A first-party Rust clan is a Team (R5). This module becomes the site's Team provider and answers core from the plugin's `clans` board. Design of record: docs/modules/rust/PLAN.md §24, D47-D58. - The store: rust_clans, rust_clan_members and rust_clan_boards. A clan's identity is <serverId>:<clanId>:<createdMs> (D52), because the game restarts clan ids whenever its clan database version changes. - The provider (D53): getTeams is complete only when every server's board is fresh, supported and untruncated. It is partial when some are, and refuses when none are. Freshness is judged by the website's clock, from when the board's `t` last advanced. - Only a complete board may mark a clan gone. A board at the game's 100-clan ceiling (D55), or one with an unreadable row, proves nothing about what it leaves out. - Leadership is diffed board to board and published (D54). The five clan events are published as team.* kinds, and written to the Team feed as members-only lines (D49). - Core only writes feed items for a Team it already holds. So the last 10 minutes of clan events are re-offered on each board refresh, deduped by a sha1 key: core clamps a dedupeKey to 40 characters, and a readable key would be truncated into collisions. - projectRoster and the clan page share one audience rule (D48): the clan's linked members and staff by default, re-read from the users row. The setting lives on Admin > Rust visibility, which also warns about uMod Clans (D47) and the ceiling. - Public: GET servers/:id/clans (the list is public, D58) and GET clans/:externalId. The client adds a Clans tab and /rust/clans/:externalId, with three module slots for core's notify, activity and forum contributions (D56). - Linking and unlinking an account ask core to reconcile Teams (D57). - The clan kinds are staff-class in the public feed allowlist. - PROTOCOL_VERSION is now 6. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
181 lines
7.3 KiB
JavaScript
181 lines
7.3 KiB
JavaScript
// ── What the bridge can say, and who may hear it ──────────────────────────
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//
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// One file, because these two questions have to be answered together or the
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// second one rots: which frame kinds exist, and which of them a member of the
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// public may see.
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//
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// ── The boundary ──────────────────────────────────────────────────────────
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//
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// Protocol 2's catalogue includes frames carrying **IP addresses** (a login
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// attempt, an approval, a ban) and **one player's complaint about another** (a
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// report), and one — a destroyed structure — that names where somebody lives.
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// They are stored, because an operator chasing ban evasion needs them and
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// because the sidecar persists what it is told. They must never reach a public
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// page.
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//
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// **The boundary is enforced HERE, on the side that serves, and not on the wire.**
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// The plugin could have stamped a `class` on every frame and saved this file the
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// trouble; it deliberately does not (PROTOCOL.md §8.5). A boundary declared by
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// the sender is a boundary a compromised — or merely out-of-date — game host can
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// widen. Core's own shard fan-out works the same way: a public stream with an
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// allowlist of kinds, and an admin stream that adds the rest.
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//
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// ── Default deny, and why it is not paranoia ──────────────────────────────
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//
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// `isPublic` answers `false` for a kind it has never heard of. That matters
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// because of the shape of the mistake it prevents: the next protocol version
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// adds a kind, this module ingests it happily (`rust_events` stores what it is
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// given), and a page that filtered by a DENY list would publish it the day it
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// first arrived — before anybody had decided whether it should be public. With
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// an allowlist the new kind is invisible until somebody adds it here, which is
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// the same moment they think about it.
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//
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// The test holds this list against `docs/rust-link/PROTOCOL.md` §8.4's table, so
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// adding a kind to the spec without classifying it fails a build rather than
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// shipping an address to a public page.
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/**
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* Kinds a public, signed-out visitor may see.
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*
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* Each entry is a decision. `player.chat` is here because a shard's chat is
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* public by the same logic that makes a killfeed public — it happened in front
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* of everyone who was on the server — and an operator who disagrees turns the
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* feature off rather than relying on this list being wrong.
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*/
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const PUBLIC_KINDS = Object.freeze([
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'player.connected',
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'player.disconnected',
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'player.respawned',
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'player.death',
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'player.chat',
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'player.tally',
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'server.wipe',
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'server.initialized',
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'server.shutdown',
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])
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/**
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* Kinds an admin may see and nobody else.
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*
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* Listed rather than implied by absence, so that "we know about this kind and it
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* is restricted" is distinguishable from "nobody has classified this kind" — the
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* second is a finding, and a bare allowlist cannot tell you which you are
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* looking at.
