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Module-Rust/client/src/lib/feed.js
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fix(rust): protocol 13 step 2 — expiry, plugin loads, the loading hold, NPC names, the link fleet (F2 F5 F6 F7 F8 F13 F14)
The module's half of PLAN_FIXES §6 step 2 (decisions D181-D185, docs#288).

- F13/F14 (D170, D183): `world.expired`, recognisable from protocol 13 by its
  `what`, is handed to core as the resource the zone step ledgered
  (`world`, `<serverId>:<id>`) through ctx.events.expired, which records it
  `expired`. coreApi moves to ^1.11.0 (website#209).
- F8 (D184): `plugin.loaded` / `plugin.unloaded` mark the permission sync dirty
  when the plugin added or removed permissions, so an unresolved grant lands on
  the next tick instead of the fifteen-minute audit.
- Catalogue: plugin.loaded/unloaded, world.expired and lease.expired are staff
  kinds. The last two were never classified (default deny kept them off public
  pages); the test now covers every event kind through protocol 13.
- F7: permission and title pushes hold while the stored hello says
  `worldReady: false` (a human's "sync now" does not); a failed or refused
  permission sync now logs at warn.
- F2 (D185): the killfeed names an NPC attacker — a family (Scientist, Bandit
  guard, Bradley APC…) or the prefab without its variant digits (wolf2 → Wolf).
- F5/F6: a link code is asked of the servers that minted one in the last six
  minutes first, then of the rest, each group in parallel; "unsure" only when
  one of the minting servers is unreachable.
- D182: the admin server list carries the ZoneManager helper's state from the
  hello, and the servers page says what a missing or failed helper costs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-09-26 21:35:46 -05:00

