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>
220 lines
10 KiB
JavaScript
220 lines
10 KiB
JavaScript
// ── Player: game-account linking + reads ───────────────────────────────────
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//
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// The player-facing surface for the uo-link integration. A logged-in player
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// runs [link in game, gets a one-time code, and enters it here — the server
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// confirms it with the sidecar (which permanently tags the game account with the
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// website user id) and mirrors the link locally. Roster/vendor reads are
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// ownership-checked against that mirror so a player can only see accounts they
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// have linked. The sidecar token stays server-side throughout.
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const uoLinkClient = require('../../../utils/uoLinkClient')
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const shardLinks = require('../../../model/shardLinks/shardLinks.model')
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const shardState = require('../../../model/shardState/shardState.model')
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const settings = require('../../../model/settings/settings.model')
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const { salesForAccounts } = require('../../../utils/shardSales')
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const activity = require('../../../model/activity/activity.model')
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const log = require('../../../utils/logger')('player-shard')
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const SERIAL_RE = /^0x[0-9a-fA-F]+$/
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// Decorate a char.profile with cross-links from our own board data: the guild the
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// character leads and any city governorship on its account. Best-effort — a
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// failure here never fails the profile (it's a nicety, not the sheet).
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async function enrichCharProfile(profile) {
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if (!profile) return profile
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try {
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const guild = await shardState.findGuildForActor({ serial: profile.serial, acct: profile.acct })
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if (guild) profile.guild = guild
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if (profile.acct) {
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const govs = await shardState.listGovernorshipsForAccounts([profile.acct])
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if (govs.length) profile.governorOf = govs.map((g) => g.city)
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}
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} catch (err) {
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log.warn('enrichCharProfile failed', { serial: profile.serial, message: err.message })
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}
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return profile
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}
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// POST /player/shard/link — confirm an in-game link code.
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async function link(req, res) {
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const { code } = req.body
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try {
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const result = await uoLinkClient.confirmLink(code, req.user.id)
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if (result.ok && result.data && result.data.kind === 'link.ok') {
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const account = result.data.account
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await shardLinks.link({ account, userId: req.user.id, charName: result.data.char || null })
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await activity.log({ req, action: 'uoLink.account.link', detail: { account } })
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log.info('player linked game account', { user: req.user.username, account })
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return res.json({ linked: true, account })
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}
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// Sidecar reports bad/expired codes as 400 link.error or 404.
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if (result.status === 400 || result.status === 404) {
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return res.status(400).json({ message: 'That code is unknown or has expired. Run [link in game for a new one.' })
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}
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if (result.status === 503 || result.status === 0) {
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return res.status(503).json({ message: 'The shard is unavailable right now — try again shortly.' })
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}
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return res.status(502).json({ message: 'Could not confirm the link with the shard.' })
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} catch (err) {
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log.error('player.shard.link', err)
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return res.status(500).json({ message: 'Internal Server Error' })
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}
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}
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// GET /player/shard/accounts — the caller's linked game accounts.
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async function listAccounts(req, res) {
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try {
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return res.json(await shardLinks.listForUser(req.user.id))
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} catch (err) {
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log.error('player.shard.listAccounts', err)
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return res.status(500).json({ message: 'Internal Server Error' })
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}
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}
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// Admins may view any character's data; everyone else is limited to accounts
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// they have personally linked. The same handlers back /player/shard (role
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// `player`, never admin) and /admin/shard (staff), so this bypass only ever
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// widens access for genuine admins.
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const isAdmin = (req) => req.user && req.user.role === 'admin'
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// Shared ownership gate + live round-trip for roster/vendors. `fetcher` is the
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// uoLinkClient method to call with the account.
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async function ownedRoundTrip(req, res, fetcher, label) {
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const { account } = req.params
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try {
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const owns = isAdmin(req) || (await shardLinks.ownsAccount(account, req.user.id))
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if (!owns) return res.status(403).json({ message: 'That account is not linked to your profile.' })
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const result = await fetcher(account)
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if (result.ok) return res.json(result.data)
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if (result.status === 404) return res.status(404).json({ message: 'Not found.' })
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if (result.status === 503 || result.status === 0) {
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return res.status(503).json({ message: 'The shard is unavailable right now — try again shortly.' })
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}
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return res.status(502).json({ message: 'Could not reach the shard.' })
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} catch (err) {
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log.error(`player.shard.${label}`, err)
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return res.status(500).json({ message: 'Internal Server Error' })
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}
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}
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// GET /player/shard/roster/:account — characters on a linked account.
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const roster = (req, res) => ownedRoundTrip(req, res, uoLinkClient.getRoster, 'roster')
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// GET /player/shard/vendors/:account — player vendors on a linked account.
