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# SHD.build architecture
The project is built in vertical slices.
## Planned stack
- SvelteKit 2 / Svelte 5 with TypeScript
- Embedded Turso Database via `@tursodatabase/database` for durable application data
- Auth.js-compatible server authentication with Discord OAuth and credentials providers
- Argon2id password hashing, server-side sessions, CSRF protection, and role checks
- Browser `localStorage` only for anonymous build drafts
## Product boundaries
- Public: browse, sort, and view published builds and guides.
- Anonymous: create and edit local drafts.
- Authenticated: publish, rate, comment, favorite, copy, and manage owned builds.
- Editor: manage builder source data.
- Admin: manage users, roles, source data, and audit history.
Server code checks authorization for each mutation. Hiding an admin link does
not grant authorization.
Weapon and gear range calculations must preserve unrounded decimal endpoints
and follow the empirically validated progression rules in
[`STAT_LEVEL_SCALING.md`](STAT_LEVEL_SCALING.md). In particular, leveling is
linear rather than compounded and game-matching integer values are truncated
only at the presentation boundary.
Local credentials use Argon2id PHC strings with a unique random salt per
password. Current work factors meet OWASP's 19 MiB / 2 iteration / single-lane
minimum profile. Successful login rehashes credentials with outdated parameters.
## Database runtime
The application uses Turso Database in-process through its native Node package.
It opens a local SQLite-compatible database file. The application does not use
Turso Cloud, libSQL HTTP, remote replicas, auth tokens, or synchronization.
The database defaults to `./data/shd-build.db`. Production deployments must
provide a persistent writable filesystem and can override the location with
`TDR_DATABASE_PATH`. This rules out ephemeral serverless filesystems unless a
persistent volume is attached.
## Increment plan
1. Product shell and anonymous local-draft builder.
2. Embedded Turso migrations, repositories, and seed data.
3. Credentials and Discord authentication.
4. Full equipment/stat builder driven by database definitions.
5. Publishing, discovery, ratings, comments, favorites, and copy flow.
6. Rich build guides and moderation.
7. Admin editors, validation, audit log, and data import/export.
# Administrator bootstrap
The first successfully authenticated user is promoted to `admin` if the
database does not contain an administrator. Promotion uses one conditional
database update so concurrent first sign-ins cannot both become administrators.
Once an administrator exists, later sign-ins never alter roles.
# Database backup and restore
Embedded Turso databases contain contributor-entered source data and must be
preserved across development changes.
Create a timestamped development backup:
```sh
npm run db:backup
```
Create a production backup:
```sh
npm run db:backup:production
```
The scripts write versioned JSON documents beneath `data/backups/` by default.
That directory is ignored by Git because backups contain private user data,
including password hashes.
To restore, first create an empty database and apply the schema. Then run:
```sh
npm run db:restore -- data/backups/<backup-file>.json
```
The restore operation refuses to import into any database containing records.
This guard prevents accidental merging or overwriting of contributor data.
Stop the application before backup or restore so the embedded database file is
not locked by another process.
## Development database maintenance
Treat the development database as persistent data. Stop this project's
development server before backup, export, restore, migration, or other work
requiring exclusive access. Create and verify a JSON backup, perform the
prepared operation, verify schema state and critical record counts, then
restart and health-check the application. Prefer additive, repeatable
migrations and retain the verified backup if maintenance fails.
Production and staging remain shared persistent environments and retain the
deployment, backup, synchronization, and maintenance safeguards documented in
`docs/DEPLOYMENT.md`.
# ISAC audit and compensating reversals
Every successful ISAC mutation appends an event to `audit_log` through the
shared server audit utility. Events identify the operator, operational category,
specific action, target entity, timestamp, and useful before/after evidence.
The audit registry is read-only and requires `audit.view`; the seeded Auditor
role grants that permission without granting mutation capabilities.
Audit history is immutable. “Revert” is implemented as a new compensating
mutation rather than deletion or modification of the original event:
1. The operator must independently hold `audit.revert`.
2. The original action must be explicitly supported and contain a usable
before-snapshot.
3. The UI requires a second, explicit confirmation.
4. The server reloads the target and compares it with the original
after-snapshot, ignoring bookkeeping timestamps. A mismatch indicates newer
work and blocks automatic compensation.
5. Referenced roles, permissions, and relationships are revalidated before
restoration. Restoring administrator authority additionally requires full
administrative access.
6. The server restores the previous state and appends an `audit.reverted` event
whose target is the original audit-event ID.
