diff --git a/README.md b/README.md index 2ec481c..8dab127 100644 --- a/README.md +++ b/README.md @@ -19,6 +19,7 @@ ci/ cross-cutting CI/quality notes | [BACKEND_DESIGN.md](website/BACKEND_DESIGN.md) | API contract, DB schema, security model | | [HERO_EDITOR.md](website/HERO_EDITOR.md) | Hero canvas editor feature spec | | [WIKI_UPGRADE.md](website/WIKI_UPGRADE.md) | Wiki subsystem upgrade notes | +| [SHARD_VISIBILITY.md](website/SHARD_VISIBILITY.md) | Who sees which shard data — the admin-configurable audience framework | | [website-README.md](website/website-README.md) | Snapshot of the website repo's README (setup/run reference) | | [PROJECT_TREE.md](website/PROJECT_TREE.md) | Auto-generated snapshot of the repo's tracked file layout | diff --git a/website/BACKEND_DESIGN.md b/website/BACKEND_DESIGN.md index ccb4f0d..c160e74 100644 --- a/website/BACKEND_DESIGN.md +++ b/website/BACKEND_DESIGN.md @@ -99,7 +99,7 @@ server/ pages.router.js (2) /public/pages — the draft-preview route precedes /:slug and is deliberately not site-mode gated - shard.router.js (12) /public/shard/* incl. the anonymous + shard.router.js (13) /public/shard/* incl. the anonymous SSE stream; never site-mode gated site.router.js (4) /settings /status /version /contact — the group-root singletons; declares no @@ -358,6 +358,19 @@ analogue to a password — and there is no hash-lookup constraint (verification unused rows and `bcrypt.compare`s each, like password verification). `used_at` is the single-use marker. Cleared wholesale on TOTP disable / password change / password reset. +### shard_feature_visibility — per-feature audience config (Protocol 3.0) + +One row per shard feature: `feature` (PK), `enabled`, `audience` (a rung on the ladder in §6.5), +`stream` (whether the feature's kinds fan out over SSE at all), `field_rules` JSON (`{field: rung}` +for the sensitive fields only), `updated_by`, `updated_at`. + +**An absent row means "use the compiled default", and the compiled defaults reproduce pre-3.0 +behavior — so an empty table is a no-op and there is nothing to seed.** Stored rows are merged over +the defaults on read, which is also where the invariants are re-applied: a row naming an unknown +feature is ignored (a stale row must not resurrect a removed feature), an invalid rung falls back to +the default rather than failing open, and a rule touching a locked field (`acct` / `webId`) is +discarded. See §6.5. + --- ## 4. API contract @@ -556,6 +569,7 @@ from the per-route **siteMode** middleware (§5), never from an auth gate. | GET | `/wiki` | list of pages (slug + title) | | GET | `/wiki/:slug` | single page | | POST | `/contact` | (rate-limited) send mail via SMTP; if unconfigured, respond `{fallback:"mailto", email}` | +| GET | `/shard/features` | the shard features **this caller** may reach plus the audience rung they resolved to (§6.5), so a client hides nav it can't follow. Reports only what the caller can see — the list itself never discloses a gated feature. Consumed by the SPA header and (pending) the Android nav. | Public content GETs pass through the **siteMode** gate (§5). @@ -570,6 +584,10 @@ the whole gate. The ops/config capabilities — `uo-link`, `email`, `discord-bot linking carries no extra gate and the in-game staff operations carry `modAccess`. There is no residual file: every admin route is declared in a capability router. +`GET`/`PUT /admin/shard/visibility` are the third tier on that mixed prefix: **`adminOnly`**, because +they decide what *anonymous* visitors can see (§6.5). They sit above `modAccess` deliberately — a +moderator can ban a player but cannot decide what the public internet reads. + `GET /dashboard` and `PUT /site-mode` are the one place where a **single screen spans two tiers**: the dashboard is staff-wide, but the site-mode toggle on it is `adminOnly`. The client must therefore gate that control on its own (`Dashboard.jsx` renders it only for `role === 'admin'`) rather than relying on @@ -672,6 +690,56 @@ who"; `activity_log` provides the history feed. - **`app.set('trust proxy', 1)`** so secure cookies, `req.ip`, and rate-limiting work behind Pangolin. - **CORS**: same-origin in prod (SPA served by Express). Dev only: allow `CLIENT_ORIGIN` (Vite, `http://localhost:5173`) with `credentials:true`. +### 6.5 Shard visibility — the audience boundary (Protocol 3.0) + +Every shard-derived surface is gated by an **admin-configurable, per-feature and per-field** audience +setting. This **replaces** the static `PUBLIC_KINDS` allowlist that used to be the whole boundary. +Policy lives in `utils/shardVisibility.js`; rows live in `shard_feature_visibility`; the admin surface +is `GET`/`PUT /admin/shard/visibility` (`adminOnly`). Admin-facing guide: +[`SHARD_VISIBILITY.md`](SHARD_VISIBILITY.md). Design: [`../link/v3.md`](../link/v3.md) §3. + +**The ladder.