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
This commit is contained in:
2026-09-21 08:18:48 -05:00
parent 28e46771b1
commit baffaa46c9
26 changed files with 2664 additions and 35 deletions

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// ── This module's fill for `admin.users.detail` ───────────────────────────
//
// R13's first slot, and the phase criterion as an operator meets it: the Steam
// id inside core's own user page, under core's own security panel.
//
// **The slot hands over `userId` and nothing else** — not a client. So this file
// builds its own bindings for the routes the server half registered
// (`api.adminUserLinks`), which is §3.5's rule applied to a slot: the two ends of
// a call belong to the same module even when the URL between them is core's.
//
// **Most users have no Rust account, so most of the time this renders nothing.**
// A panel that announced "no linked Steam accounts" on every user page in a
// community that also runs a UO shard would be noise on the overwhelming
// majority of them. Silence is the honest answer to "what does the Rust module
// know about this person" when it is nothing.
import { useCallback, useState } from 'react'
import { ago, count, duration } from '../../lib/format.js'
import { useAsync } from '../../core.js'
import api from '../../api.js'
/** Six lines of furniture the §3.4 kit does not carry, so it is vendored. */
function SectionTitle({ children }) {
return (
<div className="field-label" style={{ marginBottom: 12, marginTop: 4 }}>
{children}
</div>
)
}
/** One server's all-time totals for this player. */
function ServerRow({ server }) {
return (
<li
className="sans"
style={{ display: 'flex', justifyContent: 'space-between', gap: 12, fontSize: '0.86rem', color: 'var(--ink)' }}
>
<span style={{ minWidth: 0, color: 'var(--head)' }}>{server.serverName}</span>
<span className="dim" style={{ flex: 'none', fontSize: '0.8rem' }}>
{count(server.kills)} kills · {count(server.deaths)} deaths · {duration(server.playtimeSec)}
{server.wipes > 1 ? ` · ${server.wipes} wipes` : ''}
</span>
</li>
)
}
/** One linked Steam account: who it is, when it was linked, and the way out. */
function LinkPanel({ userId, link, onRemoved }) {
const [busy, setBusy] = useState(false)
const [error, setError] = useState('')
async function unlink() {
setBusy(true)
setError('')
try {
await api.adminUserLinks.remove(userId, link.steamId)
await onRemoved()
} catch (err) {
setError(err.message || 'Could not unlink that account.')
setBusy(false)
}
}
return (
<div className="panel" style={{ padding: '14px 16px' }}>
<div style={{ display: 'flex', alignItems: 'flex-start', gap: 14 }}>
<div style={{ minWidth: 0, flex: 1 }}>
<div className="display" style={{ fontSize: '1rem', color: 'var(--head)' }}>
{link.name || link.steamId}
</div>
<div className="sans dim" style={{ fontSize: '0.76rem', marginTop: 2 }}>
{link.steamId} · linked {ago(link.linkedAt)}
{link.serverId ? ` on ${link.serverId}` : ''}
{link.lastSeen ? ` · last played ${ago(link.lastSeen)}` : ' · never played'}
</div>
{/* Worth showing only when they differ: the name on the link is what
they were called when they linked, the other is what the game last
saw. A rename is the ordinary reason, and an operator reading a
support ticket wants both names. */}
{link.linkedName && link.name && link.linkedName !== link.name && (
<div className="sans dim" style={{ fontSize: '0.72rem', marginTop: 2 }}>
Linked as “{link.linkedName}”.
</div>
)}
</div>
<button type="button" className="btn ghost" onClick={unlink} disabled={busy} style={{ flex: 'none' }}>
{busy ? 'Unlinking…' : 'Unlink'}
</button>
</div>
{error && (
<p className="sans" style={{ color: '#e05a5a', fontSize: '0.8rem', margin: '8px 0 0' }}>{error}</p>
)}
{link.servers.length > 0 && (
<ul
style={{
listStyle: 'none',
margin: '12px 0 0',
padding: '12px 0 0',
borderTop: '1px solid var(--line-soft)',
display: 'flex',
flexDirection: 'column',
gap: 6,
}}
>
{link.servers.map((server) => (
<ServerRow key={server.serverId} server={server} />
))}
</ul>
)}
</div>
)
}
export default function UserRustSections({ userId }) {
// Core's `useAsync` has no refresh, so a counter in the deps is how this
// re-reads after its own write (the same shape the player page uses).
