# Android App — Plan Status: **M0–M7 landed; M7 (push notifications) both parts done — Part 1 backend (website#78) and Part 2 app (Android-app#15) plus a small `push.ntfyUrl` settings addition (website#79). Remaining: set the shard's `NTFY_*` deploy config so push lights up, and cut the v1 tag. M9 (native SSO login) is now underway backend-first — the Mobile SSO Authorization Bridge is being built in `website/` + `docs/` ahead of the app-side client (§4.2, §9 M9); custom-scheme callback only for now, App Links deferred (see [`APP_LINKS.md`](./APP_LINKS.md)).** 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 M1–M4 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`/`versionCode` overridable via `-P` so a release tag + CI run number drive them (§10). **CI `release.yml`** — on a `v*` tag, builds a **signed** APK (keystore decoded from a base64 Gitea secret) and attaches it + `SHA256SUMS` to a Gitea release; `workflow_dispatch` is a signing dry run. 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 (M0–M4), design pass (M5), and release mechanics (M6) are complete. Cutting the first `v*` release tag (once the signing secrets are set + the on-device QA pass is done) and M7 push notifications are what remain.** ### M7 plan — push notifications (in progress) M7 spans three repos, so it ships in **two parts**; the backend contract lands first because the app is a pure consumer of it (§8/§11). **Part 1 — `website/` backend + `docs/` — ✅ LANDED** (2026-07-20, `RunicGateway/website#78` merged + docs#20). Additive, v1-only (new tables/routes/compose service; no existing response shape changes). Decision: **no ntfy publish token** — publishes go over the internal compose network to unguessable per-device topics carrying **content-free tickles** (`{ stream, ref }`); the publisher honors an optional `NTFY_PUBLISH_TOKEN` if ever set but requires none (keeps §11's zero-interaction promise). - **Two event sources, one publisher.** The fan-out is a small transport-agnostic `utils/pushDispatch.js` that both producers call: `utils/shardIngest.js` (`ingest()`, beside the existing `broadcast(event)`) for shard-derived streams, and the admin create-post path for the `news.post` stream (§11 lists news posts as a public stream, but they originate in the website, not the shard feed). - **Stream catalog** (`config/notificationStreams.js`): public/opt-in — `news.post`, `server.status`, `idoc.warning`, `champ.start`, `governor.election`; personal/owner-keyed (require a linked game account) — `vendor.sale`, `house.idoc`, `account.login`. `mapShardEvent()` maps event kinds → streams, drawing public streams **only** from the SSE `PUBLIC_KINDS` allowlist; sensitive kinds are never fanned out publicly. Personal events are delivered only to the owning user's devices, resolved via `shardLinks.getByAccount` (same ownership source as `/player/shard/*`). - **Tables:** `push_devices` (per-device endpoint) and `notification_subscriptions` (per-user opted-in streams), FK → `users` ON DELETE CASCADE, mirroring `mobile_refresh_tokens`. - **Routes** under the role-agnostic self surface (never `/admin`): `POST|GET /auth/me/devices`, `DELETE /auth/me/devices/:id`, `GET /auth/me/notifications/streams` (catalog), `GET|PUT /auth/me/notifications/subscriptions`. All bearer/cookie auth; Swagger regenerated. - **SSRF guard (important):** a device `endpoint` is a client-supplied URL the backend POSTs to, so registration and every publish validate it is HTTPS and its origin is in the shard's ntfy allow-set (`NTFY_BASE_URL` / `NTFY_ALLOWED_ORIGINS`), rejecting loopback/private hosts. - **ntfy** added to `website/docker-compose.yml` as a pinned upstream image with a committed declarative `./ntfy/server.yml` and named volume, **no published host port** (reached via the reverse proxy; internal-only for the publisher), anonymous read-write to unguessable topics (no per-user accounts — safe because tickles are content-free). **Part 2 — the Android app — ✅ LANDED** (2026-07-20, `RunicGateway/Android-app#15` + a small `RunicGateway/website#79` settings addition + this docs PR). Built exactly to the plan below, with two recorded implementation decisions: - **Direct-ntfy embedded distributor, no UnifiedPush library (deviation from §2's "UnifiedPush connector" wording — the plan's stated likely path, work item 1).