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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@@ -52,18 +52,19 @@ const TIMEOUT_MS = 12000
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* here, `PROTOCOL_VERSION` in the sidecar, `ProtocolVersion` in the bridge
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* plugin, and `protocol` in its `overlay.toml`.
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*
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* **2 — the read path.** The bump lands here in the same change as the emitters,
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* even though this module does not yet consume any of the new frames: the
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* sidecar refuses a client declaring a different version with a `409`, so a
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* module left on 1 would stop being able to read the server board it has been
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* reading all along. A constant that lags the deployment is not a safe default;
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* it is an outage with a version number on it.
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* **3 — identity.** Protocol 2 was the read path; 3 adds the first message the
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* WEBSITE originates (`link.confirm`) and the two account frames the plugin
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* emits beside it. The bump lands here in the same change as the emitters,
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* because the sidecar refuses a client declaring a different version with a
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* `409`: a module left on 2 would stop being able to read the server board it
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* has been reading all along. A constant that lags the deployment is not a safe
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* default; it is an outage with a version number on it.
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*
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* It is sent on every request as `X-RustLink-Version`, which turns a mismatched
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* deployment into a `409` naming both numbers instead of a parse failure three
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* layers further in.
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*/
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const PROTOCOL_VERSION = 2
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const PROTOCOL_VERSION = 3
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/** What a caller gets back. Shaped once so every call site reads the same. */
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function reply(ok, status, data = null) {
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@@ -189,6 +190,26 @@ const feed = (server, since, limit = 200) =>
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/** Where the sidecar's history currently ends. What a new server's cursor starts at. */
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const feedTail = (server) => request(server, '/feed')
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/**
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* Redeem a one-time link code against one server (protocol 3).
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*
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* **The only call in this file that is not a GET**, and the only one that asks
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* the game a question rather than reading what it already said. The sidecar
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* forwards the code to the plugin, which holds the pending codes in memory, and
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* hands back what it answers.
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*
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* **A refused code comes back `{ ok: true }`.** `link.ok` and `link.error` are
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* both answers — the sidecar reserves its own failures for the transport (503
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* when the game is down, 504 when it is up and silent) — and the caller has to
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* tell "that code is wrong" from "the game never replied" to say the right thing
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* to a player. So the discrimination happens on `data.kind`, not on `ok`.
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*
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* A code is spent on the plugin's FIRST lookup whether or not it turns out to be
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* expired, so this must never be called speculatively for its answer alone.
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*/
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const confirmLink = (server, code) =>
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request(server, '/link/confirm', { method: 'POST', body: { code } })
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module.exports = {
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TIMEOUT_MS,
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PROTOCOL_VERSION,
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@@ -199,5 +220,6 @@ module.exports = {
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boards,
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feed,
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feedTail,
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confirmLink,
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joinUrl,
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}
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