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*/
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const STAFF_KINDS = Object.freeze([
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'entity.destroyed',
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'player.reported',
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'player.banned',
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'player.unbanned',
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'player.login.attempt',
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'player.approved',
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// Protocol 3's two account frames. Neither carries a code — the code travels
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// through the player, which is what makes typing it proof — but both name a
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// Steam id ALONGSIDE a website account's activity, which is exactly the join a
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// public page must not be able to make: "this player is that person" is a fact
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// about somebody's identity, not about what happened on the server.
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'account.link.requested',
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'account.unlinked',
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// Protocol 4. Who holds which privilege in game, and the fact that somebody
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// changed it by hand — a question about a person's standing and about an
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// operator's own console, neither of which is a public page's business.
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'perm.drift',
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// Protocol 6. Clan membership, which the org lead made members-only (D49):
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// who joined which clan, and who threw whom out, is the clan's business. It
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// reaches a clan's own members through core's Team feed, where core resolves
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// who is a member, and it reaches the server's public feed not at all.
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'clan.created',
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'clan.disbanded',
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'clan.member.added',
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'clan.member.left',
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'clan.member.kicked',
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])
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/**
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* The public kinds that say a NAMED player was on the server at a given moment.
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*
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* A subset of `PUBLIC_KINDS`, not a third list: these are public-page material
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* whose audience an operator chooses (`model/visibility`), where the rest of
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* `PUBLIC_KINDS` is public by construction. The org lead's rule, settled
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* 2026-09-22: **nothing tells who is online by default** — the narrowest
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* audience (staff) unless an operator widens it, and a count is never a name.
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*
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* `player.death` and `player.chat` are here, and that was decided rather than
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* overlooked. They are the killfeed and the chat — the content a feed exists
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* for — and each one says "this person was on at 12:03" as plainly as a connect
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* frame does. `player.tally` is a per-minute flush that is only ever sent for a
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* player who is playing, which makes it a roll call with extra steps.
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*
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* What is left in the public set once these are removed is the server's own
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* story — a wipe, a start, a shutdown — which names nobody.
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*/
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const PRESENCE_KINDS = Object.freeze([
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'player.connected',
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'player.disconnected',
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'player.respawned',
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'player.death',
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'player.chat',
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'player.tally',
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])
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/** Every kind the protocol defines, through protocol 6. */
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const ALL_KINDS = Object.freeze([...PUBLIC_KINDS, ...STAFF_KINDS])
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const PUBLIC = new Set(PUBLIC_KINDS)
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const STAFF = new Set(STAFF_KINDS)
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const PRESENCE = new Set(PRESENCE_KINDS)
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/**
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* May a signed-out visitor see this kind?
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*
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* Default deny: an unknown kind is not public. Callers pass whatever arrived on
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* the wire, including a kind from a newer protocol this build has never seen.
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*/
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function isPublic(kind) {
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return PUBLIC.has(kind)
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}
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/** Is this a kind this build knows about at all? */
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function isKnown(kind) {
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return PUBLIC.has(kind) || STAFF.has(kind)
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}
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/** Does this kind name a player who was on the server at the time? */
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function isPresence(kind) {
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return PRESENCE.has(kind)
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}
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/**
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* Narrows a list of requested kinds to the ones a viewer may have.
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*
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* Returning the allowlist itself when nothing was requested is what makes the
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* public route safe by construction rather than by remembering to filter: there
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* is no code path where "no filter" means "everything".
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*
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* `presence` defaults to `false` for the same reason `admin` does: a caller that
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* forgets to say what the viewer may see gets the narrowest answer. The route
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* resolves it from the operator's setting (`model/visibility`); nothing else
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* should be passing `true`.
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*/
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function kindsFor({ admin = false, presence = false, requested = null } = {}) {
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const permitted = admin
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? ALL_KINDS
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: PUBLIC_KINDS.filter((k) => presence || !PRESENCE.has(k))
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if (!requested || requested.length === 0) return [...permitted]
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const allowed = new Set(permitted)
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return requested.filter((k) => allowed.has(k))
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}
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module.exports = {
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PUBLIC_KINDS,
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STAFF_KINDS,
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PRESENCE_KINDS,
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ALL_KINDS,
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isPublic,
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isKnown,
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isPresence,
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kindsFor,
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}
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