Commit Graph

52 Commits

Author SHA1 Message Date
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
e9aa19a83d feat(shard): Protocol 2.0 boards UI — guilds, governors, houses, players-online
Phase 2: the public UI for the four new boards, following the ChampSpawns live
pattern (snapshot via useAsync + merge SSE deltas with useShardFeed).

- Players Online widget (components/PlayersOnline.jsx): total + region breakdown
  rolled up into display buckets (data/regionBuckets.js — the one place to retune
  the grouping); live via presence.online. Placed on the Shard page, replacing the
  static players-online stat tile.
- Guilds (/site/guilds): searchable board of rosters/alliances/leaders with a
  "recently joined" strip from guild.join.
- Governors (/site/governors): one card per city with a placeholder crest
  (data/cityCrests.js — swap for real art without touching components), election
  phase badge + autoPickAt countdown, and an on-demand "past governors" term
  history (the look-back reads the ledger captured in Phase 1). Clean empty state
  when City Loyalty isn't enabled.
- Houses (/site/houses): searchable registry with decay badges; price labelled
  "placement value", not a for-sale flag.
- API client methods + nav links (Guilds / Governors / Houses).

Client build clean (240 modules).

Refs .plans/protocol2-integration.md (Phase 2).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 12:33:57 -05:00
5b6b63e1bc fix(public): always show real hero; drop nav from landing page
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Bug 1 — Logged-out visitors saw the coming-soon Maintenance page while
admins saw the real hero. That difference is produced client-side by
MaintenanceGate (site_mode=maintenance && no user). Pull the `/` hero
route out from behind the gate so every visitor always lands on the real
Portal hero; the MaintenanceGate stays on all other public routes, so
content pages remain gated during maintenance and admins still preview
through it.

Bug 2 — The landing hero rendered the site nav because Portal used
PublicLayout with the default header=true. Pass header={false} so the
hero has no top nav (footer retained), using the layout's existing
escape hatch.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0114TpmrNW4wNXsHq5CR72jQ
2026-07-14 22:57:49 -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
49ce230c3a Full-site nav: one auth-aware nav bar on every page
- SiteHeader: a single consistent main nav (Home, News, Screenshots, Five on
  Friday, Newsletter, Wiki, Shard, About) with active-state highlighting, plus
  an auth-aware entry on the right — Sign in when logged out, My Account
  (player) or Admin (staff) when logged in.
- Portal (landing) now renders the site header too, so the nav is present
  across the entire site, not just interior pages.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011qPmpmVH1xGCiZoz9m9vW3
2026-07-11 02:59:19 -05:00
fe6f93481b Add player portal + character-sheet front end (phase 4 follow-up)
Turns the raw shard endpoints into proper, navigable pages in the site's visual
language.

- components/CharacterSheet.jsx: reusable sheet — attribute tiles, vitals bars,
  resistances, skills (with bars), and equipment — styled with the shared
  panel/grid vocabulary.
- Player portal with a nav bar: PlayerPortalLayout (Characters / Account tabs +
  sign-out) wraps /player and /account. /player (PlayerCharacters) tells the
  logged-in player if they haven't linked a game account (with the [link code
  prompt) or, once linked, shows their characters grouped by account; each
  character opens its sheet at /player/char/:serial. Account security moved into
  the same shell (the buried "Game accounts" block was removed from it).
  Login/register now land on /player.
- Public: GET /public/shard/online (redacted name+serial+map) drives an
  "Online now" list on /site/shard that links to public character sheets at
  /site/shard/char/:serial (ShardChar). Swagger: ShardOnlinePlayer + regenerated.
- api.shard.online added.

Verified live against the running shard: Darrow's full sheet (STR 120, 58
skills, 3 equipment) renders through the browser-facing proxy; the online list
returns the live roster; player routes 401 without a session.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011qPmpmVH1xGCiZoz9m9vW3
2026-07-11 02:51:50 -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
1c9a9d26e1 Add public Shard page + player Game Accounts UI (phase 4)
Frontend for the uo-link integration, matching the existing site styling.

