Files
Module-Rust/server/sidecarClient.js
wtclaude baffaa46c9 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
2026-09-21 08:18:48 -05:00

226 lines
9.6 KiB
JavaScript

// ── The near end of a call whose far end is a Rust server ─────────────────
//
// Every other file in this module reads its own tables. This one is different in
// kind: it is the only place that leaves the process.
//
// **The website process never opens a connection to a game server**
// (MODULE_API.md §2.7). It opens one to a `rust-link` sidecar, which owns the
// socket to the game, persists what the game says before forwarding it, and
// answers reads from that store. `test/noGameConnection.test.js` enforces the
// decidable half of that rule and names this file as the one that may reach the
// network:
//
// const MAY_OPEN_SOCKETS = new Set(['sidecarClient.js'])
//
// ── One client per configured server ──────────────────────────────────────
//
// R8: the bridge is one game server to one sidecar. So this file takes the
// server row as an argument rather than holding a single configured endpoint —
// six servers is six base URLs and six tokens, and core never learns there is
// more than one.
//
// ── TIMEOUT_MS is not a tuning knob. It is half of a rule. ────────────────
//
// An event action declares `budgetMs`, and core's dispatcher enforces it: when
// the budget expires it stops waiting and classifies the failure as **retry**,
// unconditionally, without asking the action — it cannot ask, the action is still
// awaiting a socket. So if core's deadline is shorter than this one, an action
// never gets to classify its own failure and `{ ok: false, retry: false }` is
// unreachable code. `budgetMs` must EXCEED this.
//
// It is also bounded from the other side: the sidecar's own RPC reply timeout is
// ten seconds, so a value below that would give up while the sidecar is still
// legitimately waiting for the game. The ordering is
// `sidecar RPC timeout < TIMEOUT_MS < budgetMs`, and every one of the three
// is written down somewhere the other two can be checked against.
//
// ── This file never throws ────────────────────────────────────────────────
//
// Every call answers `{ ok, status, data }`. A module that let a socket failure
// escape into a controller would hand an exception to a page whose whole job is
// to render while the game is off. The public site degrades; it does not 500.
const core = require('./core')
const log = core.logger('sidecar')
/** How long this client waits before giving up on a sidecar. See the header. */
const TIMEOUT_MS = 12000
/**
* The wire version this module speaks. Declared in FOUR places that must agree:
* here, `PROTOCOL_VERSION` in the sidecar, `ProtocolVersion` in the bridge
* plugin, and `protocol` in its `overlay.toml`.
*
* **3 — identity.** Protocol 2 was the read path; 3 adds the first message the
* WEBSITE originates (`link.confirm`) and the two account frames the plugin
* emits beside it. The bump lands here in the same change as the emitters,
* because the sidecar refuses a client declaring a different version with a
* `409`: a module left on 2 would stop being able to read the server board it
* has been reading all along. A constant that lags the deployment is not a safe
* default; it is an outage with a version number on it.
*
* It is sent on every request as `X-RustLink-Version`, which turns a mismatched
* deployment into a `409` naming both numbers instead of a parse failure three
* layers further in.
*/
const PROTOCOL_VERSION = 3
/** What a caller gets back. Shaped once so every call site reads the same. */
function reply(ok, status, data = null) {
return { ok, status, data }
}
/**
* Normalises a configured base URL into something `new URL(path, base)` will not
* surprise anybody with.
*
* A trailing slash on the base and a leading slash on the path is the classic
* way to lose a path segment, and an operator pasting a URL out of a terminal
* supplies the trailing slash about half the time.
*/
function joinUrl(baseUrl, path) {
return `${String(baseUrl).replace(/\/+$/, '')}${path}`
}
/**
* One request to one sidecar.
