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>
"Trust this device" did nothing for anyone who signs in with Google or Discord.
sso.controller went straight from needsTotp(user) to staging a pending-TOTP
challenge and never consulted resolveTrustedDevice, so an SSO user was asked for
a code on EVERY sign-in no matter how many times they had ticked the box — and
POST /auth/sso/totp accepted only `code`, so that step could not establish a
trust either. The password paths (web + native) were unaffected and already
worked; this closes the gap for SSO, on the website AND in the Android app.
Server:
- finishLogin and finishMobileLogin now run the same trusted-device check as
auth.controller.login, via one shared helper: honor a trust that belongs to
THIS user, stamp last_used_at, log auth.login.trusted_device. A store error
falls through to the challenge — fail closed to asking for the code.
- POST /auth/sso/totp gains optional trustDevice + deviceName, sets the rg_trust
cookie, and mirrors the password path's { trustLimitReached, devices } response
at the cap (the sign-in still completes). Recovery codes stay password-only.
Android coverage, without leaking a secret into a URL:
- The app opens SSO in a Custom Tab, which shares the system browser's cookie
jar, so the rg_trust cookie set on that TOTP form is presented back on the next
app sign-in. That alone makes native SSO skip the code. Passing the app's token
into the start URL was rejected — it would put a 256-bit secret in query
strings, Referer headers and access logs.
- To also cover the app's NATIVE password login, ticking the box sets
mobile_auth_sessions.trust_device (a boolean; never the token), and
/auth/mobile/sso/exchange mints a platform:'mobile' trust and returns
{ trustToken }. Minting there keeps the raw token on an authenticated
app→server call, out of the deep link and out of the bridge row. Best-effort:
at the cap the response just omits it rather than failing a good sign-in.
Client: the trust checkbox is no longer hidden on the SSO second step, on both
the admin and player login screens. On the mobile bridge the deep-link redirect
takes priority over the cap prompt — the sign-in succeeded and the link is
single-use, so stalling there would strand the app.
Tests: 8 new cases in server/test/ssoTrustedDevice.test.js (verified to fail
against the pre-fix controller). Full suites green — server 445, client 43 —
and routes.manifest.json is a zero-line diff: no URL moved, only +2 handlers on
/auth/sso/totp in routes.guards.json for the two new validators. Swagger
regenerated. Verified live against the running server and real MariaDB: the TOTP
step issues rg_trust and persists the row, a subsequent SSO callback carrying it
skips the code, and an invalid trust is still challenged.
Co-Authored-By: Claude <noreply@anthropic.com>
Add opt-in "Trust this device" so a browser/app skips the TOTP step (never
the password) for 30 days, single-use bcrypt recovery codes as a 2FA-lockout
fallback, and admin trusted-device/MFA-reset management — backend, web UI,
OpenAPI spec, and tests.
- Schema: trusted_devices (sha256 token hash, looked up by unique index) and
recovery_codes (bcrypt, single-use). Both additive/idempotent.
- Session service: trust-token mint/hash/resolve + cap helpers; new rg_trust
httpOnly cookie (survives logout, revoked on untrust/password change/reset/
TOTP disable). JWTs stay stateless — trust is a server-side row, not a claim.
- Web + mobile login accept a trusted-device token / recovery code; login/totp
gains trustDevice + recoveryCode. Cap of 10/user with NO silent pruning — an
over-cap trust returns 409/trustLimitReached and the client prompts to revoke.
- Self-service /auth/me/trusted-devices* + recovery-codes*; admin
/admin/users/:id/trusted-devices* + /mfa/reset. All actions audit-logged.
- Client: "Trust this device" + recovery-code login options, one-time recovery
code display, Trusted Devices + Recovery Codes account panels, a TOTP-styled
revoke-to-continue cap modal, and admin per-user security controls.
- OpenAPI regenerated; 33 new server tests (all suites green).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Clears the 124 CODE_SMELL findings from the SonarQube scan (server, client,
and bot). All changes are behaviour-preserving refactors — no route, protocol,
schema, or config changes — verified against the full server (381) and client
(43) test suites plus a clean client build.
By rule:
- S3776 (20, cognitive complexity): extract helpers/handlers so each function
drops under the threshold — shard model upsert builders, page/wiki update,
block validation, notification stream mapping (dispatch table), SSO mobile
login, shard ingest deps, uo-link socket backfill/connect, the bot slash-
command dispatchers + discord manager, and the Shard/UserDetail/HeroEditor/
CharacterStats React components.
- S4624 (34, nested template literals): pull inner templates into locals /
a withQs() helper; rewrite shardEvents.describe() as a formatter table.
- S3358 (35, nested ternaries): lift to if/else vars, lookup maps, small
components, or guarded JSX expressions.
