feat: add controlled scum player state patches

This commit is contained in:
npc0-hue
2026-07-28 16:10:06 +08:00
parent 1e31a87888
commit f496fb12ec
25 changed files with 1017 additions and 48 deletions
@@ -0,0 +1,4 @@
schema: spec-driven
created: 2026-07-28
goal: Provide safe authorized SCUM player attribute updates through the declared
game-client bridge.
@@ -0,0 +1,3 @@
# add-scum-player-state-patch
SCUM player detail and approved version-scoped attribute patching
@@ -0,0 +1,42 @@
## Context
The prior `scum-game-player-intelligence` change owns server-local player identity, sessions, risk signals, and access control. The existing game-client bridge supplies declared commands, approval states, leases, audit references, and result fencing, but it does not itself constrain individual game-state fields or maintain a readable player-change history.
## Goals / Non-Goals
**Goals:**
- Permit only catalogued SCUM skills and character attributes for an explicitly declared server game version.
- Verify player/server ownership, current state version, companion availability, declared maintenance/online safety state, and platform-admin approval before dispatch.
- Record before/after value, reason, requester, approver, bridge command result, and read-after-write confirmation as an immutable patch audit.
- Prevent unknown versions, fields, out-of-range values, stale versions, unsafe execution windows, and unknown/failed execution from being represented as applied.
**Non-Goals:**
- SQL or database access, raw JSON/INI write APIs, host paths, direct Run/game connections, OCR/input automation, player identity/risk-signal edits, bans, gifts, or map trails.
## Decisions
1. **Catalog at the platform boundary.** `SCUMPlayerStateCatalog` maps a declared server game version to a small list of field keys and numeric ranges. No caller or plugin payload can introduce fields dynamically. The initial exact version is `0.9.700.90357` and supports `skills.running` and `attributes.strength` in range 010.
2. **Use a dedicated typed bridge operation.** The manifest declares only `game-state.patch`, with a schema requiring target player ID, game version, expected state version, safety-window token, reason, and a list of catalogued changes. The result carries a bounded per-field outcome and an immediate confirmed state version; it contains no raw storage/database material.
3. **Two-stage platform-admin approval.** A server-authorized requester creates a durable patch record in `pending-approval`. A platform admin approves it after revalidating authorization, catalog, snapshot version, and safety window. Approval queues the bridge command and remains auditable; a requester who is also platform admin still creates then approves the explicit record.
4. **Snapshot/state fencing and confirmation.** A current `player.state` snapshot is the source of before values and its `stateVersion` is copied into the requested patch. The companion must reject mismatches, apply only declared fields in a verified maintenance/offline safety window, then read state back before returning success. Platform marks a record `confirmed` only when each returned value exactly equals its requested value and the returned state version advances. Failed and unknown results stay readable terminal audit states.
5. **Ownership is revalidated at every transition.** Player record lookup checks server ownership before viewing, creating, approving, or reading a patch. The bridge command is scoped to the same server plugin and profile; the generic queue cannot be used as an alternate raw patch entry point because the dedicated service owns field/snapshot validation and records the audit before dispatch.
## Risks / Trade-offs
- [Companion has no exact version/state snapshot] → Disable the form and return a readable unsupported/unknown-version result.
- [State changes between snapshot and execution] → The expected state version causes the companion to reject; record the conflict without claiming application.
- [Companion times out or result is missing] → Keep the record `execution-unknown`; do not infer a write, and require a later confirmation read.
- [Maintenance state becomes unsafe] → Approval and companion both reject dispatch; no write is attempted.
## Migration Plan
1. Add model-first patch records, memory/file/MySQL repositories, and immutable transition helpers.
2. Deploy the manifest schemas and companion version declaration; no version is implicitly supported.
3. Deploy the API and console. Existing player profiles retain all read-only intelligence behavior.
4. Roll back by disabling the command declaration and form; historical audit records remain readable.
@@ -0,0 +1,22 @@
## Why
SCUM player intelligence currently presents useful local identity and risk context, but administrators cannot safely correct the limited in-game state that the installed server version explicitly supports. A controlled patch workflow is required so changes remain reviewable, version-fenced, approved, and executed only through the companion command channel.
## What Changes
- Add a SCUM version-scoped player-state field catalog for supported skills and character attributes only.
- Add player-state read snapshots and an approved `game-state.patch` bridge operation with optimistic state-version checks, safe execution-window checks, and confirmation reads.
- Persist an immutable patch audit record containing requested old/new values, reason, requester/approver, command result, and confirmation status.
- Add authorized API contracts and Chinese console controls that show the editable diff, approval state, readable outcome, and player context.
## Capabilities
### New Capabilities
- `scum-player-state-patch`: Version-fenced, approved SCUM player skill and character-attribute changes via the game-client bridge.
## Impact
- Affects Platform player domain/models/repositories/services/validation/API and durable metadata storage.
- Extends the SCUM manifest with a bounded patch command and typed schemas, plus Platform Web contracts and console records.
- Does not permit SQL, raw configuration/JSON/INI writing, direct game database access, unbounded state editing, automatic moderation, gifts, or map trails.
@@ -0,0 +1,48 @@
## ADDED Requirements
### Requirement: Version-scoped player state catalog
The system SHALL allow SCUM player state patches only for a declared exact game version and an explicit catalog of skill/attribute fields with numeric ranges.
#### Scenario: Unknown server version
- **WHEN** an administrator requests a patch and the current server state reports an unknown game version
- **THEN** the system SHALL disable the patch request and SHALL not queue a bridge command
#### Scenario: Out-of-range or unknown field
- **WHEN** a request contains a field absent from the version catalog or a value outside its range
- **THEN** the system SHALL reject the request before an audit approval or game-side command is created
### Requirement: Authorized and safe patch request
The system SHALL ensure that the game player belongs to the target server, the requester has server access, the expected player-state version matches the current snapshot, and the snapshot declares a verified maintenance/offline safety window before creating a patch record.
#### Scenario: Stale player state
- **WHEN** a patch carries an expected state version different from the current player-state snapshot
- **THEN** the system SHALL reject it as a conflict and SHALL not dispatch a patch command
#### Scenario: Online server without a safe window
- **WHEN** a state snapshot indicates the target player is online or maintenance is not verified
- **THEN** the system SHALL reject the request with a readable safety status
### Requirement: Explicit administrator approval and immutable audit
The system SHALL persist each accepted request with field-level before/after values, reason, requester, approval state, approver, and execution status. Only a platform administrator with server access MAY approve dispatch.
#### Scenario: Non-admin approval
- **WHEN** a server-authorized non-platform-admin attempts to approve a pending patch
- **THEN** the system SHALL deny approval and SHALL leave the patch pending
### Requirement: Typed game-state patch execution and confirmation
The system SHALL dispatch only the declared `game-state.patch` command through the game-client bridge. A successful record SHALL require a typed per-field result and a read-after-write confirmation whose values equal the requested values and whose state version advances.
#### Scenario: Companion reports a failure
- **WHEN** the companion returns a failed patch command result
- **THEN** the patch record SHALL be terminal `execution-failed`, preserve the readable result summary, and SHALL not be reported as applied
#### Scenario: Result is missing or unconfirmable
- **WHEN** the command expires, is cancelled, returns malformed state, or cannot confirm the requested values
- **THEN** the record SHALL retain an explicit `execution-unknown` or `confirmation-failed` status and SHALL not be reported as applied
### Requirement: Readable SCUM console workflow
The SCUM player console SHALL show player detail context and provide a Chinese patch form only for supported safe states. It SHALL show a textual field diff, reason, approval status, executor result, and confirmation status without relying only on color.
#### Scenario: Pending approval
- **WHEN** a patch is awaiting approval
- **THEN** the console SHALL label it as awaiting platform-administrator approval and display the old/new values and requester reason
@@ -0,0 +1,21 @@
## 1. Contracts, models, and persistence
- [x] 1.1 Add version-scoped SCUM state catalog, player-state snapshot/patch domain types, audit model/repositories/migration/store implementations, and field/safety validation.
- [x] 1.2 Add service state machine for request, platform-admin approval, bridge-result reconciliation, and confirmation-read semantics with immutable audit evidence.
- [x] 1.3 Add focused backend tests for unknown version, invalid field/range, server ownership, stale version, unsafe window, approval permission, execution failure/unknown, audit, and confirmation.
## 2. API and SCUM bridge contract
- [x] 2.1 Add named DTOs and authorized player-state/patch API routes and tests.
- [x] 2.2 Declare `game-state.patch` and player-state schemas in the SCUM manifest, extend companion bridge validation fixtures/tests, and preserve the typed bounded command channel.
## 3. SCUM console
- [x] 3.1 Add frontend API/types and Chinese player-detail patch controls using shared console/theme primitives.
- [x] 3.2 Render readable diff, reason, approval, execution, and confirmation histories; disable unsupported or unsafe writes.
- [x] 3.3 Add frontend tests for field labels, diff/audit readability, and disabled safety states.
## 4. Verification
- [x] 4.1 Run strict OpenSpec validation, focused backend/plugin/frontend tests, and `scripts/check-structure.sh`.
- [ ] 4.2 Stage only this task's files, commit on `main`, and push the configured remote.
+82
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@@ -8,6 +8,88 @@ import (
"strconv"
)
// serverGamePlayerState godoc
// @Summary Get current SCUM player state
// @Description Returns a version-scoped, browser-safe player-state snapshot; it never exposes a game database or raw storage fields.
// @Tags game-players
// @Produce json
// @Success 200 {object} dto.GamePlayerStateResponse
// @Router /api/v1/server-instances/{id}/game-players/{playerId}/state [get]
func (h *coreHandlers) serverGamePlayerState(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodGet {
writeMethodNotAllowed(w, http.MethodGet)
return
}
state, err := h.core.GetGamePlayerStateForSession(bearerToken(r), r.PathValue("playerId"))
if err != nil {
writeServiceError(w, err)
return
}
if state.ServerInstanceID != r.PathValue("id") {
writeServiceError(w, repo.ErrNotFound)
return
}
writeJSON(w, http.StatusOK, dto.GamePlayerStateFromDomain(state))
}
// serverGamePlayerStatePatches godoc
// @Summary Request or list controlled SCUM player state patches
// @Description Creates reviewable skill/attribute patch requests only through the typed game-client bridge channel.
