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
126 lines
4.9 KiB
JavaScript
126 lines
4.9 KiB
JavaScript
// ── What the bridge can say, and who may hear it ──────────────────────────
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//
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// One file, because these two questions have to be answered together or the
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// second one rots: which frame kinds exist, and which of them a member of the
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// public may see.
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//
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// ── The boundary ──────────────────────────────────────────────────────────
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//
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// Protocol 2's catalogue includes frames carrying **IP addresses** (a login
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// attempt, an approval, a ban) and **one player's complaint about another** (a
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// report), and one — a destroyed structure — that names where somebody lives.
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// They are stored, because an operator chasing ban evasion needs them and
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// because the sidecar persists what it is told. They must never reach a public
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// page.
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//
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// **The boundary is enforced HERE, on the side that serves, and not on the wire.**
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// The plugin could have stamped a `class` on every frame and saved this file the
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// trouble; it deliberately does not (PROTOCOL.md §8.5). A boundary declared by
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// the sender is a boundary a compromised — or merely out-of-date — game host can
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// widen. Core's own shard fan-out works the same way: a public stream with an
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// allowlist of kinds, and an admin stream that adds the rest.
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//
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// ── Default deny, and why it is not paranoia ──────────────────────────────
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//
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// `isPublic` answers `false` for a kind it has never heard of. That matters
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// because of the shape of the mistake it prevents: the next protocol version
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// adds a kind, this module ingests it happily (`rust_events` stores what it is
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// given), and a page that filtered by a DENY list would publish it the day it
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// first arrived — before anybody had decided whether it should be public. With
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// an allowlist the new kind is invisible until somebody adds it here, which is
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// the same moment they think about it.
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//
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// The test holds this list against `docs/rust-link/PROTOCOL.md` §8.4's table, so
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// adding a kind to the spec without classifying it fails a build rather than
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// shipping an address to a public page.
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/**
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* Kinds a public, signed-out visitor may see.
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*
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* Each entry is a decision. `player.chat` is here because a shard's chat is
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* public by the same logic that makes a killfeed public — it happened in front
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* of everyone who was on the server — and an operator who disagrees turns the
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* feature off rather than relying on this list being wrong.
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*/
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const PUBLIC_KINDS = Object.freeze([
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'player.connected',
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'player.disconnected',
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'player.respawned',
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'player.death',
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'player.chat',
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'player.tally',
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'server.wipe',
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'server.initialized',
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'server.shutdown',
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])
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/**
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* Kinds an admin may see and nobody else.
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*
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* Listed rather than implied by absence, so that "we know about this kind and it
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* is restricted" is distinguishable from "nobody has classified this kind" — the
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* second is a finding, and a bare allowlist cannot tell you which you are
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* looking at.
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*/
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const STAFF_KINDS = Object.freeze([
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'entity.destroyed',
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'player.reported',
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'player.banned',
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'player.unbanned',
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'player.login.attempt',
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'player.approved',
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// Protocol 3's two account frames. Neither carries a code — the code travels
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// through the player, which is what makes typing it proof — but both name a
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// Steam id ALONGSIDE a website account's activity, which is exactly the join a
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// public page must not be able to make: "this player is that person" is a fact
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// about somebody's identity, not about what happened on the server.
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'account.link.requested',
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'account.unlinked',
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])
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/** Every kind protocol 3 defines. */
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const ALL_KINDS = Object.freeze([...PUBLIC_KINDS, ...STAFF_KINDS])
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const PUBLIC = new Set(PUBLIC_KINDS)
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const STAFF = new Set(STAFF_KINDS)
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/**
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* May a signed-out visitor see this kind?
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*
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* Default deny: an unknown kind is not public. Callers pass whatever arrived on
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* the wire, including a kind from a newer protocol this build has never seen.
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*/
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function isPublic(kind) {
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return PUBLIC.has(kind)
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}
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/** Is this a kind this build knows about at all? */
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function isKnown(kind) {
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return PUBLIC.has(kind) || STAFF.has(kind)
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}
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/**
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* Narrows a list of requested kinds to the ones a viewer may have.
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*
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* Returning the allowlist itself when nothing was requested is what makes the
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* public route safe by construction rather than by remembering to filter: there
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* is no code path where "no filter" means "everything".
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*/
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function kindsFor({ admin = false, requested = null } = {}) {
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const permitted = admin ? ALL_KINDS : PUBLIC_KINDS
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if (!requested || requested.length === 0) return [...permitted]
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const allowed = new Set(permitted)
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return requested.filter((k) => allowed.has(k))
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}
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module.exports = {
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PUBLIC_KINDS,
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STAFF_KINDS,
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ALL_KINDS,
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isPublic,
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isKnown,
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kindsFor,
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}
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