PLAN.md §30 as approved, plus D119/D120 from the build. Server: - rust_map_images (one row per server: picture as MEDIUMBLOB, geometry, monuments, DERIVATION_VERSION) and rust_map_overrides; purge.sql pair. - mapImages.js: D110. The board poll notices a new boot/wipe/seed/size and asks map.info; a new key or hash from the free Rust+ cache (or a render kept on disk) is fetched in slices, checked against its SHA-256 and stored in one statement. One fetch per server, a backoff on failure, `stale` abandons a fetch that straddles a map change. Render now (D109) is admin-only and watched to completion. - mapLive.js: D111. One map.live per server per 5 s whoever asks; positions are held in memory only. - model/map: four layers (world, events public; players, bases staff), a fleet default plus per-server override (D114), the players layer capped by presence (D113), own dot and online first-party clan mates for a linked viewer (D115, D117, D118). A layer the viewer may not see is absent from the answer, never sent and hidden. - Routes: public /servers/:id/map, /map/image (immutable under its hash), /map/live; admin /servers/:id/map/fetch and /render; the Map card on the visibility PUT. Swagger fragment and frozen manifest regenerated. Client: - A Map tab: Leaflet over the picture in CRS.Simple, the game's own grid (labels only when a cell is wide enough to hold one), a legend that lists hidden layers with who can see them, polled every 10 s while visible. - D120: Leaflet is a lazy split chunk beside entry.js, not in it. release.yml copies every dist/*.js; checkExternals and build.test.js hold both ends. - The Map card on Admin -> Rust visibility, with Fetch again and Render now. Capability `map` declared for the Android app (phase 15). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
56 lines
4.7 KiB
JavaScript
56 lines
4.7 KiB
JavaScript
// ── Admin · Rust · Visibility ─────────────────────────────────────────────
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//
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// Mounted under the admin tier's `/rust` prefix, so every path here is
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// `/api/v1/admin/rust/visibility`. Who may see what the servers say about the
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// people on them — a fourth subject beside the bridge, the permissions and the
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// mod configuration.
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//
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// **Every route is `requireRole('admin')`.** The tier's own gate admits editors
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// and moderators, and a moderator widening the roll call to the public is the
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// decision the org lead settled should be deliberate. Reading is gated the same
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// as writing: the screen is one form, and a view of the settings without the
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// power to change them is not something anybody has asked for.
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const core = require('../../core')
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const express = core.express
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const visibility = require('./visibility.controller')
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const { requireRole, validate } = core.middleware
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const { body } = core.validator
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const visibilityRouter = express.Router()
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const AUDIENCES = ['staff', 'signed_in', 'public']
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const CLAN_AUDIENCES = ['members', 'signed_in', 'public']
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visibilityRouter.get(
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'/',
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// #swagger.tags = ['Admin · Rust']
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// #swagger.summary = 'Who may see who is online, and who may see a clan roster'
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// #swagger.description = 'The presence fleet default and every server’s optional override. It governs the Online list, every feed item that names a player who was on the server (connects, respawns, deaths, chat, tallies) and the leaderboard’s `lastSeen`. The default is `staff`: nothing names who is online until an operator widens it. The player count is public at every setting. `clans` carries the clan roster audience (default `members`: the clan’s own linked members, and staff) and each server’s clan board — whether it is current, at the game’s 100-clan ceiling, or running the uMod Clans plugin, whose clans are not Teams. `map` carries the live map’s switches: each layer’s fleet audience (`world` and `events` public, `players` and `bases` staff by default), the own-and-mates switch (on), each server’s overrides, and what each server’s map picture is — its source, the map it is of, when it was fetched, and how long a render would stall that server.'
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/* #swagger.responses[200] = { description: 'The fleet default and each server', content: { "application/json": { schema: { $ref: "#/components/schemas/RustVisibility" } } } } */
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requireRole('admin'),
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visibility.read,
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)
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visibilityRouter.put(
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'/',
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// #swagger.tags = ['Admin · Rust']
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// #swagger.summary = 'Change who may see who is online, who may see a clan roster, or which servers say news in chat'
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// #swagger.description = 'Sets the presence fleet default, one or more server overrides, the clan roster audience, the per-server news-in-chat switches, or any of them together. A server set to `null` follows the fleet default again. `news` maps a server id to `true` or `false`: whether a published news post is also said in the in-game chat of that server (off by default). Validated whole before anything is written: a request naming a server that does not exist changes nothing. Widening the clan roster audience also shows which members are online to that audience, because a roster row carries it. `map` is `{ fleet, servers }`: `fleet` maps a layer (`world`, `events`, `players`, `bases`) to an audience and `mates` to true or false; `servers` maps a server id to the same shape, where null follows the fleet. The players layer never shows more than who may see who is online, whatever it is set to.'
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/* #swagger.requestBody = { required: true, content: { "application/json": { schema: { $ref: "#/components/schemas/RustVisibilityUpdate" } } } } */
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/* #swagger.responses[200] = { description: 'Saved; answers the new state', content: { "application/json": { schema: { $ref: "#/components/schemas/RustVisibility" } } } } */
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/* #swagger.responses[400] = { description: 'An audience that does not exist' } */
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/* #swagger.responses[404] = { description: 'A server that does not exist' } */
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requireRole('admin'),
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body('fleet').optional().isIn(AUDIENCES).withMessage(`fleet must be one of ${AUDIENCES.join(', ')}`),
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body('servers').optional().isObject().withMessage('servers maps a server id to an audience or null'),
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body('clanRoster').optional().isIn(CLAN_AUDIENCES).withMessage(`clanRoster must be one of ${CLAN_AUDIENCES.join(', ')}`),
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body('news').optional().isObject().withMessage('news maps a server id to true or false'),
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body('map').optional().isObject().withMessage('map carries fleet and servers, each an object of layer switches'),
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validate,
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visibility.update,
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)
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module.exports = visibilityRouter
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