const [reloads, setReloads] = useState(0)
const { data } = useAsync(() => api.adminUserLinks.list(userId), [userId, reloads])
const reload = useCallback(() => setReloads((n) => n + 1), [])
// No `Loading` and no `ErrorState`, deliberately. This is a section inside
// somebody else's page: a spinner on every user page for a module most users
// have nothing to do with is worse than a section that appears when it has
// something, and a failure here must not replace core's own user detail with an
// error card.
if (!data || data.links.length === 0) return null
return (
<section style={{ borderTop: '1px solid var(--line-soft)', marginTop: 30, paddingTop: 22 }}>
<SectionTitle>Rust</SectionTitle>
<div style={{ display: 'flex', flexDirection: 'column', gap: 12 }}>
{data.links.map((link) => (
<LinkPanel key={link.steamId} userId={userId} link={link} onRemoved={reload} />
))}
</div>
<p className="sans dim" style={{ fontSize: '0.74rem', margin: '12px 0 0' }}>
A link is fleet-wide and totals are all-time, summed across every wipe. Unlinking here is
recorded in the activity log — it is the way back for a player who linked the wrong account
and cannot reach it in game.
</p>
</section>
)
}

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// ── The player's own Rust identity ────────────────────────────────────────
//
// `/player/rust` — where a signed-in player links the Steam account they play
// on. It is the one page in this module a player is asked to *do* something on,
// and the thing they are doing matters more than it looks: from phase 7 the link
// is what in-game permissions are granted against, and from phase 13 it is what
// rewards are handed to.
//
// **A player route renders no layout of its own.** Core wraps `/player/*` in its
// own portal chrome, so this page starts at a heading — unlike the public pages
// in this module, which render `PublicLayout` themselves.
//
// The three-step instruction at the top is not decoration. Nothing else on the
// site tells a player that the code comes from the game, and a code field with no
// explanation is a code field nobody can use.
import { useCallback, useState } from 'react'
import { ErrorState, Loading, useAsync } from '../../core.js'
import { ago, shortId } from '../../lib/format.js'
import api from '../../api.js'
/** The code field, and the four answers it can produce. */
function LinkForm({ onLinked }) {
const [code, setCode] = useState('')
const [busy, setBusy] = useState(false)
const [message, setMessage] = useState('')
const [error, setError] = useState('')
async function submit(event) {
event.preventDefault()
if (!code.trim() || busy) return
setBusy(true)
setMessage('')
setError('')
try {
const result = await api.playerLinks.confirm(code.trim())
setMessage(
result.already
? 'That account was already linked to you.'
: `Linked ${result.link.name || shortId(result.link.steamId)}.`,
)
setCode('')
await onLinked()
} catch (err) {
// Every refusal the server sends is already a sentence aimed at a player —
// "run /link again", "run /unlink in game", "try again in a minute" — so
// this renders it rather than replacing it with one of its own. The three
// are not interchangeable, and a page that flattened them into "could not
// link that code" would send a player back to the server that is down.
setError(err.message || 'Could not link that code.')
} finally {
setBusy(false)
}
}
return (
<form onSubmit={submit} style={{ marginTop: 18 }}>
<div style={{ display: 'flex', gap: 10, alignItems: 'flex-end', flexWrap: 'wrap' }}>
<label style={{ display: 'block' }}>
<span className="field-label" style={{ display: 'block', marginBottom: 6 }}>Link code</span>
<input
value={code}
onChange={(e) => setCode(e.target.value.toUpperCase())}
placeholder="K7M2PQ"
// The plugin's alphabet has no O, 0, I or 1, so a player reading a
// code off their screen cannot produce one — but they can type a
// lowercase one, and the code is matched case-insensitively at the
// other end. Upper-casing here makes what they typed look like what
// they were shown.
