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
354 lines
13 KiB
JavaScript
354 lines
13 KiB
JavaScript
// ── Public · Rust — the handlers ──────────────────────────────────────────
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//
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// Thin on purpose: read the request, call a model, answer. Everything worth
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// testing is in the model, which needs no express and no database to test.
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//
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// **A handler must not throw past express.** Core mounts this router inside its
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// own tier router, so an unhandled rejection here reaches core's error handler
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// and answers 500 — survivable, but it means an operator sees core blamed for a
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// fault in this module. Catch, log through `core.logger` (so the line carries the
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// module id), and answer something honest.
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const core = require('../../core')
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const clans = require('../../model/clans/clans.model')
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const events = require('../../model/events/events.model')
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const map = require('../../model/map/map.model')
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const mapDb = require('../../model/map/map.db')
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const mapLive = require('../../mapLive')
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const servers = require('../../model/servers/servers.model')
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const visibility = require('../../model/visibility/visibility.model')
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const log = core.logger('public')
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/**
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* Marks a response as depending on who asked.
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*
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* Three routes below answer differently for a moderator and for a stranger, and
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* a shared cache in front of the site that stored the moderator's answer would
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* hand the roll call to the next anonymous visitor. `private` keeps it out of
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* every cache but the viewer's own; `Vary` says why, for any cache that reads it.
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*/
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function perViewer(res) {
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res.set('Cache-Control', 'private, no-store')
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res.vary('Cookie')
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res.vary('Authorization')
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}
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async function listServers(req, res) {
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try {
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res.json({ servers: await servers.listPublic() })
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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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/**
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* One server, or a 404.
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*
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* **The 404 is the feature.** Everything else under `/servers/:id` answers an
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* empty list for a server that does not exist — an unknown id has no events, no
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* leaderboard and nobody online, and each of those is a perfectly good answer to
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* the question it was asked. Only this route can tell the page that the server
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* itself is not there, which is what stops `/rust/servers/typo` rendering as a
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* quiet server with nothing to say.
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*/
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async function getServer(req, res) {
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try {
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const server = await servers.getPublic(req.params.id)
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if (!server) {
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res.status(404).json({ message: 'No such server' })
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return
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}
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res.json({ server })
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} catch (err) {
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log.error('failed to read a server', { server: req.params.id, error: err.message })
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res.status(500).json({ message: 'Failed to read the server' })
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}
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}
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/**
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* The killfeed, and everything else public that happened on one server.
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*
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* **`admin` is not passed, and that is the whole security posture of this
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* handler.** `events.recent` takes the viewer explicitly and defaults to the
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* public allowlist, so the way to leak an IP address from here is to add an
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* argument rather than to forget one.
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*
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* `presence` is resolved per request from the operator's setting. Below it, the
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* feed carries only what names nobody — a wipe, a start, a shutdown — and says
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* so with `presenceHidden`, so a page can explain a quiet feed instead of
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* implying a quiet server.
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*/
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async function listEvents(req, res) {
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try {
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const presence = await visibility.canSeePresence(req, req.params.id)
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perViewer(res)
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res.json({
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events: await events.recent({
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serverId: req.params.id,
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presence: presence.visible,
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kind: req.query.kind,
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wipeId: req.query.wipe || null,
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limit: req.query.limit,
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}),
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presenceHidden: !presence.visible,
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presenceAudience: presence.required,
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})
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} catch (err) {
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log.error('failed to read events', { server: req.params.id, error: err.message })
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res.status(500).json({ message: 'Failed to read events' })
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}
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}
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async function listLeaderboard(req, res) {
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try {
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const presence = await visibility.canSeePresence(req, req.params.id)
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perViewer(res)
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res.json({
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leaderboard: await events.leaderboard({
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serverId: req.params.id,
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wipeId: req.query.wipe || null,
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sort: req.query.sort,
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limit: req.query.limit,
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presence: presence.visible,
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}),
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})
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} catch (err) {
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log.error('failed to read the leaderboard', { server: req.params.id, error: err.message })
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res.status(500).json({ message: 'Failed to read the leaderboard' })
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}
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}
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async function listWipes(req, res) {
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try {
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res.json({ wipes: await events.wipes(req.params.id) })
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} catch (err) {
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log.error('failed to read wipes', { server: req.params.id, error: err.message })
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res.status(500).json({ message: 'Failed to read wipes' })
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}
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}
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/**
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* Who is on the server right now — or, below the operator's audience, how many.
