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https://github.com/jcreek/CosmicClash.git
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b8bcc1f3c1
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.
59 lines
2.5 KiB
Go
59 lines
2.5 KiB
Go
package domain
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import (
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"crypto/hmac"
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"crypto/sha256"
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"fmt"
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"time"
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)
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// SignedJoinAuthorisation is the transport envelope. The signing primitive is
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// supplied by the backend signer so this policy stays independent of key
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// storage and cryptographic algorithm choice.
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type SignedJoinAuthorisation struct {
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Authorisation JoinAuthorisation
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Signature []byte
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}
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// JoinAuthorisationBytes is the canonical claim encoding. KeyID is appended
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// last and is covered by the signature, so an attacker cannot redirect an
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// authorisation at a different key than the one that signed it. Game/scripts/
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// match_net.gd builds the identical byte sequence; the two must change
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// together.
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func JoinAuthorisationBytes(auth JoinAuthorisation) []byte {
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return []byte(fmt.Sprintf("%s\x00%s\x00%s\x00%s\x00%d\x00%d\x00%s\x00%d\x00%s\x00%s",
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auth.MatchID, auth.ServerID, auth.PlayerID, auth.SteamID, auth.Slot, auth.Team, auth.Protocol, auth.Generation, auth.ExpiresAt.UTC().Format(time.RFC3339Nano), auth.KeyID))
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}
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func SignJoinAuthorisation(auth JoinAuthorisation, sign func([]byte) ([]byte, error)) (SignedJoinAuthorisation, error) {
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if sign == nil {
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return SignedJoinAuthorisation{}, ErrJoinAuthorisation
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}
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signature, err := sign(JoinAuthorisationBytes(auth))
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if err != nil || len(signature) == 0 {
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return SignedJoinAuthorisation{}, ErrJoinAuthorisation
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}
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return SignedJoinAuthorisation{Authorisation: auth, Signature: append([]byte(nil), signature...)}, nil
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}
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// SignJoinAuthorisationHMAC is the interoperable production profile used by
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// the Godot allocated server. The key is mounted out-of-band; the signed
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// bytes remain the same canonical claim bytes used by the generic signer.
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// The caller must have set auth.KeyID to the ID of this key, so the verifier
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// can pick the right one out of its key set.
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func SignJoinAuthorisationHMAC(auth JoinAuthorisation, key []byte) (SignedJoinAuthorisation, error) {
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if len(key) == 0 {
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return SignedJoinAuthorisation{}, ErrJoinAuthorisation
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}
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mac := hmac.New(sha256.New, key)
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_, _ = mac.Write(JoinAuthorisationBytes(auth))
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return SignedJoinAuthorisation{Authorisation: auth, Signature: mac.Sum(nil)}, nil
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}
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func (r *RankedConnections) AdmitSigned(signed SignedJoinAuthorisation, verify func([]byte, []byte) bool, now time.Time) (uint64, error) {
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if len(signed.Signature) == 0 || verify == nil || !verify(JoinAuthorisationBytes(signed.Authorisation), signed.Signature) {
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return 0, ErrJoinAuthorisation
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}
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return r.Admit(signed.Authorisation, now)
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}
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