Files
docs/website/SHARD_VISIBILITY.md
wtclaude 35ad440bad docs(shard): record the REST projection gap the Part A smoke test found
The live five-rung smoke test of the visibility framework found that Part
A enforced it on the SSE path and on /guilds + /governors, but not on the
remaining public REST reads - so one event was projected live and served
verbatim from stored history.

link/v3.md gains 3.6.1 with the full list (the anonymous acct/webId leak
on /feed, the flattened ownerAcct on /idoc, the dead `houses` field
rules, /feed ignoring live config, the empty-allowlist fall-through, and
the Date-to-{} projection bug), plus the rule it leaves behind: a read
path that returns shard data and does not project is a bug, and every new
Part B/C surface must gate its kind set on live config rather than on
PUBLIC_KINDS.

3.5 also corrected: the table is NOT seeded on boot. An absent row means
"use the compiled default", which keeps the defaults in one place instead
of duplicating them into a seeder that could drift.

BACKEND_DESIGN.md 6.5 records the same as a security contract: rule 1
locks a field by meaning rather than spelling; PUBLIC_KINDS is a
module-load constant and must not answer per-caller questions;
projectFeature walks arrays and plain objects only.

SHARD_VISIBILITY.md gets the admin-facing version - that stored history
answers the same way the live stream does, and that turning live updates
off stops the push, not the reading.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 10:52:13 -05:00

7.5 KiB

Shard visibility — who sees which shard data

Status: Built (Protocol 3.0 Part A). Admin → Shard Visibility. Audience: shard owners and admins. Companion to ../link/v3.md §3 (the design) and BACKEND_DESIGN.md §6 (the security contract).

The website surfaces a lot of live shard data. What your players, your staff and the anonymous internet may each see is yours to decide, per feature, from Admin → Shard Visibility.

Nothing changes until you change it: every setting ships at the value that reproduces how the site behaved before this panel existed.


1. The audience ladder

Five rungs. Each one includes everyone below it.

Rung In the UI Who that is
anonymous Everyone Anyone at all, signed in or not.
logged_in Signed in Any registered account, whether or not they've linked a game account.
player Linked players Accounts with a linked in-game account. Staff always qualify, linked or not.
staff Staff Admins and moderators.
admin Admins only Admins.

Two notes that surprise people:

  • editor is a content role, not a shard role. Editors write news and wiki pages; they get no shard privilege from that. An editor is treated by link status like any other member. This matches the rest of the site, where shard staff powers are admin-or-moderator.
  • Staff satisfy player without linking. Otherwise an admin would be locked out of surfaces they'd gated to players, which is how the /player/* routes already behave.

2. What you can set per feature

Enabled. Off means gone. The feature's pages return “not found”, not “forbidden” — a disabled feature doesn't advertise that it exists.

Who can see it. The minimum rung, from the ladder above.

Live updates. Whether this feature pushes changes to open pages in real time. Turning it off doesn't break the page; it just refreshes on load instead of updating in place.

Sensitive fields. Some features expose a field that deserves its own rung — you can publish the board while holding back one column. See the table in §3.

3. The features, and their defaults

Feature What it exposes Default Sensitive fields
Shard status Connection state, online count, gold-supply series Everyone
Activity feed Deaths, kills, skill gains, quests, logins Everyone
Champion spawns The live champion / mini-champ / sea-boss board Everyone
Guilds Guild rosters, alliances, leaders Everyone
Town governors City Loyalty governors, elections, term history Everyone
Houses / IDOC Houses in danger Everyone House owner → Staff · House price → Staff
Players online Population aggregate, staff-online widget Everyone In-game location → Staff
Shard rules Skill/stat caps, house limits, vet rewards, the ruleset Everyone Connect address → Everyone
Spawn atlas Bestiary and spawn locations (static content) Everyone
Leaderboards Point and loyalty standings Everyone Character names → Everyone
Marketplace The shard-wide player-vendor index Everyone, live updates off Vendor owner name → Everyone · Location → Everyone

Why the marketplace ships with live updates off. A live feed of every vendor's full inventory would be the single largest thing the site sends. No page needs it — the marketplace is a search over stored data with a “prices last refreshed N minutes ago” stamp. Turn it on only if you want it.

Why house owner/price default to Staff. The public Houses page has always been a "where are the falling houses" board — location only. Owner and price are the staff view. That split is preserved.

4. What you cannot change

Two rules are enforced in code and are not settings. Attempting to set them returns an error rather than silently ignoring you.

1. Game account names and website user ids are admin-only, always. acct and webId never appear below the admin rung on any surface. A character name is visible in game to anyone standing next to them; the account behind it is not, and neither is the website user it's linked to. Publishing those would disclose something the shard itself doesn't, and would tie a player's in-game identity to their forum identity without their consent.

This rule matches the meaning of a field, not one spelling of it. Some responses nest the player who owns a record (leader.acct); others flatten it into the row (ownerAcct, leaderWebId, governorAcct). Every one of those is locked, and the admin API refuses to configure any of them — so a new response shape can't quietly reopen the hole by naming the field differently.

2. Unknown event kinds are never broadcast below admin. The live stream maps each event kind to a feature. A kind with no mapping — a new event from a shard plugin the site doesn't know yet, say — goes to admins only. It fails closed. This is what keeps the stream safe by default when the shard starts sending something new: the worst case is that staff see it and players don't, never the reverse.

5. How it's enforced

Three places, one config:

  • Page and API requests are checked before the handler runs, and the response is then stripped of any field above the caller's rung.
  • The live stream resolves a viewer's rung once, when they connect, and freezes it for that connection — a long-open page can't gain privilege because something changed underneath it. Each event is then gated and stripped per viewer, so two people watching the same page can legitimately receive different versions of the same event, or one of them nothing.
  • Navigation hides links a viewer can't follow, so they don't hit a wall. This is presentation only — the gate is server-side either way.

Stored history answers the same way the live stream does. The activity feed reads from the event log rather than the live stream, but it resolves the same question against the same config: which kinds you may read, and which fields survive. So moving a feature up a rung hides it from the history as well as the stream — there is no back door where yesterday's copy of an event is more revealing than today's.

One deliberate asymmetry: turning live updates off for a feature stops the push, not the reading. The marketplace ships this way — its history and its pages are public, only the firehose is off.

Changes take effect within about five seconds, including on streams that are already open. You don't need to restart anything.

If the database is briefly unreachable, the site falls back to the built-in defaults — the pre-v3 behavior — rather than to "everything is public".

6. Worked examples

"I want a private shard — nothing public until people register." Set every feature to Signed in. Anonymous visitors still get the site itself; the shard data disappears from the nav.

"Publish the market, but don't tie vendors to players." Marketplace → Everyone, with Vendor owner name → Staff. Prices, items and locations stay public; who owns each vendor doesn't.

"Leaderboards for members only." Leaderboards → Linked players. Anyone who's linked a game account sees the standings; drive-by visitors don't.

"Let players see house owners." Houses → Everyone, House owner → Linked players. Note this is a real disclosure: house ownership is visible in game, but the website makes it searchable in a way the game doesn't.