- S6479 (12, array-index React keys): key by stable content instead of index
(two in-editor lists left as-is; index matches their by-index edit model).
- S6353 (6): [0-9]/[^0-9] -> \d/\D. S125 (5): reword state-shape comments that
parsed as code. S3800/S3782 (botScore): JSDoc-type PATH_WEIGHTS tuples.
- S6481 (2): memoize Auth/Site context values (and SiteContext brand).
- S4144: dedupe HeroEditor upload handler into useImageUpload().
- S1126 (2), S6035, S5869 (redundant A-Z under /i), S5843 (town-name regex ->
prefix list): assorted one-liners.
Co-Authored-By: Claude <noreply@anthropic.com>
Adds the self-service device-session surface the mobile-SSO spec requires, on
top of the existing mobile_refresh_tokens store.
- Schema: device_name + last_used_at columns on mobile_refresh_tokens (nullable,
additive via the ALTER section; seeded to now on insert). With single-use
rotation each login/refresh inserts a fresh row, so the active row's timestamp
is the session's last activity, and the label is carried forward on refresh.
- Model: listActiveForUser (one row per live device, no token hash) +
revokeByIdForUser (ownership-scoped, idempotent).
- GET /auth/me/sessions + DELETE /auth/me/sessions/:id (role-agnostic, behind
requireAuth). Named distinctly from /auth/me/devices (push endpoints).
- device_name is an optional field on /auth/mobile/login and
/auth/mobile/sso/exchange so the app can label a device.
- Client: an "Active Devices" panel on the player account page (list + sign a
device out), plus the PlayerLogin change to honor the mobile SSO bridge's
{ redirect } deep link on a 2FA completion.
- Swagger DeviceSession schema + regenerated spec; 3 controller tests. Full
server suite green (274); client builds.
Co-Authored-By: Claude <noreply@anthropic.com>
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
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
Follow-ups from live testing:
- Game-account creation is now an admin Settings control (disabled / website /
hybrid / game) instead of a hidden on/off flag. The site offers creation for
website+hybrid; help text notes the shard's SignupMode (Bridge.cfg) has the final
say. game_account_signup setting widened to a 4-value enum + validated on save.
- Invites: the accept link is ALWAYS returned and shown with a Copy button, and a
"Email the invitation" toggle lets an admin create a link-only invite (no email)
or email it. Backend takes sendEmail (default true) and always returns acceptUrl.
- Staff can create a game account from their own /admin/characters page too
(POST /admin/shard/account → the shared createGameAccount controller), so the
form is reachable in both the player and admin portals.
Note: the admin Houses view (/admin/houses) already worked; the earlier failure
was a stale Vite HMR state for the new route (needs a hard refresh).
Client build clean; server routes load; swagger regenerated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Phase 6: the UI for the Phase 5 provisioning backend.
- CreateGameAccountForm: reusable game-account form (own username + password),
mapping the sidecar errors (409/429/403/503) to friendly messages. Wired into
GameAccounts (self-serve) — shown alongside the [link flow when the
game_account_signup flag is on (exposed via public settings), so a registered
player can create + link a game account from their portal.
- Admin Invites view (/admin/invites, admin-only): send an invite at a chosen
access level, list invites with status, revoke pending ones. When email isn't
configured the create response's accept link is surfaced to copy manually.
- Public accept page (/invite/:token): validates the invite, sets username +
password (email + role pre-assigned), creates the account at that role and logs
in; for a player invite it then offers the built-in "create game account" step
before the portal. Honeypot-guarded like registration.
- Admin unlink wired into UserDetail via GameAccounts (per-account Unlink button,
confirm + reconcile).
- Backend: expose gameAccountSignup availability in public settings.
Client build clean; server 193/193.
Refs .plans/protocol2-integration.md (Phase 6). Completes the Protocol 2.0/2.1 integration.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Phase 3: surface the new board data on existing character/user pages.
- Character sheet: render the char.profile titles block (fame/karma + skill +
selected reward title; numeric clilocs skipped since the site has no cliloc
table yet), plus "Guildmaster" and "Governor of <city>" chips.
- Char profile enrichment (player/admin /shard/char/:serial, one shared path):
attach guild + governorOf from our own boards. Guild is LEADERSHIP-ONLY — it's
verifiable from current board state, whereas guessing membership from stale
guild.join events risks showing a wrong guild, so we return null instead.
- Admin user detail (/admin/users/:id): new "Standing" section (governorships
held + guilds led) via GET /users/:id/shard/standing; Houses rows now show the
registry fields (decay level, placement price, co-owner/friend counts) already
returned by listHousesForAccounts.
Server 179/179, client build clean, swagger regenerated.
