c208543044154f2b89e6c96c68689b0059608311
44 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
| c208543044 |
feat(engagement): deliverability — suppression, bounces and the verification gate
ENGAGEMENT.md Phase 9, closing gap G16. Two mechanisms decide that somebody in a
rule's audience does not get the mail, and they sit at deliberately different
points in the pipeline.
`engagement_suppressions` is checked at DELIVERY: an outbox row can sit through a
rule's `delay_seconds` grace window and an address can bounce inside it, so the
only correct check is the one taken immediately before the transport call — which
is also what produces the `status='suppressed'` row with no transport call at all.
The Phase 1b verification gate is applied at ENQUEUE, through a new optional
`registerDeliveryChannel({ eligible })` that only `email` declares. Filtering the
shared audience would have silenced the wrong sink: a rule spanning email and
in-app must still put an item in an unverified user's inbox. The excluded counts
reach `summary.ineligible` and the admin reach preview, which until now reported
an audience size that was never the number of people who would be mailed.
`bounceClassify.js` is the only thing that may write a `bounce` row, and it is
deliberately NOT `mailer.PERMANENT_CODES`. That set answers "is retrying
pointless?" and contains EAUTH and 554 — an auth failure and a relay-wide policy
refusal, neither of which is a fact about the recipient. Reusing it would mean one
stale SMTP password suppressing every address the worker touched, silently. The
classifier reads the RFC 3463 enhanced status first, falls back to a phrase match
only past a veto list and only for 550/551/553, and does not suppress anything it
is unsure about.
Scope is engagement rules only: resets, invites, verification and the contact form
still attempt, matching the posture passwordReset.controller.js already stated.
Found on the live rig, against a real MariaDB and a real SMTP conversation: a hard
bounce was being recorded as `failed`, so the Send Log's "Bounced" filter — a
status `engagement_sends` has carried since §4.5 — matched nothing and always
would have. It is now its own outcome; the outbox row stays `failed`, since that
ENUM has no `bounced` and a bounced row is one that finished unsuccessfully.
`address_masked` is this phase's one addition to §4.5's DDL. A hash-only table
cannot be operated — an operator cannot tell three typos from a whole domain
refusing mail — and the domain survives while the local part is destroyed, so the
column can never be read back as an address book.
- schema: `engagement_suppressions` (+ `address_masked`, `created_by`)
- `GET/POST/DELETE /api/v1/admin/engagement/suppressions`, and Admin → Engagement
→ Suppressions, the only way out of the list
- `sendNotification` returns `smtp: { code, responseCode, response }`
- 26 new tests; swagger, routes manifest and guards regenerated
Docs: RunicGateway/docs#191.
Co-Authored-By: Claude <noreply@anthropic.com>
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| 24a3cd85b3 |
feat(engagement): the in-app channel, core and web (engagement Phase 7)
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>
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| 3f90070566 |
feat(engagement): the template editor, the trigger catalog and the send log (engagement Phase 5b)
Phase 5a gave templates a table, a renderer and nine seeded rows; nothing could
change one. This is the screen that lets an operator change one without being able
to break the mail the system depends on — plus the two screens Q4 promised Phase 5:
Triggers (read-only, from the registries) and the Send Log, which closes G15.
The shape follows from one fact: a mail body is rendered by the SERVER, so the
preview is too, and framed rather than redrawn in React. A client-side renderer
would be a second implementation of the one artifact that matters, agreeing with
the send path on the day it was written and drifting from the first Outlook fix on.
Settled with the org lead before any code: a shipped default is edited IN PLACE
(`protected` blocks deletion and nothing else, `customized = 1` keeps the edit);
duplicate is the only way to a new template; `renderByKey` now requires
`published`; a test send is logged under a synthetic `core.admin.test-send`; and a
template a rule points at refuses deletion with a 409 naming the rules.
Three things the plan did not know, found by building it:
- The undeclared-variable check cannot be a token scan. `email.itemList.variable`
holds a BARE name, so a digest pointed at `itmes` would have saved clean and
arrived empty. Blocks now declare `variables(props)`; the editor makes that
field a select over the trigger's list variables so the typo is unavailable.
- A duplicate that drops `seed_key` loses its variable palette, so duplicating
`notify.event` would have been refused for the tokens it was copied with — the
one action §4.6.2 offers, refusing itself. The copy inherits it; `customized`
is what the seeder actually reads.
- `validateEmailBlocks` returns `{ valid, errors }`, not an array, and the first
version tested it with `.length` — so block validation never ran at all.
Also fixes a Phase 4a defect the live walk found, with the org lead's approval: a
rule's template key was checked against a pattern with no dot in it, so no rule
could name any template that exists — §4.6.2's whole duplicate-and-point-a-rule-at-it
workflow was unreachable. Both models now read one pattern.
