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69 Commits

Author SHA1 Message Date
47c8b37d45 feat(email): remove Gmail OAuth2, put SMTP behind a transport registry
Engagement Phase 1 (docs/website/ENGAGEMENT.md §1.2a, §3.1, §3.2). A
subtraction and a replacement in one commit, because leaving the OAuth2
flow half-wired across a release is worse than either end state.

Deleted, per the §1.2a inventory: GET /admin/email/connect/start and
/connect/callback, the connectStart/connectCallback controllers with the
email_oauth_tx signed cookie, the PKCE verifier and CSRF nonce plumbing,
the https://mail.google.com/ scope, the borrowed `google` auth-providers
client, the OAuth2 nodemailer transport with its smtp.gmail.com:465
literals, the refresh-token decrypt in the model, and the client's
Connect Gmail button, redirect banner and six Gmail error strings.
`provider` and `refresh_token_enc` stay as columns under the
additive-only discipline, unread.

Added: a mail transport registry (server/src/engagement/transports) with
`smtp` as the sole registration. `credentialFields` is the single
declaration the admin form renders, the sanitizer filters against, and
the "is it secret" answer comes from, so adding a transport is a
registration rather than four edits. email_config gains transport /
credential_enc (one encrypted JSON blob, since the field list is the
transport's to declare) / reply_to.

All six call sites keep their exact failure contracts: the contact
form's mailto fallback, the invite's copyable link, the reset's generic
200, and sendTeamNotification's never-throws. One deliberate behaviour
change: `enabled` now gates every sender rather than only isConfigured()
— the connect flow used to set it as a side effect, and with a credential
form the toggle has to mean what it says.

Send-test becomes the real verification. Under OAuth2 the sender came
back from Google and was guaranteed to belong to the credential;
operator-typed, it can be refused, so failures name the sender and the
SPF/DMARC reason (§1.2a consequence 2).

G22, the silent degradation: an upgraded deployment backfills to smtp
with no credentials and every sink politely does nothing. The admin
dashboard now warns when the deprecated Gmail token is present and no
replacement credential is, so the one deployment this happens to is told.
A fresh install has never had mail and is not nagged.

Guardrails: new `npm run check:hosts` (§3.2 rule 4) with its own
self-test, wired into pr-checks before the install; routes.manifest and
routes.guards regenerated (-2 routes).

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-28 20:52:55 -05:00
68f038f456 fix(admin): style the Teams admin screen with the site's own classes
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The Teams admin screen was written against four CSS classes that do not
exist anywhere in the project — `.table`, `.kv`, `.list` and `.notice` —
and against `.btn-ghost` / `.btn` used without the `.btn` box they depend
on. The result rendered as unstyled UA tables and bare browser buttons
sitting flush against unpadded panels, and looked nothing like the rest
of the admin panel.

Nothing here changes behaviour, data or routes; it is presentation only.

- Tables become `adm-table` / `adm-th` / `adm-td` inside `panel-flat`,
  the markup the other fourteen admin views use, and scroll rather than
  clip when a row is wider than the shell (a status badge and the action
  buttons are both nowrap by design, so a narrow viewport can always
  overflow one).
- Buttons take the full `btn btn-primary btn-sq` / `btn btn-ghost btn-sq`
  triplet. `.btn` carries the padding, border and radius; the variants
  carry only colour, so a bare `.btn-ghost` had none of the box and a
  bare `.btn` fell back to the UA's light button face.
- `.panel` supplies no padding, so every panel now sets it explicitly at
  22px, as ModulesAdmin and EmptyState already do.
- Headings become `h2.display`, and the in-page `<h1>Teams</h1>` goes
  away in favour of AdminLayout's topbar title — which needed
  `/admin/teams` adding to TITLES, the reason the bar read "ADMIN".
- Status pills use the existing `badge-pub` / `badge-moderator` /
  `badge-ban` / `badge-draft` modifiers. `.badge` alone declares no
  border, so the old inline `borderColor` was inert.
- The bridge and voice panels drop their private palette
  (`#e08b77` / `#8fbf7a` / `#e0b877`) for the site's
  `#d98b84` / `#7fd0a4` / `#e0b070`, and a literal `rgba(255,255,255,.12)`
  rule and a `borderRadius: 4` for `var(--line-soft)` and
  `var(--radius-input)`.

Walked live against the dev DB as an admin: sync panel, review queue, all
Teams, the forum ledger, the bridge draft form and its acknowledgement
dialog. Client 288/288, server 1162/1162, client build clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WnDSWzpUjw8t8C2hghysNz
2026-08-19 14:03:01 -05:00
61abb3ec89 feat(teams): phase 9 — one voice channel per Team, granted by a role
TEAMS.md §7.3. Each qualifying Team gets a Discord voice channel of its own
and a role that opens it, kept in step by a reconciler that rides the Team
reconcile it already depends on.

Access is a per-Team ROLE, always. §7.3 designed per-member overwrites with
escalation to a role above ~90 members; the org lead settled on roles always
(2026-08-18), which deletes `voice_overwrite_max`, the escalation and the
`mode` column — and moves the ceiling. Overwrites are capped per channel, so
the old shape's limit was "how big can one Team be"; roles are capped per
guild at 250, so the new one is "how many Teams can have voice at all". That
is a limit an operator must be told about before they hit it, so the panel
reports it and the pass refuses the create rather than letting Discord do it.

Three things §7.3 named that this codebase does not have, all settled by
asking the operator because nothing in the data model can answer:

  - "the staff role" — there is no staff-role concept anywhere. Now a list of
    role ids the admin designates; empty is a normal answer, since guild
    administrators bypass overwrites and what is really missing is a way to
    let NON-admin staff in.
  - the parent category — §7.3 said the bot creates it and gave the id nowhere
    to live (`team_integrations.team_id` is NOT NULL). The bot creates it and
    the server stores the id in settings.
  - whether the bot can act at all — nothing has ever checked. The operator
    invites the bot by hand and no invite URL with a permission integer exists
    in the tree, so a deployment can be one unticked box from every call
    failing. A preflight is now a PRECONDITION to enabling (422), not a
    per-Team error discovered afterwards.

Two more, decided rather than asked:

  - the threshold counts every active member, not linked ones. §7.3 wrote
    `voice_min_linked_members`; the operator is judging whether a Team is real,
    and link state answers a different question.
  - hidden Teams are never provisioned. A channel name is a game-sourced string
    published outside the site, which is exactly §2.8's concern —
    reservedNames.js already names "and eventually a Discord channel name" as a
    surface it protects — so the screen that suppresses a Team's page suppresses
    its channel, and a Team that becomes hidden takes the grace window.

Turning voice OFF tears nothing down: the pass suspends in both directions and
the panel offers per-row removal. A checkbox must not delete structure in
somebody's guild.

Fixes a phase 8 defect that blocks this phase's own artifact: `npm run swagger`
has been unable to run on `edge` at all. `param('teamId').custom((v) => ... ||
/^[0-9]+$/.test(v))` makes swagger-autogen's parser run away — a regex literal
followed directly by `.test(`. Hoisted to a const, as modules.router.js
already does. Underneath it, `teams.router.js` sits exactly at that parser's
per-file limit: at twenty `teamsRouter.*` statements it dies, at nineteen it
generates, and one more statement of ANY shape tips it — an unannotated route
does, and so does a bare `use`. So the voice routes are their own router file
mounted from `admin/index.js`, and teams.router.js keeps its nineteen.

Also breaks a require cycle this phase would have introduced:
teamSync -> teamVoiceSync -> teams.model -> teamSync left `teams.model` holding
the reconciler's exports object as it stood mid-load — the empty one, since
`module.exports = {…}` replaces rather than fills. The symptom is not in the
new code: it is `teamSync.intervalSeconds is not a function` thrown out of
`syncStatus()`, the freshness banner on every public Team page.

Tests: 1160 server (+40), 53 bot (+21), 284 client (+21). Swagger, routes
manifest and guards regenerated; the guard shape of the four new routes is
byte-identical to the existing admin-only ones.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-18 23:49:28 -05:00
11b4368b57 feat(teams): phase 8 — the notifications bridge, and the gate §7.2 could not check
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The same Team event as §6, delivered a third time: push, email, and now a
Discord channel the operator configured. Not a second pipeline — teamNotify.js
already computed the recipient set once, so the bridge is a sink beside the two
that were there.

The design's gate has no data source. §7.2 bridges an event only if "its
visibility is public, or its destination channel is configured for a
members-only Team context". The four team.* streams carry no visibility; forum
threads have no public/members column because a forum is members-only by
construction; and core cannot see a Discord channel's permissions. So §7.2's own
example config names exactly the two events that are never public.

The gate is therefore an attributed operator acknowledgement, in the shape
teams_forum_uploads_ack already uses. It is a precondition — 422, not a quiet
drop at delivery — it is re-asked at delivery as well as at the save, and
changing the channel clears it, because an acknowledgement is about a
destination and cannot survive the destination changing underneath it.

The design's DDL cannot hold its own default row: MariaDB coerces every PRIMARY
KEY column to NOT NULL, so `team_id NULL` — the deployment-wide default every
override overrides — is unrepresentable. Proved on a real MariaDB (error 1048).
Replaced with a surrogate id, a generated team_key AS IFNULL(team_id, 0) in the
unique key, and the foreign key the original had no room for.

One-shot, not queued: "identical to announce and mod-reverse" names two
different reliability models, and a Team notification is the moment it
describes.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-18 20:25:30 -05:00
3f7e61af1c 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 `&amp;` last of all.
    Decoding first turns an author's literal "&lt;script&gt;" 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>
2026-08-18 13:08:59 -05:00
cbb7339a3a feat(teams): the forum panel core fills, and the operator's controls
The forum had nowhere to live. TEAMS.md 3.1 gave it a CORE page, and phase 3
deleted every core Team page — Teams is a contract primitive and core does not own
the word for one. So the forum follows the activity feed: module-uo declares a
second place on its guild page and core fills it.