Refs .plans/protocol2-integration.md (Phase 3).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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
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
Replace the fire-and-forget Discord-only announce on publish with a
retry-safe, two-leg pipeline. When a post transitions into published-news
(false→true publish while in news, or category→news while published), an
announce_jobs row is enqueued with two INDEPENDENT delivery legs:
• town crier — sidecar POST /towncrier via uoLinkClient (stable id
`post-<id>` so a retry replaces rather than duplicates)
• discord — bot POST /internal/announce via botInternalClient
(single source of truth for the #news channel stays in the bot)
An in-process poller (utils/announceWorker) sweeps the table every
ANNOUNCE_POLL_MS and dispatches each due leg with its own exponential
backoff (30s→2h, 6 attempts). A leg is retried on transient failures
(503/504/network) and failed fast on data/config errors (400 over-cap,
401/409). Publishing never blocks on the sidecar or Discord — enqueue is
local DB only. Parent `status` is a done/partial/failed rollup of the two
legs; posts.announced_at is stamped once both deliver.
Admin visibility: GET /admin/posts/:id/announce + a per-leg Retry
(POST .../announce/retry) surfaced in the PostEditor for news posts.
Pure decisions (text build/caps, classification, backoff, rollup) live in
announceJobs.logic and are unit-tested (server/test/announceJobs.test.js,
10 tests). The old manual /admin/uo-link/towncrier form is untouched.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0114TpmrNW4wNXsHq5CR72jQ
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
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
- 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
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
- 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
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
- 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>
Retire env-var SMTP basic-auth and send the contact form through Gmail over
OAuth2 (SMTP XOAUTH2), configured in Admin -> Settings -> Email via an in-app
"Connect Gmail" consent flow. Reuses the existing google SSO OAuth client; the
captured refresh token is stored AES-GCM-encrypted (write-only over the API,
never returned), mirroring the auth-provider and Discord-bot secret patterns.
- schema: new email_config singleton table (mirrors bot_config)
- model: emailConfig.{db,model} with encrypted refresh token + getSafe/getWithSecret
- mailer: nodemailer OAuth2 transport (client id/secret from the google provider
row), contact recipient = contact_email setting, mailto: fallback preserved,
plus sendTest()
- routes/controller: /admin/email config, connect start+callback (ssoState CSRF
+ PKCE), test, disconnect
- client: EmailDelivery section on the Settings page + api methods; Settings copy
now spells out that contact_email is the delivery recipient
- docs/env: drop SMTP_*/CONTACT_TO from env examples; update README/BACKEND_DESIGN
- tests: emailConfig.model + mailer suites (8 new; full suite 142 pass)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XKeCQEJZr1AFJN4Bgcmvh3
- 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
Light up the moderation dashboard's previously-empty widgets by persisting the
event streams the bot only reacted to in-memory before.
Schema (bot-owned)
- member_events: join/leave, with invite_code/inviter_* for best-effort invite
attribution on joins
- filter_hits: word / foreign-invite filter deletions (matched + action_taken)
- spam_hits: rate_limit / mass_mention / mass_emoji detections
Bot
- new models memberEvents/filterHits/spamHits
- guildMemberAdd records the join with invite attribution; new inviteTracker.js
keeps an invite-use cache (GuildInvites intent + inviteCreate/inviteDelete) and
diffs it on join to find which invite was used — best-effort, never blocks
auto-role
- new guildMemberRemove records leaves
- messageFilter records filter/spam hits alongside the existing warn/mute;
inviteFilter now returns the offending code; detectSpam identifies which spam
rule tripped (preserving the rate-limit-first side-effect order)
- mod_actions still logs the resulting warn/mute — the new tables are additive
Server
- summary extended with joins/leaves/invite_joins/filter_hits/spam_hits per window
- new feeds: /api/v1/admin/moderation/{members,filter-hits,spam-hits}
Client
- overview now shows 8 tiles (mod actions + joins/leaves/filter/spam, joins tile
notes "N via invite") plus an Events panel with Members/Filter/Spam tabs;
removed the coming-soon note
Verified: 119 server unit tests, client build, 14-check DB-backed smoke, and a
browser click-through of every tile and events tab (incl. invite attribution).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rao86n5cXpwAyjdBFEshV
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
SSO login minted a full session immediately, ignoring the account's
totp_enabled flag — so a 2FA admin with a linked Google/Discord/OIDC
identity could sign in without their authenticator code, silently
downgrading the account to single-factor (the strength of the IdP login).
The local password flow already gates on needsTotp(); SSO did not.
Wire SSO through the same staged-TOTP gate:
- ssoState: createTotpPending/verifyTotpPending + a short-lived httpOnly
sso_totp cookie. The pending token carries stage:'totp' (session
validation rejects it) + kind:'sso_totp' (scoped to the SSO endpoint)
plus the resolved context (userId, provider, authMethod, returnTo).
