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.
banned_until and ban_reason have been in the schema since 0001, but no
production query ever read them -- grepping the tree found no reference
outside the migration itself. The only ban check was an in-memory map on
domain.TicketVerifier used by domain tests. Once real Steam login is
wired, a banned identity would keep full access through every existing
session until expiry and could obtain new ones.
Make the ban part of the durable authentication transaction rather than
a policy each login adapter must remember to re-implement:
- Session issuance inserts only when the identity exists and has no
active ban, so a banned player cannot mint a session.
- Authentication joins the identity and rejects an active ban on every
request, so a ban takes effect immediately on every replica rather
than at session expiry.
- ApplyIdentityBan sets the ban and revokes that identity's sessions in
one serializable transaction, closing the window where the ban is
durable but another replica still accepts an issued session.
Bans are time-bounded and clearing one does not resurrect sessions the
ban revoked.
Tests cover enforcement across two independently constructed stores
standing in for two replicas, expiry/unban semantics, and -- separately,
because revocation would otherwise mask it -- that a ban applied without
revoking anything still blocks the next request.