// @Tags game-players
// @Accept json
// @Produce json
// @Success 202 {object} dto.GamePlayerStatePatchResponse
// @Router /api/v1/server-instances/{id}/game-players/{playerId}/state-patches [get,post]
func (h *coreHandlers) serverGamePlayerStatePatches(w http.ResponseWriter, r *http.Request) {
switch r.Method {
case http.MethodGet:
patches, err := h.core.ListGamePlayerStatePatchesForSession(bearerToken(r), r.PathValue("playerId"))
if err != nil {
writeServiceError(w, err)
return
}
writeJSON(w, http.StatusOK, dto.GamePlayerStatePatchesFromDomain(patches))
case http.MethodPost:
request, err := decodeJSON[dto.GamePlayerStatePatchRequest](r)
if err != nil {
writeDecodeError(w, err)
return
}
patch, err := h.core.RequestGamePlayerStatePatchForSession(bearerToken(r), r.PathValue("playerId"), request.ToDomain())
if err != nil {
writeServiceError(w, err)
return
}
writeJSON(w, http.StatusAccepted, dto.GamePlayerStatePatchFromDomain(patch))
default:
writeAPIError(w, http.StatusMethodNotAllowed, errorCodeMethodNotAllowed, "method not allowed", nil)
}
}
// serverGamePlayerStatePatchApprove godoc
// @Summary Approve a controlled SCUM player state patch
// @Description Requires a platform administrator with access to the target server and dispatches only the declared typed bridge command.
// @Tags game-players
// @Produce json
// @Success 202 {object} dto.GamePlayerStatePatchResponse
// @Router /api/v1/server-instances/{id}/game-players/{playerId}/state-patches/{patchId}/approve [post]
func (h *coreHandlers) serverGamePlayerStatePatchApprove(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPost {
writeMethodNotAllowed(w, http.MethodPost)
return
}
patch, err := h.core.ApproveGamePlayerStatePatchForSession(bearerToken(r), r.PathValue("patchId"))
if err != nil {
writeServiceError(w, err)
return
}
if patch.ServerInstanceID != r.PathValue("id") || patch.GamePlayerRecordID != r.PathValue("playerId") {
writeServiceError(w, repo.ErrNotFound)
return
}
writeJSON(w, http.StatusAccepted, dto.GamePlayerStatePatchFromDomain(patch))
}
// serverGamePlayers godoc
// @Summary List server-local game players
// @Description Returns privacy-safe SCUM game player records visible to the current server operator.
+3
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@@ -95,6 +95,9 @@ func (h *coreHandlers) register(mux *http.ServeMux) {
mux.HandleFunc("/api/v1/server-instances/{id}/game-client-bridge/snapshots", h.serverGameClientBridgeSnapshots)
mux.HandleFunc("/api/v1/server-instances/{id}/game-players", h.serverGamePlayers)
mux.HandleFunc("/api/v1/server-instances/{id}/game-players/{playerId}", h.serverGamePlayerDetail)
mux.HandleFunc("/api/v1/server-instances/{id}/game-players/{playerId}/state", h.serverGamePlayerState)
mux.HandleFunc("/api/v1/server-instances/{id}/game-players/{playerId}/state-patches", h.serverGamePlayerStatePatches)
mux.HandleFunc("/api/v1/server-instances/{id}/game-players/{playerId}/state-patches/{patchId}/approve", h.serverGamePlayerStatePatchApprove)
mux.HandleFunc("/api/v1/server-instances/{id}/dependencies/check", h.serverDependenciesCheck)
mux.HandleFunc("/api/v1/server-instances/{id}/dependencies/install", h.serverDependenciesInstall)
mux.HandleFunc("/api/v1/server-instances/{id}/dependencies", h.serverDependencies)
+114
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@@ -0,0 +1,114 @@
package domain
import "time"
const SCUMPlayerStatePatchCommandType = "game-state.patch"
const SCUMPlayerStateSnapshotType = "player.state"
type GamePlayerStateFieldKind string
const (
GamePlayerStateFieldSkill GamePlayerStateFieldKind = "skill"
GamePlayerStateFieldAttribute GamePlayerStateFieldKind = "attribute"
)
type GamePlayerStateFieldDefinition struct {
Key string
Label string
Kind GamePlayerStateFieldKind
Minimum float64
Maximum float64
}
type GamePlayerStateCatalog struct {
GameVersion string
Fields []GamePlayerStateFieldDefinition
}
var SCUMPlayerStateCatalogs = []GamePlayerStateCatalog{{GameVersion: "0.9.700.90357", Fields: []GamePlayerStateFieldDefinition{{Key: "skills.running", Label: "跑步技能", Kind: GamePlayerStateFieldSkill, Minimum: 0, Maximum: 10}, {Key: "attributes.strength", Label: "力量属性", Kind: GamePlayerStateFieldAttribute, Minimum: 0, Maximum: 10}}}}
type GamePlayerStateSnapshot struct {
ServerInstanceID string
GamePlayerRecordID string
GamePlayerID string
GameVersion string
StateVersion string
SafetyWindow string
MaintenanceVerified bool
PlayerOnline bool
Fields map[string]float64
ObservedAt time.Time
}
type GamePlayerStatePatchStatus string
const (
GamePlayerStatePatchPendingApproval GamePlayerStatePatchStatus = "pending-approval"
GamePlayerStatePatchQueued GamePlayerStatePatchStatus = "queued"
GamePlayerStatePatchExecutionFailed GamePlayerStatePatchStatus = "execution-failed"
GamePlayerStatePatchExecutionUnknown GamePlayerStatePatchStatus = "execution-unknown"
GamePlayerStatePatchConfirmationFailed GamePlayerStatePatchStatus = "confirmation-failed"
GamePlayerStatePatchConfirmed GamePlayerStatePatchStatus = "confirmed"
)
type GamePlayerStatePatchChange struct {
FieldKey string
Before float64
After float64
}
type GamePlayerStatePatch struct {
ID string
ServerInstanceID string
GamePlayerRecordID string
GamePlayerID string
GameVersion string
ExpectedStateVersion string
SafetyWindow string
Changes []GamePlayerStatePatchChange
Reason string
RequesterID string
ApproverID string
Status GamePlayerStatePatchStatus
BridgeCommandID string
ExecutionSummary string
ConfirmedStateVersion string
CreatedAt time.Time
ApprovedAt time.Time
CompletedAt time.Time
UpdatedAt time.Time
}
type GamePlayerStatePatchFilter struct {
ServerInstanceID string
GamePlayerRecordID string
Limit int
}
type GamePlayerStatePatchRequest struct {
GameVersion string
ExpectedStateVersion string
SafetyWindow string
Changes []GamePlayerStatePatchChange
Reason string
}
func CopyGamePlayerStatePatch(value GamePlayerStatePatch) GamePlayerStatePatch {
value.Changes = append([]GamePlayerStatePatchChange(nil), value.Changes...)
return value
}
func SCUMPlayerStateCatalogForVersion(version string) (GamePlayerStateCatalog, bool) {
for _, catalog := range SCUMPlayerStateCatalogs {
if catalog.GameVersion == version {
return catalog, true
}
}
return GamePlayerStateCatalog{}, false
}
func GamePlayerStateFieldForVersion(version, key string) (GamePlayerStateFieldDefinition, bool) {
catalog, ok := SCUMPlayerStateCatalogForVersion(version)
if !ok {
return GamePlayerStateFieldDefinition{}, false
}
for _, field := range catalog.Fields {
if field.Key == key {
return field, true
}
}
return GamePlayerStateFieldDefinition{}, false
}
+91
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@@ -0,0 +1,91 @@
package dto
import (
"browser.local/platform/domain"
"time"
)
type GamePlayerStateFieldResponse struct {
Key string `json:"key"`
Label string `json:"label"`
Kind string `json:"kind"`
Minimum float64 `json:"minimum"`
Maximum float64 `json:"maximum"`
Value float64 `json:"value"`
}
type GamePlayerStateResponse struct {
GameVersion string `json:"gameVersion"`
StateVersion string `json:"stateVersion"`
SafetyWindow string `json:"safetyWindow,omitempty"`
MaintenanceVerified bool `json:"maintenanceVerified"`
PlayerOnline bool `json:"playerOnline"`
Supported bool `json:"supported"`
Fields []GamePlayerStateFieldResponse `json:"fields"`
ObservedAt time.Time `json:"observedAt"`
}
type GamePlayerStatePatchChangeRequest struct {
FieldKey string `json:"fieldKey"`
Before float64 `json:"before"`
After float64 `json:"after"`
}
type GamePlayerStatePatchRequest struct {
GameVersion string `json:"gameVersion"`
ExpectedStateVersion string `json:"expectedStateVersion"`
SafetyWindow string `json:"safetyWindow"`
Changes []GamePlayerStatePatchChangeRequest `json:"changes"`
Reason string `json:"reason"`
}
type GamePlayerStatePatchChangeResponse struct {
FieldKey string `json:"fieldKey"`
Before float64 `json:"before"`
After float64 `json:"after"`
}
type GamePlayerStatePatchResponse struct {
ID string `json:"id"`
GameVersion string `json:"gameVersion"`
ExpectedStateVersion string `json:"expectedStateVersion"`
Changes []GamePlayerStatePatchChangeResponse `json:"changes"`
Reason string `json:"reason"`
RequesterID string `json:"requesterId"`
ApproverID string `json:"approverId,omitempty"`
Status string `json:"status"`
BridgeCommandID string `json:"bridgeCommandId,omitempty"`
ExecutionSummary string `json:"executionSummary,omitempty"`
ConfirmedStateVersion string `json:"confirmedStateVersion,omitempty"`
CreatedAt time.Time `json:"createdAt"`
ApprovedAt time.Time `json:"approvedAt,omitempty"`
CompletedAt time.Time `json:"completedAt,omitempty"`
}
type GamePlayerStatePatchListResponse struct {
Items []GamePlayerStatePatchResponse `json:"items"`
}
func (request GamePlayerStatePatchRequest) ToDomain() domain.GamePlayerStatePatchRequest {
changes := make([]domain.GamePlayerStatePatchChange, len(request.Changes))
for i, change := range request.Changes {
changes[i] = domain.GamePlayerStatePatchChange{FieldKey: change.FieldKey, Before: change.Before, After: change.After}
}
return domain.GamePlayerStatePatchRequest{GameVersion: request.GameVersion, ExpectedStateVersion: request.ExpectedStateVersion, SafetyWindow: request.SafetyWindow, Changes: changes, Reason: request.Reason}
}
func GamePlayerStateFromDomain(value domain.GamePlayerStateSnapshot) GamePlayerStateResponse {
catalog, supported := domain.SCUMPlayerStateCatalogForVersion(value.GameVersion)
fields := make([]GamePlayerStateFieldResponse, 0, len(catalog.Fields))
for _, field := range catalog.Fields {
fields = append(fields, GamePlayerStateFieldResponse{Key: field.Key, Label: field.Label, Kind: string(field.Kind), Minimum: field.Minimum, Maximum: field.Maximum, Value: value.Fields[field.Key]})
}
return GamePlayerStateResponse{GameVersion: value.GameVersion, StateVersion: value.StateVersion, SafetyWindow: value.SafetyWindow, MaintenanceVerified: value.MaintenanceVerified, PlayerOnline: value.PlayerOnline, Supported: supported, Fields: fields, ObservedAt: value.ObservedAt}
}
func GamePlayerStatePatchFromDomain(value domain.GamePlayerStatePatch) GamePlayerStatePatchResponse {
changes := make([]GamePlayerStatePatchChangeResponse, len(value.Changes))
for i, change := range value.Changes {
changes[i] = GamePlayerStatePatchChangeResponse{FieldKey: change.FieldKey, Before: change.Before, After: change.After}
}
return GamePlayerStatePatchResponse{ID: value.ID, GameVersion: value.GameVersion, ExpectedStateVersion: value.ExpectedStateVersion, Changes: changes, Reason: value.Reason, RequesterID: value.RequesterID, ApproverID: value.ApproverID, Status: string(value.Status), BridgeCommandID: value.BridgeCommandID, ExecutionSummary: value.ExecutionSummary, ConfirmedStateVersion: value.ConfirmedStateVersion, CreatedAt: value.CreatedAt, ApprovedAt: value.ApprovedAt, CompletedAt: value.CompletedAt}
}
func GamePlayerStatePatchesFromDomain(values []domain.GamePlayerStatePatch) GamePlayerStatePatchListResponse {
items := make([]GamePlayerStatePatchResponse, len(values))
for i, value := range values {
items[i] = GamePlayerStatePatchFromDomain(value)
}
return GamePlayerStatePatchListResponse{Items: items}
}
+27
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@@ -0,0 +1,27 @@
package model
import "time"
// GamePlayerStatePatch is the model-first audit shape for one approved typed player-state change.
