Bug A: handleAccept relied on dm_call_accepted server response to set
activeDmCall. But connectFn's async AudioContext resume yields to the
event loop, dm_call_accepted arrives during the yield, finds
isLiveKitConnected=false (connectFn just reset it), and skips
setActiveDmCall. The acceptor connects to LiveKit but the UI never
shows the call. Fix: set activeDmCall and clear incomingCall
directly in the click handler.
Bug B: ready handler no longer sets activeDmCall for active calls.
On refresh/restart the client has no LiveKit connection — showing
"Connecting..." with no connection is broken. The call exists on
the server but this client session is disconnected.
Enable federated DM calls to route accept/reject/end through the correct
WebSocket connection using callOrigin, and include federatedCallId in all
dm_call payloads for server-side FederatedCallEntry lookup.
Replace hard-edged ring ripples with blurred radial gradient orbs, add
subtle glass refraction shimmer, and use gentler glow/breathing curves
for a calmer incoming call experience.
- SSRF protection: DNS resolution + private IP blocking on metadata fetcher
- Upload security: CSP/X-Frame-Options headers, SVG forced download, nosniff
- Auth hardening: JWT secret min length, password min 8 chars, token revocation via password_changed_at
- Attachment ownership verification before linking to messages
- Message length limit (4000 chars) enforced on client and server
- Asset URL validation on avatar/banner updates
- Federation instance validation (domain regex, origin scheme, length limits)
- DB indexes on all FK columns for query performance
- Migrations: nullable moderator columns, dm_messages reply_to FK constraint
- File cleanup on avatar/banner replacement and space deletion
- Fastify trustProxy, AbortController on fetches, typing map size cap
Add .glass-modal CSS class (0.82 opacity) for dialogs and apply
consistent glass tiers across all floating UI: modals, context menus,
tooltips, popovers, and call cards. Replaces ad-hoc bg-surface-elevated
and inline styles with the documented 5-tier glass hierarchy.
- Fix DM welcome header avatar using home identity for correct gradient color
- Register DM channel IDs in channelOriginMap so federated DM operations
(reactions, messages, typing) route to the correct instance
- Pass origin when creating DM channels from friends list and WS events
- Add server discovery/explore page with public server listings
- Add server visibility and description fields
Phase 5: Remove all 54 legacy Discord token definitions from tailwind.config.js,
migrate body classes in index.html to Aether Drift tokens, update ARCHITECTURE_AUDIT.md.
Phase 6: Replace flat purple fallback avatars with deterministic colorful gradients
(mint, sky, lavender, coral, rose, teal, amber) based on user/server ID hash.
Replace Discord logo SVG with Backspace "B" in server strip. Add per-server gradient
icons with hover glow. Update profile popout banner and incoming call modal to match.
Migrate all 10 voice/video components from Discord visual language to
Aether Drift design system. Zero discord-* classes or hardcoded hex
values remain in components/voice/.
Key changes:
- Status indicators use pastel accents: mint (connected/speaking),
amber (connecting/idle), rose (muted/deafened/error)
- VoiceControlBar converted to frosted glass-bubble material
- ConnectionInfoPopover and ScreenShareSettingsPopover use glass popovers
- Speaking ring glow changed from Discord green to mint (#86efac)
- Slider accents use lavender instead of blurple
- All bg/text/border tokens mapped to surface-*/txt-*/interactive-* system
- Implemented 'Overdrive' logic to force high bitrates on Chrome
- Fixed 'Auto' preset to default to stable 720p60
- Added persistent 'Triple-Kick' hammer to prevent bitrate throttling
- Fixed sidebar connection status sync
- Added comprehensive diagnostic logger