*
* @param {object} server a `rust_servers` row, token already decrypted
* @param {string} server.baseUrl
* @param {string|null} server.token
* @param {string} path e.g. `/server`
* @param {object} [options]
* @param {string} [options.method]
* @param {object} [options.body]
*/
async function request(server, path, { method = 'GET', body = null } = {}) {
if (!server || !server.baseUrl) return reply(false, 'not-configured')
// A sidecar with auth off does not exist — it generates and persists a token on
// first start — so a missing token here is a half-finished admin form, not a
// sidecar to try unauthenticated. Saying so beats a 401 the operator has to
// interpret.
if (!server.token) return reply(false, 'no-token')
const controller = new AbortController()
const timer = setTimeout(() => controller.abort(), TIMEOUT_MS)
try {
const res = await fetch(joinUrl(server.baseUrl, path), {
method,
signal: controller.signal,
headers: {
Authorization: `Bearer ${server.token}`,
'X-RustLink-Version': String(PROTOCOL_VERSION),
...(body ? { 'Content-Type': 'application/json' } : {}),
},
...(body ? { body: JSON.stringify(body) } : {}),
})
// A protocol mismatch is a deployment fault and deserves its own status, not
// to be folded into "the sidecar said no". The operator's fix is an upgrade
// of one component, and the message has to be able to say which.
if (res.status === 409) {
const detail = await safeJson(res)
log.warn('protocol mismatch', {
server: server.id,
module: PROTOCOL_VERSION,
sidecar: detail && detail.sidecar_protocol,
})
return reply(false, 'protocol-mismatch', detail)
}
if (res.status === 401) return reply(false, 'unauthorized')
// 204 is an ANSWER, not an absence of one: the sidecar is up and reports that
// the game has never connected. Collapsing it into a failure would make a
// freshly installed server indistinguishable from an unreachable one.
if (res.status === 204) return reply(true, 'empty', null)
if (!res.ok) return reply(false, `http-${res.status}`)
return reply(true, 'ok', await safeJson(res))
} catch (err) {
// `AbortError` is this client's own deadline firing, and it is worth telling
// apart from a refused connection: one means the sidecar is slow or the game
// is not answering, the other means nothing is listening.
const status = err && err.name === 'AbortError' ? 'timeout' : 'transport-error'
log.warn('sidecar request failed', { server: server.id, path, status, error: err.message })
return reply(false, status)
} finally {
clearTimeout(timer)
}
}
async function safeJson(res) {
try {
return await res.json()
} catch {
// A sidecar that answered 200 with something that is not JSON is a sidecar
// this module cannot use, but it is not a reason to throw at a page.
return null
}
}
/** Liveness, the protocol version, and whether the plugin is connected. Unauthenticated at the far end, but sent authenticated anyway so one code path covers every call. */
const health = (server) => request(server, '/health')
/** The last `server.hello` the sidecar stored. Answers while the game is off. */
const serverBoard = (server) => request(server, '/server')
/** A live round trip through the sidecar to the game. Fails when the game is down, by design. */
const liveStatus = (server) => request(server, '/status')
/** Every board at once: what is true now, before following what happens next. */
const boards = (server) => request(server, '/boards')
/**
* The ingest cursor: events after `since`, oldest first.
*
* **`since` is required here, unlike on the wire.** The sidecar treats an omitted
* cursor as "tell me where the end is", which is a genuinely useful question and
* a catastrophic default for an ingest loop that would silently store nothing
* and advance past everything. So the question is asked explicitly, by name, and
* a caller cannot get it by forgetting an argument.
*/
const feed = (server, since, limit = 200) =>
request(server, `/feed?since=${encodeURIComponent(since)}&limit=${encodeURIComponent(limit)}`)
/** Where the sidecar's history currently ends. What a new server's cursor starts at. */
const feedTail = (server) => request(server, '/feed')
/**
* Redeem a one-time link code against one server (protocol 3).
*
* **The only call in this file that is not a GET**, and the only one that asks
* the game a question rather than reading what it already said. The sidecar
* forwards the code to the plugin, which holds the pending codes in memory, and
* hands back what it answers.
*
* **A refused code comes back `{ ok: true }`.** `link.ok` and `link.error` are
* both answers — the sidecar reserves its own failures for the transport (503
* when the game is down, 504 when it is up and silent) — and the caller has to
* tell "that code is wrong" from "the game never replied" to say the right thing
* to a player. So the discrimination happens on `data.kind`, not on `ok`.
*
* A code is spent on the plugin's FIRST lookup whether or not it turns out to be
* expired, so this must never be called speculatively for its answer alone.
*/
const confirmLink = (server, code) =>
request(server, '/link/confirm', { method: 'POST', body: { code } })
module.exports = {
TIMEOUT_MS,
PROTOCOL_VERSION,
request,
health,
serverBoard,
liveStatus,
boards,
feed,
feedTail,
confirmLink,
joinUrl,
}