type GamePlayerStatePatch struct {
ID string `json:"id" db:"id"`
ServerInstanceID string `json:"serverInstanceId" db:"server_instance_id"`
GamePlayerRecordID string `json:"gamePlayerRecordId" db:"game_player_record_id"`
GamePlayerID string `json:"gamePlayerId" db:"game_player_id"`
GameVersion string `json:"gameVersion" db:"game_version"`
ExpectedStateVersion string `json:"expectedStateVersion" db:"expected_state_version"`
SafetyWindow string `json:"safetyWindow" db:"safety_window"`
Reason string `json:"reason" db:"reason"`
RequesterID string `json:"requesterId" db:"requester_id"`
ApproverID string `json:"approverId" db:"approver_id"`
Status string `json:"status" db:"status"`
BridgeCommandID string `json:"bridgeCommandId" db:"bridge_command_id"`
ExecutionSummary string `json:"executionSummary" db:"execution_summary"`
ConfirmedStateVersion string `json:"confirmedStateVersion" db:"confirmed_state_version"`
CreatedAt time.Time `json:"createdAt" db:"created_at"`
ApprovedAt time.Time `json:"approvedAt" db:"approved_at"`
CompletedAt time.Time `json:"completedAt" db:"completed_at"`
UpdatedAt time.Time `json:"updatedAt" db:"updated_at"`
}
func (GamePlayerStatePatch) TableName() string { return "game_player_state_patches" }
+6 -1
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@@ -47,6 +47,7 @@ type StoreSnapshot struct {
GamePlayerSessions []domain.GamePlayerSession `json:"gamePlayerSessions"`
GameAccessAttempts []domain.GameAccessAttempt `json:"gameAccessAttempts"`
GameSecuritySignals []domain.GameSecuritySignal `json:"gameSecuritySignals"`
GamePlayerStatePatches []domain.GamePlayerStatePatch `json:"gamePlayerStatePatches"`
}
type FileStore struct {
@@ -210,6 +211,9 @@ func (store *FileStore) GameAccessAttempts() GameAccessAttemptRepository {
func (store *FileStore) GameSecuritySignals() GameSecuritySignalRepository {
return &persistentRepository[domain.GameSecuritySignal, domain.GameSecuritySignalFilter]{repository: store.MemoryStore.gameSecuritySignals, persist: store.persist}
}
func (store *FileStore) GamePlayerStatePatches() GamePlayerStatePatchRepository {
return &persistentRepository[domain.GamePlayerStatePatch, domain.GamePlayerStatePatchFilter]{repository: store.MemoryStore.gamePlayerStatePatches, persist: store.persist}
}
func (store *FileStore) load() error {
data, err := os.ReadFile(store.path)
@@ -283,7 +287,7 @@ func (store *FileStore) snapshot() StoreSnapshot {
GameClientBridgeCommands: snapshotRepository(store.MemoryStore.bridgeCommands.memoryRepository),
GameClientBridgeSnapshots: snapshotRepository(store.MemoryStore.bridgeSnapshots.memoryRepository),
GameClientBridgeStreams: snapshotRepository(store.MemoryStore.bridgeStreams),
GamePlayers: snapshotRepository(store.MemoryStore.gamePlayers), GamePlayerAliases: snapshotRepository(store.MemoryStore.gamePlayerAliases), GamePlayerSessions: snapshotRepository(store.MemoryStore.gamePlayerSessions), GameAccessAttempts: snapshotRepository(store.MemoryStore.gameAccessAttempts), GameSecuritySignals: snapshotRepository(store.MemoryStore.gameSecuritySignals),
GamePlayers: snapshotRepository(store.MemoryStore.gamePlayers), GamePlayerAliases: snapshotRepository(store.MemoryStore.gamePlayerAliases), GamePlayerSessions: snapshotRepository(store.MemoryStore.gamePlayerSessions), GameAccessAttempts: snapshotRepository(store.MemoryStore.gameAccessAttempts), GameSecuritySignals: snapshotRepository(store.MemoryStore.gameSecuritySignals), GamePlayerStatePatches: snapshotRepository(store.MemoryStore.gamePlayerStatePatches),
}
}
@@ -322,6 +326,7 @@ func (store *FileStore) loadSnapshot(snapshot StoreSnapshot) {
loadRepository(store.MemoryStore.gamePlayerSessions, snapshot.GamePlayerSessions)
loadRepository(store.MemoryStore.gameAccessAttempts, snapshot.GameAccessAttempts)
loadRepository(store.MemoryStore.gameSecuritySignals, snapshot.GameSecuritySignals)
loadRepository(store.MemoryStore.gamePlayerStatePatches, snapshot.GamePlayerStatePatches)
}
type mutableRepository[T any, F any] interface {
+5 -1
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@@ -186,6 +186,9 @@ func (store *MySQLStore) GameAccessAttempts() GameAccessAttemptRepository {
func (store *MySQLStore) GameSecuritySignals() GameSecuritySignalRepository {
return &persistentRepository[domain.GameSecuritySignal, domain.GameSecuritySignalFilter]{repository: store.MemoryStore.gameSecuritySignals, persist: store.persist}
}
func (store *MySQLStore) GamePlayerStatePatches() GamePlayerStatePatchRepository {
return &persistentRepository[domain.GamePlayerStatePatch, domain.GamePlayerStatePatchFilter]{repository: store.MemoryStore.gamePlayerStatePatches, persist: store.persist}
}
func (store *MySQLStore) initialize() error {
ctx, cancel := context.WithTimeout(context.Background(), 5*time.Second)
@@ -276,7 +279,7 @@ func (store *MySQLStore) snapshot() StoreSnapshot {
GameClientBridgeCommands: snapshotRepository(store.MemoryStore.bridgeCommands.memoryRepository),
GameClientBridgeSnapshots: snapshotRepository(store.MemoryStore.bridgeSnapshots.memoryRepository),
GameClientBridgeStreams: snapshotRepository(store.MemoryStore.bridgeStreams),
GamePlayers: snapshotRepository(store.MemoryStore.gamePlayers), GamePlayerAliases: snapshotRepository(store.MemoryStore.gamePlayerAliases), GamePlayerSessions: snapshotRepository(store.MemoryStore.gamePlayerSessions), GameAccessAttempts: snapshotRepository(store.MemoryStore.gameAccessAttempts), GameSecuritySignals: snapshotRepository(store.MemoryStore.gameSecuritySignals),
GamePlayers: snapshotRepository(store.MemoryStore.gamePlayers), GamePlayerAliases: snapshotRepository(store.MemoryStore.gamePlayerAliases), GamePlayerSessions: snapshotRepository(store.MemoryStore.gamePlayerSessions), GameAccessAttempts: snapshotRepository(store.MemoryStore.gameAccessAttempts), GameSecuritySignals: snapshotRepository(store.MemoryStore.gameSecuritySignals), GamePlayerStatePatches: snapshotRepository(store.MemoryStore.gamePlayerStatePatches),
}
}
@@ -315,4 +318,5 @@ func (store *MySQLStore) loadSnapshot(snapshot StoreSnapshot) {
loadRepository(store.MemoryStore.gamePlayerSessions, snapshot.GamePlayerSessions)
loadRepository(store.MemoryStore.gameAccessAttempts, snapshot.GameAccessAttempts)
loadRepository(store.MemoryStore.gameSecuritySignals, snapshot.GameSecuritySignals)
loadRepository(store.MemoryStore.gamePlayerStatePatches, snapshot.GamePlayerStatePatches)
}
+54 -39
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@@ -259,6 +259,12 @@ type GameSecuritySignalRepository interface {
Update(domain.GameSecuritySignal) error
Delete(string) error
}
type GamePlayerStatePatchRepository interface {
Create(domain.GamePlayerStatePatch) error
Get(string) (domain.GamePlayerStatePatch, error)
List(domain.GamePlayerStatePatchFilter) ([]domain.GamePlayerStatePatch, error)
Update(domain.GamePlayerStatePatch) error
}
type Store interface {
Users() UserRepository
@@ -295,43 +301,45 @@ type Store interface {
GamePlayerSessions() GamePlayerSessionRepository
GameAccessAttempts() GameAccessAttemptRepository
GameSecuritySignals() GameSecuritySignalRepository
GamePlayerStatePatches() GamePlayerStatePatchRepository
}
type MemoryStore struct {
users *memoryRepository[domain.User, domain.UserFilter]
authSessions *memoryRepository[domain.AuthSessionRecord, domain.AuthSessionFilter]
runSessions *memoryRepository[domain.RunControlSession, struct{}]
aiProviders *memoryRepository[domain.AIProvider, domain.AIProviderFilter]
gamePlugins *memoryRepository[domain.GamePlugin, domain.GamePluginFilter]
serverInstances *memoryRepository[domain.ServerInstance, domain.ServerInstanceFilter]
runEndpoints *memoryRepository[domain.RunEndpoint, domain.RunEndpointFilter]
jobs *memoryJobRepository
artifacts *memoryRepository[domain.Artifact, domain.ArtifactFilter]
runtimeBindings *memoryRepository[domain.RuntimeBinding, domain.RuntimeBindingFilter]
componentKeys *memoryRepository[domain.EncryptedComponentKey, domain.EncryptedComponentKeyFilter]
runDists *memoryRepository[domain.RunDistribution, domain.RunDistributionFilter]
clientDists *memoryRepository[domain.ClientManagerDistribution, domain.ClientManagerDistributionFilter]
clientInstalls *memoryRepository[domain.ClientManagerInstallation, domain.ClientManagerInstallationFilter]
clientSessions *memoryRepository[domain.ClientManagerSession, domain.ClientManagerSessionFilter]
clientNonces *memoryRepository[domain.ClientManagerRegistrationNonce, domain.ClientManagerNonceFilter]
dependencies *memoryRepository[domain.DependencyStatus, domain.DependencyStatusFilter]
buildJobs *memoryRepository[domain.ClientManagerBuildJob, domain.ClientManagerBuildJobFilter]
updateJobs *memoryRepository[domain.RunUpdateJob, domain.RunUpdateJobFilter]
logStreams *memoryRepository[domain.LogStream, domain.LogStreamFilter]
auditEvents *memoryRepository[domain.AuditEvent, domain.AuditEventFilter]
metricSamples *memoryRepository[domain.MetricSample, domain.MetricSampleFilter]
backups *memoryRepository[domain.BackupRecord, domain.BackupFilter]
alerts *memoryRepository[domain.AlertRecord, domain.AlertFilter]
pluginLifecycle *memoryRepository[domain.PluginLifecycleInstallation, domain.PluginLifecycleFilter]
aiConfigDiffs *memoryRepository[domain.AIConfigDiffPreview, domain.AIConfigDiffFilter]
