Staying in Plan Mode, here’s the checkpoint summary I’d preserve: This repo is already a full HoboStreamer platform, not just a website shell. It has auth, chat, streams, VOD/clips, monetization, staff roles, and an existing multiplayer HoboGame. The existing game is substantial: server/game/* plus public/js/game.js already provide movement, WebSocket multiplayer, building, gathering, combat, inventory, quests, and leaderboards. We chose the new feature direction: canvas mode: separate board page who paints: logged-in users only board reset model: persistent Recommended implementation path: first fix current auth/staff bugs then add a separate collaborative canvas under the Game area keep the current adventure game accessible as a subview Bugs/issues already identified: login/register responses set currentUser = data.user, but frontend expects currentUser.capabilities; only /api/auth/me currently provides capabilities /admin UI is role-aware in the frontend, but /api/admin/* is admin-only, so global-mod flows are mismatched /api/mod/chat/search and /api/mod/chat/user/:userId need tighter permission checks channel-mod backend exists, but there is effectively no matching management UI Architecture direction for the canvas: keep Game in the top nav make /game the new canvas view move current HoboGame to something like /game/adventure add a dedicated canvas API + WebSocket path rather than forcing it into the survival-map runtime Moderation direction: admin = full site/canvas controls global mods = site-wide moderation and canvas moderation, but not full admin settings/user management channel mods / stream mods = channel-scoped only, separate from the global canvas powers Anti-abuse direction: account-only painting server-side cooldown tiers tied to existing game/account progression overwrite cooldown per tile audit log, rollback tools, region locks, board freeze, snapshots, canvas bans If you want the file version, switch out of Plan Mode and I’ll write a real memory file in the workspace and read it back. Plan HoboStreamer Staff Fixes + Collaborative Canvas Summary The codebase is already a full Node/Express + SQLite streaming platform with chat, VOD/clips, monetization, admin/mod roles, and an existing multiplayer HoboGame. We should extend it, not replace it. Ship this in two layers: first fix the current auth/moderation bugs, then add a separate persistent r/place-style canvas under the existing Game area. Easy bugs to fix up front: auth responses/frontend lose capabilities, the current global-mod admin flow calls admin-only endpoints, /api/mod/chat/* is too open, and channel-mod features exist on the backend but have no real UI. Key Changes Staff/Auth Foundation Make POST /api/auth/login, POST /api/auth/register, and GET /api/auth/me all return user plus capabilities, and update the frontend to preserve those capabilities after login and refresh. Rework /admin into a role-aware staff console: admin: full tabs and all /api/admin/* actions. global_mod: moderation-only tabs backed by /api/mod/*, not admin-only endpoints. channel owner / channel_mod: channel-scoped tools in the channel/dashboard UI, not site-wide staff tabs. Lock down /api/mod/chat/search and /api/mod/chat/user/:userId so regular users cannot access them. Add missing channel-mod UI for existing backend routes: manage channel moderators edit channel moderation settings view channel-scoped logs/mod actions where permitted Fix current UI scope mistakes: global mods should not see admin-only tabs like user management/settings/global-mod promotion the current “Global Mods” tab becomes admin-only Collaborative Canvas Keep the existing top-nav Game item and turn it into a game hub: /game = new Canvas view /game/adventure = existing HoboGame Build the canvas as a separate board page/service, not inside the adventure map. Board spec: one persistent global board size 512 x 512 fixed 32-color palette click-to-paint primary interaction arrow-key cursor movement + place shortcut as accessibility fallback zoom, pan, coordinate readout, hover metadata, recent activity feed Paint permissions: logged-in accounts only anonymous users can view, but not place tiles Anti-abuse rules: per-user placement interval based on total game level from the existing game profile: level 0-24: 10s level 25-74: 8s level 75-149: 7s level 150-299: 6s level 300+: 5s account age under 24h: clamped to 12s each tile gets a 20s overwrite cooldown after a change server-side IP/account rate checks feed a moderation audit trail Canvas Moderation Add board-specific persistence for: current tile state append-only action log board settings snapshots region locks/protected zones canvas-specific user/IP bans Admin controls: read-only/freeze board full wipe snapshot export/restore change palette, cooldowns, and rate tiers permanent canvas bans lock/unlock/protect regions per-user quota overrides Global mod controls: rollback single tile rollback by user rollback by rectangle rollback by time range temporary canvas bans/mutes inspect action history and user/IP heatmaps temporary region locks Channel/stream mods stay channel-scoped and do not get site-wide canvas powers by default, because this board is global. Public API / Interface Changes Auth responses always include capabilities. New canvas HTTP surface under /api/game/canvas/*: snapshot/current board placement recent history staff rollback/ban/lock actions admin settings/snapshot restore New realtime socket endpoint /ws/canvas with messages for: initial board load tile patch updates cooldown/rate state moderation notices board freeze/read-only state Frontend routing changes: Game page becomes a hub with Canvas and Adventure subviews existing survival game remains accessible Test Plan Auth and UI: admin/global_mod keep correct capabilities after login and full page refresh admin/global_mod/channel-mod each see only their allowed controls Security: regular users cannot hit /api/mod/chat/* channel mods only access channel-scoped moderation data anonymous users cannot place canvas tiles Canvas behavior: live multi-user paint sync cooldown tiers match total game level tile overwrite cooldown works board persists across restart rollback by user/region/time works freeze/read-only and snapshot restore work Integration: /game opens Canvas /game/adventure still loads current HoboGame existing site nav/admin/dashboard behavior stays intact Assumptions Use the existing top-level Game nav item instead of adding a second top-level tab. The canvas is a site-global, persistent board until staff manually reset or restore it. Logged-in-only painting is the correct anti-abuse baseline. Channel/stream moderation gets cleaned up and surfaced properly, but it remains separate from site-wide canvas moderation. Implement plan 32 previous messages Implemented the plan across the existing app rather than replacing it. Staff/auth + moderation UI is now split properly. staff-console.js overrides the old admin-only frontend so admin gets full site controls, global_mod gets moderation/canvas tools backed by /api/mod/*, and admin-only tabs stay hidden from non-admin staff. I also added the missing admin canvas settings read route in canvas-routes.js. Channel-owner / channel-mod tools now exist in the dashboard via dashboard-moderation.js. That surfaces channel moderator management, channel chat settings, channel-scoped moderation logs, and channel chat search/delete against the new /api/channels/* routes. The collaborative canvas is integrated as the primary /game experience while the original HoboGame stays on /game/adventure, with styling completed in game.css. Shared styling for the new staff and dashboard moderation panels is in style.css. Chat moderation UI now respects capabilities in chat.js: site-wide chat logs and ban actions are staff-only, they use /api/mod/*, and mod/global-mod badges render correctly. I also wrote the checkpoint file you asked for at codex-memory.md.