- api/client.js: api.shard.* (status/feed/economy/idoc/char), the
  shardStreamUrl SSE endpoint, and api.player.shard.* (link/accounts/roster/
  vendors).
- lib/useShardFeed.js: EventSource hook over /public/shard/stream with a
  rolling buffer and a connected flag (browser never touches the sidecar WS).
- routes/public/Shard.jsx: connection banner, stat tiles (online / gold supply
  / link), a gold-supply sparkline, "recent vendor sales" and "IDOC houses"
  lists, and a live event ticker — built from the shared panel/grid/format
  vocabulary. Registered at /site/shard under the maintenance gate and linked
  from the site header.
- routes/player/PlayerAccount.jsx: a "Game accounts" section — enter a [link
  code to link an account, then expand it to see characters and player vendors
  on demand (503 shows a retry banner).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011qPmpmVH1xGCiZoz9m9vW3
2026-07-11 02:17:45 -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
764fb0c069 Add Wave 1 block renderers + editors (page builder step 3, client half)
Client block registry now carries a renderer, edit form, palette label/icon,
and defaults for all seven Wave 1 blocks (self-registering via
client/src/blocks/types/*): heading, rich_text, image, two_column, cta,
divider, quote.

- BlockRenderer + BlockList render stored blocks via the registry (respect
  `visible`, tolerate unknown types), reading getBlock from ./registry to
  avoid the index -> twoColumn -> BlockRenderer cycle.
- editorKit: shared Field/TextField/TextAreaField/SelectField styled with the
  existing admin form classes; rich_text editor reuses RichTextEditor
  (variant post), image editor reuses the shared uploader.
- two_column editor is a mini per-column canvas (add from the leaf-only
  palette, edit via each block's registry editor, reorder, remove).
- theme.css: public block styles (heading/image alignment/cta/quote/
  two-column responsive grid) + column sub-block editor styles.

Verified: all 11 modules transform cleanly under esbuild. Full visual
verification comes with the builder UI (step 5) + public route (step 6).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 20:37:34 -05:00
fcef08e9b6 Add pages table + block registry scaffold (page builder step 2)
New `pages` table: slug/title/blocks(JSON-as-text)/status/protected, author
FK, grouped SEO metadata + layout/nav settings columns (added up front per
spec — cheap now, painful to retrofit), published_at mirroring posts.

Block registry scaffold, server and client, defining the pattern without
any block types yet (Wave 1 lands in step 3):
- server/src/blocks: registry (register/get/list, reserved envelope keys,
  container metadata) + validateBlocks (authoritative save-time gate:
  envelope, registered-type, per-block schema, one-level nesting cap) +
  index entrypoint that will register Wave 1 defs.
- client/src/blocks: mirror registry carrying renderer/editor/palette +
  makeBlockId, plus index entrypoint.

Verified: schema applies idempotently against the dev DB (pages table +
indexes present); validator exercised for empty/non-array/unknown-type/
bad-envelope/duplicate-id/nested-container cases.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 20:26:14 -05:00
6180e8a071 Add rich-text alignment controls (left/center/right)
Shared RichTextEditor gains @tiptap/extension-text-align for heading and
paragraph nodes, serializing alignment as inline text-align on the block
node so it round-trips through save/reload. Fixed once at the shared
component so it also flows into the upcoming rich_text and two_column
page blocks.

Server sanitize allowlist now permits `style` on p/h1-h6, constrained by
allowedStyles to text-align (left/right/center/justify) only; all other
CSS properties and values are stripped.

Step 1 of the CMS Page Builder spec.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 20:21:17 -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
03e62b56ad Enforce TOTP second factor on SSO login (#31)
SSO login minted a full session immediately, ignoring the account's
totp_enabled flag — so a 2FA admin with a linked Google/Discord/OIDC
identity could sign in without their authenticator code, silently
downgrading the account to single-factor (the strength of the IdP login).
The local password flow already gates on needsTotp(); SSO did not.

