fix(rust): nothing names who is online by default
The org lead's rule, settled 2026-09-22: who is online is always the
narrowest audience - staff - unless an operator deliberately widens it,
and a count is fine where a list of names is not.
The public site broke that in three places since phase 4. The Online
tab named every player, the feed carried joins, respawns, deaths, chat
and tallies, and the leaderboard's lastSeen - refreshed every minute by
a gather tally - said who was on as plainly as either. All three now
sit behind one setting:
* PRESENCE_KINDS, a subset of the public allowlist, gated per request.
Below the audience the feed keeps the server's own story (wipe, start,
shutdown) and says presenceHidden rather than looking quiet.
* the Online route answers { players: [], hidden, count, audience } -
same shape, so an older client renders empty rather than breaking.
* rungs staff / signed_in / public, fleet-wide default in a new
rust_settings table with an optional per-server override on
rust_servers; an unknown stored word narrows to staff.
* the viewer's standing is RE-READ from the users row (ctx.users.getById),
not taken from the token, so a demotion or a ban applies on the next
request. Walked: a moderator demoted mid-session lost the roll call on
the same cookie.
* per-viewer answers are Cache-Control: private, no-store.
* GET/PUT /admin/rust/visibility (requireRole admin) and an admin page,
Rust visibility; every save is one activity-log row.
The browser walk also found every empty state in this module rendering
as a blank box. Core's EmptyState renders children only; this module
passed title/message (the shape the Integration Kit template teaches)
and React dropped both without a word. Fixed module-side with a small
Empty wrapper - nothing core or module-uo renders changes - and a client
test that refuses a titled EmptyState or a PageHeader subtitle.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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@@ -42,10 +42,18 @@ rows here; the website core never learns there is more than one.
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| Public | `GET …/servers/:id/wipes` and `…/online` |
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| Player | `GET /api/v1/player/rust/servers` — the server list, on the authenticated tier |
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| Admin | `GET/PUT/DELETE /api/v1/admin/rust/servers` and `POST …/:id/test` |
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| Admin | `GET/PUT /api/v1/admin/rust/visibility` — who may see who is online, fleet-wide and per server |
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| Pages | `/rust` — the server list, and the module's landing page |
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| Pages | `/rust/servers/:id` — one server: feed, leaderboard, who is on, wipes |
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| Slot | `site.footer.status` — a live server/player count in core's footer |
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**Nothing names who is online by default.** The Online list, every feed item that says a named
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player was on the server (connects, respawns, deaths, chat, gather tallies) and the leaderboard's
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"last seen" reach **staff** unless an operator widens them in Admin → Rust visibility — fleet-wide,
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with an optional override per server. How many players are online is public at every setting. The
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viewer's standing is re-read from the database on each request, so a demotion or a ban applies at
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once rather than when a token expires.
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Every page reads this module's own tables and never calls a game server, which is what lets the
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whole surface render while every server in the fleet is off. Tab, feed filter, wipe and leaderboard
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sort all live in the URL, so any view of it is a link.
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