| Age | Commit message (Collapse) | Author |
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Bring in the subprotocol (the same as what's used on the desktop client
for public-key authentication) to carry the relevant messages:
- AuthRequest: first step in the flow, the client sends it to signal the
intent to authenticate to the server.
- AssertCredential and AssertionFinish: server's challenge and client's
response, respectively, to finalize the flow.
- RegisterCredential and RegistrationFinish: same structure as the
above. Unlike the simple public-key auth with an out-of-band setup,
passkeys require user interaction to register. User must be
authorized.
Validate all relevant checks on the API side, and hand the data over to
the server for it to verify attestations and assertions.
Because it's a primary auth mechanism (not a second factor), require
user verification.
As we don't use any other method on web, add a passkey button as the
only sign-in interface. Passkeys are discoverable, we don't even need a
username.
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The hCaptcha integration has been abandoned for a while. It added yet
another questionable third-party API (which also set a Cloudflare
cookie), and its effectiveness is unclear considering its client-side
nature.
A custom CAPTCHA implementation (such as PoW challenge) is an
interesting prospect, but it'll require proper server-side support.
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Cookies's use case is to store persistent data and send it to the server
in subsequent requests, such as to remember logged-in sessions. WebAO is
using them to store site settings like ad-hoc hash tables that require
parsing and serialization.
As a nasty side-effect of how cookies work, clients send all their
settings every time they connect to the server. Server has absolutely no
use for them, but each client sends them anyway, which is an
uncalled-for privacy leak.
Remove this mechanism entirely, switch to localStorage which serves
exactly the purpose of per-origin store with data that never leaves the
browser.
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Sometimes, WebP icons won't load despite extensions.json clearly
defining it as the only extension used for all image data.
I suspect there's a race condition between fetching extensions.json,
parsing it into client, and checking what extension we should use to get
character icons during loading. Sometimes it correctly loads images,
sometimes it falls back and starts requesting PNG instead.
I couldn't precisely identify where it happens and what's the root
cause. As a workaround, this commit instead makes WebP the
first-priority extension and a fallback.
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CH is an application-level keepalive packet that clients periodically
send for two reasons:
1. It tells the server they're still connected, preventing timeouts.
2. By measuring latency between sending CH and receiving CHECK, a client
can display ping.
Keepalive is redundant because WebSocket can handle that via PING frames on a
transport layer. WebAO also completely ignores CHECK and sends CH every
five seconds, which is superfluous (AO2 Client sends it once every 45
seconds, in comparison).
Sending CH via `setInterval` was also problematic: browsers seem to
throttle it when the tab becomes inactive, preventing periodic pings and
leading to the server disconnecting inactive browser clients.
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Add reconnect UI
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- Redesign disconnect overlay as a full-screen modal with dark backdrop
- Add working Reconnect button that properly re-establishes WebSocket connection
- Add Disconnect button in Settings for testing
- Separate disconnect and ban/kick codepaths (no reconnect on ban)
- Log disconnect notice in IC log using hrtext style
- Refactor area list rendering from client state (renderAreaList)
- Extract appendICNotice for reusable IC log notices
- Clean up charselect: hide during loading, simplify toolbar layout
- Freshen loading screen and charselect styling
- Remove loading progress text updates (just show "Loading...")
- Guard against undefined client.chars and client.serv
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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handlePR and handlePU now only update client.playerlist state,
and renderPlayerList handles all DOM rendering from that state.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Store player data (charId, area) in an in-memory Map on the client,
updated by PR/PU packet handlers. Use this to eagerly load char.ini
when a player's character appears in our area or when switching areas,
eliminating the lazy-load delay on first IC message.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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not that it's gonna help much....
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Add connect timeout
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It's very useful to know the state of client, whether it's
connected or properly joined.
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