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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@@ -28,7 +28,7 @@ test('an unknown kind is not public — the default is deny', () => {
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assert.equal(catalogue.isPublic('player.location'), false)
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})
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test('nothing carrying an IP address or a report is public', () => {
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test('nothing carrying an IP address, a report or an identity is public', () => {
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for (const kind of [
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'player.login.attempt',
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'player.approved',
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@@ -36,6 +36,11 @@ test('nothing carrying an IP address or a report is public', () => {
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'player.unbanned',
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'player.reported',
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'entity.destroyed',
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// Protocol 3. A link request on a public killfeed would tell everyone which
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// Steam id is about to become a named website account, and an unlink would
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// say when somebody stopped being one.
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'account.link.requested',
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'account.unlinked',
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]) {
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assert.equal(catalogue.isPublic(kind), false, `${kind} must not be public`)
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assert.ok(catalogue.STAFF_KINDS.includes(kind), `${kind} must be classified, not merely absent`)
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@@ -82,13 +87,13 @@ test('every kind is classified exactly once', () => {
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assert.equal(seen.size, catalogue.PUBLIC_KINDS.length + catalogue.STAFF_KINDS.length)
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})
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test('the classification covers exactly the kinds protocol 2 defines', () => {
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test('the classification covers exactly the kinds protocol 3 defines', () => {
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// The spec lives in another repository, so the list is restated here rather
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// than parsed — and restating it is the point: adding a kind to the protocol
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// without deciding who may see it has to fail somewhere, and this is where.
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//
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// Sourced from docs/rust-link/PROTOCOL.md §8.4.
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const PROTOCOL_2 = [
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const PROTOCOL_3 = [
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'player.connected',
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'player.disconnected',
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'player.respawned',
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@@ -104,7 +109,9 @@ test('the classification covers exactly the kinds protocol 2 defines', () => {
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'server.wipe',
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'server.initialized',
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'server.shutdown',
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'account.link.requested',
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'account.unlinked',
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]
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assert.deepEqual([...catalogue.ALL_KINDS].sort(), [...PROTOCOL_2].sort())
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assert.deepEqual([...catalogue.ALL_KINDS].sort(), [...PROTOCOL_3].sort())
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})
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