The News page was a hardcoded "under construction" stub, and the Friends/
Alerts header icons did nothing -- both replaced with real Vue pages/
widgets backed by the server's existing news/notifications/community APIs,
reached through a generic authenticated REST bridge (community_api.rs:
api_get/api_post/api_delete) and a websocket bridge for live chat/presence
(community_ws.rs, mirrors the reqwest_websocket pattern remote.rs already
uses for the auth-code exchange).
- News: GET /api/v1/client/news, rendered with micromark, with real
loading/empty/error states.
- Alerts: GET/POST /api/v1/notifications/*, polled (not the notifications
websocket -- see notifications.ts for why), unread badge + mark
one/all read.
- Friends: full friends composable (list/requests/search/presence) plus a
header dropdown and a /community/friends management page.
- Chat: /community/chat, rooms (server/global/title/DM) over the live
community websocket with a REST history/read-state load on room switch.
- Achievements: per-game card on the library detail page and a per-user
summary on the new read-only profile page (/community/profile/:username).
- The Community tab's "opens in your system browser" page is gone;
/community is now a real in-app hub (activity feed + server list) linking
into friends/chat.
Also fixes a real auth gap found by actually running the built client
against the live server: notifications/community routes are gated by
aclManager.getUserIdACL, which only accepts a session cookie or an opaque
Bearer APIToken -- never the client's own short-lived signed JWT
(generate_authorization_header). The client already had a bridge for this
(POST /api/v1/client/user/webtoken, JWT-authenticated, mints an opaque
token), but CLIENT_WEBTOKEN_ACLS never granted it the notifications/
community scopes, so the exchange succeeded and the minted token still got
403'd on every one of these routes. Extended that ACL list
(04.auth-init.ts) and switched community_api.rs/community_ws.rs to mint and
use that webtoken instead of the JWT for these specific calls.
Client version bumped to 0.4.2 (tauri.conf.json).
cloud_saves was a real, working crate (tar+zstd archive build/extract,
per-platform save-path translation) that was never reachable from the app:
a workspace member but not a drop-app dependency, no Tauri commands, no UI.
Adds six commands (cloud_saves_commands.rs) covering slot list/create/delete
against the server's existing /api/v1/client/saves/* routes (which the
client's handshake already declares the cloudSaves capability for -- see
remote/src/auth.rs) plus push/pull of an archive, and a Saves tab in the
game options modal to drive them.
One thing this does NOT do, because there is nothing to wire it to:
cloud_saves::resolver + BackupManager/CloudSaveMetadata/GameFile expect an
auto-detected, Ludusavi-style per-game save-file manifest
(CloudSaveMetadata.files), but nothing in Drop produces that manifest --
not the GameVersion Prisma model, not any admin UI, not any API response.
So push/pull here archive a directory the user picks explicitly rather than
auto-locating save files. The archive format (tar under a "data/" prefix,
zstd-compressed) stays compatible with what cloud_saves::resolver writes,
so a future manifest-driven auto-detect pass can still read what gets
pushed today.
Also: Drop's saves API only exposes a push (upload) route server-side, no
saves-specific download -- pull reuses the same authenticated
/api/v1/client/object/{id} route the client already uses for depot/image
assets, fetching the most recent entry in a slot's historyObjectIds.
* Fix Windows and Linux launch
* Add process handler selector, pin Prisma
* Regenerate lcofkiel
* Fix torrential inclusion in image
* Fix layouting
* Implement tree kill for Windows
* Fix server lint
* feat: different local path in dev #73
* feat: better error output for downloads
* feat: collections in library view
* feat: improve download manager reliability
* feat: new download UI, more stable downloads
* fix: clippy
* fix: only show admin link if user is admin
* feat: check for libs before building
* fix: use Arc<Error> instead of just ErrorKind
* fix: game status updates for UI
* fix: missing game version on push_game_update calls
* feat: wait if library load takes <300ms
* fix: clippy