bridgeCommands *memoryGameClientBridgeCommandRepository
bridgeSnapshots *memoryGameClientBridgeSnapshotRepository
bridgeStreams *memoryRepository[domain.GameClientBridgeSnapshotStream, domain.GameClientBridgeSnapshotStreamFilter]
gamePlayers *memoryRepository[domain.GamePlayer, domain.GamePlayerFilter]
gamePlayerAliases *memoryRepository[domain.GamePlayerAlias, domain.GamePlayerAliasFilter]
gamePlayerSessions *memoryRepository[domain.GamePlayerSession, domain.GamePlayerSessionFilter]
gameAccessAttempts *memoryRepository[domain.GameAccessAttempt, domain.GameAccessAttemptFilter]
gameSecuritySignals *memoryRepository[domain.GameSecuritySignal, domain.GameSecuritySignalFilter]
users *memoryRepository[domain.User, domain.UserFilter]
authSessions *memoryRepository[domain.AuthSessionRecord, domain.AuthSessionFilter]
runSessions *memoryRepository[domain.RunControlSession, struct{}]
aiProviders *memoryRepository[domain.AIProvider, domain.AIProviderFilter]
gamePlugins *memoryRepository[domain.GamePlugin, domain.GamePluginFilter]
serverInstances *memoryRepository[domain.ServerInstance, domain.ServerInstanceFilter]
runEndpoints *memoryRepository[domain.RunEndpoint, domain.RunEndpointFilter]
jobs *memoryJobRepository
artifacts *memoryRepository[domain.Artifact, domain.ArtifactFilter]
runtimeBindings *memoryRepository[domain.RuntimeBinding, domain.RuntimeBindingFilter]
componentKeys *memoryRepository[domain.EncryptedComponentKey, domain.EncryptedComponentKeyFilter]
runDists *memoryRepository[domain.RunDistribution, domain.RunDistributionFilter]
clientDists *memoryRepository[domain.ClientManagerDistribution, domain.ClientManagerDistributionFilter]
clientInstalls *memoryRepository[domain.ClientManagerInstallation, domain.ClientManagerInstallationFilter]
clientSessions *memoryRepository[domain.ClientManagerSession, domain.ClientManagerSessionFilter]
clientNonces *memoryRepository[domain.ClientManagerRegistrationNonce, domain.ClientManagerNonceFilter]
dependencies *memoryRepository[domain.DependencyStatus, domain.DependencyStatusFilter]
buildJobs *memoryRepository[domain.ClientManagerBuildJob, domain.ClientManagerBuildJobFilter]
updateJobs *memoryRepository[domain.RunUpdateJob, domain.RunUpdateJobFilter]
logStreams *memoryRepository[domain.LogStream, domain.LogStreamFilter]
auditEvents *memoryRepository[domain.AuditEvent, domain.AuditEventFilter]
metricSamples *memoryRepository[domain.MetricSample, domain.MetricSampleFilter]
backups *memoryRepository[domain.BackupRecord, domain.BackupFilter]
alerts *memoryRepository[domain.AlertRecord, domain.AlertFilter]
pluginLifecycle *memoryRepository[domain.PluginLifecycleInstallation, domain.PluginLifecycleFilter]
aiConfigDiffs *memoryRepository[domain.AIConfigDiffPreview, domain.AIConfigDiffFilter]
bridgeCommands *memoryGameClientBridgeCommandRepository
bridgeSnapshots *memoryGameClientBridgeSnapshotRepository
bridgeStreams *memoryRepository[domain.GameClientBridgeSnapshotStream, domain.GameClientBridgeSnapshotStreamFilter]
gamePlayers *memoryRepository[domain.GamePlayer, domain.GamePlayerFilter]
gamePlayerAliases *memoryRepository[domain.GamePlayerAlias, domain.GamePlayerAliasFilter]
gamePlayerSessions *memoryRepository[domain.GamePlayerSession, domain.GamePlayerSessionFilter]
gameAccessAttempts *memoryRepository[domain.GameAccessAttempt, domain.GameAccessAttemptFilter]
gameSecuritySignals *memoryRepository[domain.GameSecuritySignal, domain.GameSecuritySignalFilter]
gamePlayerStatePatches *memoryRepository[domain.GamePlayerStatePatch, domain.GamePlayerStatePatchFilter]
}
func NewMemoryStore() *MemoryStore {
@@ -469,11 +477,12 @@ func NewMemoryStore() *MemoryStore {
domain.CopyGameClientBridgeSnapshotStream,
matchGameClientBridgeSnapshotStream,
),
gamePlayers: newMemoryRepository(func(v domain.GamePlayer) string { return v.ID }, domain.CopyGamePlayer, matchGamePlayer),
gamePlayerAliases: newMemoryRepository(func(v domain.GamePlayerAlias) string { return v.ID }, domain.CopyGamePlayerAlias, matchGamePlayerAlias),
gamePlayerSessions: newMemoryRepository(func(v domain.GamePlayerSession) string { return v.ID }, domain.CopyGamePlayerSession, matchGamePlayerSession),
gameAccessAttempts: newMemoryRepository(func(v domain.GameAccessAttempt) string { return v.ID }, domain.CopyGameAccessAttempt, matchGameAccessAttempt),
gameSecuritySignals: newMemoryRepository(func(v domain.GameSecuritySignal) string { return v.ID }, domain.CopyGameSecuritySignal, matchGameSecuritySignal),
gamePlayers: newMemoryRepository(func(v domain.GamePlayer) string { return v.ID }, domain.CopyGamePlayer, matchGamePlayer),
gamePlayerAliases: newMemoryRepository(func(v domain.GamePlayerAlias) string { return v.ID }, domain.CopyGamePlayerAlias, matchGamePlayerAlias),
gamePlayerSessions: newMemoryRepository(func(v domain.GamePlayerSession) string { return v.ID }, domain.CopyGamePlayerSession, matchGamePlayerSession),
gameAccessAttempts: newMemoryRepository(func(v domain.GameAccessAttempt) string { return v.ID }, domain.CopyGameAccessAttempt, matchGameAccessAttempt),
gameSecuritySignals: newMemoryRepository(func(v domain.GameSecuritySignal) string { return v.ID }, domain.CopyGameSecuritySignal, matchGameSecuritySignal),
gamePlayerStatePatches: newMemoryRepository(func(v domain.GamePlayerStatePatch) string { return v.ID }, domain.CopyGamePlayerStatePatch, matchGamePlayerStatePatch),
}
}
@@ -539,6 +548,9 @@ func (store *MemoryStore) GameAccessAttempts() GameAccessAttemptRepository {
func (store *MemoryStore) GameSecuritySignals() GameSecuritySignalRepository {
return store.gameSecuritySignals
}
func (store *MemoryStore) GamePlayerStatePatches() GamePlayerStatePatchRepository {
return store.gamePlayerStatePatches
}
type memoryRepository[T any, F any] struct {
mu sync.RWMutex
@@ -855,3 +867,6 @@ func matchGameAccessAttempt(v domain.GameAccessAttempt, f domain.GameAccessAttem
func matchGameSecuritySignal(v domain.GameSecuritySignal, f domain.GameSecuritySignalFilter) bool {
return (f.GamePlayerRecordID == "" || v.GamePlayerRecordID == f.GamePlayerRecordID) && (f.ServerInstanceID == "" || v.ServerInstanceID == f.ServerInstanceID)
}
func matchGamePlayerStatePatch(v domain.GamePlayerStatePatch, f domain.GamePlayerStatePatchFilter) bool {
return (f.ServerInstanceID == "" || v.ServerInstanceID == f.ServerInstanceID) && (f.GamePlayerRecordID == "" || v.GamePlayerRecordID == f.GamePlayerRecordID)
}
+284
View File
@@ -0,0 +1,284 @@
package service
import (
"fmt"
"math"
"sort"
"strings"
"time"
"browser.local/platform/domain"
"browser.local/platform/repo"
)
func (svc *CoreService) GetGamePlayerStateForSession(sessionID, playerID string) (domain.GamePlayerStateSnapshot, error) {
player, err := svc.store.GamePlayers().Get(playerID)
if err != nil {
return domain.GamePlayerStateSnapshot{}, err
}
if err = svc.authorizeServerLifecycle(sessionID, player.ServerInstanceID); err != nil {
return domain.GamePlayerStateSnapshot{}, err
}
return svc.currentGamePlayerState(player)
}
func (svc *CoreService) RequestGamePlayerStatePatchForSession(sessionID, playerID string, request domain.GamePlayerStatePatchRequest) (domain.GamePlayerStatePatch, error) {
player, err := svc.store.GamePlayers().Get(playerID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
user, err := svc.GetCurrentUser(sessionID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
if err = svc.authorizeServerLifecycle(sessionID, player.ServerInstanceID); err != nil {
return domain.GamePlayerStatePatch{}, err
}
state, err := svc.currentGamePlayerState(player)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
if err = validateGamePlayerStatePatch(state, request); err != nil {
return domain.GamePlayerStatePatch{}, err
}
stamp := svc.now()
patch := domain.GamePlayerStatePatch{ID: fmt.Sprintf("game-player-state-patch-%d", stamp.UnixNano()), ServerInstanceID: player.ServerInstanceID, GamePlayerRecordID: player.ID, GamePlayerID: player.GamePlayerID, GameVersion: state.GameVersion, ExpectedStateVersion: state.StateVersion, SafetyWindow: state.SafetyWindow, Changes: append([]domain.GamePlayerStatePatchChange(nil), request.Changes...), Reason: strings.TrimSpace(request.Reason), RequesterID: user.ID, Status: domain.GamePlayerStatePatchPendingApproval, CreatedAt: stamp, UpdatedAt: stamp}
if err = svc.store.GamePlayerStatePatches().Create(patch); err != nil {
return domain.GamePlayerStatePatch{}, err
}
if _, err = svc.recordAuditEventWithID(user.ID, "game-player-state.patch.request", "game-player-state-patch", patch.ID, domain.AuditResultQueued, "player state patch awaiting platform administrator approval"); err != nil {
return domain.GamePlayerStatePatch{}, err
}
return domain.CopyGamePlayerStatePatch(patch), nil
}
func (svc *CoreService) ApproveGamePlayerStatePatchForSession(sessionID, patchID string) (domain.GamePlayerStatePatch, error) {
patch, err := svc.store.GamePlayerStatePatches().Get(patchID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
user, err := svc.GetCurrentUser(sessionID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
if !isPlatformAdmin(user) {
return domain.GamePlayerStatePatch{}, ErrForbidden
}
if err = svc.authorizeServerLifecycle(sessionID, patch.ServerInstanceID); err != nil {
return domain.GamePlayerStatePatch{}, err
