docs(readme): add architecture mermaid diagram #92
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README.md
97
README.md
@@ -25,6 +25,7 @@ The design reference is [BACKEND_DESIGN.md](https://gitea.whitlocktech.com/Runic
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## Contents
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- [Architecture](#architecture)
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- [Tech stack](#tech-stack)
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- [Project structure](#project-structure)
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- [Prerequisites](#prerequisites)
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@@ -44,6 +45,102 @@ The design reference is [BACKEND_DESIGN.md](https://gitea.whitlocktech.com/Runic
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---
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## Architecture
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How the pieces fit together — the React SPA and native app talk to one Express backend
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(`router → controller → model → db`), which persists to MariaDB and bridges to the live
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game world only through the **uo-link** sidecar. The shard itself is never internet-facing.
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```mermaid
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flowchart TB
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%% ---------- Clients ----------
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subgraph clients["Clients"]
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browser["Browser<br/>React + Vite SPA<br/>(public · wiki · admin)"]
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mobile["Native mobile app<br/>(bearer tokens)"]
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end
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idp["SSO providers<br/>Google · Discord · custom OIDC"]
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discord["Discord"]
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%% ---------- Website (one repo) ----------
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subgraph website["website/ — Node app (one repo)"]
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direction TB
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subgraph backend["server/ — Express backend"]
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direction TB
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mw["Middleware<br/>helmet · siteMode · noindex<br/>rateLimit · loginProtection · botScore · validate"]
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router["Router /api/v1<br/>auth (web · mobile · sso) · public · admin"]
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ctrl["Controllers"]
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auth["Session layer (auth/)<br/>sessionService · JWT/cookie · bearer · SSO+PKCE"]
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model["Models (.model + .db)<br/>raw parameterized SQL — no ORM"]
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sse["SSE fan-out<br/>public stream (allowlist) · admin stream (sensitive)"]
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subgraph shardutil["Shard integration (utils/)"]
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ingest["shardIngest.js<br/>WS ingest dispatcher"]
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restcli["uoLinkClient.js<br/>REST client (never throws)"]
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end
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secret["secretBox.js<br/>AES-256-GCM secrets at rest"]
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end
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bot["bot/<br/>Discord bot"]
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end
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db[("MariaDB<br/>users · posts · wiki · settings · activity<br/>mobileSessions · authProviders · userIdentities<br/>uoLinkConfig · shard_online/economy/houses/events")]
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%% ---------- Shard side ----------
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subgraph shardside["Game shard (never internet-facing)"]
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direction TB
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sidecar["uo-link sidecar<br/>(Rust) — the only bridge exposed"]
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servuo["ServUO shard<br/>(C# plugin)"]
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end
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%% ---------- Edges ----------
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browser <-->|"same-origin JSON + SSE (cookie)"| mw
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mobile -->|"REST (bearer access/refresh)"| mw
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browser -.->|"OAuth redirect + PKCE"| idp
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auth -.->|"token exchange"| idp
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mw --> router --> ctrl
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ctrl --> auth
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ctrl --> model
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ctrl --> restcli
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ctrl --> sse
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auth --> model
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model <--> db
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auth -. reads/writes secrets .-> secret
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restcli -. reads config/token .-> secret
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ingest --> model
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ingest --> sse
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sse -->|"live events"| browser
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bot -->|"messages"| discord
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bot <--> db
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restcli -->|"REST: /char /roster /economy /history · /link/confirm · /towncrier"| sidecar
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sidecar -->|"WebSocket live event feed (bearer + X-UOLink-Version)"| ingest
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servuo -->|"loopback TCP 127.0.0.1:7788<br/>newline-delimited JSON (shard dials out)"| sidecar
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%% ---------- Styling ----------
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classDef ext fill:#2d2233,stroke:#7a5c94,color:#e8dff0;
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classDef store fill:#1f2d2a,stroke:#4c8c7d,color:#dff0ea;
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classDef bridge fill:#2d2620,stroke:#94764c,color:#f0e6d8;
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class idp,discord ext;
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class db store;
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class sidecar,servuo bridge;
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```
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- **One backend, layered.** Every request flows `middleware → router → controller → model → db`.
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Web browsers authenticate with an httpOnly JWT cookie; the native app uses short-lived bearer
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access tokens plus rotated refresh tokens; SSO (Google/Discord/OIDC) is link-only and PKCE-guarded.
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All three surfaces produce the *same* session via the session layer.
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- **The shard is never reachable.** The ServUO shard *dials out* over loopback TCP to the uo-link
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sidecar; only the sidecar is exposed, and only the backend talks to it. The REST client
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(`uoLinkClient.js`) never throws, so the site degrades gracefully when the shard is down.
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- **Sensitive events stay private.** Ingested game events fan out to browsers over two SSE channels —
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a public allowlist stream and an admin-only stream that adds staff audit / cheat / login events.
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---
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## Tech stack
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| Layer | Tech |
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