R2, and the first phase where this module WRITES to a game. Groups and grants are authored on the website and pushed into each server's own permission store, so every plugin that already calls `UserHasPermission` honours them with no adapter, and a wipe stops being a data-loss event. **Seven org-lead decisions (D28-D34).** A grant is keyed to the website USER and resolved to every Steam id they have linked at push time (D28); every authored row carries a scope — a server or `*` (D29); groups are mirrored as real groups rather than flattened (D30); a holder the site did not author is REPORTED, never undone, with adopt and revoke offered (D31); one verb, with the plugin diffing locally (D32); a permission no server has registered is reported unresolved and never self-registered (D33); authoring is people and groups by hand, with rules deferred (D34). **Three sets, and every interesting question is a difference between two.** `desired − pushed` is what to apply; `pushed − desired` is what to RETIRE, because the site put it there and has since withdrawn it; `present − desired` is drift. The middle one is why `rust_perm_pushed` exists: a name in the store that is not in the desired set is either something the site retired or something a human granted, and those two have opposite correct answers. **What lands is not what was sent.** A grant naming a permission the server has not registered did not land — `GrantUserPermission` no-ops silently — and a member the store has never seen could not be placed. Neither is recorded as pushed, so the site never believes it gave a privilege it did not. The loop asks a cheap question every thirty seconds — does the digest of the desired set still equal what this server last confirmed — and syncs on a change, a restart, a wipe, a drift hook, a failed attempt past its backoff, or the fifteen-minute audit that finds drift on a server nobody has touched. **This module's first admin page**, because a permission model is the first thing here that has to be composed rather than configured. What is on it is decided by what an operator can get wrong: four states are invisible from the game and from a list of grants, and each is a sentence rather than a number. Walked end to end against a real core at the pinned ref, the real sidecar, and a stand-in speaking protocol 4 — including a restart that emptied the store and was fully re-pushed. Four defects the browser found that 133 green tests did not. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
357 lines
12 KiB
JavaScript
357 lines
12 KiB
JavaScript
// ── The authored set, and what it means for one server ────────────────────
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//
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// This file turns "what an operator wrote on the website" into "what one game
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// server's store should contain", which is where four of phase 7's decisions
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// actually live:
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//
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// D28 a grant is authored against a WEBSITE USER and resolved to every Steam
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// id they have linked, here, at the moment of the push.
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// D29 every authored row carries a scope — one server, or `*` for the fleet —
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// and a server sees only what names it.
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// D30 groups travel as groups. Membership is a separate wire fact from the
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// permissions the group carries, because the game stores them separately
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// and one of the two can fail on its own (§12.2 rule 4).
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// D31 the difference between the desired set and what this site has already
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// pushed is what gets retired. Anything else in the store is drift, and
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// drift is reported rather than undone.
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//
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// Nothing here talks to a sidecar — `permSync.js` does that. The split is the
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// usual one and earns its keep twice over here: the whole of the interesting
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// logic is a pure function of four tables, so it is tested without a game, a
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// sidecar, or a database.
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const crypto = require('node:crypto')
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const db = require('./permissions.db')
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/** A scope that means every server. Stored, rather than null, so the column never needs a coalesce. */
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const FLEET = '*'
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/**
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* Permission and group names, as both frameworks store them.
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*
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* Lowercased on the way in, because the store lowers them and a site that did
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* not would author `Kits.VIP`, push it, read back `kits.vip`, and report its own
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* grant as drift for ever.
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*/
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function normaliseName(value) {
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return String(value || '').trim().toLowerCase()
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}
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/** Whether a scope reaches a server. */
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function inScope(scope, serverId) {
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return scope === FLEET || scope === serverId
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}
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/**
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* Everything the authoring screen renders, in one read.
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*
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* Assembled here rather than in SQL because the shape is a tree — a group with
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* its permissions and its members — and the alternative is either four round
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* trips per group or one join that repeats every group row once per member.
