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.
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>
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>
Phase 5: the account-provisioning backend — link-only stays, plus hybrid
self-signup, an admin email-invite tool, and site-side unlink.
- uoLinkClient.createAccount / unlinkAccount (v2). Password is forwarded to the
shard (hashed there) and never stored/logged; the end-user browser IP is passed
for the shard's per-IP cap; actor is stamped server-side.
- Hybrid signup: POST /player/shard/account provisions a game account (its own
username + password) for the signed-in user and mirrors the link locally. Gated
by the new game_account_signup setting AND the shard's own mode (mapped 403/409/
429/400/503). Serves both self-serve signup and the invite-accept game step.
- Email invites: user_invites table (sha256 token hash, single-use, expiring);
invites model + admin CRUD (POST/GET/DELETE /admin/invites, admin-only) +
mailer.sendInvite (falls back to returning the accept link if email is off);
public token-gated accept (GET /auth/invite/:token, POST .../accept) creates the
user at the invite's preset role and logs them in, bypassing the registration
gate. Accept is race-safe (atomic single-use; rolls back the user if it loses).
- Admin unlink: DELETE /admin/users/:id/shard/link/:account (admin-only) + local
mirror drop; account.unlinked ingest reconciles the mirror when a player runs
[unlink in game. account.audit / account.unlinked are logged (admin channel
only — never on the public SSE allowlist).
Tests: invites model (hashing, single-use, expiry, revoke) + account.* ingest
reconcile/visibility. Full suite 193/193; swagger regenerated.
Refs .plans/protocol2-integration.md (Phase 5).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
First phase of the hero canvas editor (see HERO_EDITOR.md).
- settings.model: add hero_layout to PUBLIC_KEYS so the portal receives it
(corrects the design doc — public settings is a whitelist, not getAll();
hero_layout_draft stays admin-only)
- new HeroElement.jsx: renders one layout element by type (text_block,
buttons, moon, badge, image); absolute % positioning with anchor; shared
by the portal now and the editor canvas later
- MoonDot: optional color override for the hero moon element
- Portal.jsx: parse hero_layout (version-checked, try/catch), render elements
sorted by z; fall back to a DEFAULT_LAYOUT built from the current hero so the
page is byte-for-byte unchanged until staff publish their own
No schema change. Verified: default render matches the old hero; publishing a
hero_layout re-renders the portal; the draft key is not exposed publicly; client
builds; no console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>