feat(bridge): protocol 3 — /link, /unlink, and the first command the site sends
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R1's identity flow, in the shape the UO bridge already proved: the player asks
in game, the plugin mints a one-time code and hands it to them, and the website
confirms it back through the sidecar. The site is the author of record; this
plugin holds no link at all.

**`/link` is chat, not console, and the reply is private** (D21). Both frameworks
consume a `/` command rather than broadcasting it and `SendReply` addresses one
player, so neither the request nor the code reaches anybody else — a code read
off a stream is a code somebody else can spend.

**Pending codes live in memory and nowhere else** (D22, matching module-uo): six
characters from an alphabet with no O/0/I/1, five-minute TTL, a thirty-second
cooldown per player, one outstanding code each, and a purge timer because an
unconfirmed code is never looked up. A plugin reload drops them — phase 7b's
config editor will do that routinely — and the cost is typing `/link` again,
which is cheaper than a credential living in a second process.

**The code is deliberately NOT in `account.link.requested`.** That event exists so
an operator can see linking being used; the code travels through the player,
which is what makes typing it proof they are the one who asked.

`/unlink` emits rather than deletes, because there is nothing here to delete. It
is the escape hatch that makes the site's refusal to move an already-linked Steam
id safe: a player who linked the wrong account walks to a computer they are
already sitting at.

`link.confirm` consumes a code on the FIRST lookup whether or not it turns out to
be expired, so a code cannot be probed twice. `unknown` and `expired` stay
separate in the reply — an operator wants to know whether codes are being guessed
or going stale — and the website says the same sentence for both.

`checkPlugin.js` gains a check for the new surface, because a chat command binds
by reflection exactly like a hook and fails the same silent way. It asserts the
signature, the void return and the absence of duplicates, and — like the hook
parser before it — a test reads the real plugin so a regex that matches nothing
cannot pass. Verified by breaking it five ways.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
This commit is contained in:
2026-09-17 07:33:45 -05:00
parent 47bd166d91
commit 47692e8832
4 changed files with 502 additions and 6 deletions

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@@ -27,7 +27,7 @@
# PROTOCOL_VERSION and the module bumps its own constant.
#
# Current: 2 — the transport plus the read path (docs/rust-link/PROTOCOL.md §8).
protocol = 2
protocol = 3
# ── Oxide compatibility ──────────────────────────────────────────────────────
#