TWO slots rather than one, because a slot holds one component and the first fill
wins. Stacking the feed and the forum into a single fill would take from the module
the ability to place core's two contributions separately on its own page, which is
the whole point of the module owning it.

The panel navigates by SEARCH PARAM (?thread=12) rather than by route. A thread has
to be linkable and core cannot mount a route for one — the route belongs to the
module's page — so a search param gives a shareable URL under whatever path the
module chose, with the back button intact and no core route anywhere in it. That is
why the fill is one component holding both a list view and a detail view.

Post bodies arrive already rendered by the server under the current image policy,
which is why they are set as HTML here rather than sanitised again: the body was
cleaned on write with the forum's own profile, and any <img> in it was emitted by
core's own renderer with a fixed attribute set. A client-side sanitiser would have
to strip exactly the tag core just decided to add. The published image mode is read
only to decide which composer to draw — never what renders.

The composer puts an uploaded file's URL into the body as TEXT, not as a tag. The
author never writes markup, which is what keeps the operator's policy enforceable.

The admin panel carries both settings, the always-on help text, and the
confirmation dialog with its two checkboxes and one recorded acknowledgement — plus
the three additions the org lead settled: attribution and staff removal, the
warning that disabling later does not delete existing files, and who "users"
actually means. A stale acknowledgement raises a banner and freezes the settings;
it does not turn uploads off.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-18 07:24:24 -05:00
cf2666e5bc feat(teams): the Team read API, the moderation routes, and Admin -> Teams
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The eighteen routes of docs/website/TEAMS.md §2.11, their OpenAPI annotations,
and the staff screen that drives them.

Two rules shape the read model. Hidden means absent from every public surface --
the index, the lookup and the roster alike, and a hidden Team 404s
indistinguishably from one that does not exist, because "absent" includes not
confirming it is there. And staleness is surfaced rather than silent: every
public payload carries { configured, stale, lastSyncAt }, so a page can say how
recently the projection was confirmed instead of presenting stale data as
current.

The public roster withholds both the member key and the user id -- one is a
game-internal identifier, the other names a site account. `linked` answers the
only question a public page has without publishing which account. The module's
per-audience field projection is phase 3's; this is a conservative core one.

The §2.9 gate is enforced per REQUEST, not per route. A moderator may call all
eighteen; three of them mean something different when they do, and the server
decides from the role it re-validates on every request rather than from a token
claim. The client has no "file as request" argument to get wrong.

Found by booting the real server against the real database, and not by any test:
**the index and the by-slug lookup disagreed about what exists.** listPublic was
keyed on a registered team provider while findBySlug is not, so with no module
installed `/teams` returned an empty list while `/teams/:slug/members` served a
full roster -- the index denying a Team that direct URLs answered for in full.
The rows are core's and they outlive the module that filled them: an uninstalled
module leaves a projection that is unmaintained, not one that stopped existing,
and `configured: false` is how a client learns that. The read side no longer
takes the provider into account at all. There is now a test named for the
property.

Also verified live: the public routes answer anonymously, an unknown and a hidden
slug both 404, the player and admin tiers 401 an anonymous caller, a seeded
roster projects correctly, and the reconciler logs that it is staying idle with
no provider registered rather than failing a boot.

Process obligations, all done: #swagger.* annotations on every route, `npm run
swagger` regenerated (18 paths in the spec, no dangling $refs, and the schemas
they reference added), `npm run routes:manifest` regenerated -- additions only,
184 public routes -- and BACKEND_DESIGN.md updated across the schema section and
all three tier tables.

Admin -> Teams follows the ModulesAdmin precedent: everything that decides what a
row SAYS lives in lib/teamAdmin.js, which is plain JS with tests, and the view
renders it. That split earns itself here specifically -- the screen's job is to
make "the shard has no Teams" and "core has not been able to ask for two hours"
impossible to confuse, and those two produce the same empty table. The four
freshness states are named and tested for exactly that reason, and the last
provider error is shown verbatim rather than paraphrased.

The button labels follow the caller's role: a moderator sees "Request publish",
so the pending result is not a surprise. Hiding is offered to everyone with no
gate, matching the server.

Server 894 passed, client 206 passed, client build clean. 17 route tests, 20
client display tests.

Refs docs/website/TEAMS.md §2.11, Part 12 phase 2

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-17 15:27:02 -05:00
9b16f39a52 feat(modules): the declarative Docker path (phase 4, slice 3)
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MODULES declares the module set a deployment runs, one entry per module as
`<id>@<version>=<install manifest URL>`, and the container arrives at it by
itself (MODULE_SYSTEM.md §2.7.2 decision 4). A module already unpacked at the
declared version is a no-op that makes NO network call, so a restart with the
network down comes up unchanged; anything else goes through install.js — same
allowlist, same sha256, same inspect-then-extract — and install() now takes an
`expect: {id, version}` so a URL resolving to another module or version is
refused while it is still only a manifest.

Resolution runs inside start(), between the seed and the require of app.js: the
seed is where the host allowlist setting comes from, and the require is what
scans the volume. That buys it the database, so a compose-installed module gets
the same provenance columns an admin install writes.

A failure is logged and carried, never fatal — an unreachable release host must
not take the site down. The declaration owns what is on the volume; the row owns
whether a module runs, so uninstalling a declared module returns its files at
the next start and leaves it disabled. The admin list gains that as a fourth
source (declared / declaredVersion / declaredError), because a declared module
that failed to resolve has no row, no directory and nothing mounted.

Deferring the app require moved core's schema ahead of the volume scan, and the
module schema-fragment replay was wired to core's schema — so every installed
module silently got no tables. Invisible to the suite (each one stubs the loader
or the pool) and to a smoke on a database that already had the tables; found by
booting against an empty one. ensureSchema() now takes `replayModules: false`
for the one caller that scans later, server.js replays them itself after the
require, and a bootOrder test pins the five steps in the only order they work in.

741 server tests (+18), 187 client (+5); manifest unchanged at 166 public + 2
internal, OpenAPI byte-identical.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-12 07:57:08 -05:00
9083e4135a feat(admin): the Modules screen (phase 4, slice 2)
The screen slice 1's API was written for: install from a release URL, enable,
disable, uninstall, purge, and restart. Admin-only, matching the server, and
core's own screen because it is how a module reaches the volume at all.

182 client tests (+21), manifest and OpenAPI unchanged.

Everything that decides what a row SAYS and which buttons it offers is in
`lib/moduleAdmin.js` -- plain JS, so the DOM-less runner can reach it, the
same reason `lib/adminNav.js` is. The JSX renders what it returns.

Three sources of truth, and they are allowed to disagree
--------------------------------------------------------
The row records what the operator decided and what the last boot did; the
loader says what is mounted and answering; the volume says whether there is a
directory at all. Picking one and rendering it is simpler and lies. The case
that makes it concrete is the one decision 3 creates on purpose: disable a
module (its onShutdown runs) and enable it again, and the row says `enabled`
while the loader still says `disabled` because nothing can start it before a
restart. Neither "Running" nor "Disabled" is true; "Restart to start" is.

Two shapes that are deliberately unlike the rest of the panel: the restart is
a BANNER, because a restart is a property of the server rather than of a
module and an operator who installed three modules should restart once; and
purge is offered inside the uninstall flow as a second confirm, because
purge.sql lives inside the directory being deleted and there is no later.

What the browser found that no test could
-----------------------------------------
Installing over a row the previous boot had left `startup_failed` rendered
"Failed at the require stage: module directory not present on the volume" one
second after the files had been written to the volume -- and, because that
branch is not pending, it suppressed the restart banner the install had just
told the operator to use. Every unit test passed, because none of them had
modelled a stale row plus a fresh install.

The fix is a derivation rather than a special case: the loader scans the
volume once at require time, so a module that is on the volume now and has no
live record arrived after that scan, and everything the row says about it
predates the install. That check runs before the failure one.

The same class, one place further on: an upgrade leaves the old code loaded,
so the row's version is a promise about the next boot. `liveVersion` (slice 1)
lets the screen say "Restart to finish upgrading" instead of reporting the new
version as running.

Verified against a live server and the real published release: pasted the
v0.3.0 install-manifest URL, restarted, watched the module register its five
mounts and seven streams and its own nav rows appear in the sidebar. Disable
ran its onShutdown for real -- the uo-link WebSocket closed, its routes went
to 404, and it left /public/modules -- and enable then showed the decision-3
state with the banner. The restart button itself was exercised through its
endpoint rather than clicked, because a window.confirm wedges the browser
automation.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-12 03:49:02 -05:00
0c4eacfa4a refactor(modules)!: de-UO core's copy, and enforce it (phase 3, slice 4)
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Phase 3's acceptance criterion 1, made real. Three things, one review:

**The dead bindings.** `client/src/api/client.js` still carried ~190 lines of UO
namespaces — `shard`, `atlas`, the two SSE URLs, `admin.shard/shardOps/atlas/
userShard`, the uo-link and town-crier calls, `player.shard` — with zero core
consumers since slice 3 deleted the views. module-uo vendors its own bindings.
The five assertions core's `apiClient.test.js` made about those URLs moved with
them (Module-uo#5); the encoding test that used `governorHistory` now uses a
core route.

**The copy.** Core is the platform, not one game's site, so its words are
game-neutral now: `About`, `Screenshots`, `Website`'s cards, `Status` (which was
never about a game server at all — it reports site mode), `Wiki`, `SiteFooter`,
the default hero, `brand.js`'s tagline and description, the seeded wiki
categories, and two user-visible NavEditor strings that named a module's admin
screen by its proper name. Which game an instance is for is the operator's to
say — BRAND_* vars, the hero editor, CMS pages — and every real instance already
does: `.env.uomysticmoon.example` sets both brand strings explicitly, so nothing
live changes wording. Wiki page SLUGS are untouched: `seedDefault*` only inserts
what is absent, so renaming one adds a duplicate page to every install.

