35 Commits

Author SHA1 Message Date
cbaa18ea0b docs(android): release.yml is a conventional-commit auto-release engine
Update M6 docs to reflect release.yml mirroring link/'s engine (auto version +
changelog + tag + signed APK + Gitea release on merge to main), not a v* tag
trigger. Note REGISTRY_USER/REGISTRY_TOKEN + the main-push requirement, and the
derived monotonic versionCode. §9 status, §9 M6/M7 milestones, §12.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-20 04:25:05 -05:00
f79c2fa5a9 docs(android): record M6 (release mechanics) landed
Mark M6 landed (RunicGateway/Android-app#11): signed-APK release plumbing
(R8 minify + resource shrink, release signingConfig from a gitignored keystore,
release.yml on a v* tag), the §3 version-mismatch guard, and the default brand
app icons (deep-indigo medallion). Record the decision to descope the optional
biometric app-lock from v1 (tokens already encrypted at rest) across §4.3, the
M3 note, §9, and §13.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-20 03:37:37 -05:00
8798a0ff79 Merge pull request 'docs(android): record M5 (design pass) landed' (#18) from docs/android-m5-landed into main
Reviewed-on: #18
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-20 08:03:55 +00:00
4eae12448a docs(android): record M5 (design pass) landed
Mark the M5 shard-website design pass complete in docs/android/PLAN.md,
matching RunicGateway/Android-app#10: dark-only theme (deep blue-black
surfaces, slate accent, Cinzel display face), reusable pill/label/card/meter
components, and retained per-shard brand-accent seeding — restyling the
working M1–M4 screens with no architecture, data-flow, endpoint, or DTO
change. Updates the status header, the §9 build-progress record, and the
milestone list (M0–M5 landed; M6 release hardening next).

Co-Authored-By: Claude <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
2026-07-20 01:56:27 -05:00
17320ac578 Merge pull request 'docs(android): summarize website frontend theme for Android client' (#17) from docs/android-m4-landed into main
Reviewed-on: #17
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-20 03:44:03 +00:00
a3a5985268 docs(android): summarize website frontend theme for Android client
Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-19 22:41:45 -05:00
3a1d091a71 Merge pull request 'docs(android): record M4 (player self-service & game data) landed' (#16) from docs/android-m4-landed into main
Reviewed-on: #16
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-20 03:36:32 +00:00
cdc2bf580e docs(android): record M4 (player self-service & game data) landed
Marks M4 done in android/PLAN.md §9 build-progress and flips the top
status to "M0–M4 landed; M5 (design pass) next." Documents the account
self-service (/auth/me/account*), game-account linking, and text-only
own game-data screens shipped in RunicGateway/Android-app#9 — a pure
consumer of the existing bearer API, no backend/protocol change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
2026-07-19 22:35:35 -05:00
da3be61c7f Merge pull request 'docs(android): record M2 (public shard) + M3 (auth) landed' (#15) from docs/android-m3-landed into main
Reviewed-on: #15
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-20 00:16:39 +00:00
ed53990679 Merge branch 'main' into docs/android-m3-landed 2026-07-20 00:16:28 +00:00
0d5743ec74 docs(android): record M3 (auth) landed, M4 next
Records the M3 functional auth pass in docs/android/PLAN.md: native
username/password (+TOTP) login, EncryptedSharedPreferences token storage,
the refresh-on-401 authenticator, /auth/me resume re-validation, the
declarative access-level menu + My Account, and the Custom-Tab hand-offs for
register / forgot-password / SSO. Also records the decision to defer the
optional biometric app-lock to M6 (tokens are already encrypted at rest).

No backend/API change accompanied M3 — the app is a pure consumer of the
existing mobile bearer + /auth/me surface — so no Swagger regeneration.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
2026-07-19 19:09:15 -05:00
07603691bb Merge pull request 'docs(android): record M2 (public shard + SSE) landed' (#14) from docs/android-m2-landed into main
Reviewed-on: #14
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 23:39:02 +00:00
90bc9a0dad docs(android): record M2 (public shard + SSE) landed
Mark M2 done in the build-progress section: the public shard widgets over
/public/shard/* (hub + champ/guild/governor/house boards) and the live SSE
feed with self-driven reconnect/backoff (Android-app#7). Update the status
line to "M0–M2 landed; M3 next". No API change — the app consumes the
existing public shard surface.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-19 18:36:17 -05:00
292cdb3274 Merge pull request 'docs(android): record M1 (connect & browse) landed' (#13) from docs/android-m1-progress into main
Reviewed-on: #13
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 22:12:43 +00:00
eda817e6f3 docs(android): record M1 (connect & browse) landed
Mark M0+M1 done in the build-progress header and next up M2. Summarize
the M1 functional pass (first-run connect, runtime base URL + host
interceptor, layered ApiResult stack, brand-seeded theming, public
content/wiki/pages/contact screens) and record the deliberate
hand-written-vs-openapi-generated API-client deviation from §2 and its
rationale (swagger-autogen schemas are meta-descriptive, not
codegen-clean). Tracks RunicGateway/Android-app#6.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
2026-07-19 17:11:15 -05:00
061fbee8fc Merge pull request 'docs(android): mark M0 scaffold landed, M1 next' (#12) from docs/android-m0-status into main
Reviewed-on: #12
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 18:14:30 +00:00
78a455e3bb docs(android): mark M0 scaffold landed, M1 next
Update the PLAN.md status header now that the Android-app repo scaffold
(RunicGateway/Android-app#2) is in: Gradle+Compose+Hilt skeleton, version
catalog, and CI. Records M0 done and points at M1 (functional Kotlin pass).

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-19 12:54:25 -05:00
e78c92850b Merge pull request 'docs: /public version+brand; mark PLAN §8 items 4 & 6 done' (#11) from docs/public-version-and-brand into main
Reviewed-on: #11
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 17:22:06 +00:00
874fcfd79d docs: document /public version+brand; mark PLAN §8 items 4 & 6 done
Counterpart to RunicGateway/website#77.

- BACKEND_DESIGN.md: /public table now documents the new GET /public/version
  (DB-free identity/version), the version block on /public/status, and the brand
  block on /public/settings (per-shard theming: name/accent/logo/hero/favicon).
- android/PLAN.md: mark §8 item 4 (version/health) and item 6 (branding) DONE and
  update the prerequisite-progress summary — all v1 prerequisites are now done;
  only push notifications (item 3) remains and is post-v1 (M7). App M0–M4 unblocked.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
2026-07-19 12:18:53 -05:00
d05b59316b Merge pull request 'docs: document /auth/me self surface; mark PLAN §8.1 done' (#10) from docs/auth-me-self-surface into main
Reviewed-on: #10
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 16:36:04 +00:00
63bce88bd7 docs: document /auth/me self surface; mark PLAN §8.1 done
Counterpart to RunicGateway/website#76 (role-agnostic /auth/me/* self surface).

- BACKEND_DESIGN.md: add the /auth/me/account* rows to the /auth API contract and
  a note that the surface reuses account.controller behind requireAuth (any role),
  so a client manages its own account without touching /admin.
- android/PLAN.md: mark §8 item 1 (role-agnostic self-service) DONE and update the
  prerequisite-progress summary; version/health (item 4) and branding (item 6)
  remain open, push (item 3) is post-v1.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
2026-07-19 04:56:55 -05:00
a3ede38c5d Merge pull request 'docs(android): mark the password-reset prerequisite done in PLAN' (#9) from docs/android-plan-prereq-status into main
Reviewed-on: #9
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 09:12:21 +00:00
7fa6eee9a9 docs(android): mark the password-reset prerequisite done in PLAN
§8 item 2 (password reset — the "build FIRST before app work" prerequisite)
shipped in RunicGateway/website#75 + docs#8. Mark it done, note the shipped
design (opaque token stored as a sha256 hash in password_resets, mirroring
user_invites, rather than a signed JWT), and record which §8 items remain open.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
2026-07-19 04:10:12 -05:00
ee87ce0729 Merge pull request 'docs(backend): document the password-reset endpoints and table' (#8) from docs/password-reset into main
Reviewed-on: #8
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 09:01:33 +00:00
d87a45e914 docs(backend): document the password-reset endpoints and table
Add /auth/password/forgot and /auth/password/reset/:token to the API
contract and the password_resets table to the schema section, matching the
website change (RunicGateway/website feat/password-reset). Notes the
no-enumeration behaviour, single-use hashed-token model, and that the Android
app hands off to the web reset page (PLAN.md §4.2).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
2026-07-19 03:57:22 -05:00
099e5b0af4 Merge pull request 'docs(android): add design-pass workflow to app PLAN' (#7) from docs/android-design-pass-workflow into main
Reviewed-on: #7
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 08:36:23 +00:00
c59ff9270b docs(android): add design-pass workflow to app PLAN
Record the two-pass build process: functional Kotlin first (M0-M4), then a Claude Design pass producing the front-end design that Claude Code implements as the final UI (new M5). Add §2.1 documenting the workflow and reconcile §9 milestones (insert M5 design pass, renumber Polish/Push/Play to M6-M8) plus the milestone cross-references in §8, §11, §12, and §13.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-19 03:35:22 -05:00
033292504e Merge pull request 'docs(android): add Android app design plan' (#6) from docs/android-app-plan into main
Reviewed-on: #6
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 08:17:42 +00:00
8963269ff0 docs(android): add Android app design plan
Add docs/android/PLAN.md — the design contract for the RunicGateway/Android-app
repo (planning only, no app code yet).

Scope: native Kotlin + Jetpack Compose client of the website v1 API. Public
content + public shard widgets (incl. SSE), native username/password + TOTP
login, player self-service via a new role-agnostic /auth/me/* surface, and a
player's own shard/game data. Excludes every admin/management console (hero
editor, auth/provider admin, Discord bot, shard/uo-link ops).

