Foundry v12 ESM module that pushes the world's PC actor manifest to a companion Frappe app via webhook. Structure: - scripts/main.js: registers settings on init, exposes API on ready, wires createActor/deleteActor/periodic hooks. All push operations gated to game.users.activeGM to avoid duplicate pushes from co-GMs. - scripts/settings.js: Frappe URL, shared secret, world ID, periodic interval. Secret uses `secret: true` for masked input but is still readable by all connected clients (documented in setting hint). - scripts/api.js: bridgeFetch helper with X-Bridge-Secret/-World headers, pushManifest, testConnection. - scripts/constants.js: MODULE_ID. Public API exposed at globalThis.seitimeBridge: seitimeBridge.testConnection() // round-trip empty manifest seitimeBridge.pushManifest() // push current world manifest dnd5e is declared as a related system in module.json. Snapshot push and End Session macro come in subsequent commits. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
52 lines
1.8 KiB
JavaScript
52 lines
1.8 KiB
JavaScript
/**
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* Module settings registration.
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*
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* Note on `sharedSecret`: Foundry stores world-scope settings in a place
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* readable by all connected clients, not just GMs. A player with browser
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* console access can read the value. This is acceptable here because the
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* secret only authorizes pushing dnd5e actor data — which players already
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* have access to through normal play — and the Frappe side enforces all
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* other authorization. Rotate the secret if you stop trusting a player.
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*/
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import { MODULE_ID } from "./constants.js";
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export function registerSettings() {
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game.settings.register(MODULE_ID, "frappeBaseUrl", {
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name: "Frappe Base URL",
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hint: "Base URL of your Seitime Frappe site, e.g. https://seitime.vassi.li (no trailing slash).",
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scope: "world",
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config: true,
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type: String,
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default: "",
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});
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game.settings.register(MODULE_ID, "sharedSecret", {
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name: "Shared Secret",
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hint: "Bridge secret — must match Foundry Settings → Shared Secret on the Frappe side. Readable by any connected client; rotate if compromised.",
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scope: "world",
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config: true,
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type: String,
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default: "",
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secret: true,
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});
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game.settings.register(MODULE_ID, "worldId", {
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name: "World ID",
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hint: "Identifier sent in the X-Bridge-World header. If you've configured Allowed World IDs on the Frappe side, this must be one of them. Leave blank to use the current Foundry world's id.",
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scope: "world",
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config: true,
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type: String,
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default: "",
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});
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game.settings.register(MODULE_ID, "manifestSyncIntervalMinutes", {
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name: "Manifest Sync Interval (minutes)",
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hint: "How often to push the actor manifest while the world is open. 0 disables periodic sync; on/create/delete pushes still fire.",
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scope: "world",
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config: true,
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type: Number,
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default: 15,
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range: { min: 0, max: 120, step: 1 },
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});
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}
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