presetId) {
await core.query(
`UPDATE ${PRESETS} SET name = ?, flags = ?, settings = ?, all_servers = ?, updated_at = CURRENT_TIMESTAMP WHERE id = ?`,
[name, JSON.stringify(flags), JSON.stringify(settings), allServers ? 1 : 0, presetId],
)
await core.query(`DELETE FROM ${PRESET_SERVERS} WHERE preset_id = ?`, [presetId])
} else {
const res = await core.query(
`INSERT INTO ${PRESETS} (name, flags, settings, all_servers, created_by) VALUES (?, ?, ?, ?, ?)`,
[name, JSON.stringify(flags), JSON.stringify(settings), allServers ? 1 : 0, userId],
)
presetId = Number(res.insertId)
}
if (!allServers && servers.length > 0) {
await core.query(
`INSERT INTO ${PRESET_SERVERS} (preset_id, server_id) VALUES ${servers.map(() => '(?, ?)').join(', ')}`,
servers.flatMap((serverId) => [presetId, serverId]),
)
}
return presetId
}
async function deletePreset(id) {
await core.query(`DELETE FROM ${PRESETS} WHERE id = ?`, [id])
}
/**
* Each configured server, in the operator's order, with what its last hello said
* about ZoneManager (`{ version, flags }`) and ZoneDomes (`{ loaded, version,
* helper, ready }`). Either is null for a server that never said: no ZoneManager,
* a plugin before protocol 13, or a server never reached.
*/
async function listZoneServers() {
const rows = await core.query(
`SELECT s.id, s.name, s.enabled,
JSON_EXTRACT(st.raw, '$.zoneManager') AS zoneManager,
JSON_EXTRACT(st.raw, '$.integrations.zoneDomes') AS zoneDomes
FROM ${SERVERS} s
LEFT JOIN ${STATE} st ON st.server_id = s.id
ORDER BY s.sort_order ASC, s.id ASC`,
)
return rows.map((r) => {
const zm = json(r.zoneManager, null)
const zd = json(r.zoneDomes, null)
return {
id: r.id,
name: r.name,
enabled: Boolean(r.enabled),
zoneManager:
zm && typeof zm === 'object'
? {
version: typeof zm.version === 'string' ? zm.version : null,
flags: Array.isArray(zm.flags) ? zm.flags.filter((f) => typeof f === 'string') : null,
}
: null,
zoneDomes:
zd && typeof zd === 'object'
? {
loaded: zd.loaded === true,
version: typeof zd.version === 'string' ? zd.version : null,
helper: zd.helper && typeof zd.helper.state === 'string' ? zd.helper : null,
ready: zd.ready === true,
}
: null,
}
})
}
module.exports = { PRESETS, PRESET_SERVERS, listPresets, getPreset, savePreset, deletePreset, listZoneServers }

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// ── Zone presets (PLAN_REDESIGNS §3.1, D195, D210) ──────────────────────────
//
// An admin's own named set of ZoneManager flags and settings, for one server,
// several, or the fleet. A zone step offers the presets as the options field's
// dropdown; picking one COPIES its line into the step (D210), so a preset edited
// later changes no published event. That is also why a preset needs no history
// and deleting one is harmless.
const db = require('./zones.db')
const options = require('./zoneOptions')
const NAME_MAX = 64
class ZonePresetError extends Error {
constructor(message, status = 400) {
super(message)
this.status = status
}
}
/**
* The page's whole state: each server with what it said about its zone mods,
* the flags the form draws (every server's, grouped), the settings, and the
* presets.
