The plugin now answers a save once the files are written, with pending and a writeId, and reports the reload later as a config.outcome event. The save is recorded as reloading with a settle_by of two plugin ceilings plus slack on the database's clock; ingest settles the row by (server, writeId), only while it is still reloading, so a replay moves nothing and a late outcome still lands. A row past settle_by reads as lost. GET /admin/rust/config/:serverId/writes/:writeId serves the poll; the page polls it every two seconds, holds the Save button while it waits, and says whether a rolled-back plugin came back on its old file. config.outcome is a staff kind: it carries the server's log tail. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
185 lines
7.5 KiB
JavaScript
185 lines
7.5 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 13. How a configuration save's reload ended — and, when it failed,
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// the tail of the game server's own log, which is an operator's console and
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// can hold anything a plugin chose to print.
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'config.outcome',
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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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