Wire SSO through the same staged-TOTP gate:

- ssoState: createTotpPending/verifyTotpPending + a short-lived httpOnly
  sso_totp cookie. The pending token carries stage:'totp' (session
  validation rejects it) + kind:'sso_totp' (scoped to the SSO endpoint)
  plus the resolved context (userId, provider, authMethod, returnTo).
- sso.controller: finishLogin now stages the challenge and redirects to
  /admin/login?sso_totp=1 instead of creating a session when the account
  has TOTP on. New finishSsoTotp verifies the code (backoff + bot-scoring
  on failure, mirroring loginTotp) and only then mints the session.
- sso.routes: POST /auth/sso/totp behind the same backoff/slow/limiter
  stack and code validation as the local TOTP endpoint.
- client: AdminLogin detects ?sso_totp=1 and completes over fetch via
  api.ssoLoginTotp; the challenge never touches the URL or JS.

Keeps the second factor httpOnly throughout, consistent with the SSO tx
cookie. 12 new tests; full suite 106/106.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rao86n5cXpwAyjdBFEshV
2026-07-04 22:17:35 -05:00
7a21cc636c Add Discord bot (moderation, filters, scheduling, roles, invites, site integration)
Standalone bot/ service (its own package.json/Dockerfile) managed entirely
through a new admin-only Discord Bot panel — token stored encrypted in the
DB and pushed to the bot process in-memory, never an env var. Built in
phases, each independently verified against a live Discord guild:

- Bot skeleton: gateway connection, internal shared-secret API, self-heals
  on its own restart by pulling config from the site
- Moderation core: /ban /kick /mute /warn /warnings + mod-log channel
- Word/invite/spam filtering with leetspeak-resistant normalization and a
  staff role/channel allowlist
- Scheduled messages: recurring (cron) and one-off channel posts
- Role assignment: button role menus, auto-role on join, temp roles,
  bulk role ops
- Auto-rotating primary invite with an audit log
- Site integration: news-publish -> Discord announce webhook, manual
  /announce, read-only /wiki search

Also fixes a pre-existing bug in both DB pools (server + bot): the mariadb
driver defaulted to timezone 'local', silently mis-serializing bound Date
params by the host's local offset instead of the DB's UTC session.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-04 15:54:41 -05:00
0318d6fe9f Make hero the full landing page; move quick links into hero editor
Remove the two-card destination row and the below-hero quick-links nav
from the portal so the hero fills the viewport with nothing rendered
after it. The 5 quick links (News, Screenshots, Five on Friday,
Monthly Newsletter, About) move into the hero editor as a third
buttons element in defaultLayout(), reusing the existing buttons
element type so they stay fully editable with no schema changes.

Also drop overflow:hidden on the hero section: on mobile, 100vh can
compute smaller than window.innerHeight, and with overflow hidden the
wrapped quick-links text was getting clipped at the bottom edge.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-03 21:49:45 -05:00
6af85c30b6 Hero editor: scale text block fonts with the resize handle (#25)
The text_block corner handle previously only changed the wrap width, so
the font size never tracked the box — making the editor un-WYSIWYG and
awkward to tune. Now dragging the handle scales every line's font
proportionally with the box, acting as a zoom that preserves the
h1/h2/p size ratios and keeps each line's manually-set baseline.

- Add scaleFontSize(): numeric px sizes (floored at 6px) and simple
  rem/em/px strings scale by the box ratio; responsive clamp()/vw
  strings are left untouched so the default hero stays fluid.
- Snapshot the box width + lines at drag start so scaling is computed
  against the origin (no rounding drift mid-drag).
- Update the canvas hint to note the handle scales text.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 14:59:15 -05:00
31b31c3a17 Add session abstraction, mobile bearer auth, and pluggable SSO
Refactor authentication into a provider-agnostic session layer and build
two new auth surfaces on top of it, without changing local password/TOTP
behavior. Every flow now issues sessions through
sessionService.createSession(user, authMethod).

Part 1 — Session abstraction (backward-compatible refactor):
- New server/src/auth/: token.js (JWT/cookie primitives), session.service.js
  (create/validate/partial-TOTP/revoke), session.middleware.js
  (attachSession/requireAuth/requireRole). utils/auth.js is now a thin
  compat facade so existing imports are unchanged.

Part 2 — Mobile bearer auth (additive):
- /api/v1/auth/mobile/{login,refresh,logout}: short-lived access JWT +
  long-lived refresh token, stored hashed and rotated on use, in a new
  mobile_refresh_tokens table. Reuses web bot-scoring/backoff; single-request
  TOTP. token.signToken gains a backward-compatible expiresIn option.

