Commit Graph

10 Commits

Author SHA1 Message Date
565a7d2c20 refactor(server): split public, player and residual auth into capability routers (PR 5)
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The last split PR of docs/website/API_V2_PLAN.md § Phase 2. public.routes.js,
player.routes.js and auth.routes.js are deleted; each group is now a directory
whose index.js owns the group gate and the mount table and declares no routes.
Every one of the 200 manifest routes is now in a capability router.

  public/  posts (2) wiki (4) pages (2) shard (12) site (4, group root)
  player/  account (8) shard (8) appeals (4), behind noindex + requireAuth
  auth/    login (2) register (1) invite (2) password (3) session (2, root)

No URL moves. All four gates zero-diff: routes.manifest.json (200 public + 2
internal), routes.guards.json, swagger-output.json (198 operations), and
docs/website/api-route-inventory.json was already in sync. 434 tests green.

Notes on the non-mechanical parts:

- public/index.js and auth/index.js carry no group gate, deliberately, and say
  so. The public surface is anonymous by contract (logged-out SPA, Discord bot,
  Android ShardStreamClient on /public/shard/stream); /auth is where a caller
  becomes authenticated. player/index.js gates on requireAuth only, never
  requireRole('player') — staff are a superset of players.
- GET /auth/me has a mount-order dependency: use('/me', meRouter) matches the
  bare /me, so the request runs meRouter's noindex + requireAuth and falls
  through. session.router.js must stay mounted last. Verified by the
  counterfactual — mounting it first still 401s but drops X-Robots-Tag, which
  no manifest or guards file can see.
- loginGuards moved to auth/loginGuards.js (frozen) rather than being copied
  into the three routers that spread it; sso.routes.js drops its duplicate.
- The :param shadowing check was re-run in dispatch order against the built
  stack: 86 routes, 64 literal, none shadowed. /public/wiki/{categories,tags}
  ahead of /:slug is the only ordering-sensitive pair.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-27 20:52:14 -05:00
14dfc122ba fix(player): open the player self-service surface to staff
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Staff are a superset of players — every player ability plus their staff
tools on top — but the /player/* group ran requireRole('player'), so a
signed-in admin/editor/moderator got 403 on their own linked game
accounts (e.g. GET /player/shard/accounts). On the Android client this
hid "My characters" and greyed the personal notification streams for
staff accounts, even when they had linked characters.

Drop the role gate: the group is now requireAuth-only. Every handler is
already self-scoped to the caller by req.user.id (with the pre-existing
isAdmin bypass still letting a genuine admin read any character), so this
only ever widens access to the caller's OWN data. Staff also reach the
identical self-scoped handlers under /admin/shard/* (same controller).

- player.routes.js: requireRole('player') -> requireAuth; corrected the
  five stale "Player role required" 403 descriptions and regenerated
  swagger-output.json.
- New test/playerRouteAccess.test.js mounts the router and asserts
  player/admin/editor/moderator all reach the handler, anon still 401s,
  and a disabled account still 403s. Suite: 420 pass.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-22 02:17:29 -05:00
028ba8c5e4 feat(moderation): appeals (6c) + Discord reversal on approve (6d)
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Players whose linked Discord identity was banned or muted can now submit
an appeal from the portal and track it; staff get a queue in the admin
moderation section to claim and resolve (approve/deny) appeals. Approving
a ban/mute appeal best-effort asks the Discord bot to reverse the action
(unban / clear timeout) via the internal API and posts a mod-log embed; a
down bot never fails the resolution (reversal_status is recorded).