}
if patch.Status != domain.GamePlayerStatePatchPendingApproval {
return domain.GamePlayerStatePatch{}, validationError("player state patch is not awaiting approval")
}
player, err := svc.store.GamePlayers().Get(patch.GamePlayerRecordID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
if player.ServerInstanceID != patch.ServerInstanceID {
return domain.GamePlayerStatePatch{}, repo.ErrNotFound
}
state, err := svc.currentGamePlayerState(player)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
request := domain.GamePlayerStatePatchRequest{GameVersion: patch.GameVersion, ExpectedStateVersion: patch.ExpectedStateVersion, SafetyWindow: patch.SafetyWindow, Changes: patch.Changes, Reason: patch.Reason}
if err = validateGamePlayerStatePatch(state, request); err != nil {
return domain.GamePlayerStatePatch{}, err
}
instance, err := svc.store.ServerInstances().Get(patch.ServerInstanceID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
plugin, err := svc.store.GamePlugins().Get(instance.PluginID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
profileKey, ok := gameClientBridgeProfileKey(plugin)
if !ok {
return domain.GamePlayerStatePatch{}, validationError("SCUM controlled player state companion profile is unavailable")
}
command, err := svc.queueGameClientBridgeCommand(user.ID, domain.GameClientBridgeQueueRequest{ServerInstanceID: patch.ServerInstanceID, PluginID: instance.PluginID, ProfileKey: profileKey, CommandType: domain.SCUMPlayerStatePatchCommandType, Payload: gamePlayerStatePatchPayload(patch), IdempotencyKey: patch.ID, Priority: 10, ExpiresAt: svc.now().Add(2 * time.Minute)})
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
stamp := svc.now()
patch.ApproverID = user.ID
patch.ApprovedAt = stamp
patch.UpdatedAt = stamp
patch.Status = domain.GamePlayerStatePatchQueued
patch.BridgeCommandID = command.ID
if err = svc.store.GamePlayerStatePatches().Update(patch); err != nil {
return domain.GamePlayerStatePatch{}, err
}
if _, err = svc.recordAuditEventWithID(user.ID, "game-player-state.patch.approve", "game-player-state-patch", patch.ID, domain.AuditResultQueued, "platform administrator approved typed player state patch"); err != nil {
return domain.GamePlayerStatePatch{}, err
}
return domain.CopyGamePlayerStatePatch(patch), nil
}
func (svc *CoreService) ListGamePlayerStatePatchesForSession(sessionID, playerID string) ([]domain.GamePlayerStatePatch, error) {
player, err := svc.store.GamePlayers().Get(playerID)
if err != nil {
return nil, err
}
if err = svc.authorizeServerLifecycle(sessionID, player.ServerInstanceID); err != nil {
return nil, err
}
patches, err := svc.store.GamePlayerStatePatches().List(domain.GamePlayerStatePatchFilter{GamePlayerRecordID: player.ID})
if err != nil {
return nil, err
}
for i := range patches {
if err := svc.reconcileGamePlayerStatePatch(&patches[i]); err != nil {
return nil, err
}
}
sort.Slice(patches, func(i, j int) bool { return patches[i].CreatedAt.After(patches[j].CreatedAt) })
return patches, nil
}
func (svc *CoreService) currentGamePlayerState(player domain.GamePlayer) (domain.GamePlayerStateSnapshot, error) {
snapshots, err := svc.store.GameClientBridgeSnapshots().List(domain.GameClientBridgeSnapshotFilter{ServerInstanceID: player.ServerInstanceID, Type: domain.SCUMPlayerStateSnapshotType, Limit: 100})
if err != nil {
return domain.GamePlayerStateSnapshot{}, err
}
var latest domain.GameClientBridgeSnapshot
found := false
for _, snapshot := range snapshots {
if strings.TrimSpace(stringValue(snapshot.Payload["playerId"])) != player.GamePlayerID {
continue
}
if !found || snapshot.ObservedAt.After(latest.ObservedAt) {
latest, found = snapshot, true
}
}
if !found {
return domain.GamePlayerStateSnapshot{}, validationError("current player state snapshot is unavailable")
}
fields, ok := numberMap(latest.Payload["fields"])
if !ok {
return domain.GamePlayerStateSnapshot{}, validationError("player state snapshot fields are invalid")
}
state := domain.GamePlayerStateSnapshot{ServerInstanceID: player.ServerInstanceID, GamePlayerRecordID: player.ID, GamePlayerID: player.GamePlayerID, GameVersion: strings.TrimSpace(stringValue(latest.Payload["gameVersion"])), StateVersion: strings.TrimSpace(stringValue(latest.Payload["stateVersion"])), SafetyWindow: strings.TrimSpace(stringValue(latest.Payload["safetyWindow"])), MaintenanceVerified: boolValue(latest.Payload["maintenanceVerified"]), PlayerOnline: boolValue(latest.Payload["playerOnline"]), Fields: fields, ObservedAt: latest.ObservedAt}
if state.GameVersion == "" || state.StateVersion == "" {
return domain.GamePlayerStateSnapshot{}, validationError("player state snapshot is incomplete")
}
return state, nil
}
func validateGamePlayerStatePatch(state domain.GamePlayerStateSnapshot, request domain.GamePlayerStatePatchRequest) error {
if _, ok := domain.SCUMPlayerStateCatalogForVersion(state.GameVersion); !ok {
return validationError("SCUM server game version does not support controlled player state patches")
}
if request.GameVersion != state.GameVersion {
return validationError("player state patch game version conflicts with current server state")
}
if request.ExpectedStateVersion != state.StateVersion {
return validationError("player state patch conflicts with current state version")
}
if !state.MaintenanceVerified || state.PlayerOnline || state.SafetyWindow == "" || request.SafetyWindow != state.SafetyWindow {
return validationError("player state patch requires a verified maintenance/offline safety window")
}
if reason := strings.TrimSpace(request.Reason); len(reason) < 4 || len(reason) > 240 {
return validationError("player state patch reason must be 4 to 240 characters")
}
if len(request.Changes) == 0 || len(request.Changes) > 8 {
return validationError("player state patch must contain 1 to 8 changes")
}
seen := map[string]bool{}
for _, change := range request.Changes {
field, ok := domain.GamePlayerStateFieldForVersion(state.GameVersion, change.FieldKey)
if !ok || seen[change.FieldKey] {
return validationError("player state patch field is not supported by the server version")
}
seen[change.FieldKey] = true
before, exists := state.Fields[change.FieldKey]
if !exists || before != change.Before || math.IsNaN(change.After) || math.IsInf(change.After, 0) || change.After < field.Minimum || change.After > field.Maximum {
return validationError("player state patch has an invalid field value or stale before value")
}
}
return nil
}
func gamePlayerStatePatchPayload(patch domain.GamePlayerStatePatch) map[string]any {
changes := make([]any, len(patch.Changes))
for i, change := range patch.Changes {
changes[i] = map[string]any{"fieldKey": change.FieldKey, "before": change.Before, "after": change.After}
}
return map[string]any{"playerId": patch.GamePlayerID, "gameVersion": patch.GameVersion, "expectedStateVersion": patch.ExpectedStateVersion, "safetyWindow": patch.SafetyWindow, "reason": patch.Reason, "changes": changes}
}
func gameClientBridgeProfileKey(plugin domain.GamePlugin) (string, bool) {
for _, profile := range plugin.RuntimeProfiles.ClientManagers {
if containsString(profile.Health.RequiredCapabilities, gameClientBridgeCapability) {
return profile.Key, true
}
}
return "", false
}
func (svc *CoreService) reconcileGamePlayerStatePatch(patch *domain.GamePlayerStatePatch) error {
if patch.Status != domain.GamePlayerStatePatchQueued || patch.BridgeCommandID == "" {
return nil
}
command, err := svc.store.GameClientBridgeCommands().Get(patch.BridgeCommandID)
if err != nil {
return err
}
stamp := svc.now()
changed := false
if command.State == domain.GameClientBridgeCommandFailed {
patch.Status = domain.GamePlayerStatePatchExecutionFailed
patch.ExecutionSummary = command.Result.Summary
changed = true
} else if command.State == domain.GameClientBridgeCommandExpired || command.State == domain.GameClientBridgeCommandCancelled {
patch.Status = domain.GamePlayerStatePatchExecutionUnknown
patch.ExecutionSummary = command.Result.Summary
changed = true
} else if command.State == domain.GameClientBridgeCommandSucceeded {
version := strings.TrimSpace(stringValue(command.Result.Payload["confirmedStateVersion"]))
fields, ok := numberMap(command.Result.Payload["confirmedFields"])
if version == "" || version == patch.ExpectedStateVersion || !ok || !confirmedPatchFields(patch.Changes, fields) {
patch.Status = domain.GamePlayerStatePatchConfirmationFailed
patch.ExecutionSummary = command.Result.Summary
changed = true
} else {
patch.Status = domain.GamePlayerStatePatchConfirmed
patch.ConfirmedStateVersion = version
patch.ExecutionSummary = command.Result.Summary
changed = true
}
}
if !changed {
return nil
}
patch.CompletedAt = stamp
patch.UpdatedAt = stamp
if err = svc.store.GamePlayerStatePatches().Update(*patch); err != nil {
return err
}
_, err = svc.recordAuditEventWithID("component:scum-client-manager", "game-player-state.patch.result", "game-player-state-patch", patch.ID, domain.AuditResultSuccess, "typed player state patch terminal result recorded")
return err
}
func confirmedPatchFields(changes []domain.GamePlayerStatePatchChange, fields map[string]float64) bool {
for _, change := range changes {
if value, ok := fields[change.FieldKey]; !ok || value != change.After {
return false
}
}