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@@ -56,7 +56,7 @@ namespace Oxide.Plugins
/// overlay's <c>overlay.toml</c> carries this same number so the installer can refuse
/// to pair a sidecar and an overlay that disagree.
/// </summary>
private const int ProtocolVersion = 2;
private const int ProtocolVersion = 3;
/// <summary>
/// Loopback reconnects are cheap, so the ceiling is low. A sidecar restart should cost
@@ -243,6 +243,10 @@ namespace Oxide.Plugins
_wipeId = ResolveWipeId();
_running = true;
// Expired link codes are dropped on a timer, not on lookup: an unconfirmed code is
// never looked up, so nothing else would ever remove one (protocol 3).
timer.Every(60f, PurgeExpiredCodes);
_link = new Thread(LinkLoop)
{
Name = "RunicGateway Link",
@@ -743,6 +747,13 @@ namespace Oxide.Plugins
EmitFrame(status);
break;
case "link.confirm":
// The first command the WEBSITE originates (protocol 3). Everything before it
// was the game talking, or the sidecar asking the game to say something it
// already knew.
HandleLinkConfirm(cmd, reqId);
break;
default:
Puts($"unknown command '{verb}'");
break;
@@ -1645,6 +1656,346 @@ namespace Oxide.Plugins
.TotalMilliseconds;
}
// ---- account linking ----
/// <summary>
/// The alphabet a link code is drawn from.
///
/// <para>
/// <b>No O, 0, I or 1.</b> A player reads this code off their screen and types it into
/// a browser, often on a phone, sometimes reading it aloud to somebody else. Those four
/// glyphs are the ones that get transcribed wrong, and a code that fails for a reason
/// the player cannot see is worse than a longer one.
/// </para>
/// </summary>
private const string CodeAlphabet = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
private const int CodeLength = 6;
/// <summary>
/// How long a code is good for. Short on purpose: R1 made this an authorization path,
/// not a convenience — the site becomes the author of who may do what in game, so a
/// code that lingers is a privilege waiting to be picked up.
/// </summary>
private static readonly TimeSpan CodeTtl = TimeSpan.FromMinutes(5);
/// <summary>How long a player must wait between <c>/link</c> requests.</summary>
private static readonly TimeSpan RequestCooldown = TimeSpan.FromSeconds(30);
/// <summary>
/// An unconfirmed code, and the Steam identity it will bind.
///
/// <para>
/// <b>These live in memory and nowhere else</b>, which is the same call the UO bridge
/// made and it is the right one for the same reason: the secret exists only on the
/// server that minted it, for five minutes, and nothing writes it to disk. A plugin
/// reload drops every pending code — and phase 7b's config editor reloads plugins
/// routinely — but the cost of that is a player typing <c>/link</c> again, which is
/// cheaper than a credential in a second process.
/// </para>
/// </summary>
private sealed class PendingLink
{
public string SteamId;
public string Name;
public DateTime Expires;
}
/// <summary>code -> pending link. Main thread only, like every world read here.</summary>
private readonly Dictionary<string, PendingLink> _codes =
new Dictionary<string, PendingLink>(StringComparer.OrdinalIgnoreCase);
/// <summary>steam id -> when they last asked, so <c>/link</c> cannot be spammed.</summary>
private readonly Dictionary<string, DateTime> _lastLinkRequest =
new Dictionary<string, DateTime>(StringComparer.Ordinal);
private readonly System.Random _codeRandom = new System.Random();
/// <summary>
/// <c>/link</c> — mint a one-time code for the caller and tell the sidecar about it.
///
/// <para>
/// <b>Chat, not console, and the reply is private.</b> Both frameworks consume a
/// <c>/</c> command rather than broadcasting it, and <c>SendReply</c> addresses one
/// player — so neither the request nor the code reaches anybody else's chat. That is
/// load-bearing rather than polish: a code read off a stream is a code somebody else
/// can spend.
/// </para>
///
/// <para>
/// The plugin does <b>not</b> record who is linked. The website is the author of
/// record for that (R2), and a second copy here would be a second thing to keep in
/// step across a wipe. So there is no "you are already linked" check on this path —
/// the site refuses a Steam id it already holds, where it can say which account holds
/// it.
/// </para>
/// </summary>
[ChatCommand("link")]
private void CmdLinkChat(BasePlayer player, string command, string[] args)
{
if (player == null)
return;
string steamId = player.UserIDString;
if (string.IsNullOrEmpty(steamId))
return;
DateTime last;
if (_lastLinkRequest.TryGetValue(steamId, out last) && DateTime.UtcNow - last < RequestCooldown)
{
SendReply(player, "Please wait a moment before asking for another link code.");
return;
}
// One outstanding code per player: drop any earlier one so only the newest works.
// Without this a player who ran /link three times leaves three live codes behind.
DropCodesFor(steamId);
string code = MintCode();
_codes[code] = new PendingLink
{
SteamId = steamId,
Name = player.displayName,
Expires = DateTime.UtcNow + CodeTtl
};
_lastLinkRequest[steamId] = DateTime.UtcNow;
Dictionary<string, object> frame = Frame("account.link.requested", "event");
frame["steamId"] = steamId;
frame["name"] = player.displayName;
frame["ttlSec"] = (long)CodeTtl.TotalSeconds;
// **The code is NOT in this frame, and that is the point.** The event exists so an
// operator can see that linking is being used and so the site can rate-limit a player
// who is fishing; it is not how the code travels. The code travels through the player,
// which is what makes typing it proof that they are the one who asked.
EmitFrame(frame);
SendReply(player, "Your link code is <color=#e0b34d>" + code + "</color>.");
SendReply(
player,
"Enter it on the website within " + (int)CodeTtl.TotalMinutes +
