Files
Module-Rust/server/boot.js
wtclaude 285db0baa7 feat(rust): notifications and engagement (phase 10, protocol 7)
Registers the engagement set R7 put in v1: thirteen triggers, four push
streams, three audiences, four bodies (two triggers, email and in-app)
and thirteen disabled rules in seven groups (PLAN.md §25, D59-D68).

The raid alert goes to everyone authorised on the tool cupboard, one
emit per linked person with ownerUserId, so the owner ceiling holds per
emit. It covers doors and walls (protocol 7), never names the raider,
alerts nobody when there is no cupboard, and carries ownerOnline so
"offline only" is the seeded rule's condition rather than code.

The fan-out runs off ingest before a frame is applied, since applying a
disband deletes the roster the notice is sent to. A replayed event is
told only while it is news: 15 minutes for broadcasts, 24 hours for
personal and staff events. Dedupe keys come from the event, not the
sidecar's row id. Server online/offline and a new kills leader are
in-memory transitions, never on first sight, and a tie is not a lead.
A login with no approval within a minute becomes a staff notice via a
query, so a restart loses nothing.

Also fixes a phase-4 gap (D68): the refresh now asks /health, so a game
that hung, or whose bridge was unloaded, while the sidecar stayed up no
longer reads as online. It stops naming players as online, and a stale
board no longer moves "last seen".

engagement-triggers.json is the committed freeze of all of it, checked
in CI with line endings normalised. The check was verified by breaking
it both ways.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-09-23 06:06:19 -05:00

