Files
Rust-Plugins/scripts/checkPlugin.js
wtclaude 47692e8832
All checks were successful
PR Checks / plugin-checks (pull_request) Successful in 14s
feat(bridge): protocol 3 — /link, /unlink, and the first command the site sends
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
2026-09-17 07:33:45 -05:00

240 lines
9.3 KiB
JavaScript

#!/usr/bin/env node
//
// Static checks on the bridge plugin, run on every pull request.
//
// This plugin has no unit tests and cannot have any in the ordinary sense: it is
// deployed as SOURCE and compiled by Oxide or Carbon against game assemblies that
// exist only on a Rust server. There is no way to build it here, and the nearest
// thing to a compiler this repository owns is a reader.
//
// So these checks ask the questions a compiler would not answer anyway. Both
// frameworks bind hooks **by name and arity, through reflection**, with no
// compile-time check and no warning when a name matches nothing — which makes
// three mistakes silent, and each has a cost bigger than it looks:
//
// 1. A hook method the plugin declares but never lists in `ExpectedHooks`.
// `rg.hooks` is how we answer "does this hook fire on this framework" —
// the standing answer to Facepunch renaming one and to Carbon's catalogue
// omitting thirteen names (CARBON.md §6). A hook missing from that list is
// invisible to the one instrument built to see it.
//
// 2. A hook that ANSWERS. Four of the hooks in the read path are documented as
// "returning a non-null value overrides default behavior" — a bridge that
// returned something would cancel a death, swallow a player's gathered
// wood, or refuse a login, on somebody's production server at 3am
// (PROTOCOL.md §8.7).
//
// The rule is inverted on purpose: EVERY hook must be `void`, rather than
// every *vetoable* hook. A list of vetoable hook names would have to be
// maintained here, against a catalogue in another repository, and the first
// hook somebody forgot to add to it would be the one that passed. There is
// nothing to forget this way — a hook that must genuinely answer is added
// to `ANSWERS_DELIBERATELY` below, with a reason, as a visible exception.
//
// 3. A protocol version that disagrees with `overlay.toml`. The game link has
// no version handshake (PROTOCOL.md §2), so a half-bumped pair does not
// refuse — it mis-parses. `overlay.toml` exists precisely so the installer
// can refuse the pairing BEFORE an operator deploys it, and it is worth
// exactly as much as its agreement with the code.
//
// Dependency-free by design, like every check script in this project: it runs on
// a bare Node with no install step, which is also how a contributor runs it.
//
// node scripts/checkPlugin.js
const fs = require('fs')
const path = require('path')
const ROOT = path.resolve(__dirname, '..')
const PLUGIN = path.join(ROOT, 'overlay', 'oxide', 'plugins', 'RunicGateway.cs')
const OVERLAY_TOML = path.join(ROOT, 'overlay.toml')
/**
* Hooks this plugin answers on purpose, and why.
*
* Empty, and it should stay empty for as long as the plugin is a read path. A
* name here is a deliberate decision to let the bridge change what the game
* does — reviewable because it is written down in one place rather than implied
* by a return type somewhere in 1,500 lines.
*/
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
* (`private [static] <type> <Name>(`) rather than trying to parse C#. A method
* written some other way is not matched, which would let a hook through, so the
* shape is asserted by the self-test rather than assumed.
*/
const METHOD = /^\s*(?:private|public|protected|internal)\s+(?:static\s+)?([\w.<>[\],\s]+?)\s+(\w+)\s*\(/gm
function readExpectedHooks(source) {
const block = /ExpectedHooks\s*=\s*\{([\s\S]*?)\}\s*;/.exec(source)
if (!block) return null
return block[1]
.split(',')
.map((entry) => /"([^"]+)"/.exec(entry))
.filter(Boolean)
.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
METHOD.lastIndex = 0
while ((m = METHOD.exec(source)) !== null) {
found.push({ returns: m[1].trim(), name: m[2] })
}
return found
}
function check(source, toml) {
const problems = []
const expected = readExpectedHooks(source)
if (!expected) {
return ['could not find the ExpectedHooks array in the plugin source']
}
const methods = readMethods(source)
const hooks = methods.filter((x) => HOOK_NAME.test(x.name))
const hookNames = new Set(hooks.map((x) => x.name))
// 1. Every hook the plugin implements is one `rg.hooks` can report on.
for (const hook of hooks) {
if (!expected.includes(hook.name)) {
problems.push(
`${hook.name} is implemented but missing from ExpectedHooks, so rg.hooks cannot report it`
)
}
}
// 2. Every hook is void, unless answering is a decision somebody wrote down.
for (const hook of hooks) {
if (hook.returns === 'void') continue
if (hook.name in ANSWERS_DELIBERATELY) continue
problems.push(
`${hook.name} returns ${hook.returns}, not void — a read-path hook must not be able to ` +
'veto what the game was going to do (PROTOCOL.md §8.7). If it must answer, add it to ' +
'ANSWERS_DELIBERATELY with a reason.'
)
}
// 3. No phantom entries: a name listed but never implemented reports "silent"
// for ever, which reads exactly like a hook the framework does not fire.
for (const name of expected) {
if (!hookNames.has(name)) {
problems.push(`ExpectedHooks lists ${name}, but no method of that name is implemented`)
}
}
// 4. Every chat command is bound by reflection and must have the signature the
// frameworks call. A wrong one is never invoked and says nothing.
const chat = readChatCommands(source)
for (const cmd of chat) {
if (cmd.returns !== 'void') {
problems.push(
`/${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)
if (!inCode) problems.push('could not read ProtocolVersion from the plugin source')
if (!inToml) problems.push('could not read `protocol` from overlay.toml')
if (inCode && inToml && inCode[1] !== inToml[1]) {
problems.push(
`the plugin speaks protocol ${inCode[1]} and overlay.toml declares ${inToml[1]}. ` +
'The installer refuses to pair a sidecar and an overlay that disagree, so a bundle built ' +
'from this would not compose — and the game link itself has no version check to catch it.'
)
}
return problems
}
function main() {
const source = fs.readFileSync(PLUGIN, 'utf8')
const toml = fs.readFileSync(OVERLAY_TOML, 'utf8')
const problems = check(source, toml)
if (problems.length > 0) {
console.error('The bridge plugin failed its static checks:\n')
for (const p of problems) console.error(` • ${p}`)
console.error('')
process.exit(1)
}
const expected = readExpectedHooks(source)
const version = /ProtocolVersion\s*=\s*(\d+)\s*;/.exec(source)[1]
console.log(
`plugin ok — protocol ${version}, ${expected.length} hooks declared, every one void and listed`
)
}
module.exports = { check, readExpectedHooks, readMethods, readChatCommands, HOOK_NAME }
if (require.main === module) main()