** `anonymous < logged_in < player < staff < admin`, each rung implying the ones below. +`viewerLevel(req)` resolves it: no session ⇒ `anonymous`; authenticated ⇒ `logged_in`; authenticated +with a linked game account ⇒ `player`; moderator ⇒ `staff`; admin ⇒ `admin`. **Staff satisfy the +`player` rung without a linked account** (consistent with `/player/*` being role-agnostic). +**`editor` gets no shard privilege** — it is a content role, and mapping it to `staff` would silently +widen what editors see. + +**Two invariants that are code, not configuration.** Both are enforced server-side and both reject +rather than silently ignore: + +1. **`acct` and `webId` are admin-only, always.** They are not exposed as configurable fields, and a + stored row attempting to loosen them is discarded on read as well as rejected on write. A character + name is visible in game; the account behind it and the website user it links to are not. +2. **A kind absent from `KIND_FEATURE` is never broadcast below `admin`.** Fail closed. This is what + keeps the kind map a security boundary rather than a convenience filter, and it means a shard that + starts emitting an unknown event degrades to staff-only, never to public. + +**Fail-closed everywhere else too.** An unreadable visibility config withholds every public frame; a +DB failure falls back to the compiled defaults (pre-3.0 behavior), not to open; an unresolvable viewer +subscribes as `anonymous`. The ladder comparison uses **asymmetric** fallbacks by design — an unknown +*viewer* level floors to the bottom rung and an unknown *requirement* ceils to admin, so an +unrecognised value loses on both sides. (A single shared fallback cannot do that: whichever direction +it picks, it fails open on one side.) + +**Three enforcement points, one config:** + +| Where | Mechanism | +|---|---| +| Routes | `requireFeature(name)` — **404** when the feature is disabled (don't leak that it exists), **403** when the caller is below its audience. `projectFeature` then strips out-of-rung fields from the body. | +| SSE (`utils/shardBroadcast.js`) | Per-connection filtering. A subscriber's rung is resolved **once at subscribe time and frozen** for that connection, so a long-lived stream can't gain privilege; each frame is then mapped kind→feature, gated, and field-projected per viewer. Two subscribers can legitimately receive different versions of one event, or one of them nothing. | +| Nav | `GET /public/shard/features` returns only what the caller may reach, so the SPA never renders a link that would 403. Presentation only. | + +Config reads are cached ~5s, so admin changes take effect within seconds **including on already-open +streams**. `PUBLIC_KINDS` still exists and is still exported (`/feed` filtering, `notificationStreams.js`) +but is now **derived** from the kind map rather than hand-maintained, so the two cannot drift. + +**Defaults reproduce pre-3.0 behavior exactly**, so installing the framework is a no-op until an admin +changes something — with one deliberate exception, which is the leak it was written to close: +`/public/shard/guilds` and `/public/shard/governors` previously returned the raw stored payload, whose +`leader` / `governor` actors carry `acct` and `webId`. Those fields are now stripped for every caller +below admin. + --- ## 7. Email diff --git a/website/SHARD_VISIBILITY.md b/website/SHARD_VISIBILITY.md new file mode 100644 index 0000000..4f092f8 --- /dev/null +++ b/website/SHARD_VISIBILITY.md @@ -0,0 +1,124 @@ +# Shard visibility — who sees which shard data + +**Status:** Built (Protocol 3.0 Part A). Admin → Shard Visibility. +**Audience:** shard owners and admins. +**Companion to** [`../link/v3.md`](../link/v3.md) §3 (the design) and +[`BACKEND_DESIGN.md`](BACKEND_DESIGN.md) §6 (the security contract). + +The website surfaces a lot of live shard data. What your players, your staff and the anonymous +internet may each see is **yours to decide**, per feature, from Admin → Shard Visibility. + +Nothing changes until you change it: every setting ships at the value that reproduces how the site +behaved before this panel existed. + +--- + +## 1. The audience ladder + +Five rungs. Each one includes everyone below it. + +| Rung | In the UI | Who that is | +|---|---|---| +| `anonymous` | **Everyone** | Anyone at all, signed in or not. | +| `logged_in` | **Signed in** | Any registered account, whether or not they've linked a game account. | +| `player` | **Linked players** | Accounts with a linked in-game account. **Staff always qualify**, linked or not. | +| `staff` | **Staff** | Admins and moderators. | +| `admin` | **Admins only** | Admins. | + +Two notes that surprise people: + +- **`editor` is a content role, not a shard role.** Editors write news and wiki pages; they get no + shard privilege from that. An editor is treated by link status like any other member. This matches + the rest of the site, where shard staff powers are admin-or-moderator. +- **Staff satisfy `player` without linking.** Otherwise an admin would be locked out of surfaces + they'd gated to players, which is how the `/player/*` routes already behave. + +## 2. What you can set per feature + +**Enabled.