The one place untrusted game data becomes a public page (docs/website/TEAMS.md
§2.8), and the gate on releasing it (§2.9).
A Team's name is written by a player, in the game, with no review, and this
platform turns it into a public page, a URL and eventually a Discord channel
name. Someone naming their guild "Admin" or "<Brand> Staff" gets an
official-looking page on the operator's own site for free.
Hide, never reject. Core cannot refuse a name -- the guild already exists in the
game and core is a mirror of it, not an authority over it. A match hides the Team
from public surfaces and files it in a review queue, and it keeps working
completely for its own members: their forum, their grants, their notifications.
The people in it are not being punished for a name their leader chose.
That asymmetry -- a false positive costs a human glance, a false negative costs
an impersonated staff page -- is what lets the matcher be conservative. It is not
licence to be sloppy the other way: a check that fires on "Badminton" gets
switched off, and then the real cost is paid in full. So matching is whole WORDS
after normalisation, never substrings, following the precedent
scripts/checkModuleIdentifiers.js set for exactly this reason.
Three matcher gaps found by writing the tests, all real impersonation vectors:
- "Guild of Moderators" did not match `moderator`. Only a trailing s off the
WHOLE term is stripped, so "Nomads" still does not match `mod`.
- "G.M." normalises to two single-letter words and matched nothing. A run of
two or more single-letter words is now also offered joined. Deliberately not
a whole-name condensation, which would re-admit substring matching.
- The multi-word condensed form was already handled and is what makes
"RunicGateway" match the two-word term -- the form an impersonator would
reach for, since it is what the Gitea org and every URL use.
Terms resolve at CHECK time, never baked in, so renaming a deployment protects
the new name without a redeploy. A failed settings read falls back to the static
role and project terms rather than to an empty list: screening fewer terms is
bad, screening none is the whole hole.
Re-screening runs on every reconcile, over names no human has ruled on. Names are
immutable per row, so it only ever changes an outcome when the TERM LIST changed
-- an operator adding one, or a rename -- which is exactly what a create-time-only
check would miss forever. `name_reviewed_at` is what makes a staff decision
sticky; without it an override would be undone every fifteen minutes.
The gate is scoped to three actions because they publish untrusted game-sourced
strings, and to nothing else. Ordinary forum grants, leadership overrides,
archives and forum moderation still apply immediately and are audited. A
moderator initiating one files a pending request; an admin applies at once.
Never four-eyes on admins: users.role defaults to admin and `npm run seed`
creates exactly one, so most deployments have precisely one and a second-approver
rule would wedge them with no way out.
Hiding is deliberately NOT gated. Publishing untrusted data needs a second pair
of eyes; withdrawing it needs to be possible at once, by whoever is on duty.
Two concurrency details worth the review: a decision moves the row out of
`pending` under a guard and applies its effect only if the row actually moved,
so two admins clicking approve cannot double-apply or overwrite each other's
record; and a JSON payload is parsed defensively, because the driver returns
JSON columns already parsed on some versions and as a string on others.
Screening is stubbed in the reconciler's own tests -- it is a separate unit, and
the real call reads settings, which this suite must never do against a live
database. That was caught the hard way: the suite went from 11s to hanging, and
the cause was the reconciler reaching a dead pool through the new call.
44 tests in the reconciler file (up from 39), 19 for the matcher, 25 for the
gate. Full suite 877 passed, 0 failed.
Refs docs/website/TEAMS.md §2.8, §2.9, Part 12 phase 2
Co-Authored-By: Claude <noreply@anthropic.com>
498 lines
19 KiB
JavaScript
498 lines
19 KiB
JavaScript
// ── The reconciler ─────────────────────────────────────────────────────────
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//
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// Core's projection of the module's Teams, kept in step (TEAMS.md §2.4). This is
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// the only thing that writes `team_members`, and one of only two things that
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// write `teams.status`.
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//
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// **The four places it refuses to act** are the point of the file, and they are
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// all one rule stated four ways: *a result derived from an answer core does not
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// trust is never applied.* Anything less specific tends to collapse, under
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// maintenance, into "a failed call means no teams" — which is invariant 1's
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// failure mode and would empty every roster on the site the first time a sidecar
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// restarted.
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//
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// 1. `getTeams()` not ok → write sync state, touch NOTHING, return.
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// 2. ok but empty, core holds ≥1 → quarantine; apply only if the NEXT
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// authoritative answer agrees.
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// 3. `getTeamMembers()` not ok → that Team's roster untouched and stale;
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// the other Teams carry on.
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// 4. ok but zero members, had some → the same two-strikes quarantine, per Team.