7. A reverted event cannot be reverted again.
# Moderated game-data contributions
ISAC data access is split into `data.view`, `data.propose`, `data.manage`, and
`data.approve`. Data Viewers can inspect registries. Data Contributors can submit
the same editor forms, but the request is serialized into `data_change_proposals`
instead of mutating canonical tables. Data Oversight reviews the queue and must
explicitly confirm approval or rejection.
Approval replays the stored form through its original SvelteKit server action.
This preserves canonical validation, relational updates, icon processing, and the
normal game-data audit event. Proposal creation and review decisions also produce
separate `data_moderation` audit events. Failed canonical validation marks a
proposal as failed without changing live data. Pending counts appear alongside
each data registry in ISAC so collaborators can see concurrent suggestions.
The protected seeded roles are Data Viewer, Data Contributor, Data Editor, and
Data Oversight. Data Editor retains direct-write access for trusted operators;
Data Oversight combines direct-write access with queue review. New ISAC data
modules must use the shared moderation interception path and audit both the final
mutation and proposal lifecycle.
Every authenticated, active registered agent receives `isac.access`,
`data.view`, and `data.propose` as baseline permissions in the authorization
layer. This baseline is intentionally implicit rather than a removable role
assignment, so it applies consistently to existing users and every account
creation method. Registered agents can inspect live source data and submit
moderated proposals, but cannot directly mutate canonical records, review the
queue, or access unrelated ISAC operations without additional permissions.
Unsupported destructive identity operations, account deletion, incomplete
snapshots, stale targets, and events whose dependencies no longer exist are
marked non-reversible or rejected. Recovery for those cases requires a
specialized workflow rather than inferred database writes.
# System metrics
ISAC uses `/isac` as its canonical route namespace. The server permanently
redirects legacy `/admin` URLs to their matching `/isac` location so old
notifications and external bookmarks remain usable.
The read-only `/isac/metrics` route requires `metrics.view` and collects a
point-in-time process-local health snapshot. Node and operating-system APIs
provide process CPU and memory, event-loop utilization and delay, host memory,
load average, core count, platform, and uptime. Embedded Turso pragmas provide
page allocation, page size, and free-page information; aggregate SQL queries
provide application record volumes.
The interface refreshes on demand and may poll every ten seconds while the
operator keeps auto-refresh enabled. CPU and event-loop values are deltas from
the previous server-side sample, so the first or infrequently requested sample
is directional rather than a monitoring-grade time series. Production alerting
and historical analysis should eventually use a dedicated external telemetry
system. This surface deliberately omits secrets, environment-variable values,
and full database paths.
# Weapon-owned exotic talents
Standard weapon talent pools remain globally reusable and classified by Talent
1 / Top or Talent 2 / Bottom. An exotic talent is different: one exotic weapon
owns one dedicated talent, referenced by `weapons.exotic_talent_id`.
The weapon editor creates and updates the underlying normalized `talents`,
`talent_tiers`, trigger links, effect links, description template, and Exotic
weapon scope together with the weapon. Server validation rejects an exotic
talent ID not already owned by the edited weapon and rejects any talent shared
by another weapon. Converting a weapon back to standard clears the relationship
and archives its now-unowned exotic talent. Exotic talent creation and editing
are rejected by the shared Talent Registry so ownership cannot be bypassed.
# OS Protocol progression
OS Protocols use dedicated normalized tables because their talent progression
has six calculated states (base plus five upgrades) rather than the shared
two-tier talent model. Each protocol owns one `os_protocol_primary_effects`
record and one `os_protocol_talents` record. Talent effects and reusable
triggers live in their respective join tables.
The three secondary attributes are normalized separately. One
`os_protocol_secondary_profiles` record exists for each configured quality +
attribute-type combination, with its three fixed stat/value pairs in
`os_protocol_secondary_effects`. Every matching protocol inherits that profile;
secondary values are not copied onto individual protocol records.
The unique primary value uses `base × (1 + (level − 1) / 49)` for levels 1–50, while
talent effects use `base × (1 + upgrades / 5)` for zero to five upgrades.
Server actions validate all relationships and append the full owned graph to
the existing `game_data` audit history.
### Weapon Mods and tiered weapon slots
`weapon_mod_slots` records each weapon's available slot vocabulary per tier.
Canonical validation requires four unique slots for T0 and five for T1/T2 for
every tier at or above the weapon's native tier. Regular Weapon Mods declare a
single slot type and one or more compatible base weapon categories through
`weapon_mod_compatible_categories`; eligibility requires both a category match
and the slot to exist on the equipped weapon at its selected tier.
