R2, and the first phase where this module WRITES to a game. Groups and grants are authored on the website and pushed into each server's own permission store, so every plugin that already calls `UserHasPermission` honours them with no adapter, and a wipe stops being a data-loss event. **Seven org-lead decisions (D28-D34).** A grant is keyed to the website USER and resolved to every Steam id they have linked at push time (D28); every authored row carries a scope — a server or `*` (D29); groups are mirrored as real groups rather than flattened (D30); a holder the site did not author is REPORTED, never undone, with adopt and revoke offered (D31); one verb, with the plugin diffing locally (D32); a permission no server has registered is reported unresolved and never self-registered (D33); authoring is people and groups by hand, with rules deferred (D34). **Three sets, and every interesting question is a difference between two.** `desired − pushed` is what to apply; `pushed − desired` is what to RETIRE, because the site put it there and has since withdrawn it; `present − desired` is drift. The middle one is why `rust_perm_pushed` exists: a name in the store that is not in the desired set is either something the site retired or something a human granted, and those two have opposite correct answers. **What lands is not what was sent.** A grant naming a permission the server has not registered did not land — `GrantUserPermission` no-ops silently — and a member the store has never seen could not be placed. Neither is recorded as pushed, so the site never believes it gave a privilege it did not. The loop asks a cheap question every thirty seconds — does the digest of the desired set still equal what this server last confirmed — and syncs on a change, a restart, a wipe, a drift hook, a failed attempt past its backoff, or the fifteen-minute audit that finds drift on a server nobody has touched. **This module's first admin page**, because a permission model is the first thing here that has to be composed rather than configured. What is on it is decided by what an operator can get wrong: four states are invisible from the game and from a list of grants, and each is a sentence rather than a number. Walked end to end against a real core at the pinned ref, the real sidecar, and a stand-in speaking protocol 4 — including a restart that emptied the store and was fully re-pushed. Four defects the browser found that 133 green tests did not. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
257 lines
11 KiB
JavaScript
257 lines
11 KiB
JavaScript
// ── The near end of a call whose far end is a Rust server ─────────────────
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//
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// Every other file in this module reads its own tables. This one is different in
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// kind: it is the only place that leaves the process.
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//
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// **The website process never opens a connection to a game server**
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// (MODULE_API.md §2.7). It opens one to a `rust-link` sidecar, which owns the
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// socket to the game, persists what the game says before forwarding it, and
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// answers reads from that store. `test/noGameConnection.test.js` enforces the
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// decidable half of that rule and names this file as the one that may reach the
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// network:
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//
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// const MAY_OPEN_SOCKETS = new Set(['sidecarClient.js'])
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//
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// ── One client per configured server ──────────────────────────────────────
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//
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// R8: the bridge is one game server to one sidecar. So this file takes the
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// server row as an argument rather than holding a single configured endpoint —
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// six servers is six base URLs and six tokens, and core never learns there is
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// more than one.
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//
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// ── TIMEOUT_MS is not a tuning knob. It is half of a rule. ────────────────
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//
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// An event action declares `budgetMs`, and core's dispatcher enforces it: when
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// the budget expires it stops waiting and classifies the failure as **retry**,
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// unconditionally, without asking the action — it cannot ask, the action is still
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// awaiting a socket. So if core's deadline is shorter than this one, an action
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// never gets to classify its own failure and `{ ok: false, retry: false }` is
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// unreachable code. `budgetMs` must EXCEED this.
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//
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// It is also bounded from the other side: the sidecar's own RPC reply timeout is
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// ten seconds, so a value below that would give up while the sidecar is still
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// legitimately waiting for the game. The ordering is
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// `sidecar RPC timeout < TIMEOUT_MS < budgetMs`, and every one of the three
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// is written down somewhere the other two can be checked against.
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//
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// ── This file never throws ────────────────────────────────────────────────
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//
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// Every call answers `{ ok, status, data }`. A module that let a socket failure
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// escape into a controller would hand an exception to a page whose whole job is
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// to render while the game is off. The public site degrades; it does not 500.