- Schema: new server-owned `appeals` table (no cross-owner FK to
  mod_actions; existence validated in app code).
- Server: model/appeals/* + player appeals controller (submit/mine/
  eligible/withdraw) and admin queue handlers (list/claim/resolve/
  per-user) under the existing admin+moderator gate; one-active-appeal
  enforced app-side; eligibility keyed on the caller's linked Discord id.
- 6d: bot POST /internal/mod-reverse (+ modLog.postReversal) and
  server botInternalClient.reverseModAction, wired into resolve().
- Client: admin Appeals queue + resolve modal, ModerationUser appeals
  tab, player Appeals page (submit/withdraw), nav + routes + api methods.
- Docs: swagger annotations + component schemas, regenerated output.
- Tests: appeals controller + pure suites (server npm test 224 green).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XmHdsbnLzDMAVQkAoTQSBe
2026-07-18 22:01:06 -05:00
1629796235 feat(houses): tier house visibility — public IDOC-only, staff full, player own
Per request, split the single public house registry into three role-scoped views:

- Public /site/houses → only houses in DANGER (IDOC), by LOCATION (region + map/
  coords). No owner, price, co-owners or decay detail. Renamed "Houses in danger";
  kept live via the public house.decay feed. The full-registry deltas
  (house.update / house.remove — which carry owner/price) are REMOVED from the
  public SSE allowlist so they never reach the public channel.
- Staff full registry → new /admin/houses (admin + moderator, RoleGate + MOD_PATHS)
  backed by GET /admin/shard/houses (modAccess), with owner/price/co-owners/decay
  and search, kept live on the admin SSE channel.
- Player portal → "My houses" home-status section (own houses only, with decay/
  IDOC status) via GET /player/shard/houses, scoped to the caller's linked accounts.

Server tests green, client build clean, swagger regenerated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:50:37 -05:00
91c206bf76 feat(provisioning): game-account signup, admin email invites, unlink (2.0)
Phase 5: the account-provisioning backend — link-only stays, plus hybrid
self-signup, an admin email-invite tool, and site-side unlink.

- uoLinkClient.createAccount / unlinkAccount (v2). Password is forwarded to the
  shard (hashed there) and never stored/logged; the end-user browser IP is passed
  for the shard's per-IP cap; actor is stamped server-side.
- Hybrid signup: POST /player/shard/account provisions a game account (its own
  username + password) for the signed-in user and mirrors the link locally. Gated
  by the new game_account_signup setting AND the shard's own mode (mapped 403/409/
  429/400/503). Serves both self-serve signup and the invite-accept game step.
- Email invites: user_invites table (sha256 token hash, single-use, expiring);
  invites model + admin CRUD (POST/GET/DELETE /admin/invites, admin-only) +
  mailer.sendInvite (falls back to returning the accept link if email is off);
  public token-gated accept (GET /auth/invite/:token, POST .../accept) creates the
  user at the invite's preset role and logs them in, bypassing the registration
  gate. Accept is race-safe (atomic single-use; rolls back the user if it loses).
- Admin unlink: DELETE /admin/users/:id/shard/link/:account (admin-only) + local
  mirror drop; account.unlinked ingest reconciles the mirror when a player runs
  [unlink in game. account.audit / account.unlinked are logged (admin channel
  only — never on the public SSE allowlist).

Tests: invites model (hashing, single-use, expiry, revoke) + account.* ingest
reconcile/visibility. Full suite 193/193; swagger regenerated.

Refs .plans/protocol2-integration.md (Phase 5).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 15:50:49 -05:00
2957708bab feat(shard): Protocol 2.0 cross-links — titles, guild, governor, houses
Phase 3: surface the new board data on existing character/user pages.

- Character sheet: render the char.profile titles block (fame/karma + skill +
  selected reward title; numeric clilocs skipped since the site has no cliloc
  table yet), plus "Guildmaster" and "Governor of <city>" chips.
- Char profile enrichment (player/admin /shard/char/:serial, one shared path):
  attach guild + governorOf from our own boards. Guild is LEADERSHIP-ONLY — it's
  verifiable from current board state, whereas guessing membership from stale
  guild.join events risks showing a wrong guild, so we return null instead.
- Admin user detail (/admin/users/:id): new "Standing" section (governorships
  held + guilds led) via GET /users/:id/shard/standing; Houses rows now show the
  registry fields (decay level, placement price, co-owner/friend counts) already
  returned by listHousesForAccounts.

Server 179/179, client build clean, swagger regenerated.