return true
}
func stringValue(value any) string { text, _ := value.(string); return text }
func boolValue(value any) bool { flag, _ := value.(bool); return flag }
func numberMap(value any) (map[string]float64, bool) {
raw, ok := value.(map[string]any)
if !ok {
return nil, false
}
out := map[string]float64{}
for key, value := range raw {
number, ok := value.(float64)
if !ok {
return nil, false
}
out[key] = number
}
return out, true
}
@@ -0,0 +1,109 @@
package service
import (
"testing"
"browser.local/platform/domain"
)
func TestGamePlayerStatePatchRejectsUnknownVersionRangeAndUnsafeWindow(t *testing.T) {
svc, _, player, request := gamePlayerStatePatchFixture(t)
state, err := svc.currentGamePlayerState(player)
if err != nil {
t.Fatal(err)
}
unknown := request
unknown.GameVersion = "0.0.0"
if err := validateGamePlayerStatePatch(state, unknown); err == nil {
t.Fatal("unknown version was accepted")
}
outOfRange := request
outOfRange.Changes[0].After = 11
if err := validateGamePlayerStatePatch(state, outOfRange); err == nil {
t.Fatal("out-of-range field was accepted")
}
unsafe := state
unsafe.PlayerOnline = true
if err := validateGamePlayerStatePatch(unsafe, request); err == nil {
t.Fatal("online player patch was accepted")
}
}
func TestGamePlayerStatePatchApprovalAndFailedExecutionRemainAuditable(t *testing.T) {
svc, session, player, request := gamePlayerStatePatchFixture(t)
patch, err := svc.RequestGamePlayerStatePatchForSession(session, player.ID, request)
if err != nil || patch.Status != domain.GamePlayerStatePatchPendingApproval || patch.Changes[0].Before != 4 || patch.Changes[0].After != 6 {
t.Fatalf("request=%+v err=%v", patch, err)
}
approved, err := svc.ApproveGamePlayerStatePatchForSession(session, patch.ID)
if err != nil || approved.Status != domain.GamePlayerStatePatchQueued || approved.ApproverID == "" {
t.Fatalf("approved=%+v err=%v", approved, err)
}
claimed, err := svc.claimGameClientBridgeCommands(bridgeComponent(), 1)
if err != nil || len(claimed) != 1 {
t.Fatalf("claimed=%+v err=%v", claimed, err)
}
if _, err = svc.completeGameClientBridgeCommand(bridgeComponent(), domain.GameClientBridgeResultRequest{SessionToken: "session-token", CommandID: claimed[0].ID, FencingToken: claimed[0].Claim.FencingToken, Status: domain.GameClientBridgeResultFailed, Summary: "maintenance check changed"}); err != nil {
t.Fatal(err)
}
patches, err := svc.ListGamePlayerStatePatchesForSession(session, player.ID)
if err != nil || len(patches) != 1 || patches[0].Status != domain.GamePlayerStatePatchExecutionFailed || patches[0].ExecutionSummary == "" {
t.Fatalf("patches=%+v err=%v", patches, err)
}
audits, err := svc.store.AuditEvents().List(domain.AuditEventFilter{ResourceID: patch.ID})
if err != nil || len(audits) < 3 {
t.Fatalf("audits=%+v err=%v", audits, err)
}
}
func TestGamePlayerStatePatchRequiresReadAfterWriteConfirmation(t *testing.T) {
svc, session, player, request := gamePlayerStatePatchFixture(t)
patch, err := svc.RequestGamePlayerStatePatchForSession(session, player.ID, request)
if err != nil {
t.Fatal(err)
}
if _, err = svc.ApproveGamePlayerStatePatchForSession(session, patch.ID); err != nil {
t.Fatal(err)
}
claimed, err := svc.claimGameClientBridgeCommands(bridgeComponent(), 1)
if err != nil || len(claimed) != 1 {
t.Fatalf("claimed=%+v err=%v", claimed, err)
}
if _, err = svc.completeGameClientBridgeCommand(bridgeComponent(), domain.GameClientBridgeResultRequest{SessionToken: "session-token", CommandID: claimed[0].ID, FencingToken: claimed[0].Claim.FencingToken, Status: domain.GameClientBridgeResultSucceeded, Summary: "confirmed after read", Payload: map[string]any{"confirmedStateVersion": "state-v2", "confirmedFields": map[string]any{"skills.running": float64(6)}}}); err != nil {
t.Fatal(err)
}
patches, err := svc.ListGamePlayerStatePatchesForSession(session, player.ID)
if err != nil || len(patches) != 1 || patches[0].Status != domain.GamePlayerStatePatchConfirmed || patches[0].ConfirmedStateVersion != "state-v2" {
t.Fatalf("patches=%+v err=%v", patches, err)
}
}
func gamePlayerStatePatchFixture(t *testing.T) (*CoreService, string, domain.GamePlayer, domain.GamePlayerStatePatchRequest) {
t.Helper()
svc, clock := newGameClientBridgeService(t)
plugin, _ := svc.store.GamePlugins().Get("game.scum")
plugin.GameClientBridge.Commands = append(plugin.GameClientBridge.Commands, domain.GameClientBridgeCommandDeclaration{Type: domain.SCUMPlayerStatePatchCommandType, ApprovalLevel: domain.GameClientBridgeApprovalLevelPlatformAdmin, TimeoutSeconds: 120, MaxPayloadBytes: 4096})
if err := svc.store.GamePlugins().Update(plugin); err != nil {
t.Fatal(err)
}
user := domain.User{ID: "state-admin", DisplayName: "State Admin", Email: "state-admin@example.test", Roles: []string{"platform-admin"}, Status: domain.UserStatusActive, PasswordHash: "secret-password", CreatedAt: *clock, UpdatedAt: *clock}
if err := svc.store.Users().Create(user); err != nil {
t.Fatal(err)
}
auth, err := svc.issueAuthSession(user, "test")
if err != nil {
t.Fatal(err)
}
if err = svc.store.ServerInstances().Create(domain.ServerInstance{ID: "server-1", PluginID: "game.scum", OwnerUserID: user.ID}); err != nil {
t.Fatal(err)
}
player := domain.GamePlayer{ID: "player-record-1", ServerInstanceID: "server-1", GamePlayerID: "steam-1", DisplayName: "Moon"}
if err = svc.store.GamePlayers().Create(player); err != nil {
t.Fatal(err)
}
snapshot := domain.GameClientBridgeSnapshot{ID: "state-snapshot-1", ServerInstanceID: "server-1", PluginID: "game.scum", ProfileKey: "scum-client", Type: domain.SCUMPlayerStateSnapshotType, ObservedAt: *clock, Payload: map[string]any{"playerId": "steam-1", "gameVersion": "0.9.700.90357", "stateVersion": "state-v1", "safetyWindow": "maintenance-1", "maintenanceVerified": true, "playerOnline": false, "fields": map[string]any{"skills.running": float64(4), "attributes.strength": float64(5)}}}
if err = svc.store.GameClientBridgeSnapshots().Create(snapshot); err != nil {
t.Fatal(err)
}
return svc, auth.SessionID, player, domain.GamePlayerStatePatchRequest{GameVersion: "0.9.700.90357", ExpectedStateVersion: "state-v1", SafetyWindow: "maintenance-1", Changes: []domain.GamePlayerStatePatchChange{{FieldKey: "skills.running", Before: 4, After: 6}}, Reason: "修正受审核的角色跑步技能"}
}
+4
View File
@@ -205,6 +205,10 @@ type Core interface {
QueryLogStream(domain.LogStreamCursorQuery) (domain.LogStreamCursorResult, error)
ListGamePlayersForSession(string, domain.GamePlayerFilter) ([]domain.GamePlayer, error)
GetGamePlayerProfileForSession(string, string) (domain.GamePlayerProfile, error)
GetGamePlayerStateForSession(string, string) (domain.GamePlayerStateSnapshot, error)
RequestGamePlayerStatePatchForSession(string, string, domain.GamePlayerStatePatchRequest) (domain.GamePlayerStatePatch, error)
ApproveGamePlayerStatePatchForSession(string, string) (domain.GamePlayerStatePatch, error)
ListGamePlayerStatePatchesForSession(string, string) ([]domain.GamePlayerStatePatch, error)
CreateAuditEvent(domain.AuditEvent) (domain.AuditEvent, error)
GetAuditEvent(string) (domain.AuditEvent, error)
ListAuditEvents(domain.AuditEventFilter) ([]domain.AuditEvent, error)
+9
View File
@@ -50,6 +50,10 @@ import type {
GamePluginListResponse,
GamePlayerListResponse,
GamePlayerProfileResponse,
GamePlayerStatePatchListResponse,
GamePlayerStatePatchRequest,
GamePlayerStatePatchResponse,
GamePlayerStateResponse,
HealthResponse,
JobCreateRequest,
JobListResponse,
@@ -585,6 +589,11 @@ export class PlatformApiClient {
return this.request<GamePlayerProfileResponse>(`/server-instances/${encodeURIComponent(serverInstanceId)}/game-players/${encodeURIComponent(playerId)}`);
}
async getGamePlayerState(serverInstanceId: string, playerId: string): Promise<GamePlayerStateResponse> { return this.request<GamePlayerStateResponse>(`/server-instances/${encodeURIComponent(serverInstanceId)}/game-players/${encodeURIComponent(playerId)}/state`); }
async listGamePlayerStatePatches(serverInstanceId: string, playerId: string): Promise<GamePlayerStatePatchListResponse> { return this.request<GamePlayerStatePatchListResponse>(`/server-instances/${encodeURIComponent(serverInstanceId)}/game-players/${encodeURIComponent(playerId)}/state-patches`); }
async requestGamePlayerStatePatch(serverInstanceId: string, playerId: string, request: GamePlayerStatePatchRequest): Promise<GamePlayerStatePatchResponse> { return this.request<GamePlayerStatePatchResponse>(`/server-instances/${encodeURIComponent(serverInstanceId)}/game-players/${encodeURIComponent(playerId)}/state-patches`, { method: "POST", body: request }); }
async approveGamePlayerStatePatch(serverInstanceId: string, playerId: string, patchId: string): Promise<GamePlayerStatePatchResponse> { return this.request<GamePlayerStatePatchResponse>(`/server-instances/${encodeURIComponent(serverInstanceId)}/game-players/${encodeURIComponent(playerId)}/state-patches/${encodeURIComponent(patchId)}/approve`, { method: "POST" }); }
async getBackup(id: string): Promise<BackupResponse> {
return this.request<BackupResponse>(`/backups/${encodeURIComponent(id)}`);
}
+6
View File
@@ -304,6 +304,12 @@ export interface GameAccessAttemptResponse { id: string; occurredAt: string; out