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const core = require('./core')
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const log = core.logger('sidecar')
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/** How long this client waits before giving up on a sidecar. See the header. */
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const TIMEOUT_MS = 12000
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/**
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* The wire version this module speaks. Declared in FOUR places that must agree:
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* here, `PROTOCOL_VERSION` in the sidecar, `ProtocolVersion` in the bridge
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* plugin, and `protocol` in its `overlay.toml`.
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*
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* **4 — the permission mirror.** Protocol 2 was the read path, 3 the first
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* message the WEBSITE originates (`link.confirm`); 4 is the first that WRITES
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* to the game — the whole permission set the site authors for one server, and
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* the report the plugin sends back. The bump lands here in the same change as
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* the emitters,
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* because the sidecar refuses a client declaring a different version with a
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* `409`: a module left on 2 would stop being able to read the server board it
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* has been reading all along. A constant that lags the deployment is not a safe
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* default; it is an outage with a version number on it.
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*
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* It is sent on every request as `X-RustLink-Version`, which turns a mismatched
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* deployment into a `409` naming both numbers instead of a parse failure three
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* layers further in.
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*/
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const PROTOCOL_VERSION = 4
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/** What a caller gets back. Shaped once so every call site reads the same. */
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function reply(ok, status, data = null) {
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return { ok, status, data }
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}
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/**
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* Normalises a configured base URL into something `new URL(path, base)` will not
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* surprise anybody with.
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*
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* A trailing slash on the base and a leading slash on the path is the classic
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* way to lose a path segment, and an operator pasting a URL out of a terminal
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* supplies the trailing slash about half the time.
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*/
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function joinUrl(baseUrl, path) {
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return `${String(baseUrl).replace(/\/+$/, '')}${path}`
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}
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/**
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* One request to one sidecar.
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*
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* @param {object} server a `rust_servers` row, token already decrypted
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* @param {string} server.baseUrl
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* @param {string|null} server.token
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* @param {string} path e.g. `/server`
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* @param {object} [options]
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* @param {string} [options.method]
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* @param {object} [options.body]
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*/
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async function request(server, path, { method = 'GET', body = null } = {}) {
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if (!server || !server.baseUrl) return reply(false, 'not-configured')
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// A sidecar with auth off does not exist — it generates and persists a token on
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// first start — so a missing token here is a half-finished admin form, not a
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// sidecar to try unauthenticated. Saying so beats a 401 the operator has to
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// interpret.
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if (!server.token) return reply(false, 'no-token')
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const controller = new AbortController()
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const timer = setTimeout(() => controller.abort(), TIMEOUT_MS)
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try {
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const res = await fetch(joinUrl(server.baseUrl, path), {
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method,
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signal: controller.signal,
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headers: {
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Authorization: `Bearer ${server.token}`,
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'X-RustLink-Version': String(PROTOCOL_VERSION),
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...(body ? { 'Content-Type': 'application/json' } : {}),
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},
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...(body ? { body: JSON.stringify(body) } : {}),
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})
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// A protocol mismatch is a deployment fault and deserves its own status, not
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// to be folded into "the sidecar said no". The operator's fix is an upgrade
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// of one component, and the message has to be able to say which.
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if (res.status === 409) {
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const detail = await safeJson(res)
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log.warn('protocol mismatch', {
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server: server.id,
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module: PROTOCOL_VERSION,
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sidecar: detail && detail.sidecar_protocol,
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})
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return reply(false, 'protocol-mismatch', detail)
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}
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if (res.status === 401) return reply(false, 'unauthorized')
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// 204 is an ANSWER, not an absence of one: the sidecar is up and reports that
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// the game has never connected. Collapsing it into a failure would make a
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// freshly installed server indistinguishable from an unreachable one.
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if (res.status === 204) return reply(true, 'empty', null)
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if (!res.ok) return reply(false, `http-${res.status}`)
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return reply(true, 'ok', await safeJson(res))
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} catch (err) {
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// `AbortError` is this client's own deadline firing, and it is worth telling
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// apart from a refused connection: one means the sidecar is slow or the game
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// is not answering, the other means nothing is listening.