** The app talks straight to ntfy over its own topic rather than pulling in `org.unifiedpush.android:connector` + an external distributor: a foreground `PushService` holds an OkHttp-SSE connection to `//sse` (reusing the M2 `ShardStreamClient` reconnect pattern) on a **bare** client, `PushManager` orchestrates topic mint / device register / start-stop keyed to the session, and `PushNotifier` posts a per-stream notification whose tap deep-links via `MainActivity` intent extras. No new Gradle dependency; a `PushResult`/transport seam keeps the future FCM Play flavor cheap. Reasons: the UnifiedPush distributor model assumes a *separate* app (exactly what the user vetoed), we already own the SSE machinery, and this keeps the APK Google-free and dependency-light. New code lives in `core/push/` + `ui/notifications/` + a `NotificationsApi`/`NotificationsRepository`; no existing screen's data flow changed. - **One small additive backend field was required after all (`push.ntfyUrl`).** The embedded distributor must know the shard's client-facing ntfy URL to build its topic endpoint, and Part 1 never surfaced it (the `NTFY_*` vars are server-only). So `/public/settings` now carries `push: { ntfyUrl }` (from `NTFY_PUBLIC_URL` / first `NTFY_ALLOWED_ORIGINS`; never the internal `NTFY_BASE_URL`), null when unconfigured → the app shows push as unavailable for that shard. This is the "no backend work in Part 2" caveat corrected: it is additive, non-sensitive, and forward-compatible (an older backend omitting it just decodes to null). **Deploy dependency stands:** push only delivers once the shard sets `NTFY_PUBLIC_URL`/`NTFY_ALLOWED_ORIGINS` (§13). Verified green: `:app:testDebugUnitTest` (18 new JVM tests — notifications DTO decode, ntfy tickle parse incl. malformed, topic/URL building, stream→route map + personal gating) + `:app:lintDebug` + `:app:assembleDebug`; backend 250 tests (+3 for `push.ntfyUrl`) and `npm run swagger` clean. The foreground-service tradeoff (§11) and the POST_NOTIFICATIONS runtime permission are implemented as planned; an on-device delivery pass against a live ntfy is the one open QA item. **Part 2 (original plan) — the Android app.** UnifiedPush receiver + device registration against the merged Part-1 contract, a Notifications settings screen, and notification-tap deep-links. The app is architected for push from M0 (§11), so this is **additive** — a new feature slice (`core/push` + `ui/notifications` + a `DevicesApi`/`NotificationsApi` pair) that touches no existing screen's data flow. Everything the app calls already exists and is merged; there is **no backend work** in Part 2. The Part-1 contract the app codes against (verified against the merged `website` source): - `POST /auth/me/devices` `{ transport?: 'unifiedpush'|'fcm', endpoint, platform? }` → `201 PushDevice` `{ id, transport, endpoint, platform, createdAt, lastSeenAt }`. Idempotent per `(user, endpoint)` (upsert). `endpoint` **must** be HTTPS on the shard's ntfy allow-set — a private/loopback or off-allowlist origin is rejected `400` (the SSRF guard). Bearer-auth, so registration only happens while signed in. - `GET /auth/me/devices` → `PushDevice[]`; `DELETE /auth/me/devices/:id` → `{ ok: true }` (`404` if not the caller's). - `GET /auth/me/notifications/streams` → `{ streams: [{ id, label, description, personal, requiresLinkedAccount }] }` — the eight-stream catalog (`news.post`, `server.status`, `idoc.warning`, `champ.start`, `governor.election`; personal `vendor.sale`, `house.idoc`, `account.login`). Render from this, don't hardcode. - `GET /auth/me/notifications/subscriptions` → `{ streams: [id…] }`; `PUT` the same shape (full replace; unknown ids dropped server-side; the stored set is echoed back). - **The wire tickle** the device receives is the content-free `{ "stream": "", "ref": "" }` JSON body (`utils/pushDispatch.js`). `ref` is a serial / city / timestamp hint — **never** content. Work items: 1. **Transport — the app is its own distributor; no second app (DECIDED).** The Runic Gateway app **embeds its own UnifiedPush distributor**. The self-hosted **ntfy is only the relay server**, never a user-installed app — the user installs *one* APK and it receives its own notifications, with no external distributor (no ntfy app, no NextPush) and no Google Play Services. Concretely, the embedded distributor holds a **persistent connection to the shard's ntfy** in a **foreground service**, reusing the OkHttp reconnect/backoff pattern already built for `core/net/ShardStreamClient` (M2): it subscribes to the app's own random, unguessable ntfy **topic** (over `wss:////ws` or the `/json` stream) and forwards each received `{stream,ref}` tickle to the app's receiver. The **endpoint the app registers** with the backend (work item 5) is that topic's public URL (`https:///`) — exactly the client-supplied `endpoint` the merged `POST /auth/me/devices` contract expects and the URL the backend POSTs tickles to. Keep the transport behind a small `PushTransport` seam so the **future Play/FCM build flavor** (§11, §M8) can swap the embedded-ntfy distributor for FCM without touching registration, subscriptions, or notification code. (Implementation detail to confirm: whether a maintained Google-free embedded UnifiedPush-distributor library fits, or — more likely — a thin in-app distributor written directly over ntfy's subscribe API reusing `ShardStreamClient`. Either way the distributor lives **inside this app**; the UnifiedPush *receiver* abstraction is retained only to keep the FCM-flavor seam clean.) - **Tradeoff, accepted:** instant background delivery requires a persistent foreground service with an ongoing (low-importance) notification and its battery cost — this is exactly how ntfy's own app does instant delivery, and it is the price of Google-free self-delivery. A future "battery saver" option could fall back to periodic polling, but v1 ships the always-connected foreground service. 2. **Deps + manifest.** Add the UnifiedPush connector + the embedded-distributor transport (per #1) to the version catalog; declare `POST_NOTIFICATIONS` (API 33+ runtime permission) **and `FOREGROUND_SERVICE` + `FOREGROUND_SERVICE_DATA_SYNC`** (API 34+, for the persistent ntfy connection); register the receiver and the foreground service in `AndroidManifest.xml`; define the notification channels (id/name externalized, §2) — one for real notifications plus a low-importance channel for the ongoing foreground-service notification — and reuse the "RG" notification icon **already staged in M6**. 3. **`core/push` — embedded distributor + receiver.** The **distributor** component is a foreground service that owns the ntfy connection (per #1): it (re)creates the app's topic, subscribes over OkHttp with reconnect/backoff cloned from `ShardStreamClient`, and forwards each frame to the receiver. The **receiver** parses the `{ stream, ref }` tickle (`kotlinx.serialization`; an unknown/garbled body is dropped, not crashed — §7 discipline) and posts a notification (work item 7). Endpoint (re)registration against the backend fires on first subscribe / topic (re)creation (work item 5); a transient ntfy drop is just a reconnect, not a re-register. 4. **`DevicesApi` + `NotificationsApi` (Retrofit) + DTOs.** Hand-authored, spec-aligned (as recorded for M1): `RegisterDeviceRequestDto`, `PushDeviceDto`, `NotificationStreamDto`, `NotificationStreamsDto`, `NotificationSubscriptionsDto`. Both go through the existing bearer/refresh stack (`AuthInterceptor` + `TokenAuthenticator`) and return the typed `ApiResult` (§7). A `NotificationsRepository` owns register/list/delete-device and get/put streams+subscriptions. 5. **Endpoint ↔ backend lifecycle (mirror the M3 token teardown).** Persist the app's ntfy topic, its endpoint URL, and the returned device `id` in prefs (DataStore; the topic/endpoint isn't a secret — its security rests on being unguessable + the content-free tickle, §11). Start the embedded distributor and `POST /auth/me/devices` **only when the user has ≥1 subscription and is signed in**. On **logout / dead-refresh sign-out / Settings→Server switch**, `DELETE /auth/me/devices/:id`, **stop the foreground service**, and drop the topic — wire this into `SessionManager` beside the existing token-clear so a signed-out device stops receiving (§4.3, §11 "unregister on logout / token revocation"). On a **server (base-URL) switch**, mint a fresh topic against the new shard's ntfy (the old endpoint's origin won't be on the new host's allow-set). Re-assert the endpoint + restart the service on app start when signed-in + subscribed. A `400` on register (endpoint origin off the shard's `NTFY_ALLOWED_ORIGINS`) surfaces a clear "your shard's push relay isn't reachable" state, not a crash. 6. **Notifications settings screen (`ui/notifications`).** Lists the catalog from `GET …/streams` with a per-stream toggle bound to `GET/PUT …/subscriptions`; a **personal** stream (`requiresLinkedAccount`) is greyed with a "link a game account" hint until the user has a linked account — reuse the linked-accounts signal already fetched for M4's player surface (`PlayerShardRepository`), not a fresh source of truth. Toggling to a non-empty set triggers the register flow (#5) and requests `POST_NOTIFICATIONS`; emptying the set unregisters. Each mutation folds its `ApiResult` into a section-scoped, localized banner (§7 parity with M4). 7. **Deep-links (resolves the §13 open item).