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Module-Rust/server/boot.js
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feat(rust): the live map (phase 14, protocol 11)
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
2026-09-25 01:06:10 -05:00

312 lines
13 KiB
JavaScript

// ── The lifecycle hooks ───────────────────────────────────────────────────
//
// `register()` may not touch the database (MODULE_API.md §2.2). This file is
// where everything it could not do goes.
//
// core schema → this module's schema fragment → onBoot(ctx) → the listener binds
//
// So by the time `onBoot` runs the tables exist, core's settings are seeded, and
// nothing is serving traffic yet.
//
// **`onBoot` has no timeout.** Shutdown races the process being killed; boot does
// not. A slow `onBoot` delays the listener, which is the promise above rather
// than a problem to be timed out.
//
// **If `onBoot` throws, the module is `startup_failed` and the site still comes
// up.** Its routes stay mounted but answer 503, because a module that failed to
// warm up serving half-initialised data is worse than one that says it is down.
// There is then NO `onShutdown` — being handed a half-built world to tear down is
// worse than not closing cleanly. Which is why the poll below catches everything:
// a sidecar that is not there yet is the ordinary state of a fresh install, and
// letting that fail the boot would make installing the module before installing
// the bridge impossible.
//
// ── Four timers, and they answer four different questions ─────────────────
//
// refresh (30s) what is each server, and who is on it — the BOARDS
// ingest (5s) what has happened since we last looked — the CURSOR
// sweep (1m) which login attempts were never let in (PLAN.md §25)
// prune (1h) forgetting the detail we promised not to keep for ever
//
// The boards poll and the ingest are deliberately separate rather than one loop
// reading both. They fail differently and they matter differently: a board that
// is 30 seconds stale shows a player count slightly behind, and an ingest that
// is 30 seconds behind shows a killfeed that feels broken. Splitting them lets
// the cheap one run often and the expensive one run rarely, and it means a
// sidecar that answers one and not the other degrades in exactly one place.
//
// The poll was never a placeholder for a socket: a sidecar's store-backed reads
// are what answer while a game server is off, which is most of what this module
// renders. See `ingest.js` for why the live feed is a cursor and not a
// WebSocket.
const core = require('./core')
const db = require('./model/servers/servers.db')
const engagement = require('./engagement/emit')
const eventsDb = require('./model/events/events.db')
const eventWorld = require('./eventWorld')
const ingest = require('./ingest')
const mapImages = require('./mapImages')
const permSync = require('./permSync')
const servers = require('./model/servers/servers.model')
const sidecar = require('./sidecarClient')
const log = core.logger('boot')
let refreshTimer = null
let ingestTimer = null
let pruneTimer = null
let sweepTimer = null
const REFRESH_MS = 30 * 1000
const INGEST_MS = 5 * 1000
const PRUNE_MS = 60 * 60 * 1000
const SWEEP_MS = 60 * 1000
/**
* How long this module keeps raw events.
*
* Longer than the sidecar's 14 days, because this is the richer store and the
* one a page reads — and because the sidecar lives on somebody's game host while
* this lives on the website's own database. What is NOT bounded by it is the
* record: `rust_player_wipe_stats` and `rust_gather_totals` are permanent, which
* is the whole of R12's "a wipe does not erase a player's history".
*/
const EVENT_RETENTION_DAYS = 30
/**
* Ask every configured sidecar how its server is doing, and store what it said.
*
* **Every server is polled independently and one failure never stops the
* others.** `Promise.allSettled`, not `Promise.all`: six servers behind one
* unreachable host would otherwise mean the whole fleet stops updating because
* one of them does, and the site would report five healthy servers offline.
*/
async function refresh() {
let rows
try {
rows = await servers.listForPolling()
} catch (err) {
log.warn('could not read the server list', { error: err.message })
return
}
await Promise.allSettled(rows.map(refreshOne))
}
async function refreshOne(server) {
try {
// One call for both boards. `/server` would answer the same question about
// the server itself, but presence would then be a second round trip to the
// same process for a fact it already had in hand.
