feat(teams): the phase 5 surface — discussion, replies, reports, and two admin screens
241 client tests pass (224 before).
**The forum panel becomes a forum.** It was "Announcements" with one composer;
it now has two, because phase 5 split one server capability into two: `canPost`
means "may open a discussion" and every participant may — a granted guest with no
game character included, which is path 3 doing its job — while `canAnnounce` is
the leader-only half `canPost` used to carry alone. Threads gain replies, an edit
control, per-post moderation and a report control, all still inside the one slot
the module declares, still navigating by `?thread=`.
**Almost nothing here is the client's decision, and the file says so.** `canPost`,
`canAnnounce`, `canReply` and each post's `canEdit`/`editableUntil` are read, not
computed. The one local judgement is a ticking clock that WITHDRAWS an edit offer
whose deadline passed while the page sat open — it can never grant one, because a
time-bounded permission must not take its clock from the party it bounds. That
asymmetry is the first thing client/test/teamForum.test.js asserts.
The panel's pure parts moved to `lib/teamForum.js` so they can be tested without a
browser, following teamActivity.js and teamAdmin.js. Two of them are subtler than
they look:
* `stripToText` decodes entities AFTER stripping tags, and `&` last of all.
Decoding first turns an author's literal "<script>" into a real tag the
strip pass then deletes — silently losing text that was never dangerous.
* `threadSummary` counts REPLIES, which is one fewer than `postCount`. Showing
the raw count tells a reader a brand-new thread already has one reply.
**Three admin surfaces.** The forum settings screen gains the edit-window field
(0 = posts permanent once written). The reports queue is a new screen beside
Appeals — under moderation rather than under Teams, because a staffer working a
queue should have one place to work and `target_type` is deliberately open-ended,
so the next reportable thing arrives as a row rather than as another nav entry.
Its copy tells a member where a report lands and that reporting changes nothing,
because a member who expects a post to vanish and watches it stay reports it
again. There is no leader-facing view and there is not meant to be.
And the per-Team forum moderation ledger finally renders: the route and
`api.admin.teamForumModeration()` have both existed since phase 4 with nothing
calling them, which made `actor_role` — the column that keeps a leader's ordinary
housekeeping distinguishable from a staff intervention — readable only from a DB
client.
Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -76,6 +76,11 @@ export const NAV = [
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items: [
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{ to: '/admin/moderation', label: 'Moderation', icon: IconShield, roles: ['admin', 'moderator'] },
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{ to: '/admin/moderation/appeals', label: 'Appeals', icon: IconShield, roles: ['admin', 'moderator'] },
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// Member-raised reports (TEAMS.md §5.6). Here rather than under Teams
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// because a staffer working a queue should have one place to work — and
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// because the queue is deliberately generic, so the next thing that can
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// be reported arrives as a row rather than as another nav entry.
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{ to: '/admin/moderation/reports', label: 'Reports', icon: IconShield, roles: ['admin', 'moderator'] },
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// Moderation rather than System: the screen's daily job is the
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// reserved-name review queue, which is moderator work. The three actions
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// that publish a game-written name are gated to admins server-side, so a
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@@ -140,6 +145,7 @@ const TITLES = {
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'/admin/hero': 'Hero Editor',
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'/admin/moderation': 'Moderation',
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'/admin/moderation/appeals': 'Appeals',
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'/admin/moderation/reports': 'Reports',
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'/admin/settings': 'Site Settings',
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'/admin/appearance': 'Appearance',
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'/admin/navigation': 'Navigation',
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