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

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()