** Off means gone. The feature's pages return “not found”, not “forbidden” — a disabled +feature doesn't advertise that it exists. + +**Who can see it.** The minimum rung, from the ladder above. + +**Live updates.** Whether this feature pushes changes to open pages in real time. Turning it off +doesn't break the page; it just refreshes on load instead of updating in place. + +**Sensitive fields.** Some features expose a field that deserves its own rung — you can publish the +board while holding back one column. See the table in §3. + +## 3. The features, and their defaults + +| Feature | What it exposes | Default | Sensitive fields | +|---|---|---|---| +| **Shard status** | Connection state, online count, gold-supply series | Everyone | — | +| **Activity feed** | Deaths, kills, skill gains, quests, logins | Everyone | — | +| **Champion spawns** | The live champion / mini-champ / sea-boss board | Everyone | — | +| **Guilds** | Guild rosters, alliances, leaders | Everyone | — | +| **Town governors** | City Loyalty governors, elections, term history | Everyone | — | +| **Houses / IDOC** | Houses in danger | Everyone | House owner → Staff · House price → Staff | +| **Players online** | Population aggregate, staff-online widget | Everyone | In-game location → Staff | +| **Shard rules** | Skill/stat caps, house limits, vet rewards, the ruleset | Everyone | Connect address → Everyone | +| **Spawn atlas** | Bestiary and spawn locations (static content) | Everyone | — | +| **Leaderboards** | Point and loyalty standings | Everyone | Character names → Everyone | +| **Marketplace** | The shard-wide player-vendor index | Everyone, **live updates off** | Vendor owner name → Everyone · Location → Everyone | + +**Why the marketplace ships with live updates off.** A live feed of every vendor's full inventory +would be the single largest thing the site sends. No page needs it — the marketplace is a search over +stored data with a “prices last refreshed N minutes ago” stamp. Turn it on only if you want it. + +**Why house owner/price default to Staff.** The public Houses page has always been a "where are the +falling houses" board — location only. Owner and price are the staff view. That split is preserved. + +## 4. What you cannot change + +Two rules are enforced in code and are not settings. Attempting to set them returns an error rather +than silently ignoring you. + +**1. Game account names and website user ids are admin-only, always.** +`acct` and `webId` never appear below the admin rung on any surface. A character *name* is visible in +game to anyone standing next to them; the **account** behind it is not, and neither is the website +user it's linked to. Publishing those would disclose something the shard itself doesn't, and would +tie a player's in-game identity to their forum identity without their consent. + +**2. Unknown event kinds are never broadcast below admin.** +The live stream maps each event kind to a feature. A kind with no mapping — a new event from a shard +plugin the site doesn't know yet, say — goes to admins only. It fails closed. This is what keeps the +stream safe by default when the shard starts sending something new: the worst case is that staff see +it and players don't, never the reverse. + +## 5. How it's enforced + +Three places, one config: + +- **Page and API requests** are checked before the handler runs, and the response is then stripped of + any field above the caller's rung. +- **The live stream** resolves a viewer's rung once, when they connect, and freezes it for that + connection — a long-open page can't gain privilege because something changed underneath it. Each + event is then gated and stripped per viewer, so two people watching the same page can legitimately + receive different versions of the same event, or one of them nothing. +- **Navigation** hides links a viewer can't follow, so they don't hit a wall. This is presentation + only — the gate is server-side either way. + +Changes take effect within about five seconds, **including on streams that are already open**. You +don't need to restart anything. + +If the database is briefly unreachable, the site falls back to the built-in defaults — the pre-v3 +behavior — rather than to "everything is public". + +## 6. Worked examples + +**"I want a private shard — nothing public until people register."** +Set every feature to **Signed in**. Anonymous visitors still get the site itself; the shard data +disappears from the nav. + +**"Publish the market, but don't tie vendors to players."** +Marketplace → Everyone, with **Vendor owner name** → Staff. Prices, items and locations stay public; +who owns each vendor doesn't. + +**"Leaderboards for members only."** +Leaderboards → **Linked players**. Anyone who's linked a game account sees the standings; drive-by +visitors don't. + +**"Let players see house owners."** +Houses → Everyone, **House owner** → Linked players. Note this is a real disclosure: house ownership +is visible in game, but the website makes it searchable in a way the game doesn't.