//
// **And one for `/health`, because the boards cannot say whether the game is
// there NOW** (D68, PLAN.md §25.1). The sidecar keeps its last `server.hello`
// after the plugin disconnects — that is what lets a page render a server
// that is off — so a game that hung, or whose bridge was unloaded, while the
// sidecar stayed up read as online here from phase 4 until phase 10. Only
// `/health`'s `plugin_connected` answers the question, and the two are asked
// together so they describe the same moment.
const [board, health] = await Promise.all([sidecar.boards(server), sidecar.health(server)])
// Three outcomes, and collapsing any two of them loses something an operator
// needs:
//
// • the sidecar answered with a frame → the server has connected at least once
// • the sidecar answered 204 (`empty`) → the sidecar is up and the game never connected
// • the sidecar did not answer → the bridge is unreachable
//
// The middle case is the one that is easy to lose. It is a fresh install
// whose plugin is not loaded yet, and reporting it as unreachable sends the
// operator to look at the network instead of at the game server.
if (!board.ok) {
// `markUnreachable`, not `putState`: nothing answered, so the only new fact
// is that nothing answered. Writing the whole row from that one fact would
// blank the hostname, the map, the seed and the wipe — the last thing this
// server said, which is exactly what the pages exist to render while it is
// off.
await db.markUnreachable(server.id, false)
engagement.serverObserved(server, false)
return
}
const boards = (board.data && board.data.boards) || {}
const frame = boards['server.hello']
if (!frame) {
// The sidecar is up and has never heard from the game. Presence is emptied
// rather than left alone: a stale list of players on a server nobody can
// reach is worse than an empty one, because it looks current.
await db.markUnreachable(server.id, true)
await ingest.applyBoards(server.id, {})
engagement.serverObserved(server, false)
return
}
// Unknown is not connected. A `/health` that did not answer while `/boards`
// did is odd enough to be worth a line, and reporting the server up on the
// strength of a board the game may have left behind hours ago is the defect
// this call exists to remove.
const connected = Boolean(health.ok && health.data && health.data.plugin_connected === true)
if (!health.ok) log.warn('the sidecar answered /boards but not /health', { server: server.id })
// The presence board is the plugin's last word too. While the game is not
// connected it names people as online who may have left hours ago, which is
// both wrong and — under §23's rule — a claim about named people nobody made.
await ingest.applyBoards(
server.id,
connected ? boards : { ...boards, 'players.online': { players: [] } },
)
await db.putState({
serverId: server.id,
reachable: true,
// The plugin is connected NOW (D68). A stored `server.hello` only says it
// connected once; the model still applies its own freshness on top.
online: connected,
// A board the game left behind is a description, not a sighting.
seen: connected,
players: connected ? Number(frame.players) || 0 : 0,
maxPlayers: Number(frame.maxPlayers) || 0,
hostname: frame.hostname || null,
level: frame.level || null,
seed: frame.seed === undefined ? null : Number(frame.seed),
worldSize: frame.worldSize === undefined ? null : Number(frame.worldSize),
bootId: frame.bootId || null,
saveCreatedAt: frame.saveCreatedAt || null,
wipeId: frame.wipeId || null,
protocol: frame.protocol === undefined ? null : Number(frame.protocol),
raw: frame,
})
// After the write, so a transition announced is one a page already shows.
engagement.serverObserved(server, connected)
// A restart or a wipe under a running event is the moment core must be told
// to ask what the world still holds (§11.1). Only a CONNECTED plugin's hello
// counts: a board the game left behind says nothing about now.
if (connected) {
eventWorld.observeServer(server.id, { bootId: frame.bootId, wipeId: frame.wipeId, worldReady: frame.worldReady })
// A new boot, wipe or map is a reason to ask what the map is now (D110).