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const vendors = (req, res) => ownedRoundTrip(req, res, uoLinkClient.getVendors, 'vendors')
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// GET /player/shard/char/:serial — a character sheet, but ONLY if the character's
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// account is linked to the caller. The sidecar returns the owning account in the
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// profile, which we check against the caller's links before returning anything.
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async function getChar(req, res) {
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const { serial } = req.params
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if (!SERIAL_RE.test(serial)) return res.status(400).json({ message: 'Invalid serial.' })
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try {
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const result = await uoLinkClient.getCharBySerial(serial)
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if (result.ok) {
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// Admins see any character; others only characters on an account they linked.
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if (!isAdmin(req)) {
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const acct = result.data && result.data.acct
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const owns = acct ? await shardLinks.ownsAccount(acct, req.user.id) : false
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if (!owns) return res.status(403).json({ message: 'That character is not on an account linked to you.' })
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}
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return res.json(await enrichCharProfile(result.data))
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}
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if (result.status === 404) return res.status(404).json({ message: 'Character not found.' })
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if (result.status === 503 || result.status === 0) {
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return res.status(503).json({ message: 'The game server is restarting — try again shortly.' })
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}
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return res.status(502).json({ message: 'Could not reach the shard.' })
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} catch (err) {
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log.error('player.shard.getChar', err)
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return res.status(500).json({ message: 'Internal Server Error' })
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}
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}
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// GET /player/shard/sales — recent player-vendor sales for the caller's linked
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// accounts only (as seller/owner). Read from the site's own event log.
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async function getSales(req, res) {
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try {
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const links = await shardLinks.listForUser(req.user.id)
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const accounts = links.map((l) => l.account)
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return res.json(await salesForAccounts(accounts))
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} catch (err) {
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log.error('player.shard.getSales', err)
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return res.status(500).json({ message: 'Internal Server Error' })
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}
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}
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// GET /player/shard/houses — the caller's OWN houses (home status), scoped to
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// their linked accounts. A player sees their own decay/IDOC standing; never
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// anyone else's. Full detail is fine here — it's their property.
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async function getHouses(req, res) {
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try {
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const links = await shardLinks.listForUser(req.user.id)
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const accounts = links.map((l) => l.account)
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return res.json(await shardState.listHousesForAccounts(accounts))
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} catch (err) {
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log.error('player.shard.getHouses', err)
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return res.status(500).json({ message: 'Internal Server Error' })
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}
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}
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// Map a failed uoLinkClient.createAccount result to a user-facing HTTP response.
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// The password is never echoed anywhere; only the mapped reason is returned.
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function mapCreateAccountError(res, result) {
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const reason = (result.data && result.data.reason) || ''
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switch (result.status) {
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case 409:
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return res.status(409).json({ message: 'That account name is already taken.' })
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case 429:
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return res.status(429).json({ message: 'The account limit for your network has been reached.' })
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case 403:
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return res.status(403).json({ message: 'Game-account signups are not available on this shard right now.' })
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case 400:
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return res.status(400).json({ message: reason || 'The account name or password was not accepted.' })
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case 503:
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case 0:
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return res.status(503).json({ message: 'The game server is unavailable — try again shortly.' })
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default:
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return res.status(502).json({ message: 'Could not reach the shard to create the account.' })
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}
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}
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// POST /player/shard/account — provision a GAME account for the signed-in website
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// user and auto-link it (Protocol 2.0 hybrid). Used by self-serve signup and the
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// invite-accept "create game account" step alike (both act as the signed-in user).
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// actor + websiteUserId are stamped from the session; the browser IP (req.ip,
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// trust-proxy configured) is forwarded for the shard's per-IP cap; the password is
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// never logged. Gated by the game_account_signup setting AND the shard's own mode.
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async function createGameAccount(req, res) {
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const { account, password } = req.body
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try {
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if (!(await settings.isGameAccountSignupEnabled())) {
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return res.status(403).json({ message: 'Game-account signup is not available right now.' })
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}
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const result = await uoLinkClient.createAccount({
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actor: req.user.username,
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account,
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password,
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websiteUserId: req.user.id,
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ip: req.ip,
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})
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if (result.ok) {
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// Mirror the link locally so the portal lists the account immediately.
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await shardLinks.link({ account, userId: req.user.id })
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await activity.log({ req, userId: req.user.id, action: 'shard.account.create', detail: { account } })
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log.info('game account created', { account, userId: req.user.id, ip: req.ip })
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return res.status(201).json({ account, linked: true })
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}
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return mapCreateAccountError(res, result)
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} catch (err) {
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log.error('player.shard.createGameAccount', err)
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return res.status(500).json({ message: 'Internal Server Error' })
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}
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}
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module.exports = { link, listAccounts, roster, vendors, getChar, getSales, getHouses, createGameAccount }
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