Also gone: an orphan comment block in `schema.sql` describing the spawn-atlas
tables slice 1 took away, and the two settings rows core seeded for a module
(`game_account_signup`, `uo_link_protocol_3_migrated`). The second was a live
defect — see Module-uo#5, which takes ownership of both and repairs the
one-shot migration core's ordering had disabled.

**The check.** `scripts/checkModuleIdentifiers.js` + `npm run check:modules`,
first step of the server-tests job because it needs no dependencies. It reads
CODE, not prose — file names, import specifiers, route path literals, declared
identifiers and property names — per §5.2, so core's English may still say
"shard" where saying it is worth more than the word costs.

Two things it gets right only because getting them wrong was tried first: it
matches WHOLE WORDS (a substring pass flags `defaultImage`, which contains
"ultIma", four times in this repo), and it strips comments and string bodies in
one character walk (a comment contains quotes, a string contains `//`) — the
`checkImports.js` lesson. It has its own 17-test suite, because a boundary check
that silently stops checking is worse than none. The three §6.5 grandfathering
allowlists are exempt by name, and an exemption that stops matching fails the
build rather than lingering.

BREAKING CHANGE: core no longer seeds `game_account_signup` or
`uo_link_protocol_3_migrated`; module-uo's schema fragment does. An install
running core without module-uo keeps whatever rows it already has and gains no
new ones — nothing in core reads either key.

Deferred to slice 5, deliberately: README.md's 48 UO mentions, including a
`## Shard integration (uo-link)` section and the architecture diagram. That is
documentation, which §5.2 does not cover, and it belongs with the phase-closing
docs pass rather than half-done here.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-11 21:41:18 -05:00
f7d27f7a06 refactor(client): delete the UO client half (phase 3, slice 3)
35 files and 5,332 lines out — twelve public pages, seven admin views, two
player views, eight components, the two `data/` leaves and the three `lib/`
ones, plus the two tests that came with them. §2.7.1's estimate of 51 files /
~3,700 lines was measured differently and is corrected in the docs PR.

The seams core keeps, each smaller than what it replaced:

Nine rows leave the public header and six leave the admin sidebar, and both
lists are now free of `feature` gates and of `IconShard`. `moduleTitle` already
handled a module page's heading, so the six TITLES entries and the
`/admin/characters` branch of `sectionTitle` simply go.

`/player` had `PlayerCharacters` as its index — a UO page — and rather than name
a replacement or invent a landing screen it now resolves to the first row of the
portal nav this viewer can reach (`firstDestinationFor`, beside
`allowedPathsFor` and reading the BASE nav for the same reason: an override is
presentation and where everybody lands is behaviour). With the module installed
that is still Characters, so a player's first screen after signing in does not
change. Deliberately generic and deliberately not in the portal layout — the
admin index is the same question with a hardcoded answer, and if the two
logged-in areas ever become one this is what serves both.

`game_account_signup` goes with the rest of core's UO prose: the mode list, the
derived public flag, the validation and a Site Settings field whose help text
named Bridge.cfg. The row itself is untouched and module-uo reads it through
ctx.settings — the data stays, the semantics move.

KNOWN BREAK, accepted by the org lead: the shipped Android app reads
`gameAccountSignup` off `/public/settings` (PublicDto.kt:80). The field has a
`= false` default so nothing crashes; the app silently stops offering
game-account creation until it reads the module's `/public/shard/features`
instead. Out of scope here, recorded in the Android plan, and it lands well
before this workstream's cutover reaches `main`.

620 server + 161 client tests. Manifest 158 public + 2 internal, unchanged;
routes.guards unchanged. The OpenAPI spec loses exactly one property, and only
because it was hand-written in swagger.js — regeneration alone would have left
the spec documenting a field core no longer returns.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-11 18:39:55 -05:00
d667565ae7 refactor(modules): move core's UO page content behind the two slots
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Core declares site.footer.status and admin.users.detail in main.jsx and fills
both itself, under owner id `core` -- the client twin of registries.registerCore()
and the same trick useShardFlags already uses. The rendered page is unchanged;
what changes is that the content now arrives the way a module's will.

The footer's Shard Status link becomes ShardStatusLink.jsx, and UserDetail's six
UO sections become UserShardSections.jsx. Both are files rather than inline
markup so that the client half of phase 3 deletes a registration and a file
instead of editing a core page under extraction pressure -- which is also what
proves the mechanism before anything depends on it.

The user-detail slot is handed userId and not scope. api.admin.userShard is a UO
binding that leaves core with the client half, so a slot passing it would hand a
module something core is about to delete; an extension builds its own client for
the routes it registered at the other end. Core's own fill now does exactly what
the module will.

Verified in a browser against a real chunk (MODULE_API.md 7.7): a throwaway
module fills both slots and renders its own label and target in the footer with
core's linkStyle, and receives userId on the admin page; a deliberate render
failure is contained to that one spot with the slot named in the console; core's
own fills leave the pages byte-identical to before; and with no module installed
both slots render nothing. Zero CSP reports throughout.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-11 16:45:22 -05:00
a45a3d120a feat(modules): interleave module nav, derive moderator confinement
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Phase 2, PR 8 of docs/website/MODULE_SYSTEM.md 2.7 - the nav half PR 7
deferred, plus the two seams 1.4 and 1.5 asked for.

withModuleNav (client/src/modules/nav.js) merges an installed module's rows
into core's three navs BEFORE the admin-override merge, and that ordering is
the design. applyNavOverrides and buildPublicNav are keyed by `to` and drop
any key their base array does not declare, so rows appended after the merge
would be unorderable, unrelabellable and unhideable in Admin - Navigation.
Today's UO rows are all three of those things, so appending would make the
extraction a visible regression for anyone who has ever edited their nav.
Merging first means a module row is an ordinary row downstream: nothing in
navOverrides.js, NavEditor.jsx or the layouts knows a module exists.

MOD_PATHS is gone. Moderator visibility and the redirect that confines a
moderator both derive from each row's own `roles`, in the new plain-JS
lib/adminNav.js (plain so the DOM-less runner can reach it). Two rows move,
both toward what the server already permitted: Dashboard, whose roles had
always named moderator, and My Characters, which is ungated self-service.

That also fixes a defect predating the module system. The redirect was a
THIRD hardcoded list - three path prefixes against MOD_PATHS' five paths -
and they disagreed about /admin/houses, so a moderator who clicked Houses in
their own sidebar was bounced back to Moderation. The derived allow-list is
computed from the BASE nav, never the override-merged one: an override is
presentation and must not move an authorization boundary either way.

The feature seam (modules/features.jsx + modules/featureGate.js) resolves a
row's `feature` against the provider its OWN module registered, so the
namespace comes from the registration and no string carries a parsed prefix.
Core registers useShardFlags under the owner id `core` - the client twin of
registries.registerCore() - so the ten shard-gated header rows already run
through the seam and Phase 3 deletes a registration instead of rewriting
SiteHeader. Every unknown fails open: no provider, a null answer while a
fetch is in flight, or a junk return all show the link, because the server is
the gate and hiding a page from someone entitled to it is the worse mistake.

933 server tests (unchanged - this PR is client-only), 160 client tests
(+37). routes.manifest.json unchanged at 230 routes; the OpenAPI spec
regenerates byte-identical.

Re-ran the MODULE_API.md 7.7 browser smoke, since this is the seam that rule
exists for. A throwaway module registering nav in all three areas and a
provider granting one flag and withholding another: the row lands inside
core's Moderation group rather than an appended block, the withheld row does
not render, a moderator reaches both /admin/houses and the module's admin
page, and an admin can relabel a module row and have it persist and apply.
Zero CSP reports, zero console errors.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-10 23:42:02 -05:00
6195c76d61 feat(modules): the three de-entanglement registries, with core as the registrant
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Phase 2 PR 4 of docs/website/MODULE_SYSTEM.md §2.7. Adds server/src/modules/registries.js
and moves core's own notification streams, announce leg and users-detail routes
behind it, so the three seams §1.8 and §1.9 named are exercised on every boot
before any module depends on them.

Registering is validate-then-commit per registrant: the loader stages what a
module claims and the second pass commits it, so a module that throws halfway
through register() — or fails checkDeclared after it — leaves nothing behind.
That is the registry-side twin of PR 2's second-pass mount rule.

Four decisions, all the recommended option:

- announce legs became a child table. `announce_job_legs` replaces the
  towncrier_*/discord_* column groups, so the leg set is data: core registers
  `discord`, module-uo will register `towncrier`, and a module cannot ALTER a
  core table to add its own. Backfill is guarded on information_schema (a
  SELECT of a dropped column is a parse error, not a runtime one) and the
  columns go with DROP COLUMN IF EXISTS. Verified against the live dev DB:
  three legacy jobs migrated faithfully, three replays, no duplicates.
- `mapEvent` dropped from registerNotificationStreams. §1.8 already inverts the
  push path so a module owns fromShardEvent and calls core's publish() with a
  stream id it resolved; a second mapping mechanism was a leftover. The public
  safety filter, the kinds it reads and the streams it protects now live in one
  file and move together.
- core registers through the same staging area a module uses, via an explicit
  registries.registerCore() in app.js before modules.load().
- core's six /admin/users/:id/shard/* paths now go through the
  `admin.users.detail` slot, and getUser moved back to admin.controller.js.