** Tapping a notification opens the app to the stream's home: `news.post`→News, `server.status`/`champ.start`/`idoc.warning`/`governor.election`→Shard, `vendor.sale`→Vendors, `house.idoc`→My Houses, `account.login`→My Account. Routed through the existing `ui/navigation/Routes.kt`; a signed-out/deep-link-to-player tap lands on the `PlayerGate` (M4) rather than erroring. **v1 shows a generic per-stream notification** (localized catalog `label`) and deep-links — it does **not** pull `ref` content first; the content-free design means nothing needs decrypting to render the tap, and the target screen fetches fresh over the authenticated API on open. (Pulling `ref` for a richer inline notification is a possible later enhancement, not v1.) 8. **Menu.** Add a **Notifications** entry to the signed-in group in `ui/navigation/Menu.kt` (near My Account), visible once signed in. 9. **Permission UX.** Request `POST_NOTIFICATIONS` at the moment the user first enables a stream (API 33+); on denial, keep the toggle off and show how to enable it in system settings — never nag on launch. 10. **Tests (JVM, `testDebugUnitTest`).** DTO decode (device/stream/subscription), `{ stream, ref }` tickle parse (incl. a malformed body → dropped), the stream→deep-link map, the "personal greyed until linked" gate, and the register/unregister lifecycle over a fake `SessionManager` + repository (parity with M3's session tests). **Cross-repo dependency to confirm before/at implementation** (a Part-1 §13 open item): the shard's finalized **ntfy reverse-proxy hostname** must be in `NTFY_ALLOWED_ORIGINS`, because the distributor hands the app an endpoint on *that* origin and the backend rejects a register whose origin isn't allow-listed. This is deployment config, not code, but Part 2 can't be end-to-end tested until it's pinned. No `website`/`link`/`servuo-plugins` code change is expected in Part 2. Ships as `RunicGateway/Android-app#15`; bumps `versionCode`/`versionName` for a post-v1 release (§10). Like M1–M4 it records itself in the §9 build-progress block on landing. ### M9 plan — native SSO login (in progress) M9 spans `website/` + `android-app/` + `docs/`, so — like M7 — it ships in **two parts**, backend first (the app is a pure consumer of the bridge contract; §4.2, §9 item 10). **Part 1 — `website/` backend + `docs/` — ✅ LANDED** (the Mobile SSO Authorization Bridge: `mobile_auth_sessions`/`mobile_auth_codes` tables, `GET /auth/mobile/sso/start`, the `mode:'mobile'` branch in the reused SSO callback + TOTP completion, `POST /auth/mobile/sso/exchange`, the exact-match `MOBILE_AUTH_REDIRECT_URIS` allowlist, and bridge-table cleanup). Canonical ref: `../website/BACKEND_DESIGN.md` → "Mobile SSO Authorization Bridge". **Part 2 — the Android app (this milestone).** The native in-app "Sign in with Google / Discord" client. **Additive** — a new auth slice (`core/auth/sso` + a `SsoApi`/`SsoAuthManager` + a login-screen provider list) that feeds the *existing* M3 session machinery; it adds **no** new token-storage or refresh code, and touches no other screen. **No backend work** — every endpoint it calls is merged. The Part-1 contract the app codes against (verified against the merged `website` source): - `GET /auth/providers` → `[{ id, name, icon, loginUrl, priority }]` (public discovery, no secrets). `icon` ∈ `google|discord|oidc|oauth2`. Render the provider buttons from this — don't hardcode. - `GET /auth/mobile/sso/start?provider&code_challenge&state&redirect_uri` — **opened in a Custom Tab** (not an XHR): it 302s through the IdP and finally deep-links back to `redirect_uri`. `redirect_uri` must be an **exact** allowlist entry — the app always sends the one fixed callback `runicgateway://auth/callback`. - The callback deep link carries **either** `?code=&state=` (success) **or** `?error=&state=` (`invalid_provider`/`provider_unavailable`/`server_error`, or an IdP/link refusal) — **never a token**. - `POST /auth/mobile/sso/exchange` `{ code, code_verifier }` → the **same** `{ accessToken, refreshToken, expiresIn, user }` pair as `/auth/mobile/login`; `401` on an unknown/expired/used code or a PKCE-verifier mismatch. Work items: 1. **PKCE + state (Layer B, app↔website).** A pure-JVM `Pkce` helper (unit-testable, no Android framework types): `code_verifier` = 32 random bytes base64url (RFC 7636 S256), `code_challenge` = base64url(SHA-256(verifier)), plus a random `state`. `java.util.Base64` URL encoder without padding + `MessageDigest` — matches the backend's `crypto.createHash('sha256')…base64url` exactly. 2. **`SsoAuthManager` (Singleton) — the flow orchestrator.** Holds the **pending** `{state, verifier}` in memory (lost on process death → the exchange fails closed and the user retries; acceptable and safe, documented). `buildStartUrl(provider)` mints PKCE+state, stashes pending, and builds the absolute `/start` URL off `BaseUrlHolder` for the Custom Tab. `isCallback(uri)` matches our scheme; `complete(uri)` verifies `state` (CSRF), maps an `error`, exchanges the `code` with the stashed `verifier`, and on success drives `SessionManager.onSignedIn` — the *same* entry the password login uses, so push registration (`PushManager` observes the session) and the menu react identically. It exposes an `outcome: StateFlow` (Idle/Success/Failed(reason)) the login screen consumes, robust to a ViewModel/activity recreation while the Custom Tab is foreground. 3. **`SsoApi` + DTOs.** `GET api/v1/auth/providers` → `List`; `POST api/v1/auth/mobile/sso/exchange` tagged `Http.NO_SESSION_HEADER` (no bearer; a credential-style `401` must not be read as an expired session or trip the refresh `Authenticator`) → the reused `MobileTokenResponse`. Lenient Json (additive fields safe, §8). 4. **Deep link.** Register the `runicgateway://auth/callback` intent-filter on `MainActivity` (`VIEW` + `DEFAULT` + `BROWSABLE`, `scheme/host/path` from one shared constant) and set `launchMode="singleTop"` so the returning Custom Tab reuses the running task; `onCreate`/`onNewIntent` route a matching `ACTION_VIEW` intent to `SsoAuthManager.complete` on `lifecycleScope`. Custom scheme only for now — App Links deferred (`APP_LINKS.md`). 5. **Login screen.** Replace the single "SSO on the website" hand-off with a native provider list from `GET /auth/providers`: one button per provider (Google/Discord/OIDC glyph from `icon`), each opening its `/start` URL in a Custom Tab via the existing `WebHandoff`. The `LoginViewModel` collects `SsoAuthManager.outcome` → a success pops back like a password sign-in; a failure surfaces a friendly inline error (reusing the existing `LoginError` channel + a new SSO string). Falls back to the website login hand-off when discovery returns no providers or the base URL is unset. 6. **Tests (JVM, `testDebugUnitTest`).** `Pkce` (verifier charset/length, challenge = base64url-SHA-256 of a known vector, no padding), start-URL building (encoded params, fixed `redirect_uri`), and `SsoAuthManager.complete` over a fake `SsoApi` + `SessionManager`: success signs in; a mismatched or missing `state` fails without exchanging; an `error=` callback maps to the right reason; a `401` exchange maps to expired-code; a missing pending (process death) fails closed. Ships as a `RunicGateway/Android-app` PR; bumps `versionCode`/`versionName` for a post-v1 release (§10) and records itself in the §9 build-progress block on landing. No `website`/`link`/`servuo-plugins` code change is expected in Part 2. **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 (M0–M4) 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)** — **v1** shipped this as a website browser hand-off: an SSO user links their identity and sets a password on the website, then uses password login in the app. `GET /auth/providers` is shown so the login screen can direct users to "sign in with … on the website." - **Native in-app SSO — now being built (M9), post-v1 additive.** The "possible later enhancement" noted here is now the **Mobile SSO Authorization Bridge**: a Custom-Tab flow that hands a one-time code back to the app's fixed callback (`runicgateway://auth/callback`), exchanged for the *existing* mobile bearer tokens. It **extends** the existing `/auth/sso/*` redirect flow rather than adding a parallel auth path — same PKCE-vs-IdP, same link-only + opt-in-provisioning policy, same TOTP gate, same token shape as `/auth/mobile/login`. The bridge adds a **second** PKCE layer (app ↔ website) and an app-generated `state` (CSRF, verified by the app before exchange). Backend + docs land first (this document's canonical API ref is `../website/BACKEND_DESIGN.md` → "Mobile SSO Authorization Bridge"); the native app client is M9. Custom-scheme callback only for now — App Links are deferred (see [`APP_LINKS.md`](./APP_LINKS.md)). ### 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 M1–M6). ✅ **Backend + docs LANDED (2026-07-20, RunicGateway/website#78 merged (+ docs#20)).** The contract Part 1 is built: the two tables, the stream catalog + `PUBLIC_KINDS`-gated event mapping, the content-free-tickle fan-out (`utils/pushDispatch`, SSRF-guarded endpoints, owner-keyed personal streams), the six `/auth/me/*` routes (Swagger regenerated), and the declarative `ntfy` compose service (247 server tests green). The app (Part 2, §9 M7) consumes this next — see the "M7 plan" block for the detailed Part 2 plan. 