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Module-Rust/server/router/admin/rust.controller.js
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feat(rust): the live map (phase 14, protocol 11)
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
2026-09-25 01:06:10 -05:00

187 lines
7.2 KiB
JavaScript

// ── Admin · Rust — the handlers ───────────────────────────────────────────
//
// The write side of the module. Three things every handler here owes:
//
// 1. **Never return the token.** Not in a response, not in an error, not in an
// activity-log detail. It is accepted, encrypted and forgotten.
// 2. **Record the change.** `core.activity.log` writes core's own admin audit
// row. These handlers edit the credential that reaches a game host; "who
// changed this" has no second place it is recorded.
// 3. **Answer rather than throw.** An unhandled rejection reaches core's error
// handler and gets core blamed for a fault in this module.
const core = require('../../core')
const db = require('../../model/servers/servers.db')
const mapImages = require('../../mapImages')
const servers = require('../../model/servers/servers.model')
const sidecar = require('../../sidecarClient')
const log = core.logger('admin')
async function listServers(req, res) {
try {
res.json({ servers: await servers.listForAdmin() })
} catch (err) {
log.error('failed to read the server list', { error: err.message })
res.status(500).json({ message: 'Failed to read the server list' })
}
}
async function putServer(req, res) {
const { id } = req.params
const { name, sidecarBaseUrl, sidecarToken, protocol, enabled, sortOrder } = req.body
try {
const existing = await db.getServer(id)
// A NEW server with no token is a row that can never reach its sidecar, and
// the operator will read the resulting "unreachable" as a network problem.
// Refusing it up front costs one round trip and saves that hunt. An EXISTING
// row is a different case: omitting the token is how you say "leave it".
if (!existing && !sidecarToken) {
return res.status(400).json({ message: 'A new server needs its sidecar token' })
}
await db.upsertServer({
id,
name,
sidecarBaseUrl,
// `encryptToken` returns null for an empty value, and `upsertServer` reads
// null as "do not write this column". The two halves of that rule are in
// different files on purpose: the model decides what a blank means, the SQL
// decides what null does, and neither has to know the other's reason.
sidecarTokenEnc: servers.encryptToken(sidecarToken),
protocol: protocol === undefined ? sidecar.PROTOCOL_VERSION : protocol,
enabled: enabled === undefined ? true : enabled,
sortOrder: sortOrder === undefined ? 0 : sortOrder,
})
await core.activity.log({
req,
action: 'rust.server.save',
detail: {
server: id,
created: !existing,
sidecarBaseUrl,
// Whether the credential was rotated, never the credential.
tokenChanged: Boolean(sidecarToken),
},
})
return res.status(204).end()
} catch (err) {
log.error('failed to save a server', { server: id, error: err.message })
return res.status(500).json({ message: 'Failed to save the server' })
}
}
async function deleteServer(req, res) {
const { id } = req.params
try {
const existing = await db.getServer(id)
if (!existing) return res.status(404).json({ message: 'No such server' })
await db.deleteServer(id)
await core.activity.log({ req, action: 'rust.server.delete', detail: { server: id } })
return res.status(204).end()
} catch (err) {
log.error('failed to delete a server', { server: id, error: err.message })
return res.status(500).json({ message: 'Failed to delete the server' })
}
}
/**
* Probe one sidecar and report what came back.
*
* This is the route that tells a wrong URL from a wrong token from a mismatched
* protocol, and that distinction is the whole reason it exists: all three present
* to an operator as "the site says my server is offline", and each has a
* different fix. The status string from `sidecarClient` is carried through
* verbatim so the panel can say which.
*/
async function testServer(req, res) {
const { id } = req.params
try {
const row = await db.getServer(id)
if (!row) return res.status(404).json({ message: 'No such server' })
const result = await sidecar.health(servers.withToken(row))
await core.activity.log({
req,
action: 'rust.server.test',
detail: { server: id, ok: result.ok, status: result.status },
})
return res.json({
ok: result.ok,
status: result.status,
// `data` is the sidecar's own health document on success and the mismatch
// detail on a 409. Both are safe to show: neither carries a credential.
sidecar: result.data || null,
})
} catch (err) {
log.error('failed to probe a sidecar', { server: id, error: err.message })
return res.status(500).json({ message: 'Failed to probe the sidecar' })
}
}
/**
* Fetch one server's map picture again (D110's admin button). Runs the same
* fetch the board poll triggers, forced — the stored hash is not trusted to be
* current — and answers what it did, because an operator pressing this is
* asking a question: is the picture this server has the right one?
*/
async function fetchMap(req, res) {
const { id } = req.params
try {
const server = await servers.getForCalling(id)
if (!server) return res.status(404).json({ message: 'No such server, or it is disabled' })
const result = await mapImages.run(server, null, { force: true })
await core.activity.log({ req, action: 'rust.map.fetch', detail: { server: id, outcome: result.outcome } })
if (result.outcome === 'busy') return res.status(409).json({ message: 'A fetch is already running for this server.' })
return res.status(result.ok ? 200 : 502).json({ ok: result.ok, outcome: result.outcome, message: result.detail || null })
} catch (err) {
log.error('failed to fetch a map', { server: id, error: err.message })
return res.status(500).json({ message: 'Failed to fetch the map' })
}
}
/**
* Ask a server with no picture to draw one (D109). **This stalls that game**
* for seconds — the card says how many before the button is pressed — and it is
* refused by the plugin when a picture already exists. Answered as soon as the
* game accepts; the picture is fetched when the render finishes.
*/
async function renderMap(req, res) {
const { id } = req.params
try {
const server = await servers.getForCalling(id)
if (!server) return res.status(404).json({ message: 'No such server, or it is disabled' })
const actor = req.user && (req.user.username || req.user.id)
const result = await mapImages.render(server, actor != null ? String(actor) : null)
await core.activity.log({
req,
action: 'rust.map.render',
detail: { server: id, accepted: result.ok, ...(result.ok ? {} : { reason: result.reason || null }) },
})
if (!result.ok) return res.status(result.status || 502).json({ message: result.message })
return res.status(202).json({ accepted: true, stallSeconds: result.stallSeconds })
} catch (err) {
log.error('failed to ask for a render', { server: id, error: err.message })
return res.status(500).json({ message: 'Failed to ask the server to draw its map' })
}
}
module.exports = { listServers, putServer, deleteServer, testServer, fetchMap, renderMap }