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>
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>
Phases 0-2 of docs/website/THEMING_AND_NAV.md. Groundwork only: no admin UI,
no consumer wiring, and an instance that never touches the new settings keys
renders exactly as it does today.
Phase 0 - settings store:
- settingsDb.remove() and DELETE /api/v1/admin/settings/:key, the "reset to
default" primitive. Defaults for these keys live in BRAND_* env, theme.css
and the hardcoded NAV arrays, so reset has to delete the row rather than
store a copy of the default. Allowlisted to the five theming/nav keys plus
hero_layout_draft, admin-only, idempotent.
- GET /api/v1/settings/nav behind requireAuth with no role gate. AdminLayout
renders for editors and moderators and PlayerPortalLayout for players, and
none of them can read GET /admin/settings, so without this their nav
override would silently never apply.
- A fifth router group for it: /public is anonymous, /admin/settings is
adminOnly, /player is self-scoped data. This is configuration that needs a
login.
- parseJsonSetting() in utils/settingsJson.js. settings.value is TEXT, so
every JSON key arrives as a string; malformed or wrong-shaped reads as
absent, never as an error and never half-applied.
- theme_visual / brand_assets / nav_public join PUBLIC_KEYS; nav_admin and
nav_player deliberately do not.
Phase 1 - client/src/lib/navOverrides.js, the pure merge util. Presentation
only: it can set label/order/hidden and (grouped navs) group, and nothing
else. It cannot introduce a `to`, cannot touch roles/feature, and hidden:false
cannot un-hide anything - the existing filters run afterward, unchanged, and
remain the boundary.
Phase 2 - promoted 23 border-radius literals in theme.css to four tokens at
today's values (14x8px, 4x999px, 4x10px, 1x12px). The 7px/6px editor chrome
and the two 50% circles stay literal. --shadow-card and --panel-grad were
already tokens.
Tests: 16 new server tests, 20 new client tests. The route-manifest guard now
also asserts /settings/** sits behind requireAuth. Swagger and both route
artifacts regenerated.
Co-Authored-By: Claude <noreply@anthropic.com>
ServUO ships Server.cfg with `Name=My Shard`. An operator who never edited it
publishes that verbatim, so the rules page read "My Shard" under a header
carrying the real name. That value is the shard saying *unnamed* rather than
naming anything, so the site now answers with its own.
`settings.getInstanceName()` resolves `site_title || BRAND_NAME` — the same
resolution `getPublic().brand.name` already uses, so an install that set only
the site title can never show two different names on two pages. Bare
`brand.name` would have been wrong for exactly that case.
Substituted at INGEST rather than on read: world.ruleset is also broadcast
live, and the same object is handed to the SSE fan-out, so a read-time fix
would be undone by the next reconnect's frame. Matched case- and
padding-insensitively but only as a whole value, so a shard genuinely called
"My Shard Reborn" keeps its name.
Fixes a second ruleset writer found on the way: uoLinkSocket.backfill() called
shardState.setRuleset directly instead of going through the dispatcher as
ingestEach does, so the boot/reconnect snapshot silently skipped this
normalization. The two arrival orders have to produce the same stored frame.
Also renders a placeholder row on an unscored leaderboard — the instance name
with an em dash where a score goes, deliberately not shaped like an entry (no
medal, no bar) because a placeholder that looked like a real standing would be
a fabricated one. Presentation only; the API still sends an empty `top`.
Verified live against the shard + sidecar: rules page and leaderboards on web
and Android both correct.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01U7CBg11prhLimL9iHSX1bP
Add the server side of Android App Links (M9 follow-up, docs/android/APP_LINKS.md):
- GET /.well-known/assetlinks.json at the web root, gated by the new admin
setting `mobile_app_links_enabled` (default off -> 404; on-but-no-fingerprint
-> 404). Emits the Digital Asset Links statement for the fixed published
package (MOBILE_APP_PACKAGE) + MOBILE_APP_CERT_SHA256 fingerprint(s).
- mobileSso `/start` additionally accepts this shard's own self-origin
https://<host>/mobile/callback when App Links are enabled — one additive
exact-match entry, derived from APP_BASE_URL/request origin, never client
input; the custom-scheme allowlist is never narrowed. The settings lookup is
short-circuited for non-https redirects so custom-scheme rejections stay fast.
- settings.isMobileAppLinksEnabled() (fail-closed) + getPublic().mobileAppLinks;
admin updateSettings validates the boolean; seed default off.
Tests: test/appLinks.test.js (route gating + allowlist). Full suite 284 pass.
Swagger unchanged (web-root verification file is #swagger.ignore'd).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
The Android app's embedded push distributor (M7 Part 2) needs the shard's
client-facing ntfy relay URL to build its device topic endpoint, but the M7
Part 1 backend only used the NTFY_* vars server-side and never surfaced them.
Add a `push: { ntfyUrl }` block to settings.getPublic(), sourced from
NTFY_PUBLIC_URL or the first NTFY_ALLOWED_ORIGINS entry (never the possibly
internal NTFY_BASE_URL); null when unconfigured, so the app shows push as
unavailable for that shard. Additive, non-sensitive, forward-compatible.
- Extend the PublicSettings swagger schema; regenerate swagger-output.json.
- publicBrand.test.js: cover null / NTFY_PUBLIC_URL / NTFY_ALLOWED_ORIGINS.
- Document NTFY_PUBLIC_URL in .env.example and (docs PR) BACKEND_DESIGN.md.
Full server suite green (250 pass).
Co-Authored-By: Claude <noreply@anthropic.com>
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>