Exotic Weapon Mods instead reference one `exotic_weapon_id`. They do not carry
regular category compatibility, are considered permanently equipped, and may
only be leveled. They do not use quality profiles, random primary rolls,
secondary pools, or regular Mod Effects. Their canonical contributions are
fixed attribute references with explicit level-1 and level-20 values in
`weapon_mod_exotic_attributes`; intermediate values interpolate linearly.
All regular Weapon Mods permit Firepower, Toughness, or Engineering as a
builder-time primary choice. `weapon_mod_quality_values` stores the shared
level-1 and level-20 primary roll endpoints for each quality; primary values
interpolate linearly from levels 1–20.
`weapon_mod_secondary_options` is the shared pool from which a build selects
two distinct secondary attributes. Every option owns a minimum and maximum at
each quality through `weapon_mod_secondary_quality_values`; secondary
availability is not tied to a numbered slot in canonical data. Mod Effects are
triggerless, hold one or two attribute references, and store fixed per-quality
values in `weapon_mod_effect_quality_values`.
### Gear Mods and tier slot capacity
Gear Mod definitions are standard-quality records only; there is no exotic
Gear Mod branch. Every definition supplies primary roll ranges for Standard,
Specialized, Superior, and High-end quality at Levels 1 and 20. Values between
those endpoints scale linearly. A build instance selects one primary attribute
from Firepower, Toughness, Engineering, Health, or Armor.
The two secondary slots draw distinct attributes from one shared option pool.
Each available secondary attribute stores its own minimum and maximum for all
four qualities. Gear tier determines capacity without per-item configuration:
T0 gear has one Gear Mod slot; T1 and T2 gear have two.
Canonical data is stored in `gear_mods`, `gear_mod_quality_values`,
`gear_mod_secondary_options`, and `gear_mod_secondary_quality_values`.
Successful mutations use `gear_mod.created`, `gear_mod.updated`,
`gear_mod.archived`, and `gear_mod.unarchived` audit actions. Contributor
submissions use the `gearmods` proposal module and remain non-canonical until
approved by Oversight.
# Skill Chip quality scaling
Skill Chip sets support Superior and High-end chip instances. Each set owns one
2-piece bonus, distinct primary and secondary stat-option pools, and one
3-piece talent with reusable trigger links and normalized effect rows. Primary
and secondary options reference active attributes that define Skill Chip
minimum and maximum roll values; a configured chip rolls one primary and two
distinct secondary stats from those separate pools.
Every active Skill Chip definition belongs exclusively to one active
specialization ability through `skill_chip_sets.specialization_ability_id`.
An ability has capacity for exactly three active definitions. The save and
restore actions enforce that capacity, while legacy rows may remain nullable
until they are edited. A specialization focus is builder-ready only when each
of its three assigned abilities has all three active Skill Chip definitions.
Skill Chip mutations refresh readiness for focuses that reference both the
previous and resulting ability.
Both set-bonus progression systems use the number of equipped High-end chips as
the interpolation step. For `h` High-end chips, where `h` is zero through
three, a configured minimum and maximum resolve as
`minimum + (maximum − minimum) × h / 3`. Zero High-end chips therefore produce
the minimum, while three produce the maximum. The editor stores endpoints and
previews all four states, preventing duplicated tier data from diverging.
Skill Chip mutations, owned relationships, and safe icon metadata are captured
in the `game_data` audit stream.
# Specialization combat effects and loadout state
`specialization_combat_effects` stores reusable effect identity and description
within one Specialization. A node rank attaches that identity through
`specialization_tree_rank_combat_effects` and supplies the trigger count,
trigger window, duration, stack limit, and stack gain. The first supported
lifecycle uses an enemy-hit counter that resets after a proc. Each stack gain
refreshes one shared duration, and expiry clears all stacks.
`specialization_tree_rank_combat_modifiers` maps each attachment to one or more
Attributes with a value per stack. This split lets ranks share effect language
while changing their trigger and values. Specialization mutations capture the
attachment and modifier sets in the `game_data` audit event. Contributors can
submit effect definitions and node attachments through the existing
Specialization proposal workflow.
Loadout schema version 2 stores one focus, the selected rank for each tree node,
nine Skill Chips, conditional-effect modes, and encounter assumptions. Each of
the three focus abilities owns three chip positions. Version 1 migration keeps
the three old chips in `specialization.unassignedChips`; the builder requires
the user to place them under compatible abilities before it reports a complete
calculation.
# Versioned combat calculations
`calculation_revisions` supplies one active rule set. Draft revisions can
change, while active and retired revisions stay immutable.
