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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@@ -34,6 +34,7 @@
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const core = require('./core')
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const db = require('./model/events/events.db')
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const links = require('./model/links/links.model')
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const sidecar = require('./sidecarClient')
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const log = core.logger('ingest')
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@@ -144,6 +145,34 @@ async function apply(serverId, item) {
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await db.touchPlayer(frame.steamId, frame.name || null)
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break
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// ── Protocol 3: the one frame that changes something other than a counter ──
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//
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// `/unlink` in game severs the site's link, and it is the only way out of a
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// link on the wrong account: the site REFUSES to move a Steam id another
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// website account already holds (D23), so without this a player who linked
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// while signed in as the wrong account would need staff.
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//
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// It arrives here rather than through a route because the plugin has nothing
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// to delete — the site is the author of record and the game holds no link —
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// so `/unlink` is the game reporting what the player asked for, applied off
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// the feed like every other frame.
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//
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// **The authority is the Steam account itself.** Whoever is connected to the
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// game as it is who it is, which is a stronger proof of ownership than the
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// site can obtain any other way, so this is not scoped by website user.
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case 'account.unlinked':
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await db.touchPlayer(frame.steamId, frame.name || null)
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await links.unlinkFromGame(frame.steamId)
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break
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// Stored and counted as a sighting, nothing more. The code is deliberately
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// NOT on this frame — it travels through the player — so there is nothing
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// here to redeem and no pending state for the site to hold. It exists so an
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// operator can see linking being used at all.
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case 'account.link.requested':
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await db.touchPlayer(frame.steamId, frame.name || null)
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break
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default:
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// Stored, not counted. Moderation frames, the server lifecycle, and
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// anything a newer protocol sends that this build does not understand.
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