Found on the way, and the reason two build tools changed:

- scripts/routeManifest.js could not decode a parameterised mount. Its
  unwinder expected `(?:([^\/]+?))`; express 4.22 emits `(?:\/([^/]+?))` with
  the separator inside the group. The branch had never run. It threw rather
  than guessing, which is what it is for.
- swagger-autogen cannot follow a route into an extension slot — the slot's
  router is created by declareSlot() and filled later, so there is no literal
  mount for a static parse. Regenerating deleted 407 lines and printed
  `Swagger-autogen: Success`, the spike's exact failure (MODULE_API.md §7.4).
  swagger/slotSpecs.js generates a fragment per filled slot and re-roots it at
  the prefix the router actually hangs at in the live app — read from the
  express stack via routeManifest's own mountPath, so the manifest and the spec
  cannot disagree. swagger/mergeSpec.js is the merge helper core owes for
  module fragments anyway (§6.1a), proved here against core's own slot first.

884 tests pass (856 before). routes.manifest.json is unchanged at 229 routes.
The OpenAPI spec diff is two lines of intent: the retry endpoint's summary, and
its `leg` no longer being a fixed enum.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-10 17:47:59 -05:00
b517d7b2df feat(theming): dropdown sections and added links in the public header
Phase 10 of docs/website/THEMING_AND_NAV.md, asked for before the edge -> main
cutover. An admin can now create dropdown sections in the public header, organise
the coded entries into them, and add links of their own.

This deliberately amends §7, which said the override layer "cannot introduce a
`to` that is not already in the hardcoded NAV array". That stays true of every
CODED entry; an admin may now also add a link, restricted to a same-origin path —
no scheme, no protocol-relative //host. A link carries no gate of its own and
needs none: the page behind it enforces its own access, so an added link
advertises a route and never grants one.

The invariant is kept structurally rather than by vigilance. Coded entries live
in an `items` map whose keys must be routes the base array declares, so that map
cannot invent a route; everything that CAN name an arbitrary path lives in
`links`, which is the one place the path rule is applied — on both the write and
the read path.

nav_public therefore grew a { items, sections, links } wrapper. A bare map still
reads as the items map, and a nav with no sections still stores one, so this
changed nothing for a nav that does not use it. Free to do now because nothing
has shipped; after the cutover it would have needed a migration.

The Public tab gets its own editor. A public section is an entry in the
top-level order that the admin created and can drag among the pills, unlike the
admin sidebar's four coded sections, where only membership moves — that is a tree
rather than a list of groups. Deleting a section returns its entries to the top
level rather than removing them, which is the one destructive act this screen
could otherwise commit.

The dropdown opens on click and never on hover, and its trigger is not a link: a
hover menu is unusable on touch, and a trigger that navigates means tapping to
open takes you somewhere instead. Escape closes and returns focus, an outside
press closes, navigating closes, and Arrow Up/Down walk the items.

pruneNav applies the shard-feature gate inside a section and drops one it leaves
empty, so a dropdown never opens onto nothing.

Also fixes a bug this surfaced in the phase 6-8 code: the save path judged "does
this route still exist?" against the palette — the base array already filtered to
what the editing admin can see — so on the public header a feature-gated row's
override could never be carried through and would have been silently reset.
Membership is now judged against the full coded nav while the rows still come
from the palette.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-08 00:42:19 -05:00
32a3ff104a feat(theming): wire the three navs and add the admin nav builder
Phases 6-8 of docs/website/THEMING_AND_NAV.md. The public header, the admin
sidebar and the player portal now read their override row, and /admin/navigation
writes them: rename, reorder by drag, hide, and — on the admin sidebar — move a
row into another existing section.

The merge always runs BEFORE the role and shard-feature filters in the layouts,
which are unchanged and remain the boundary. An override is presentation: it
cannot introduce a route, cannot touch a `roles` or `feature` gate, and a stored
`hidden: false` on a gated item shows nobody anything.

The design scoped these phases as client work, but the server had no way to
store a nav row: updateSettings validates and stringifies theme_visual and
brand_assets and lets everything else through, so a nav object would have been
written as "[object Object]" and read as absent for ever. utils/navOverrides.js
mirrors utils/brandAssets.js — strict on write with the offending key named,
forgiving on read. It validates shape only; whether a `to` exists is settled
client-side at merge time, because the base NAV arrays are client constants and
a server-side copy would be a second source of truth that drifts.

The nav editor cannot be hidden — its own toggle is disabled, the write path
drops `hidden` on that one `to`, and AdminLayout strips it again before merging,
which also covers a row edited straight in the database.

Orders are written only when the sequence actually differs from the code's, and
the comparison is restricted to the rows the editing admin can see, so renaming
one item does not pin the position of every other one and a role- or
feature-gated item missing from their palette is not mistaken for a reorder.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-08 00:02:33 -05:00
847cfd2d2b feat(theming): brand-asset overrides and a cached, settings-aware HTML shell
Phase 5 of docs/website/THEMING_AND_NAV.md: uploaded logo/hero/favicon
overrides on top of the BRAND_* env defaults, delivered through an HTML
shell that is no longer built once at boot.

- utils/htmlShell.js owns the shell lifecycle: rendered lazily, cached per
  process, invalidated on a brand_assets/theme_visual write with a 5-minute
  TTL so other workers converge. A settings-read failure renders the
  env-only shell and caches that, so a DB outage is not a failing query per
  page view, and with no rows the output is byte-identical to what app.js
  served before.
- POST /admin/settings/brand-asset/:slot uploads one asset and writes the
  row in the same call, so an upload never leaves an unreferenced file. It
  reuses the shared multer allowlist and only tightens it per slot: favicons
  are PNG-only and capped at 512 KB, logos at 1 MB, heroes at 8 MB. Refused
  files are unlinked before the response.
- utils/brandAssets.js constrains a stored asset to a same-origin path under
  /uploads, /brand or /assets — these are the only settings values written
  straight into the page as a URL. Strict on write, forgiving on read.
- The shell also carries the resolved theme as a <style id="theme-boot">
  block, removing the first-paint flash phases 3-4 deferred; SiteContext
  drops that block once a successful settings fetch has been applied.
- BrandLogo renders beside the MoonDot on all six shells and renders nothing
  when no logo is set, which is the shipped default.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-07 20:09:56 -05:00
3d6b2e23a7 feat(theming): server-resolved theme engine and admin appearance UI
Phases 3-4 of docs/website/THEMING_AND_NAV.md. Three presets, the curated font
shortlist, and /admin/appearance to drive them.

The design put the presets in theme.css as [data-theme] blocks. That does not
work: SiteContext writes --accent as an inline style on <html>, which beats any
attribute-selector block, so a preset's accent would have been painted over by
BRAND_ACCENT_COLOR while getPublic().brand.accent -- the value the Android app
themes itself from -- reported the other one.

Presets now live in server/src/config/themePresets.js. themeResolve.js layers
:root <- preset <- custom per field into a token map, getPublic() returns it as
`theme`, and the client writes it onto <html>. One authority for the merge, and
brand.accent is by construction the accent the site paints. theme.css's :root is
untouched, so an instance with no row gets no theme block and renders as today.

Also: presets carry the full 15-token palette (eight would have left Fantasy
with blue-grey borders); the option catalog is served from
GET /settings/theme/options so the form cannot offer what the server rejects;
validation is strict on write and forgiving on read; and the Discord bot now
fetches the effective accent instead of its boot-time env copy.

Fixes a Phase 0 bug in passing: settings/nav.controller.js imported the logger
factory rather than calling it, so a DB fault would have thrown a TypeError
inside the catch instead of returning 500.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-07 19:16:23 -05:00
779a304173 feat(shard)!: declare wire protocol 3
The site's declared version is the admin-set uo_link_config.protocol column, so
the sidecar's PROTOCOL_VERSION 2 -> 3 bump has to be matched here or every REST
call 409s and uoLinkSocket closes the WS on the ws.hello mismatch. Five places
carry the number and all five move together: the column default, the model's
DEFAULT_PROTOCOL (what a site with nothing saved yet declares), the two
`config.protocol || 1` fallbacks in uoLinkClient/uoLinkSocket -- unreachable
today, but an unset value quietly sending 1 is exactly the confusing 409 the
version check exists to prevent -- the admin form's initial value, and the
documented env default.

The boot migration is the only subtle part. schema.sql is re-run on EVERY boot,
and `protocol` is admin-editable, so a bare UPDATE would silently un-pin an
operator who had deliberately pinned an older sidecar in Admin -> Shard. It is
therefore gated on a marker row in `settings`, written after the UPDATE: the
first boot on this build migrates, every later boot is a no-op. `protocol < 3`
rather than `= 2` picks up an install still on the old default of 1, which could
not have been talking to a v2 sidecar anyway. A fresh install has no row to
update and just gets the marker plus the new column default.

Verified against the local MariaDB through ensureSchema (the production path):
2 -> 3 with the marker written and the column default now 3; pinned back to 2 by
hand, re-ran, and it STAYED 2 -- the one-shot property holds. 673 server tests,
47 client tests, client build green.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-29 18:03:48 -05:00
8771a1cf6c feat(shard): the player-vendor marketplace
Protocol 3.0 §8, the website half. Ingests vendor.listing / vendor.listing.remove
into shard_vendors + shard_vendor_items, serves a searchable public API over
them, and ships /site/market and /site/market/vendors/:serial.

Three things the pages have to say out loud, all consequences of how the data is
gathered:

- The prices are NOT live. The shard sweeps vendors round-robin, so a shop can be
  a full cycle behind. The banner is driven by the OLDEST vendor row, not the
  newest — the one stale shop is the one that wastes somebody's trip.
- A shop can be truncated. `total` exceeding `count` means the shop holds more
  than the shard publishes per frame; the vendor page says "showing 250 of 3,104"
  rather than presenting a partial shop as complete.
- An item may have no name. On a shard with no cliloc table the honest render is
  the item id, never an invented label.

## The pre-wired visibility rules, re-checked

Part A pre-wired market.ownerName and market.location before the frame existed,
and the sibling rule it pre-wired for leaderboards (`characterName`) turned out
to be INERT because projectValue matches literal JSON keys. Both market rules
were checked against the real frame this time:

- `ownerName` is a real key. Kept.
- `location` is a real key ONLY because the frame nests it. Flat map/x/y/region
  would have made the rule match nothing — the same failure, one part later. It
  is nested on the wire and on the read model so one rule hides the facet, the
  coordinates, the region and the house together; five flat keys would be five
  rules that drift apart.
- `ownerSerial` was ADDED. An admin who hides the owner's name and leaves a
  serial that the leaderboards and guild boards resolve back to that same name
  has not hidden anything.

Tests assert all three bite, on the stored read model AND on the raw frame —
the market's SSE stream is off by default but an admin can turn it on, and a rule
that worked on only one path is exactly the leak §3.6.1 records.

## Notable

- **No payload column on shard_vendors**, unlike shard_points_boards next door.
  The board's top-N is a fixed-size list read whole; here the items ARE the
  searchable rows, so they are normalized and nothing is left worth duplicating.
- **display_name is denormalized at ingest** (literal name preferred over the
  cliloc — a player set it, so it is more specific). Resolving at query time
  would put the cliloc table on the hot path and make search-by-name impossible.
  Because the shard's diff sweep will not re-send an unchanged shop just because
  the site learned what its items are called, a cliloc import now triggers a bulk
  re-resolution — 50 ms per thousand rows, never throws.
- **updated_at is written explicitly** on every upsert. MariaDB does not fire ON
  UPDATE CURRENT_TIMESTAMP when every column is written back unchanged, and a
  shop re-published identically is still freshly confirmed — without this the
  staleness banner would age a perfectly current shop forever.
- **LIKE wildcards in `q` are escaped.** `%` and `_` are LIKE metacharacters, not
  SQL ones, so parameterization does not neutralize them: `?q=%` would otherwise
  match every listing on the shard.
- **Rate-limited** (60/min/IP), the only limited public read. Every other public
  GET is an indexed lookup of bounded size; this is a LIKE scan plus a COUNT over
  the largest shard_* table, anonymous by default.
- Reconnect backfill pages /market, bounded by MARKET_SNAPSHOT_MAX = 5000 and
  stopping on a short page as well as on `total`, so a concurrent sweep shrinking
  the index cannot spin the walk.

## How it was tested

673 server tests pass (27 new). Client builds clean; swagger-output.json,
routes.manifest.json and routes.guards.json regenerated.

Verified full-stack against the live MariaDB and a real shard, not only units:

- 27 real vendors / 1,040 listings swept off the ServUO tree, through the Rust
  sidecar, into the site — names resolving through the cliloc table ("longsword",
  "katana"), real facets and regions in the filters.
- `?q=sword` 682, `?q=%` and `?q=_` **0** (the escape), map/region/price/sort
  filters, paging, and the vendor detail route.
- Visibility live: fields gated to staff vanish for an anonymous caller while
  shopName and price survive; audience=player 403s; enabled=0 404s; and
  /shard/features correctly drops `market` so the nav hides it.
- Re-publishing a shop smaller leaves no orphan items; an identical re-publish
  moves updated_at.
- The limiter fires (38x200 then 32x429 on a 70-request burst).

Not covered by an automated test: the two React pages are presentational and this
repo's client suite covers pure-logic modules only. They were driven against the
live API above, but not rendered in a DOM harness.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-29 09:51:50 -05:00
26094459ae feat(shard): ingest points.board and publish the leaderboards
Protocol 3.0 §7 (docs/link/v3.md). The shard publishes ~25 points/loyalty
leaderboards — Queen's Loyalty, Void Pool, the nine city loyalties, Clean Up
Britannia — and the site renders them, plus each character's own standings on
their sheet.

Server
  - shard_points_boards: one row per system, keyed by the shard's PointsType
    name. The top-N list stays inside `payload` — a fixed-size list read whole,
    exactly like shard_governors.candidates. Normalizing into an entries table
    buys nothing until something needs a per-character reverse lookup, and a
    character's own standings already ride inside char.profile.
  - shardIngest routes points.board to upsertPointsBoard and deliberately does
    NOT log it: this is board state like guild.update, and the shard emits a
    frame every time anyone's score moves a top ten.
  - uoLinkSocket backfills /points through snapshot() with ingestEach rather
    than a replace*: there is no points.remove and the system set is fixed, so
    upserting IS the reconciliation, and a system the operator later excludes
    keeps its last-known board rather than vanishing.
  - GET /public/shard/points and /points/:system behind
    requireFeature('leaderboards'), both projected per §3.6.1. :system is
    constrained to an identifier before any query runs; 404 for a system never
    published, distinct from a published board nobody has scored in (200, empty
    top).

The leaderboards field rule now keys on `name`, not `characterName`
  Part A pre-wired FEATURES.leaderboards.fields = { characterName: ... }, but
  projectValue matches on the LITERAL JSON key and the wire key is `name`. As
  written the rule was inert: an admin tightening character names would have got
  no enforcement and no error — precisely the failure §3.6.1 records for the
  flattened `ownerAcct` spelling. Fixed, with a test that fails if it is renamed
  back, and the admin panel's FIELD_LABEL carries the meaning instead.

Client
  - routes/public/Leaderboards.jsx at /site/leaderboards. A points.board frame
    describes ONE system, so live frames merge over the fetched set by system
    key rather than replacing it wholesale the way the ruleset does. Filter
    matches board name, system key, or any ranked player — the last is what
    makes it useful ("where do I appear?").
  - A "Loyalty & Points" section in CharacterSheet.jsx, one edit serving both
    PlayerCharacter and AdminCharacter.
  - Both treat maxPoints: 0 as UNCAPPED and both fall back to humanising the
    system key when nameString is null. Neither is defensive padding: on a real
    shard uncapped and cliloc-only names are the majority case.

Verified end to end against the local MariaDB, the Rust sidecar, and the real
ServUO shard: backfill from /points, live SSE delivery (a board absent from the
initial fetch appearing without a reload, and an existing one updating in
place), REST reflecting the overwrite, and the gate at every rung — 200 by
default with names, names stripped but points kept at fieldRules name=staff, 403
plus dropped from /features at audience=staff, 404 when disabled. Page rendered
clean, no console errors beyond the pre-existing React Router v7 warnings.

605 server tests pass; routes.manifest.json, routes.guards.json and the OpenAPI
spec regenerated.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 21:04:44 -05:00
7c769ea8fd feat(atlas): serve the spawn atlas and give operators a panel for it
Protocol 3.0 order 3 (Part C), second of two website PRs. #112 built the data
pipeline; this makes it reachable — six public routes, five admin ones, two
public pages and an admin panel. Still website-only: no plugin, no sidecar, no
new event kinds, no wire change.

The API sits at /api/v1/public/atlas, not under /public/shard. Nothing here
touches the sidecar, so the pages stay complete while the shard is down, and a
/shard prefix would imply a dependency the atlas does not have. Unlike /shard/*
it IS site-mode gated, like /posts and /wiki: a bestiary is site content.

Every route carries requireFeature('atlas') and projects its response. The atlas
feature declares no sensitive fields, so the projection is a no-op today — the
call is there because v3.md 3.6.1's rule is that the FIRST field needing a gate
should be covered by construction rather than by a retrofit.

Two bugs the UI surfaced, both fixed here:

Respawn delays were stored in the wrong unit, sometimes. XmlSpawner writes
MinDelay/MaxDelay in minutes and switches to seconds only when a delay does not
divide into whole minutes, flagging it per record with DelayInSec. A `5` means
five minutes on one spawner and five seconds on the next, both plausible, and
the pipeline stored the raw number. 170 of 6,455 stock spawners are second
flagged. The parser normalises to seconds; the API and UI carry seconds.

That exposed the hash gate as a trap. "Has the tree changed?" is the wrong
question on its own: an install whose maps never change would have kept serving
the old readings forever, because the only thing compared was the tree.
PARSER_VERSION is now stored beside the source hashes and a mismatch counts as
drift, so any future parse correction lands on the next boot.

Also renamed the detail route's spawn-point array to `spawners` — it was
`points`, which is the COUNT on the search route, so one key meant a number in
one place and an array in the other.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01U7CBg11prhLimL9iHSX1bP
2026-07-28 19:51:22 -05:00
f3450686e0 feat(shard): admin-configurable visibility for every shard surface
Protocol 3.0 Part A. Replaces the static PUBLIC_KINDS allowlist - which
was the entire public/admin boundary - with per-feature, per-field
audience control an admin owns from Admin -> Shard Visibility.

Closes a live leak. BridgeJson.Actor() writes acct and webId;
shapeGuild() returned the stored payload verbatim; GET
/api/v1/public/shard/guilds is anonymous. Guild leaders' game account
names and website user ids were readable by anyone, and the same path
existed for governors. Both are now projected.

The ladder is anonymous < logged_in < player < staff < admin, each rung
implying the ones below. Staff satisfy `player` without a linked account
(as /player/* already does); `editor` is a content role and gets no
shard privilege, since mapping it to staff would silently widen what
editors see.

Two invariants are code, not configuration, and both reject rather than
silently ignore:

  1. acct/webId are admin-only always - not configurable, discarded on
     read as well as rejected on write.
  2. A kind absent from KIND_FEATURE never reaches anyone below admin.
     Fail closed, so a shard emitting a new event degrades to staff-only
     rather than to public.

