c4dda5f85c73b3bdd8c028af64069b793c02039a
4 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
| c4dda5f85c |
fix(rust): put the word on the pill, not only the dot
A filled circle beside a hollow one is the whole difference between "you have this in game" and "you do not yet", which is more than a shape should have to carry — and a reader who cannot tell the two apart gets no answer at all. The pill now reads "<server> · has it" or "<server> · waiting", which is also what the app's leg says, so the two surfaces describe the same state in the same words. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM |
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| 383e89442e |
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
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| e54ae3afb9 |
feat(rust): mod configuration from the site, and an editor that will not rewrite a float
R18's two tiers: a form generated from a config file's own values, and raw JSON for what a form cannot express. Admin → Rust mod config, one live round trip per action, nothing cached between a browser and a game host's disk. `configEdit.js` is the part that could not be done naively. JavaScript cannot tell `1` from `1.0`, and both mod frameworks deserialize a config into typed C# classes — so a read-modify-write silently rewrites every whole-numbered float as an integer on fields nobody touched, and a plugin that then throws at load does not come back. It never parses, mutates and re-serialises: it records the SOURCE SPAN of every value and splices literals into them, so an untouched `1.0` is still `1.0` and a number an admin types travels as text the whole way (D35/D36). The bridge's own config is editable with `Host`, `Port` and `ServerId` locked, in the form and in the raw tier, because either would cut the link carrying the edit or strand every row this site holds (D38). Credentials render masked with a reveal; the raw tier shows them (D37) and the audit trail never does. `rust_config_writes` records every save including the refused and the rolled back — an operator asking why a setting is not what they set needs to see that somebody tried. Three defects a browser walk found that 179 green tests did not: * every save of the bridge's own config was refused while the page said the opposite — a `<select>` whose value matches no `<option>` shows the first one, so the reload guess `RunicGateway` was on the wire and "nothing" was on the screen; * `btn ghost` is not a class this platform defines (`.btn-ghost` is), so every secondary button in this module has rendered as a primary one since phase 7 — here it made the open file and the active tier indistinguishable; * a save's refusal rendered at the top of a long form, far from the button. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM |
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| baffaa46c9 |
feat(rust): identity — a link code from the game, and the Steam id inside core's user page
R1's identity link, site-side, and R13's first extension slot. A player types /link in game, the plugin hands them a six-character code privately, and they enter it here; the site records who owns which Steam account, and an operator sees that on core's own `/admin/users/:id` page. **The site is the author of record and the game holds nothing.** There is no per-account store in Rust that survives a wipe, and phase 7 needs the site authoritative anyway — it pushes permissions INTO the game keyed by Steam id. A copy in the game would be a second thing to reconcile every wipe, for no question it could answer better. ## D24 — a code is minted by ONE server, so every server is asked Nothing in six characters says where it came from. The fleet is asked in turn and the first `link.ok` wins; the others answer `unknown` and nothing happens there, because a code is only spent at the server that actually holds it. Asking the player to pick was rejected: a wrong pick would come back indistinguishable from a wrong code, and that is the one refusal which must not be ambiguous. **"Every reachable server refused" is not the same answer as "a server was unreachable."** Collapsing them tells a player whose server is down that their code is wrong — so they run /link again on that same server and are told the same thing for as long as it stays down. `unsure` is that case, and it says to try again rather than to fetch a new code. ## D23 — a Steam id another account holds is refused, never moved The primary key is `steam_id`, and it is load-bearing rather than tidy: phase 7 grants permissions against a link and phase 13 hangs entitlements off it, so a silent move is an account takeover performed by typing six characters. The refusal names the holder, because the advice is unusable without it. The INSERT is a plain INSERT for the same reason — `ON DUPLICATE KEY UPDATE` here would BE that move — and the duplicate-key error is the refusal for the race the check above cannot close. The way out is `/unlink` in game, which reaches the site off the ingest feed rather than through a route (the plugin has no link to delete). D25 adds the other way out: staff can sever a link from the admin panel, for a player who cannot reach that Steam account in game. ## The slot, and the hole it found in this repo's own generator `admin.users.detail` is declared in `module.json` AND registered in `index.js` AND filled by the chunk — three places, because the server half and the client half are different registrations that share one name. `swaggerFragment.js` knew only about tier routers, so the two routes under `/admin/users/:id` were generated by nothing: a fragment that was internally consistent and described two routes fewer than the module serves. A slot's mount is core's and cannot be derived here, so it is a fourth constant beside `TIER_BASE` — held to account by the frozen-manifest job, which was verified to catch exactly this by removing the two paths and watching it fail. ## Smaller things worth knowing - **Core's `useAsync` has no `refresh`.** A counter in the deps is how a page re-reads after its own write; it blanks while it re-reads, which is right here and is exactly what made it wrong for a poll. - **Every player-portal nav row needs an `icon`** — core draws one on every row, and the client suite says so. This module had no icons file until now, because the public header is text buttons. - The two new frame kinds are STAFF-only. Neither carries a code, but both name a Steam id beside a website account's activity, and that join is not a public fact about what happened on a server. - The link code route carries its own rate limiter rather than core's `accountChangeLimiter`: this is guessing somebody else's secret, not changing your own password, and a shared counter would let one policy set the other. Protocol 3 on all three declaration sites; 17 new tests, 136 green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM |