# Android App — Plan Status: **M0 + M1 landed; M2 (public shard + SSE) 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–M4 (functional pass) and M5 (design pass) 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 (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)** — 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. Optional **biometric app-lock** (available cleanly at API 29) gates access to the stored session — decide at M3. - **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). 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 are 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 is the design pass**: once the functional Kotlin is done, Claude Design produces the front-end design and Claude Code implements the final UI to it. 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). Optional biometric app-lock. *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. 7. **M6 — Polish & first release**: settings (server switch = hard reset), version-mismatch guard, release build hardening (HTTPS-only, no token logging). No offline cache in v1 (§7). **Ship v1 as a signed APK attached to a Gitea release** (see §10). 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+): 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). **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).