Phase 3: account linking and two-way chat relay

Test-first from here on (per request after Phase 2): every module below
was written test-then-implementation, confirmed red before green.

api: accounts/sessions/chat_messages tables, plus servers.anonymousChatAllowed.
Online accounts merge into one global identity per real Mojang uuid
(partial unique index on mc_uuid WHERE server_id IS NULL); offline accounts
are scoped per-server (partial unique index on (server_id, mc_uuid)) — see
schema.ts's accounts comment and link.test.ts's merge-scoping tests.

link.ts: storeLinkCode/redeemLinkCode (single-use, Redis-backed with a
10-minute TTL) and session lookup/revocation. Sessions come back in the
HTTP response body rather than an httpOnly cookie — a deliberate MVP
simplification (see link.ts's doc comment) that sidesteps needing to
verify exactly how Elysia's .ws() routes surface cookies; the client
sends the token back via X-MCMapper-Session.

chat.ts/chat-gateway.ts: mod-originated chat (ws-gateway.ts's new "chat"
and "link_request" message types) and browser-originated chat
(/ws/chat/:serverId) both persist to chat_messages and publish to a
per-server Redis pub/sub channel; browser chat additionally resolves
identity (linked session > nickname > rejected if anonymous chat is
disabled for that server) and forwards to the mod's own connection via a
new serverId->socket registry in ws-gateway.ts (getModSocket).

frontend: chat panel + link-code entry on the 2D map page, session token
kept in localStorage (matching the no-cookie tradeoff above).

Verified end-to-end against live containers, including through the real
mod-side Java client: a link code generated by DefaultBackendConnection
round-trips through actual HTTP redemption to the correct account, and a
browser chat message correctly forwards through to the mod's live
ChatListener callback (not just persisted/published).
This commit is contained in:
2026-08-08 17:08:23 +02:00
parent dc7185c15e
commit 6770bc23cc
14 changed files with 906 additions and 6 deletions
+44
View File
@@ -2,6 +2,8 @@ import { eq } from "drizzle-orm";
import { db } from "./db/client";
import { chunkColumns, chunkSections, servers } from "./db/schema";
import { markChunkDirty } from "./redis";
import { storeLinkCode } from "./link";
import { recordAndPublishChat } from "./chat";
// Wire protocol (mod <-> api), one JSON object per WS text frame:
//
@@ -25,6 +27,20 @@ import { markChunkDirty } from "./redis";
// blockStateIds, base64-encoded, indexed by `(ly*16 + lz)*16 + lx` within the section.
// A "sections" message marks the chunk dirty the same way "columns" does — one dirty-chunk
// event now triggers the worker to re-render both the 2D tile and any 3D meshes for that chunk.
//
// mod -> api {"type":"link_request","code":"AB3XQ9","uuid":"...","username":"...","authMode":"online"}
//
// Phase 3: sent when a player runs `/mcmapper link` — see LinkRequest.java on the mod side and
// link.ts's storeLinkCode/redeemLinkCode for the rest of the flow (redemption happens over plain
// HTTP from the browser, not over this WS connection — see index.ts's /api/link/redeem).
//
// mod -> api {"type":"chat","uuid":"...","username":"...","message":"..."}
// api -> mod {"type":"chat","username":"...","message":"..."}
//
// In-game chat, both directions. mod -> api is this module (records + publishes for web
// viewers, see chat.ts); api -> mod is sent by the browser-facing /ws/chat route (chat-gateway.ts)
// looking up the mod's connection via getModSocket() and calling ChatBridge.injectWebChatMessage
// on the mod side.
interface Column {
x: number;
@@ -44,11 +60,18 @@ interface ConnState {
}
const connections = new Map<string | number, ConnState>();
// Reverse lookup for chat-gateway.ts to forward web-originated chat into the right mod
// connection — populated on a successful hello, cleaned up on close (see wsGateway.close()).
const modSocketsByServer = new Map<string, any>();
export function chunkOf(coord: number): number {
return Math.floor(coord / 16);
}
export function getModSocket(serverId: string) {
return modSocketsByServer.get(serverId);
}
export const wsGateway = {
async open() {
// Nothing to do until `hello` arrives — see message().
@@ -73,6 +96,7 @@ export const wsGateway = {
return;
}
connections.set(ws.id, { serverId: row.id });
modSocketsByServer.set(row.id, ws);
ws.send(JSON.stringify({ type: "hello_ack", ok: true, serverId: row.id }));
console.log(`[ws] server '${row.name}' (${row.id}) authenticated`);
return;
@@ -154,9 +178,29 @@ export const wsGateway = {
await markChunkDirty(state.serverId, dimension, chunkX, chunkZ);
return;
}
if (msg.type === "link_request") {
// The mod generates `code` itself (so it can show it to the player immediately) — this
// just remembers what it means until redeemed. See link.ts's storeLinkCode doc comment.
await storeLinkCode(msg.code, state.serverId, msg.uuid, msg.username, msg.authMode);
return;
}
if (msg.type === "chat") {
await recordAndPublishChat(state.serverId, {
username: msg.username,
message: msg.message,
source: "game",
});
return;
}
},
close(ws: any) {
const state = connections.get(ws.id);
if (state && modSocketsByServer.get(state.serverId) === ws) {
modSocketsByServer.delete(state.serverId);
}
connections.delete(ws.id);
},
};