Part 3 — Pluggable SSO (Google, Discord, generic OIDC):
- OAuth2Provider base + built-in Google/Discord (fixed endpoints) + generic
  OIDC, a registry with health/validation, PKCE+CSRF transaction state, and
  discovery (GET /auth/providers), start/link/callback routes.
- Link-only policy: SSO signs in only to an already-linked account; external
  identities are never auto-provisioned. Client secrets encrypted at rest
  (AES-256-GCM, utils/secretBox.js). Admin CRUD (/admin/auth/providers) and
  account linking (/admin/account/identities). New auth_providers +
  user_identities tables.

Frontend:
- Login page renders provider buttons from /auth/providers (inline SVG icons,
  graceful with zero providers). New Authentication admin view
  (Local/Google/Discord/Custom). Account page linked-accounts section.

Tests: 83 passing (session, mobile, providers, registry, secretBox, ssoState,
ssoCallback) — all DB-free via fetch mocks + model stubs. README + .env.example
updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 10:31:29 -05:00
870971fc12 Add Bot Activity admin panel: banned-IP view + recent events + emergency unban
Expose the botScore middleware's in-memory scoring/ban state to admins.
Previously state lived only in the store Map with no persistence or API — the
only visibility was tailing container logs.

- botScore: bounded ring buffer (300) recording scan/login-fail/honeypot and
  ban events (most-recent-first); listState() snapshot of all scored IPs;
  unban() to clear a single IP.
- New admin-only endpoints GET /admin/bot-activity and
  POST /admin/bot-activity/unban (RBAC admin gate, IP validated). Unban is
  activity-logged with the admin username.
- Bot Activity tab: currently-banned table with Unban, plus a recent-events
  feed, following the existing admin table patterns.
- Tests for the buffer, listState, and unban (guard lets an unbanned IP back
  through). README updated.

Read + emergency-unban only — no ban-add or weight-editing surface. Buffer is
in-memory, matching the store; not persisted.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 02:31:25 -05:00
7e8ffeee6f Raise hero upload soft-warning from 1 MB to 5 MB
The "may slow the page" prompt is only a client-side nudge — the server
hard-limits uploads at 8 MB. 1 MB was arbitrarily low and nagged on
perfectly normal hero images. Bump to 5 MB (still well under the hard cap)
and pull the threshold + message into a single tooLargeToUpload() helper so
the background, moon, and image upload paths stay in sync.
2026-07-02 23:42:23 -05:00
6ab3e47d38 Make the hero Moon image configurable via props.src
The Moon stays a dedicated, first-class hero element — only its image
source becomes configurable. Adds optional src/alt props alongside the
existing size/glow.

- HeroElement: the moon renders props.src when present, else falls back to
  the default /assets/img/hero-moon.png. Size, glow, and animation are
  unchanged. alt is now props.alt (default '', same as before).
- HeroEditor MoonPanel: adds an image upload (reusing the existing shared
  api.admin.upload workflow, same as the image/background panels) that sets
  props.src, an alt-text field, and a "Use default" reset. Size/glow
  controls unchanged.

Fully backwards compatible: existing layouts with only size/glow and no
src render exactly as today via the fallback. No DB, API, or hero-JSON
changes; no migration.
2026-07-02 23:38:03 -05:00
d38c98ad9e Harden admin login: RBAC-safe controls, 2FA, bot-scoring, rate limits (#9)
Adds a layered set of protections around the admin login and the app edge.

Trust proxy (server/src/utils/trustProxy.js)
- Configurable via TRUST_PROXY; pin to the newt agent ("ptero") LAN IP so
  X-Forwarded-For is trusted ONLY from that peer. A blanket "true" is
  rejected (coerced to 1) to prevent XFF spoofing that would dodge every
  IP-based control. DEBUG_TRUST_PROXY logs peer/XFF/req.ip to re-verify the
  proxy IP without a redeploy. Documents the Omada static-reservation
  assumption.