*/
async function describe() {
const [servers, presets] = await Promise.all([db.listZoneServers(), db.listPresets()])
const union = new Map()
for (const s of servers) {
for (const f of (s.zoneManager && s.zoneManager.flags) || []) {
if (!union.has(f.toLowerCase())) union.set(f.toLowerCase(), f)
}
}
return {
servers: servers.map((s) => ({
...s,
zoneManager: s.zoneManager ? { version: s.zoneManager.version, flagCount: (s.zoneManager.flags || []).length, flags: s.zoneManager.flags } : null,
})),
groups: options.grouped([...union.values()]),
settings: Object.entries(options.SETTINGS).map(([key, spec]) => ({ key, ...spec })),
presets: presets.map((p) => ({ ...p, line: options.format(p) })),
}
}
/** Does a preset cover this server? */
function covers(preset, serverId) {
return preset.allServers || preset.servers.includes(serverId)
}
/**
* Checks a preset against every server it covers. A flag must be on each covered
* server that has said which flags it has; a server that has not said (never
* reached, no ZoneManager yet) is skipped, and the plugin checks the flag when a
* step runs there.
*/
async function validate(input, id = null) {
const name = String((input && input.name) || '').trim()
if (!name || name.length > NAME_MAX) throw new ZonePresetError(`a preset's name is 1 to ${NAME_MAX} characters`)
const allServers = input.allServers === true
const requested = Array.isArray(input.servers) ? [...new Set(input.servers.map(String))] : []
if (!allServers && requested.length === 0) throw new ZonePresetError('a preset is for at least one server, or for every server')
const servers = await db.listZoneServers()
const byId = new Map(servers.map((s) => [s.id, s]))
for (const s of requested) {
if (!byId.has(s)) throw new ZonePresetError(`no server "${s}"`, 404)
}
const checked = options.check({ flags: input.flags || [], settings: input.settings || {} })
if (!checked.ok) throw new ZonePresetError(checked.error)
const covered = allServers ? servers : requested.map((s) => byId.get(s))
let flags = checked.flags
for (const s of covered) {
const known = s.zoneManager && s.zoneManager.flags
if (!known || known.length === 0) continue
const onServer = options.check({ flags }, known)
if (!onServer.ok) throw new ZonePresetError(`${onServer.error.replace("this server's", `${s.name || s.id}'s`)}`)
flags = onServer.flags
}
// Two presets of one name on one server would be two rows in the step's
// dropdown nobody could tell apart. Across servers it is allowed (D189).
const mine = { allServers, servers: requested }
const others = (await db.listPresets()).filter((p) => p.id !== id && p.name.toLowerCase() === name.toLowerCase())
for (const other of others) {
if (allServers && other.allServers) throw new ZonePresetError(`a preset called "${name}" is already on every server`, 409)
const shared = servers.find((s) => covers(mine, s.id) && covers(other, s.id))
if (shared) throw new ZonePresetError(`a preset called "${name}" is already on ${shared.name || shared.id}`, 409)
}
return { name, flags, settings: checked.settings, allServers, servers: allServers ? [] : requested }
}
async function create(input, userId = null) {
const clean = await validate(input)
const id = await db.savePreset(clean, userId)
return db.getPreset(id)
}
async function update(id, input) {
const existing = await db.getPreset(id)
if (!existing) throw new ZonePresetError('no such preset', 404)
const clean = await validate(input, existing.id)
await db.savePreset({ ...clean, id: existing.id })
return db.getPreset(existing.id)
}
async function remove(id) {
const existing = await db.getPreset(id)
if (!existing) throw new ZonePresetError('no such preset', 404)
await db.deletePreset(existing.id)
return true
}
/**
* The zone step's dropdown (D210): one row per preset, whose VALUE is the line
* of text the step keeps. Grouped by the servers each is for, so an admin
* authoring a step for one server can see which presets were made for it.
*/
async function optionRows() {
const [presets, servers] = await Promise.all([db.listPresets(), db.listZoneServers()])
const nameOf = new Map(servers.map((s) => [s.id, s.name || s.id]))
return presets.map((p) => ({
value: options.format(p),
label: p.name,
group: p.allServers ? 'Every server' : p.servers.map((s) => nameOf.get(s) || s).join(', '),
}))
}
/** What one server's last hello said about ZoneManager and ZoneDomes, or null. */
async function serverZoneMods(serverId) {
return (await db.listZoneServers()).find((s) => s.id === serverId) || null
}
module.exports = { ZonePresetError, describe, create, update, remove, optionRows, serverZoneMods, covers }