import { addUsernameChange, clearPasswordHash, createGift, getAccount, getPresences, movePlayerToDorm, writeAuditLog, } from '@repo/domain' import { intVar, logger } from '@repo/hono-helpers' import { validateAndGetAccountId, validateAndGetRoles } from '@repo/jwt' // The report table and the ban policy over it, owned (and migrated) by the `api` worker. // Imported rather than reimplemented: the SQL belongs with the table, and `banFromReport` // is the same write `api` would do. www owns the ENDPOINTS, not the storage — see the // module comment below. import { banEvasionMatch, linkedAccounts } from '../../api/src/bans-db' import { banBlockDetails, banFromReport, createReport, getActiveBan, getBansInForce, getReportById, getReportsAgainst, getTopReported, searchReports, } from '../../api/src/reports-db' import { getWarningsAgainst } from '../../api/src/warnings-db' // Balances, owned by `econ`. A staff token gift is the same credit econ's own faucets make. import { ALL_PLATFORMS, creditCurrency, CurrencyType, DEFAULT_STARTING_TOKENS, ensureStartingBalances, } from '../../econ/src/balance-db' // The notification ids and the kick frame's recovered shape, owned by `notify`. Both are // imported as values/types with no runtime dependencies. import { NotificationType } from '../../notify/src/notification-types' import type { Context, MiddlewareHandler } from 'hono' import type { GiftContent } from '@repo/domain' import type { ReportRow, ReportSearch } from '../../api/src/reports-db' import type { BalanceResponsePayload, GiftPackagePayload, ModerationKickPayload, } from '../../notify/src/notification-payloads' import type { App, Env } from './context' /** * The staff moderation surface — the endpoints behind the `/moderation` panel in the SPA. * * These live on `www` rather than on `api` (which owns the `report` table) on purpose: * every other worker reimplements an endpoint the Rec Room client actually calls, and a * staff panel has no counterpart in the real service. Keeping recflare's own additions * here leaves the game-facing workers a faithful surface, with nothing in them the client * never asked for. So the SQL stays in `api`'s reports-db/bans-db beside the table, and * only the HTTP lives here. * * Where a real game service already answers the question, the SPA asks IT rather than * having www proxy: usernames for the ids in a report come from `accounts`' * `POST /account/bulk`, the same lookup the game does. This module serves only what no * existing endpoint does. * * Every route is gated by {@link requireStaff} — a valid token carrying `moderator` or * `developer`, the operator-granted roles `auth` stamps from an account's * isModerator/isDeveloper flags (see the admin CLI's `grant-moderator` / * `grant-developer`). The SPA's `isAdmin()` gate only decides what to SHOW; this is the * one that decides anything. */ /** * Roles allowed through. The same set `api`'s warning write and `notify`'s internal * endpoints gate on — staff hold both roles, and moderation is not developer-only. */ const STAFF_ROLES = new Set(['moderator', 'developer']) /** The notifications hub is a single global DO instance (see the `notify` worker). */ const HUB_INSTANCE = 'global' /** Hard cap on a page of search results, whatever the query string asks for. */ const MAX_TAKE = 200 /** * Gates a route on a staff token: 401 for a missing or invalid one, 403 for a valid token * without a staff role. The acting moderator is stashed on the context so a handler reads * it without validating the token a second time. * * Two answers, not one, because they mean different things to the page: a 401 is a session * that has expired (the SPA's `call` drops the token and sends them to sign in), while a * 403 is a signed-in player who is not staff — and the panel says so rather than looping * them through a sign-in that would change nothing. */ export const requireStaff: MiddlewareHandler = async (c, next) => { const secret = await c.env.JWT_SECRET.get() const roles = await validateAndGetRoles(c.req.raw, secret) if (roles === null) return c.json({ error: 'Unauthorized' }, 401) if (!roles.some((role) => STAFF_ROLES.has(role))) return c.json({ error: 'Forbidden' }, 403) const accountId = await validateAndGetAccountId(c.req.raw, secret) // A token that carries a staff role but no integer `sub` can't be attributed to a // moderator, and every action here is recorded against one. if (accountId === null) return c.json({ error: 'Unauthorized' }, 401) c.set('staffId', accountId) await