Enforcement is three points over one config: requireFeature() on routes
(404 disabled, 403 out-of-rung) plus field projection; per-connection
filtering on SSE, where a subscriber's rung is resolved once at subscribe
time and frozen so a long-open stream cannot gain privilege; and
/public/shard/features so the SPA hides links it cannot follow.

PUBLIC_KINDS still exists and is still exported (/feed filtering,
notificationStreams) but is now derived from the kind map, so the two
can no longer drift. Defaults reproduce pre-3.0 behavior exactly - a
test pins the derived set against the old allowlist.

Also fixes an SSE resource leak found while testing: a client dropped
because its write threw was removed from the bucket but its keepalive
interval was never cleared, firing forever on a dead socket. Both paths
now go through one drop().

Tests: 478 server (33 new across shardVisibility + shardBroadcast),
43 client. Route manifest and OpenAPI spec regenerated.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 10:04:48 -05:00
620781b7bc feat(auth): honor and establish trusted devices on the SSO login paths
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"Trust this device" did nothing for anyone who signs in with Google or Discord.
sso.controller went straight from needsTotp(user) to staging a pending-TOTP
challenge and never consulted resolveTrustedDevice, so an SSO user was asked for
a code on EVERY sign-in no matter how many times they had ticked the box — and
POST /auth/sso/totp accepted only `code`, so that step could not establish a
trust either. The password paths (web + native) were unaffected and already
worked; this closes the gap for SSO, on the website AND in the Android app.

Server:
- finishLogin and finishMobileLogin now run the same trusted-device check as
  auth.controller.login, via one shared helper: honor a trust that belongs to
  THIS user, stamp last_used_at, log auth.login.trusted_device. A store error
  falls through to the challenge — fail closed to asking for the code.
- POST /auth/sso/totp gains optional trustDevice + deviceName, sets the rg_trust
  cookie, and mirrors the password path's { trustLimitReached, devices } response
  at the cap (the sign-in still completes). Recovery codes stay password-only.

Android coverage, without leaking a secret into a URL:
- The app opens SSO in a Custom Tab, which shares the system browser's cookie
  jar, so the rg_trust cookie set on that TOTP form is presented back on the next
  app sign-in. That alone makes native SSO skip the code. Passing the app's token
  into the start URL was rejected — it would put a 256-bit secret in query
  strings, Referer headers and access logs.
- To also cover the app's NATIVE password login, ticking the box sets
  mobile_auth_sessions.trust_device (a boolean; never the token), and
  /auth/mobile/sso/exchange mints a platform:'mobile' trust and returns
  { trustToken }. Minting there keeps the raw token on an authenticated
  app→server call, out of the deep link and out of the bridge row. Best-effort:
  at the cap the response just omits it rather than failing a good sign-in.

Client: the trust checkbox is no longer hidden on the SSO second step, on both
the admin and player login screens. On the mobile bridge the deep-link redirect
takes priority over the cap prompt — the sign-in succeeded and the link is
single-use, so stalling there would strand the app.

Tests: 8 new cases in server/test/ssoTrustedDevice.test.js (verified to fail
against the pre-fix controller). Full suites green — server 445, client 43 —
and routes.manifest.json is a zero-line diff: no URL moved, only +2 handlers on
/auth/sso/totp in routes.guards.json for the two new validators. Swagger
regenerated. Verified live against the running server and real MariaDB: the TOTP
step issues rg_trust and persists the row, a subsequent SSO callback carrying it
skips the code, and an invalid trust is still challenged.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 01:01:12 -05:00
a6fd5659c4 fix(shard): stop an undecryptable uo-link token 500ing every live-shard route
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`uoLinkClient.call()` resolved the uo-link config OUTSIDE its try/catch.
resolveConfig() decrypts the stored auth token, and secretBox.decrypt throws
when the ciphertext can't be authenticated — SECRET_ENC_KEY rotated, or a DB
dump restored into an environment keyed differently. That throw escaped the
client entirely, breaking its documented "never throws / always returns
{ ok, data, status }" contract and turning a misconfiguration into a 500 on
every route that does a live sidecar round-trip:

  GET /admin/uo-link/config
  GET /{admin,player}/shard/char/:serial
  GET /{admin,player}/shard/roster/:account
  GET /{admin,player}/shard/vendors/:account

Found by a live smoke test of all 200 routes at every access level. Public
shard routes were unaffected because they read the DB via getSafe(), which
never decrypts.

Move resolveConfig() inside the try so the failure returns the standard
{ ok: false } shape, and log it at ERROR with a distinct message: a wrong key
previously looked identical to "the shard is offline", with no clue why.
Those routes now degrade to 503, and GET /admin/uo-link/config returns 200
again — it is the screen an admin needs to re-enter the token and recover, so
having it 500 locked them out of the fix.

Also gate the admin Dashboard's site-mode toggle. PUT /admin/site-mode is
adminOnly, but the button rendered for every staff role, and toggle() had a
try/finally with no catch — so an editor clicking it got an unhandled promise
rejection and zero UI feedback. Gate the control on role === 'admin' (the rule
AdminLayout already documents: never show a non-admin a control that would 403)
and surface a message if the call is refused anyway.

Adds server/test/uoLinkClient.test.js, which fails against the unfixed client.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-28 00:22:40 -05:00
60ebacff2c feat(auth): trusted devices, recovery codes, and admin MFA management
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Add opt-in "Trust this device" so a browser/app skips the TOTP step (never
the password) for 30 days, single-use bcrypt recovery codes as a 2FA-lockout
fallback, and admin trusted-device/MFA-reset management — backend, web UI,
OpenAPI spec, and tests.

- Schema: trusted_devices (sha256 token hash, looked up by unique index) and
  recovery_codes (bcrypt, single-use). Both additive/idempotent.
- Session service: trust-token mint/hash/resolve + cap helpers; new rg_trust
  httpOnly cookie (survives logout, revoked on untrust/password change/reset/
  TOTP disable). JWTs stay stateless — trust is a server-side row, not a claim.
- Web + mobile login accept a trusted-device token / recovery code; login/totp
  gains trustDevice + recoveryCode. Cap of 10/user with NO silent pruning — an
  over-cap trust returns 409/trustLimitReached and the client prompts to revoke.
- Self-service /auth/me/trusted-devices* + recovery-codes*; admin
  /admin/users/:id/trusted-devices* + /mfa/reset. All actions audit-logged.
- Client: "Trust this device" + recovery-code login options, one-time recovery
  code display, Trusted Devices + Recovery Codes account panels, a TOTP-styled
  revoke-to-continue cap modal, and admin per-user security controls.
- OpenAPI regenerated; 33 new server tests (all suites green).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-21 23:38:48 -05:00
12d50fd615 chore(quality): resolve SonarQube code smells across website
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Clears the 124 CODE_SMELL findings from the SonarQube scan (server, client,
and bot). All changes are behaviour-preserving refactors — no route, protocol,
schema, or config changes — verified against the full server (381) and client
(43) test suites plus a clean client build.

By rule:
- S3776 (20, cognitive complexity): extract helpers/handlers so each function
  drops under the threshold — shard model upsert builders, page/wiki update,
  block validation, notification stream mapping (dispatch table), SSO mobile
  login, shard ingest deps, uo-link socket backfill/connect, the bot slash-
  command dispatchers + discord manager, and the Shard/UserDetail/HeroEditor/
  CharacterStats React components.
- S4624 (34, nested template literals): pull inner templates into locals /
  a withQs() helper; rewrite shardEvents.describe() as a formatter table.
- S3358 (35, nested ternaries): lift to if/else vars, lookup maps, small
  components, or guarded JSX expressions.
- S6479 (12, array-index React keys): key by stable content instead of index
  (two in-editor lists left as-is; index matches their by-index edit model).
- S6353 (6): [0-9]/[^0-9] -> \d/\D.  S125 (5): reword state-shape comments that
  parsed as code.  S3800/S3782 (botScore): JSDoc-type PATH_WEIGHTS tuples.
- S6481 (2): memoize Auth/Site context values (and SiteContext brand).
- S4144: dedupe HeroEditor upload handler into useImageUpload().
- S1126 (2), S6035, S5869 (redundant A-Z under /i), S5843 (town-name regex ->
  prefix list): assorted one-liners.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-21 04:35:39 -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
526160721a feat(brand): emblem behind hero text + Powered By footer with logo
Address review: the SVG footer badge rendered too small, and the default
hero should feature the Runic Gateway emblem rather than the moon.

- Footer: drop powered-by.svg; render the emblem PNG beside a "Powered by
  Runic Gateway" label (left-justified, info text stays centered).
- Default hero: brand.hero (and the client fallbacks) now default to the
  emblem PNG. The untouched default hero centers the square emblem behind
  the text as a medallion with a symmetric legibility overlay (per-layer
  background-size so the overlay stays full-bleed). BRAND_HERO still
  overrides.
- Admin login / player shell / maintenance backgrounds center the emblem
  as a capped medallion instead of a cropped full-bleed cover.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XmHdsbnLzDMAVQkAoTQSBe
2026-07-18 16:56:22 -05:00
7a08546da6 feat(brand): BRAND_* env scheme — instance branding without a rebuild
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Replace baked-in UOM/MysticMoon/UOMysticmoon branding with a BRAND_* env
scheme so one prebuilt image runs as any shard; UOMysticmoon becomes the
first tenant that sets these vars rather than a special case in the code.

Architecture (chosen because the app ships as a prebuilt image):
- server/src/config/brand.js + bot/src/brand.js read BRAND_* once at boot,
  with Runic Gateway defaults.
- Text/colors reach the SPA at RUNTIME through the existing public settings
  API (settings.model.getPublic -> SiteContext), so no client rebuild. The
  admin-editable site title + contact email still override BRAND_NAME/email.
- SiteContext applies BRAND_ACCENT_COLOR to the --accent CSS var at runtime.
- Express templates the built index.html <title>/description/OG/favicon at
  serve time from BRAND_* (renderIndexHtml in app.js).
- Server-side consumers read brand directly: emails, TOTP issuer, API docs,
  boot logs, HTML error page. Bot uses it for embed color + logs.

