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

View File

@@ -4,38 +4,109 @@
// sits behind `noindex, requireAuth`, so every handler here has a signed-in user
// and none of them re-implements that check.
//
// ── Why this tier exists in phase 1, and what it honestly holds ───────────
// ── Why this tier exists in phase 1, and what it holds now ────────────────
//
// R14 puts this module on all three tiers from the start, and the loader holds
// `module.json`'s `mounts` against what is actually registered in **both**
// directions — a declared prefix that never gets a router fails the load. So the
// declaration and the registration land together or not at all.
//
// What this tier will carry is the signed-in view of a server: the viewer's own
// linked Steam identity, their own presence, their own entitlements. None of that
// exists yet — identity is a later phase — so the one route here answers the
// server list as the signed-in caller sees it, which is currently the same list
// the public tier serves.
// Phase 1 said this tier would carry the signed-in view of a server the
// viewer's own linked Steam identity, their own presence, their own entitlements
// — and that identity was a later phase. This is that phase: `/links`, `/link`
// and `DELETE /links/:steamId` are R1, and everything phases 7 and 13 hand out is
// hung off the row they write.
//
// That is deliberately a real route and not a placeholder: it is the URL the app
// and the SPA will call, and it starts answering correctly now rather than
// changing address later. What it must not become is a second copy of the public
// shape — it delegates to the same model, so the two cannot drift.
// `/servers` stays what it was: the same list the public tier serves, answered on
// the authenticated tier so per-player detail can be added without moving the
// address. It delegates to the same model, so the two cannot drift.
const core = require('../../core')
const express = core.express
const servers = require('./rust.controller')
const { body, param } = core.validator
const rust = require('./rust.controller')
const { validate, rateLimit } = core.middleware
const playerRustRouter = express.Router()
// A Steam id as the game states it — `BasePlayer.UserIDString`, a 17-digit
// SteamID64. Bounded rather than pinned at 17 because the column is a string and
// a test rig's ids are shorter; what matters is that nothing but digits reaches a
// `WHERE steam_id = ?`.
const STEAM_ID_RE = /^[0-9]{5,32}$/
/**
* R1 requires the link code be rate-limited, and this is where that lands.
*
* The code is six characters from a 32-glyph alphabet, so guessing one is a
* 1-in-10⁹ shot — but only while the guesser is made to pay for each attempt.
* Ten per quarter-hour per IP turns that into centuries; without it a script
* could work through the space in an afternoon, and phases 7 and 13 make the
* prize a set of in-game permissions and entitlements rather than a cosmetic
* badge.
*
* Its own limiter rather than core's `accountChangeLimiter`: this is guessing
* somebody else's secret, not changing your own password, and sharing a counter
* would mean one of the two silently sets the policy for the other.
*/
const linkLimiter = rateLimit({
windowMs: 15 * 60 * 1000,
max: 10,
label: 'rust-link-code',
message: 'Too many link attempts. Please try again later.',
})
playerRustRouter.get(
'/servers',
// #swagger.tags = ['Player · Rust']
// #swagger.summary = 'The Rust servers, for a signed-in player'
// #swagger.description = 'The same servers the public list carries, answered on the authenticated tier. It is the address a signed-in client calls, so that per-player detail can be added here without moving it. Requires a session.'
/* #swagger.responses[200] = { description: 'The server list', content: { "application/json": { schema: { $ref: "#/components/schemas/RustServerList" } } } } */
servers.listServers,
rust.listServers,
)
playerRustRouter.get(
'/links',
// #swagger.tags = ['Player · Rust']
// #swagger.summary = 'The Steam accounts the caller has linked'
// #swagger.description = 'Every Steam account linked to the signed-in user, newest first. A link is fleet-wide: it is keyed by Steam id, not by server, because a Steam account is one person across every server an operator runs.'
// #swagger.security = [{ "cookieAuth": [] }, { "bearerAuth": [] }]
/* #swagger.responses[200] = { description: 'Linked accounts', content: { "application/json": { schema: { $ref: "#/components/schemas/RustLinkList" } } } } */
rust.listLinks,
)
playerRustRouter.post(
'/link',
// #swagger.tags = ['Player · Rust']
// #swagger.summary = 'Link a Steam account with a one-time code from /link in game'
// #swagger.description = 'The player types /link in game, the plugin hands them a six-character code privately, and they enter it here within five minutes. The site asks each configured server in turn until one recognises the code. A Steam account already linked to a different website account is refused rather than moved — the way out is /unlink in game.'
// #swagger.security = [{ "cookieAuth": [] }, { "bearerAuth": [] }]
/* #swagger.requestBody = { required: true, content: { "application/json": { schema: { $ref: "#/components/schemas/RustLinkRequest" } } } } */
/* #swagger.responses[200] = { description: 'Linked', content: { "application/json": { schema: { $ref: "#/components/schemas/RustLinkResult" } } } } */
/* #swagger.responses[400] = { description: 'Unknown or expired code', content: { "application/json": { schema: { $ref: "#/components/schemas/Error" } } } } */
/* #swagger.responses[409] = { description: 'That Steam account is linked to another website account', content: { "application/json": { schema: { $ref: "#/components/schemas/Error" } } } } */
/* #swagger.responses[429] = { description: 'Too many link attempts', content: { "application/json": { schema: { $ref: "#/components/schemas/Error" } } } } */
/* #swagger.responses[503] = { description: 'A server could not be reached — the code is still good', content: { "application/json": { schema: { $ref: "#/components/schemas/Error" } } } } */
linkLimiter,
body('code').isString().trim().isLength({ min: 4, max: 32 }),
validate,
rust.confirmLink,
)
playerRustRouter.delete(
'/links/:steamId',
// #swagger.tags = ['Player · Rust']
// #swagger.summary = 'Release a Steam account the caller has linked'
// #swagger.description = 'Removes the callers own link. Scoped to the caller in the statement, so a link belonging to somebody else answers the same 404 as one that does not exist.'
// #swagger.security = [{ "cookieAuth": [] }, { "bearerAuth": [] }]
// #swagger.parameters['steamId'] = { in: 'path', required: true, schema: { type: 'string' }, description: 'The Steam id to release.' }
/* #swagger.responses[200] = { description: 'Unlinked', content: { "application/json": { schema: { type: "object", properties: { unlinked: { type: "boolean", example: true } } } } } } */
/* #swagger.responses[404] = { description: 'Not linked to the caller', content: { "application/json": { schema: { $ref: "#/components/schemas/Error" } } } } */
param('steamId').matches(STEAM_ID_RE),
validate,
rust.removeLink,
)
module.exports = playerRustRouter