feat(rust): identity — a link code from the game, and the Steam id inside core's user page
R1's identity link, site-side, and R13's first extension slot. A player types /link in game, the plugin hands them a six-character code privately, and they enter it here; the site records who owns which Steam account, and an operator sees that on core's own `/admin/users/:id` page. **The site is the author of record and the game holds nothing.** There is no per-account store in Rust that survives a wipe, and phase 7 needs the site authoritative anyway — it pushes permissions INTO the game keyed by Steam id. A copy in the game would be a second thing to reconcile every wipe, for no question it could answer better. ## D24 — a code is minted by ONE server, so every server is asked Nothing in six characters says where it came from. The fleet is asked in turn and the first `link.ok` wins; the others answer `unknown` and nothing happens there, because a code is only spent at the server that actually holds it. Asking the player to pick was rejected: a wrong pick would come back indistinguishable from a wrong code, and that is the one refusal which must not be ambiguous. **"Every reachable server refused" is not the same answer as "a server was unreachable."** Collapsing them tells a player whose server is down that their code is wrong — so they run /link again on that same server and are told the same thing for as long as it stays down. `unsure` is that case, and it says to try again rather than to fetch a new code. ## D23 — a Steam id another account holds is refused, never moved The primary key is `steam_id`, and it is load-bearing rather than tidy: phase 7 grants permissions against a link and phase 13 hangs entitlements off it, so a silent move is an account takeover performed by typing six characters. The refusal names the holder, because the advice is unusable without it. The INSERT is a plain INSERT for the same reason — `ON DUPLICATE KEY UPDATE` here would BE that move — and the duplicate-key error is the refusal for the race the check above cannot close. The way out is `/unlink` in game, which reaches the site off the ingest feed rather than through a route (the plugin has no link to delete). D25 adds the other way out: staff can sever a link from the admin panel, for a player who cannot reach that Steam account in game. ## The slot, and the hole it found in this repo's own generator `admin.users.detail` is declared in `module.json` AND registered in `index.js` AND filled by the chunk — three places, because the server half and the client half are different registrations that share one name. `swaggerFragment.js` knew only about tier routers, so the two routes under `/admin/users/:id` were generated by nothing: a fragment that was internally consistent and described two routes fewer than the module serves. A slot's mount is core's and cannot be derived here, so it is a fourth constant beside `TIER_BASE` — held to account by the frozen-manifest job, which was verified to catch exactly this by removing the two paths and watching it fail. ## Smaller things worth knowing - **Core's `useAsync` has no `refresh`.** A counter in the deps is how a page re-reads after its own write; it blanks while it re-reads, which is right here and is exactly what made it wrong for a poll. - **Every player-portal nav row needs an `icon`** — core draws one on every row, and the client suite says so. This module had no icons file until now, because the public header is text buttons. - The two new frame kinds are STAFF-only. Neither carries a code, but both name a Steam id beside a website account's activity, and that join is not a public fact about what happened on a server. - The link code route carries its own rate limiter rather than core's `accountChangeLimiter`: this is guessing somebody else's secret, not changing your own password, and a shared counter would let one policy set the other. Protocol 3 on all three declaration sites; 17 new tests, 136 green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMH6bw1jXMgbyF3ZWGEzSM
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@@ -74,6 +74,20 @@ export const playerServers = {
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list: () => req('/player/rust/servers'),
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}
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// R1's identity link, from the signed-in player's side.
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//
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// **The code is the whole of what goes up.** The site has no idea which server
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// minted it — nothing in six characters says — so the server half asks each
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// configured server in turn (D24). A page that asked the player to pick would be
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// asking them a question the site can answer itself, and a wrong pick would come
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// back indistinguishable from a wrong code.
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export const playerLinks = {
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list: () => req('/player/rust/links'),
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confirm: (code) => req('/player/rust/link', { method: 'POST', body: { code } }),
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remove: (steamId) =>
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req(`/player/rust/links/${encodeURIComponent(steamId)}`, { method: 'DELETE' }),
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}
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// ── admin ─────────────────────────────────────────────────────────────────
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// **`sidecarToken` goes up and never comes back.** The list answers `hasToken`,
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// and a save that omits the field leaves the stored credential alone — so an
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@@ -89,8 +103,23 @@ export const admin = {
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req(`/admin/rust/servers/${encodeURIComponent(id)}/test`, { method: 'POST' }),
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}
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// ── the admin.users.detail extension slot ─────────────────────────────────
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//
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// The client half of R13's first slot. Core hands the component a `userId` and
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// NOTHING else — not a client — so an extension builds its own bindings for the
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// routes it registered at the other end (§3.5). These two are the only calls in
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// this file whose path is core's rather than this module's: the resource is
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// core's user, and the module's own segment is the part after it.
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export const adminUserLinks = {
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list: (userId) => req(`/admin/users/${encodeURIComponent(userId)}/rust/links`),
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remove: (userId, steamId) =>
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req(`/admin/users/${encodeURIComponent(userId)}/rust/links/${encodeURIComponent(steamId)}`, {
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method: 'DELETE',
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}),
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}
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// Exported for the rare caller that needs the base itself — an `<img src>`, a
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// download link, an EventSource. Reach for `request` first.
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export { BASE, query }
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export default { servers, playerServers, admin, BASE }
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export default { servers, playerServers, playerLinks, admin, adminUserLinks, BASE }
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