Verified against the running stack: real multipart mail into a mailpit catcher
including an unsaved draft, the draft/published arms both ways through the real
mailer path, every refusal, and the end-to-end duplicate → rule → 409 walk.
Server 1428 tests green, client 324.
Co-Authored-By: Claude <noreply@anthropic.com>
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| 4b45eddb5d |
feat(engagement): Admin - Engagement - Rules and Audiences (engagement Phase 4b)
The admin surface over the Phase 4a engine: two screens, twelve routes and the
reach preview. Nothing in the engine changed; what changed is that an operator
can now reach it.
Four decisions settled by the org lead before any code:
- segments get their OWN nav entry, "Audiences", not a tab of the rules screen
- the on/off switch is its own PATCH route, not a full PUT
- the reach preview is a count only, on demand
- a rule can be hard-deleted; the send log survives it
The switch is the one with real content in it. A PUT re-validates against the
registries as they are NOW, so the rules a re-validating toggle cannot switch
off are exactly the three an operator most wants stopped: a rule whose module
was uninstalled, one naming a channel that is gone, and one whose trigger has
since narrowed its ceiling under a saved audience. PATCH .../enabled writes one
column and always works. Switching ON unvalidated is safe because the engine
re-checks the ceiling at send time.
The preview calls the engine's own resolver rather than a second query that
agrees with it today, and answers a count and nothing else - the resolver's
output for a module-declared segment is a set of players derived from game data.
It reports `capped` at the 5000-row bound (the count is a floor, not a total),
`reason` for an `owner` audience (which resolves per event and has no advance
answer), and `permitted` so the editor cannot show a healthy number beside a
save the server will refuse.
Two defects found by walking it against a live server, both in Phase 4a's code:
1. A rule pointing at a DORMANT segment read as healthy. listAnnotated asked
only whether the segment ROW existed. The other shape of the same failure
is a segment sitting exactly where it was whose every audience belongs to
an uninstalled module: same outcome, nothing deleted. Uninstalling a module
under an enabled rule produced a rule the screen showed as on and firing.
The expression walk now lives in engagement/segments.js as
`missingAudiences` and both lists ask it.
2. "1 rule still use this segment" - the delete refusal pluralised the noun
and not the verb, in the sentence an operator reads when told no.
Also: a rule's trigger is now a stated rule rather than an omission in the
UPDATE statement (its cooldowns, queued sends and history are all about one
trigger id); a condition tree the editor cannot render is shown read-only rather
than flattened, because flattening changes which events fire the rule; and
literals are coerced client-side to the type the trigger declared, with anything
that does not parse passed through unchanged so the server's refusal names the
variable.
Tests: 21 new server tests (test/engagementAdmin.test.js) and 25 client ones
(client/test/engagementRules.test.js), all green. The single failure in the
server suite (`the committed manifest matches the declarations in the tree`) is
the known Windows CRLF artifact and fails identically on clean edge.
Companion docs PR: docs#184.
- [x] AI-assisted: written with Claude Code (Opus)
Co-Authored-By: Claude <noreply@anthropic.com>
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| fbb4b0bd91 |
feat(auth): unique, changeable, verifiable email addresses (engagement Phase 1b)
Makes `users.email` unique, de-duplicates the addresses an upgrade will find, and builds the self-service change-and-verify flow that did not exist. The uniqueness index is on a generated `email_norm AS (LOWER(email)) STORED` column under `utf8mb4_bin`, NOT on `email` under a `_ci` collation as the plan specified. Every case-insensitive collation this server offers is also accent-insensitive: `josé@x.com` and `jose@x.com` compare equal, and those are two different mailboxes. The plan's index would have refused the second address forever and the de-duplication would have nulled a legitimate account's. A requested address is STAGED in `email_pending` and only a tokened link installs it, so a typo cannot silently redirect account-recovery mail. `isDuplicateUsername()` now distinguishes the two indexes. All five call sites branch on it; each answers differently on purpose, because a public form, an IdP callback, a half-completed invite and an admin screen do not owe the same person the same amount of truth. SSO reads the IdP's actual `email_verified`/`verified` claim instead of inferring verification from an address merely being present. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 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> |
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| 3f7e61af1c |
feat(teams): the phase 5 surface — discussion, replies, reports, and two admin screens
241 client tests pass (224 before).
**The forum panel becomes a forum.** It was "Announcements" with one composer;
it now has two, because phase 5 split one server capability into two: `canPost`
means "may open a discussion" and every participant may — a granted guest with no
game character included, which is path 3 doing its job — while `canAnnounce` is
the leader-only half `canPost` used to carry alone. Threads gain replies, an edit
control, per-post moderation and a report control, all still inside the one slot
the module declares, still navigating by `?thread=`.