next() } /** The acting moderator, set by {@link requireStaff}. Only valid behind that middleware. */ const staffId = (c: Context): number => c.get('staffId') /** Read an integer query param, or null when absent or unparseable. */ function intQuery(c: Context, name: string): number | null { const raw = c.req.query(name) if (raw === undefined || raw === '') return null const n = Number.parseInt(raw, 10) return Number.isNaN(n) ? null : n } /** * Read a tri-state boolean query param: `true`/`false` narrow, absent means "don't * filter". Distinct from a plain `=== 'true'`, which would read an absent param as an * explicit `false` and hide every banned row from an unfiltered search. */ function boolQuery(c: Context, name: string): boolean | null { const raw = c.req.query(name) if (raw === undefined || raw === '') return null return raw === 'true' || raw === '1' } /** Read an ISO-8601 query param, or null when absent or not a date we can parse. */ function dateQuery(c: Context, name: string): string | null { const raw = c.req.query(name) if (raw === undefined || raw === '') return null const parsed = Date.parse(raw) return Number.isNaN(parsed) ? null : new Date(parsed).toISOString() } /** * When a ban handed down now should lift, from what the panel posted. * * Accepts a DURATION (`days` and/or `hours`) or an explicit ISO `expires`, because * moderators think in "7 days" and audit trails are in timestamps. `permanent` (or a * body with neither) means null — a ban that never lifts, which is what `ban_expires` * NULL records. * * Returns `undefined` for an expiry that was asked for but can't be honoured (an * unparseable date, or a duration that lands in the past), so the caller refuses the * request rather than quietly making the ban permanent — the one mistake here that * cannot be walked back by waiting. */ function banExpiry( body: { permanent?: unknown; expires?: unknown; days?: unknown; hours?: unknown }, now: Date ): string | null | undefined { if (body.permanent === true) return null if (typeof body.expires === 'string' && body.expires !== '') { const parsed = Date.parse(body.expires) if (Number.isNaN(parsed) || parsed <= now.getTime()) return undefined return new Date(parsed).toISOString() } const days = Number(body.days ?? 0) const hours = Number(body.hours ?? 0) if (!Number.isFinite(days) || !Number.isFinite(hours)) return undefined const ms = days * 86_400_000 + hours * 3_600_000 // No duration at all is a permanent ban; a negative one is a mistake, not a lift. if (ms === 0) return null if (ms < 0) return undefined return new Date(now.getTime() + ms).toISOString() } /** * Tell a player they have been banned from the GAME, and throw them out of wherever they are. * * Without this a ban only takes effect on the player's NEXT sign-in or matchmake: `match` * refuses a banned player and `moderationBlockDetails` blocks them at login, but nothing * revisits a session already in progress, so someone banned mid-session keeps playing. * * The frame is a `ModerationKick` (id 22) with `IsBan: true` — the frame the client's * moderation screen shows as a ban from the game. This is the ONE place that frame belongs: a * ROOM ban must never send it (`rooms` sends `IsBan: false` and is enforced by refusing the * room), because the client cannot tell the two apart and shows a game-wide ban screen. * * Its contents are {@link banBlockDetails} — the same `ReportCategory`, `Message` and the * `Duration`/`TimeoutStartedAt` pair `moderationBlockDetails` answers for this ban — so the * screen a player sees mid-session is the screen they see when they next sign in, not a * generic "banned" with no length. * * Sent to anyone ONLINE, not only to a player standing in an instance: someone in a menu is * as banned as someone in a room. `GameSessionId` is their instance, or 0 when they are in * none. EPHEMERAL, because an offline player needs no frame — they meet the same screen at * `moderationBlockDetails` when they next sign in — and a queued one would fire again then. * * They are moved into their own DORM rather than having their presence deleted — the same move * every kick makes, and the one place a banned player is still allowed to be: `match` lets them * matchmake there and nowhere else, which is how they reach this screen at all. Deleting the row * instead left the client arriving at the dorm not knowing where it was, loading it a second * time. The instance they were in, if any, frees a slot. * * Entirely best-effort. The ban row is already committed by