Login throttling (server/src/middleware/loginProtection.js, rateLimit.js)
- express-slow-down progressive delay + the existing hard rate cap + a
  separate per-IP exponential backoff that persists across the rate window.
  All failures return one generic message (no user/pass disclosure).

Honeypot (login form + auth.controller)
- Hidden, plausibly-named field ("company"); a filled value fails
  generically and is scored as an unambiguous bot.

Optional per-user TOTP 2FA (speakeasy/qrcode)
- totp_secret/totp_enabled columns (+ idempotent migration). Self-service
  Account page: enroll via QR, confirm a code to enable, code-gated disable.
- Login is two-step for enrolled users: after the password, a short-lived
  signed challenge (stage:'totp', not a session) is required before the
  real session is issued.

Bot / scanner scoring + IP ban (server/src/middleware/botScore.js)
- Weighted CMS-scanner paths (this app uses none). Junk paths 404 FIRST,
  unconditionally — independent of score/ban state, so a scanner rotating
  through fresh Cloudflare IPs gets no free pass. /wp-admin/install.php is
  the top-weighted near-1-hit ban (worst offender in prod logs). Per-IP
  score with quiet-period decay temp-bans an IP from ALL routes once past a
  (deliberately low) threshold, to protect /admin from credential stuffing.
  Failed logins and honeypot hits feed the same score.
- Periodic sweep evicts stale, unbanned, quiet entries so the in-memory
  store can't grow unbounded; the interval is unref'd and cleared on
  graceful shutdown.

Tests: node --test suite (40) covering trust-proxy parsing + live req.ip
(incl. pinned-IP), rate limiter + exponential backoff, honeypot rejection,
TOTP verify (enabled/disabled) + challenge-isn't-a-session, bot-score
threshold/decay/ban + junk-404-independence + install.php + store sweep.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 23:22:35 -05:00
4c16040373 Fix #6: larger RTE toolbar buttons + bigger, both-axis-scrolling editor
The shared rich-text editor's toolbar buttons (especially the link and
image icons) were too small, and the editor body was short and only
scrolled vertically. These styles are shared by every RichTextEditor on
the site, so the fix applies to the wiki editor, the post editor, and any
future ones.

- Toolbar buttons: 30px -> 38px, base font 0.85rem -> 1rem, with roomier
  toolbar padding and gap.
- Icon (glyph) buttons (Link, Insert image, wiki-page, Quote, Divider,
  Undo, Redo) bumped to 1.25rem so they read clearly.
- Editor body: max-height 460px -> min(640px, 65vh); ProseMirror
  min-height 220px -> 320px.
- Body now scrolls both ways: overflow-y:auto -> overflow:auto (wide
  images, code blocks, tables can scroll sideways).
- Nudged the internal-link popover offset to match the taller toolbar.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 13:47:15 -05:00
438d252c05 Merge branch 'main' into rte-posts-upgrade 2026-06-30 18:33:16 +00:00
a5a8c1930c RTE Posts upgrade: TipTap editor + sanitization for posts
Extend the wiki's RichTextEditor to the Posts editor and close the
stored-XSS gap on public post bodies.

- RichTextEditor: add `variant` prop — `full` (wiki), `post` (no
  internal wiki-page link picker), `minimal` (image-only, for
  Screenshots captions). Toolbar sections rendered conditionally.
- PostEditor: replace the body textarea with a lazy-loaded
  RichTextEditor in Suspense; variant chosen by category
  (minimal for screenshots, post otherwise).
- posts.model: sanitize body via shared cleanBody on create/update,
  treat an empty TipTap `<p></p>` as null, and auto-derive the
  excerpt from the body (max 280 chars) when left blank.
- sanitizeHtml util: add deriveExcerpt() helper.
- FiveOnFriday / NewsletterIssue: wrap dangerouslySetInnerHTML with
  DOMPurify.sanitize() as defense-in-depth on render.

No schema or dependency changes. Verified end-to-end against the
local stack: 24/24 API assertions and a full UI round-trip across
all four post categories.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 13:14:54 -05:00
73eac2a138 Hero editor: larger faithful canvas + real moon from the hero art
Addresses feedback that the editor was too small/cramped (elements overlapping)
and that the generated CSS moon looked bad.

