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https://github.com/jcreek/CosmicClash.git
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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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@@ -40,3 +40,53 @@ static func initialize() -> Dictionary:
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if result is Dictionary and bool(result.get("status", false)):
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return {"error": OK, "app_id": app_id()}
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return {"error": ERR_CANT_CONNECT, "reason": "Steam initialization failed for App ID %d" % app_id()}
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# Web-API auth ticket acquisition (task 7.6). The control plane exchanges this
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# ticket with Valve's publisher API for a verified Steam identity; the client
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# never chooses its own identity, which is what makes this the fix for slot
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# reclaim being keyed on a display name.
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#
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# GodotSteam delivers the ticket asynchronously through the
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# `get_auth_ticket_for_web_api` signal, because the ticket is not usable until
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# Steam has confirmed it with its backend. Requesting one and reading the
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# return value alone yields a handle, not a ticket.
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#
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# Everything here is called dynamically so stock Godot, which has no GodotSteam
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# symbols, can still parse and run the project.
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const WEB_API_IDENTITY := "cosmicclash"
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static func supports_web_api_ticket() -> bool:
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if not is_runtime_available():
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return false
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var steam := Engine.get_singleton("Steam")
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return steam.has_signal("get_auth_ticket_for_web_api") and steam.has_method("getAuthTicketForWebApi")
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# Returns the request handle, or 0 when unavailable. The caller must await the
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# `get_auth_ticket_for_web_api` signal for the ticket itself.
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static func request_web_api_ticket() -> int:
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if not supports_web_api_ticket():
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return 0
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var steam := Engine.get_singleton("Steam")
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var handle = steam.call("getAuthTicketForWebApi", WEB_API_IDENTITY)
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return int(handle) if handle is int or handle is float else 0
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static func cancel_web_api_ticket(handle: int) -> void:
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if handle <= 0 or not is_runtime_available():
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return
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var steam := Engine.get_singleton("Steam")
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if steam.has_method("cancelAuthTicket"):
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steam.call("cancelAuthTicket", handle)
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# GodotSteam hands back raw ticket bytes; the Web API expects them hex encoded.
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static func encode_web_api_ticket(buffer: PackedByteArray) -> String:
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if buffer.is_empty():
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return ""
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var encoded := ""
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for byte in buffer:
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encoded += "%02x" % int(byte)
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return encoded
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