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https://github.com/jcreek/CosmicClash.git
synced 2026-09-11 08:23:45 +00:00
feat(auth): wire production Steam sign-in and the client login flow
newAPIService never supplied SteamLogin, so POST /v1/session/steam always returned 503 auth_unavailable in production. The only implementation was cmd/testkit-api's fake, which derives an identity from the ticket string itself and accepts anything -- so the passing integration path was neither deployable nor secure. On the client side the game started with an empty token and a loopback base URL, and no production code called configure() or login_steam(); the menu entered matchmaking directly, so every request failed ERR_UNAUTHORIZED before reaching the network. Add a real ISteamUserAuth/AuthenticateUserTicket adapter behind an interface, so the production login path is testable with only the Valve call stubbed. It rejects family-shared copies (the account playing does not own the app) and, by default, VAC- or publisher-banned accounts, and refuses malformed tickets locally rather than forwarding them. Crucially it separates our faults from the player's: a Valve outage or a revoked publisher key returns 503, not 401. Answering 401 would tell a legitimate player their login failed and send them to fix an account that is fine while the real fault went unnoticed. A banned identity now returns 403 rather than a misleading 503. Sign-in is configuration-gated on the publisher key and App ID: without them the endpoint keeps returning 503, since silently accepting an unverified ticket would be worse than refusing to authenticate. A returning player keeps the player ID they already had, so ratings, penalties and bans follow the account rather than the session. Client side: acquire a web-API ticket through GodotSteam's async signal -- requesting one returns a handle, not a ticket -- using the existing dynamic-call pattern so stock Godot still parses the project. The endpoint is configurable for release builds, and matchmaking completes sign-in before it will queue. Verified against real PostgreSQL; 232 Godot tests pass.
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@@ -15,6 +15,10 @@ signal assignment_connection_started(assignment: AssignmentState)
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signal assignment_connection_failed(detail: String)
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const DEFAULT_BASE_URL := "http://127.0.0.1:8080"
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# Release builds must point at the real control plane rather than a developer's
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# loopback. The environment variable is read at startup so the same binary can
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# be pointed at a staging or production endpoint without a rebuild.
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const BASE_URL_ENV := "COSMIC_CLASH_CONTROL_PLANE_URL"
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const PERSIST_PATH := "user://matchmaking_state.cfg"
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const AUTHORITATIVE_RECOVERY_INTERVAL_SECONDS := 5.0
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@@ -156,6 +160,21 @@ func _connect_when_assigned(match_id: String) -> void:
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_pending_connect_match_id = match_id
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# configured_base_url resolves the endpoint this build should use, preferring
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# explicit configuration over the loopback development default.
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static func configured_base_url() -> String:
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var configured := OS.get_environment(BASE_URL_ENV).strip_edges()
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if is_valid_base_url(configured):
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return configured
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return DEFAULT_BASE_URL
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# has_session reports whether matchmaking requests can be made at all. Without
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# it every request fails ERR_UNAUTHORIZED at the first guard in _start_request.
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func has_session() -> bool:
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return not access_token.is_empty() and not is_session_expired(session_expires_at)
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func configure(url: String, token: String) -> bool:
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var normalized := url.strip_edges().trim_suffix("/")
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var normalized_token := token.strip_edges()
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