Files
Module-Rust/server/ingest.js
wtclaude 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
2026-09-21 08:18:48 -05:00

272 lines
11 KiB
JavaScript

// ── Reading a sidecar's feed, and turning it into a record ────────────────
//
// One job: move each server's cursor forward, and apply what it passed.
//
// ── Why a cursor and not a socket ─────────────────────────────────────────
//
// The obvious design is a WebSocket — the sidecar has one, and module-uo takes
// exactly that route for the UO bridge. This module polls a cursor instead, and
// the reason is not laziness about latency.
//
// Core runs on Node 20, where a global `WebSocket` is still behind a flag, so a
// socket means taking `ws` as a runtime dependency — and this module's release
// asserts that it has none (D5: everything it needs arrives on `ctx`, and the
// bundle ships no `node_modules`). That is a cost worth paying for latency, but
// the deciding argument is the other one: **a socket needs a cursor anyway.**
// Whatever a feed misses while a module is restarting has to be caught up from
// somewhere, and the catch-up path is the one that must be right. A socket on
// top of a cursor is two mechanisms where the second is load-bearing; a cursor
// alone is one mechanism that is exercised every few seconds rather than only
// after an outage nobody planned.
//
// What it costs is seconds of latency on a killfeed. What it buys is that the
// path which recovers from a five-hour outage is the same path that ran a moment
// ago.
//
// ── The ordering the whole thing rests on ─────────────────────────────────
//
// **The cursor advances after the batch is written, never before.** A crash
// between the two re-reads events already counted, which inflates a total; a
// crash the other way round loses them silently and for ever. Neither is good and
// they are not equally bad — one is visible and bounded, the other is invisible
// and permanent — so the code is arranged to fail in the visible direction.
const core = require('./core')
const db = require('./model/events/events.db')
const links = require('./model/links/links.model')
const sidecar = require('./sidecarClient')
const log = core.logger('ingest')
/** How many events to ask for at once. */
const BATCH = 200
/**
* How many batches one tick will drain before letting the loop breathe.
*
* A module that has been down for a day has thousands of events waiting, and
* draining them in one unbounded loop would hold the tick — and a pool
* connection — for as long as that takes. Bounded, it catches up over several
* ticks and the site stays responsive while it does.
*/
const MAX_BATCHES_PER_TICK = 10
/**
* Applies one feed item.
*
* Every frame is stored raw, and only some of them move a counter. That split is
* deliberate: the raw row is what an admin reads and what a later phase can
* re-derive from, and the counters are what a leaderboard sums. A kind this
* build has never heard of still lands in `rust_events` — it costs nothing and
* the alternative is losing the one copy of an event the next version will know
* how to read.
*/
async function apply(serverId, item) {
const frame = (item && item.frame) || {}
const kind = item.kind || frame.kind
const wipeId = frame.wipeId || null
// A wipe exists because something mentioned it. There is no "a wipe started"
// call and there must not be one: the website is not there when a wipe happens.
await db.touchWipe(serverId, wipeId, frame.saveCreatedAt || null)
await db.insertEvent({
serverId,
wipeId,
kind,
t: Number(frame.t) || item.t || Date.now(),
steamId: frame.steamId || null,
raw: frame,
})
const at = { serverId, wipeId, steamId: frame.steamId }
switch (kind) {
case 'player.connected':
await db.touchPlayer(frame.steamId, frame.name || null)
break
case 'player.disconnected': {
await db.touchPlayer(frame.steamId, frame.name || null)
// `sessionSec` is ABSENT when the plugin never saw the connect — a player
// already on the server when it loaded. Absent is not zero: adding a zero
// would be recording a session of no length, which is a different claim
// from recording no session, and it is the one that quietly under-reports
// playtime for ever.
const seconds = Number(frame.sessionSec)
await db.addStats(at, {
sessions: Number.isFinite(seconds) ? 1 : 0,
playtimeSec: Number.isFinite(seconds) && seconds > 0 ? seconds : 0,
})
break
}
case 'player.death': {
await db.touchPlayer(frame.steamId, frame.name || null)
// A suicide is a death AND a suicide, not one instead of the other: the
// deaths column is "how many times did this player die", and a leaderboard
// that silently omitted self-inflicted ones would disagree with the
// killfeed sitting next to it on the same page.
await db.addStats(at, { deaths: 1, suicides: frame.attackerType === 'self' ? 1 : 0 })
// Only a real player's kill counts. `npc` and `environment` have no
// attacker to credit, and `self` must not credit the victim with a kill —
// which is the one line here that would look right in review and produce a
// leaderboard topped by whoever died the most.