Key decisions captured: stay on v1 (all additions are additive, no v2);
registration/invite/reset/SSO are website-handled hand-offs, not native screens;
password reset is built on the backend + web front end first; single shard per
install; minSdk 29; no telemetry and no offline cache in v1; text-only game data
(paperdoll is future); strings externalized from day one; push via a self-hosted
ntfy/UnifiedPush service with content-free tickles that keep the relay untrusted;
Gitea Actions build on ubuntu:latest with a signed-APK release.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-19 03:14:37 -05:00
e889700227 Merge pull request 'docs(website): moderation appeals + Discord reversal (Phase 6c/6d)' (#5) from docs/moderation-appeals into main
Reviewed-on: #5
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 03:41:11 +00:00
50244e5c2b docs(website): link moderation appeals doc from the feature index 2026-07-19 03:36:11 +00:00
4f0c282f3f docs(website): add moderation appeals + Discord reversal (Phase 6c/6d) 2026-07-19 03:34:26 +00:00
f1aa65cc17 Merge pull request 'docs(website): staff in-game location is admin/moderator-only' (#4) from fix/staff-location-visibility into main
Reviewed-on: #4
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 02:23:52 +00:00
8a3e37ae73 docs(website): staff in-game location is admin/moderator-only
The "What each audience sees" table said the public "Staff online" list
is shown "with name + map location". Location is now privileged: the
server includes map/coords only for admin/moderator callers and strips
them from the payload for players and the public. Update the wording to
match (RunicGateway/website#72).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XmHdsbnLzDMAVQkAoTQSBe
2026-07-18 21:21:20 -05:00
363eb810da Merge pull request 'chore: add open-source governance files (GPLv3 + contributing docs)' (#3) from chore/open-source-governance into main
Reviewed-on: #3
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-19 00:29:56 +00:00
5 changed files with 917 additions and 6 deletions

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# Android App — Plan
Status: **M0M6 landed; the functional build, design pass, and release mechanics are complete (the auto-release engine cuts a tagged, signed APK on merge to `main`; M7 push notifications next).** This document is the
design contract for the `RunicGateway/Android-app` repo. It was written before implementation so the
API changes it depends on could be landed in `website/` and `docs/` first. The authoritative API
reference is the committed OpenAPI spec at `website/server/swagger/swagger-output.json` (regenerated
via `npm run swagger`).
**Build progress (§9):****M0 — repo scaffold** (2026-07-19, `RunicGateway/Android-app#2`):
Gradle 8.7 wrapper + AGP 8.6.1 / Kotlin 2.0.20, JDK 17, minSdk 29 / compile-target 35,
`applicationId com.runicgateway.app`; a version catalog pinning the full §2 stack; a Compose + Hilt
single-activity skeleton (externalized strings, adaptive icon); and CI (`pr-checks.yml`
`./gradlew lint test assembleDebug`).
**M1 — connect & browse** (2026-07-19, `RunicGateway/Android-app#6`, functional Kotlin pass): the
first-run base-URL connect flow (probe `GET /public/status`, verify the backend's version identity,
persist to DataStore; HTTPS-only in release, HTTP allowed in debug; Settings → Server hard reset);
a runtime-selected base URL via a sentinel-host Retrofit + `HostSelectionInterceptor` (the host is
**not** compiled in) plus a `UserAgentInterceptor` past the scanner guard (§8); the layered
`screen → ViewModel → repository → PublicApi → DTO` stack returning a typed `ApiResult`
(`Ok`/`HttpError`/`NetworkError`) for graceful degradation (§7); brand-seeded Material 3 theming from
`/public/settings`; and functional Compose screens for Home/Status, News (+ post detail), Wiki
(+ detail), CMS pages (block renderer: `heading/rich_text/image/quote/cta/divider/two_column`), and
the contact form, under one declarative navigation drawer (§5). JVM unit tests cover URL
normalization, host rewriting, `ApiResult`/`UiState` mapping, and brand-color parsing.
> **API-client deviation from §2 (recorded):** DTOs + the Retrofit interface are **hand-written and
> spec-aligned**, not `openapi-generator` output. The committed `swagger-output.json` is produced by
> **swagger-autogen**, whose component schemas are meta-descriptive (nested `{type, example}`
> wrappers) rather than codegen-clean OpenAPI models, so a generator would emit unusable DTOs. The
> hand-authored client is the "checked-in generated module" §2 already allows; shapes were matched
> against the website controllers/models and every DTO ignores unknown keys (additive fields are
> safe). True codegen would first require authoring the spec's component schemas as real OpenAPI
> models.
**M2 — public shard** (2026-07-19, `RunicGateway/Android-app#7`, functional Kotlin pass): the public
shard widgets (§6.2) over `/public/shard/*` — a shard hub (connection status, online count, latest
economy, presence, staff online) plus live boards for champion spawns, guilds, governors (with
on-demand term history) and falling houses (IDOC) — and the live **SSE** feed. `ShardStreamClient`
consumes `/public/shard/stream` over OkHttp SSE and, unlike the browser `EventSource`, drives its own
reconnect/backoff (reset on open, no read timeout for the idle keepalive), so a dropped feed degrades
to "offline" rather than crashing (§7). Boards seed from a snapshot then merge `*.update` / `*.remove`
SSE deltas in place via a reusable `LiveBoard`, mirroring the website's merge semantics; DTOs are
hand-authored + spec-aligned (as recorded for M1) and the live frames decode into the same board
DTOs. Wired into the shared drawer (§5), all strings externalized (§2). JVM unit tests (28) cover DTO
/ live-frame decode, the board merge, event-text formatting (parity with `lib/shardEvents.js`), and
SSE frame parsing. No backend/API change — the app is a pure consumer of the existing public shard
surface.
**M3 — auth** (2026-07-19, `RunicGateway/Android-app#8`, functional Kotlin pass): native
**username/password (+ single-request TOTP) login** over the existing `POST /auth/mobile/login` — a
`401 { totpRequired }` reveals the code field and a wrong code re-lands as a code error; `429` surfaces
a friendly backoff message (§4.1). The token pair lives in **EncryptedSharedPreferences** (a
`TokenStore` behind `SessionManager`, the single source of truth for the in-memory bearer + the
observable `Session`); the base URL stays in plain DataStore (§4.3). An OkHttp `AuthInterceptor`
attaches the bearer and a `TokenAuthenticator` does a **one-shot, mutex-serialized refresh** on a
bearer `401` and replays the request — refresh runs on its own **bare** client (no interceptor/
authenticator) so it can never recurse, rotated single-use tokens are stored atomically, and a dead
refresh (`401`) signs out while a transient network error keeps the session. Logout
(`POST /auth/mobile/logout`, this session or all devices) tears down locally even if the call fails.
`GET /auth/me` **re-validates the role on every resume** (`LifecycleResumeEffect`); a surviving `401`
signs out, so a server-side demotion drops menu access promptly (role stays advisory — the backend is
authority, §4.3). The **access-level menu** is one declarative list (`visibleEntries` filters by
session — public / signed-in / player) with a Sign in / Sign out toggle and a **My Account** screen
(identity + role + sign-out / sign-out-everywhere). Registration, forgot-password, and SSO are
**Custom-Tab hand-offs** (androidx.browser) to the website's own pages (`/account/register`,
`/account/forgot`, `/account/login`) — no native screens (§4.2). The Settings → Server switch now also
clears the stored session (§3). JVM unit tests (18) cover auth-DTO decode (incl. `totpRequired` vs a
plain credential `401`), the `SessionManager` lifecycle over a fake store, and the menu access filter
+ role mapping. **No backend/API change** — the app is a pure consumer of the existing mobile bearer +
`/auth/me` surface.
> **Biometric app-lock — descoped from v1 (decided at M6).** §4.3/§9 flagged an *optional* biometric
> app-lock, deferred from M3 to M6. At M6 it was **descoped from v1 entirely**: tokens are already
> encrypted at rest (Tink/AES-256-GCM), so an app-lock is a pure UX convenience, not a security
> requirement, and it changes no data flow. It is **not** in the first release; revisit only if it
> becomes a requested feature.
**M4 — player self-service & game data** (2026-07-19, `RunicGateway/Android-app#9`, functional Kotlin
pass): the signed-in player surface, all as a pure consumer of the existing bearer-gated API.
**Account self-service** over the role-agnostic `/auth/me/account*` (§6.4) — change username (409
"taken" surfaced; a success re-validates the session so the shell reflects the new name at once),
change/set password (the SSO-account "no current password" path from `has_password`), TOTP
**setup → scan → enable** (the `data:` QR is base64-decoded to a bitmap in-app) / disable-by-code, and
list/unlink SSO identities — each mutation folding its `ApiResult` into a section-scoped, localized
banner (§7). **Game-account linking** (§6.3) — the in-game `[link` one-time code (`POST
/player/shard/link`) plus the hybrid signup (`POST /player/shard/account`, shown only when the public
`gameAccountSignup` flag is set), and the linked-accounts list. **Own game data**, text-only (§6.3):
per-account character roster → a character sheet (attributes, vitals, resistances, best-first skills,
equipment with AOS mods, and guild/governor standing chips — bare cliloc-number titles/item names are
skipped, as the app ships no cliloc table, matching the website's `CharacterSheet.jsx`); player
vendors (shops + listings) with recent sales; and the player's own houses (decay/IDOC). Each
per-account read carries its **own** load state, so a down shard degrades that one account to
offline/retry (`503`) — or not-found (`403`) — without blocking the rest. The menu gains three
**PLAYER-access** groups (My Characters / Vendors / Houses) revealed only when the session role is
`player`; a `PlayerGate` sends a signed-out or server-side-demoted user home. DTOs are hand-authored +
spec-aligned (as recorded for M1); 17 new JVM unit tests cover the account + player-shard DTO decode
(hex serials, permissive objects, equipment mods) and the character-sheet title/skill display helpers.