// Started, never awaited: a picture is a megabyte over the game link, and
// the board poll does not wait on one. `mapImages` keeps one fetch per
// server and backs off on its own.
mapImages.observe(server, frame)
}
} catch (err) {
// A failure here is one server's, and it must not reach `Promise.allSettled`
// as a rejection that hides which one. Log with the id and carry on.
log.warn('could not refresh a server', { server: server.id, error: err.message })
}
}
/**
* Runs once, after the schema and before the listener binds.
*
* Receives the same frozen `ctx` `register()` was given — not a second object
* built to look like it — so a module that only needs core at boot time can skip
* `core.init` entirely and use this argument.
*/
/** Runs the cursor for every configured server, independently. */
async function ingestAll() {
let rows
try {
rows = await servers.listForPolling()
} catch (err) {
log.warn('could not read the server list', { error: err.message })
return
}
// `allSettled`, for the same reason the board poll uses it: six servers behind
// one unreachable host must not stop the other five being ingested.
await Promise.allSettled(rows.map((server) => ingest.ingestServer(server)))
}
async function prune() {
try {
const gone = await eventsDb.pruneEvents(EVENT_RETENTION_DAYS)
if (gone > 0) log.info('pruned old events', { events: gone, days: EVENT_RETENTION_DAYS })
} catch (err) {
log.warn('could not prune events', { error: err.message })
}
}
/**
* Login attempts that were never approved (D64, PLAN.md §25).
*
* On its own minute timer rather than the prune's hour: an attempt waits a
* minute for its approval, and a staff alert an hour late is not an alert. A
* query over stored rows, so it needs nothing kept in memory and a restart loses
* nothing; the dedupe key makes a second pass over the same attempt a no-op.
*/
async function sweep() {
let rows
try {
rows = await servers.listForPolling()
} catch (err) {
log.warn('could not read the server list', { error: err.message })
return
}
const sent = await engagement.sweepLoginDenied(rows)
if (sent > 0) log.info('unapproved logins reported', { attempts: sent })
}
async function onBoot() {
await refresh()
// The permission mirror owns its own loop and its own cadence (see
// `permSync.js`). It is started rather than run here: a first pass would write
// to every configured game server before the website had finished booting, and
// nothing about R2 is urgent enough to delay a listener for.
permSync.start()
refreshTimer = setInterval(refresh, REFRESH_MS)
ingestTimer = setInterval(ingestAll, INGEST_MS)
pruneTimer = setInterval(prune, PRUNE_MS)
sweepTimer = setInterval(sweep, SWEEP_MS)
// Node keeps the process alive for a pending timer. Core's own intervals are
// unref'd for exactly this reason: a module that forgets turns `Ctrl-C` into a
// thirty-second wait, and on a host it turns a `systemctl stop` into a SIGKILL.
for (const timer of [refreshTimer, ingestTimer, pruneTimer, sweepTimer]) {
if (timer && typeof timer.unref === 'function') timer.unref()
}
log.info('booted', { refreshMs: REFRESH_MS, ingestMs: INGEST_MS, permSyncMs: permSync.TICK_MS })
}
/**
* Runs on SIGINT/SIGTERM, before core closes anything of its own.
*
* The database pool, the push dispatcher and the SSE fan-out are all still open,
* because flushing through them is the only thing this hook is for. There is a
* five-second budget per module, after which the hook is abandoned — abandoned
* rather than cancelled, since nothing can stop a promise that is still running.
*/
async function onShutdown() {
permSync.stop()
for (const timer of [refreshTimer, ingestTimer, pruneTimer, sweepTimer]) {
if (timer) clearInterval(timer)
}
refreshTimer = null
ingestTimer = null
pruneTimer = null
sweepTimer = null
log.info('shut down')
}
module.exports = {
onBoot,
onShutdown,
refresh,
refreshOne,
ingestAll,
prune,
REFRESH_MS,
INGEST_MS,
EVENT_RETENTION_DAYS,
}