the time this runs; a hub hiccup * or a missing presence must not fail a ban that has been handed down. */ async function kickBannedPlayer(c: Context, report: ReportRow, moderatorId: number) { const playerId = report.reported_player_id try { const presence = (await getPresences<{ roomInstanceId?: number }>(c.env.DB, [playerId])).get( playerId ) // Offline: nothing to eject and nobody to tell. The sign-in check has them. if (!presence) return // Read before the move, so the frame names the session they were thrown out of rather // than the dorm they landed in. `movePlayerToDorm` recomputes that instance's fullness. const gameSessionId = presence.roomInstance?.roomInstanceId await movePlayerToDorm(c.env.DB, playerId) const block = banBlockDetails(report) const frame: ModerationKickPayload = { ReportCategory: block.ReportCategory, Duration: block.Duration, GameSessionId: gameSessionId ?? 0, IsHostKick: false, Message: block.Message, PlayerIdReporter: null, IsBan: true, IsVoiceModAutoban: false, IsWarning: false, VoteKickReason: '', TimeoutStartedAt: block.TimeoutStartedAt, } await c.env.RECFLARE_NOTIFICATIONS_HUB.getByName(HUB_INSTANCE).notifyPlayersEphemeral( [playerId], NotificationType.ModerationKick, { ...frame } ) } catch (err) { logger.error('failed to tell a banned player they are banned', { playerId, moderatorId, error: err instanceof Error ? err.message : String(err), }) } } /** * Record a ban or a lift on the `audit_log` table, against the moderator who made it. * * The report row only ever holds the ban's CURRENT state: a lift clears `banned_by` and * `banned_at`, and a re-ban overwrites them, so without this row nothing says who lifted a * ban, or that one was ever handed down on a report that is clean today. `ban` and `unban` * are separate actions because they are the two questions asked of this log ("who banned * X", "who let X back in"); the target and the report go in `data`, per the table's rule * that `player_id` is the actor. `previous` is the row's ban state before this call, which * is the only place a lifted ban's original moderator and expiry survive. * * Written after the row is committed and never throws — the ban has already happened, and a * failed audit insert must not turn it into a 500 the panel would read as refused. */ async function recordBanAudit( c: Context, moderatorId: number, before: ReportRow, after: ReportRow ) { const action = after.banned ? 'ban' : 'unban' try { await writeAuditLog(c.env.DB, { playerId: moderatorId, action, data: { reportId: after.id, playerId: after.reported_player_id, reportCategory: after.report_category, banExpires: after.ban_expires, previous: { banned: before.banned === 1, banExpires: before.ban_expires, bannedBy: before.banned_by_player_id, bannedAt: before.banned_at, }, }, }) } catch (err) { logger.error('could not write an audit log row', { action, moderatorId, reportId: after.id, error: err instanceof Error ? err.message : String(err), }) } } /** The evasion arms in force, read from the same knob `api` and `match` read. */ const armsFor = (env: Env) => banEvasionMatch(env.BAN_EVASION_MATCH) // ---- Handlers --------------------------------------------------------------- /** * A page of reports matching the panel's filters, newest first. * * Returns ids only — no usernames. The page resolves those itself through `accounts`' * bulk lookup, the same endpoint the game uses, so this stays one query against one table. */ export async function searchReportsHandler(c: Context) { const filters: ReportSearch = { reportedPlayerId: intQuery(c, 'reportedPlayerId'), reporterPlayerId: intQuery(c, 'reporterPlayerId'), reportCategory: intQuery(c, 'reportCategory'), banned: boolQuery(c, 'banned'), from: dateQuery(c, 'from'), to: dateQuery(c, 'to'), } const page = await searchReports(c.env.DB, filters, { skip: intQuery(c, 'skip') ?? 0, take: Math.min(intQuery(c, 'take') ?? 