feat: add per-user avatar seed regeneration with irreversible random avatar replacement

Implement a new `avatar_seed` column on the users table that overrides the username-based seed for Multiavatar generation. Introduce a null-safe `avatar_seed(user)` choke point in `avatar.py` that resolves `user.get("avatar_seed") or user.get("username")`, registered as a Jinja global so every render site (`_avatar_link.html`, `avatar_url(...)` calls, SEO `og_image`, issues ad-hoc dicts, devRant payload/PNG) propagates a regenerated seed. Add `POST /profile/{username}/regenerate-avatar` endpoint (owner-or-admin only) that writes a fresh `generate_uid()` to `avatar_seed`, invalidates the target's user cache, and audits `profile.avatar.regenerate`. The previous seed is overwritten and never stored, making regeneration irreversible. Document the feature in `AGENTS.md` and `README.md`, add the API endpoint to `docs_api.py`, and include the `regenerate_avatar` Devii tool in `CONFIRM_REQUIRED`.
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2026-06-27 22:31:34 +00:00
parent e773067106
commit 6f340a6818
60 changed files with 1626 additions and 97 deletions
+15 -6
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@@ -24,7 +24,7 @@ Open `http://localhost:10500`.
| Frontend | Pure ES6 JavaScript, one class per file |
| Database | SQLite via `dataset` (auto-sync schema, `uid` PKs, WAL mode, 30s busy timeout) |
| Auth | Session cookie, API key (`X-API-KEY`/Bearer), or HTTP Basic; PBKDF2-SHA256 via passlib |
| Avatars | Multiavatar (local SVG generation, no external API, <5ms) |
| Avatars | Multiavatar (local SVG generation, no external API, <5ms). Seeded from the username by default; a per-user `avatar_seed` lets the owner or an admin regenerate a fresh random avatar from the profile page (`POST /profile/{username}/regenerate-avatar`). Regeneration is irreversible - the previous avatar cannot be recovered. |
| Outbound HTTP | Stealth client (`devplacepy/stealth.py`): real Chrome fingerprint (TLS JA3/JA4 + HTTP/2 + headers) via `curl_cffi` behind an `httpx` transport adapter, pure-`httpx[http2]` fallback; the single client for every server-side outbound request |
| Coverage | `coverage.py` (`.coveragerc`, subprocess-aware) |
| Load testing | Locust (locustfile.py) |
@@ -119,16 +119,18 @@ The **Code Farm** (`/game`) is a cooperative idle game in the spirit of Farmvill
- **Build and harvest.** A planted crop builds over real time; when the build finishes, harvest it for coins and XP. Harvesting also awards site XP and the **Green Thumb** / **Master Farmer** badges.
- **Upgrade CI.** Spend coins to raise your CI tier (Local Build through Distributed Cache); each tier makes every build faster.
- **Buy plots.** Unlock more plots (up to twelve); each new plot costs more than the last.
- **Fertilize.** Spend coins on a growing build to instantly halve its remaining time.
- **Fertilize.** Spend coins on a growing build to halve its remaining time. The cost is priced against the build's realized harvest value, so fertilizing is a pure time-skip - it brings the harvest sooner but never returns more coins than it costs, at any prestige level.
- **Daily bonus.** Claim a coin bonus once per day; consecutive days build a streak that grows the reward (capped at seven days).
- **Daily quests.** Three quests rotate every day (plant, harvest, water, or earn goals), tracked automatically as you play; claim each one for coins and XP when complete.
- **Perks.** Spend coins on four permanent upgrades - Optimizer (+harvest coins), Build Cache (+build speed), Bulk Licenses (-planting cost), and Mentorship (+harvest XP) - each levelling up with escalating cost.
- **Refactor (prestige).** At level 10 you can refactor: the farm resets (coins, level, CI, extra plots, perks) in exchange for a permanent +25% coin bonus that stacks with every refactor.
- **Refactor (prestige).** At level 10 you can refactor: the farm resets (coins, level, CI, extra plots, perks) in exchange for a permanent +25% coin bonus that stacks with every refactor. Each refactor also awards **Stars** (scaled by the level and prestige you reached) to spend in the Legacy shop.