- AdminLayout: the /admin/hero view now uses the full content width (no 1000px cap)
- HeroEditor canvas is a scaled 1280x720 "stage" (transform: scale to fit the
  column, capped at ~66vh). Because viewport-unit fonts and % positions scale
  together, the canvas is now a faithful miniature of the live hero — the default
  text block and CTA buttons no longer overlap. Drag snaps to the 8px stage grid;
  resize math is scale-aware.
- Moon element now renders the actual moon cropped from the hero artwork
  (client/public/assets/img/hero-moon.png, circular alpha mask) instead of the CSS
  dot; MoonPanel exposes size + glow.

Verified: at 1440px the canvas is ~785x442 with the panel beside it, default
elements don't overlap, and the moon loads the real image. Build clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 09:13:22 -05:00
f69c86f737 Hero Phase 4: moon/badge/image elements + resize + snap grid
Final phase of the hero canvas editor (see HERO_EDITOR.md) — v1 complete.

- element tray adds moon, badge, and image; property panels:
  - moon: size / glow / color
  - badge: text / background / text color / corner radius
  - image: upload (/admin/uploads, >1MB warning) / width% / alt
- corner resize handle on selected elements (image→width%, moon→size,
  text_block→box width)
- 8px snap-grid toggle with a faint canvas grid overlay; drag snaps when on
- HeroElement: image element shows an "Upload an image" placeholder until a
  source is set (a srcless image never ships live)

Verified in-browser: all five element types add + edit; moon resized 64->104px
via the handle; snap grid overlays; a published moon + badge render on the live
portal; no console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 08:47:05 -05:00
785090eb97 Hero Phase 3: element select / drag / edit (text_block + buttons)
Third phase of the hero canvas editor (see HERO_EDITOR.md).

- HeroElement: editor mode — inner content made non-interactive so the wrapper
  handles select/drag; selection outline; box width now canvas-relative
  (calc(100% - 36px)) so text blocks fit the smaller editor canvas
- HeroEditor: element tray (+ Text / + Buttons), click-to-select, native
  Pointer Events drag (position as % of the canvas, clamped), Delete key + panel
  delete, z-order (send back / bring forward), and per-type property panels:
  - text_block: per-line text / tag / font size (px) / color / bold, add+remove
    lines, alignment
  - buttons: per-item label / path / variant, add+remove, alignment
  empty-canvas click deselects (back to the background panel)
- theme.css: .hero-el-editable outline/hover/selected + grid helper

Verified in-browser: selecting shows the line editor, editing updates the canvas
live, drag repositions, add/delete and z-order work, deselect returns to the
background panel; no console errors. Moon/badge/image + resize + snap are Phase 4.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 08:40:52 -05:00
ccad727ec3 Hero Phase 2: editor shell + background/overlay + draft/preview/publish
Second phase of the hero canvas editor (see HERO_EDITOR.md).

- new lib/heroLayout.js: shared defaultLayout/buildOverlay/heroBackground/
  parseLayout used by both the portal and the editor (Portal refactored onto it)
- new admin view HeroEditor.jsx at /admin/hero (+ sidebar nav + route):
  - live canvas preview (16:9) rendering the draft via HeroElement
  - background panel: image upload (/admin/uploads, >1MB warning), 3x3 position
    grid, overlay opacity slider — all update the canvas in real time
  - debounced (800ms) auto-save to hero_layout_draft
  - Publish (writes hero_layout + draft), Preview (opens /?preview=1), Revert
- Portal: ?preview=1 renders the draft via the admin settings endpoint, with a
  "showing unpublished draft" banner; normal load renders the published layout

No schema/dep changes. Verified end to end: overlay/position update the canvas,
auto-save writes the draft, publish updates the live portal, preview shows the
draft while the public page shows live. Element drag/properties land in Phase 3.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 02:32:09 -05:00
578bffc51f Hero Phase 1: layout data path + portal renderer
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>
2026-06-28 02:18:09 -05:00
7bb992f58d Wiki Phase 4: full-text search + revision history
Final phase of the wiki upgrade (see WIKI_UPGRADE.md).

Schema (additive): wiki_revisions table (per-save content snapshots).
The FULLTEXT index on wiki_pages(title, body) shipped in Phase 1.