**No backend/API change** — the `/auth/me/*` and `/player/shard/*` surfaces the app consumes were the
§8 prerequisites, already landed.
**M5 — design pass** (2026-07-20, `RunicGateway/Android-app#10`): the shard-website theme applied
across every screen, restyling the working M1M4 UI with **no architecture, data-flow, endpoint, or DTO
change** (§2.1). The design was produced in Claude Design (`Runic Gateway Screens.dc.html`) and
implemented in Compose. Because the functional screens already draw their color/type/shape from
`MaterialTheme` tokens (§2), the restyle lives mostly in the **theme layer** and propagates: a deep
blue-black surface stack (page `#0b0f14` / screen `#0e1318` / elevated `#11161d`), a slate-blue accent
(`#7f99bd`) with a light CTA fill (`#cdd9e8`), parchment serif body copy, and the engraved **Cinzel**
serif display face (bundled weight-axis variable font, SIL OFL) for headings and the top bar. The app is
now **dark-only** — the shard-website look is a single dark theme, so the light scheme is dropped and the
system light/dark setting is ignored; **per-shard brand-accent seeding is retained** (a site's published
accent still tints the primary/secondary roles, §3). A small set of reusable components — semantic status
pills, section labels, a gradient "feature" card, and slim stat meters — carries the motifs the design
repeats (home status, shard-online banner, champ/character/house status, character vitals & skills). The
launch theme and system bars are darkened so the first frame matches (no white flash). Verified by
`:app:assembleDebug` + `:app:testDebugUnitTest` (green); an on-device visual pass against the mockup is
the one open QA item noted on the PR.
**M6 — polish & release mechanics** (2026-07-20, `RunicGateway/Android-app#11`): the release
plumbing to ship v1 as a signed, sideloadable APK, with **no architecture, data-flow, or endpoint
change**. **Default brand app icons** — a gateway-medallion adaptive launcher icon (all densities +
round + Play Store icon) over the deep-indigo brand background (the Image Asset wizard's default
green grid was replaced, and the legacy square/round bitmaps + 512 Play icon recomposited to match);
plus an "RG" notification icon staged for M7. A **version-mismatch guard** (§3): the first-run connect
probe refuses a backend whose API version this build can't speak (a future `v2`) with a clear
"app out of date" message rather than mis-rendering (lenient on an older backend that omits `api`).
**Release build hardening** (§7, §12) — R8 full-mode minify + resource shrink (~31 MB debug → ~4 MB
signed release) with keep-rules for the kotlinx.serialization serializers, the wire DTOs, and the
Retrofit interfaces; a release `signingConfig` that reads keystore material from a **gitignored**
`keystore.properties` or env vars (absent → unsigned; the keystore is never committed); and
`versionName` is the committed source of truth (bumped by the release engine); `versionCode` is derived
from it (`major*10000+minor*100+patch`, monotonic); both stay `-P`-overridable for local builds (§10).
**CI `release.yml`** — mirrors `link/`'s language-agnostic release engine, adapted for Android: on every
push to `main` it derives the next version from conventional-commit subjects since the last `v*` tag
(`feat!`/BREAKING → major, `feat` → minor, `fix`/`perf` → patch; nothing releasable → no release),
generates a grouped changelog, bumps `build.gradle.kts`, builds the **signed** APK (keystore decoded from
a base64 Gitea secret), then commits the bump `[skip ci]`, tags `vX.Y.Z`, and creates the Gitea release
with notes + APK + `SHA256SUMS`. Uses `REGISTRY_USER`/`REGISTRY_TOKEN` (as `link/` does) to push the bump
and create the release, so `main` must allow that account to push.
HTTPS-only in release (M1), no token logging (logging is debug-gated, M3), and the Settings → Server
hard reset (M3) were already in place. Biometric app-lock is **descoped from v1** (see the note below).
**The functional build (M0M4), design pass (M5), and release mechanics (M6) are complete. The first
signed release now cuts automatically on the next release-worthy merge to `main` — once the signing +
`REGISTRY_*` secrets are set, `main` allows the CI account to push, and the on-device QA pass is done.
M7 push notifications are what remain.**
**Prerequisite progress (§8):** all v1 prerequisites are **done** (2026-07-19) — ✅ password reset
(item 2; website#75 + docs#8), ✅ role-agnostic `/auth/me/*` self surface (item 1; website#76 + docs#10),
✅ version/health surfacing (item 4) and ✅ branding for mobile (item 6). **Push notifications (item 3)
is the only remaining §8 work and is post-v1 (M7).** The app's functional Kotlin pass (M0M4) is now
unblocked.
The workspace already holds `website/`, `link/`, `servuo-plugins/`, and `docs/`. `android-app/` is
the fifth repo. It is **purely an API client of the website backend** — it never talks to the
`link/` sidecar or the shard directly, and it ships none of the shard/sidecar wiring.
---
## 1. Purpose & scope
A native Android client for a Runic Gateway shard's public site + player self-service. It surfaces
the same content and player features as `website/client`, minus every administrative/management
console. It is a **read + self-service** app, not an operator tool.
### In scope
- **Public content** (no auth): news / Five-on-Friday / newsletter / screenshots, wiki, CMS pages,
site status & maintenance page, contact form.
- **Public shard widgets** (no auth): shard status, online staff, live event feed, economy series,
champion spawns, guilds, governors, houses/IDOC, presence — including the live **SSE** stream.
- **Account & auth** (bearer token): native **username/password login (with TOTP 2FA)**, logout,
refresh; account self-service (change username/password, TOTP enroll/disable, list/unlink SSO
identities). Registration, invite acceptance, password reset, and SSO are **website-handled** — the
app hands off to the website's pages for those (§4.2), not native screens.
- **Player's own shard/game data** (bearer token): link a game account via a `[link` one-time code,
hybrid game-account signup, list linked accounts, own character roster, character sheet, own
player vendors, own vendor sales, own houses (home/decay status).
- **Access-level menu**: one shared navigation that reveals items based on the signed-in user's role.
- **Opt-in push notifications** (post-v1; architected for from the start): per-stream subscriptions the
user chooses — nothing is pushed unless subscribed. See §11.
### Explicitly OUT of scope (never in the app, for any role)
- The **hero editor** and any CMS authoring/block editing.
- The **admin / auth-management console** — user management, invites issuance, SSO provider config,
moderation console, email config, bot-activity/ban console. (Players still *log in*; what's
excluded is the management surface, not authentication itself.)
- The **Discord bot** management (and anything under the unpublished `/internal/**` port — it
returns the decrypted bot token and must never be reachable from a client).
- **Shard / uo-link administration** — sidecar base-URL/token config (`uoLinkConfig`), shard ops,
the staff shard-user console. (The app shows *public* shard widgets and a player's *own* game
data; it does not manage the sidecar.)
> The excluded surfaces all live under `/api/v1/admin/**` and `/api/v1/internal/**`. The app only
> ever calls `/api/v1/public/**`, `/api/v1/auth/**` (incl. the new role-agnostic self surface
> `/auth/me/*`, §6.4), and `/api/v1/player/**` — it never references `/admin`.
---
## 2. Architecture & stack
Native, Android-only:
| Concern | Choice |
|---|---|
| Language / UI | **Kotlin + Jetpack Compose** (Material 3) |
| Navigation | Navigation-Compose, single-activity |
| HTTP | **Retrofit + OkHttp**, `kotlinx.serialization` converter |
| Async | Coroutines + Flow; `viewModelScope` |
| DI | Hilt |
| Saved base URL / prefs | **Jetpack DataStore** (Preferences) |
| Tokens at rest | **EncryptedSharedPreferences** (Jetpack Security / Tink-backed) |
| Live feed | OkHttp SSE (`EventSource`) for `/public/shard/stream` |
| Images | Coil |
| Min SDK | **Android 10 (API 29)** — ~95% device reach with a modern baseline (biometric, storage, TLS) and no compat shims |
| Target/compile SDK | Latest stable (35) |
| Telemetry | **None in v1** — no crash/analytics SDK (privacy-first). Revisit self-hosted crash reporting later. |
| Localization | **Strings externalized from day one** (`res/values/strings.xml`); English is the only bundled locale, but the structure invites community translations. No hardcoded UI strings. |
| Web hand-off | Chrome Custom Tabs — opens the website for registration / invite / password reset / SSO (§4.2) |
**API model generation.** The DTOs and the Retrofit interface are generated from
`swagger-output.json` (OpenAPI 3.0) rather than hand-written, so the client stays in lockstep with
the backend contract. A build step (or a checked-in generated module regenerated on contract change)
runs `openapi-generator` against the committed spec. Endpoints that return
`additionalProperties: true` (several shard reads) are typed as permissive maps / JsonElement.
**Layering** mirrors the backend's discipline: `screen (Compose) → ViewModel → repository → API
service (Retrofit) → DTO`. Repositories expose `Result`-like sealed types so the UI degrades
gracefully (see §7).
### 2.1 Build workflow: Kotlin first, then design-led UI
The app is built in two passes. **First**, the functional Kotlin is written — the layering above with
placeholder/functional Compose screens: navigation, ViewModels, repositories, the generated API
client, auth/token handling, and every screen wired to its endpoints and working end-to-end. **Then**,
once that Kotlin code is done, **Claude Design produces the front-end design** for the app, and
**Claude Code implements the final UI (Compose screens, theming, components) according to that
design.** The design pass restyles and refines the already-working screens; it does not change the
architecture, data flow, or endpoint contracts established in the first pass. Keeping strings
externalized and branding data-driven (§2, §3) from the start is what lets the design pass reskin
freely without touching logic.