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//
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// Gates 2 and 4 exist because an authoritative-looking empty answer during a cold
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// start is the one failure indistinguishable from a real wipe. "Every Team on the
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// shard disbanded at once" costs one interval of delay to confirm; getting it
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// wrong costs every roster on the site.
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//
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// Events (§2.3) are an OPTIMISATION, never the source of truth. They make the
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// common case immediate; reconciliation is what makes it correct. Nothing
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// destructive at Team level is ever driven by one — §2.2 scopes archival to an
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// authoritative full list, so a `team.disbanded` event schedules a run rather
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// than archiving, and a spurious event costs a reconcile instead of a Team.
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const teamsDb = require('./teams.db')
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const teamProvider = require('./teamProvider')
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const moderation = require('./teamModeration.model')
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const { slugify, uniqueSlug } = require('./teamSlug')
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const settings = require('../settings/settings.model')
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const log = require('../../utils/logger')('teams')
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// At most one run per 30s (§2.4), so a sidecar flapping cannot become a
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// reconciliation storm — every flap publishes events, and every event asks for a
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// run.
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const DEBOUNCE_MS = 30_000
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const DEFAULT_INTERVAL_S = 900
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const MIN_INTERVAL_S = 60
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const INTERVAL_KEY = 'teams_reconcile_interval_s'
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// The six kinds a module may publish (§2.3). Six rather than the four a
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// membership-shaped reading suggests, because leadership is its own authority
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// path and a leadership change must be expressible without pretending someone
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// joined or left.
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const EVENT_KINDS = new Set([
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'team.created', 'team.disbanded',
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'team.member.added', 'team.member.removed',
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'team.leader.added', 'team.leader.removed',
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])
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// Kinds that can only be answered by a full list. `team.created` cannot be
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// applied from a delta — a Team built from one has no name, no roster and no
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// leaders — and `team.disbanded` must not be, per §2.2.
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const RECONCILE_ONLY = new Set(['team.created', 'team.disbanded'])
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// ── Scheduling state (in-process; one provider per deployment) ─────────────
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let running = false
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let rerunReason = null
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let lastRunAt = 0
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let debounceTimer = null
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let pollTimer = null
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let started = false
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/** Resolve the poll interval, floored so a bad setting cannot become a hot loop. */
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async function intervalSeconds() {
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let raw
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try {
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raw = await settings.get(INTERVAL_KEY)
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} catch {
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return DEFAULT_INTERVAL_S
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}
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const n = Number.parseInt(raw, 10)
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if (!Number.isFinite(n) || n < MIN_INTERVAL_S) return DEFAULT_INTERVAL_S
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return n
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}
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/**
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* Backoff, capped at the poll interval (§2.4).
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*
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* The cap is what keeps this a backoff rather than an outage: a module down for a
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* day would otherwise reach a delay measured in weeks and stay stale long after
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* it recovered.
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*/
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function backoffSeconds(consecutiveFailures, intervalS) {
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if (!consecutiveFailures) return intervalS
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return Math.min(intervalS, 2 ** Math.min(consecutiveFailures, 16) * 15)
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}
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// ── Applying one Team ──────────────────────────────────────────────────────
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/**
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* Create the row for a Team core has not seen, deriving its slug and screening
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* its name against the reserved list (§2.8).
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*
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* The row is created whatever the screening says, and hidden if it matched. Core
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* cannot refuse a name: the guild already exists in the game and core is a mirror
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* of it, not an authority over it. A hidden Team is absent from public surfaces
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* and completely functional for its own members — the people in it are not being
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* punished for a name their leader chose.
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*/
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async function createTeam(moduleId, team) {
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const taken = await teamsDb.slugsLike(slugify(team.name) || 'team')
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const slug = uniqueSlug(team.name, taken)
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const screened = await moderation.screenForCreate(team.name)
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const id = await teamsDb.insertTeam({ moduleId, slug, ...team, ...screened })
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log.info('team created', {
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moduleId, externalId: team.externalId, name: team.name, slug, hidden: Boolean(screened.hidden),
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})
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return id
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}
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/**
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* The §2.2 rename rule: same id and a different name is an archive plus a create.
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*
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* The old row keeps its forum, its activity and its grants, all read-only, and
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* points at its successor so the old slug can explain itself instead of 404ing.
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* Core never decides whether this is "really" the same team — that judgement is
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* the module's, expressed in whether it reuses the external id (§10.5).