Assets: logo/hero/favicon delivered from a ./brand:/app/brand bind-mount
(BRAND_LOGO/HERO/FAVICON), with neutral defaults baked in; hero falls back
to a built-in image when unset.

Scope: also genericized package.json names (uomysticmoon-* -> runic-gateway-*)
and the DB_NAME/DB_USER/COOKIE_NAME code defaults (runic_gateway/runic/
rg_token). Production keeps its real values by pinning them in .env — see
.env.uomysticmoon.example, which reproduces the exact UOMysticmoon identity
(proof the substitution works). Changing a deployed COOKIE_NAME invalidates
existing sessions, so UOMysticmoon pins uomm_token.

Verified: 193 server tests pass, client builds, app.js loads + templates the
built index.html, brand transform injects title/description/OG/favicon.
2026-07-18 02:20:04 -05:00
3ef1c8e438 feat(provisioning): admin game-signup mode setting, invite link option, staff self-create
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Follow-ups from live testing:

- Game-account creation is now an admin Settings control (disabled / website /
  hybrid / game) instead of a hidden on/off flag. The site offers creation for
  website+hybrid; help text notes the shard's SignupMode (Bridge.cfg) has the final
  say. game_account_signup setting widened to a 4-value enum + validated on save.
- Invites: the accept link is ALWAYS returned and shown with a Copy button, and a
  "Email the invitation" toggle lets an admin create a link-only invite (no email)
  or email it. Backend takes sendEmail (default true) and always returns acceptUrl.
- Staff can create a game account from their own /admin/characters page too
  (POST /admin/shard/account → the shared createGameAccount controller), so the
  form is reachable in both the player and admin portals.

Note: the admin Houses view (/admin/houses) already worked; the earlier failure
was a stale Vite HMR state for the new route (needs a hard refresh).

Client build clean; server routes load; swagger regenerated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 21:08:59 -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
2976d5982f feat(provisioning): provisioning UI — signup, invites, accept page, unlink
Phase 6: the UI for the Phase 5 provisioning backend.

- CreateGameAccountForm: reusable game-account form (own username + password),
  mapping the sidecar errors (409/429/403/503) to friendly messages. Wired into
  GameAccounts (self-serve) — shown alongside the [link flow when the
  game_account_signup flag is on (exposed via public settings), so a registered
  player can create + link a game account from their portal.
- Admin Invites view (/admin/invites, admin-only): send an invite at a chosen
  access level, list invites with status, revoke pending ones. When email isn't
  configured the create response's accept link is surfaced to copy manually.
- Public accept page (/invite/:token): validates the invite, sets username +
  password (email + role pre-assigned), creates the account at that role and logs
  in; for a player invite it then offers the built-in "create game account" step
  before the portal. Honeypot-guarded like registration.
- Admin unlink wired into UserDetail via GameAccounts (per-account Unlink button,
  confirm + reconcile).
- Backend: expose gameAccountSignup availability in public settings.

Client build clean; server 193/193.

Refs .plans/protocol2-integration.md (Phase 6). Completes the Protocol 2.0/2.1 integration.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:06:01 -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
c31553aeb6 feat(shard): admin write plane, help-page queue, and public champion board
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Wire up the three uo-link sidecar surfaces that weren't integrated yet.

Champion spawns
- Ingest champ.update/champ.remove into a new shard_champs table (served from
  our own store, like online/houses); public /site/champs board with a nav link,
  live via the existing SSE feed (champ.* added to the public allowlist).

Staff write plane (admin + moderator)
- kick / ban / unban / broadcast via /admin/shard/*; actor is stamped server-side
  from the session, never the browser. Sidecar status codes mapped (403 disabled/
  protected, 404 unknown, 503/504 transient). admin.audit events are logged and
  surfaced at /admin/shard/audit.
- New admin "In-Game Ops" view (/admin/shard-ops), plus per-account Kick/Ban/Unban
  on the user-detail and character views (ShardAccountActions, self-gated to staff).

Help-page (support) queue
- Ingest page.new/updated/closed into a new shard_pages table; respond/close via
  /admin/shard/pages/*. Champ board and page queue are snapshotted from the
  sidecar's /champs and /pages on every WS (re)connect (guarded so a failed call
  never wipes local state).

Verified live end-to-end against MariaDB + the Rust sidecar + ServUO; unit tests
cover ingest routing (shardIngest.champsPages.test.js). Swagger regenerated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0114TpmrNW4wNXsHq5CR72jQ
2026-07-14 13:16:10 -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
986a8d5d86 News post → town crier + Discord announcement pipeline
Replace the fire-and-forget Discord-only announce on publish with a
retry-safe, two-leg pipeline. When a post transitions into published-news
(false→true publish while in news, or category→news while published), an
announce_jobs row is enqueued with two INDEPENDENT delivery legs:

  • town crier — sidecar POST /towncrier via uoLinkClient (stable id
    `post-<id>` so a retry replaces rather than duplicates)
  • discord    — bot POST /internal/announce via botInternalClient
    (single source of truth for the #news channel stays in the bot)

An in-process poller (utils/announceWorker) sweeps the table every
ANNOUNCE_POLL_MS and dispatches each due leg with its own exponential
backoff (30s→2h, 6 attempts). A leg is retried on transient failures
(503/504/network) and failed fast on data/config errors (400 over-cap,
401/409). Publishing never blocks on the sidecar or Discord — enqueue is
local DB only. Parent `status` is a done/partial/failed rollup of the two
legs; posts.announced_at is stamped once both deliver.

Admin visibility: GET /admin/posts/:id/announce + a per-leg Retry
(POST .../announce/retry) surfaced in the PostEditor for news posts.

Pure decisions (text build/caps, classification, backoff, rollup) live in
announceJobs.logic and are unit-tested (server/test/announceJobs.test.js,
10 tests). The old manual /admin/uo-link/towncrier form is untouched.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0114TpmrNW4wNXsHq5CR72jQ
2026-07-11 16:25:25 -05:00
a2590812e0 Give the homepage teaser a rich text editor
Replace the plain textarea for the homepage_teaser setting with the shared
TipTap rich-text editor, and render the teaser as sanitized HTML in the
portal hero's default layout.

- SettingsAdmin: teaser field now uses RichTextEditor (lazy-loaded, code-split
  like PostEditor); rich fields render in a <div> wrapper instead of <label>.
- HeroElement: text-block lines flagged `html` render sanitized HTML.
- heroLayout: the default-layout teaser line is now an HTML line.
- admin.controller: sanitize homepage_teaser against the body allowlist on save.
- theme.css: collapse the teaser's nested block margins in the hero.

Closes #48

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-11 11:06:58 -05:00
bf9edde5b7 Bring player portal in line with Admin + stat-tile My Characters
Implements the "Frontend Theme Redo" design (decision 1a): the logged-in
player portal now uses the same sidebar shell as Admin, and Admin's own
My Characters view gets the same stat-tile treatment.

- PlayerPortalLayout: replace the light 820px top-tab header with the
  Admin sidebar shell (icon nav, sticky content header with page title,
  signed-in footer with sign out). Reuses .admin-grid so the two
  logged-in experiences read as one app.
- Drop the now-redundant inner <h1> from PlayerCharacters/PlayerAccount;
  the title lives in the sticky header.
- CharacterStats: new stat-tile row (Characters / Online now / Linked
  account) that tolerates a restarting shard and hides until an account
  is linked.
- AdminCharacters: render CharacterStats above the roster instead of the
  bare intro paragraph, matching the Player Portal Characters page.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011qPmpmVH1xGCiZoz9m9vW3
2026-07-11 10:58:03 -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
49d0c1bd11 Add shard activity feed + admin live feed; fix public-feed leak
Front ends for the rest of the sidecar data, plus a security fix the live data
surfaced.

- lib/shardEvents.js: shared describe()/category/label for every event kind
  (sales, deaths & PvP, skills, fame/karma, quests, world, and staff kinds).
- Public /site/shard/activity (ShardActivity): the full event log with category
  filter tabs and a live tail (history + SSE merged, de-duped). Linked from the
  Shard page. Shard page now reuses the shared describe().
- Admin: a "Live feed (all events)" panel on the Shard admin page subscribing to
  the admin SSE channel — shows every kind incl. audit/cheat/login attempts.
  useShardFeed generalized to take a stream url; api.adminShardStreamUrl added.