50, MAX_TAKE), }) return c.json(page) } /** One report by id — the detail behind a search row. */ export async function getReportHandler(c: Context) { const id = Number.parseInt(c.req.param('id') ?? '', 10) if (Number.isNaN(id)) return c.json({ error: 'A numeric report id is required' }, 400) const report = await getReportById(c.env.DB, id) if (report === null) return c.json({ error: 'No such report' }, 404) return c.json(report) } /** * File a minimal report as the acting moderator — the row a ban needs something to hang * on when there is no player report to act on. * * A ban lives ON a report (see reports-db), so moderating something nobody happened to * report — found in a log, seen first-hand, escalated from elsewhere — needs a row first. * The reporter is the moderator, from the token, never the body: that IS the record of who * raised it, and it is why nothing marks these rows as staff-created. * * WHO, WHAT KIND and WHY, and nothing else. Everything else on a report describes a * client-side moment that did not happen here: the heights the game measured, the instance * type, the event/invention/item ids — and `room_id`, which a player's report gets from * the client that filed it. A moderator does not know a room's numeric id and would have * to go and look it up, so the room goes in `details` along with the rest of the account * of what happened. A `roomId` in the body is therefore not read; player reports still * carry the column, and it is theirs alone. */ export async function createReportHandler(c: Context) { const moderatorId = staffId(c) const body = (await c.req.json().catch(() => null)) as { reportedPlayerId?: unknown reportCategory?: unknown details?: unknown } | null if (body === null) return c.json({ error: 'Invalid request body' }, 400) const reportedPlayerId = Number(body.reportedPlayerId) if (!Number.isInteger(reportedPlayerId) || reportedPlayerId <= 0) { return c.json({ error: 'reportedPlayerId is required' }, 400) } // A moderator filing a report against themselves is a mistake every time, and the ban // it would justify locks the panel's own operator out of the game. if (reportedPlayerId === moderatorId) { return c.json({ error: 'You cannot file a report against yourself' }, 400) } const report = await createReport(c.env.DB, { reporterPlayerId: moderatorId, reportedPlayerId, reportCategory: Number.isInteger(Number(body.reportCategory)) ? Number(body.reportCategory) : 0, details: typeof body.details === 'string' && body.details !== '' ? body.details : null, }) logger.info('a moderator filed a report by hand', { reportId: report.id, moderatorId, reportedPlayerId, }) return c.json(report) } /** * Apply or lift a ban on the report with this id. * * `banned: false` lifts it, clearing the expiry and the audit columns and leaving the * report itself intact — the panel needs to be able to undo a ban, and a lifted ban has to * be distinguishable from an expired one (`banned = 0` versus a past `ban_expires`). * * Applying one also EJECTS the player from any instance they are in (see * {@link kickBannedPlayer}), best-effort and after the row is committed. The response * reports whether the frame went out, so the panel can say "banned, but they were offline" * rather than implying a kick that never happened. */ export async function banReportHandler(c: Context) { const moderatorId = staffId(c) const id = Number.parseInt(c.req.param('id') ?? '', 10) if (Number.isNaN(id)) return c.json({ error: 'A numeric report id is required' }, 400) const body = (await c.req.json().catch(() => ({}))) as { banned?: unknown permanent?: unknown expires?: unknown days?: unknown hours?: unknown } // Absent means ban: the endpoint's purpose is to hand one down, and a lift is the // explicit case. const banned = body.banned !== false const now = new Date() const expires = banned ? banExpiry(body, now) : null if (expires === undefined) { return c.json({ error: 'That ban duration is not a time in the future' }, 400) } // Read first so a ban on a report that doesn't exist is a 404 rather than a silent // no-op, and so the response can name who it reached. const existing = await getReportById(c.env.DB, id) if (existing === null) return c.json({ error: 'No such report' }, 404) const report = await banFromReport(c.env.DB, id, { banned, banExpires: expires, bannedBy: moderatorId, }) if (report === null) return c.json({ error: 'No such report' }, 404) logger.info(banned ? 'a moderator banned a player' : 'a moderator lifted a ban', { reportId: id, moderatorId, bannedPlayerId: report.reported_player_id, banExpires: report.ban_expires, }) await recordBanAudit(c, moderatorId, existing, report) if (banned) await kickBannedPlayer(c, report, moderatorId) return c.json(report) } /** * The players with the most reports against them — the panel's triage list. * * Windowed to the last 30 days by default, so the list is who is a problem NOW rather * than whoever has ever accumulated the most reports. `sinceDays=0` reads as all time. */ export async function topReportedHandler(c: Context) { const sinceDays = intQuery(c, 'sinceDays') const players = await getTopReported(c.env.DB, { // 0 is the panel's "all time", which the query expresses as null. sinceDays: sinceDays === 0 ? null : (sinceDays ?? 