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Module-Rust/client/src/api.js
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feat(rust): Teams from first-party clans (phase 9, protocol 6)
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
2026-09-23 05:14:18 -05:00

261 lines
12 KiB
JavaScript

// ── This module's own API bindings ────────────────────────────────────────
//
// Core hands out the request PRIMITIVE and nothing above it (MODULE_API.md
// §3.5): same-origin `/api/v1`, cookies included, JSON in and out, and an
// `ApiError` thrown on any non-2xx. The paths are this module's, because the
// routes at the other end are — `server/router/**` in this repo serves them.
//
// **Do not build your own fetch wrapper.** The primitive is what carries the
// session cookie, the CSRF handling and the error shape core's `ErrorState`
// knows how to render. A module that calls `fetch` directly gets none of that
// and finds out one page at a time.
//
// Keeping the bindings in one file, ordered the way the routers are, is
// convention rather than contract — but the two halves of every call live in
// different directories and nothing checks them against each other, so anything
// that makes a mismatch easy to see is worth doing.
import rg from './core.js'
const { request: req, BASE } = rg.api
// ── public ────────────────────────────────────────────────────────────────
// Token-free, same-origin reads. Paths are relative to `/api/v1`, so this hits
// `/api/v1/public/rust/servers` — the route `server/router/public/rust.router.js`
// registers under the `/rust` prefix `module.json` declares.
export const servers = {
list: () => req('/public/rust/servers'),
// One server, and the only route under `/servers/:id` that can answer "no such
// server": the four below answer an empty list for an id nobody ever
// configured, because an unknown server genuinely has no events.
get: (id) => req(`/public/rust/servers/${encodeURIComponent(id)}`),
// `kind` is a comma-separated list and `wipe` a wipe id; both are optional and
// both are built here rather than in a page, so the query string this module
// sends exists in one file.
events: (id, { kinds = null, wipe = null, limit = null } = {}) =>
req(`/public/rust/servers/${encodeURIComponent(id)}/events${query({
kind: kinds && kinds.length ? kinds.join(',') : null,
wipe,
limit,
})}`),
leaderboard: (id, { wipe = null, sort = null, limit = null } = {}) =>
req(`/public/rust/servers/${encodeURIComponent(id)}/leaderboard${query({ wipe, sort, limit })}`),
wipes: (id) => req(`/public/rust/servers/${encodeURIComponent(id)}/wipes`),
online: (id) => req(`/public/rust/servers/${encodeURIComponent(id)}/online`),
// Phase 9. The clan list is public (D58): name, colour, score and member count
// name nobody. `board` says whether the list can be trusted right now.
clans: (id) => req(`/public/rust/servers/${encodeURIComponent(id)}/clans`),
}
// One clan. Its roster comes back only for a viewer inside the operator's roster
// audience (D48) — clan members and staff by default — and `roster.visible`
// says which answer this was, so a page can explain an empty roster rather than
// imply an empty clan.
//
// The id carries colons (`<server>:<clan>:<created>`). They are legal in a path
// segment, and encoded anyway so that a server slug is never read as structure.
export const clans = {
get: (externalId) => req(`/public/rust/clans/${encodeURIComponent(externalId)}`),
}
/**
* A query string from the parameters that have a value, or `''`.
*
* **An absent parameter must be absent, not empty.** `?wipe=` is not the same
* question as no `wipe` at all — the first asks for a wipe whose id is the empty
* string — and a page that sends one because a `<select>` is on "All time" gets
* an empty leaderboard and no error.
*/
function query(params) {
const search = new URLSearchParams()
for (const [key, value] of Object.entries(params)) {
if (value !== null && value !== undefined && value !== '') search.set(key, String(value))
}
const string = search.toString()
return string ? `?${string}` : ''
}
// ── player ────────────────────────────────────────────────────────────────
// The same list, on the authenticated tier. It exists so that per-player detail
// can be added at an address clients are already calling; today the two answers
// are identical and the server delegates to one model so they cannot drift.
export const playerServers = {
list: () => req('/player/rust/servers'),
}
// R1's identity link, from the signed-in player's side.
//
// **The code is the whole of what goes up.** The site has no idea which server
// minted it — nothing in six characters says — so the server half asks each
// configured server in turn (D24). A page that asked the player to pick would be
// asking them a question the site can answer itself, and a wrong pick would come
// back indistinguishable from a wrong code.
export const playerLinks = {
list: () => req('/player/rust/links'),
confirm: (code) => req('/player/rust/link', { method: 'POST', body: { code } }),
remove: (steamId) =>
req(`/player/rust/links/${encodeURIComponent(steamId)}`, { method: 'DELETE' }),
}
// What the site has given the caller in game (phase 8). Read-only, and beside
// `playerLinks` rather than under it: an entitlement exists whether or not an
// account is linked yet, which is exactly the state worth showing.
export const playerPermissions = {
list: () => req('/player/rust/permissions'),
}
// ── admin ─────────────────────────────────────────────────────────────────
// **`sidecarToken` goes up and never comes back.** The list answers `hasToken`,
// and a save that omits the field leaves the stored credential alone — so an
// admin form must send it only when the operator typed one, rather than sending
// its own empty field on every save.
export const admin = {
listServers: () => req('/admin/rust/servers'),
saveServer: (id, body) =>
req(`/admin/rust/servers/${encodeURIComponent(id)}`, { method: 'PUT', body }),
deleteServer: (id) =>
req(`/admin/rust/servers/${encodeURIComponent(id)}`, { method: 'DELETE' }),
testServer: (id) =>
req(`/admin/rust/servers/${encodeURIComponent(id)}/test`, { method: 'POST' }),
}
// ── admin · permissions (R2) ──────────────────────────────────────────────
//
// The authoring surface. Every call here writes to the SITE, and none of them
// reaches a game server — the mirror's own loop does that on its own cadence.
