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
248 lines
9.5 KiB
JavaScript
248 lines
9.5 KiB
JavaScript
// ── Who owns which Steam account ──────────────────────────────────────────
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//
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// R1's identity link, site-side. The flow it sits in the middle of:
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//
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// 1. In game, a player types `/link`. The plugin mints a one-time code, tells
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// them privately, and holds it in memory for five minutes.
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// 2. On the website, the player types that code. This module asks the sidecar,
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// which asks the plugin, which answers with the Steam id the code belongs
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// to and drops it.
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// 3. This file records the result.
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//
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// **The site is the author of record and the game holds nothing.** That is the
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// one real difference from the UO bridge, which writes a tag onto the game
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// account: there is no equivalent per-account store in Rust that survives a wipe,
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// and phase 7 needs the site to be authoritative anyway — it pushes permissions
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// INTO the game keyed by Steam id. A copy in the game would be a second thing to
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// reconcile every wipe, for no question it could answer better.
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const core = require('../../core')
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const db = require('./links.db')
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const servers = require('../servers/servers.model')
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const sidecar = require('../../sidecarClient')
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const log = core.logger('links')
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/** What a link looks like to any caller. Never carries a raw code. */
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function shape(row) {
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if (!row) return null
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return {
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steamId: row.steamId,
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name: row.name || null,
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serverId: row.serverId || null,
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linkedAt: row.linkedAt,
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}
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}
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/** The Steam accounts one website user holds. */
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async function listForUser(userId) {
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return (await db.listForUser(userId)).map(shape)
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}
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/** True when this user holds this Steam id. The ownership gate every player read uses. */
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async function owns(steamId, userId) {
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const row = await db.getBySteamId(steamId)
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return Boolean(row && Number(row.userId) === Number(userId))
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}
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/**
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* Redeem a code against one server, and record the link.
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*
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* Answers a discriminated result rather than throwing, because every outcome
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* here is a sentence somebody has to read:
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*
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* `{ ok: true, link }` — linked
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* `{ ok: false, reason: 'rejected' }`— the game says that code is not good
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* `{ ok: false, reason: 'taken', username }` — someone else holds that Steam id
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* `{ ok: false, reason: 'offline' }` — the game or its sidecar did not answer
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*
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* **`rejected` deliberately collapses "unknown" and "expired".** The plugin
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* distinguishes them and an operator reading its log can too; a stranger typing
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* codes must not learn which of the two they hit, because that is the difference
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* between "keep guessing" and "guess faster".
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*/
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async function confirmOne({ server, code, userId }) {
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const result = await sidecar.confirmLink(server, code)
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// The transport failed: the sidecar is unreachable, the game is not connected,
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// or the reply never came. None of those is a verdict on the code, so the
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// player is told to try again rather than that their code is wrong.
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if (!result.ok) {
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log.warn('link confirm did not reach the game', { server: server.id, status: result.status })
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return { ok: false, reason: 'offline' }
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}
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const frame = result.data || {}
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// The plugin's own refusal. `frame.reason` is `unknown`, `expired` or
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// `malformed`; it is logged and not surfaced (see the doc above).
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if (frame.kind !== 'link.ok' || !frame.steamId) {
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log.info('link code refused', { server: server.id, reason: frame.reason || frame.kind || 'unknown' })
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return { ok: false, reason: 'rejected' }
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}
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const steamId = String(frame.steamId)
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const held = await db.getBySteamId(steamId)
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// D23: refuse, and say whose it is. A move would transfer every permission and
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// entitlement phases 7 and 13 hang off this link, on a code anybody in game
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// could have run — and the player's way out is `/unlink` in game, which they
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// can reach from the machine they are sitting at.
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if (held) {
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if (Number(held.userId) === Number(userId)) {
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// Already theirs. Not an error: a player who pressed the button twice, or
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// one whose code was confirmed on a request that then timed out.
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return { ok: true, link: shape(held), already: true }
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}
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return { ok: false, reason: 'taken', username: held.username }
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}
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try {
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await db.insert({
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steamId,
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userId,
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name: frame.name || null,
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serverId: server.id,
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})
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} catch (err) {
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// The race the PRIMARY KEY exists for: two confirmations of the same Steam
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// id, interleaved between the check above and this write. The key refuses the
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// second and it becomes the same refusal, rather than a 500.