- sso.controller: finishLogin now stages the challenge and redirects to
/admin/login?sso_totp=1 instead of creating a session when the account
has TOTP on. New finishSsoTotp verifies the code (backoff + bot-scoring
on failure, mirroring loginTotp) and only then mints the session.
- sso.routes: POST /auth/sso/totp behind the same backoff/slow/limiter
stack and code validation as the local TOTP endpoint.
- client: AdminLogin detects ?sso_totp=1 and completes over fetch via
api.ssoLoginTotp; the challenge never touches the URL or JS.
Keeps the second factor httpOnly throughout, consistent with the SSO tx
cookie. 12 new tests; full suite 106/106.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019rao86n5cXpwAyjdBFEshV
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>
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>
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>
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>
Final phase of the wiki upgrade (see WIKI_UPGRADE.md).
Schema (additive): wiki_revisions table (per-save content snapshots).
The FULLTEXT index on wiki_pages(title, body) shipped in Phase 1.
Search:
- MATCH ... AGAINST natural-language search over title + body, ordered by
relevance
- public: GET /public/wiki?q= (published only); admin: GET /admin/wiki?q=
(all statuses)
- public wiki index gains a search box; admin list gains a search field
Revision history:
- every create/update snapshots the page into wiki_revisions
- admin endpoints: list revisions, get one, and restore (restore overwrites
the page, rebuilds links, and appends a new revision — history stays
append-only); logged as wiki.revision.restore
- editor gains a History modal: revision list + word-level diff (jsdiff) of a
chosen revision against the current page, with one-click restore
Verified end-to-end: search matches body and title; two edits produce three
revisions; diff renders added/removed words; restore reverts and records a new
revision. No console errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Connectivity phase of the wiki upgrade (see WIKI_UPGRADE.md).
Schema (additive new tables): wiki_tags, wiki_page_tags, wiki_links.
Internal links & backlinks:
- new wiki.links.js parses a saved body for /wiki/<slug> (and data-wiki-slug)
targets; wiki_links is rebuilt on every save
- article shows a "Linked from" section (published backlinks) and renders
links to non-existent pages as red links (server returns missing_links)
- editor gains an internal-link picker listing existing pages
Tags:
- pages accept a tags[] array; tags upsert on save, page tag-set is replaced,
and orphaned tags are auto-pruned (on save and delete)
- public/admin list filter by ?tag=; /wiki/tags lists tags with published counts
- article shows tag chips; the index has a flat tag-filtered view; editor has a
comma-separated tags field
Verified end-to-end: A->B backlink appears, red link detected, link index
rebuilds on edit, tag filtering + chips + pruning all work.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replaces the raw-HTML textarea in the wiki editor with a TipTap (ProseMirror)
WYSIWYG editor.
- new RichTextEditor component: bold/italic/strike, H2/H3, bullet+ordered
lists, blockquote, code block, divider, link, inline image, undo/redo
- generalized POST /admin/uploads (reuses the screenshot multer config) →
{ url }; the editor uploads inline images through it
- editor output still passes through the Phase 1 server-side sanitizer on
save and DOMPurify on render
- lazy-loaded as its own chunk so the public bundle doesn't ship TipTap
(public ~82kB gzip; editor chunk ~106kB gzip loaded only in admin)
- RTE styling added to theme.css (toolbar, active states, prose content)
Verified: uploads serve as images; H2/H3 + lists + link + inline image
round-trip through the WYSIWYG and render sanitized on the public page.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Foundation & safety phase of the wiki upgrade (see WIKI_UPGRADE.md).
Schema (additive, idempotent via ensureSchema):
- new wiki_categories table; wiki_pages gains category_id, excerpt,
published, published_at, sort_order, and a FULLTEXT index
- migration ALTERs guarded with IF NOT EXISTS for existing databases
- seed reworked into 4 sections with the 8 starter pages assigned
Security:
- new utils/sanitizeHtml.js (sanitize-html allowlist); wiki bodies are
sanitized on every save, and the article renders through DOMPurify
- strips <script>, event handlers (onerror), and javascript: URLs
Backend:
- public: published-only list with ?category filter + /wiki/categories
- admin: extended page CRUD, PATCH publish toggle, category CRUD;
drafts visible to admin, hidden from public
- all writes logged to activity_log
Frontend:
- data-driven public wiki index (sections + real descriptions; removed
hardcoded blurbs/Roman numerals) with ?category filtering
- article: category breadcrumb + sanitized render
- admin: Section/Status columns, draft/publish + section + excerpt in the
editor, and a Manage sections modal
Verified end-to-end against MariaDB 11: migration clean, XSS neutralized,
drafts hidden, client builds, server boots.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>