---
## 3. Base URL: first-run + settings
The app is **brandable to any shard's site** (one site per install), so the API host is not
compiled in.
- **First run (before init):** a mandatory **"Connect to your shard's website"** screen asks for the
site base URL. The app validates it by calling `GET /api/v1/public/status` (and reads
`/public/settings` for branding: name/colors/logo). Only on a successful, well-formed response is
the URL persisted to DataStore and the app allowed to initialize its main UI.
- Accept `https://host[/base]`; normalize/trim; require HTTPS in release builds (allow HTTP only in
debug for local dev against `127.0.0.1:3000`).
- Failure states: unreachable, non-2xx, not-a-Runic-Gateway-site (missing expected `/public/status`
shape), TLS error — each gets a clear retry message. Nothing else in the app runs until this
succeeds.
- **Settings:** the base URL is editable later under **Settings → Server**. Changing it is a
hard reset of session state: clear stored tokens, drop cached content, re-run the validation probe,
and return to a signed-out state against the new host.
- **Version guard:** the backend is versioned; surface a clear "app/site version mismatch" state if a
future protocol/version header disagrees, rather than mis-rendering.
---
## 4. Authentication & token handling
**Design rule (decided): credential/identity flows live on the website, not in the app.** The app
implements **only native username/password (+TOTP) login**. Registration, invite acceptance,
forgot/reset password, and SSO all **run through the website's API + web front end** — the app hands
off to the website in a browser (Chrome Custom Tab) and the user returns to sign in. This keeps every
account-provisioning, OAuth, and password path in one audited place rather than duplicated (and
security-reviewed twice), and it means **no new mobile-facing auth endpoints** are required for v1.
Password reset is being built on the backend + web front end **before** app work begins (§8), so it is
simply available in that hand-off, not app scope.
### 4.1 Username + password (+ TOTP) — the app's only native auth, ready today
Uses the existing **mobile bearer** surface, no backend changes:
- `POST /auth/mobile/login` `{ username, password, code? }`
`{ accessToken, refreshToken, expiresIn, user: { id, username, role } }`.
- **Single-request 2FA:** a `401 { totpRequired: true }` means re-submit with `code`. The login
screen reveals a code field on that response.
- Respect `429` (backoff / rate-limit) with a friendly "try again shortly" state — login is guarded
by per-IP backoff → slow-down → hard cap on the server.
- `POST /auth/mobile/refresh` `{ refreshToken }` → new pair. **Refresh tokens are single-use and
rotated**: store the new pair atomically; a failed refresh (401) means the session is dead → sign
out and return to login. An OkHttp `Authenticator`/interceptor performs a one-shot refresh on a
`401` from a bearer call, with a mutex so concurrent 401s trigger only one refresh.
- `POST /auth/mobile/logout` `{ refreshToken?, all? }` (requires bearer) — revoke this session or all
sessions. Called on user logout and on "sign out everywhere."
### 4.2 Website-handled flows: registration, invite, forgot-password, SSO
These are **not** rebuilt in the app. The app links out to the website's own pages/API and the user
completes them in a Custom Tab, then returns and signs in natively (§4.1):
- **Register / accept invite** — the app opens the website's register / `…/invite/:token` pages. Invite
emails already link to the website. After the account exists, the user signs into the app with their
new username + password. (No mobile register/invite endpoints needed.)
- **Forgot / reset password** — the app links to the website's reset page (the flow being built in §8
before app work). The user resets there, then signs into the app. (No mobile reset endpoint needed.)
- **SSO (Google / Discord / OIDC)** — SSO stays the website's browser redirect flow (`/auth/sso/*`),
**link-only** (no auto-provisioning). For v1 the app does **not** do one-tap in-app SSO; instead an
SSO user links their identity and sets a password on the website (the existing "set initial password"
path for SSO-provisioned accounts), then uses password login in the app. `GET /auth/sso/providers`
can still be shown so the login screen can direct users to "sign in with … on the website."
- *Possible later enhancement (out of v1):* true in-app SSO via a Custom-Tab flow that hands a
one-time code back to an app link, exchanged for mobile tokens — a small new backend endpoint. Only
build it if password-for-SSO-users proves too clunky.
### 4.3 Session model (all paths)
- **Refresh:** `POST /auth/mobile/refresh` `{ refreshToken }` → new pair. **Single-use / rotated:** store
the new pair atomically; a failed refresh (401) means the session is dead → sign out. An OkHttp
`Authenticator` does a one-shot refresh on a bearer `401`, behind a mutex so concurrent 401s trigger
only one refresh.
- **Logout:** `POST /auth/mobile/logout` `{ refreshToken?, all? }` (requires bearer) — this session or
all sessions ("sign out everywhere").
- **Storage:** access + refresh tokens live in EncryptedSharedPreferences, never in plain prefs/logs.
The base URL may live in plain DataStore; tokens must not. An optional **biometric app-lock** was
considered here but **descoped from v1** (tokens are already encrypted at rest; see the M3 note).
- **Role for the menu** comes from the login response `user.role` and is re-validated via
`GET /auth/me` on app resume (roles can change server-side; admin access is re-checked every
request on the backend, so the app treats role as *advisory for menu rendering* and lets the server
be the authority — a 403 is handled gracefully, never assumed-away).
---
## 5. Navigation — one shared, access-level menu
A **single** navigation definition; each entry declares the minimum access it requires, and the menu
renders only the entries the current session satisfies. Roles: `anonymous` < `player` /
`moderator` / `editor` / `admin` (the three staff roles are not a strict ladder — gate by capability,
not rank).
| Menu group | Visible to | Backing endpoints |
|---|---|---|
| Home / Status | everyone | `/public/status`, `/public/settings` |
| News & content | everyone | `/public/posts/:category`, `/public/pages/:slug` |
| Wiki | everyone | `/public/wiki`, `/public/wiki/categories`, `/public/wiki/tags`, `/public/wiki/:slug` |
| Shard (live) | everyone | `/public/shard/*` + `/public/shard/stream` (SSE) |
| Contact | everyone | `/public/contact` |
| **My Account** | signed-in | `/player/account/*` (or `/admin/account/*` for staff — see §6.4) |
| **My Characters / Vendors / Houses** | `player` (linked) | `/player/shard/*` |
| Sign in / Sign out | toggles on session | `/auth/mobile/*` |
Guidelines:
- The menu is **declarative + data-driven**, not a pile of `if role ==` checks — one list of entries
with a `minAccess`/`requiredCapability` field, filtered by the session.
- Never hide the fact that more exists behind auth in a way that misleads; anonymous users see public
groups and a "Sign in" affordance.
- The server is the source of truth: a hidden/greyed item is a UX convenience; every gated call still
enforces on the backend and the app handles 401/403 cleanly.
---
## 6. Screen ↔ endpoint map
### 6.1 Public content
- **Home/Status** — `GET /public/status`, `GET /public/settings` (branding + maintenance banner).
- **News hub** — `GET /public/posts/:category` (`news | five-on-friday | newsletter | screenshots`),
detail via `GET /public/posts/:category/:idOrSlug`.
- **CMS pages** — `GET /public/pages/:slug` (block-based; render the block types the site uses).
- **Wiki** — list/categories/tags/detail as above.
- **Contact** — `POST /public/contact` (rate-limited; handle 429/502).
### 6.2 Public shard (live)
- Status/online/feed/economy/champs/guilds/governors(+history)/presence/houses/idoc — the
`/public/shard/*` GETs.
- **Live updates** — subscribe to `GET /public/shard/stream` (SSE, safe kinds only) and patch the
in-memory boards in place (champ/guild/city/house/presence update+remove frames). Reconnect with
backoff; fall back to poll if SSE drops.
### 6.3 Player self-service & game data (bearer)
- **Account** — `GET /player/account`; `PATCH /player/account/username`;
`PATCH /player/account/password`; TOTP `setup`/`enable`/`disable`; identities `GET` / `DELETE`.
- **Game account linking** — `POST /player/shard/link` (one-time `[link` code),
`POST /player/shard/account` (hybrid signup, when enabled), `GET /player/shard/accounts`.
- **My game data** — `GET /player/shard/roster/:account`, `/char/:serial`, `/vendors/:account`,
`/sales`, `/houses`. All ownership-checked server-side; a `503` means shard/sidecar down → show an
"offline, retry" state (see §7).
- **Presentation is text-only for v1.** Character sheets and vendor listings render as data/text — no
item icons or paperdoll art. A richer "pretty paperdoll" view is a **future** enhancement (pending the
art/asset work on the platform side) and is explicitly out of the first release.
### 6.4 Self-service is role-agnostic under `/auth/**` (decided)
Player self-service is under `/player/account/*` (gated to `role='player'`) and staff use the *same*
handlers under `/admin/account/*`. Rather than have the app branch by role (and touch `/admin`), we
**add a role-agnostic self surface under `/auth/**`** — the canonical "me" endpoints for every role.
The app calls these regardless of role, and never references `/admin`. This is an **additive v1**
change (see §8): the existing `/player/account/*` and `/admin/account/*` routes stay for web
back-compat; `/auth/me/*` reuses the same `account.controller` handlers behind `requireAuth` (any
authenticated role), so there's no logic duplication.
---
## 7. Degradation & offline
Mirrors the website's "degrade gracefully" invariant:
- Every repository call returns a typed result (`Ok`/`HttpError(status)`/`NetworkError`); the UI never
crashes on a down backend or shard.
- **Shard down** (`503` from shard reads, or `/public/shard/status` shows disconnected) → render the
shard as **offline**, keep the rest of the app usable.
- **Site maintenance** (`/public/status` = maintenance) → show the maintenance page; public shard
widgets may still render (they're not maintenance-gated server-side).
