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
113 lines
6.6 KiB
JavaScript
113 lines
6.6 KiB
JavaScript
// ── Player · Rust ─────────────────────────────────────────────────────────
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//
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// Mounted at `/api/v1/player/rust`. The tier's gate is already applied: `player`
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// sits behind `noindex, requireAuth`, so every handler here has a signed-in user
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// and none of them re-implements that check.
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//
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// ── Why this tier exists in phase 1, and what it holds now ────────────────
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//
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// R14 puts this module on all three tiers from the start, and the loader holds
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// `module.json`'s `mounts` against what is actually registered in **both**
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// directions — a declared prefix that never gets a router fails the load. So the
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// declaration and the registration land together or not at all.
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//
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// Phase 1 said this tier would carry the signed-in view of a server — the
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// viewer's own linked Steam identity, their own presence, their own entitlements
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// — and that identity was a later phase. This is that phase: `/links`, `/link`
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// and `DELETE /links/:steamId` are R1, and everything phases 7 and 13 hand out is
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// hung off the row they write.
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//
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// `/servers` stays what it was: the same list the public tier serves, answered on
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// the authenticated tier so per-player detail can be added without moving the
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// address. It delegates to the same model, so the two cannot drift.
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const core = require('../../core')
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const express = core.express
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const { body, param } = core.validator
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const rust = require('./rust.controller')
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const { validate, rateLimit } = core.middleware
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const playerRustRouter = express.Router()
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// A Steam id as the game states it — `BasePlayer.UserIDString`, a 17-digit
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// SteamID64. Bounded rather than pinned at 17 because the column is a string and
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// a test rig's ids are shorter; what matters is that nothing but digits reaches a
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// `WHERE steam_id = ?`.
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const STEAM_ID_RE = /^[0-9]{5,32}$/
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/**
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* R1 requires the link code be rate-limited, and this is where that lands.
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*
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* The code is six characters from a 32-glyph alphabet, so guessing one is a
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* 1-in-10⁹ shot — but only while the guesser is made to pay for each attempt.
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* Ten per quarter-hour per IP turns that into centuries; without it a script
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* could work through the space in an afternoon, and phases 7 and 13 make the
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* prize a set of in-game permissions and entitlements rather than a cosmetic
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* badge.
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*
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* Its own limiter rather than core's `accountChangeLimiter`: this is guessing
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* somebody else's secret, not changing your own password, and sharing a counter
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* would mean one of the two silently sets the policy for the other.
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*/
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const linkLimiter = rateLimit({
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windowMs: 15 * 60 * 1000,
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max: 10,
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label: 'rust-link-code',
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message: 'Too many link attempts. Please try again later.',
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})
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playerRustRouter.get(
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'/servers',
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// #swagger.tags = ['Player · Rust']
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// #swagger.summary = 'The Rust servers, for a signed-in player'
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// #swagger.description = 'The same servers the public list carries, answered on the authenticated tier. It is the address a signed-in client calls, so that per-player detail can be added here without moving it. Requires a session.'
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/* #swagger.responses[200] = { description: 'The server list', content: { "application/json": { schema: { $ref: "#/components/schemas/RustServerList" } } } } */
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rust.listServers,
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)
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playerRustRouter.get(
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'/links',
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// #swagger.tags = ['Player · Rust']
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// #swagger.summary = 'The Steam accounts the caller has linked'
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// #swagger.description = 'Every Steam account linked to the signed-in user, newest first. A link is fleet-wide: it is keyed by Steam id, not by server, because a Steam account is one person across every server an operator runs.'
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// #swagger.security = [{ "cookieAuth": [] }, { "bearerAuth": [] }]
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/* #swagger.responses[200] = { description: 'Linked accounts', content: { "application/json": { schema: { $ref: "#/components/schemas/RustLinkList" } } } } */
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rust.listLinks,
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)
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playerRustRouter.post(
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'/link',
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// #swagger.tags = ['Player · Rust']
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// #swagger.summary = 'Link a Steam account with a one-time code from /link in game'
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// #swagger.description = 'The player types /link in game, the plugin hands them a six-character code privately, and they enter it here within five minutes. The site asks each configured server in turn until one recognises the code. A Steam account already linked to a different website account is refused rather than moved — the way out is /unlink in game.'
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// #swagger.security = [{ "cookieAuth": [] }, { "bearerAuth": [] }]
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/* #swagger.requestBody = { required: true, content: { "application/json": { schema: { $ref: "#/components/schemas/RustLinkRequest" } } } } */
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/* #swagger.responses[200] = { description: 'Linked', content: { "application/json": { schema: { $ref: "#/components/schemas/RustLinkResult" } } } } */
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/* #swagger.responses[400] = { description: 'Unknown or expired code', content: { "application/json": { schema: { $ref: "#/components/schemas/Error" } } } } */
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/* #swagger.responses[409] = { description: 'That Steam account is linked to another website account', content: { "application/json": { schema: { $ref: "#/components/schemas/Error" } } } } */
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/* #swagger.responses[429] = { description: 'Too many link attempts', content: { "application/json": { schema: { $ref: "#/components/schemas/Error" } } } } */
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/* #swagger.responses[503] = { description: 'A server could not be reached — the code is still good', content: { "application/json": { schema: { $ref: "#/components/schemas/Error" } } } } */
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linkLimiter,
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body('code').isString().trim().isLength({ min: 4, max: 32 }),
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validate,
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rust.confirmLink,
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)
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playerRustRouter.delete(
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'/links/:steamId',
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// #swagger.tags = ['Player · Rust']
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// #swagger.summary = 'Release a Steam account the caller has linked'
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// #swagger.description = 'Removes the caller’s own link. Scoped to the caller in the statement, so a link belonging to somebody else answers the same 404 as one that does not exist.'
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// #swagger.security = [{ "cookieAuth": [] }, { "bearerAuth": [] }]
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// #swagger.parameters['steamId'] = { in: 'path', required: true, schema: { type: 'string' }, description: 'The Steam id to release.' }
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/* #swagger.responses[200] = { description: 'Unlinked', content: { "application/json": { schema: { type: "object", properties: { unlinked: { type: "boolean", example: true } } } } } } */
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/* #swagger.responses[404] = { description: 'Not linked to the caller', content: { "application/json": { schema: { $ref: "#/components/schemas/Error" } } } } */
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param('steamId').matches(STEAM_ID_RE),
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validate,
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rust.removeLink,
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)
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module.exports = playerRustRouter
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