feat: add Godot Steam session login

This commit is contained in:
Josh Creek
2026-08-31 22:49:05 +01:00
parent e1807d2492
commit 585056ccc3
3 changed files with 44 additions and 5 deletions
+1 -1
View File
@@ -1135,7 +1135,7 @@ New `--role=client-reconnect` grades the returning player: not a spectator, owns
| 7.3 `[D:7.2]` `[P]` | **IN PROGRESS.** Server-browser UI and `ISteamMatchmakingServers` adapter remain intentionally unimplemented until the pinned GodotSteam client API is available; ENet direct-IP remains the supported browser-free path | No `server_browser.tscn` or fake Steam API has been added; implementation must wait for real Steam SDK/API access so Internet/LAN/favourites/history behavior can be verified against the actual service |
| 7.4 `[D:7.2]` `[P]` | **IN PROGRESS.** `TicketVerifier` now supports a synchronized backend ban decision before single-use ticket consumption; auth tickets in `hello``BeginAuthSession`, Steam identity in the roster and persistent ban list remain | `server/domain/auth.go` and adversarial tests reject banned identities without consuming their ticket and allow a later verification after unban; GodotSteam auth integration, server-side VAC state and durable ban storage remain |
| 7.5 `[D:7.2]` `[P]` | **IN PROGRESS.** `SteamBootstrap` gates initialization on the `steam` feature, `SteamMultiplayerPeer` class and Steam singleton; explicit Steam selection fails closed, while ENet remains the default and never becomes an implicit fallback | `test_net_transport.gd` proves stock builds keep ENet available and reject unavailable Steam requests without returning an ENet peer; custom Steam client/server export smoke remains blocked on pinned GodotSteam binaries, and full ENet runtime verification remains blocked on the absent Godot executable |
| 7.6 `[D:7.4]` | **IN PROGRESS.** Pure Go `AuthCoordinator` models pending/accepted/rejected/cancelled backend auth sessions around the single-use verifier, including maintenance expiry sweeping; `store.PostgresSessions` persists only token digests, the authenticated API can inject that durable session backend, and `POST /v1/session/steam` issues sessions only from an injected verified-identity provider | `server/domain/auth.go`, `server/store/session_sql.go`, `server/api/service.go` and adversarial tests keep identity unavailable while pending, reject cancellation/expiry/wrong-attempt/replay, expire abandoned attempts at the boundary, release identity only after verifier success, reject invalid session inputs/extra identity fields, prove API delegation, and issue opaque sessions; real Steam BeginAuthSession/EndAuthSession adapter and live PostgreSQL/session integration remain |
| 7.6 `[D:7.4]` | **IN PROGRESS.** Pure Go `AuthCoordinator` models pending/accepted/rejected/cancelled backend auth sessions around the single-use verifier, including maintenance expiry sweeping; `store.PostgresSessions` persists only token digests; the authenticated API issues sessions only from an injected verified-identity provider; Godot `ControlPlaneClient.login_steam()` now submits only the Web API ticket, validates the opaque response and stores the session in memory | `server/domain/auth.go`, `server/store/session_sql.go`, `server/api/service.go`, `control_plane_client.gd` and adversarial tests keep identity unavailable while pending, reject cancellation/expiry/wrong-attempt/replay, expire abandoned attempts at the boundary, release identity only after verifier success, reject invalid session inputs/extra identity fields, prove API delegation, validate ticket/session header boundaries and issue opaque sessions; real Steam BeginAuthSession/EndAuthSession adapter, login UI and live PostgreSQL/session integration remain |
| 7.7 `[D:7.1]` `[P]` | Obtain the production App ID, publisher key, SDR coordinator SDK/signing approval, certificates and hosted-data-centre support from Valve | Production prerequisites and rotation owners are recorded; no Spacewar credential or development certificate can reach a release build |
| 7.8 `[D:7.6,7.7]` | Ticketed Hosted Dedicated Server SDR: routing registration, coordinator-issued player→server relay tickets, client ticket installation, reconnect and expiry | Two real accounts complete and reconnect to an assigned dedicated match through SDR; server/player IPs are not exposed; ENet gates remain green |