- **Offline caching is not a v1 requirement** (decided). The app assumes connectivity and shows clean
loading/error/retry states; it does **not** ship a Room cache in v1. Cached read-only content can be
added later without reworking the repository layer (its typed results already isolate the UI from the
data source). No `Room` dependency in the initial build.
---
## 8. Cross-repo work to do *before* coding the app
The bridge repos are contracts; the app adds a new consumer. Land these first (in `website/` +
`docs/`), each with regenerated Swagger.
**Already verified — no change needed** (checked against the current backend):
- **CORS / native reachability.** CORS is only enabled when `CLIENT_ORIGIN` is set (local Vite dev);
in prod the SPA is same-origin and CORS is off. A native HTTP client is not browser-origin-bound, so
no CORS/preflight applies. *Caveat:* `app.js` mounts a bot/scanner guard before routing — the app
must send a sane `User-Agent` so it isn't caught by scanner heuristics.
- **`GET /auth/me` bearer support.** `auth/token.js:extractToken` reads the cookie *then* falls back to
`Authorization: Bearer`, and `/auth/me` advertises both auth schemes. It returns the current user for
a bearer token today. The entire `/player/**` and self-service surface works with bearer as-is.
- **Token lifetimes.** Access `MOBILE_ACCESS_TTL` = 15m default; refresh `MOBILE_REFRESH_TTL_DAYS` =
30 days. The login/refresh response's `expiresIn` reflects the access TTL — drive proactive refresh
off it.
**API versioning: everything below stays in v1 (decided).** These are all *additive* routes — new
endpoints that change no existing response shape — so they do **not** warrant a v2. A v2 API is only
justified by a breaking change to a contract existing clients depend on, which none of this is. The
web client and the app both consume v1; a second parallel route tree + Swagger spec would be pure
maintenance cost. Reserve v2 for a real breaking re-shape if one ever arises.
**To build (all additive, v1):**
1. **Role-agnostic self-service under `/auth/**` (§6.4, decided).**
✅ **DONE (2026-07-19, RunicGateway/website#76 (+ this docs PR)).** A `me.routes.js`
sub-router mounts the existing `account.controller` self handlers behind `requireAuth` (any role) at
`/auth/me/*`, so the app has one self surface and never touches `/admin`. The old
`/player/account/*` + `/admin/account/*` routes stay for web back-compat. Shipped routes:
- `GET /auth/me` — current `{ id, username, role }` (already existed; the app's role source).
- `GET /auth/me/account` — full self account.
- `PATCH /auth/me/account/username`, `PATCH /auth/me/account/password`.
- `POST /auth/me/account/totp/setup|enable|disable`.
- `GET /auth/me/account/identities`, `DELETE /auth/me/account/identities/:provider`.
- Swagger regenerated with `#swagger` annotations; `test/authMe.test.js` guards the auth gate; and
an end-to-end smoketest confirmed both a player and an editor (staff) drive the same surface.
2. **Password reset — build on backend + web front end FIRST (a prerequisite, not app scope).**
✅ **DONE (2026-07-19, RunicGateway/website#75 + docs#8).** Full platform flow shipped in `website/`:
request-reset (`POST /auth/password/forgot`, always a generic 200 — no account enumeration) emails a
single-use, ~1h link → reset page + endpoints (`GET|POST /auth/password/reset/:token`) that verify,
set the password, and revoke every session (web cutoff + mobile refresh tokens). The token is an
opaque random value stored as a **sha256 hash** in a new `password_resets` table (mirroring
`user_invites` — chosen over a signed JWT to match the house pattern; functionally equivalent). It
also serves SSO-only accounts (null hash) as their set-initial-password path. Swagger regenerated;
documented in `BACKEND_DESIGN.md`. The app just links users to the web page (§4.2) — **no mobile reset
endpoint.**
- No mobile SSO/invite/register endpoints are needed: SSO, registration, and invite acceptance all
stay website-handled and the app hands off to them (§4.2). This is a deliberate scope reduction.
3. **Push notifications** — see §11. Additive v1 endpoints under `/auth/me/devices*` and
`/auth/me/notifications*`, plus a **self-hosted `ntfy` service added to `website/docker-compose.yml`**
with fully declarative, zero-interaction config. Not required for the first release (M7, not M1M6).
4. **Version/health surfacing.**
✅ **DONE (2026-07-19, RunicGateway/website#77 (+ this docs PR)).** A dependency-free
`config/version.js` (`{ service:'runic-gateway', api:'v1', server:<pkg> }`) is surfaced on
`GET /public/status` (so the first-run probe recognizes the backend + reads its version in one call)
and on a new **DB-free `GET /public/version`** (canonical target for the version-mismatch guard +
a cheap liveness check). Swagger: `PublicVersion` schema. `test/publicVersion.test.js` covers both.
5. **Docs** — update `docs/website/BACKEND_DESIGN.md` for any new/changed endpoint; keep this file and
the OpenAPI spec current. (The workspace `CLAUDE.md` is a **local, uncommitted** file — update it in
place as repos come online, but it is never committed.)
6. **Branding for mobile.**
✅ **DONE (2026-07-19, RunicGateway/website#77 (+ this docs PR)).** Confirmed
`GET /public/settings` returns the per-shard `brand` block (name, `accent` color, logo/hero/favicon,
plus shortName/tagline/description/url/contactEmail) sourced from `BRAND_*` with admin
`site_title`/`contact_email` overrides — the app themes itself from it. Made it first-class in the
OpenAPI contract (`Brand` + `PublicSettings` schemas) so the app's codegen gets typed branding
instead of an untyped map; `test/publicBrand.test.js` locks the contract. Asset fields may be
site-relative paths — the app resolves them against its stored base URL.
No `link/` or `servuo-plugins/` changes are expected — the app is downstream of the website only.
---
## 9. Milestones
**Two passes (§2.1).** M0M4 were the **functional Kotlin pass** — every screen wired to its endpoints
and working end-to-end with placeholder/functional Compose UI, no design investment yet. **M5 was the
design pass**: with the functional Kotlin done, Claude Design produced the front-end design and Claude
Code implemented the final UI to it. **Both passes are now complete** (M0M5 landed); polish/release,
push, and Play (M6M8) follow the designed app.
1. **M0 — Repo scaffold**: Gradle + Compose + Hilt skeleton, CI (build + lint + unit test), license
headers (GPL-3.0-or-later), CONTRIBUTING/AI-disclosure parity with the other repos.
2. **M1 — Connect & browse** *(functional pass)*: first-run base-URL flow,
`/public/status`+`/public/settings` theming, generated API client, public content
(news/wiki/pages) + contact. No auth yet.
3. **M2 — Public shard** *(functional pass)*: shard widgets + SSE live stream with
reconnect/degradation.
4. **M3 — Auth (§4)** *(functional pass)*: native password+TOTP login (429 handling), token storage,
refresh interceptor, logout, `/auth/me` role re-validation, the access-level menu. Custom-Tab
**hand-offs** to the website for register / invite / password-reset / SSO (no native screens for
those). (An optional biometric app-lock was considered here, then descoped from v1 at M6.)
*Prerequisite:* the website password-reset flow (§8) is already built.
5. **M4 — Player self-service & game data** *(functional pass)*: account management (via
`/auth/me/*`), game-account linking, own roster/characters/vendors/houses/sales — **text-only**
presentation (§6.3).
6. **M5 — Design pass & final UI (§2.1)**: with the functional Kotlin from M1M4 working end-to-end,
**Claude Design produces the front-end design** for the app, then **Claude Code implements the final
UI to it** — Compose screens, Material 3 theming from the per-shard branding (§3), reusable
components, loading/error/empty states, the designed access-level menu. Restyles the existing
screens only; no changes to architecture, data flow, or endpoint contracts. Text-only game data
(§6.3) still holds — this is visual design of the data screens, not paperdoll art. **Landed**
2026-07-20 (`RunicGateway/Android-app#10`): dark-only shard-website theme, Cinzel display face,
reusable pill/label/card/meter components; brand-accent seeding retained (see §9 build progress).
7. **M6 — Polish & release mechanics**: settings (server switch = hard reset, done M3),
version-mismatch guard, release build hardening (HTTPS-only, no token logging, R8 minify + resource
shrink, release signing). No offline cache in v1 (§7). **Ships v1 as a signed APK attached to a Gitea
release** via `release.yml`'s conventional-commit engine on merge to `main` (see §10, §12).
Biometric app-lock **descoped** (below).
**Landed** 2026-07-20 (`RunicGateway/Android-app#11`).
8. **M7 — Push notifications** (post-v1): add the self-hosted `ntfy` service to
`website/docker-compose.yml` (declarative, zero-interaction config), UnifiedPush integration in the
app, device registration, the subscriptions UI, and the content-free-tickle backend fan-out (see
§11). The app is built with room for this from M0 but it does not gate the first release.
9. **M8 — Google Play**: Play Console listing, signing/upload key, and (optionally) an FCM build flavor
— after the direct-APK release is stable.
---
## 10. Distribution
- **v1: direct APK.** Build a signed release APK in CI and **attach it to a Gitea release** (mirrors
how `link/` cuts release binaries). Users sideload; the app already self-configures its server URL on
first run (§3), so one APK works for any shard. Keep a stable **upload/signing keystore** out of the
repo from day one — Play later requires a consistent signing identity.
- **Later: Google Play.** Add a Play Console listing and (if using FCM) a `google-services` config as a
**build flavor**, so the direct-APK build stays Google-free. Versioning: semantic `versionName` +
monotonic `versionCode`; tag releases in the repo.
## 11. Push notifications (built-for, shipped post-v1)
The app is architected from M0 to accommodate push, but push itself ships in M7 — it does not block the
first release. Users **opt in per stream**: nothing is pushed unless subscribed.
