PLAN.md §30 as approved, plus D119/D120 from the build. Server: - rust_map_images (one row per server: picture as MEDIUMBLOB, geometry, monuments, DERIVATION_VERSION) and rust_map_overrides; purge.sql pair. - mapImages.js: D110. The board poll notices a new boot/wipe/seed/size and asks map.info; a new key or hash from the free Rust+ cache (or a render kept on disk) is fetched in slices, checked against its SHA-256 and stored in one statement. One fetch per server, a backoff on failure, `stale` abandons a fetch that straddles a map change. Render now (D109) is admin-only and watched to completion. - mapLive.js: D111. One map.live per server per 5 s whoever asks; positions are held in memory only. - model/map: four layers (world, events public; players, bases staff), a fleet default plus per-server override (D114), the players layer capped by presence (D113), own dot and online first-party clan mates for a linked viewer (D115, D117, D118). A layer the viewer may not see is absent from the answer, never sent and hidden. - Routes: public /servers/:id/map, /map/image (immutable under its hash), /map/live; admin /servers/:id/map/fetch and /render; the Map card on the visibility PUT. Swagger fragment and frozen manifest regenerated. Client: - A Map tab: Leaflet over the picture in CRS.Simple, the game's own grid (labels only when a cell is wide enough to hold one), a legend that lists hidden layers with who can see them, polled every 10 s while visible. - D120: Leaflet is a lazy split chunk beside entry.js, not in it. release.yml copies every dist/*.js; checkExternals and build.test.js hold both ends. - The Map card on Admin -> Rust visibility, with Fetch again and Render now. Capability `map` declared for the Android app (phase 15). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
187 lines
7.2 KiB
JavaScript
187 lines
7.2 KiB
JavaScript
// ── Admin · Rust — the handlers ───────────────────────────────────────────
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//
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// The write side of the module. Three things every handler here owes:
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//
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// 1. **Never return the token.** Not in a response, not in an error, not in an
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// activity-log detail. It is accepted, encrypted and forgotten.
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// 2. **Record the change.** `core.activity.log` writes core's own admin audit
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// row. These handlers edit the credential that reaches a game host; "who
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// changed this" has no second place it is recorded.
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// 3. **Answer rather than throw.** An unhandled rejection reaches core's error
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// handler and gets core blamed for a fault in this module.
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const core = require('../../core')
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const db = require('../../model/servers/servers.db')
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const mapImages = require('../../mapImages')
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const servers = require('../../model/servers/servers.model')
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const sidecar = require('../../sidecarClient')
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const log = core.logger('admin')
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async function listServers(req, res) {
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try {
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res.json({ servers: await servers.listForAdmin() })
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} catch (err) {
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log.error('failed to read the server list', { error: err.message })
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res.status(500).json({ message: 'Failed to read the server list' })
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}
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}
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async function putServer(req, res) {
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const { id } = req.params
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const { name, sidecarBaseUrl, sidecarToken, protocol, enabled, sortOrder } = req.body
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try {
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const existing = await db.getServer(id)
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// A NEW server with no token is a row that can never reach its sidecar, and
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// the operator will read the resulting "unreachable" as a network problem.
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// Refusing it up front costs one round trip and saves that hunt. An EXISTING
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// row is a different case: omitting the token is how you say "leave it".
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if (!existing && !sidecarToken) {
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return res.status(400).json({ message: 'A new server needs its sidecar token' })
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}
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await db.upsertServer({
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id,
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name,
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sidecarBaseUrl,
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// `encryptToken` returns null for an empty value, and `upsertServer` reads
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// null as "do not write this column". The two halves of that rule are in
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// different files on purpose: the model decides what a blank means, the SQL
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// decides what null does, and neither has to know the other's reason.
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sidecarTokenEnc: servers.encryptToken(sidecarToken),
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protocol: protocol === undefined ? sidecar.PROTOCOL_VERSION : protocol,
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enabled: enabled === undefined ? true : enabled,
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sortOrder: sortOrder === undefined ? 0 : sortOrder,
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})
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await core.activity.log({
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req,
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action: 'rust.server.save',
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detail: {
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server: id,
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created: !existing,
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sidecarBaseUrl,
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// Whether the credential was rotated, never the credential.