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: }`) 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).** M0–M4 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** (M0–M5 landed); polish/release, push, and Play (M6–M8) 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 M1–M4 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` on a `v*` tag (see §10). 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. ✅ **Both parts landed** 2026-07-20 — Part 1 backend (`RunicGateway/website#78` merged + docs#20), Part 2 app (`RunicGateway/Android-app#15`) + a small `push.ntfyUrl` settings addition (`RunicGateway/website#79`). The app embeds its own ntfy distributor (a foreground-service SSE connection, no second app, no Google Play Services, no UnifiedPush library); see the "M7 plan" Part 2 block for the recorded transport + backend-field decisions. Push delivers once the shard sets its `NTFY_*` deploy config (§13). 9. **M8 — Google Play**: Play Console listing, signing/upload key, and (optionally) an FCM build flavor — after the direct-APK release is stable. 10. **M9 — Native SSO login** (post-v1, additive; independent of M8): in-app "Sign in with Google / Discord" via the **Mobile SSO Authorization Bridge** (§4.2). **Backend-first**, mirroring M7's split: - **Part 1 — backend + docs (in progress):** `mobile_auth_sessions` + `mobile_auth_codes` bridge tables; `GET /auth/mobile/sso/start` (seeds a bridge session, reuses the existing SSO redirect tagged `mode:'mobile'`); a mobile branch in the SSO callback + TOTP-completion that mints a single-use, hashed, PKCE-bound authorization code and redirects to the fixed app callback instead of setting a cookie; `POST /auth/mobile/sso/exchange` (code + PKCE verifier → the existing mobile bearer token pair); an exact-match redirect-URI allowlist; boot-time + opportunistic cleanup of the bridge tables. Reuses `GET /auth/providers` for discovery and `POST /auth/mobile/{refresh, logout}` unchanged. See `../website/BACKEND_DESIGN.md`. - **Part 2 — app client:** register the `runicgateway://auth/callback` intent-filter; generate `code_verifier`/`code_challenge` + `state`; open the Custom Tab at `/auth/mobile/sso/start`; verify `state` on the callback; `POST …/exchange`; store the returned pair in the existing `TokenStore` (M3). No new token-storage or refresh code — it feeds the M3 session machinery. - **Deferred:** App Links / per-shard `assetlinks.json` / pairing — custom scheme only for now ([`APP_LINKS.md`](./APP_LINKS.md)). --- ## 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. - **The app embeds its own distributor — no second app (decided; see M7 Part 2 work item 1).** ntfy is purely the relay *server*; the Runic Gateway app receives notifications itself via an in-app embedded UnifiedPush distributor (a foreground-service persistent connection to the shard's ntfy). The user installs one APK — never a separate distributor app — and no Google Play Services is involved. - **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+): build a **signed release APK** and attach it to a Gitea release (mirrors `link/`'s release job). The **keystore is a base64 Gitea Actions secret** decoded in CI; store/key passwords are secrets. The keystore never lives in the repo. Keep the signing identity stable from the first release (Play later requires consistency). - Semantic `versionName` + monotonic `versionCode`; tag releases. ## 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) with the **distributor embedded in the app — no second app to install** (M7 Part 2 work item 1); **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 (Part-1 landed the compose service — confirm the tag), and its reverse-proxy hostname/path. The hostname must land in `NTFY_ALLOWED_ORIGINS` before M7 Part 2 is end-to-end testable (the app registers an endpoint on that origin; the SSRF guard rejects others). No backend publish token — **decided** (the content-free-tickle design does not require one; optional `NTFY_PUBLISH_TOKEN` is honored if ever set). - FCM flavor: build it for the Play release or ship Play on UnifiedPush too? Decide at M8. (The M7 Part 2 `PushTransport` seam keeps this swap cheap.) - Deep-link / share targets for wiki pages and posts (share/open-in-app). *Notification-tap* deep-links are **resolved** for M7 Part 2 (stream→screen map, work item 7). - 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).