### Transport — UnifiedPush via self-hosted ntfy (decided)
- **Primary: UnifiedPush, delivered by a self-hosted `ntfy` service added to the website's
`docker-compose.yml`.** FOSS, no Google Play Services dependency, works for the sideloaded APK on any
device, and keeps delivery under the org's own infrastructure — consistent with the self-hosted ethos.
- **FCM stays optional and Play-only.** If/when a Play build wants it, add FCM as a **build flavor**;
the direct-APK flavor stays Google-free. The backend fan-out is **transport-agnostic** and dispatches
to whatever endpoint a device registered, so adding FCM later touches no core logic.
### ntfy deployment — fully automated, zero interactive setup (hard requirement)
- Runs as an **additional service in `website/docker-compose.yml`** (the compose *pulls* images and
never builds — ntfy is a pinned upstream image, so this fits that model). Confirm the exact image
path/tag at implementation.
- **All config is declarative** — a committed `ntfy` config file and/or `NTFY_*` env vars baked into
compose. No `docker exec`, no interactive `ntfy user add`, no post-deploy manual steps. Bringing the
stack up provisions a working push relay. Reachable to devices via the existing reverse proxy on its
own hostname/path; internal-only for the backend publisher.
- **No per-user ntfy accounts to administer.** The security model (below) removes the need for ntfy ACL
provisioning, which is exactly what keeps setup interaction-free. ntfy topics are the random,
unguessable endpoints UnifiedPush hands out; the backend treats ntfy as an **untrusted relay**.
### Backend (additive, v1)
- `POST /auth/me/devices` — register a device: `{ transport, endpoint, platform }` where `endpoint` is
the UnifiedPush/ntfy URL the distributor gave the app (or an FCM token for a Play/FCM build). `DELETE
/auth/me/devices/:id` — unregister. Devices belong to the authenticated user.
- `GET /notifications/streams` — catalog of subscribable streams + which require a linked game account.
- `GET|PUT /auth/me/notifications/subscriptions` — the user's selected streams (per-user; applied to
all their devices).
- **Fan-out worker** hangs off the existing event dispatcher (`website` `utils/shardIngest.js`) — the
same event source that already feeds the SSE channels — matches events against subscriptions and
**publishes a content-free tickle** (see below) to each matching device's endpoint. Store endpoints
per device. Any secret (an ntfy publish token, or an FCM server key if that flavor is used) is
encrypted at rest via `utils/secretBox.js`, like the other secrets.
### Stream catalog (initial)
- **Public / opt-in** (no account needed): news posts, server up/down, IDOC warnings, champion-spawn
starts, governor elections.
- **Personal** (require a linked game account; delivered only to the owner): *your* vendor sold an
item, *your* house entered IDOC, a login to *your* account.
### Security boundary (hard requirement)
The ntfy relay is treated as **untrusted infrastructure**, and the design makes that safe:
- **Content-free tickles.** A push payload carries **no sensitive data** — only a stream id and an
opaque reference (e.g. `{ stream: "vendor.sale", ref: "…" }`). On receipt the app wakes and **pulls
the actual content over the authenticated, ownership-checked API** (`/auth/me/*`, `/player/shard/*`).
So even if an ntfy topic name leaked, nothing meaningful leaks with it, and no data reaches a device
that its user isn't already entitled to fetch. This is what lets ntfy be automated with no per-user
ACLs while still honoring the security rules.
- **Same allowlist split as the SSE streams.** Sensitive kinds (staff audit, cheat detection, login
attempts, IPs) are never fanned out to push at all — the publisher applies the identical public/safe
allowlist used by the SSE dispatcher.
- **Personal events are owner-keyed.** A personal tickle (your vendor sold, your house IDOC) is
published **only** to the endpoints of the owning user, decided by the same ownership check as the
`/player/shard/*` reads — a device never receives another user's events.
- **Transport hardening.** ntfy served over TLS via the reverse proxy; the backend→ntfy publish is
internal. Endpoints are unguessable random topics; unregister on logout / token revocation.
### App
- A **Notifications** settings screen lists the catalog with per-stream toggles; personal streams are
disabled/greyed until the user has a linked game account. Registration happens after login; toggles
write to `/auth/me/notifications/subscriptions`. Tapping a notification deep-links to the relevant
screen (§ open item below).
## 12. Build & CI (Gitea Actions)
Builds run on the org's existing self-hosted runners (`runs-on: ubuntu-latest`, same label the other
repos use), on a bare `ubuntu:latest` container.
- **Toolchain:** JDK **17** (temurin) for Android Gradle Plugin 8.x; Android SDK installed in-CI via
`android-actions/setup-android@v3` (cmdline-tools + license acceptance). Cache `~/.gradle` and the SDK.
- **Bare-image gotcha:** `ubuntu:latest` lacks `git`/`curl`/`unzip` that `actions/checkout` and
`sdkmanager` need — first step `apt-get install -y git curl unzip`. (Faster option once builds are
frequent: run the job under a prebuilt Android-SDK `container:` image so nothing installs per-run.)
- **PR gate** (`.gitea/workflows/pr-checks.yml`, on PR → `main`): `./gradlew lint test assembleDebug`.
Debug builds are auto-signed, so the gate needs no secrets. Mirrors `website/`'s pre-merge gate.
- **Release** (`.gitea/workflows/release.yml`, M6): mirrors `link/`'s release engine — on every push to
`main` it computes the next version from conventional commits since the last `v*` tag, generates a
changelog, bumps `build.gradle.kts`, builds a **signed release APK**, commits the bump `[skip ci]`,
tags `vX.Y.Z`, and creates the Gitea release with the notes + APK + `SHA256SUMS`. The **keystore is a
base64 Gitea Actions secret** decoded in CI (`ANDROID_KEYSTORE_BASE64`); store/key passwords + alias
are secrets too. The keystore never lives in the repo. `REGISTRY_USER`/`REGISTRY_TOKEN`
(`write:repository`) push the bump + create the release, so `main` must allow that account to push.
Keep the signing identity stable from the first release (Play later requires consistency).
- Semantic `versionName` (bumped by the engine) + derived monotonic `versionCode`
(`major*10000+minor*100+patch`); the engine tags each release.
## 13. Open questions (revisit as we go)
**Decided (recorded here for context):** single shard per install (§3); native auth is
password+TOTP only, with registration/invite/reset/SSO **handled by the website** (§4); **password
reset built on backend + web first**, before app work (§8); minSdk 29, compile/target 35 (§2); no
telemetry in v1 (§2); strings externalized from day one, English-only bundled (§2); **text-only** game
data in v1, pretty paperdoll is future (§6.3); **no offline cache in v1** (§7); push via self-hosted
ntfy / UnifiedPush (§11); **biometric app-lock descoped from v1** (tokens already encrypted at rest, so
it is a UX convenience, not a v1 requirement — deferred at M3, descoped at M6; revisit only if requested).
**Still open:**
- **App identity / domain.** Target application ID **`com.runicgateway.app`** — pending securing the
`runicgateway.app` domain (needed for a verified app-link host and a matching package namespace). Also
the fixed launcher name (baked at build even though in-app branding is per-shard — one APK, any shard).
Since SSO/invite/reset are website-handled, the app mostly *opens* website URLs rather than needing its
own verified app links — confirm whether any deep-link-back is wanted at all for v1.
- ntfy: exact upstream image + pinned tag, its reverse-proxy hostname/path, and whether to add a
backend publish token (optional hardening — the content-free-tickle design does not require one).
- FCM flavor: build it for the Play release or ship Play on UnifiedPush too? Decide at M8.
- Deep-link / share targets for wiki pages, posts, and notification taps.
- iOS: none planned (this is the Android-only choice); revisit only if cross-platform is later
required (would change §2 — and push, which would then favor a cross-platform transport).

98
android/theme-plan.md Normal file
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@@ -0,0 +1,98 @@
# Android theme plan — mirroring the website frontend
This is a summary of the **website frontend theme** (source of truth:
`website/client/src/styles/theme.css`, applied at runtime by
`website/client/src/contexts/SiteContext.jsx`) so the native Android client can
present a visually consistent brand. Where the web uses CSS custom properties,
the Android equivalent is a Compose `MaterialTheme` `ColorScheme` + `Typography`.
## Overall character
A **dark, moody, "arcane fantasy" theme** — deep blue-black backgrounds, muted
slate-blue accent, parchment-white text, and an engraved serif display face. It
reads like a leather-and-moonlight fantasy ledger, not a bright consumer app.
There is **no light mode** on the web; the app should ship dark-only to match.
## Color tokens
The web theme is a flat set of CSS variables under `:root`. Map them to Compose
as follows (hex is authoritative):
| Web token | Hex | Role | Compose slot (suggested) |
|-------------------|------------|----------------------------------------|-------------------------------|
| `--bg` | `#0e1318` | App background | `background` |
| `--bg-deep` | `#0b0f14` | Deepest surface / on-accent text | `surfaceDim` / `onPrimary` |
| `--panel-a` | `#192231` | Card gradient top | `surface` |
| `--panel-b` | `#141a21` | Card gradient bottom | `surfaceContainer` |
| `--panel-flat` | `#11161d` | Flat panels, toolbars | `surfaceContainerLow` |
| `--line` | `#2a3544` | Borders / dividers | `outline` |
| `--line-soft` | `#1d2733` | Subtle row dividers | `outlineVariant` |
| `--accent` | `#7f99bd` | **Primary accent** (brand-overridable) | `primary` |
| `--accent-bright` | `#cdd9e8` | Primary button fill, active states | `primaryContainer` / bright |
| `--ink` | `#eef3f8` | Highest-contrast text | `onBackground` |
| `--head` | `#e6edf6` | Headings | heading color |
| `--text` | `#c4cdd8` | Body prose | `onSurface` |
| `--muted` | `#aeb8c4` | Secondary text | `onSurfaceVariant` |
| `--dim` | `#6f7d8e` | Meta / captions / placeholders | dim / disabled text |
| `--blue` | `#13243c` | Accent hover/active background | `secondaryContainer` |
| `--mode-live` | `#5fb98a` | "Shard live" status (green) | success |
| `--mode-maint` | `#e6c26a` | "Maintenance" status (amber) | warning |
### Semantic / status colors (used in badges, diffs, moderation)
- **Success / published / live:** green `#5fb98a` (fills at ~1622% alpha, text `#7fd0a4`).
