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Module-Rust/server/model/events/events.model.js
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feat(rust): Dangerous Treasures — feed, map, Treasure Hunter, Start a Dangerous Treasures event (PLAN_REDESIGNS §14.3.4)
Stage 5 of the §14.3 integration plan, on protocol 14 (docs
rust-link/PROTOCOL.md §20.8).

- dt.started and dt.won are public kinds, dt.ended a staff kind. The new
  dangerousTreasures.js reads each row per viewer: grid and invaderCount for
  everyone, the winner's name for the presence audience (D376), the position,
  the step's key, the winner's Steam id and the invaders for staff.
- Feed lines in the World events filter: "A Dangerous Treasures event has
  started · K12", "Alice won the treasure · K12 · 3 players fought for it".
- Triggers rust.dt.started (with byEvent) and rust.dt.won, public, cooldown
  subject the server, names only.
- eventDangerousTreasures.js: rust.dt.start, "Start a Dangerous Treasures
  event" (risk change, reversible none, budget rust.dt.events), server and
  difficulty. Refused at verify where the server said DT is not loaded or
  console.plugins is false (Rust-Plugins#34). dt-not-ready answers "Dangerous
  Treasures is not ready yet" with retryAfterMs 600000 (D365, D371);
  dt-no-spot retries on core's delay; DT's own refusals are permanent.
- Treasure Hunter (D375): treasuresWon -> treasures_won, the title category
  treasureswon, and a sortable Treasures column shown where the server
  reports DT or a row counts one.
- The map draws a running chest on the world layer; the server settings'
  plugin line names DT and whether a step can start one, from the
  integrations read's new `console`.
- coreApi ^1.15.0, ci/core-ref.json pinned to website main at #215's merge.
  ci/bundle.json ships the two new files; swagger fragment and engagement
  manifest regenerated; README lists DT.

Server 627/627 (16 new in test/dangerousTreasures.test.js) and every check;
client 92/92, build and externals. Booted against the pinned core: 45
triggers, 13 actions, 11 budgets, 21 option sources; 89 routes unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
2026-10-15 06:45:30 -05:00