30), minReports: intQuery(c, 'minReports') ?? 3, take: Math.min(intQuery(c, 'take') ?? 50, MAX_TAKE), }) return c.json(players) } /** Every ban in force right now — the standing-bans list. */ export async function bansInForceHandler(c: Context) { return c.json(await getBansInForce(c.env.DB)) } /** * Everything on file about one player: every report against them, every warning handed * down, and the ban in force if there is one. * * One call because it is one screen — a moderator deciding what to do about an account * reads all three together, and three round trips would let the page render a decision * out of a partially-loaded history. */ export async function playerHistoryHandler(c: Context) { const playerId = Number.parseInt(c.req.param('id') ?? '', 10) if (Number.isNaN(playerId)) return c.json({ error: 'A numeric player id is required' }, 400) const [reports, warnings, activeBan] = await Promise.all([ getReportsAgainst(c.env.DB, playerId), getWarningsAgainst(c.env.DB, playerId), getActiveBan(c.env.DB, playerId), ]) return c.json({ playerId, reports, warnings, activeBan }) } /** * Which other accounts a ban on this player would ALSO block — shown before a moderator * confirms one. * * The IP arm is coarse by design (see bans-db): households, NAT and campus networks put * unrelated players behind one address, so a ban can reach people who did nothing. That is * the operator's trade to make, but it should be made with the list in front of them rather * than discovered from a support ticket, which is the whole reason this endpoint exists. * * `arms` echoes the operator's `BAN_EVASION_MATCH` so the page can say which arms are live * — an empty list under `off` means the ban reaches exactly the one account. */ export async function linkedAccountsHandler(c: Context) { const playerId = Number.parseInt(c.req.param('id') ?? '', 10) if (Number.isNaN(playerId)) return c.json({ error: 'A numeric player id is required' }, 400) const arms = armsFor(c.env) return c.json({ playerId, arms, linked: await linkedAccounts(c.env.DB, playerId, arms) }) } // ---- Player actions --------------------------------------------------------- // // The staff card on a player's profile page. None of these has a game endpoint to call — // the client can't grant tokens, hand back a username change or wipe a password — so, like // the moderation panel, they live here. Each one is recorded on `audit_log` against the // acting staffer, with the target in `data` (the table's `player_id` is the actor). /** The system "Coach" account — who a box the server hands over is from. */ const COACH_ACCOUNT_ID = 1 /** * The most one gift can carry when the operator's `MAX_TOKEN_GIFT` is unset. Not a policy — * staff can send as many gifts as they like — but a guard against a stray keypress turning * 1,000 into 10,000,000, which nothing can take back: there is no debit endpoint to undo a * credit with. */ export const DEFAULT_MAX_TOKEN_GIFT = 10_000 /** The message on a staff token gift's box. */ const TOKEN_GIFT_MESSAGE = 'A gift from the staff!' /** A path's `:id` as a player id, or null when it isn't a positive integer. */ function playerIdParam(c: Context): number | null { const id = Number(c.req.param('id')) return Number.isInteger(id) && id > 0 ? id : null } /** * Record a player action on `audit_log`. Written after the change has committed and never * throws, for the reason {@link recordBanAudit} gives: the change has already happened. */ async function recordPlayerAudit( c: Context, action: string, data: Record ): Promise { try { await writeAuditLog(c.env.DB, { playerId: staffId(c), action, data }) } catch (err) { logger.error('could not write an audit log row', { action, moderatorId: staffId(c), error: err instanceof Error ? err.message : String(err), }) } } /** * Send a player RecCenterTokens in a gift box. * * The same shape as econ's own server-handed currency (a game reward's Laser Tag tickets): * the balance is CREDITED here — opening a box only deletes it, it grants nothing — then a * `StorefrontBalanceUpdate` carrying the resulting total sets the client's bucket, and the box * is stored and announced with `GiftPackageReceivedImmediate` so the player sees what arrived. * The box is from the Coach, as every box the server hands over on nobody's behalf is; who * really sent it is on the audit row. * * Both frames are best-effort: the tokens are banked by the time