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*
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* The count stays public: it is already on the server list and in the footer,
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* and a number names nobody. The names do not, by default (the org lead's rule,
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* `model/visibility`). A hidden answer is still a 200 with the same shape — an
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* empty `players` array — plus `hidden` and `count`, so a client that predates
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* the flag renders an empty list rather than breaking, and a current one can say
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* "12 online" instead of "nobody".
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*/
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async function listOnline(req, res) {
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try {
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const presence = await visibility.canSeePresence(req, req.params.id)
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perViewer(res)
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if (!presence.visible) {
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const server = await servers.getPublic(req.params.id)
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res.json({
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players: [],
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hidden: true,
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count: server ? server.players : 0,
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audience: presence.required,
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})
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return
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}
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const players = await events.online(req.params.id)
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res.json({ players, hidden: false, count: players.length, audience: presence.required })
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} catch (err) {
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log.error('failed to read presence', { server: req.params.id, error: err.message })
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res.status(500).json({ message: 'Failed to read who is online' })
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}
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}
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/**
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* Who is asking, as core describes a viewer to `projectRoster`: `{ userId, role }`
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* or null. Only the id is trusted — `model/clans` re-reads the row — so a token
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* that cannot be decoded is simply nobody.
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*/
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function viewerOf(req) {
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try {
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const claimed = req.user || core.auth.getUserFromRequest(req)
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if (!claimed || claimed.id == null) return null
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return { userId: claimed.id, role: claimed.role || null }
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} catch (err) {
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return null
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}
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}
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/**
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* One server's clans (D58): name, colour, score and member count, best first.
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*
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* Public at every setting, because none of it names a player. `board` says
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* whether the list can be trusted — a server whose plugin predates protocol 6,
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* or whose clans the bridge cannot read, answers an empty list AND the reason,
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* so the tab can say "unavailable" rather than "no clans".
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*/
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async function listClans(req, res) {
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try {
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res.json(await clans.listForServer(req.params.id))
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} catch (err) {
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log.error('failed to read clans', { server: req.params.id, error: err.message })
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res.status(500).json({ message: 'Failed to read clans' })
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}
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}
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/**
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* One clan, and its roster when the viewer is inside the roster audience (D48).
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*
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* The same decision core's `projectRoster` makes, from the same function, so
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* this page and core's roster cannot disagree about who may look. Below the
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* audience the clan is still described — its name and its count are public —
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* and `roster.visible` is false with no names at all.
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*/
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async function getClan(req, res) {
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try {
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const answer = await clans.getForViewer(req.params.externalId, viewerOf(req))
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perViewer(res)
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if (!answer) {
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res.status(404).json({ message: 'No such clan' })
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return
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}
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res.json(answer)
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} catch (err) {
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log.error('failed to read a clan', { clan: req.params.externalId, error: err.message })
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res.status(500).json({ message: 'Failed to read the clan' })
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}
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}
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// ── The map (phase 14) ────────────────────────────────────────────────────
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/**
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* One server's map: the picture's address, the geometry to draw it with, the
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* monuments when the viewer may see the world layer, and **which layers this
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* viewer gets and who gets the others** — the §23.3 shape, where a hidden layer
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* says who can see it and never what it holds.
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*
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* A server that has never described its map answers `picture: null` and
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* `geometry: null`, and the page says the map is not available yet. A server
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* whose game has no picture answers geometry and no picture, and the page draws
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* the layers on a plain background (D109).
