Files
website/server/src/model/settings/settings.model.js
Claude 2976d5982f feat(provisioning): provisioning UI — signup, invites, accept page, unlink
Phase 6: the UI for the Phase 5 provisioning backend.

- CreateGameAccountForm: reusable game-account form (own username + password),
  mapping the sidecar errors (409/429/403/503) to friendly messages. Wired into
  GameAccounts (self-serve) — shown alongside the [link flow when the
  game_account_signup flag is on (exposed via public settings), so a registered
  player can create + link a game account from their portal.
- Admin Invites view (/admin/invites, admin-only): send an invite at a chosen
  access level, list invites with status, revoke pending ones. When email isn't
  configured the create response's accept link is surfaced to copy manually.
- Public accept page (/invite/:token): validates the invite, sets username +
  password (email + role pre-assigned), creates the account at that role and logs
  in; for a player invite it then offers the built-in "create game account" step
  before the portal. Honeypot-guarded like registration.
- Admin unlink wired into UserDetail via GameAccounts (per-account Unlink button,
  confirm + reconcile).
- Backend: expose gameAccountSignup availability in public settings.

Client build clean; server 193/193.

Refs .plans/protocol2-integration.md (Phase 6). Completes the Protocol 2.0/2.1 integration.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-17 16:06:01 -05:00

94 lines
2.8 KiB
JavaScript

const settingsDb = require('./settings.db')
// Keys safe to expose on the public site.
const PUBLIC_KEYS = [
'site_mode',
'maintenance_message',
'status_message',
'homepage_teaser',
'contact_email',
'site_title',
'hero_layout', // portal hero composition (JSON). Draft key stays admin-only.
]
// Player self-registration mode. Stored under the 'player_registration' key.
// NOTE: the raw value is never exposed publicly — getPublic() derives boolean
// availability flags from it instead (see below).
const REGISTRATION_KEY = 'player_registration'
const REGISTRATION_MODES = ['disabled', 'password', 'sso', 'both']
// Resolve the registration mode, defaulting to 'disabled' (and coercing any
// unexpected stored value back to 'disabled' so a bad row can't open sign-up).
async function getRegistrationMode() {
const value = await settingsDb.get(REGISTRATION_KEY)
return REGISTRATION_MODES.includes(value) ? value : 'disabled'
}
// Derived, public-safe availability flags for the register page.
function registrationFlags(mode) {
return {
password: mode === 'password' || mode === 'both',
sso: mode === 'sso' || mode === 'both',
}
}
// Game-account signup (Protocol 2.0 hybrid mode). Off unless an admin opts in;
// the shard's own signup mode still has the final say when we call the sidecar.
const GAME_SIGNUP_KEY = 'game_account_signup'
async function isGameAccountSignupEnabled() {
return (await settingsDb.get(GAME_SIGNUP_KEY)) === 'enabled'
}
async function get(key) {
return settingsDb.get(key)
}
async function set(key, value, updatedBy = null) {
return settingsDb.set(key, value, updatedBy)
}
async function setMany(obj, updatedBy = null) {
for (const [key, value] of Object.entries(obj)) {
await settingsDb.set(key, value, updatedBy)
}
}
async function getAll() {
const rows = await settingsDb.getAll()
return rows.reduce((acc, row) => {
acc[row.key] = row.value
return acc
}, {})
}
async function getPublic() {
const all = await getAll()
const out = PUBLIC_KEYS.reduce((acc, key) => {
if (all[key] !== undefined) acc[key] = all[key]
return acc
}, {})
// Derived registration availability (never the raw mode). Lets the register
// page show/hide the password form and SSO buttons.
const mode = REGISTRATION_MODES.includes(all[REGISTRATION_KEY]) ? all[REGISTRATION_KEY] : 'disabled'
out.registration = registrationFlags(mode)
// Whether the site offers game-account creation (the shard's own mode still has
// the final say when the call is made). Lets the portal show/hide the form.
out.gameAccountSignup = all[GAME_SIGNUP_KEY] === 'enabled'
return out
}
module.exports = {
get,
set,
setMany,
getAll,
getPublic,
PUBLIC_KEYS,
REGISTRATION_KEY,
REGISTRATION_MODES,
getRegistrationMode,
registrationFlags,
GAME_SIGNUP_KEY,
isGameAccountSignupEnabled,
}