179 lines
6.8 KiB
JavaScript

// ── One stored frame as one line of a feed ────────────────────────────────
//
// `GET /public/rust/servers/:id/events` answers rows shaped
// `{ id, kind, t, wipeId, steamId, frame }`, where `frame` is the whole frame
// the plugin emitted — this module stores what it is given and indexes only the
// columns it serves (PROTOCOL.md §8.4, and the `raw` column in schema.sql). So
// everything a killfeed line needs is in `frame`, under the names the plugin
// wrote, and this file is the one place that knows them.
//
// **It returns PARTS, not a sentence.** A component wants the names emphasised
// and the detail muted, and a function returning `"Alice killed Bob"` forces
// either a `dangerouslySetInnerHTML` or a re-parse. Parts also make this
// testable without a DOM, which is the whole reason it is not a component.
//
// ── The rule for an unknown kind ──────────────────────────────────────────
//
// It renders as itself. A later protocol adds kinds, an operator's module may be
// older than their game host, and a feed that DROPPED what it did not recognise
// would be a page that quietly says less than the truth. The server's allowlist
// has already decided this row may be seen (`server/catalogue.js`); what is left
// here is presentation, and the honest presentation of a kind we have no words
// for is its own name.
import { attacker, duration, prefab } from './format.js'
/**
* Kinds this feed asks for.
*
* `player.tally` is public and deliberately NOT here: it is an aggregate the
* plugin flushes every sixty seconds per active player (§8.6), so a feed
* including it would be mostly wood counts. It is the leaderboard's input, and
* the leaderboard is where it shows up.
*/
export const FEED_KINDS = Object.freeze([
'player.death',
'player.connected',
'player.disconnected',
'player.respawned',
'player.chat',
'server.wipe',
'server.initialized',
'server.shutdown',
])
/** The filters the feed offers, and the kinds each one asks the API for. */
export const FILTERS = Object.freeze([
{ id: 'all', label: 'Everything', kinds: FEED_KINDS },
{ id: 'kills', label: 'Kills', kinds: ['player.death'] },
{ id: 'chat', label: 'Chat', kinds: ['player.chat'] },
{
id: 'sessions',
label: 'Comings and goings',
kinds: ['player.connected', 'player.disconnected', 'player.respawned'],
},
{ id: 'server', label: 'Server', kinds: ['server.wipe', 'server.initialized', 'server.shutdown'] },
])
export function kindsFor(filterId) {
const filter = FILTERS.find((f) => f.id === filterId)
return (filter || FILTERS[0]).kinds
}
/**
* One row as `{ tone, actor, join, verb, subject, detail }`.
*
* `actor` and `subject` are names and are emphasised; `verb` and `detail` are
* prose. Any of them may be empty. `tone` is the row's category, for the small
* colour the component gives it — never for deciding what a row means.
*
* `join` is what goes between the actor and the verb, and it exists for exactly
* one case: chat. "Brannock see you in september" is not a sentence anybody
* writes, and putting the colon in the message would put presentation inside the
* text a player typed.
*/
export function describe(row) {
const frame = (row && row.frame) || {}
const name = frame.name || null
switch (row && row.kind) {
case 'player.death':
return death(frame, name)
case 'player.connected':
return { tone: 'join', actor: name, verb: 'connected', subject: null, detail: '' }
case 'player.disconnected':
return {
tone: 'leave',
actor: name,
verb: 'disconnected',
subject: null,
// Two optional halves, and the session is the interesting one: the plugin
// omits `sessionSec` for a player who was already on when it loaded, so an
// absent value means "unknown", never zero (§8.4's note, and OnPlayerDisconnected).
detail: [frame.reason || null, frame.sessionSec ? `after ${duration(frame.sessionSec)}` : null]
.filter(Boolean)
.join(' · '),
}
case 'player.respawned':
return { tone: 'join', actor: name, verb: 'respawned', subject: null, detail: '' }
case 'player.chat':
return {
tone: 'chat',
actor: name,
join: ': ',
// The message is the row, so it goes in `verb` where a component renders
// it unemphasised — and it is the one field on this wire a player chooses
// the bytes of. React escapes it; nothing here may ever stop doing that.
verb: frame.message || '',
subject: null,
detail: frame.channel && frame.channel !== 'Global' ? frame.channel : '',
}
case 'server.wipe':
return {
tone: 'server',
actor: null,
verb: 'The map was wiped',
subject: null,
detail: frame.wipeId ? `new wipe ${frame.wipeId}` : '',
}
case 'server.initialized':
return { tone: 'server', actor: null, verb: 'The server came up', subject: null, detail: '' }
case 'server.shutdown':
return { tone: 'server', actor: null, verb: 'The server went down', subject: null, detail: '' }
default:
return { tone: 'other', actor: name, verb: String((row && row.kind) || 'unknown'), subject: null, detail: '' }
}
}
/**
* A death, which is four different sentences.
*
* The plugin distinguishes `player`, `self`, `npc` and `environment` precisely so
* that a reader does not have to guess from an absent field, and collapsing any
* two of them loses something (see `DescribeAttacker` in the bridge plugin). A
* killfeed that reported a fall as a kill by nobody is the failure this avoids.
*/
function death(frame, name) {
const where = [
frame.weapon ? `with ${prefab(frame.weapon)}` : null,
frame.distance ? `${Math.round(frame.distance)}m` : null,
frame.grid || null,
frame.sleeping ? 'while sleeping' : null,
]
.filter(Boolean)
.join(' · ')
switch (frame.attackerType) {
case 'player':
return { tone: 'kill', actor: frame.attackerName || null, verb: 'killed', subject: name, detail: where }
case 'self':
return { tone: 'death', actor: name, verb: 'died by their own hand', subject: null, detail: where }
case 'npc':
return {
tone: 'death',
actor: attacker(frame.attackerName) || 'Something',
verb: 'killed',
subject: name,
detail: where,
}
// `environment` and anything else: falling, drowning, the world. `HitInfo`
// is legitimately null on this path, so an absent attacker type is this case
// rather than a missing field to complain about.
default:
return { tone: 'death', actor: name, verb: 'died', subject: null, detail: where }
}
}
export default { describe, FEED_KINDS, FILTERS, kindsFor }