**Almost nothing here is the client's decision, and the file says so.** `canPost`,
`canAnnounce`, `canReply` and each post's `canEdit`/`editableUntil` are read, not
computed. The one local judgement is a ticking clock that WITHDRAWS an edit offer
whose deadline passed while the page sat open — it can never grant one, because a
time-bounded permission must not take its clock from the party it bounds. That
asymmetry is the first thing client/test/teamForum.test.js asserts.
The panel's pure parts moved to `lib/teamForum.js` so they can be tested without a
browser, following teamActivity.js and teamAdmin.js. Two of them are subtler than
they look:
* `stripToText` decodes entities AFTER stripping tags, and `&` last of all.
Decoding first turns an author's literal "<script>" into a real tag the
strip pass then deletes — silently losing text that was never dangerous.
* `threadSummary` counts REPLIES, which is one fewer than `postCount`. Showing
the raw count tells a reader a brand-new thread already has one reply.
**Three admin surfaces.** The forum settings screen gains the edit-window field
(0 = posts permanent once written). The reports queue is a new screen beside
Appeals — under moderation rather than under Teams, because a staffer working a
queue should have one place to work and `target_type` is deliberately open-ended,
so the next reportable thing arrives as a row rather than as another nav entry.
Its copy tells a member where a report lands and that reporting changes nothing,
because a member who expects a post to vanish and watches it stay reports it
again. There is no leader-facing view and there is not meant to be.
And the per-Team forum moderation ledger finally renders: the route and
`api.admin.teamForumModeration()` have both existed since phase 4 with nothing
calling them, which made `actor_role` — the column that keeps a leader's ordinary
housekeeping distinguishable from a staff intervention — readable only from a DB
client.
Co-Authored-By: Claude <noreply@anthropic.com>
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| cf2666e5bc |
feat(teams): the Team read API, the moderation routes, and Admin -> Teams
The eighteen routes of docs/website/TEAMS.md §2.11, their OpenAPI annotations,
and the staff screen that drives them.
Two rules shape the read model. Hidden means absent from every public surface --
the index, the lookup and the roster alike, and a hidden Team 404s
indistinguishably from one that does not exist, because "absent" includes not
confirming it is there. And staleness is surfaced rather than silent: every
public payload carries { configured, stale, lastSyncAt }, so a page can say how
recently the projection was confirmed instead of presenting stale data as
current.
The public roster withholds both the member key and the user id -- one is a
game-internal identifier, the other names a site account. `linked` answers the
only question a public page has without publishing which account. The module's
per-audience field projection is phase 3's; this is a conservative core one.
The §2.9 gate is enforced per REQUEST, not per route. A moderator may call all
eighteen; three of them mean something different when they do, and the server
decides from the role it re-validates on every request rather than from a token
claim. The client has no "file as request" argument to get wrong.
Found by booting the real server against the real database, and not by any test:
**the index and the by-slug lookup disagreed about what exists.** listPublic was
keyed on a registered team provider while findBySlug is not, so with no module
installed `/teams` returned an empty list while `/teams/:slug/members` served a
full roster -- the index denying a Team that direct URLs answered for in full.
The rows are core's and they outlive the module that filled them: an uninstalled
module leaves a projection that is unmaintained, not one that stopped existing,
and `configured: false` is how a client learns that. The read side no longer
takes the provider into account at all. There is now a test named for the
property.
Also verified live: the public routes answer anonymously, an unknown and a hidden
slug both 404, the player and admin tiers 401 an anonymous caller, a seeded
roster projects correctly, and the reconciler logs that it is staying idle with
no provider registered rather than failing a boot.
Process obligations, all done: #swagger.* annotations on every route, `npm run
swagger` regenerated (18 paths in the spec, no dangling $refs, and the schemas
they reference added), `npm run routes:manifest` regenerated -- additions only,
184 public routes -- and BACKEND_DESIGN.md updated across the schema section and
all three tier tables.
Admin -> Teams follows the ModulesAdmin precedent: everything that decides what a
row SAYS lives in lib/teamAdmin.js, which is plain JS with tests, and the view
renders it. That split earns itself here specifically -- the screen's job is to
make "the shard has no Teams" and "core has not been able to ask for two hours"
impossible to confuse, and those two produce the same empty table. The four
freshness states are named and tested for exactly that reason, and the last
provider error is shown verbatim rather than paraphrased.
The button labels follow the caller's role: a moderator sees "Request publish",
so the pending result is not a surprise. Hiding is offered to everyone with no
gate, matching the server.
Server 894 passed, client 206 passed, client build clean. 17 route tests, 20
client display tests.