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*/
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async function applyRename(moduleId, existing, team) {
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const successorId = await createTeam(moduleId, team)
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await teamsDb.archiveTeam(existing.id, 'renamed', successorId)
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log.info('team renamed; previous row archived', {
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externalId: team.externalId, from: existing.name, to: team.name, archivedId: existing.id, successorId,
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})
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return successorId
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}
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/**
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* Sync one Team's roster and leadership. Gates 3 and 4 live here.
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*
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* Returns whether the roster was applied, so the caller can tell "synced" from
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* "left alone", which is the difference between fresh and stale on that Team's
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* page.
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*/
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async function syncRoster(team) {
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const answer = await teamProvider.getTeamMembers(team.external_id)
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// Gate 3. One Team's unanswerable roster is not the other Teams' problem, and
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// it is certainly not an empty roster.
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if (!answer.ok) {
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log.warn('roster left untouched; provider could not answer', {
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externalId: team.external_id, reason: answer.reason,
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})
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return false
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}
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const known = await teamsDb.memberKeys(team.id)
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// Gate 4, the per-Team twin of gate 2.
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if (answer.complete && answer.members.length === 0 && known.length > 0) {
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if (!team.members_empty_since) {
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await teamsDb.setMembersEmptySince(team.id, new Date())
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log.warn('empty roster quarantined; awaiting a second answer', {
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externalId: team.external_id, had: known.length,
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})
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return false
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}
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log.warn('empty roster confirmed by a second answer; departing every member', {
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externalId: team.external_id, had: known.length,
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})
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} else if (team.members_empty_since) {
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// Any non-empty answer clears the quarantine.
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await teamsDb.setMembersEmptySince(team.id, null)
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}
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for (const member of answer.members) {
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// eslint-disable-next-line no-await-in-loop
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await teamsDb.upsertMember({
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teamId: team.id,
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memberKey: member.memberKey,
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displayName: member.displayName,
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userId: member.userId,
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isLeader: member.leader,
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rankLabel: member.rankLabel,
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online: member.online,
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})
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}
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// Removals only from a COMPLETE answer. `complete: false` means "valid but
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// partial", so additions and updates apply and nothing is taken away.
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if (answer.complete) {
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const seen = new Set(answer.members.map((m) => m.memberKey))
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await teamsDb.markDeparted(team.id, known.filter((key) => !seen.has(key)))
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}
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// Leadership is a separate question with a separate answer, and a provider that
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// cannot answer it leaves the synced value alone rather than demoting everyone.
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const leaders = await teamProvider.getTeamLeaders(team.external_id)
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if (leaders.ok) {
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await teamsDb.setLeaders(team.id, leaders.leaders)
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} else {
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log.warn('leadership left untouched; provider could not answer', {
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externalId: team.external_id, reason: leaders.reason,
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})
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}
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await teamsDb.recount(team.id)
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await teamsDb.markRosterSynced(team.id)
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return true
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}
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// ── The run ────────────────────────────────────────────────────────────────
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/**
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* One full reconciliation. Callers use `request()`; this is the body it guards.
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*
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* Never throws: a reconcile is a background job, and a rejection here would
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* surface as an unhandled rejection in the poll timer rather than as anything an
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* operator could act on. The failure is recorded where it can be read — in
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* `team_sync_state`, which Admin → Teams shows verbatim.
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*/
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async function runOnce(reason) {
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const moduleId = teamProvider.providerModuleId()
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if (!moduleId) return { ok: false, reason: 'no team provider is registered' }
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await teamsDb.recordAttempt(moduleId)
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const answer = await teamProvider.getTeams()
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// Gate 1.
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if (!answer.ok) {
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await teamsDb.recordFailure(moduleId, answer.reason)
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log.warn('reconcile refused; provider could not answer', { reason: answer.reason, trigger: reason })
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return { ok: false, reason: answer.reason }
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}
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const existing = await teamsDb.activeByModule(moduleId)
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// Gate 2. Only a COMPLETE answer can mean "there are no teams" — a partial one
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// removes nothing by definition.
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if (answer.complete && answer.teams.length === 0 && existing.length > 0) {
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const state = await teamsDb.syncState(moduleId)
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if (!state || !state.pending_empty_since) {
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await teamsDb.setPendingEmpty(moduleId, new Date())
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await teamsDb.recordSuccess(moduleId)
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log.warn('empty team list quarantined; awaiting a second answer', { held: existing.length })
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return { ok: true, quarantined: true, applied: 0 }
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}
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const intervalS = await intervalSeconds()
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const waited = (Date.now() - new Date(state.pending_empty_since).getTime()) / 1000
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if (waited < intervalS) {
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await teamsDb.recordSuccess(moduleId)
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log.warn('empty team list still quarantined', { waitedSeconds: Math.round(waited), intervalS })
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return { ok: true, quarantined: true, applied: 0 }
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}
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log.warn('empty team list confirmed; archiving every active team', { count: existing.length })
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} else if (answer.teams.length) {
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// Any non-empty answer clears the quarantine.