297 lines
12 KiB
JavaScript

// ── The lifecycle hooks ───────────────────────────────────────────────────
//
// `register()` may not touch the database (MODULE_API.md §2.2). This file is
// where everything it could not do goes.
//
// core schema → this module's schema fragment → onBoot(ctx) → the listener binds
//
// So by the time `onBoot` runs the tables exist, core's settings are seeded, and
// nothing is serving traffic yet.
//
// **`onBoot` has no timeout.** Shutdown races the process being killed; boot does
// not. A slow `onBoot` delays the listener, which is the promise above rather
// than a problem to be timed out.
//
// **If `onBoot` throws, the module is `startup_failed` and the site still comes
// up.** Its routes stay mounted but answer 503, because a module that failed to
// warm up serving half-initialised data is worse than one that says it is down.
// There is then NO `onShutdown` — being handed a half-built world to tear down is
// worse than not closing cleanly. Which is why the poll below catches everything:
// a sidecar that is not there yet is the ordinary state of a fresh install, and
// letting that fail the boot would make installing the module before installing
// the bridge impossible.
//
// ── Four timers, and they answer four different questions ─────────────────
//
// refresh (30s) what is each server, and who is on it — the BOARDS
// ingest (5s) what has happened since we last looked — the CURSOR
// sweep (1m) which login attempts were never let in (PLAN.md §25)
// prune (1h) forgetting the detail we promised not to keep for ever
//
// The boards poll and the ingest are deliberately separate rather than one loop
// reading both. They fail differently and they matter differently: a board that
// is 30 seconds stale shows a player count slightly behind, and an ingest that
// is 30 seconds behind shows a killfeed that feels broken. Splitting them lets
// the cheap one run often and the expensive one run rarely, and it means a
// sidecar that answers one and not the other degrades in exactly one place.
//
// The poll was never a placeholder for a socket: a sidecar's store-backed reads
// are what answer while a game server is off, which is most of what this module
// renders. See `ingest.js` for why the live feed is a cursor and not a
// WebSocket.
const core = require('./core')
const db = require('./model/servers/servers.db')
const engagement = require('./engagement/emit')
const eventsDb = require('./model/events/events.db')
const ingest = require('./ingest')
const permSync = require('./permSync')
const servers = require('./model/servers/servers.model')
const sidecar = require('./sidecarClient')
const log = core.logger('boot')
let refreshTimer = null
let ingestTimer = null
let pruneTimer = null
let sweepTimer = null
const REFRESH_MS = 30 * 1000
const INGEST_MS = 5 * 1000
const PRUNE_MS = 60 * 60 * 1000
const SWEEP_MS = 60 * 1000
/**
* How long this module keeps raw events.
*
* Longer than the sidecar's 14 days, because this is the richer store and the
* one a page reads — and because the sidecar lives on somebody's game host while
* this lives on the website's own database. What is NOT bounded by it is the
* record: `rust_player_wipe_stats` and `rust_gather_totals` are permanent, which
* is the whole of R12's "a wipe does not erase a player's history".
*/
const EVENT_RETENTION_DAYS = 30
/**
* Ask every configured sidecar how its server is doing, and store what it said.
*
* **Every server is polled independently and one failure never stops the
* others.** `Promise.allSettled`, not `Promise.all`: six servers behind one
* unreachable host would otherwise mean the whole fleet stops updating because
* one of them does, and the site would report five healthy servers offline.
*/
async function refresh() {
let rows
try {
rows = await servers.listForPolling()
} catch (err) {
log.warn('could not read the server list', { error: err.message })
return
}
await Promise.allSettled(rows.map(refreshOne))
}
async function refreshOne(server) {
try {
// One call for both boards. `/server` would answer the same question about
// the server itself, but presence would then be a second round trip to the
// same process for a fact it already had in hand.
//
// **And one for `/health`, because the boards cannot say whether the game is
// there NOW** (D68, PLAN.md §25.1). The sidecar keeps its last `server.hello`
// after the plugin disconnects — that is what lets a page render a server
// that is off — so a game that hung, or whose bridge was unloaded, while the
// sidecar stayed up read as online here from phase 4 until phase 10. Only
// `/health`'s `plugin_connected` answers the question, and the two are asked
// together so they describe the same moment.
const [board, health] = await Promise.all([sidecar.boards(server), sidecar.health(server)])
// Three outcomes, and collapsing any two of them loses something an operator
// needs:
//
// • the sidecar answered with a frame → the server has connected at least once
// • the sidecar answered 204 (`empty`) → the sidecar is up and the game never connected
// • the sidecar did not answer → the bridge is unreachable
//
// The middle case is the one that is easy to lose. It is a fresh install
// whose plugin is not loaded yet, and reporting it as unreachable sends the
// operator to look at the network instead of at the game server.
if (!board.ok) {
// `markUnreachable`, not `putState`: nothing answered, so the only new fact
// is that nothing answered. Writing the whole row from that one fact would
// blank the hostname, the map, the seed and the wipe — the last thing this
// server said, which is exactly what the pages exist to render while it is
// off.
await db.markUnreachable(server.id, false)
engagement.serverObserved(server, false)
return
}
const boards = (board.data && board.data.boards) || {}