maxLength={12}
autoComplete="off"
spellCheck={false}
className="input"
style={{ textTransform: 'uppercase', letterSpacing: '0.18em', width: 160 }}
/>
</label>
<button type="submit" className="btn" disabled={busy || !code.trim()}>
{busy ? 'Checking…' : 'Link account'}
</button>
</div>
{message && (
<p className="sans" style={{ color: '#7fd0a4', fontSize: '0.86rem', margin: '10px 0 0' }}>{message}</p>
)}
{error && (
<p className="sans" style={{ color: '#e05a5a', fontSize: '0.86rem', margin: '10px 0 0' }}>{error}</p>
)}
</form>
)
}
/** One linked account, and the control that releases it. */
function LinkRow({ link, onRemoved }) {
const [busy, setBusy] = useState(false)
const [error, setError] = useState('')
async function remove() {
setBusy(true)
setError('')
try {
await api.playerLinks.remove(link.steamId)
await onRemoved()
} catch (err) {
setError(err.message || 'Could not unlink that account.')
setBusy(false)
}
}
return (
<li className="panel" style={{ padding: '14px 16px', display: 'flex', alignItems: 'center', gap: 14 }}>
<div style={{ minWidth: 0, flex: 1 }}>
<div className="display" style={{ fontSize: '1rem', color: 'var(--head)' }}>
{link.name || shortId(link.steamId)}
</div>
<div className="sans dim" style={{ fontSize: '0.76rem', marginTop: 2 }}>
{link.steamId} · linked {ago(link.linkedAt)}
{link.serverId ? ` on ${link.serverId}` : ''}
</div>
{error && (
<p className="sans" style={{ color: '#e05a5a', fontSize: '0.8rem', margin: '6px 0 0' }}>{error}</p>
)}
</div>
<button type="button" className="btn ghost" onClick={remove} disabled={busy} style={{ flex: 'none' }}>
{busy ? 'Unlinking…' : 'Unlink'}
</button>
</li>
)
}
export default function Account() {
// `useAsync` rather than this module's `usePolled`: nothing here changes unless
// the person looking at it changes it, and a page that re-asked every twenty
// seconds would be asking a question nobody is waiting on.
//
// **Core's `useAsync` has no `refresh`** — it re-runs when its deps change and
// that is the whole of its interface — so 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 (see `hooks/usePolled.js`).
const [reloads, setReloads] = useState(0)
const { data, loading, error } = useAsync(() => api.playerLinks.list(), [reloads])
const links = data ? data.links : []
const reload = useCallback(() => setReloads((n) => n + 1), [])
return (
<div>
<div className="field-label" style={{ marginBottom: 12 }}>Steam accounts</div>
<p className="sans dim" style={{ margin: 0, fontSize: '0.86rem', maxWidth: '60ch' }}>
Linking tells this site which Steam account is yours, so your play on our servers appears
under your name here — and so rewards and permissions the site hands out can reach you in
game.
</p>
<ol className="sans dim" style={{ fontSize: '0.86rem', marginTop: 14, paddingLeft: 20, maxWidth: '60ch' }}>
<li>Join any of our Rust servers and type <code>/link</code> in chat.</li>
<li>The server replies with a six-character code, only you can see it, and it lasts five minutes.</li>
<li>Type it below. It works once.</li>
</ol>
<LinkForm onLinked={reload} />
{loading && <Loading />}
{error && <ErrorState error={error} />}
{data && links.length > 0 && (
<ul style={{ listStyle: 'none', margin: '22px 0 0', padding: 0, display: 'flex', flexDirection: 'column', gap: 10 }}>
{links.map((link) => (
<LinkRow key={link.steamId} link={link} onRemoved={reload} />
))}
</ul>
)}
{data && links.length > 0 && (
<p className="sans dim" style={{ fontSize: '0.76rem', marginTop: 14, maxWidth: '60ch' }}>
A link covers every server this community runs — a Steam account is one person wherever
they play, while stats are kept per server and per wipe. You can also type
{' '}<code>/unlink</code> in game to release one.
</p>
)}
{data && links.length === 0 && (
<p className="sans dim" style={{ fontSize: '0.8rem', marginTop: 18 }}>
No Steam account is linked to this profile yet.
</p>
)}
</div>
)
}