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await teamsDb.setPendingEmpty(moduleId, null)
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}
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const byExternalId = new Map(existing.map((t) => [t.external_id, t]))
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const seen = new Set()
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let created = 0
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let renamed = 0
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let rosters = 0
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for (const team of answer.teams) {
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seen.add(team.externalId)
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const current = byExternalId.get(team.externalId)
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let id
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if (!current) {
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id = await createTeam(moduleId, team)
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created += 1
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} else if (current.name !== team.name) {
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id = await applyRename(moduleId, current, team)
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renamed += 1
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} else {
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id = current.id
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await teamsDb.updateTeam(id, { abbr: team.abbr, meta: team.meta })
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}
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// Re-read rather than reusing `current`: a create or a rename has just made a
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// row this loop has never seen, and syncRoster reads the quarantine stamp off
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// it. Passing a stale object would drop the second strike of gate 4.
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const row = await teamsDb.findById(id)
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if (row && await syncRoster(row)) rosters += 1
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}
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// Archive what the module no longer lists — the §2.2 disband path, and the only
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// one. Guarded by `complete` for the same reason removals are.
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let archived = 0
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if (answer.complete) {
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for (const team of existing) {
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if (seen.has(team.external_id)) continue
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await teamsDb.archiveTeam(team.id, 'disbanded')
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archived += 1
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log.info('team archived; absent from an authoritative list', {
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externalId: team.external_id, name: team.name,
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})
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}
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}
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// Re-screen the names no human has ruled on. Names are immutable per row, so
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// this only changes an outcome when the reserved TERMS changed — an operator
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// adding one, or the deployment being renamed — which is exactly the case a
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// create-time-only check would miss forever.
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const rehidden = await moderation.rescreen(moduleId)
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await teamsDb.recordSuccess(moduleId)
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log.info('reconcile complete', {
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trigger: reason, created, renamed, archived, rosters, rehidden, total: answer.teams.length,
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})
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return { ok: true, created, renamed, archived, rosters, rehidden }
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}
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// ── The public entry points ────────────────────────────────────────────────
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/**
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* Run now, awaited, with the per-module lock held. Admin → Resync uses this,
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* because an operator pressing a button is owed the outcome rather than a
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* promise that something will happen soon.
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*
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* A run already in progress is JOINED rather than queued: the caller wants "the
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* projection is now current", and a run that started a moment ago delivers that.
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*/
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async function reconcileNow(reason = 'manual') {
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if (running) {
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rerunReason = reason
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return { ok: true, joined: true }
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}
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running = true
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try {
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const result = await runOnce(reason)
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lastRunAt = Date.now()
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return result
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} catch (err) {
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log.error('reconcile threw', { message: err.message, trigger: reason })
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return { ok: false, reason: err.message }
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} finally {
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running = false
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const queued = rerunReason
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rerunReason = null
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// Something asked while this run was in flight, so it saw state this run may
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// have been too early to include. Ask again, through the debounce.
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if (queued) request({ reason: queued })
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}
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}
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/**
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* Ask for a reconciliation. Returns immediately and never rejects — this is what
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* `ctx.teams.reconcile()` is (§2.3), and a module must not be able to make its
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* own call site slow or its own errors someone else's.
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*/
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function request({ reason = 'module' } = {}) {
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if (debounceTimer) return
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const since = Date.now() - lastRunAt
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if (running) {
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rerunReason = reason
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return
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}
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if (since >= DEBOUNCE_MS) {
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reconcileNow(reason).catch(() => {})
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return
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}
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debounceTimer = setTimeout(() => {
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debounceTimer = null
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reconcileNow(reason).catch(() => {})
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}, DEBOUNCE_MS - since)
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// Unreffed for the same reason the provider's deadline is: a pending debounce
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// must not hold a shutdown open waiting to do background work.
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if (typeof debounceTimer.unref === 'function') debounceTimer.unref()
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}
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/**
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* Apply a module-published event (§2.3).
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*
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* Deltas are applied only for a Team core already knows, and only for the four
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* kinds a delta can express. Everything else — an unknown Team, a create, a
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* disband — asks for a reconciliation instead, because a Team invented from a
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* delta has no name, no roster and no leaders, and an archive driven by one is
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* destruction on the strength of a message that may simply have been repeated.