- **Warning / maintenance / moderation (kick/mute/warn):** amber `#e0b070` / `#e6c26a`.
- **Danger / ban / red-link / errors:** desaturated red `#d98b84` (borders `#6e3b38`).
- **Admin badge:** near-white `#d8e2ef` on `#3a4a5e`.
## Branding is data, not code
The `--accent` value is **overridden at runtime** per shard instance. On the web,
`SiteContext` reads `brand.accent` from the site settings API and sets the CSS
variable, so one build reskins for any shard. **The Android app should do the
same:** fetch the brand payload (name, `accent`, colors, logo/hero/favicon) from
the website API and derive the `primary` color at runtime rather than hardcoding
`#7f99bd`. Default to `#7f99bd` when the brand payload is absent/offline.
## Typography
Three font families, by role:
- **Display** (`--display`): **Cinzel**, falling back to Georgia serif — an
engraved Roman capitals face used for the logo, `h1`/`.h1`, and prose
`h2`/`h3`. Bundle Cinzel as an app font; this face carries the brand.
- **Serif body** (`--serif`): **Georgia / Times New Roman** — default body and
prose text; `line-height ≈ 1.6`.
- **Sans** (`--sans`): **Helvetica Neue / Arial** — UI chrome: buttons, pills,
form labels, table headers, badges, meta. Labels/eyebrows/kickers are
UPPERCASE with wide letter-spacing (`0.10.18em`) and small (0.680.86rem).
Heading scale is fluid on web (`h1` clamps ~2.43.6rem); pick fixed Material type
scale equivalents (e.g. display for `h1`, headline for `h2`, title for `h3`).
## Shape, elevation & motion
- **Corners:** cards/panels `1012px` radius; inputs/small elements `8px`;
pills and buttons are **fully rounded** (`999px` / capsule).
- **Cards:** vertical gradient `--panel-a → --panel-b`, 1px `--line` border, soft
drop shadow (`0 14px 34px rgba(0,0,0,0.3)`). On hover the web lifts `-3px` and
brightens the border to `--accent` — translate to a pressed/focused accent
border on Android.
- **Buttons:** primary = bright fill (`--accent-bright`) with dark text;
ghost/secondary = translucent dark fill with accent-on-hover border.
- **Motion:** short, subtle transitions (0.120.18s). Keep animations understated.
## Signature accents (nice-to-have)
- The **"moon"** motif: a radial-gradient sphere (`#eef3f8 → #9fb0c6 → #5d6e88`) —
a small brand flourish worth reproducing.
- Accent-tinted focus rings and left-border "note" callouts
(`border-left: 3px solid --accent` over a translucent `--blue` background).
## Implementation note for Compose
Define one `darkColorScheme(...)` from the table above, a `Typography` binding the
three families, and a `Shapes` set (`small = 8.dp`, `medium = 10.dp`, capsule for
buttons). Load `accent` from the brand API into a state holder and rebuild the
`primary` (and derived `primaryContainer`) at runtime so a shard's custom accent
flows through the whole UI — exactly as `SiteContext` does on the web.

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@@ -142,6 +142,20 @@ Seeded keys: `site_mode` (default `maintenance`), `site_mode_changed_at`,
| ip | VARCHAR(45) NULL | from `req.ip` (needs `trust proxy`) | | ip | VARCHAR(45) NULL | from `req.ip` (needs `trust proxy`) |
| created_at | DATETIME DEFAULT CURRENT_TIMESTAMP | | | created_at | DATETIME DEFAULT CURRENT_TIMESTAMP | |
### password_resets — self-service reset links
| col | type | notes |
|---|---|---|
| id | INT PK AUTO_INCREMENT | |
| token_hash | CHAR(64) UNIQUE NOT NULL | sha256 hex of the opaque token; **plaintext never stored** |
| user_id | INT NOT NULL FK→users(id) ON DELETE CASCADE | the account this reset targets |
| status | ENUM('pending','used') DEFAULT 'pending' | single-use (atomic `markUsed`) |
| requested_ip | VARCHAR(64) NULL | who asked (audit only) |
| expires_at | DATETIME NOT NULL | ~1h TTL, enforced in the model on top of this |
| created_at / used_at | DATETIME | |
Same "store only the hash of an opaque token" pattern as `user_invites` / `mobile_refresh_tokens`.
A DB read never yields a usable reset link. See §4 `/auth/password/*`.
--- ---
## 4. API contract ## 4. API contract
@@ -154,16 +168,36 @@ accepts `Authorization: Bearer` for API testing).
|---|---|---|---|---| |---|---|---|---|---|
| POST | `/login` | — (rate-limited) | `{username,password}` | verify, set cookie, log `auth.login`, update `last_login_at` | | POST | `/login` | — (rate-limited) | `{username,password}` | verify, set cookie, log `auth.login`, update `last_login_at` |
| POST | `/logout` | cookie | — | clear cookie | | POST | `/logout` | cookie | — | clear cookie |
| GET | `/me` | cookie | — | current user (no hash) or 401 — client bootstraps auth state | | GET | `/me` | cookie / bearer | — | current user (no hash) or 401 — client bootstraps auth state |
| POST | `/password/forgot` | — (rate-limited) | `{email}` | email a single-use, ~1h reset link to **every active account** on the address; **always** returns the same generic 200 (no account enumeration). Email is non-unique, so several accounts may each get a link naming their username. Logs `account.password.reset.request`. |
| GET | `/password/reset/:token` | — | — | validate a link → `{username}` for the form, else 404 (never distinguishes expired/used/never-existed) |
| POST | `/password/reset/:token` | — (rate-limited) | `{password}` | consume the single-use link, rotate the hash, and revoke **all** sessions (web cutoff + mobile refresh tokens). Does **not** sign the user in — they log in fresh (so a 2FA account still passes TOTP). Logs `account.password.reset.complete`. |
| GET | `/me/account` | cookie / bearer | — | full self account (`id, username, role, email, status, totp_enabled, has_password`) |
| PATCH | `/me/account/username` | cookie / bearer (rate-limited) | `{username}` | change own username; re-issues the caller's session |
| PATCH | `/me/account/password` | cookie / bearer (rate-limited) | `{newPassword, currentPassword?}` | change/set own password (current required unless the account has none); revokes other sessions, keeps the caller's |
| POST | `/me/account/totp/setup` · `…/enable` · `…/disable` | cookie / bearer | `{code}` on enable/disable | self 2FA enrollment (disable needs a valid current code, not a password) |
| GET | `/me/account/identities` · DELETE `…/:provider` | cookie / bearer | — | list / unlink own SSO identities |
No public `register`. First admin is bootstrapped by `seed.js` from env (see §6). Further **Role-agnostic self-service (`/auth/me/*`).** The canonical "me" surface for **every** authenticated
admins are created under `/admin/users`. role. It reuses the exact `account.controller` handlers as `/player/account/*` and `/admin/account/*`
(no logic duplication) behind `requireAuth` **only** — any active account, never a specific role. This
lets a client (the Android app) manage its own account through one surface without ever touching
`/admin` (docs/android/PLAN.md §6.4). The older `/player/account/*` + `/admin/account/*` routes stay
for web back-compat.
**Password reset.** Uses the same audited pattern as `user_invites`: an opaque 32-byte token
whose **sha256 hash only** is stored in `password_resets`, single-use and short-lived (~1h). It
also serves SSO-only accounts (null `password_hash`) as their "set an initial password" path. The
reset link points at the web front end (`/account/reset/:token`); the Android app hands off here
rather than shipping its own reset screen (docs/android/PLAN.md §4.2). First admin is bootstrapped
by `seed.js` from env (see §6); further staff are created under `/admin/users` or via email invites.
### /public (public.routes.js → public.controller.js) — all GET, no auth ### /public (public.routes.js → public.controller.js) — all GET, no auth
| Method | Path | Notes | | Method | Path | Notes |
|---|---|---| |---|---|---|
| GET | `/settings` | whitelisted public keys only (mode, maintenance_message, status_message, homepage_teaser, contact_email, site_title) | | GET | `/settings` | whitelisted public keys, derived `registration`/`gameAccountSignup` flags, and the per-shard **`brand`** block (name, `accent` color, logo/hero/favicon) a client themes itself from — one image runs as any shard. Asset fields may be site-relative paths (resolve against the base URL). |
| GET | `/status` | status message + current mode | | GET | `/status` | status message + current mode, **plus a `version` block** (`{ service:'runic-gateway', api, server }`) so a client first-run probe recognizes the backend and can run a version-mismatch guard |
| GET | `/version` | lightweight, **DB-free** backend identity/version (`{ service, api, server }`) — the canonical target for the version guard and a cheap liveness check |
| GET | `/posts/:category` | published only; `category` ∈ news\|five-on-friday\|newsletter\|screenshots | | GET | `/posts/:category` | published only; `category` ∈ news\|five-on-friday\|newsletter\|screenshots |
| GET | `/posts/:category/:idOrSlug` | single published post | | GET | `/posts/:category/:idOrSlug` | single published post |
| GET | `/wiki` | list of pages (slug + title) | | GET | `/wiki` | list of pages (slug + title) |

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@@ -0,0 +1,128 @@
# Runic Gateway Website — Moderation Appeals (Phase 6c/6d)
> Website feature branch: **`feature/moderation-appeals`**. Builds on the moderation
> dashboard (Phase 6a/6b) and the Discord bot's `mod_actions` log. Companion to
> [website-README.md](website-README.md) (overview) and
> [BACKEND_DESIGN.md](BACKEND_DESIGN.md) (base API contract).