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const status = err && err.name === 'AbortError' ? 'timeout' : 'transport-error'
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log.warn('sidecar request failed', { server: server.id, path, status, error: err.message })
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return reply(false, status)
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} finally {
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clearTimeout(timer)
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}
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}
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async function safeJson(res) {
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try {
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return await res.json()
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} catch {
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// A sidecar that answered 200 with something that is not JSON is a sidecar
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// this module cannot use, but it is not a reason to throw at a page.
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return null
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}
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}
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/** Liveness, the protocol version, and whether the plugin is connected. Unauthenticated at the far end, but sent authenticated anyway so one code path covers every call. */
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const health = (server) => request(server, '/health')
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/** The last `server.hello` the sidecar stored. Answers while the game is off. */
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const serverBoard = (server) => request(server, '/server')
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/** A live round trip through the sidecar to the game. Fails when the game is down, by design. */
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const liveStatus = (server) => request(server, '/status')
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/** Every board at once: what is true now, before following what happens next. */
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const boards = (server) => request(server, '/boards')
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/**
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* The ingest cursor: events after `since`, oldest first.
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*
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* **`since` is required here, unlike on the wire.** The sidecar treats an omitted
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* cursor as "tell me where the end is", which is a genuinely useful question and
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* a catastrophic default for an ingest loop that would silently store nothing
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* and advance past everything. So the question is asked explicitly, by name, and
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* a caller cannot get it by forgetting an argument.
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*/
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const feed = (server, since, limit = 200) =>
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request(server, `/feed?since=${encodeURIComponent(since)}&limit=${encodeURIComponent(limit)}`)
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/** Where the sidecar's history currently ends. What a new server's cursor starts at. */
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const feedTail = (server) => request(server, '/feed')
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/**
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* Redeem a one-time link code against one server (protocol 3).
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*
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* **The only call in this file that is not a GET**, and the only one that asks
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* the game a question rather than reading what it already said. The sidecar
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* forwards the code to the plugin, which holds the pending codes in memory, and
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* hands back what it answers.
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*
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* **A refused code comes back `{ ok: true }`.** `link.ok` and `link.error` are
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* both answers — the sidecar reserves its own failures for the transport (503
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* when the game is down, 504 when it is up and silent) — and the caller has to
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* tell "that code is wrong" from "the game never replied" to say the right thing
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* to a player. So the discrimination happens on `data.kind`, not on `ok`.
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*
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* A code is spent on the plugin's FIRST lookup whether or not it turns out to be
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* expired, so this must never be called speculatively for its answer alone.
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*/
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const confirmLink = (server, code) =>
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request(server, '/link/confirm', { method: 'POST', body: { code } })
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/**
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* What one server's loaded plugins have registered, and the groups its store
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* holds (protocol 4).
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*
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* The option source behind the authoring form (D33). It is a live read through
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* to the game rather than anything cached at the sidecar, because the answer
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* changes when an operator loads a plugin — and the whole reason to ask is to
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* offer names that will actually resolve. It therefore fails when the game is
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* down, like `/status` and unlike every store-backed read.
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*/
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const permCatalogue = (server) => request(server, '/permissions/catalogue')
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/**
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* Push the whole permission set this site authors for one server (protocol 4).
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*
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* **The second call in this file that is not a GET, and the first that changes
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* the game.** The body is the desired set plus what the site has withdrawn; the
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* plugin diffs it against the live store, applies the difference and answers
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* with a report — counts, the names it could not resolve, the memberships that
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* are waiting on a first connection, and every holder the site did not author.
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*
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* **A refusal comes back `{ ok: true }`**, like a refused link code: `perm.error`
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* and `perm.report` are both answers, and the sidecar keeps its own status codes
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* for the transport. The caller discriminates on `data.kind`.
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*/
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const permSync = (server, set) => request(server, '/permissions/sync', { method: 'POST', body: set })
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module.exports = {
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TIMEOUT_MS,
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PROTOCOL_VERSION,
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request,
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health,
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serverBoard,
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liveStatus,
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boards,
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feed,
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feedTail,
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confirmLink,
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permCatalogue,
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permSync,
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joinUrl,
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}
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