Refs docs/website/TEAMS.md §2.11, Part 12 phase 2
Co-Authored-By: Claude <noreply@anthropic.com>
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| 9083e4135a |
feat(admin): the Modules screen (phase 4, slice 2)
The screen slice 1's API was written for: install from a release URL, enable, disable, uninstall, purge, and restart. Admin-only, matching the server, and core's own screen because it is how a module reaches the volume at all. 182 client tests (+21), manifest and OpenAPI unchanged. Everything that decides what a row SAYS and which buttons it offers is in `lib/moduleAdmin.js` -- plain JS, so the DOM-less runner can reach it, the same reason `lib/adminNav.js` is. The JSX renders what it returns. Three sources of truth, and they are allowed to disagree -------------------------------------------------------- The row records what the operator decided and what the last boot did; the loader says what is mounted and answering; the volume says whether there is a directory at all. Picking one and rendering it is simpler and lies. The case that makes it concrete is the one decision 3 creates on purpose: disable a module (its onShutdown runs) and enable it again, and the row says `enabled` while the loader still says `disabled` because nothing can start it before a restart. Neither "Running" nor "Disabled" is true; "Restart to start" is. Two shapes that are deliberately unlike the rest of the panel: the restart is a BANNER, because a restart is a property of the server rather than of a module and an operator who installed three modules should restart once; and purge is offered inside the uninstall flow as a second confirm, because purge.sql lives inside the directory being deleted and there is no later. What the browser found that no test could ----------------------------------------- Installing over a row the previous boot had left `startup_failed` rendered "Failed at the require stage: module directory not present on the volume" one second after the files had been written to the volume -- and, because that branch is not pending, it suppressed the restart banner the install had just told the operator to use. Every unit test passed, because none of them had modelled a stale row plus a fresh install. The fix is a derivation rather than a special case: the loader scans the volume once at require time, so a module that is on the volume now and has no live record arrived after that scan, and everything the row says about it predates the install. That check runs before the failure one. The same class, one place further on: an upgrade leaves the old code loaded, so the row's version is a promise about the next boot. `liveVersion` (slice 1) lets the screen say "Restart to finish upgrading" instead of reporting the new version as running. Verified against a live server and the real published release: pasted the v0.3.0 install-manifest URL, restarted, watched the module register its five mounts and seven streams and its own nav rows appear in the sidebar. Disable ran its onShutdown for real -- the uo-link WebSocket closed, its routes went to 404, and it left /public/modules -- and enable then showed the decision-3 state with the banner. The restart button itself was exercised through its endpoint rather than clicked, because a window.confirm wedges the browser automation. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 0c4eacfa4a |
refactor(modules)!: de-UO core's copy, and enforce it (phase 3, slice 4)
Phase 3's acceptance criterion 1, made real. Three things, one review: **The dead bindings.** `client/src/api/client.js` still carried ~190 lines of UO namespaces — `shard`, `atlas`, the two SSE URLs, `admin.shard/shardOps/atlas/ userShard`, the uo-link and town-crier calls, `player.shard` — with zero core consumers since slice 3 deleted the views. module-uo vendors its own bindings. The five assertions core's `apiClient.test.js` made about those URLs moved with them (Module-uo#5); the encoding test that used `governorHistory` now uses a core route. **The copy.** Core is the platform, not one game's site, so its words are game-neutral now: `About`, `Screenshots`, `Website`'s cards, `Status` (which was never about a game server at all — it reports site mode), `Wiki`, `SiteFooter`, the default hero, `brand.js`'s tagline and description, the seeded wiki categories, and two user-visible NavEditor strings that named a module's admin screen by its proper name. Which game an instance is for is the operator's to say — BRAND_* vars, the hero editor, CMS pages — and every real instance already does: `.env.uomysticmoon.example` sets both brand strings explicitly, so nothing live changes wording. Wiki page SLUGS are untouched: `seedDefault*` only inserts what is absent, so renaming one adds a duplicate page to every install. Also gone: an orphan comment block in `schema.sql` describing the spawn-atlas tables slice 1 took away, and the two settings rows core seeded for a module (`game_account_signup`, `uo_link_protocol_3_migrated`). The second was a live defect — see Module-uo#5, which takes ownership of both and repairs the one-shot migration core's ordering had disabled. **The check.** `scripts/checkModuleIdentifiers.js` + `npm run check:modules`, first step of the server-tests job because it needs no dependencies. It reads CODE, not prose — file names, import specifiers, route path literals, declared identifiers and property names — per §5.2, so core's English may still say "shard" where saying it is worth more than the word costs. Two things it gets right only because getting them wrong was tried first: it matches WHOLE WORDS (a substring pass flags `defaultImage`, which contains "ultIma", four times in this repo), and it strips comments and string bodies in one character walk (a comment contains quotes, a string contains `//`) — the `checkImports.js` lesson. It has its own 17-test suite, because a boundary check that silently stops checking is worse than none. The three §6.5 grandfathering allowlists are exempt by name, and an exemption that stops matching fails the build rather than lingering. BREAKING CHANGE: core no longer seeds `game_account_signup` or `uo_link_protocol_3_migrated`; module-uo's schema fragment does. An install running core without module-uo keeps whatever rows it already has and gains no new ones — nothing in core reads either key. Deferred to slice 5, deliberately: README.md's 48 UO mentions, including a `## Shard integration (uo-link)` section and the architecture diagram. That is documentation, which §5.2 does not cover, and it belongs with the phase-closing docs pass rather than half-done here. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 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> |
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| a45a3d120a |
feat(modules): interleave module nav, derive moderator confinement
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> |
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| e0927bc255 |
feat(modules): the client registry, window.__rg and the chunk's script injection
Phase 2, PR 7 of docs/website/MODULE_SYSTEM.md 2.7 — the client half's
delivery. A module's prebuilt chunk is served, injected, handed core's React
and its UI kit, and its routes are rendered by App.jsx. The registry is empty
on a bare core, so nothing an operator can see changes.