export interface GameSecuritySignalResponse { id: string; ruleKey: string; status: "open" | "review-required" | "expired"; evidenceCount: number; summary: string; firstObservedAt: string; lastObservedAt: string; }
export interface GamePlayerProfileResponse { player: GamePlayerResponse; aliases: GamePlayerAliasResponse[]; sessions: GamePlayerSessionResponse[]; accessAttempts: GameAccessAttemptResponse[]; securitySignals: GameSecuritySignalResponse[]; }
export interface GamePlayerListResponse { items: GamePlayerResponse[]; }
export interface GamePlayerStateFieldResponse { key: string; label: string; kind: "skill" | "attribute"; minimum: number; maximum: number; value: number; }
export interface GamePlayerStateResponse { gameVersion: string; stateVersion: string; safetyWindow?: string; maintenanceVerified: boolean; playerOnline: boolean; supported: boolean; fields: GamePlayerStateFieldResponse[]; observedAt: string; }
export interface GamePlayerStatePatchChangeRequest { fieldKey: string; before: number; after: number; }
export interface GamePlayerStatePatchRequest { gameVersion: string; expectedStateVersion: string; safetyWindow: string; changes: GamePlayerStatePatchChangeRequest[]; reason: string; }
export interface GamePlayerStatePatchResponse { id: string; gameVersion: string; expectedStateVersion: string; changes: GamePlayerStatePatchChangeRequest[]; reason: string; requesterId: string; approverId?: string; status: "pending-approval" | "queued" | "execution-failed" | "execution-unknown" | "confirmation-failed" | "confirmed"; bridgeCommandId?: string; executionSummary?: string; confirmedStateVersion?: string; createdAt: string; approvedAt?: string; completedAt?: string; }
export interface GamePlayerStatePatchListResponse { items: GamePlayerStatePatchResponse[]; }
export interface RuntimeTransportProfileResponse {
key: string;
@@ -5,6 +5,9 @@ describe("GamePlayerIntelligencePanel", () => {
it("renders reviewable labels without raw network material or enforcement controls", () => {
expect(source).toContain("需要人工审核");
expect(source).toContain("失败尝试");
expect(source).toContain("受控技能与角色属性修改");
expect(source).toContain("等待平台管理员审批");
expect(source).toContain("写后读取确认失败");
expect(source).not.toContain("networkFingerprint");
expect(source).not.toMatch(/\bban\b|\bkick\b/i);
});
@@ -1,20 +1,32 @@
import { RefreshCw, ShieldAlert, UsersRound } from "lucide-react";
import { CheckCircle2, RefreshCw, ShieldAlert, SlidersHorizontal, UsersRound } from "lucide-react";
import { useCallback, useEffect, useState } from "react";
import { platformApiClient } from "../api/client";
import type { GamePlayerProfileResponse, GamePlayerResponse } from "../api/types";
import type { GamePlayerProfileResponse, GamePlayerResponse, GamePlayerStatePatchResponse, GamePlayerStateResponse } from "../api/types";
import { ErrorState, LoadingState } from "./StateViews";
type State = { status: "loading" } | { status: "error"; reason: string } | { status: "ready"; players: GamePlayerResponse[]; selected?: GamePlayerProfileResponse };
type Selected = { profile: GamePlayerProfileResponse; state?: GamePlayerStateResponse; patches: GamePlayerStatePatchResponse[]; reason: string; after: Record<string, string>; note?: string };
type State = { status: "loading" } | { status: "error"; reason: string } | { status: "ready"; players: GamePlayerResponse[]; selected?: Selected };
export function GamePlayerIntelligencePanel({ serverInstanceId }: { serverInstanceId: string }) {
const [state, setState] = useState<State>({ status: "loading" });
const load = useCallback(async () => { setState({ status: "loading" }); try { const result = await platformApiClient.listGamePlayers(serverInstanceId); setState({ status: "ready", players: result.items }); } catch (error) { setState({ status: "error", reason: error instanceof Error ? error.message : "玩家档案读取失败。" }); } }, [serverInstanceId]);
const load = useCallback(async () => { setState({ status: "loading" }); try { const result = await platformApiClient.listGamePlayers(serverInstanceId); setState({ status: "ready", players: result.items }); } catch (error) { setState({ status: "error", reason: message(error, "玩家档案读取失败。") }); } }, [serverInstanceId]);
useEffect(() => { void load(); }, [load]);
async function select(player: GamePlayerResponse) { try { const selected = await platformApiClient.getGamePlayerProfile(serverInstanceId, player.id); setState((current) => current.status === "ready" ? { ...current, selected } : current); } catch (error) { setState({ status: "error", reason: error instanceof Error ? error.message : "玩家档案读取失败。" }); } }
async function select(player: GamePlayerResponse) { try { const [profile, stateSnapshot, patchList] = await Promise.all([platformApiClient.getGamePlayerProfile(serverInstanceId, player.id), platformApiClient.getGamePlayerState(serverInstanceId, player.id), platformApiClient.listGamePlayerStatePatches(serverInstanceId, player.id)]); const after = Object.fromEntries(stateSnapshot.fields.map((field) => [field.key, String(field.value)])); setState((current) => current.status === "ready" ? { ...current, selected: { profile, state: stateSnapshot, patches: patchList.items, reason: "", after } } : current); } catch (error) { setState((current) => current.status === "ready" ? { ...current, selected: { profile: { player, aliases: [], sessions: [], accessAttempts: [], securitySignals: [] }, patches: [], reason: "", after: {}, note: message(error, "玩家状态快照不可用,已禁用修改。") } } : { status: "error", reason: message(error, "玩家档案读取失败。") }); } }
async function submitPatch() { if (state.status !== "ready") return; const selected = state.selected; if (!selected || !selected.state) return; const snapshot = selected.state; const changes = snapshot.fields.filter((field) => selected.after[field.key] !== String(field.value)).map((field) => ({ fieldKey: field.key, before: field.value, after: Number(selected.after[field.key]) })); try { const patch = await platformApiClient.requestGamePlayerStatePatch(serverInstanceId, selected.profile.player.id, { gameVersion: snapshot.gameVersion, expectedStateVersion: snapshot.stateVersion, safetyWindow: snapshot.safetyWindow || "", reason: selected.reason, changes }); setState((current) => current.status === "ready" && current.selected ? { ...current, selected: { ...current.selected, patches: [patch, ...current.selected.patches], note: "修改申请已保存,等待平台管理员审批。" } } : current); } catch (error) { setState((current) => current.status === "ready" && current.selected ? { ...current, selected: { ...current.selected, note: message(error, "修改申请未被接受。") } } : current); } }
async function approvePatch(patch: GamePlayerStatePatchResponse) { if (state.status !== "ready" || !state.selected) return; try { const approved = await platformApiClient.approveGamePlayerStatePatch(serverInstanceId, state.selected.profile.player.id, patch.id); setState((current) => current.status === "ready" && current.selected ? { ...current, selected: { ...current.selected, patches: current.selected.patches.map((item) => item.id === approved.id ? approved : item), note: "已批准并通过受控游戏通道排队执行。" } } : current); } catch (error) { setState((current) => current.status === "ready" && current.selected ? { ...current, selected: { ...current.selected, note: message(error, "审批失败。") } } : current); } }
if (state.status === "loading") return <LoadingState label="正在加载本地游戏玩家档案…" />;
if (state.status === "error") return <ErrorState title="玩家档案不可用" reason={state.reason} onRetry={() => void load()} />;
const profile = state.selected;
return <section className="console-panel" aria-label="SCUM 本地玩家档案风险信号"><div className="panel-header"><div><h2><UsersRound size={16} /> </h2><p className="provider-id"></p></div><button type="button" className="icon-command" onClick={() => void load()}><RefreshCw size={14} /><span></span></button></div><div className="console-record-list">{state.players.length ? state.players.map((player) => <button type="button" className="console-record" key={player.id} onClick={() => void select(player)}><strong>{player.displayName}</strong><span> ID{player.gamePlayerId}</span><small>{formatTime(player.lastSeenAt)}</small></button>) : <p className="page-status"></p>}</div>{profile && <div className="console-module"><div className="panel-header"><h3>{profile.player.displayName} </h3><span className="page-status"> {profile.aliases.length} · {profile.sessions.length}</span></div><div className="console-row-list"><div className="console-row"><strong></strong><span>{profile.aliases.map((alias) => alias.alias).join(" / ") || "无"}</span></div>{profile.sessions.slice(0, 10).map((session) => <div className="console-row" key={session.id}><strong></strong><span>{formatTime(session.startedAt)} {session.endedAt ? formatTime(session.endedAt) : "仍在线"} {session.endReason ? `(${session.endReason})` : ""}</span></div>)}</div><div className="console-record-list">{profile.securitySignals.length ? profile.securitySignals.map((signal) => <div className="console-record" key={signal.id}><ShieldAlert size={15} aria-hidden="true" /><strong>{signal.ruleKey}</strong><span>{signal.status === "review-required" ? "需要人工审核" : signal.status}</span><small>{signal.summary} · {signal.evidenceCount} </small></div>) : <p className="page-status"></p>}</div>{profile.accessAttempts.length > 0 && <p className="page-status">{profile.accessAttempts.length} </p>}</div>}</section>;