Refs .plans/protocol2-integration.md (Phase 3).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 12:45:15 -05:00
ba4d758eab feat(admin): view a user's shard footprint at /admin/users/:id
Add a "View" action beside Edit in the users table that opens a dedicated,
read-only page showing everything the uo-link shard knows about a user,
scoped to their linked game accounts: character rosters, currently-online
characters, houses (IDOC-first), and recent vendor sales.

Backend (admin-only, under the existing /users adminOnly gate):
- GET /admin/users/:id — single sanitized user (page is deep-linkable)
- GET /admin/users/:id/shard/{accounts,sales,houses,online}
- shardState: listHousesByAccounts / listOnlineByAccounts (+ model shapers)
- Extract salesForAccounts into utils/shardSales; reuse in player getSales
- Live rosters reuse the existing admin-bypass /admin/shard/* endpoints,
  so no new routes for roster/vendors/char

Frontend:
- UserDetail page reusing CharacterStats / GameAccounts / VendorSales
- GameAccounts gains a readOnly prop (drops link form + self-voice copy)
- api.admin.getUser + api.admin.userShard(id) scope; route + layout title

Tests: adminUserShard.test.js (404, account scoping, empty accounts,
salesForAccounts cap/filter). Full server suite 164 pass; client builds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0114TpmrNW4wNXsHq5CR72jQ
2026-07-12 09:36:43 -05:00
c4245e3f6a Restrict public presence to staff + let admins view any character
Public "Online now" now lists only players whose game account is linked
to a STAFF website user (admin/editor/moderator) — linked players are no
longer exposed publicly with their name and location. listOnlineLinked
joins through to users and filters on role; the section is relabeled
"Staff online".

Character/roster/vendor reads gain an admin bypass: admins may view any
character's data, while players (and editor/moderator staff) stay limited
to accounts they have personally linked. The bypass lives in the shared
player controller and only ever widens access for genuine admins.

Also finalizes the uo-link character/vendor front end (player + admin
character sheets, VendorSales component, ShardChar removed) and
regenerates swagger-output.json.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018kj5s1QCKobuFPYmqxjy1q
2026-07-11 09:15:18 -05:00
064f02c4b6 Add player account linking + roster/vendor reads (phase 3)
Ties an in-game account to a website user and gates reads on ownership.

- schema: shard_account_links (account PK → user_id, char_name, linked_at;
  FK users ON DELETE CASCADE) — the site-side mirror of the sidecar's
  authoritative link.
- model/shardLinks: upsert/list/ownership-check/getByAccount/unlink.
- player/shard.controller.js:
  - POST /player/shard/link — confirm a one-time [link code via
    uoLinkClient.confirmLink(code, req.user.id); on link.ok mirror the link and
    activity.log it; bad/expired codes → 400, shard down → 503.
  - GET /player/shard/accounts — the caller's linked accounts.
  - GET /player/shard/roster/:account and /vendors/:account — live round-trips,
    ownership-checked against the mirror (403 otherwise), 503 on shard restart.
- player.routes.js: mounted under the existing requireRole('player') gate with
  express-validator guards + #swagger annotations; new "Player · Shard" tag and
  ShardLinkRequest/ShardLinkResult/ShardLink schemas; spec regenerated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011qPmpmVH1xGCiZoz9m9vW3
2026-07-11 02:13:46 -05:00
f8bcc7f6a3 Player accounts backend: schema, registration, self-service, SSO provision
- Widen users.role enum to include 'player'; make password_hash nullable;
  add email/email_verified/status/last_login_ip; pin username _ci collation.
- POST /auth/register (honeypot + registerLimiter + botScore, reserved-name
  blocklist, duplicate->409, auto-login). player_registration setting gates it.
- SSO auto-provision in finishLogin (setting-gated); return/portal-aware SSO
  redirects for the player portal; status refusal on login + requireAuth.
- New /player self-service group (account, change username/password, TOTP,
  identities), reusing account.controller; accountChangeLimiter.
- Admin: 'player' role + status/email on user create/update, role/status audit,
  player_registration enum validation, derived public registration flags.
- usernamePolicy module (reserved, sanitize, derive, dedup) + unit tests;
  extend SSO callback tests. 133 server tests green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rao86n5cXpwAyjdBFEshV
2026-07-06 01:36:51 -05:00