Files
website/server/src/router/v1/player/shard.controller.js
Claude c4245e3f6a Restrict public presence to staff + let admins view any character
Public "Online now" now lists only players whose game account is linked
to a STAFF website user (admin/editor/moderator) — linked players are no
longer exposed publicly with their name and location. listOnlineLinked
joins through to users and filters on role; the section is relabeled
"Staff online".

Character/roster/vendor reads gain an admin bypass: admins may view any
character's data, while players (and editor/moderator staff) stay limited
to accounts they have personally linked. The bypass lives in the shared
player controller and only ever widens access for genuine admins.

Also finalizes the uo-link character/vendor front end (player + admin
character sheets, VendorSales component, ShardChar removed) and
regenerates swagger-output.json.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018kj5s1QCKobuFPYmqxjy1q
2026-07-11 09:15:18 -05:00

145 lines
6.5 KiB
JavaScript

// ── Player: game-account linking + reads ───────────────────────────────────
//
// The player-facing surface for the uo-link integration. A logged-in player
// runs [link in game, gets a one-time code, and enters it here — the server
// confirms it with the sidecar (which permanently tags the game account with the
// website user id) and mirrors the link locally. Roster/vendor reads are
// ownership-checked against that mirror so a player can only see accounts they
// have linked. The sidecar token stays server-side throughout.
const uoLinkClient = require('../../../utils/uoLinkClient')
const shardLinks = require('../../../model/shardLinks/shardLinks.model')
const shardEvents = require('../../../model/shardEvents/shardEvents.model')
const activity = require('../../../model/activity/activity.model')
const log = require('../../../utils/logger')('player-shard')
const SERIAL_RE = /^0x[0-9a-fA-F]+$/
// POST /player/shard/link — confirm an in-game link code.
async function link(req, res) {
const { code } = req.body
try {
const result = await uoLinkClient.confirmLink(code, req.user.id)
if (result.ok && result.data && result.data.kind === 'link.ok') {
const account = result.data.account
await shardLinks.link({ account, userId: req.user.id, charName: result.data.char || null })
await activity.log({ req, action: 'uoLink.account.link', detail: { account } })
log.info('player linked game account', { user: req.user.username, account })
return res.json({ linked: true, account })
}
// Sidecar reports bad/expired codes as 400 link.error or 404.
if (result.status === 400 || result.status === 404) {
return res.status(400).json({ message: 'That code is unknown or has expired. Run [link in game for a new one.' })
}
if (result.status === 503 || result.status === 0) {
return res.status(503).json({ message: 'The shard is unavailable right now — try again shortly.' })
}
return res.status(502).json({ message: 'Could not confirm the link with the shard.' })
} catch (err) {
log.error('player.shard.link', err)
return res.status(500).json({ message: 'Internal Server Error' })
}
}
// GET /player/shard/accounts — the caller's linked game accounts.
async function listAccounts(req, res) {
try {
return res.json(await shardLinks.listForUser(req.user.id))
} catch (err) {
log.error('player.shard.listAccounts', err)
return res.status(500).json({ message: 'Internal Server Error' })
}
}
// Admins may view any character's data; everyone else is limited to accounts
// they have personally linked. The same handlers back /player/shard (role
// `player`, never admin) and /admin/shard (staff), so this bypass only ever
// widens access for genuine admins.
const isAdmin = (req) => req.user && req.user.role === 'admin'
// Shared ownership gate + live round-trip for roster/vendors. `fetcher` is the
// uoLinkClient method to call with the account.
async function ownedRoundTrip(req, res, fetcher, label) {
const { account } = req.params
try {
const owns = isAdmin(req) || (await shardLinks.ownsAccount(account, req.user.id))
if (!owns) return res.status(403).json({ message: 'That account is not linked to your profile.' })
const result = await fetcher(account)
if (result.ok) return res.json(result.data)
if (result.status === 404) return res.status(404).json({ message: 'Not found.' })
if (result.status === 503 || result.status === 0) {
return res.status(503).json({ message: 'The shard is unavailable right now — try again shortly.' })
}
return res.status(502).json({ message: 'Could not reach the shard.' })
} catch (err) {
log.error(`player.shard.${label}`, err)
return res.status(500).json({ message: 'Internal Server Error' })
}
}
// GET /player/shard/roster/:account — characters on a linked account.
const roster = (req, res) => ownedRoundTrip(req, res, uoLinkClient.getRoster, 'roster')
// GET /player/shard/vendors/:account — player vendors on a linked account.
const vendors = (req, res) => ownedRoundTrip(req, res, uoLinkClient.getVendors, 'vendors')
// GET /player/shard/char/:serial — a character sheet, but ONLY if the character's
// account is linked to the caller. The sidecar returns the owning account in the
// profile, which we check against the caller's links before returning anything.
async function getChar(req, res) {
const { serial } = req.params
if (!SERIAL_RE.test(serial)) return res.status(400).json({ message: 'Invalid serial.' })
try {
const result = await uoLinkClient.getCharBySerial(serial)
if (result.ok) {
// Admins see any character; others only characters on an account they linked.
if (!isAdmin(req)) {
const acct = result.data && result.data.acct
const owns = acct ? await shardLinks.ownsAccount(acct, req.user.id) : false
if (!owns) return res.status(403).json({ message: 'That character is not on an account linked to you.' })
}
return res.json(result.data)
}
if (result.status === 404) return res.status(404).json({ message: 'Character not found.' })
if (result.status === 503 || result.status === 0) {
return res.status(503).json({ message: 'The game server is restarting — try again shortly.' })
}
return res.status(502).json({ message: 'Could not reach the shard.' })
} catch (err) {
log.error('player.shard.getChar', err)
return res.status(500).json({ message: 'Internal Server Error' })
}
}
// GET /player/shard/sales — recent player-vendor sales for the caller's linked
// accounts only (as seller/owner). Read from the site's own event log.
async function getSales(req, res) {
try {
const links = await shardLinks.listForUser(req.user.id)
const accounts = new Set(links.map((l) => l.account))
if (accounts.size === 0) return res.json([])
const events = await shardEvents.list({ kind: 'vendor.sale', limit: 500 })
const mine = events
.filter((e) => e.payload && accounts.has(e.payload.ownerAcct))
.slice(0, 50)
.map((e) => ({
t: e.t,
itemType: e.payload.itemType,
amount: e.payload.amount,
price: e.payload.price,
commission: e.payload.commission,
ownerAcct: e.payload.ownerAcct,
}))
return res.json(mine)
} catch (err) {
log.error('player.shard.getSales', err)
return res.status(500).json({ message: 'Internal Server Error' })
}
}
module.exports = { link, listAccounts, roster, vendors, getChar, getSales }