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if (err && (err.code === 'ER_DUP_ENTRY' || err.errno === 1062)) {
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const now = await db.getBySteamId(steamId)
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if (now && Number(now.userId) === Number(userId)) {
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return { ok: true, link: shape(now), already: true }
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}
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return { ok: false, reason: 'taken', username: now && now.username }
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}
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throw err
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}
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const link = shape(await db.getBySteamId(steamId))
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log.info('steam account linked', { steamId, userId, server: server.id })
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return { ok: true, link }
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}
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/**
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* Redeem a code against the fleet (D24).
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*
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* **A code is minted by ONE server and the player types six characters into a
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* browser**, so the site cannot know which server it came from — nothing in the
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* code says, and asking the player to pick would make a wrong guess
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* indistinguishable from a wrong code, which is the one refusal that must not be
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* ambiguous. So every enabled server is asked in turn and the first `link.ok`
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* wins. The others answer `unknown` and nothing happens there: a code is only
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* spent at the server that actually holds it.
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*
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* The loop stops early on `taken`, because that is a verdict about the Steam id
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* rather than about this server — asking the rest of the fleet would produce the
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* same answer more slowly.
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*
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* **"Every reachable server refused" is not the same answer as "a server was
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* unreachable"**, and collapsing them is how a player who linked on the one
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* server that is down gets told their code is wrong. `unsure` is that case, and
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* the sentence it earns says to try again rather than to run `/link` again.
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*/
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async function redeem({ code, userId }) {
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const fleet = await servers.listForPolling()
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if (fleet.length === 0) return { ok: false, reason: 'no-servers' }
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let refused = 0
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let unreachable = 0
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for (const server of fleet) {
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// Sequential, deliberately. In parallel every server would be asked even
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// after one had already answered, and a code spent on the right server would
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// still be travelling to five others — for a fleet of six and a five-minute
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// TTL, there is nothing to win by racing them.
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// eslint-disable-next-line no-await-in-loop
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const result = await confirmOne({ server, code, userId })
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if (result.ok || result.reason === 'taken') return result
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if (result.reason === 'offline') unreachable += 1
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else refused += 1
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}
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if (refused === 0) return { ok: false, reason: 'offline' }
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if (unreachable > 0) return { ok: false, reason: 'unsure' }
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return { ok: false, reason: 'rejected' }
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}
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/** Remove a link the caller owns. False when they did not hold it. */
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async function unlinkOwned(steamId, userId) {
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return (await db.removeOwned(steamId, userId)) > 0
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}
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/**
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* Remove a link whoever holds it.
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*
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* Two callers, both of which have already established their authority and
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* neither of which is the link's owner: ingest applying an in-game `/unlink`
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* (the authority is the Steam account — whoever is connected as it is who it
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* is), and a staff unlink from the `admin.users.detail` panel (D25).
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*
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* It logs nothing about who asked, because the two callers record that
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* differently: the admin one writes an `activity.log` entry naming the operator,
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* and the game one has no operator to name.
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*/
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async function unlinkAnyOwner(steamId) {
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return (await db.removeBySteamId(steamId)) > 0
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}
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/**
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* Remove a link because the player asked in game.
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*
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* Called from ingest, off an `account.unlinked` event.
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*/
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async function unlinkFromGame(steamId) {
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const removed = await unlinkAnyOwner(steamId)
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if (removed) log.info('steam account unlinked in game', { steamId })
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return removed
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}
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/** The admin panel's read: every link this user holds, with per-server totals. */
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async function forAdmin(userId) {
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const links = await db.listForUserWithPlayer(userId)
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return Promise.all(
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links.map(async (row) => ({
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steamId: row.steamId,
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// The name on the LINK is what they were called when they linked; the one
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// on `rust_players` is what the game last saw. They differ the moment
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// somebody renames, and the newer one is the useful one to show.
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name: row.playerName || row.name || null,
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linkedName: row.name || null,
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serverId: row.serverId || null,
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linkedAt: row.linkedAt,
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firstSeen: row.firstSeen || null,
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lastSeen: row.lastSeen || null,
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servers: (await db.statsForSteamId(row.steamId)).map((s) => ({
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serverId: s.serverId,
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serverName: s.serverName || s.serverId,
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kills: Number(s.kills) || 0,
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deaths: Number(s.deaths) || 0,
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npcKills: Number(s.npcKills) || 0,
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structures: Number(s.structures) || 0,
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playtimeSec: Number(s.playtimeSec) || 0,
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wipes: Number(s.wipes) || 0,
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lastSeen: s.lastSeen || null,
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})),
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})),
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)
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}
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module.exports = {
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shape,
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listForUser,
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owns,
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confirmOne,
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redeem,
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unlinkOwned,
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unlinkAnyOwner,
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unlinkFromGame,
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forAdmin,
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}
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