// `sync` is the exception and says so in its name: it runs the pass now and
// answers with what each server reported, which is the only call on this screen
// that can be slow or fail because a game host is down.
//
// A write is followed by a re-read rather than a local edit of the model: what
// the screen is showing is partly the game's answer, and the honest way to learn
// the new one is to ask.
export const adminPermissions = {
overview: () => req('/admin/rust/permissions'),
catalogue: () => req('/admin/rust/permissions/catalogue'),
saveGroup: (name, body) =>
req(`/admin/rust/permissions/groups/${encodeURIComponent(name)}`, { method: 'PUT', body }),
deleteGroup: (name) =>
req(`/admin/rust/permissions/groups/${encodeURIComponent(name)}`, { method: 'DELETE' }),
addMember: (name, username) =>
req(`/admin/rust/permissions/groups/${encodeURIComponent(name)}/members`, {
method: 'POST',
body: { username },
}),
removeMember: (name, userId) =>
req(
`/admin/rust/permissions/groups/${encodeURIComponent(name)}/members/${encodeURIComponent(userId)}`,
{ method: 'DELETE' },
),
grant: (body) => req('/admin/rust/permissions/grants', { method: 'POST', body }),
revoke: (id) =>
req(`/admin/rust/permissions/grants/${encodeURIComponent(id)}`, { method: 'DELETE' }),
adoptDrift: (id) =>
req(`/admin/rust/permissions/drift/${encodeURIComponent(id)}/adopt`, { method: 'POST' }),
revokeDrift: (id) =>
req(`/admin/rust/permissions/drift/${encodeURIComponent(id)}/revoke`, { method: 'POST' }),
sync: (serverId = null) =>
req('/admin/rust/permissions/sync', { method: 'POST', body: serverId ? { serverId } : {} }),
}
// ── admin · visibility ────────────────────────────────────────────────────
//
// Who may see who is online. The org lead's rule is that nothing names who is
// online by default; this is where an operator deliberately widens it. A save
// answers the whole new state, so the screen re-renders from the server's word
// rather than from what it sent.
export const adminVisibility = {
read: () => req('/admin/rust/visibility'),
save: (body) => req('/admin/rust/visibility', { method: 'PUT', body }),
}
// ── admin · mod configuration (R18) ───────────────────────────────────────
//
// Every call here is a LIVE round trip to a game host, which makes this the only
// section of this file where a call can be slow, or fail because a server is
// off. Nothing is cached anywhere between the browser and the host's disk: a
// cached config is an edit an operator made over SSH that this website then
// silently overwrote.
//
// `save` carries a `version` the host issued with the file. Send a stale one and
// the answer is a 409 with the current file attached, rather than an overwrite
// of whatever somebody else changed in the meantime.
export const adminConfig = {
files: (serverId) => req(`/admin/rust/config/${encodeURIComponent(serverId)}/files`),
file: (serverId, path) =>
req(`/admin/rust/config/${encodeURIComponent(serverId)}/file${query({ path })}`),
// Two tiers, one route. `edits` is the generated form — pointers and literals,
// type-preserving — and `text` is the raw document. A number travels as TEXT
// in both: `1.0` parsed into a JavaScript number and sent back as `1` is the
// whole failure this feature was designed around.
save: (serverId, body) =>
req(`/admin/rust/config/${encodeURIComponent(serverId)}/file`, { method: 'POST', body }),
writes: (serverId, limit = null) =>
req(`/admin/rust/config/${encodeURIComponent(serverId)}/writes${query({ limit })}`),
}
// ── the admin.users.detail extension slot ─────────────────────────────────
//
// The client half of R13's first slot. Core hands the component a `userId` and
// NOTHING else — not a client — so an extension builds its own bindings for the
// routes it registered at the other end (§3.5). These two are the only calls in
// this file whose path is core's rather than this module's: the resource is
// core's user, and the module's own segment is the part after it.
export const adminUserLinks = {
list: (userId) => req(`/admin/users/${encodeURIComponent(userId)}/rust/links`),
remove: (userId, steamId) =>
req(`/admin/users/${encodeURIComponent(userId)}/rust/links/${encodeURIComponent(steamId)}`, {
method: 'DELETE',
}),
}
// The same panel's phase 7 half: what this person may do in game. The id in the
// path is the one the slot handed the component, so these send `userId` rather
// than a name — the screen already knows who it is looking at.
export const adminUserPermissions = {
list: (userId) => req(`/admin/users/${encodeURIComponent(userId)}/rust/permissions`),
grant: (userId, body) =>
req(`/admin/users/${encodeURIComponent(userId)}/rust/permissions/grants`, {
method: 'POST',
body,
}),
revoke: (userId, grantId) =>
req(
`/admin/users/${encodeURIComponent(userId)}/rust/permissions/grants/${encodeURIComponent(grantId)}`,
{ method: 'DELETE' },
),
}
// Exported for the rare caller that needs the base itself — an `<img src>`, a
// download link, an EventSource. Reach for `request` first.
export { BASE, query }
export default {
servers,
clans,
playerServers,
playerLinks,
playerPermissions,
admin,
adminPermissions,
adminConfig,
adminVisibility,
adminUserLinks,
adminUserPermissions,
BASE,
}