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