Client:
- modules/registry.js — registerRoutes/registerNav/registerFeatureProvider,
with the URL namespace written by core, never by the module
- modules/shared.js — window.__rg: React, react-dom/client, react-router-dom,
react/jsx-runtime, the registry, the seven-member UI kit and the request
primitive, frozen
- App.jsx reads routesFor for all three areas; nav consumption is PR 8
- main.jsx publishes the global, then mounts on DOMContentLoaded
Server:
- the loader validates client.entry and publishes clientChunks() and
clientEntryUrls(); an entry in the module root is rejected, because the
directory it sits in is what gets served
- app.js mounts each chunk at /modules/<id>/ behind the module's state guard
with no-cache; anything else under /modules is a 404, not the SPA shell
- htmlShell injects the tag before </body>, so core's bundle runs first
wherever a bundler puts it
Found by loading a real chunk in a browser, and fixed here: core mounted before
any module chunk had evaluated, because document.readyState during a deferred
script is 'interactive', not 'loading'. Every test passed against that build.
The smoke is written down in MODULE_API.md 7.7.
933 server tests (+23), 123 client tests (+14). routes.manifest.json unchanged
at 230 routes; the OpenAPI spec regenerates byte-identical.
Co-Authored-By: Claude <noreply@anthropic.com>
|
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| 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> |
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| 3d6b2e23a7 |
feat(theming): server-resolved theme engine and admin appearance UI
Phases 3-4 of docs/website/THEMING_AND_NAV.md. Three presets, the curated font shortlist, and /admin/appearance to drive them. The design put the presets in theme.css as [data-theme] blocks. That does not work: SiteContext writes --accent as an inline style on <html>, which beats any attribute-selector block, so a preset's accent would have been painted over by BRAND_ACCENT_COLOR while getPublic().brand.accent -- the value the Android app themes itself from -- reported the other one. Presets now live in server/src/config/themePresets.js. themeResolve.js layers :root <- preset <- custom per field into a token map, getPublic() returns it as `theme`, and the client writes it onto <html>. One authority for the merge, and brand.accent is by construction the accent the site paints. theme.css's :root is untouched, so an instance with no row gets no theme block and renders as today. Also: presets carry the full 15-token palette (eight would have left Fantasy with blue-grey borders); the option catalog is served from GET /settings/theme/options so the form cannot offer what the server rejects; validation is strict on write and forgiving on read; and the Discord bot now fetches the effective accent instead of its boot-time env copy. Fixes a Phase 0 bug in passing: settings/nav.controller.js imported the logger factory rather than calling it, so a DB fault would have thrown a TypeError inside the catch instead of returning 500. Co-Authored-By: Claude <noreply@anthropic.com> |
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| 8771a1cf6c |
feat(shard): the player-vendor marketplace
Protocol 3.0 §8, the website half. Ingests vendor.listing / vendor.listing.remove
into shard_vendors + shard_vendor_items, serves a searchable public API over
them, and ships /site/market and /site/market/vendors/:serial.
Three things the pages have to say out loud, all consequences of how the data is
gathered:
- The prices are NOT live. The shard sweeps vendors round-robin, so a shop can be
a full cycle behind. The banner is driven by the OLDEST vendor row, not the
newest — the one stale shop is the one that wastes somebody's trip.
- A shop can be truncated. `total` exceeding `count` means the shop holds more
than the shard publishes per frame; the vendor page says "showing 250 of 3,104"
rather than presenting a partial shop as complete.
- An item may have no name. On a shard with no cliloc table the honest render is
the item id, never an invented label.
## The pre-wired visibility rules, re-checked
Part A pre-wired market.ownerName and market.location before the frame existed,
and the sibling rule it pre-wired for leaderboards (`characterName`) turned out
to be INERT because projectValue matches literal JSON keys. Both market rules
were checked against the real frame this time:
- `ownerName` is a real key. Kept.