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tokenChanged: Boolean(sidecarToken),
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},
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})
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return res.status(204).end()
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} catch (err) {
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log.error('failed to save a server', { server: id, error: err.message })
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return res.status(500).json({ message: 'Failed to save the server' })
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}
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}
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async function deleteServer(req, res) {
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const { id } = req.params
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try {
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const existing = await db.getServer(id)
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if (!existing) return res.status(404).json({ message: 'No such server' })
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await db.deleteServer(id)
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await core.activity.log({ req, action: 'rust.server.delete', detail: { server: id } })
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return res.status(204).end()
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} catch (err) {
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log.error('failed to delete a server', { server: id, error: err.message })
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return res.status(500).json({ message: 'Failed to delete the server' })
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}
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}
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/**
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* Probe one sidecar and report what came back.
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*
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* This is the route that tells a wrong URL from a wrong token from a mismatched
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* protocol, and that distinction is the whole reason it exists: all three present
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* to an operator as "the site says my server is offline", and each has a
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* different fix. The status string from `sidecarClient` is carried through
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* verbatim so the panel can say which.
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*/
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async function testServer(req, res) {
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const { id } = req.params
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try {
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const row = await db.getServer(id)
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if (!row) return res.status(404).json({ message: 'No such server' })
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const result = await sidecar.health(servers.withToken(row))
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await core.activity.log({
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req,
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action: 'rust.server.test',
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detail: { server: id, ok: result.ok, status: result.status },
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})
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return res.json({
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ok: result.ok,
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status: result.status,
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// `data` is the sidecar's own health document on success and the mismatch
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// detail on a 409. Both are safe to show: neither carries a credential.
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sidecar: result.data || null,
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})
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} catch (err) {
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log.error('failed to probe a sidecar', { server: id, error: err.message })
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return res.status(500).json({ message: 'Failed to probe the sidecar' })
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}
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}
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/**
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* Fetch one server's map picture again (D110's admin button). Runs the same
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* fetch the board poll triggers, forced — the stored hash is not trusted to be
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* current — and answers what it did, because an operator pressing this is
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* asking a question: is the picture this server has the right one?
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*/
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async function fetchMap(req, res) {
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const { id } = req.params
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try {
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const server = await servers.getForCalling(id)
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if (!server) return res.status(404).json({ message: 'No such server, or it is disabled' })
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const result = await mapImages.run(server, null, { force: true })
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await core.activity.log({ req, action: 'rust.map.fetch', detail: { server: id, outcome: result.outcome } })
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if (result.outcome === 'busy') return res.status(409).json({ message: 'A fetch is already running for this server.' })
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return res.status(result.ok ? 200 : 502).json({ ok: result.ok, outcome: result.outcome, message: result.detail || null })
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} catch (err) {
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log.error('failed to fetch a map', { server: id, error: err.message })
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return res.status(500).json({ message: 'Failed to fetch the map' })
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}
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}
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/**
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* Ask a server with no picture to draw one (D109). **This stalls that game**
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* for seconds — the card says how many before the button is pressed — and it is
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* refused by the plugin when a picture already exists. Answered as soon as the
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* game accepts; the picture is fetched when the render finishes.
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*/
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async function renderMap(req, res) {
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const { id } = req.params
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try {
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const server = await servers.getForCalling(id)
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if (!server) return res.status(404).json({ message: 'No such server, or it is disabled' })
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const actor = req.user && (req.user.username || req.user.id)
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const result = await mapImages.render(server, actor != null ? String(actor) : null)
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await core.activity.log({
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req,
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action: 'rust.map.render',
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detail: { server: id, accepted: result.ok, ...(result.ok ? {} : { reason: result.reason || null }) },
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})
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if (!result.ok) return res.status(result.status || 502).json({ message: result.message })
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return res.status(202).json({ accepted: true, stallSeconds: result.stallSeconds })
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} catch (err) {
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log.error('failed to ask for a render', { server: id, error: err.message })
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return res.status(500).json({ message: 'Failed to ask the server to draw its map' })
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}
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}
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module.exports = { listServers, putServer, deleteServer, testServer, fetchMap, renderMap }
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