const selected = state.selected;
return <section className="console-panel" aria-label="SCUM 本地玩家档案风险信号与受控属性修改"><div className="panel-header"><div><h2><UsersRound size={16} /> </h2><p className="provider-id"></p></div><button type="button" className="icon-command" onClick={() => void load()}><RefreshCw size={14} /><span></span></button></div><div className="console-record-list">{state.players.length ? state.players.map((player) => <button type="button" className="console-record" key={player.id} onClick={() => void select(player)}><strong>{player.displayName}</strong><span> ID{player.gamePlayerId}</span><small>{formatTime(player.lastSeenAt)}</small></button>) : <p className="page-status"></p>}</div>{selected && <PlayerDetail selected={selected} onReason={(reason) => setSelected(setState, reason)} onAfter={(key, value) => setAfter(setState, key, value)} onSubmit={() => void submitPatch()} onApprove={(patch) => void approvePatch(patch)} />}</section>;
}
function PlayerDetail({ selected, onReason, onAfter, onSubmit, onApprove }: { selected: Selected; onReason: (value: string) => void; onAfter: (key: string, value: string) => void; onSubmit: () => void; onApprove: (patch: GamePlayerStatePatchResponse) => void }) {
const writable = Boolean(selected.state?.supported && selected.state.maintenanceVerified && !selected.state.playerOnline && selected.state.safetyWindow);
return <div className="console-module"><div className="panel-header"><h3>{selected.profile.player.displayName} </h3><span className="page-status"> {selected.profile.aliases.length} · {selected.profile.sessions.length}</span></div><div className="console-row-list"><div className="console-row"><strong></strong><span>{selected.profile.aliases.map((alias) => alias.alias).join(" / ") || "无"}</span></div>{selected.profile.sessions.slice(0, 10).map((session) => <div className="console-row" key={session.id}><strong></strong><span>{formatTime(session.startedAt)} {session.endedAt ? formatTime(session.endedAt) : "仍在线"} {session.endReason ? `(${session.endReason})` : ""}</span></div>)}</div><div className="console-record-list">{selected.profile.securitySignals.length ? selected.profile.securitySignals.map((signal) => <div className="console-record" key={signal.id}><ShieldAlert size={15} aria-hidden="true" /><strong>{signal.ruleKey}</strong><span>{signal.status === "review-required" ? "需要人工审核" : signal.status}</span><small>{signal.summary} · {signal.evidenceCount} </small></div>) : <p className="page-status"></p>}</div>{selected.profile.accessAttempts.length > 0 && <p className="page-status">{selected.profile.accessAttempts.length} </p>}<div className="console-module"><div className="panel-header"><h3><SlidersHorizontal size={15} /> </h3><span className="page-status">{writable ? "已验证维护/离线安全窗口" : "未验证版本或安全窗口,已禁用修改"}</span></div>{selected.state && <><p className="provider-id">{selected.state.gameVersion} · {selected.state.stateVersion}</p><div className="console-row-list">{selected.state.fields.map((field) => <label className="console-row" key={field.key}><strong>{field.label}</strong><span> {field.value} {field.minimum}{field.maximum}</span><input aria-label={`${field.label} 修改后值`} type="number" min={field.minimum} max={field.maximum} step="0.1" disabled={!writable} value={selected.after[field.key] ?? ""} onChange={(event) => onAfter(field.key, event.target.value)} /></label>)}</div><label><textarea value={selected.reason} disabled={!writable} maxLength={240} onChange={(event) => onReason(event.target.value)} placeholder="说明需要修改的运营原因(4–240 字)" /></label><button type="button" className="command-button" disabled={!writable} onClick={onSubmit}></button></>}{selected.note && <p className="page-status">{selected.note}</p>}<div className="console-record-list">{selected.patches.map((patch) => <div className="console-record" key={patch.id}><strong>{patchStatus(patch.status)}</strong><span>{patch.changes.map((change) => `${change.fieldKey}: ${change.before}${change.after}`).join("")}</span><small>{patch.reason} · {patch.requesterId}{patch.approverId ? ` · 审批人:${patch.approverId}` : ""}{patch.executionSummary ? ` · 执行结果:${patch.executionSummary}` : ""}{patch.confirmedStateVersion ? ` · 确认状态版本:${patch.confirmedStateVersion}` : ""}</small>{patch.status === "pending-approval" && <button type="button" className="icon-command" onClick={() => onApprove(patch)}><CheckCircle2 size={14} /><span></span></button>}</div>)}</div></div></div>;
}
function setSelected(setState: React.Dispatch<React.SetStateAction<State>>, reason: string) { setState((current) => current.status === "ready" && current.selected ? { ...current, selected: { ...current.selected, reason } } : current); }
function setAfter(setState: React.Dispatch<React.SetStateAction<State>>, key: string, value: string) { setState((current) => current.status === "ready" && current.selected ? { ...current, selected: { ...current.selected, after: { ...current.selected.after, [key]: value } } } : current); }
function patchStatus(status: GamePlayerStatePatchResponse["status"]) { return ({ "pending-approval": "等待平台管理员审批", queued: "已批准,等待游戏侧执行", "execution-failed": "游戏侧执行失败", "execution-unknown": "游戏侧执行结果未知", "confirmation-failed": "写后读取确认失败", confirmed: "已确认生效" })[status]; }
function message(error: unknown, fallback: string) { return error instanceof Error ? error.message : fallback; }
function formatTime(value: string) { const date = new Date(value); return Number.isNaN(date.valueOf()) ? "--" : date.toLocaleString("zh-CN", { hour12: false }); }
@@ -169,6 +169,16 @@
"resultSchemaRef": "schemas/bridge/maintenance-prepare.result.schema.json",
"timeoutSeconds": 120,
"maxPayloadBytes": 4096
},
{
"type": "game-state.patch",
"title": "Patch SCUM player state",
"permission": "server.game-client.maintenance",
"approvalLevel": "platform-admin",
"payloadSchemaRef": "schemas/bridge/game-state-patch.payload.schema.json",
"resultSchemaRef": "schemas/bridge/game-state-patch.result.schema.json",
"timeoutSeconds": 120,
"maxPayloadBytes": 4096
}
],
"snapshots": [
@@ -193,6 +203,13 @@
"keepForSeconds": 86400,
"maxRecords": 1000
},
{
"type": "player.state",
"schemaVersion": "1",
"schemaRef": "schemas/bridge/player-state.snapshot.schema.json",
"keepForSeconds": 86400,
"maxRecords": 1000
},
{
"type": "squads",
"schemaVersion": "1",
@@ -0,0 +1,15 @@
{
"$schema": "https://json-schema.org/draft/2020-12/schema",
"title": "SCUMGameStatePatchPayload",
"type": "object",
"additionalProperties": false,
"required": ["playerId", "gameVersion", "expectedStateVersion", "safetyWindow", "reason", "changes"],
"properties": {
"playerId": { "type": "string", "maxLength": 96, "pattern": "^[A-Za-z0-9_.:-]{1,96}$" },
"gameVersion": { "const": "0.9.700.90357" },
"expectedStateVersion": { "type": "string", "maxLength": 96, "pattern": "^[A-Za-z0-9_.:-]{1,96}$" },
"safetyWindow": { "type": "string", "maxLength": 96, "pattern": "^[A-Za-z0-9_.:-]{1,96}$" },
"reason": { "type": "string", "minLength": 4, "maxLength": 240 },
"changes": { "type": "array", "minItems": 1, "maxItems": 8, "uniqueItems": true, "items": { "type": "object", "additionalProperties": false, "required": ["fieldKey", "before", "after"], "properties": { "fieldKey": { "enum": ["skills.running", "attributes.strength"] }, "before": { "type": "number", "minimum": 0, "maximum": 10 }, "after": { "type": "number", "minimum": 0, "maximum": 10 } } } }
}
}
@@ -0,0 +1,13 @@
{
"$schema": "https://json-schema.org/draft/2020-12/schema",
"title": "SCUMGameStatePatchResult",
"type": "object",
"additionalProperties": false,
"required": ["status", "confirmedStateVersion", "confirmedFields"],
"properties": {
"status": { "enum": ["confirmed", "rejected", "failed"] },
"confirmedStateVersion": { "type": "string", "maxLength": 96, "pattern": "^[A-Za-z0-9_.:-]{1,96}$" },
"confirmedFields": { "type": "object", "additionalProperties": false, "required": ["skills.running", "attributes.strength"], "properties": { "skills.running": { "type": "number", "minimum": 0, "maximum": 10 }, "attributes.strength": { "type": "number", "minimum": 0, "maximum": 10 } } },
"message": { "type": "string", "maxLength": 200 }
}
}
@@ -0,0 +1,16 @@
{
"$schema": "https://json-schema.org/draft/2020-12/schema",
"title": "SCUMPlayerStateSnapshot",
"type": "object",
"additionalProperties": false,
"required": ["playerId", "gameVersion", "stateVersion", "maintenanceVerified", "playerOnline", "fields"],
"properties": {
"playerId": { "type": "string", "maxLength": 96, "pattern": "^[A-Za-z0-9_.:-]{1,96}$" },
"gameVersion": { "type": "string", "maxLength": 64, "pattern": "^[0-9][0-9A-Za-z._-]{0,63}$" },
"stateVersion": { "type": "string", "maxLength": 96, "pattern": "^[A-Za-z0-9_.:-]{1,96}$" },
"safetyWindow": { "type": "string", "maxLength": 96, "pattern": "^[A-Za-z0-9_.:-]{1,96}$" },
"maintenanceVerified": { "type": "boolean" },
"playerOnline": { "type": "boolean" },
"fields": { "type": "object", "additionalProperties": false, "required": ["skills.running", "attributes.strength"], "properties": { "skills.running": { "type": "number", "minimum": 0, "maximum": 10 }, "attributes.strength": { "type": "number", "minimum": 0, "maximum": 10 } } }
}
}