`calculation_stages` stores the ordered typed pipeline. The base-damage stage
holds the first position, and the firing-cycle stage holds the last.
`attribute_calculation_profiles` maps an Attribute to a stage with its weight,
optional caps, curve, and weapon-category scope.
The shared combat engine consumes weapon facts, accumulated Attributes,
calculation profiles, and conditional effects. It produces four hit values,
burst DPS, reload-aware sustained DPS, encounter DPS, and stack telemetry.
Encounter mode walks the expected shot timeline from RPM, magazine size,
reload time, hit rate, firing activity, and encounter duration. Peak mode
applies maximum stacks, and Off mode excludes the effect.
The engine returns `INSUFFICIENT_DATA` with missing requirement keys when a
calculation lacks required inputs or an Attribute binding. Callers must render
that state instead of a partial result. Saved and shared builds load the current
active revision for each request.
`calculation_calibration_cases` stores a versioned loadout snapshot, observed
hit values, timing values, optional encounter DPS, and the model prediction.
Ready cases require the four hit values plus magazine and reload times. The
assisted suggestion action compares ready observations with their predictions
and creates a draft revision for an operator to review.
Rule activation requires `calculation.publish` and an explicit confirmation.
ISAC records draft creation, draft edits, publication, calibration changes, and
assisted suggestions under the `calculation_configuration` audit category.
ISAC data export and environment synchronization include calculation rules,
calibration cases, and Specialization combat-effect tables in dependency order.
# Game-data icon storage
Talents, brand sets, OS Protocols, and Skill Chips reference uploaded artwork
through the polymorphic `game_data_icons` metadata table. The shared server
pipeline accepts transparent SVG, PNG, WebP, and AVIF sources, rejects active
or externally referenced SVG content, and uses Sharp’s native worker pool to
rasterize and normalize each accepted icon to a transparent 256 × 256 WebP.
Normalized files live beneath the ignored `data/game-icons/` directory and are
served by the validated `/icons/game-data/[type]/[id]` endpoint with immutable
cache headers and MIME sniffing disabled. ISAC save actions process files
before mutation, apply upload or removal after record validation, and include
safe icon metadata, rather than image bytes, in audit snapshots.
Icon metadata is optional. Canonical records and contributor proposals may be
created without an upload, allowing values and artwork to be contributed in
separate dependency-safe changes. Missing artwork is represented at render
time by the static `/missing-item-icon.svg` asset through the shared
`MISSING_ITEM_ICON_URL` constant and `ItemIcon` component. The placeholder does
not enter `game_data_icons`. A later edit or proposal can attach the real icon
without recreating the canonical item.
# Oversight notification dispatch
New Data Change and Avatar Oversight review items are routed only to agents who
currently hold `data.approve` or `avatars.review` respectively. Each reviewer
chooses Immediate, 15-minute, one-hour, or daily delivery independently for
each authorized queue. Immediate alerts are created during submission;
consolidated alerts are persisted in `oversight_notification_queue`.
Production must run the idempotent dispatcher once per minute from exactly one
scheduler instance:
```text
* * * * * cd /path/to/shd.build && npm run notifications:oversight:production
```
The dispatcher groups due rows by reviewer, queue, cadence, and delivery
window. Daily rows use the next 10:00 AM wall-clock boundary in
`America/New_York`, including daylight-saving transitions. Dispatched rows
retain `delivered_at` evidence and are excluded from later selection. Existing
ISAC notification delivery preferences determine optional browser and email
fan-out after the consolidated inbox message is created.
## Automated ISAC system messages
Automated message definitions live in `automated_system_messages` and are
managed through ISAC → System Configuration → Automated Messages by agents with
`system.notifications.manage`. Edits are recorded under the
`system_configuration` audit category. Definitions identify a lifecycle event,
enabled state, delay in minutes, message content, primary destination, and
structured action callouts.
`account.created` is emitted by password, magic-link, and Discord registration.
The delivery table has a unique message/user/event/event-ID constraint, so the
same account creation cannot deliver the Welcome Agent message more than once.
The default welcome introduces News, Database, Builds, Guides, Builder, ISAC
Contributor Mode, and the SHD Discord community.
Immediate definitions are delivered in the registration request. Definitions
with a delay are persisted in `automated_system_message_deliveries`. Production
must run the delayed dispatcher once per minute:
```text
* * * * * cd /path/to/shd.build && npm run notifications:system:production
```
Only one dispatcher instance should run for the embedded database. Delivered
rows retain both their delivery timestamp and generated notification ID.