" minutes to link this Steam account. It works once.");
}
/// <summary>
/// <c>/unlink</c> — ask the website to sever this Steam id's link.
///
/// <para>
/// <b>It emits rather than deletes</b>, because the plugin holds no link to delete. The
/// site owns the record and applies this like any other event off the feed.
/// </para>
///
/// <para>
/// It exists because the site <b>refuses</b> to move a Steam id that another account
/// already holds. Without a way out, a player who linked the wrong account while logged
/// in as it would need staff; with this they walk to a computer they are already sitting
/// at. The authority is the Steam id itself — whoever is connected as it is who it is.
/// </para>
/// </summary>
[ChatCommand("unlink")]
private void CmdUnlinkChat(BasePlayer player, string command, string[] args)
{
if (player == null)
return;
string steamId = player.UserIDString;
if (string.IsNullOrEmpty(steamId))
return;
DropCodesFor(steamId);
Dictionary<string, object> frame = Frame("account.unlinked", "event");
frame["steamId"] = steamId;
frame["name"] = player.displayName;
frame["origin"] = "in-game";
EmitFrame(frame);
SendReply(
player,
"Asked the website to unlink this Steam account. If it was linked, it is not now.");
}
/// <summary>
/// Inbound <c>link.confirm</c> — the website has been given a code and wants to know
/// whose it is.
///
/// <para>
/// <b>This is the first command the website originates</b> in this bridge; everything
/// before protocol 3 was the game talking. The reply carries the Steam id and nothing
/// the caller did not already prove — there is no session here, no account creation,
/// and no write to the game.
/// </para>
///
/// <para>
/// A code is consumed on the <b>first</b> lookup whether or not it turns out to be
/// expired, so a code cannot be probed twice. That is why the removal happens before
/// the expiry check rather than after it.
/// </para>
/// </summary>
private void HandleLinkConfirm(Dictionary<string, object> cmd, string reqId)
{
object codeObj;
string code = cmd.TryGetValue("code", out codeObj) && codeObj != null
? codeObj.ToString().Trim()
: null;
if (string.IsNullOrEmpty(code))
{
EmitLinkError(reqId, "malformed");
return;
}
PendingLink pending;
if (!_codes.TryGetValue(code, out pending))
{
EmitLinkError(reqId, "unknown");
return;
}
_codes.Remove(code);
if (DateTime.UtcNow > pending.Expires)
{
EmitLinkError(reqId, "expired");
return;
}
Dictionary<string, object> ok = Frame("link.ok", "reply");
ok["steamId"] = pending.SteamId;
ok["name"] = pending.Name;
if (reqId != null)
ok["reqId"] = reqId;
EmitFrame(ok);
}
/// <summary>
/// A refusal, with a reason the website can turn into a sentence.
///
/// <para>
/// <c>unknown</c> and <c>expired</c> are deliberately <b>separate</b> here and
/// deliberately <b>the same</b> to the player: an operator reading a log wants to know
/// whether codes are being guessed or merely going stale, and a stranger typing codes
/// must not learn which of the two they hit.
/// </para>
/// </summary>
private void EmitLinkError(string reqId, string reason)
{
Dictionary<string, object> frame = Frame("link.error", "reply");
frame["reason"] = reason;
if (reqId != null)
frame["reqId"] = reqId;
EmitFrame(frame);
}
/// <summary>Drops every outstanding code belonging to one Steam id.</summary>
private void DropCodesFor(string steamId)
{
List<string> stale = null;
foreach (KeyValuePair<string, PendingLink> entry in _codes)
{
if (entry.Value != null && entry.Value.SteamId == steamId)
{
if (stale == null)
stale = new List<string>();
stale.Add(entry.Key);
}
}
if (stale == null)
return;
foreach (string key in stale)
_codes.Remove(key);
}
/// <summary>
/// Drops expired codes and stale cooldowns.
///
/// <para>
/// Run on a timer rather than only on lookup, because an unconfirmed code is never
/// looked up — a player who runs <c>/link</c> and wanders off leaves an entry that
/// nothing else would ever remove.
/// </para>
/// </summary>
private void PurgeExpiredCodes()
{
DateTime now = DateTime.UtcNow;
List<string> dead = null;
foreach (KeyValuePair<string, PendingLink> entry in _codes)
{
if (entry.Value == null || now > entry.Value.Expires)
{
if (dead == null)
dead = new List<string>();
dead.Add(entry.Key);
}
}
if (dead != null)
{
foreach (string key in dead)
_codes.Remove(key);
}
List<string> cold = null;
foreach (KeyValuePair<string, DateTime> entry in _lastLinkRequest)
{
if (now - entry.Value > RequestCooldown)
{
if (cold == null)
cold = new List<string>();
cold.Add(entry.Key);
}
}
if (cold == null)
return;
foreach (string key in cold)
_lastLinkRequest.Remove(key);
}
/// <summary>
/// A code from <see cref="CodeAlphabet"/>, retried until it does not collide.
///
/// <para>
/// <c>System.Random</c> rather than a cryptographic source, and the reason it is
/// defensible is the shape of the guess rather than the shape of the generator: a code
/// lives five minutes, is consumed on first lookup, and the website rate-limits the
/// confirm endpoint. An attacker who could predict the sequence would still have to
/// reach a code before the player does.
/// </para>
/// </summary>
private string MintCode()
{
for (int attempt = 0; attempt < 16; attempt++)
{
var chars = new char[CodeLength];
for (int i = 0; i < CodeLength; i++)
chars[i] = CodeAlphabet[_codeRandom.Next(CodeAlphabet.Length)];
string candidate = new string(chars);
if (!_codes.ContainsKey(candidate))
return candidate;
}
// Sixteen collisions in a row against a table this small is not bit-space exhaustion,
// it is something being wrong. A code that cannot collide is better than a loop that
// might not end.
return Guid.NewGuid().ToString("N").Substring(0, CodeLength).ToUpperInvariant();
}
// ---- diagnostics ----
/// <summary>