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*/
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async function overview() {
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const [groups, groupPermissions, members, grants, sync, drift, catalogue] = await Promise.all([
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db.listGroups(),
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db.listGroupPermissions(),
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db.listGroupMembers(),
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db.listGrants(),
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db.listSync(),
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db.listDrift(),
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db.listCatalogue(),
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])
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const byGroup = new Map(groups.map((group) => [group.name, { ...group, permissions: [], members: [] }]))
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for (const row of groupPermissions) {
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const group = byGroup.get(row.groupName)
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if (group) group.permissions.push(row.permission)
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}
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// A member with two linked Steam accounts arrives as two rows from the join,
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// and is one person on the screen — holding BOTH accounts, not the first one
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// the join happened to return. The screen needs all of them: a membership is
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// pushed per account, and it can be waiting on one while it landed on another.
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const memberByKey = new Map()
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for (const row of members) {
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const group = byGroup.get(row.groupName)
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if (!group) continue
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const key = `${row.groupName}:${row.userId}`
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let member = memberByKey.get(key)
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if (!member) {
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member = {
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userId: row.userId,
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username: row.username,
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accounts: [],
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addedAt: row.addedAt,
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}
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memberByKey.set(key, member)
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group.members.push(member)
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}
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if (row.steamId) member.accounts.push({ steamId: row.steamId, name: row.playerName || null })
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}
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return {
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groups: [...byGroup.values()],
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grants: collapseGrants(grants),
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servers: sync.map(shapeSync),
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drift,
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catalogue: catalogueByPermission(catalogue),
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}
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}
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/**
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* One row per grant, not one per linked account.
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*
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* The join in `listGrants` multiplies a grant by the holder's accounts, which is
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* what the push wants and the opposite of what a screen wants.
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*/
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function collapseGrants(rows) {
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const byId = new Map()
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for (const row of rows) {
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const existing = byId.get(row.id)
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if (!existing) {
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byId.set(row.id, {
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id: row.id,
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userId: row.userId,
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username: row.username,
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permission: row.permission,
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scope: row.scope,
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source: row.source,
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note: row.note,
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grantedAt: row.grantedAt,
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accounts: row.steamId ? [{ steamId: row.steamId, name: row.playerName || null }] : [],
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})
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continue
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}
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if (row.steamId) existing.accounts.push({ steamId: row.steamId, name: row.playerName || null })
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}
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return [...byId.values()]
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}
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/**
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* The sync row as a client reads it.
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*
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* `report` is stored as the JSON the game sent and parsed here rather than on the
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* way in, so a report this build cannot read is a rendering problem on one
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* screen instead of a write that failed.
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*/
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function shapeSync(row) {
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let report = null
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if (row.report) {
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try {
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report = JSON.parse(row.report)
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} catch {
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report = null
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}
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}
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return {
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serverId: row.serverId,
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state: row.state,
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dirty: Boolean(row.dirty),
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inSync: Boolean(row.desiredHash) && row.desiredHash === row.syncedHash && row.state === 'ok',
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lastAttemptAt: row.lastAttemptAt,
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lastOkAt: row.lastOkAt,
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error: row.error || null,
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report,
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}
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}
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/** Which servers know each permission name — the form's option source, and its warning label. */
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function catalogueByPermission(rows) {
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const byPermission = new Map()
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for (const row of rows) {
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if (!byPermission.has(row.permission)) byPermission.set(row.permission, [])
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byPermission.get(row.permission).push(row.serverId)
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}
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return [...byPermission.entries()]
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.map(([permission, servers]) => ({ permission, servers }))
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.sort((a, b) => a.permission.localeCompare(b.permission))
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}
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/**
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* The whole authored set, read once, in the shape the per-server build wants.
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*
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* Read once per sync tick rather than once per server: six servers is six
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* different answers derived from one set of tables, and re-reading them per
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* server is six times the queries for the same rows.
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*/
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async function readAuthored() {
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const [groups, groupPermissions, members, grants, links] = await Promise.all([
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db.listGroups(),
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db.listGroupPermissions(),
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db.listGroupMembers(),
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db.listGrants(),
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db.listLinks(),
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])
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const steamIdsByUser = new Map()
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for (const link of links) {
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if (!steamIdsByUser.has(link.userId)) steamIdsByUser.set(link.userId, [])
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steamIdsByUser.get(link.userId).push(link.steamId)
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}
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return { groups, groupPermissions, members, grants, steamIdsByUser }
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}
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/**
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* What one server's store should contain, and the rows that say so.
