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feat(join-auth): add key-ID rotation to signed join authorisations
Prerequisite for wiring the allocator to publish rosters. The signing key is a shared HMAC secret mounted into both the allocator and the allocated game server; without a key ID, rotating it would invalidate every authorisation already issued for an in-flight match, because a server holding only the new key cannot verify a token signed with the old one. Add KeyID to JoinAuthorisation and append it to the canonical claim bytes, so it is covered by the signature and cannot be repointed at a different key than the one that actually signed. Allocated servers now hold a set of currently-valid keys and select by ID: a rotation publishes the new key alongside the old, and the old is dropped once no live match can still reference it. The key file becomes a JSON map of key ID to base64 key. A file of raw key bytes is still accepted as a single key under the empty ID, which is what an unrotated deployment and the kind fixture use. Game/scripts/match_net.gd builds the canonical bytes independently, so it changes in lockstep; the cross-language golden token in test_match_net.gd is regenerated from the Go implementation and now carries a key ID. Added tests cover accepting either key mid-rotation, rejecting a retired key ID, and rejecting a token whose key ID was swapped to name a key the server does hold. Go suite and 223 Godot tests pass.
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@@ -35,6 +35,12 @@ type JoinAuthorisation struct {
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Protocol string
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Generation uint64
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ExpiresAt time.Time
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// KeyID names the signing key so the allocator can rotate without
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// invalidating authorisations already issued for in-flight matches: the
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// game server holds a set of currently-valid keys and selects by this ID.
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// It is part of the signed bytes, so it cannot be swapped to point at a
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// different key than the one that actually signed.
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KeyID string
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}
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type rankedConnection struct {
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