- `location` is a real key ONLY because the frame nests it. Flat map/x/y/region
would have made the rule match nothing — the same failure, one part later. It
is nested on the wire and on the read model so one rule hides the facet, the
coordinates, the region and the house together; five flat keys would be five
rules that drift apart.
- `ownerSerial` was ADDED. An admin who hides the owner's name and leaves a
serial that the leaderboards and guild boards resolve back to that same name
has not hidden anything.
Tests assert all three bite, on the stored read model AND on the raw frame —
the market's SSE stream is off by default but an admin can turn it on, and a rule
that worked on only one path is exactly the leak §3.6.1 records.
## Notable
- **No payload column on shard_vendors**, unlike shard_points_boards next door.
The board's top-N is a fixed-size list read whole; here the items ARE the
searchable rows, so they are normalized and nothing is left worth duplicating.
- **display_name is denormalized at ingest** (literal name preferred over the
cliloc — a player set it, so it is more specific). Resolving at query time
would put the cliloc table on the hot path and make search-by-name impossible.
Because the shard's diff sweep will not re-send an unchanged shop just because
the site learned what its items are called, a cliloc import now triggers a bulk
re-resolution — 50 ms per thousand rows, never throws.
- **updated_at is written explicitly** on every upsert. MariaDB does not fire ON
UPDATE CURRENT_TIMESTAMP when every column is written back unchanged, and a
shop re-published identically is still freshly confirmed — without this the
staleness banner would age a perfectly current shop forever.
- **LIKE wildcards in `q` are escaped.** `%` and `_` are LIKE metacharacters, not
SQL ones, so parameterization does not neutralize them: `?q=%` would otherwise
match every listing on the shard.
- **Rate-limited** (60/min/IP), the only limited public read. Every other public
GET is an indexed lookup of bounded size; this is a LIKE scan plus a COUNT over
the largest shard_* table, anonymous by default.
- Reconnect backfill pages /market, bounded by MARKET_SNAPSHOT_MAX = 5000 and
stopping on a short page as well as on `total`, so a concurrent sweep shrinking
the index cannot spin the walk.
## How it was tested
673 server tests pass (27 new). Client builds clean; swagger-output.json,
routes.manifest.json and routes.guards.json regenerated.
Verified full-stack against the live MariaDB and a real shard, not only units:
- 27 real vendors / 1,040 listings swept off the ServUO tree, through the Rust
sidecar, into the site — names resolving through the cliloc table ("longsword",
"katana"), real facets and regions in the filters.
- `?q=sword` 682, `?q=%` and `?q=_` **0** (the escape), map/region/price/sort
filters, paging, and the vendor detail route.
- Visibility live: fields gated to staff vanish for an anonymous caller while
shopName and price survive; audience=player 403s; enabled=0 404s; and
/shard/features correctly drops `market` so the nav hides it.
- Re-publishing a shop smaller leaves no orphan items; an identical re-publish
moves updated_at.
- The limiter fires (38x200 then 32x429 on a 70-request burst).
Not covered by an automated test: the two React pages are presentational and this
repo's client suite covers pure-logic modules only. They were driven against the
live API above, but not rendered in a DOM harness.
Co-Authored-By: Claude <noreply@anthropic.com>
|
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| 26094459ae |
feat(shard): ingest points.board and publish the leaderboards
Protocol 3.0 §7 (docs/link/v3.md). The shard publishes ~25 points/loyalty
leaderboards — Queen's Loyalty, Void Pool, the nine city loyalties, Clean Up
Britannia — and the site renders them, plus each character's own standings on
their sheet.
Server
- shard_points_boards: one row per system, keyed by the shard's PointsType
name. The top-N list stays inside `payload` — a fixed-size list read whole,
exactly like shard_governors.candidates. Normalizing into an entries table
buys nothing until something needs a per-character reverse lookup, and a
character's own standings already ride inside char.profile.
- shardIngest routes points.board to upsertPointsBoard and deliberately does
NOT log it: this is board state like guild.update, and the shard emits a
frame every time anyone's score moves a top ten.
- uoLinkSocket backfills /points through snapshot() with ingestEach rather
than a replace*: there is no points.remove and the system set is fixed, so
upserting IS the reconciliation, and a system the operator later excludes
keeps its last-known board rather than vanishing.
- GET /public/shard/points and /points/:system behind
requireFeature('leaderboards'), both projected per §3.6.1. :system is
constrained to an identifier before any query runs; 404 for a system never
published, distinct from a published board nobody has scored in (200, empty
top).
The leaderboards field rule now keys on `name`, not `characterName`
Part A pre-wired FEATURES.leaderboards.fields = { characterName: ... }, but
projectValue matches on the LITERAL JSON key and the wire key is `name`. As
written the rule was inert: an admin tightening character names would have got
no enforcement and no error — precisely the failure §3.6.1 records for the
flattened `ownerAcct` spelling. Fixed, with a test that fails if it is renamed
back, and the admin panel's FIELD_LABEL carries the meaning instead.