Search:
- MATCH ... AGAINST natural-language search over title + body, ordered by
  relevance
- public: GET /public/wiki?q= (published only); admin: GET /admin/wiki?q=
  (all statuses)
- public wiki index gains a search box; admin list gains a search field

Revision history:
- every create/update snapshots the page into wiki_revisions
- admin endpoints: list revisions, get one, and restore (restore overwrites
  the page, rebuilds links, and appends a new revision — history stays
  append-only); logged as wiki.revision.restore
- editor gains a History modal: revision list + word-level diff (jsdiff) of a
  chosen revision against the current page, with one-click restore

Verified end-to-end: search matches body and title; two edits produce three
revisions; diff renders added/removed words; restore reverts and records a new
revision. No console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 15:49:05 -05:00
7c081ae749 Wiki Phase 3: internal links, backlinks, and tags
Connectivity phase of the wiki upgrade (see WIKI_UPGRADE.md).

Schema (additive new tables): wiki_tags, wiki_page_tags, wiki_links.

Internal links & backlinks:
- new wiki.links.js parses a saved body for /wiki/<slug> (and data-wiki-slug)
  targets; wiki_links is rebuilt on every save
- article shows a "Linked from" section (published backlinks) and renders
  links to non-existent pages as red links (server returns missing_links)
- editor gains an internal-link picker listing existing pages

Tags:
- pages accept a tags[] array; tags upsert on save, page tag-set is replaced,
  and orphaned tags are auto-pruned (on save and delete)
- public/admin list filter by ?tag=; /wiki/tags lists tags with published counts
- article shows tag chips; the index has a flat tag-filtered view; editor has a
  comma-separated tags field

Verified end-to-end: A->B backlink appears, red link detected, link index
rebuilds on edit, tag filtering + chips + pruning all work.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 11:25:15 -05:00
4a7dbf0085 Wiki Phase 2: TipTap rich-text editor + inline image uploads
Replaces the raw-HTML textarea in the wiki editor with a TipTap (ProseMirror)
WYSIWYG editor.

- new RichTextEditor component: bold/italic/strike, H2/H3, bullet+ordered
  lists, blockquote, code block, divider, link, inline image, undo/redo
- generalized POST /admin/uploads (reuses the screenshot multer config) →
  { url }; the editor uploads inline images through it
- editor output still passes through the Phase 1 server-side sanitizer on
  save and DOMPurify on render
- lazy-loaded as its own chunk so the public bundle doesn't ship TipTap
  (public ~82kB gzip; editor chunk ~106kB gzip loaded only in admin)
- RTE styling added to theme.css (toolbar, active states, prose content)

Verified: uploads serve as images; H2/H3 + lists + link + inline image
round-trip through the WYSIWYG and render sanitized on the public page.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 10:57:27 -05:00
b925114923 Wiki Phase 1: categories, drafts/publish, HTML sanitization
Foundation & safety phase of the wiki upgrade (see WIKI_UPGRADE.md).

Schema (additive, idempotent via ensureSchema):
- new wiki_categories table; wiki_pages gains category_id, excerpt,
  published, published_at, sort_order, and a FULLTEXT index
- migration ALTERs guarded with IF NOT EXISTS for existing databases
- seed reworked into 4 sections with the 8 starter pages assigned

Security:
- new utils/sanitizeHtml.js (sanitize-html allowlist); wiki bodies are
  sanitized on every save, and the article renders through DOMPurify
- strips <script>, event handlers (onerror), and javascript: URLs

Backend:
- public: published-only list with ?category filter + /wiki/categories
- admin: extended page CRUD, PATCH publish toggle, category CRUD;
  drafts visible to admin, hidden from public
- all writes logged to activity_log

Frontend:
- data-driven public wiki index (sections + real descriptions; removed
  hardcoded blurbs/Roman numerals) with ?category filtering
- article: category breadcrumb + sanitized render
- admin: Section/Status columns, draft/publish + section + excerpt in the
  editor, and a Manage sections modal

Verified end-to-end against MariaDB 11: migration clean, XSS neutralized,
drafts hidden, client builds, server boots.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 10:45:21 -05:00