feat: configure authenticated player entry routes

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Lemon-miaow committed 2026-10-07 17:19:20 +08:00
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@@ -903,3 +903,49 @@ configuration, or test the profile-query API.
Saving requires Owner access on the operator host and recent reauthentication for
a local session. A revision conflict preserves the draft; discard it and reload
before editing the newer configuration.
## 8. Player entry policy
Owner → Platform settings → Player entry policy configures the proxy's destination
independently from game identity authentication and panel account association.
| Mode | Destination after authentication |
| --- | --- |
| Lobby | Formal lobby, where the player selects a server |
| Direct to main server | Selected main server, regardless of connection hostname |
| Route by hostname | Server matched by hostname; optional default for unmatched hostnames |
For a single-server deployment, select **Direct to main server**, choose the main
server, and disable **Require panel account linking**. A running main server then
accepts authenticated players without entering the login space or lobby. Game
identity authentication and the global blacklist remain enforced; this setting does
not enable offline-mode or change authentication sources. Players can associate a
panel account separately through `/link`.
Choose how to handle an offline destination:
- **Start automatically and wait** uses the existing wake permission, maintenance,
admission limit and cooldown checks. Select a running Limbo login space or formal
lobby for the wait. An unlinked player requires an autostart policy that permits
their verified identity; selecting a main server does not grant startup rights.
- **Enter a fallback server** requires a separate running server. The proxy does not
start the fallback implicitly; it rejects the connection if both destinations
are unavailable.
- **Reject with an explanation** requires no waiting space.
When panel account linking is required, Limbo retains its web sign-in, blacklist
check, timeout and release controls. The existing web sign-in flow requires the
login space and formal lobby, and uses the lobby for startup waiting. Automatic
Limbo waiting does not issue a link code or start a web sign-in timer; the proxy's
queue controls startup progress and disconnects Limbo waits after failure or timeout.
A failed transfer includes the backend refusal when available.
Saving requires fresh Owner reauthentication and the current revision. The proxy
reads changes within 15 seconds and snapshots the policy for each new connection;
current players keep their connection policy. Existing deployments retain hostname
routing, required web sign-in and lobby waiting until a policy is saved. Update the
API and game plugins together before using this setting.
Unused login/lobby spaces can be stopped from **Login & lobby**. Saving a policy
does not stop them automatically or disconnect existing players. Re-running setup
preserves the desired state of existing system servers.