Client
- routes/public/Leaderboards.jsx at /site/leaderboards. A points.board frame
describes ONE system, so live frames merge over the fetched set by system
key rather than replacing it wholesale the way the ruleset does. Filter
matches board name, system key, or any ranked player — the last is what
makes it useful ("where do I appear?").
- A "Loyalty & Points" section in CharacterSheet.jsx, one edit serving both
PlayerCharacter and AdminCharacter.
- Both treat maxPoints: 0 as UNCAPPED and both fall back to humanising the
system key when nameString is null. Neither is defensive padding: on a real
shard uncapped and cliloc-only names are the majority case.
Verified end to end against the local MariaDB, the Rust sidecar, and the real
ServUO shard: backfill from /points, live SSE delivery (a board absent from the
initial fetch appearing without a reload, and an existing one updating in
place), REST reflecting the overwrite, and the gate at every rung — 200 by
default with names, names stripped but points kept at fieldRules name=staff, 403
plus dropped from /features at audience=staff, 404 when disabled. Page rendered
clean, no console errors beyond the pre-existing React Router v7 warnings.
605 server tests pass; routes.manifest.json, routes.guards.json and the OpenAPI
spec regenerated.
Co-Authored-By: Claude <noreply@anthropic.com>
|
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| 7c769ea8fd |
feat(atlas): serve the spawn atlas and give operators a panel for it
Protocol 3.0 order 3 (Part C), second of two website PRs. #112 built the data pipeline; this makes it reachable — six public routes, five admin ones, two public pages and an admin panel. Still website-only: no plugin, no sidecar, no new event kinds, no wire change. The API sits at /api/v1/public/atlas, not under /public/shard. Nothing here touches the sidecar, so the pages stay complete while the shard is down, and a /shard prefix would imply a dependency the atlas does not have. Unlike /shard/* it IS site-mode gated, like /posts and /wiki: a bestiary is site content. Every route carries requireFeature('atlas') and projects its response. The atlas feature declares no sensitive fields, so the projection is a no-op today — the call is there because v3.md 3.6.1's rule is that the FIRST field needing a gate should be covered by construction rather than by a retrofit. Two bugs the UI surfaced, both fixed here: Respawn delays were stored in the wrong unit, sometimes. XmlSpawner writes MinDelay/MaxDelay in minutes and switches to seconds only when a delay does not divide into whole minutes, flagging it per record with DelayInSec. A `5` means five minutes on one spawner and five seconds on the next, both plausible, and the pipeline stored the raw number. 170 of 6,455 stock spawners are second flagged. The parser normalises to seconds; the API and UI carry seconds. That exposed the hash gate as a trap. "Has the tree changed?" is the wrong question on its own: an install whose maps never change would have kept serving the old readings forever, because the only thing compared was the tree. PARSER_VERSION is now stored beside the source hashes and a mismatch counts as drift, so any future parse correction lands on the next boot. Also renamed the detail route's spawn-point array to `spawners` — it was `points`, which is the COUNT on the search route, so one key meant a number in one place and an array in the other. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01U7CBg11prhLimL9iHSX1bP |
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| 61d6bfaca2 |
feat(shard): ingest world.ruleset and publish it at /site/rules
Protocol 3.0 §5 (docs/link/v3.md). The shard publishes its own ruleset —
expansion, which optional systems are on, skill/stat caps, account and house
limits, champion scroll rules, the save/restart schedule — and the site renders
it, so the rules page cannot drift from how the shard actually plays.
Server
- shard_ruleset: a singleton table (id = 1) holding the whole frame in
`payload`, with `rev` and `expansion` hoisted. Nothing is normalized out:
the frame is a flat description of config read as one page, and splitting it
into columns would mean a schema change every time the shard grows a block.
- shardIngest routes world.ruleset to setRuleset and deliberately does NOT
log it — the shard re-emits the whole ruleset on every sidecar connect, so
logging would append a duplicate row per reconnect, and server.hello already
marks each of those.
- uoLinkSocket backfills GET /ruleset explicitly rather than via snapshot(),
which asserts an array; this covers the order where the sidecar was already
up and holding the ruleset when we reconnected.
- GET /public/shard/ruleset behind requireFeature('ruleset') and projected,
per §3.6.1's rule that a shard read which doesn't project is a bug. `null`
means the shard has never published one — a real answer, distinct from a
published ruleset, and the page says so.
Client
- routes/public/Rules.jsx at /site/rules, live via world.ruleset (a frame is a
complete ruleset, not a delta, so the newest one wins outright). Caps are
rendered from tenths — 7000 is 700.0, and showing the raw number would
mislead. A systems key this build doesn't know still renders, humanised, so
a newer plugin can't go invisible against an older client.