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*
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* Returns three things the caller needs together and must not compute twice:
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*
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* `payload` what goes on the wire
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* `rows` the same set in `rust_perm_pushed`'s shape, for the diff
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* `hash` a stable digest of `rows`, which is how the loop knows nothing
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* has changed without asking a game server
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*
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* **A user with no linked Steam account contributes nothing and is not an
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* error.** They are authored against perfectly well and reach nobody until they
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* link — which the admin screen says out loud, because a grant that reaches
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* nothing looks exactly like one that worked.
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*/
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function buildDesired(serverId, authored) {
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const { groups, groupPermissions, members, grants, steamIdsByUser } = authored
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const scopedGroups = groups.filter((group) => inScope(group.scope, serverId))
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const groupNames = new Set(scopedGroups.map((group) => group.name))
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const permissionsByGroup = new Map(scopedGroups.map((group) => [group.name, []]))
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const membersByGroup = new Map(scopedGroups.map((group) => [group.name, []]))
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const managed = new Set()
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const rows = []
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for (const group of scopedGroups)
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rows.push({ kind: 'group', subject: group.name, object: '' })
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for (const row of groupPermissions) {
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if (!groupNames.has(row.groupName)) continue
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const permission = normaliseName(row.permission)
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permissionsByGroup.get(row.groupName).push(permission)
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managed.add(permission)
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rows.push({ kind: 'group-permission', subject: row.groupName, object: permission })
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}
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const seenMember = new Set()
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for (const row of members) {
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if (!groupNames.has(row.groupName)) continue
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for (const steamId of steamIdsByUser.get(row.userId) || []) {
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const key = `${row.groupName}:${steamId}`
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if (seenMember.has(key)) continue
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seenMember.add(key)
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membersByGroup.get(row.groupName).push(steamId)
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rows.push({ kind: 'member', subject: steamId, object: row.groupName })
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}
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}
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const permissionsBySteamId = new Map()
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const seenGrant = new Set()
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for (const row of grants) {
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if (!inScope(row.scope, serverId)) continue
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const permission = normaliseName(row.permission)
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// Managed whether or not it reaches anybody: the namespace is what makes a
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// hand grant of this permission to somebody else show up as drift, and a
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// grant whose holder has linked nothing would otherwise silently narrow it.
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managed.add(permission)
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// **Resolved from the link map, not from the row.** `listGrants` joins the
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// links and therefore repeats a grant once per linked account, which would
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// give the right answer here by accident — until somebody changes that query
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// and one of a person's two accounts quietly stops being granted. The map is
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// the same source the members above use, and it says what it means.
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for (const steamId of steamIdsByUser.get(row.userId) || []) {
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const key = `${steamId}:${permission}`
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if (seenGrant.has(key)) continue
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seenGrant.add(key)
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if (!permissionsBySteamId.has(steamId)) permissionsBySteamId.set(steamId, [])
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permissionsBySteamId.get(steamId).push(permission)
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rows.push({ kind: 'grant', subject: steamId, object: permission })
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}
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}
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const payload = {
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groups: scopedGroups.map((group) => ({
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name: group.name,
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title: group.title || group.name,
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rank: group.rank,
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permissions: permissionsByGroup.get(group.name),
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members: membersByGroup.get(group.name),
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})),
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grants: [...permissionsBySteamId.entries()].map(([steamId, permissions]) => ({
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steamId,
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permissions,
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})),
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managed: [...managed].sort(),
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}
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return { payload, rows, hash: hashRows(rows) }
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}
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/**
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* A digest of the desired set.
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*
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* Sorted before hashing, because the rows come out of several queries in an
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* order nothing guarantees — an unsorted digest would differ between two reads
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* of an unchanged set and push to every game server on every tick.
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*/
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function hashRows(rows) {
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const canonical = rows
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.map((row) => `${row.kind} |