if (frame.attackerType === 'player' && frame.attackerId) {
await db.touchPlayer(frame.attackerId, frame.attackerName || null)
await db.addStats({ ...at, steamId: frame.attackerId }, { kills: 1 })
}
break
}
case 'player.tally': {
await db.touchPlayer(frame.steamId, frame.name || null)
await db.addStats(at, {
npcKills: Number(frame.npcKills) || 0,
structures: Number(frame.structures) || 0,
})
// A tally is a DELTA since the last flush, which is what makes adding it
// correct. If it ever becomes a running total this loop doubles every
// number in it, slowly, and looks right the whole time.
const gathered = frame.gathered || {}
for (const [resource, amount] of Object.entries(gathered)) {
await db.addGathered(at, resource, Number(amount) || 0)
}
break
}
case 'player.chat':
case 'player.respawned':
await db.touchPlayer(frame.steamId, frame.name || null)
break
// ── Protocol 3: the one frame that changes something other than a counter ──
//
// `/unlink` in game severs the site's link, and it is the only way out of a
// link on the wrong account: the site REFUSES to move a Steam id another
// website account already holds (D23), so without this a player who linked
// while signed in as the wrong account would need staff.
//
// It arrives here rather than through a route because the plugin has nothing
// to delete — the site is the author of record and the game holds no link —
// so `/unlink` is the game reporting what the player asked for, applied off
// the feed like every other frame.
//
// **The authority is the Steam account itself.** Whoever is connected to the
// game as it is who it is, which is a stronger proof of ownership than the
// site can obtain any other way, so this is not scoped by website user.
case 'account.unlinked':
await db.touchPlayer(frame.steamId, frame.name || null)
await links.unlinkFromGame(frame.steamId)
break
// Stored and counted as a sighting, nothing more. The code is deliberately
// NOT on this frame — it travels through the player — so there is nothing
// here to redeem and no pending state for the site to hold. It exists so an
// operator can see linking being used at all.
case 'account.link.requested':
await db.touchPlayer(frame.steamId, frame.name || null)
break
default:
// Stored, not counted. Moderation frames, the server lifecycle, and
// anything a newer protocol sends that this build does not understand.
break
}
}
/**
* Brings one server's cursor up to date.
*
* Returns the number of events applied, for the log and for the tests.
*/
async function ingestServer(server) {
const cursor = await db.getCursor(server.id)
// A server this module has never ingested starts at the sidecar's CURRENT end,
// not at zero. A module installed today against a sidecar that has been running
// for a month should read what happens next — replaying a fortnight of deaths
// into stats for wipes it never saw is not a catch-up, it is inventing a
// history it was not present for. `/feed` with no `since` asks exactly that
// question, which is why the sidecar answers it that way.
if (!cursor) {
const tail = await sidecar.feedTail(server)
if (!tail.ok || !tail.data) {
// Unreachable. Write nothing: a cursor of 0 written now would replay the
// whole retained history the moment the sidecar came back.
return 0
}
await db.setCursor(server.id, Number(tail.data.lastId) || 0, 0)
log.info('cursor started at the feed tail', { server: server.id, at: tail.data.lastId })
return 0
}
let since = Number(cursor.lastEventId) || 0
let applied = 0
for (let batch = 0; batch < MAX_BATCHES_PER_TICK; batch += 1) {
const res = await sidecar.feed(server, since, BATCH)
if (!res.ok || !res.data) return applied
const items = Array.isArray(res.data.items) ? res.data.items : []
for (const item of items) {
try {
await apply(server.id, item)
applied += 1
} catch (err) {
// One malformed event must not wedge a server's cursor for ever. It is
// logged with its id so it can be found, and the cursor moves past it:
// the alternative is an ingest that stops at a single bad row and then
// silently stops being a feed at all.
log.warn('could not apply an event', {
server: server.id,
id: item && item.id,
kind: item && item.kind,
error: err.message,
})
}
}
const lastId = Number(res.data.lastId)
if (Number.isFinite(lastId) && lastId > since) {
// AFTER the batch. See the header.
await db.setCursor(server.id, lastId, items.length)
since = lastId
}
if (!res.data.more) break
}
if (applied > 0) log.info('ingested', { server: server.id, events: applied, cursor: since })
return applied
}
/**
* Applies the boards: what is true right now, rather than what happened.
*
* `players.online` replaces the presence rows wholesale, because that is what a
* board is. Storing it as history is the mistake the wire's `type` field exists
* to prevent, and it would be a poor return for the sidecar's trouble to make it
* here after it went out of its way not to make it there.
*/
async function applyBoards(serverId, boards) {
const presence = boards && boards['players.online']
if (presence && Array.isArray(presence.players)) {
await db.replacePresence(serverId, presence.players)
}
}
module.exports = { apply, applyBoards, ingestServer, BATCH, MAX_BATCHES_PER_TICK }