- Nav entry gated on the `ruleset` feature, so it hides rather than 403s.
Verified end to end against the local MariaDB and a sidecar fed by a fake shard:
backfill snapshot, live SSE delivery of a changed ruleset, REST reflecting the
overwrite, an empty /feed (not logged), and the gate — 200 by default, 403 at
audience=staff (and dropped from /features so nav hides it), 404 when disabled.
Page rendered clean at all breakpoints checked, no console errors.
497 server tests pass; routes.manifest.json, routes.guards.json and the OpenAPI
spec regenerated.
Co-Authored-By: Claude <noreply@anthropic.com>
|
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| f3450686e0 |
feat(shard): admin-configurable visibility for every shard surface
Protocol 3.0 Part A. Replaces the static PUBLIC_KINDS allowlist - which
was the entire public/admin boundary - with per-feature, per-field
audience control an admin owns from Admin -> Shard Visibility.
Closes a live leak. BridgeJson.Actor() writes acct and webId;
shapeGuild() returned the stored payload verbatim; GET
/api/v1/public/shard/guilds is anonymous. Guild leaders' game account
names and website user ids were readable by anyone, and the same path
existed for governors. Both are now projected.
The ladder is anonymous < logged_in < player < staff < admin, each rung
implying the ones below. Staff satisfy `player` without a linked account
(as /player/* already does); `editor` is a content role and gets no
shard privilege, since mapping it to staff would silently widen what
editors see.
Two invariants are code, not configuration, and both reject rather than
silently ignore:
1. acct/webId are admin-only always - not configurable, discarded on
read as well as rejected on write.
2. A kind absent from KIND_FEATURE never reaches anyone below admin.
Fail closed, so a shard emitting a new event degrades to staff-only
rather than to public.
Enforcement is three points over one config: requireFeature() on routes
(404 disabled, 403 out-of-rung) plus field projection; per-connection
filtering on SSE, where a subscriber's rung is resolved once at subscribe
time and frozen so a long-open stream cannot gain privilege; and
/public/shard/features so the SPA hides links it cannot follow.
PUBLIC_KINDS still exists and is still exported (/feed filtering,
notificationStreams) but is now derived from the kind map, so the two
can no longer drift. Defaults reproduce pre-3.0 behavior exactly - a
test pins the derived set against the old allowlist.
Also fixes an SSE resource leak found while testing: a client dropped
because its write threw was removed from the bucket but its keepalive
interval was never cleared, firing forever on a dead socket. Both paths
now go through one drop().
Tests: 478 server (33 new across shardVisibility + shardBroadcast),
43 client. Route manifest and OpenAPI spec regenerated.
Co-Authored-By: Claude <noreply@anthropic.com>
|
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| 250cb1e2d3 | Merge branch 'main' into feat/password-reset | |||
| 10aed49bb6 |
feat(auth): self-service password reset (backend + web)
Add a full password-reset flow — the prerequisite for the Android app (docs/android/PLAN.md §8.2), which hands off to the website for reset rather than shipping a native screen. Backend: - password_resets table: stores only the sha256 hash of an opaque 32-byte token (mirrors user_invites / mobile_refresh_tokens), single-use, ~1h TTL. - model/passwordResets + users.getActiveByEmail (email is non-unique, so a request can match several accounts, each emailed its own link). - mailer.sendPasswordReset (fails soft when email is unconfigured). - Endpoints: POST /auth/password/forgot (always a generic 200 — no account enumeration), GET|POST /auth/password/reset/:token. Confirming rotates the hash and revokes every session (web cutoff + mobile refresh tokens); it does not auto-login, so a 2FA account still passes TOTP next sign-in. Also serves SSO-only accounts (null hash) as their set-initial-password path. - Dedicated request/confirm rate limiters. Swagger regenerated. Web: - ForgotPassword + ResetPassword pages, routes /account/forgot and /account/reset/:token, and a "Forgot your password?" link on the login page. Tests: test/passwordResets.test.js (5). All server tests pass; client builds; end-to-end smoketest against MariaDB passes (no-enumeration, single-use, hash rotation, session revoke, login with the new password). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr |
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| 028ba8c5e4 |
feat(moderation): appeals (6c) + Discord reversal on approve (6d)
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 |
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| 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> |
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| 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> |
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| 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> |
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| 5b6b63e1bc |
fix(public): always show real hero; drop nav from landing page
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
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| c31553aeb6 |
feat(shard): admin write plane, help-page queue, and public champion board
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 |
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| 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
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| 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 |
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| 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 |
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| 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
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| 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 |
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| 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 |
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| 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 |
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| 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> |
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| 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 |
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| 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
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| 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> |
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| 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>
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| 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> |
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| 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>
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| 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>
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| 6dba6a017c | Frontend update |