- **Stars and Legacy (endgame).** Stars buy permanent **Legacy** upgrades that survive every refactor, unlike perks: **CI Bot** (auto-collects ready builds when you open your farm), **Tech Debt Payoff** (+coins, stacks with prestige), **Bare-Metal** (+base build speed), **Monorepo** (+starting plots after each refactor), and **Branch Protection** (longer steal grace and a smaller steal cut). This is the infinite progression for maxed farms, and CI Bot makes the game playable hands-off.
- **Golden builds.** A small share of plantings come out golden (marked with a sparkle); harvesting a golden build pays several times the coins.
- **Visit and water friends.** Open another member's farm at `/game/farm/{username}` and water their growing builds to speed them up - you earn coins for helping, and the owner sees the help live. This is the social loop that makes the game cooperative.
- **Steal a harvest.** A ready build on someone else's farm can be stolen once a 60-second protection window passes - the owner gets that grace period to harvest it first. A successful steal pays the thief half the build's coin value (the owner loses the whole build) and earns the **Cat Burglar** badge; the victim gets the **Robbed** badge and a live notification that someone raided their farm (the thief is never named). Stealing pays coins only, so the leaderboard stays earned by real farming. This is the competitive counterpart to watering.
- **Steal a harvest.** A ready build on someone else's farm can be stolen once a protection window passes - the owner gets that grace period (longer if they invested in Branch Protection) to harvest it first. A successful steal pays the thief half the build's coin value (the owner loses the whole build) and earns the **Cat Burglar** badge; the victim gets the **Robbed** badge and a live notification that someone raided their farm (the thief is never named). You can raid any given neighbour only **once per hour**, so no one has to babysit their farm against constant theft. Stealing pays coins only, so the leaderboard stays earned by real farming. This is the competitive counterpart to watering.
- **Leaderboard.** Top farmers are ranked by a composite achievement score that weighs every factor the game tracks - refactor (prestige) count, XP, lifetime harvests, current coins, CI tier, plots bought, perk levels, and login streak - so total accomplishment decides position rather than just the current post-refactor cycle. The score is shown alongside your own farm next to each player's level.
The farm refreshes live over the pub/sub bus (a watered build appears on the owner's screen at once) and every plot countdown ticks client-side. Every endpoint also answers JSON, and Devii can play the game on the member's behalf via the `game_*` tools (`game_state`, `game_plant`, `game_harvest`, `game_buy_plot`, `game_upgrade_ci`, `game_water`, `game_steal`, `game_view_farm`, `game_leaderboard`). See the API reference group **Code Farm**.
The farm refreshes live over the pub/sub bus (a watered build appears on the owner's screen at once) and every plot countdown ticks client-side. Every endpoint also answers JSON, and Devii can play the game on the member's behalf via the `game_*` tools (`game_state`, `game_plant`, `game_harvest`, `game_buy_plot`, `game_upgrade_ci`, `game_water`, `game_steal`, `game_view_farm`, `game_leaderboard`, `game_upgrade_perk`, `game_upgrade_legacy`, `game_prestige`). See the API reference group **Code Farm**.
## Engagement
@@ -290,7 +292,7 @@ audit, and soft-delete all apply.
| GET / POST / DELETE | `/api/comments/{id}` | Read / edit / delete a comment |
| POST | `/api/comments/{id}/vote` | Vote on a comment |
| GET / DELETE | `/api/users/me/notif-feed` | Notification feed / mark all read |
| GET | `/api/avatars/u/{username}.png` | PNG avatar rendered from the username seed |
| GET | `/api/avatars/u/{seed}.png` | PNG avatar rendered from the user's avatar seed (the regenerated `avatar_seed`, or the username when unset) |
devRant `tags` round-trip verbatim via a `tags` column on `posts`; `profile_skills` is derived
from the user bio (DevPlace has no separate skills field); avatars are real PNGs rendered from
@@ -737,6 +739,13 @@ subscription or push-service error never blocks the triggering request. Delivery
(legacy `aesgcm` content encoding), and POSTs to each endpoint; subscriptions that
return `404`/`410` are soft-deleted.
A notification is also **marked read automatically when you open the page that shows its
content** - viewing a post clears its comment, reply, upvote and mention notifications;
opening a conversation clears its direct-message notifications; visiting a profile clears
the matching follow, badge and level notifications; and the issue, reminder and farm-raid
notifications clear on their respective pages. You no longer have to dismiss each one by
hand after reading the content it points to.
### Configurable notifications
Every notification type can be turned on or off per channel, per user. The **Notifications**