View File

@@ -62,6 +62,12 @@ const ANSWERS_DELIBERATELY = Object.create(null)
/** Anything shaped like this is a game hook, by both frameworks' own convention. */
const HOOK_NAME = /^(?:On|Can)[A-Z]\w*$/
/**
* The parameter list both frameworks bind a chat command on: the caller, the command word, and
* whatever followed it. Names are the author's; the types are not.
*/
const CHAT_SIGNATURE = /^BasePlayer\s+\w+,\s*string\s+\w+,\s*string\[\]\s+\w+$/
/**
* Method declarations, as this file cares about them: the return type and the
* name. Deliberately narrow — it matches the plugin's own single style
@@ -82,6 +88,31 @@ function readExpectedHooks(source) {
.map((m) => m[1])
}
/**
* Every `[ChatCommand("x")]` and the signature of the method under it.
*
* **A chat command binds by reflection, exactly like a hook**, and fails the same silent way: a
* method with the wrong parameter list is never called and neither framework says a word. The
* player types `/link`, nothing happens, and there is no log line to find. So the signature is
* checked here rather than discovered on a rig.
*/
function readChatCommands(source) {
const found = []
const attribute = /\[ChatCommand\("([^"]+)"\)\]\s*(?:\/\/[^\n]*\n\s*)*(?:private|public|protected|internal)\s+(?:static\s+)?([\w.<>[\],\s]+?)\s+(\w+)\s*\(([^)]*)\)/g
let match
while ((match = attribute.exec(source)) !== null) {
found.push({
command: match[1],
returns: match[2].trim(),
name: match[3],
params: match[4].replace(/\s+/g, ' ').trim(),
})
}
return found
}
function readMethods(source) {
const found = []
let m
@@ -133,7 +164,39 @@ function check(source, toml) {
}
}
// 4. The two declaration sites this repository owns must agree.
// 4. Every chat command is bound by reflection and must have the signature the
// frameworks call. A wrong one is never invoked and says nothing.
const chat = readChatCommands(source)
for (const cmd of chat) {
if (cmd.returns !== 'void') {
problems.push(
`/${cmd.command} (${cmd.name}) returns ${cmd.returns}, not void — a chat command's return ` +
'value is not read, and a non-void signature is the shape that silently binds nothing.'
)
}
if (!CHAT_SIGNATURE.test(cmd.params)) {
problems.push(
`/${cmd.command} (${cmd.name}) takes (${cmd.params}), not (BasePlayer, string, string[]). ` +
'Both frameworks bind a chat command by reflection on that exact signature, so this one ' +
'would never be called and neither would log it — the player types the command and ' +
'nothing happens at all.'
)
}
}
// Two commands answering to one name is one of them never running, and which one is
// whichever the framework happened to register second.
const seen = new Set()
for (const cmd of chat) {
if (seen.has(cmd.command)) {
problems.push(`/${cmd.command} is declared twice; only one of them can ever be bound`)
}
seen.add(cmd.command)
}
// 5. The two declaration sites this repository owns must agree.
const inCode = /ProtocolVersion\s*=\s*(\d+)\s*;/.exec(source)
const inToml = /^\s*protocol\s*=\s*(\d+)\s*$/m.exec(toml)
@@ -171,6 +234,6 @@ function main() {
)
}
module.exports = { check, readExpectedHooks, readMethods, HOOK_NAME }
module.exports = { check, readExpectedHooks, readMethods, readChatCommands, HOOK_NAME }
if (require.main === module) main()

