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https://github.com/DorkSquadRR/DorkNet.git
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signup codes: admin-issued invite codes + site /join redemption
Port the December signup-code feature to the 2020.03 branch. While account creation is disabled, the only way in is now an admin-issued single-use signup code, redeemed on the public site's /join page. Because the 2020.03 watch login is device-id-bound with no code field, a new device refused at the signups-disabled gate (PlatformLogin / account create) is stashed in a PendingDevices table keyed by the real client IP (CF-Connecting-IP aware). The /join page shows the player the device their own client just reported; they enter code + username and the account is minted bound to that device, so the next launch logs straight in. No watch changes. - SignupCodeEntity + PendingDeviceEntity; tables created via idempotent CREATE TABLE IF NOT EXISTS at boot (Program.cs Postgres patch block + SQLite path) since they post-date the migration chain. - SignupCodeService: generate / list / revoke / redeem + pending-device capture (single-use, expiry, revoke validation). - Admin: GET/POST signup-codes + revoke endpoints and a Signup codes admin-ui page (generate with descriptor/expiry, status table, revoke). - Public: anonymous /api/site/v1/join pending-devices + redeem, and a /join site page (+ header link). - README documents the flow.
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@@ -27,6 +27,7 @@ namespace DorkNet.Server.Controllers.Site;
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public class PublicSiteController(
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DorkNetDbContext db,
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PlayerService players,
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SignupCodeService signupCodes,
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DomainConfig domain) : ControllerBase
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{
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// ── Players ──────────────────────────────────────────────────────
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@@ -243,4 +244,41 @@ public class PublicSiteController(
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};
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}).ToList();
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}
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// ── Signup (code redemption) ─────────────────────────────────────
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/// <summary>GET /api/site/v1/join/pending-devices — device ids that
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/// were refused account creation while signups are disabled, seen
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/// from THIS caller's IP. Lets the /join page show a player the
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/// device their own game client just reported so they don't have to
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/// dig it out of Player.log. Best-effort: behind a proxy that
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/// collapses client IPs this can be empty, in which case the player
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/// pastes the id manually.</summary>
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[HttpGet("join/pending-devices")]
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public async Task<IActionResult> JoinPendingDevices()
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{
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var ip = SignupCodeService.ClientIp(HttpContext);
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var rows = await signupCodes.RecentPendingByIpAsync(ip);
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return Ok(rows.Select(d => new
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{
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deviceId = d.DeviceId,
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platform = d.Platform,
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lastSeenAt = d.LastSeenAt,
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}).ToList());
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}
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public sealed record JoinRedeemRequest(string? Code, string? Username, string? DeviceId);
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/// <summary>POST /api/site/v1/join/redeem — redeem a signup code,
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/// minting an account bound to the supplied device id. On success the
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/// player relaunches the game and the watch's device-id login finds
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/// the new account. Returns {ok, error?, username?}.</summary>
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[HttpPost("join/redeem")]
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public async Task<IActionResult> JoinRedeem([FromBody] JoinRedeemRequest body)
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{
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var result = await signupCodes.RedeemAsync(body.Code, body.Username, body.DeviceId);
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if (!result.Ok)
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return BadRequest(new { ok = false, error = result.Error });
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return Ok(new { ok = true, username = result.Username, playerId = result.PlayerId });
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}
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}
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