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*/
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async function getMap(req, res) {
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try {
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const server = await servers.getPublic(req.params.id)
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if (!server) {
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res.status(404).json({ message: 'No such server' })
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return
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}
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const [row, acc] = await Promise.all([mapDb.getMeta(req.params.id), map.access(req, req.params.id)])
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perViewer(res)
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const hasPicture = Boolean(row && row.sha256 && Number(row.byteCount) > 0)
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res.json({
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serverId: req.params.id,
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mapKey: row ? row.mapKey : null,
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picture: hasPicture
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? {
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path: `/public/rust/servers/${encodeURIComponent(req.params.id)}/map/image?v=${row.sha256}`,
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source: row.source,
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fetchedAt: row.fetchedAt ? new Date(row.fetchedAt).toISOString() : null,
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}
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: null,
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geometry: map.geometryOf(row),
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...(acc.layers.world.visible ? { monuments: map.monumentsOf(row) } : {}),
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layers: acc.layers,
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// `signedIn` is what lets the page offer "link your Steam account" to the
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// person who can act on it, and not to a visitor who has no account at all.
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mates: { visible: acc.mates.visible, on: acc.mates.on, linked: acc.mates.linked, signedIn: acc.level !== 'public' },
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pollMs: map.POLL_MS,
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})
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} catch (err) {
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log.error('failed to read a map', { server: req.params.id, error: err.message })
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res.status(500).json({ message: 'Failed to read the map' })
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}
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}
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/**
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* The picture itself. **Public and immutable**: the hash is in the URL, so a
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* browser and any cache in front of the site may keep it for a year — and a
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* hash that is no longer the stored picture's is a 404, never the new bytes
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* under the old address. The picture is public at every setting (§30.5): it is
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* rendered from a seed anybody can render, and it says nothing about who plays.
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*/
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async function getMapImage(req, res) {
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try {
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const sha = String(req.query.v || '').toLowerCase()
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const server = /^[0-9a-f]{64}$/.test(sha) ? await servers.getPublic(req.params.id) : null
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const bytes = server ? await mapDb.getBytes(req.params.id, sha) : null
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if (!bytes) {
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res.set('Cache-Control', 'no-store')
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res.status(404).json({ message: 'No such picture' })
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return
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}
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res.set('Cache-Control', 'public, max-age=31536000, immutable')
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res.set('Content-Type', 'image/jpeg')
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res.set('X-Content-Type-Options', 'nosniff')
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res.send(Buffer.isBuffer(bytes) ? bytes : Buffer.from(bytes))
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} catch (err) {
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log.error('failed to read a map picture', { server: req.params.id, error: err.message })
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res.status(500).json({ message: 'Failed to read the map picture' })
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}
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}
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/**
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* What moves, **projected for this viewer on the server** (§30.2). A layer the
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* viewer may not see is absent from the answer — not empty, absent — and
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* `mates` carries their own position and their online clan mates when they are
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* entitled to it (D115, D117). Positions come from `mapLive`'s five-second
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* cache, so any number of viewers cost one ask of the game (D111).
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*
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* A game that does not answer is `live: false` with a reason, a 200: the page
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* keeps the picture and says positions are unavailable.
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*/
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async function getMapLive(req, res) {
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try {
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const server = await servers.getForCalling(req.params.id)
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if (!server) {
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res.status(404).json({ message: 'No such server' })
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return
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}
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const acc = await map.access(req, req.params.id)
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perViewer(res)
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const anyLayer = map.LAYERS.some((l) => acc.layers[l].visible) || acc.mates.visible
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if (!anyLayer) {
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res.json({ live: true, layers: acc.layers })
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return
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}
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const answer = await mapLive.live(server)
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if (!answer.ok) {
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res.json({ live: false, reason: answer.status, layers: acc.layers })
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return
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}
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const ids = await map.mateIdsFor(req.params.id, acc)
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res.json({ live: true, layers: acc.layers, ...map.project(answer.data, acc, ids) })
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} catch (err) {
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log.error('failed to read live map positions', { server: req.params.id, error: err.message })
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res.status(500).json({ message: 'Failed to read the map' })
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}
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}
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module.exports = {
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listServers,
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getServer,
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listEvents,
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listLeaderboard,
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listWipes,
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listOnline,
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listClans,
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getClan,
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getMap,
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getMapImage,
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getMapLive,
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}
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