View File

@@ -1,4 +1,4 @@
// A check is worth what it catches, so this breaks it seven ways.
// A check is worth what it catches, so this breaks it thirteen ways.
//
// The case that matters most is the last one: `checkPlugin.js` finds hooks with a
// deliberately narrow regex, and a regex that silently matches NOTHING passes
@@ -16,7 +16,7 @@ const assert = require('node:assert')
const fs = require('node:fs')
const path = require('node:path')
const { check, readExpectedHooks, readMethods, HOOK_NAME } = require('./checkPlugin')
const { check, readExpectedHooks, readMethods, readChatCommands, HOOK_NAME } = require('./checkPlugin')
/** A minimal plugin that passes, as the baseline every case below deviates from. */
function source({ expected = ['OnPlayerDeath'], methods, version = 2 } = {}) {
@@ -128,3 +128,85 @@ test('the parser actually reads the real plugin, rather than quietly matching no
const expected = readExpectedHooks(real)
assert.ok(expected.length >= 15, `only found ${expected.length} entries in ExpectedHooks`)
})
// ── Chat commands (protocol 3) ─────────────────────────────────────────────
//
// A chat command binds by reflection on an exact signature, and a wrong one is
// never invoked and never logged: the player types `/link` and nothing happens.
// That is the same failure mode the hook checks exist for, one surface along.
/** A plugin whose only body is one chat command. */
function withChat(attribute, signature, returns = 'void') {
return source({
expected: [],
methods: ` [ChatCommand("${attribute}")]
private ${returns} CmdThing(${signature})
{
}`,
})
}
const GOOD_SIGNATURE = 'BasePlayer player, string command, string[] args'
test('a correctly shaped chat command passes', () => {
assert.deepEqual(check(withChat('link', GOOD_SIGNATURE), toml()), [])
})
test('a chat command taking the wrong player type is caught', () => {
// The plausible mistake: Covalence's `IPlayer` is what a Universal plugin
// takes, and this plugin is not one. It compiles and binds nothing.
const problems = check(withChat('link', 'IPlayer player, string command, string[] args'), toml())
assert.equal(problems.length, 1)
assert.match(problems[0], /not \(BasePlayer, string, string\[\]\)/)
})
test('a chat command missing the trailing args is caught', () => {
const problems = check(withChat('link', 'BasePlayer player, string command'), toml())
assert.equal(problems.length, 1)
assert.match(problems[0], /nothing happens at all/)
})
test('a chat command that returns something is caught', () => {
const problems = check(withChat('link', GOOD_SIGNATURE, 'object'), toml())
assert.equal(problems.length, 1)
assert.match(problems[0], /returns object, not void/)
})
test('two chat commands answering to one name is caught', () => {
const both = source({
expected: [],
methods: ` [ChatCommand("link")]
private void CmdOne(${GOOD_SIGNATURE})
{
}
[ChatCommand("link")]
private void CmdTwo(${GOOD_SIGNATURE})
{
}`,
})
const problems = check(both, toml())
assert.equal(problems.length, 1)
assert.match(problems[0], /declared twice/)
})
test('the chat-command parser reads the real plugin, rather than quietly matching nothing', () => {
// The same trap the method parser has, and the reason this file's last test
// exists: a regex that matches NOTHING passes every case above.
const real = fs.readFileSync(
path.resolve(__dirname, '..', 'overlay', 'oxide', 'plugins', 'RunicGateway.cs'),
'utf8'
)
const commands = readChatCommands(real)
const names = new Set(commands.map((c) => c.command))
assert.ok(commands.length >= 2, `only found ${commands.length} chat commands in the real plugin`)
assert.ok(names.has('link'), '/link was not found by the chat-command parser')
assert.ok(names.has('unlink'), '/unlink was not found by the chat-command parser')
})