## 1. Overview
A player whose linked Discord identity was **banned** or **muted** — an action
recorded in the bot's `mod_actions` log — can open an **appeal** from the player
portal and track its status. Staff (**admin** or **moderator** role) work the
appeal from an **appeals queue** in the admin moderation section: claim it, then
resolve it **approved** or **denied** with a written staff response.
When staff **approve** a ban/mute appeal, the website makes a best-effort call to
the Discord bot's internal API to actually lift the ban / clear the timeout in
Discord, and the bot posts a mod-log embed ("Appeal approved"). This is
**best-effort**: if the bot is unreachable the appeal still resolves as approved,
the reversal is recorded as failed, and staff can reverse the sanction manually in
Discord.
Only **ban** and **mute** actions are appealable — the sanctions that have an
ongoing effect. Warnings/kicks and similar one-shot actions are not.
## 2. Ownership & eligibility
- **`appeals` is a server-owned table** — only the website reads/writes it. It
references the bot-owned `mod_actions` log by a plain id column
(`mod_action_id`); there is **no hard cross-owner foreign key** between the two
databases, so the reference is validated in application code (same pattern as
the rest of the uo-link / bot integration, where the two services never share a
live FK).
- **Eligibility** — the appellant must be a **logged-in player** whose linked
Discord identity (`user_identities`, `provider = 'discord'`) matches the
`mod_actions` row's target. A player cannot open an appeal for someone else's
action, and an unlinked player has nothing eligible to appeal.
- **One active appeal per action** — only one `pending` / `under_review` appeal is
allowed for a given `mod_action_id` at a time; a second attempt while one is
already open is rejected.
## 3. Appeal lifecycle
```
pending ──▶ under_review ──▶ approved
└─▶ denied
pending ──▶ withdrawn
under_review ──▶ withdrawn
```
- **`pending`** — submitted by the player, not yet claimed.
- **`under_review`** — claimed by a staffer (the claiming admin/moderator is
stamped on the row).
- **`approved`** / **`denied`** — resolved by staff with an optional
`staff_response`. Approving a ban/mute appeal triggers the Phase 6d reversal
(§5).
- **`withdrawn`** — the player pulled the appeal back before it was resolved.
`reversal_status` (only meaningful on an approved ban/mute appeal) is one of
`none` (not attempted / not applicable), `done`, or `failed`. No new
`mod_actions` row is written for a reversal — it modifies the *original* action's
standing rather than logging a new one.
## 4. API — player (role: `player`)
Base `/api/v1/player/appeals`.
| Method | Path | Purpose |
|---|---|---|
| GET | `/player/appeals` | The caller's own appeals. |
| GET | `/player/appeals/eligible` | The caller's ban/mute actions with no active appeal (empty if they have no linked Discord identity). |
| POST | `/player/appeals` | Open an appeal — `{ mod_action_id, submitted_text }`. `403` if the action isn't the caller's, `400` if the action isn't a ban/mute, `409` if one is already open for it. |
| POST | `/player/appeals/:id/withdraw` | Withdraw an appeal that hasn't been resolved yet. |
## 5. API — staff (role: `admin` or `moderator`)
Base `/api/v1/admin/moderation/appeals`, alongside the existing moderation
section.
| Method | Path | Purpose |
|---|---|---|
| GET | `/admin/moderation/appeals?status=&limit=&offset=` | The queue. Defaults to `pending` + `under_review`; pass `status=all` or a specific status to filter. |
| GET | `/admin/moderation/appeals/:id` | One appeal. |
| POST | `/admin/moderation/appeals/:id/claim` | `pending``under_review`, stamping the claiming staffer. |
| POST | `/admin/moderation/appeals/:id/resolve` | `{ status: 'approved' \| 'denied', staff_response? }`. On an approved ban/mute, triggers the Discord reversal (§6). |
| GET | `/admin/moderation/user/:discordId/appeals` | A user's appeals — shown as a tab on the per-user moderation history page. |
`resolve` returns a `reversal` object describing what happened:
```jsonc
{
"reversal": {
"attempted": true,
"ok": true,
"reversal_status": "done", // "none" | "done" | "failed"
"bot_status": 200,
"error": null
}
}
```
## 6. Auto-reversal (Phase 6d)
On `resolve` with `status: 'approved'` against a ban/mute appeal, the website
calls the Discord bot's internal API:
```
POST /internal/mod-reverse
```
— gated by the same shared-secret scheme as the existing `/internal/announce`
call. The bot lifts the ban / clears the timeout for the target and posts an
"Appeal approved" embed to its mod log.
The call is **best-effort**: the appeal resolution itself always completes
(the appeal is marked `approved` and the staff response is saved) regardless of
whether the bot answers. If the bot is down or the call otherwise fails,
`reversal_status` is recorded as `failed` and staff are expected to reverse the
sanction by hand in Discord; the `reversal` object in the `resolve` response
surfaces `ok: false` and an `error` so the UI can flag it. Denied appeals never
attempt a reversal.
---
See [website-README.md](website-README.md) for the moderation dashboard's place
in the wider site, and [BACKEND_DESIGN.md](BACKEND_DESIGN.md) for the base API
conventions (auth, error shapes, response codes) these endpoints follow.

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@@ -10,6 +10,7 @@ A full-stack app in one repo:
- **Frontend** — React + Vite single-page app (public site, wiki, and the admin panel), dark "gothic" theme (Cinzel + Georgia). - **Frontend** — React + Vite single-page app (public site, wiki, and the admin panel), dark "gothic" theme (Cinzel + Georgia).
- **Deploy** — Docker Compose (app + MariaDB) behind a Pangolin reverse proxy. Express serves the built SPA in production. - **Deploy** — Docker Compose (app + MariaDB) behind a Pangolin reverse proxy. Express serves the built SPA in production.
- **Shard link** — a live bridge to the in-game ServUO shard through the **uo-link** sidecar ([RunicGateway/link](https://gitea.whitlocktech.com/RunicGateway/link)): the site ingests a live event feed and makes server-side REST calls to show shard status, economy, staff presence, IDOCs, live activity, and per-character sheets. See [Shard integration (uo-link)](#shard-integration-uo-link). - **Shard link** — a live bridge to the in-game ServUO shard through the **uo-link** sidecar ([RunicGateway/link](https://gitea.whitlocktech.com/RunicGateway/link)): the site ingests a live event feed and makes server-side REST calls to show shard status, economy, staff presence, IDOCs, live activity, and per-character sheets. See [Shard integration (uo-link)](#shard-integration-uo-link).
- **Moderation appeals** — a player whose linked Discord identity was banned or muted (per the bot's `mod_actions` log) can open an appeal from the player portal; staff claim and resolve appeals from an admin queue, and approving a ban/mute appeal best-effort reverses it in Discord automatically. See [MODERATION_APPEALS.md](MODERATION_APPEALS.md).
The design reference is [BACKEND_DESIGN.md](BACKEND_DESIGN.md) (API contract, schema, security). The design reference is [BACKEND_DESIGN.md](BACKEND_DESIGN.md) (API contract, schema, security).
@@ -331,7 +332,7 @@ character**; players and editor/moderator staff are limited to their own linked
| Surface | Endpoints | Who | Data | | Surface | Endpoints | Who | Data |
|---|---|---|---| |---|---|---|---|
| **Public** | `/api/v1/public/shard/*` (`status`, `feed`, `economy`, `online`, `idoc`, `stream`) | anyone | Shard up/down, gold-supply series, IDOC houses, a curated live feed, and **"Staff online"** — only players whose account is linked to a **staff** user (admin/editor/moderator), shown with name + map location. Linked *players* are never listed publicly; no vitals or account are exposed. | | **Public** | `/api/v1/public/shard/*` (`status`, `feed`, `economy`, `online`, `idoc`, `stream`) | anyone | Shard up/down, gold-supply series, IDOC houses, a curated live feed, and **"Staff online"** — only players whose account is linked to a **staff** user (admin/editor/moderator), shown by name. Their in-game **map location is only included for admin/moderator viewers** — for players and the public it is stripped from the payload entirely (server-enforced, not just hidden in the UI). Linked *players* are never listed publicly; no vitals or account are exposed. |
| **Player** | `/api/v1/player/shard/*` (`link`, `accounts`, `roster/:account`, `vendors/:account`, `char/:serial`, `sales`) | logged-in player | Their own linked accounts: character rosters, character sheets, player-vendor snapshots, and recent vendor sales. | | **Player** | `/api/v1/player/shard/*` (`link`, `accounts`, `roster/:account`, `vendors/:account`, `char/:serial`, `sales`) | logged-in player | Their own linked accounts: character rosters, character sheets, player-vendor snapshots, and recent vendor sales. |
| **Admin** | `/api/v1/admin/shard/*` (self-linking, same as player) · `/api/v1/admin/uo-link/*` (`config`, `towncrier`, `stream`) | staff / admin | Staff link their own accounts like players; **admins** additionally read *any* character's data, edit the sidecar connection config, publish/remove **town-crier** messages, and subscribe to the full event stream (incl. audit/cheat). | | **Admin** | `/api/v1/admin/shard/*` (self-linking, same as player) · `/api/v1/admin/uo-link/*` (`config`, `towncrier`, `stream`) | staff / admin | Staff link their own accounts like players; **admins** additionally read *any* character's data, edit the sidecar connection config, publish/remove **town-crier** messages, and subscribe to the full event stream (incl. audit/cheat). |