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12 Commits

Author SHA1 Message Date
1667e636bd feat(events): the public calendar, event pages and participation history (Phase 14a)
The anonymous surface an event was always for: GET /public/events,
/public/events/:slug and /public/events/series/:slug, plus
GET /player/events/history, and the four screens over them.

Four org-lead decisions taken up front: split Phase 14 into 14a (website)
and 14b (the app); add a `listed` flag rather than letting `state` mean both
schedulable and announced; put the `events` capability string in the version
block rather than publishing core as a pseudo-module; and drop "venue" from
the spec rather than adding a field nothing had ever built.

`listed` is announcement, not permission. Publishing is what makes a
definition runnable, so without a separate flag a surprise event would have
to be advertised in order to be allowed to happen. It is a column, a switch
in Phase 13's editor, and three SQL predicates -- never a filter applied
after a read, which works exactly as well until the first caller that forgets.

The public shapes are a projection, and the projection is the security
boundary: nothing is spread, so a column added to event_runs next year does
not ride out through it. The spec, health, cleanup, claims, errors and
member_key are all absent by construction.

The six public event triggers gained `eventUrl` (version 1 -> 2), carrying
?run= because the page lives at the definition's slug while every trigger is
about one occurrence. notify.event-started gained the button, at seedVersion 2.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
2026-09-08 06:18:38 -05:00
24a3cd85b3 feat(engagement): the in-app channel, core and web (engagement Phase 7)
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ENGAGEMENT.md Phase 7. `user_notifications`, the in-app DeliveryChannel, the
four inbox routes, and the web surface — plus the two pieces earlier phases
assigned here that Phase 7's own acceptance line omits.

Four decisions settled by the org lead before any code:

1. `inapp` defaults to `instant` — the only channel that does. Push wakes a
   device somebody is holding and email leaves the building, so both are asked
   for; an inbox item is a row on a page the user chose to open. Left `off` the
   channel ships dead.
2. The phase takes push's `deliver` (§2603) and the web per-channel preferences
   screen (Phase 3's as-built), neither of which its own bullets mention.
3. The inbox takes `/auth/me/notifications` and `/account/notifications`; the
   preferences screen moves to `…/settings`. The plain word belongs to the
   content, which is what the bell opens.
4. `ctx.inbox.push` honours the user's in-app preference when `triggerId` names
   a registered trigger, and writes when it does not.

Server
- `user_notifications` + `model/userNotifications/`. The dedupe UNIQUE is scoped
  to the USER, narrower than the outbox's `(rule, user, channel)`: an inbox has
  no channel dimension, so two rows for one event would be one item shown twice.
- `engagement/inappChannel.js` — renders by block ROLE (first heading → title,
  first button → url, the rest → body) and inserts. `pushChannel.js` — a
  content-free `{stream, ref}` tickle whose ref deep-links the inbox row.
- `engine.liveChannels` orders `inapp` first (`CHANNEL_ORDER`) so that ref
  resolves on the first sweep. An ordering, not a dependency.
- `templates.renderInappByKey` + `resolveTemplate` extracted from `renderByKey`,
  so both channels take the same fallback chain.
- `inapp.event` seed → seedVersion 2: it named `body`/`url`, which nothing
  supplies. Renamed to the structural vocabulary the projection fills in.
- `utils/userNotificationsPrune.js` — nightly, READ items only, horizon in
  `settings.user_notifications_retain_days` (default 90).
- `GET /auth/me/notifications`, `…/unread-count`, `POST …/:id/read`,
  `POST …/read-all`. Swagger + route manifest + four component schemas.

Web
- `NotificationBell` in all three headers, polling its badge once a minute and
  pausing while the tab is hidden. `PlayerInbox` at `/account/notifications`.
- The preferences screen becomes a channel matrix over
  `/auth/me/notifications/channels` — a strict superset of the push-only stream
  list it replaces. The two legacy endpoints are untouched, so the shipped
  Android app keeps its wire shape.
- Staff get the same two screens at `/admin/notifications…`: `RequirePlayer`
  keeps them out of `/account`, so without this the inbox was unreachable for
  every non-player account. `lib/notificationPaths.js` is the one mapping.

Verified: 28 new server tests (5 of them against a real MariaDB, for the three
index/statement properties that are a server contract rather than a reading of
this code) + 3 client. Server suite green, client 327 green. A live rig walked
the whole path: two rules on one event produced three outbox rows and exactly
one inbox item, the tickle carried `ref: notification:2`, and the retention
sweep dropped an aged read row while keeping an equally aged unread one.

Docs: RunicGateway/docs#TBD, RunicGateway/runicgateway.com#TBD

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-31 02:07:10 -05:00
b458c1f46f feat(teams): the web surface — a notifications screen that did not exist
This is phase 6's first finding, and it changed the phase's shape.

TEAMS.md §6.3 says the per-Team mute list is surfaced "under the existing
notification settings screen". There was no such screen. `/auth/me/notifications/*`
was built for the Android app in M7 and had ZERO web consumers — a browser could
not see the stream catalog or its own subscriptions at all. That is tolerable
while push is the only sink, because push needs the app anyway. It is not
tolerable for email, whose entire argument is the web-only user who runs neither
the app nor Discord, so the sink and the screen to configure it had to ship
together.

`/account/notifications` carries all three: what to be told about, which Teams,
and whether any of it reaches a mailbox — in the order a user actually reasons
about them.

The mute toggle goes in a THIRD module-declared slot, above the roster, because
muting is an action ON the guild page while the feed and forum are content IN it.
It renders nothing for a viewer with no preference available, which is a privacy
property rather than a tidiness one: whether a preference EXISTS for a Team
answers "is this person in it", and the guild page is public.

`/unsubscribe/:token` is public and POSTs on mount — the link the user clicked was
a GET, and a GET that mutated would be triggered by every mail-client link scanner.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-18 14:35:08 -05:00
5bdb6a7e10 fix(modules): guard the portal's nav icon, resolve MODULES_DIR absolutely
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Both found by the §7.7 browser smoke, running the slice-3 pair together, and
neither is visible to any test in either repo.

`PlayerPortalLayout` rendered `<n.icon />` unguarded while `AdminLayout` guarded
its equivalent. `icon` is optional in the nav contract, and every core row in
that sidebar has always had one — so the difference cost nothing until a module
registered a row without, and then it was not a missing glyph, it was React
error #130 and a blank player portal. Guarded now, like its neighbour.

`MODULES_DIR` is resolved absolute. `resolveClient` checks containment by
comparing an absolute `path.resolve(dir, entry)` against the module directory,
so a RELATIVE `MODULES_DIR` — which is what §7.7's own recipe produces when run
from `server/` — failed every module with "client.entry escapes the module
directory". A perfectly-placed entry, and a message pointing at the module.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-08-11 18:54:31 -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
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
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
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
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
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
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