Files
Felis/internal/api/handlers_onboard.go
T
flyemoji fe2ece08cc feat(api): add public Bind-Code onboarding for the player console
Adds POST /api/v1/auth/bind, the one public pre-account entrypoint of the
player console (console.<root_domain>). An account-less player redeems the
one-time Bind Code minted in the in-game Login Lobby; in a single step the
platform creates a role=user player, links it to the verified in-game UUID,
and mints a host-only felis_session. Login is thus not forced at the edge
while operations stay app-authenticated.

The operator console (op.console.<root_domain>) is unaffected and stays
behind Zero Trust: a code whose UUID resolves to a staff (role=admin)
account is refused with 403 (ErrPlayerBindForbidden) without consuming the
code, so the public door provably never yields an admin principal — the
session it mints carries ViaAdminAccess=false and is host-only to console,
never sent to op.console.

Repo layer: new RedeemPlayerBindCode on the Repo interface, implemented on
PGRepo (single tx: resolve code, create-or-fetch the player, consume) and
the test fake. The returning-player branch is idempotent and is a deliberate
standing "log in via the game" door, not just first-time onboarding.

Honest labeling:
- ORACLE-VERIFIED (Go): account/session logic — role=user, refuse-staff,
  idempotent create-or-fetch, single-use code, and the op.console redline
  (player session rejected on admin routes). Covered by handlers_onboard_test
  and the OpenAPI parity gate.
- INTEGRATION-dependent: the endpoint's security rests on the Bind Code having
  been minted against an online-mode-Yggdrasil-authenticated UUID, a
  precondition that lives in velocity/Java and is not verifiable from this
  repo (CODE-ONLY). The Go layer proves the logic, not that identity guarantee.
- No app-level attempt cap: rate-limiting is deferred to the edge as for the
  public /auth/login; the ~1e12 keyspace, single use and short TTL make a
  blind app-level cap non-critical.
2026-07-01 18:00:13 +09:00

132 lines
5.8 KiB
Go

package api
import (
"crypto/rand"
"encoding/hex"
"errors"
"net/http"
"strings"
)
// Player-console onboarding bootstrap (console-tier access model; spec §10, §B). This
// is the ONE public, pre-account entrypoint of the player console (console.<root_domain>):
// an account-less player redeems the one-time Bind Code they generated in the in-game
// Login Lobby, and in a single step the platform creates their player account
// (role=user), binds it to their verified in-game UUID, and mints a player session.
// From there the ordinary app-tier onboarding endpoints (email-OTP, passkey) work off
// the resulting principal like any other — the session model is role-agnostic, so a
// player session is just an opaque felis_session over a role=user row.
//
// Why this may be Public while /account/link/verify may not: a Bind Code is minted
// INTERNAL-face only (handleCreateLinkCode), with a short TTL, single use, and a 32^8
// keyspace, so the web can never originate one (account_link_codes has no user_id) —
// no code, no account. This endpoint MATERIALLY elevates the code's authority: where
// /account/link/verify bound a UUID to an already-authenticated principal, this makes
// the code alone create an account and mint a session. That is only safe if the code
// was minted against a UUID an online-mode Yggdrasil actually authenticated — a
// precondition that lives in velocity/Java (CODE-ONLY, not verifiable from this repo).
// So the safety here is INTEGRATION-dependent on that upstream online-mode guarantee;
// the Go layer proves only the account/session logic (role, refuse-staff, idempotent),
// never the identity guarantee itself.
//
// No app-level attempt cap is enforced here (unlike the email-OTP flow, whose 1e6
// keyspace demanded one): the code's ~1e12 keyspace, single use and short TTL make
// blind brute force non-viable, and rate-limiting is deferred to the edge exactly as
// for the public /auth/login. The idempotent returning-player branch (a UUID already
// linked to a role=user player is fetched, not re-created) is a DELIBERATE standing
// "log in via the game" door, not merely first-time onboarding: control of the
// in-game identity is the root of trust, so re-minting a code always re-grants a
// session even after email/passkey are bound. "登录并非强制,但没登录什么都干不了".
//
// op.console stays behind Zero Trust. A code whose UUID belongs to STAFF (role=admin)
// is refused here (ErrPlayerBindForbidden → 403), so the public bootstrap provably
// never mints a session for an admin identity — the sole tier it yields is a role=user
// player session, host-only to console.<root_domain> (never sent to op.console) and
// carrying ViaAdminAccess=false. "op.console 必须得 Auth".
// newUserID returns an opaque random user id (128 bits, hex), matching the shape of
// the ids break-glass mints for staff rows.
func newUserID() (string, error) {
var b [16]byte
if _, err := rand.Read(b[:]); err != nil {
return "", err
}
return hex.EncodeToString(b[:]), nil
}
// bindRedeemRequest is the console bootstrap body: the Bind Code the player was shown
// in the Login Lobby.
type bindRedeemRequest struct {
Code string `json:"code"`
}
// handleBindRedeem redeems a Bind Code into a player account + session (Public). It is
// the account-less player's only door into console.<root_domain>: no prior principal,
// no Zero Trust in front (unlike op.console). Like handleLogin it is a cookie-minting
// public route, so it requires local sessions to be enabled and a JSON content type
// (the cross-site-forgery guard) and mints the same host-only felis_session cookie.
// The code is trimmed and uppercased so a player who typed it with stray spaces or in
// lowercase still matches, mirroring handleLinkVerify.
func (a *API) handleBindRedeem(w http.ResponseWriter, r *http.Request) {
// The minted session is a felis_session cookie, honored only when local sessions
// are enabled (SessionAuth). Minting one while they are off would hand back a dead
// cookie, so refuse loudly and consistently with handleLogin. This couples the
// player bootstrap to the same toggle that gates op.console local login; a future
// deployment wanting player cookies without local admin login would decouple them
// in SessionAuth — out of scope here (KNOWN coupling).
if !localAuthEnabled(r.Context(), a.Repo) {
writeError(w, r, newError(http.StatusForbidden, "local_auth_disabled",
"session login is disabled"))
return
}
if err := requireJSONContentType(r); err != nil {
writeError(w, r, err)
return
}
var body bindRedeemRequest
if err := decodeJSON(w, r, &body); err != nil {
writeError(w, r, err)
return
}
code := strings.ToUpper(strings.TrimSpace(body.Code))
if code == "" {
writeError(w, r, newError(http.StatusBadRequest, "bad_request", "code is required"))
return
}
uid, err := newUserID()
if err != nil {
writeError(w, r, err)
return
}
userID, mcUUID, authSource, err := a.Repo.RedeemPlayerBindCode(r.Context(), uid, code, a.now())
switch {
case errors.Is(err, ErrLinkCodeInvalid):
writeError(w, r, newError(http.StatusBadRequest, "invalid_code", "bind code is invalid or expired"))
return
case errors.Is(err, ErrPlayerBindForbidden):
writeError(w, r, newError(http.StatusForbidden, "staff_account",
"that Minecraft account belongs to staff; sign in at the operator console"))
return
case err != nil:
writeError(w, r, err)
return
}
token, err := newSessionToken()
if err != nil {
writeError(w, r, err)
return
}
expires := a.now().Add(sessionTTL)
if err := a.Repo.CreateSession(r.Context(), hashCookie(token), userID, expires); err != nil {
writeError(w, r, err)
return
}
setSessionCookie(w, token, expires)
a.audit(r, userID, "account.bind_redeem", "")
writeJSON(w, http.StatusOK, map[string]any{
"user_id": userID, "linked": true, "mc_uuid": mcUUID, "auth_source": authSource,
})
}