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*/
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async function publish(event) {
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const { kind, externalId } = event || {}
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if (!EVENT_KINDS.has(kind)) throw new Error(`teams.publish: unknown event kind "${kind}"`)
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const id = typeof externalId === 'string' ? externalId.trim() : ''
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if (!id) throw new Error(`teams.publish: ${kind} has no externalId`)
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const moduleId = teamProvider.providerModuleId()
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if (!moduleId) return
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if (RECONCILE_ONLY.has(kind)) {
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request({ reason: kind })
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return
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}
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const team = await teamsDb.findActive(moduleId, id)
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if (!team) {
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request({ reason: `${kind} for an unknown team` })
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return
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}
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const memberKey = typeof event.memberKey === 'string' ? event.memberKey.trim() : ''
|
|
if (!memberKey) throw new Error(`teams.publish: ${kind} has no memberKey`)
|
|
|
|
switch (kind) {
|
|
case 'team.member.added':
|
|
await teamsDb.upsertMember({
|
|
teamId: team.id,
|
|
memberKey,
|
|
displayName: typeof event.displayName === 'string' ? event.displayName.trim() : null,
|
|
userId: Number.isInteger(event.userId) && event.userId > 0 ? event.userId : null,
|
|
isLeader: Boolean(event.leader),
|
|
rankLabel: typeof event.rankLabel === 'string' ? event.rankLabel.trim() : null,
|
|
online: Boolean(event.online),
|
|
})
|
|
break
|
|
case 'team.member.removed':
|
|
await teamsDb.markDeparted(team.id, [memberKey])
|
|
break
|
|
case 'team.leader.added':
|
|
case 'team.leader.removed':
|
|
// A no-op when the member is unknown: the row is created by the roster, not
|
|
// by a leadership delta, and inventing one here would put a member on the
|
|
// roster whose only evidence is that someone promoted them.
|
|
await teamsDb.setMemberLeader(team.id, memberKey, kind === 'team.leader.added')
|
|
break
|
|
default:
|
|
break
|
|
}
|
|
|
|
await teamsDb.recount(team.id)
|
|
// A delta is a hint that something changed, not a claim to have applied all of
|
|
// it, so every one still asks for the run that makes it correct.
|
|
request({ reason: kind })
|
|
}
|
|
|
|
// ── The poll ───────────────────────────────────────────────────────────────
|
|
|
|
async function scheduleNextPoll() {
|
|
const intervalS = await intervalSeconds()
|
|
const moduleId = teamProvider.providerModuleId()
|
|
let delayS = intervalS
|
|
if (moduleId) {
|
|
const state = await teamsDb.syncState(moduleId).catch(() => null)
|
|
if (state) delayS = backoffSeconds(state.consecutive_failures, intervalS)
|
|
}
|
|
pollTimer = setTimeout(() => {
|
|
reconcileNow('poll').catch(() => {}).then(() => { if (started) scheduleNextPoll().catch(() => {}) })
|
|
}, delayS * 1000)
|
|
if (typeof pollTimer.unref === 'function') pollTimer.unref()
|
|
}
|
|
|
|
/**
|
|
* Start the boot reconcile and the poll. Called from the module lifecycle, after
|
|
* every module has started — the website may have been down across a whole guild
|
|
* war, so the first thing it does on the way up is ask.
|
|
*/
|
|
async function start() {
|
|
if (started) return
|
|
started = true
|
|
if (!teamProvider.providerModuleId()) {
|
|
log.info('no team provider registered; the reconciler stays idle')
|
|
return
|
|
}
|
|
await reconcileNow('boot')
|
|
await scheduleNextPoll()
|
|
}
|
|
|
|
function stop() {
|
|
started = false
|
|
if (pollTimer) clearTimeout(pollTimer)
|
|
if (debounceTimer) clearTimeout(debounceTimer)
|
|
pollTimer = null
|
|
debounceTimer = null
|
|
}
|
|
|
|
// Test-only: the scheduler is module-level state, so a test that triggers a run
|
|
// has to be able to put it back.
|
|
function _reset() {
|
|
stop()
|
|
running = false
|
|
rerunReason = null
|
|
lastRunAt = 0
|
|
}
|
|
|
|
module.exports = {
|
|
reconcileNow,
|
|
request,
|
|
publish,
|
|
start,
|
|
stop,
|
|
intervalSeconds,
|
|
backoffSeconds,
|
|
EVENT_KINDS,
|
|
DEBOUNCE_MS,
|
|
DEFAULT_INTERVAL_S,
|
|
_reset,
|
|
}
|