232 lines
8.8 KiB
JavaScript

// ── The read path's logic ─────────────────────────────────────────────────
//
// Everything that decides WHAT a caller gets, separated from the SQL that
// fetches it, so this file can be tested with no database and `events.db.js` has
// no branching to test.
//
// The decision that matters here is not a business rule, it is a boundary: what
// a signed-out visitor may see. Protocol 2 carries IP addresses and player
// reports, and the only thing standing between them and a public page is
// `catalogue.js`'s allowlist and the fact that **every read on this file takes an
// explicit viewer**. There is no default, because a default is what a caller
// gets when they forget — and the safe value is never the one that is easier to
// type.
const catalogue = require('../../catalogue')
const worldEvents = require('../../worldEvents')
const dynamicPvp = require('../../dynamicPvp')
const dangerousTreasures = require('../../dangerousTreasures')
const db = require('./events.db')
const mapDb = require('../map/map.db')
const serversDb = require('../servers/servers.db')
/** Hard ceiling on a page, whatever a caller asks for. */
const MAX_LIMIT = 200
function boundedLimit(requested, fallback = 50) {
const n = Number(requested)
if (!Number.isFinite(n) || n <= 0) return fallback
return Math.min(Math.trunc(n), MAX_LIMIT)
}
/**
* Parses a `kind` query parameter into a list.
*
* Accepts `?kind=player.death` and `?kind=player.death,player.chat`, and answers
* `null` for anything empty — which means "whatever this viewer may see" rather
* than "nothing", and is then narrowed by the catalogue.
*/
function parseKinds(raw) {
if (!raw) return null
const list = String(raw)
.split(',')
.map((k) => k.trim())
.filter(Boolean)
return list.length > 0 ? list : null
}
/**
* Recent events for one server, already narrowed to what this viewer may see.
*
* **`admin` is a parameter, not a default.** A route that forgets it gets the
* public list, which is the direction it is safe to be wrong in. And a kind the
* caller asked for that they may not see is dropped silently rather than
* refused: naming it in an error would confirm the kind exists, which is a small
* thing to leak and a free one to avoid.
*/
async function recent({ serverId, admin = false, staff = false, presence = false, kind = null, wipeId = null, limit }) {
const kinds = catalogue.kindsFor({ admin, presence, requested: parseKinds(kind) })
// Every requested kind was refused. Answering with an empty list is right —
// the events they asked for are, as far as they are concerned, not there.
if (kinds.length === 0) return []
const rows = await db.recentEvents({
serverId,
kinds,
wipeId,
limit: boundedLimit(limit),
})
const shaped = rows.map(shape)
if (!shaped.some((r) => r.kind === 'world.event' || dynamicPvp.KINDS.includes(r.kind) || dangerousTreasures.isKind(r.kind))) return shaped
// Protocol 14 (§14.3.1): each world event is read for THIS viewer — its type
// allowed, its names to the presence audience, its Steam ids to staff, its
// credit by the server's rule — and given a grid from the map's geometry.
// Dynamic PVP's zone lines (§14.3.3) are read the same way for their grid and
// position, and Dangerous Treasures' (§14.3.4) for their grid, the winner's
// name and the Steam ids. Both reads only when the page holds one of them at all.
const view = await worldView(serverId, { staff: staff || admin, presence })
return shaped
.map((row) => {
if (row.kind === 'world.event') return worldRow(row, view)
if (dynamicPvp.KINDS.includes(row.kind)) return pvpRow(row, view)
if (dangerousTreasures.isKind(row.kind)) return dtRow(row, view)
return row
})
.filter(Boolean)
}
/** What reading a world event for one viewer needs: the server's credit rule and map geometry. */
async function worldView(serverId, { staff, presence }) {
const [server, meta] = await Promise.all([
serversDb.getServer(serverId).catch(() => null),
mapDb.getMeta(serverId).catch(() => null),
])
return {
staff,
presence,
rule: worldEvents.creditRuleOf(server && server.creditRule),
geometry: meta
? { worldSize: Number(meta.worldSize), gridCells: Number(meta.gridCells), gridCellSize: Number(meta.gridCellSize) }
: null,
}
}
/** One Dynamic PVP row for a viewer (§14.3.3): its grid for everyone, its position for staff. */
function pvpRow(row, view) {
return { ...row, frame: dynamicPvp.shapeFor(row.frame, view) }
}
/** One Dangerous Treasures row for a viewer (§14.3.4). The row's own Steam id, the winner's, is staff's. */
function dtRow(row, view) {
return { ...row, steamId: view.staff ? row.steamId : null, frame: dangerousTreasures.shapeFor(row.frame, view) }
}
/** One world-event row for a viewer, or null when they may not see it. The row's own Steam id is staff's too. */
function worldRow(row, view) {
const frame = worldEvents.shapeFor(row.frame, view)
if (!frame) return null
return { ...row, steamId: view.staff ? row.steamId : null, frame }
}
/**
* One stored row as an API object.
*
* `raw` comes back from the database as text and is parsed here rather than in
* the db layer, because a row whose JSON will not parse is a reporting problem
* and not a query problem: it answers with the envelope it does know and an
* empty body, instead of failing a whole page over one bad row.
*/
function shape(row) {
let frame = {}
try {
frame = typeof row.raw === 'string' ? JSON.parse(row.raw) : row.raw || {}
} catch {
frame = {}
}
return {
id: Number(row.id),
kind: row.kind,
t: Number(row.t),
wipeId: row.wipeId || null,
steamId: row.steamId || null,
frame,
}
}
/**
* The leaderboard for a server, per wipe or all-time.
*
* All-time is the same rows summed differently rather than a second set of
* counters, so the two can never disagree — which is the whole reason R12's
* "per-wipe detail plus all-time rollups" is one table and not two.
*/
async function leaderboard({ serverId, wipeId = null, sort = 'kills', limit, presence = false, economics = null }) {
// The richest column (§11.2.2): only for one wipe — a balance is a value, and
// there is no all-time one — and only where the server reports Economics.
const withBalance = Boolean(economics && wipeId)
const rows = await db.leaderboard({
serverId,
wipeId,
sort: sort === 'balance' && !withBalance ? 'kills' : sort,
limit: boundedLimit(limit, 25),
balanceFloor: withBalance && sort === 'balance' ? economics.startingBalance : null,
})
return rows.map((r) => ({
...(withBalance ? { balance: r.balance === null || r.balance === undefined ? null : Number(r.balance) } : {}),
steamId: r.steamId,
name: r.name || null,
kills: Number(r.kills) || 0,
deaths: Number(r.deaths) || 0,
npcKills: Number(r.npcKills) || 0,
structures: Number(r.structures) || 0,
playtimeSec: Number(r.playtimeSec) || 0,
// Protocol 14 (D356): Safecracker's and Scavenger's counts.
cratesHacked: Number(r.cratesHacked) || 0,
dropsLooted: Number(r.dropsLooted) || 0,
// Protocol 14 (D375): Treasure Hunter's count.
treasuresWon: Number(r.treasuresWon) || 0,
// Withheld below the presence audience. A tally refreshes it every minute a
// player is on, so a `lastSeen` of forty seconds ago is the Online tab by
// another name. The ORDER still uses it as a tie-break — that says who was
// on more recently, never whether anybody is on now.
...(presence ? { lastSeen: r.lastSeen || null } : {}),
}))
}
/**
* Every wipe this server has had, newest first.
*
* The list is what makes the per-wipe view navigable, and it is also the proof
* R12 asks for: a wipe that ended is still here, with its stats still attached.
*/
async function wipes(serverId) {
const rows = await db.listWipes(serverId)
return rows.map((r) => ({
wipeId: r.wipeId,
saveCreatedAt: r.saveCreatedAt || null,
firstSeen: r.firstSeen,
lastSeen: r.lastSeen,
}))
}
/**
* Who is on the server right now.
*
* Read from the presence board rather than counted from connect and disconnect
* events: the board is re-sent on every bridge connect and every minute, so it
* is right even after this module has missed something. Counting transitions
* instead would drift, and drift in exactly the direction people notice —
* players who never left.
*/
async function online(serverId) {
const rows = await db.presenceFor(serverId)
return rows.map((r) => ({
steamId: r.steamId,
name: r.name || null,
sleeping: Boolean(r.sleeping),
connectedAt: r.connectedAt || null,
}))
}
module.exports = { recent, leaderboard, wipes, online, parseKinds, boundedLimit, MAX_LIMIT }