Security fix: GET /public/shard/feed now restricts to the public-safe kind
allowlist (shardEvents.list gains a `kinds` IN-filter). Previously it returned
whatever was logged — including audit.* / cheat.* / link.request. Those are
still stored for the admin channel but never served publicly (verified: a
public request for audit.command returns 0 rows).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011qPmpmVH1xGCiZoz9m9vW3
2026-07-11 03:10:03 -05:00
74d2ead958 Let staff link their own characters + share the game-accounts UI
- Backend: /admin/shard/{link,accounts,roster/:account,vendors/:account} —
  staff self-service, reusing the player/shard controller (it keys off
  req.user.id, so the same handlers serve any logged-in role). Swagger under
  Admin · Account; spec regenerated.
- components/GameAccounts.jsx: the link-prompt + character-roster UI extracted
  into one reusable component parametrized by an api scope and a charTo(serial)
  route builder.
- PlayerCharacters now renders it (player scope → /player/char/:serial).
- Admin: "My Characters" nav item + /admin/characters (AdminCharacters) and
  /admin/characters/:serial (AdminCharacter, in-shell sheet), using the admin
  self-service scope. api.admin.shard.* added.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011qPmpmVH1xGCiZoz9m9vW3
2026-07-11 03:05:43 -05:00
e7bc316863 Add admin shard control: config, status, town crier (phase 5)
- admin/uoLink.controller.js: GET /admin/uo-link/config (masked config + live
  health + ingestion stats from the socket/broadcaster); PUT to save base/ws
  URL + write-only token + protocol + enabled, which (re)starts or stops the WS
  ingest client and activity-logs the change; POST/DELETE /uo-link/towncrier to
  publish/remove town-crier messages; GET /uo-link/stream (admin SSE channel,
  full feed incl. audit/cheat). Mounted adminOnly with express-validator guards
  + #swagger annotations (new "Admin · Shard" tag, TownCrierRequest schema).
- server.js: startup probe (checkUoLink) that logs reachability and warns
  loudly on a protocol mismatch when the integration is enabled.
- client: api.admin uo-link methods; ShardAdmin.jsx control panel (status
  panel with ingestion stats, config form, town crier) modeled on
  DiscordBotAdmin; wired into AdminLayout nav/titles + the /admin/shard route.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011qPmpmVH1xGCiZoz9m9vW3
2026-07-11 02:22:17 -05:00
1dd7603f54 Add page builder admin UI + public page route (step 5 + step 6 client)
- PagesAdmin: list view of pages (title/slug/status/protected/updated) with
  new/edit navigation and a View link to the live page.
- PageBuilder: full-page block canvas — palette (adds any registered block),
  per-block editor cards with show/hide, up/down + native drag reorder, and
  remove; Content / Settings tabs; SEO metadata + layout/nav settings panels;
  publish/unpublish; protect (PATCH) and password-gated unprotect (modal);
  draft preview (mints a token, opens /preview/:id/:token); delete (blocked
  while protected). Surfaces server block-validation details on save.
- CmsPage: public renderer for /:slug (published; staff see drafts) and the
  token-gated /preview/:id/:token, rendering blocks via BlockList and
  reflecting the page title/meta.
- Routing: /:slug catch-all after all named routes + /preview/:id/:token
  outside the maintenance gate; admin /admin/pages, /pages/new, /pages/:id.
- api client: public page/pagePreview + admin pages CRUD/unprotect/preview.
- AdminLayout: "Pages" nav entry (Content group) with icon.
- theme.css: builder canvas + preview-banner + shell-wide styles.

Client builds clean (216 modules).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 20:54:36 -05:00
f8652c2399 Modernize email: Gmail OAuth2 sending, configured under Settings
Retire env-var SMTP basic-auth and send the contact form through Gmail over
OAuth2 (SMTP XOAUTH2), configured in Admin -> Settings -> Email via an in-app
"Connect Gmail" consent flow. Reuses the existing google SSO OAuth client; the
captured refresh token is stored AES-GCM-encrypted (write-only over the API,
never returned), mirroring the auth-provider and Discord-bot secret patterns.

- schema: new email_config singleton table (mirrors bot_config)
- model: emailConfig.{db,model} with encrypted refresh token + getSafe/getWithSecret
- mailer: nodemailer OAuth2 transport (client id/secret from the google provider
  row), contact recipient = contact_email setting, mailto: fallback preserved,
  plus sendTest()
- routes/controller: /admin/email config, connect start+callback (ssoState CSRF
  + PKCE), test, disconnect
- client: EmailDelivery section on the Settings page + api methods; Settings copy
  now spells out that contact_email is the delivery recipient
- docs/env: drop SMTP_*/CONTACT_TO from env examples; update README/BACKEND_DESIGN
- tests: emailConfig.model + mailer suites (8 new; full suite 142 pass)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XKeCQEJZr1AFJN4Bgcmvh3
2026-07-07 22:29:27 -05:00
17d42cebfe Redesign admin sidebar: collapsible categories, icons, role-accurate nav
Regroup the flat 12-link staff sidebar into collapsible category sections
(Content / Moderation / System, with Dashboard and Account ungrouped) and
add a small inline-SVG icon per item. Category collapse state persists in
localStorage and the group holding the active route auto-opens.

Gate each item by role to match server-side enforcement so the sidebar no
longer shows links that would 403: Content is admin/editor, Moderation is
admin/moderator, System (Users, Settings, Hero Editor, Authentication,
Discord Bot, Web Bot Activity) is admin-only. Existing moderator confinement
(Moderation + Account only, plus redirect) is preserved.

Rename "Bot Activity" to "Web Bot Activity" to distinguish the bot-scoring
view from the Discord Bot.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 21:54:37 -05:00
82807d18d9 Gate /admin to staff roles; role-aware login redirects for players
Introducing the 'player' role turned 'logged-in' into 'logged-in but possibly
untrusted', but the admin router only gated content routes (dashboard, posts,
wiki, uploads) by isLoggedIn — so a player session could reach editor-tier
endpoints. Fixes:
- Backend: requireRole('admin','editor','moderator') at the admin router base;
  players now 403 on all /admin/* and use /player instead.
- Client: RequireAuth redirects a signed-in player to /account (mirrors
  RequirePlayer).
- Both login pages redirect by role after auth (player -> /account, staff ->
  /admin) so you land in the right shell whichever door you used.

Verified live: player token 403s on /admin/dashboard + /admin/users, 200s on
/player/account; browser click-through confirms a player at /admin and at
/admin/login both land on /account. 134 server tests green; client builds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rao86n5cXpwAyjdBFEshV
2026-07-06 19:57:31 -05:00
5daf260db9 Player accounts frontend + Swagger + schema comment fix
- Player portal: RequirePlayer guard, /account routes (login, register,
  settings) with shared PlayerShell; register reads /public/settings derived
  flags; AuthContext.register; api.register + api.player.* namespace.
- Admin UI: player role + status/email + reset-password hint in UserEditor,
  status column + badge-player in UsersAdmin, player_registration select in
  SettingsAdmin; 'disabled' SSO error copy.
- Swagger: Player tag + RegisterRequest/ChangeUsername/ChangePassword/
  PlayerAccount/OkFlag schemas; regenerated swagger-output.json.
- Fix: remove a semicolon from a schema.sql inline comment that broke the
  statement splitter in ensureSchema.

Verified against the live dev DB: schema migrations apply (player enum,
nullable password_hash, email/status/last_login_ip, seeded setting); 21-check
controller smoke (register gating, dup/reserved, null-hash rules, self change
username/password with session re-issue surviving the cutoff, SSO-only initial
password, banned-login refusal); case-insensitive uniqueness; public settings
expose only derived registration flags. Client builds; 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 01:49:12 -05:00
3027bb0400 Capture member/filter/spam events for the dashboard (Phase 6b)
Light up the moderation dashboard's previously-empty widgets by persisting the
event streams the bot only reacted to in-memory before.

Schema (bot-owned)
- member_events: join/leave, with invite_code/inviter_* for best-effort invite
  attribution on joins
- filter_hits: word / foreign-invite filter deletions (matched + action_taken)
- spam_hits: rate_limit / mass_mention / mass_emoji detections

Bot
- new models memberEvents/filterHits/spamHits
- guildMemberAdd records the join with invite attribution; new inviteTracker.js
  keeps an invite-use cache (GuildInvites intent + inviteCreate/inviteDelete) and
  diffs it on join to find which invite was used — best-effort, never blocks
  auto-role
- new guildMemberRemove records leaves
- messageFilter records filter/spam hits alongside the existing warn/mute;
  inviteFilter now returns the offending code; detectSpam identifies which spam
  rule tripped (preserving the rate-limit-first side-effect order)
- mod_actions still logs the resulting warn/mute — the new tables are additive

Server
- summary extended with joins/leaves/invite_joins/filter_hits/spam_hits per window
- new feeds: /api/v1/admin/moderation/{members,filter-hits,spam-hits}

Client
- overview now shows 8 tiles (mod actions + joins/leaves/filter/spam, joins tile
  notes "N via invite") plus an Events panel with Members/Filter/Spam tabs;
  removed the coming-soon note

Verified: 119 server unit tests, client build, 14-check DB-backed smoke, and a
browser click-through of every tile and events tab (incl. invite attribution).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rao86n5cXpwAyjdBFEshV
2026-07-05 10:36:09 -05:00
b0c0d1fe9b Add moderation dashboard, user history & notes (Phase 6a)
Surface the Discord bot's moderation data on the admin panel: a read-only
staff dashboard over the existing mod_actions log, per-user history, staff
notes, and a new moderator role. No bot changes.

Schema
- users.role ENUM gains 'moderator' (CREATE + idempotent ALTER for existing DBs)
- new server-owned mod_notes table (staff_only/admin_only visibility)

Server
- model/moderation: read mod_actions via the shared pool (documented read-only
  cross of the bot/server ownership boundary), correlate accounts through
  user_identities (provider='discord'), flag automated actions via
  staff_user_id === bot_config.application_id; pure reshaping helpers isolated
  in moderation.pure.js so they unit-test without opening a DB pool
- model/modNotes: list/add with role-gated admin_only visibility
- admin/moderation.controller + routes under /api/v1/admin/moderation/* gated by
  requireRole('admin','moderator'); admin_only note writes require admin
- allow assigning 'moderator' in the user create/update validators

Client
- /admin/moderation overview (window tiles, type-filterable recent feed, user
  lookup) and /user/:discordId history (tabs + notes with add-note)
- RoleGate; AdminLayout filters nav and confines moderators to their section
- moderator badge + action-type/auto badges

Deferred (see plan): 6b bot event capture (joins/leaves/filter/spam), 6c appeals
(needs public accounts), 6d /internal/mod-reverse bot reversal callback.

Verified: 116 server unit tests, client build, DB-backed model smoke, full
HTTP/RBAC e2e, and a browser click-through of the dashboard.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rao86n5cXpwAyjdBFEshV
2026-07-05 10:16:34 -05:00