const frame = boards['server.hello']
if (!frame) {
// The sidecar is up and has never heard from the game. Presence is emptied
// rather than left alone: a stale list of players on a server nobody can
// reach is worse than an empty one, because it looks current.
await db.markUnreachable(server.id, true)
await ingest.applyBoards(server.id, {})
engagement.serverObserved(server, false)
return
}
// Unknown is not connected. A `/health` that did not answer while `/boards`
// did is odd enough to be worth a line, and reporting the server up on the
// strength of a board the game may have left behind hours ago is the defect
// this call exists to remove.
const connected = Boolean(health.ok && health.data && health.data.plugin_connected === true)
if (!health.ok) log.warn('the sidecar answered /boards but not /health', { server: server.id })
// The presence board is the plugin's last word too. While the game is not
// connected it names people as online who may have left hours ago, which is
// both wrong and — under §23's rule — a claim about named people nobody made.
await ingest.applyBoards(
server.id,
connected ? boards : { ...boards, 'players.online': { players: [] } },
)
await db.putState({
serverId: server.id,
reachable: true,
// The plugin is connected NOW (D68). A stored `server.hello` only says it
// connected once; the model still applies its own freshness on top.
online: connected,
// A board the game left behind is a description, not a sighting.
seen: connected,
players: connected ? Number(frame.players) || 0 : 0,
maxPlayers: Number(frame.maxPlayers) || 0,
hostname: frame.hostname || null,
level: frame.level || null,
seed: frame.seed === undefined ? null : Number(frame.seed),
worldSize: frame.worldSize === undefined ? null : Number(frame.worldSize),
bootId: frame.bootId || null,
saveCreatedAt: frame.saveCreatedAt || null,
wipeId: frame.wipeId || null,
protocol: frame.protocol === undefined ? null : Number(frame.protocol),
raw: frame,
})
// After the write, so a transition announced is one a page already shows.
engagement.serverObserved(server, connected)
} catch (err) {
// A failure here is one server's, and it must not reach `Promise.allSettled`
// as a rejection that hides which one. Log with the id and carry on.
log.warn('could not refresh a server', { server: server.id, error: err.message })
}
}
/**
* Runs once, after the schema and before the listener binds.
*
* Receives the same frozen `ctx` `register()` was given — not a second object
* built to look like it — so a module that only needs core at boot time can skip
* `core.init` entirely and use this argument.
*/
/** Runs the cursor for every configured server, independently. */
async function ingestAll() {
let rows
try {
rows = await servers.listForPolling()
} catch (err) {
log.warn('could not read the server list', { error: err.message })
return
}
// `allSettled`, for the same reason the board poll uses it: six servers behind
// one unreachable host must not stop the other five being ingested.
await Promise.allSettled(rows.map((server) => ingest.ingestServer(server)))
}
async function prune() {
try {
const gone = await eventsDb.pruneEvents(EVENT_RETENTION_DAYS)
if (gone > 0) log.info('pruned old events', { events: gone, days: EVENT_RETENTION_DAYS })
} catch (err) {
log.warn('could not prune events', { error: err.message })
}
}
/**
* Login attempts that were never approved (D64, PLAN.md §25).
*
* On its own minute timer rather than the prune's hour: an attempt waits a
* minute for its approval, and a staff alert an hour late is not an alert. A
* query over stored rows, so it needs nothing kept in memory and a restart loses
* nothing; the dedupe key makes a second pass over the same attempt a no-op.
*/
async function sweep() {
let rows
try {
rows = await servers.listForPolling()
} catch (err) {
log.warn('could not read the server list', { error: err.message })
return
}
const sent = await engagement.sweepLoginDenied(rows)
if (sent > 0) log.info('unapproved logins reported', { attempts: sent })
}
async function onBoot() {
await refresh()
// The permission mirror owns its own loop and its own cadence (see
// `permSync.js`). It is started rather than run here: a first pass would write
// to every configured game server before the website had finished booting, and
// nothing about R2 is urgent enough to delay a listener for.
permSync.start()
refreshTimer = setInterval(refresh, REFRESH_MS)
ingestTimer = setInterval(ingestAll, INGEST_MS)
pruneTimer = setInterval(prune, PRUNE_MS)
sweepTimer = setInterval(sweep, SWEEP_MS)
// Node keeps the process alive for a pending timer. Core's own intervals are
// unref'd for exactly this reason: a module that forgets turns `Ctrl-C` into a
// thirty-second wait, and on a host it turns a `systemctl stop` into a SIGKILL.
for (const timer of [refreshTimer, ingestTimer, pruneTimer, sweepTimer]) {
if (timer && typeof timer.unref === 'function') timer.unref()
}
log.info('booted', { refreshMs: REFRESH_MS, ingestMs: INGEST_MS, permSyncMs: permSync.TICK_MS })
}
/**
* Runs on SIGINT/SIGTERM, before core closes anything of its own.
*
* The database pool, the push dispatcher and the SSE fan-out are all still open,
* because flushing through them is the only thing this hook is for. There is a
* five-second budget per module, after which the hook is abandoned — abandoned
* rather than cancelled, since nothing can stop a promise that is still running.
*/
async function onShutdown() {
permSync.stop()
for (const timer of [refreshTimer, ingestTimer, pruneTimer, sweepTimer]) {
if (timer) clearInterval(timer)
}
refreshTimer = null
ingestTimer = null
pruneTimer = null
sweepTimer = null
log.info('shut down')
}
module.exports = {
onBoot,
onShutdown,
refresh,
refreshOne,
ingestAll,
prune,
REFRESH_MS,
INGEST_MS,
EVENT_RETENTION_DAYS,
}