they go out, and an offline * player meets the box in `GET /api/avatar/v2/gifts` and the balance on their next read. */ export async function giftTokensHandler(c: Context) { const playerId = playerIdParam(c) if (playerId === null) return c.json({ error: 'A numeric player id is required' }, 400) const body = (await c.req.json().catch(() => ({}))) as { amount?: unknown } const amount = Number(body.amount) if (!Number.isInteger(amount) || amount <= 0) { return c.json({ error: 'Enter a whole number of tokens greater than 0' }, 400) } const maxGift = intVar(c.env.MAX_TOKEN_GIFT, DEFAULT_MAX_TOKEN_GIFT) if (amount > maxGift) { return c.json({ error: `A gift can carry at most ${maxGift.toLocaleString()} tokens` }, 400) } if ((await getAccount(c.env.DB, playerId)) === null) { return c.json({ error: 'No such player' }, 404) } // Seed the signup grant first, as econ does before every credit: `creditCurrency` upserts, // and a never-touched balance would otherwise start from this gift instead of the grant. const startingTokens = intVar(c.env.STARTING_TOKENS, DEFAULT_STARTING_TOKENS) await ensureStartingBalances(c.env.DB, playerId, startingTokens) const balance = await creditCurrency( c.env.DB, playerId, CurrencyType.RecCenterTokens, amount, startingTokens ) const content: GiftContent = { FromPlayerId: COACH_ACCOUNT_ID, GiftContext: 0, ConsumableItemDesc: '', ConsumableCount: 0, AvatarItemDesc: '', AvatarItemType: 0, CurrencyType: CurrencyType.RecCenterTokens, Currency: amount, Xp: 0, PackageType: 0, Message: TOKEN_GIFT_MESSAGE, EquipmentPrefabName: '', EquipmentModificationGuid: '', GiftRarity: 0, Platform: -1, PlatformsToSpawnOn: -1, BalanceType: null, } const gift = await createGift(c.env.DB, playerId, content) await recordPlayerAudit(c, 'gift_tokens', { playerId, amount, balance, giftId: gift.id }) logger.info('staff gifted tokens', { moderatorId: staffId(c), playerId, amount }) const hub = c.env.RECFLARE_NOTIFICATIONS_HUB.getByName(HUB_INSTANCE) try { await hub.notifyPlayer(playerId, NotificationType.StorefrontBalanceUpdate, { Balance: balance, CurrencyType: CurrencyType.RecCenterTokens, Platform: ALL_PLATFORMS, } satisfies BalanceResponsePayload) await hub.notifyPlayer(playerId, NotificationType.GiftPackageReceivedImmediate, { Id: gift.id, FromPlayerId: content.FromPlayerId ?? COACH_ACCOUNT_ID, ConsumableItemDesc: content.ConsumableItemDesc, AvatarItemType: content.AvatarItemType, AvatarItemDesc: content.AvatarItemDesc, EquipmentPrefabName: content.EquipmentPrefabName, EquipmentModificationGuid: content.EquipmentModificationGuid, CurrencyType: content.CurrencyType, Currency: content.Currency, Xp: content.Xp, GiftContext: content.GiftContext ?? 0, GiftRarity: content.GiftRarity, Message: content.Message, Platform: -1, PlatformsToSpawnOn: -1, BalanceType: ALL_PLATFORMS, } satisfies GiftPackagePayload) } catch (err) { logger.error('failed to announce a staff token gift', { playerId, giftId: gift.id, error: err instanceof Error ? err.message : String(err), }) } return c.json({ playerId, amount, balance, giftId: gift.id }) } /** * Give a player one more username change. The client reads the count off `/account/me`, * so it shows the next time the player opens the name screen. */ export async function addUsernameChangeHandler(c: Context) { const playerId = playerIdParam(c) if (playerId === null) return c.json({ error: 'A numeric player id is required' }, 400) const remaining = await addUsernameChange(c.env.DB, playerId) if (remaining === null) return c.json({ error: 'No such player' }, 404) await recordPlayerAudit(c, 'add_username_change', { playerId, availableUsernameChanges: remaining, }) return c.json({ playerId, availableUsernameChanges: remaining }) } /** * Remove a player's password so they can set a new one in game — the recovery for someone * who has forgotten it, since nothing here can send a reset email. `hadPassword` says whether * there was one to remove; clearing an already-clear password succeeds, and is still logged. */ export async function clearPasswordHandler(c: Context) { const playerId = playerIdParam(c) if (playerId === null) return c.json({ error: 'A numeric player id is required' }, 400) const hadPassword = await clearPasswordHash(c.env.DB, playerId) if (hadPassword === null) return c.json({ error: 'No such player' }, 404) await recordPlayerAudit(c, 'clear_password', { playerId, hadPassword }) logger.info('staff cleared a password', { moderatorId: staffId(c), playerId, hadPassword }) return c.json({ playerId, hadPassword }) }