signup codes: admin-issued invite codes + site /join redemption

While account creation is disabled, the only way in is now an
admin-issued single-use signup code (Discord-invite style), redeemed on
the public site's /join page.

Because the 2020 watch login is device-id-bound with no code field, the
flow captures it server-side instead: 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 then shows the player the device their own client just
reported, they enter their code + username, and the account is minted
bound to that device — so the next launch logs straight in via the
existing device-id path. No watch changes.

- SignupCodeEntity (code, descriptor, optional expiry, redeemer) +
  PendingDeviceEntity; idempotent CREATE TABLE in DatabaseBootstrap so
  both providers pick them up without a new migration.
- 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 + the post-Initial table-create approach.
This commit is contained in:
Alexa
2026-05-31 20:00:35 +03:00
parent 18989fa6ec
commit 3480ca21fa
18 changed files with 830 additions and 0 deletions
@@ -0,0 +1,28 @@
namespace DorkNet.Server.Data.Entities;
/// <summary>
/// A device that tried to log in / create an account while signups were
/// disabled and got refused (it has no account yet). Recorded so the
/// public <c>/join</c> page can show a player the device id their own
/// game client just reported — matched by request IP — instead of making
/// them dig the Unity <c>deviceUniqueIdentifier</c> out of Player.log by
/// hand. Purely a UX aid for the signup-code redeem flow; rows are
/// upserted by <c>DeviceId</c> and can be pruned freely.
/// </summary>
public class PendingDeviceEntity
{
public long Id { get; set; }
/// <summary>The Unity device id the refused client sent.</summary>
public string DeviceId { get; set; } = string.Empty;
public int Platform { get; set; }
public string PlatformId { get; set; } = string.Empty;
/// <summary>Last request IP the refusal came from — the /join page
/// matches on this so a player sees their own device.</summary>
public string? LastIp { get; set; }
public DateTime FirstSeenAt { get; set; } = DateTime.UtcNow;
public DateTime LastSeenAt { get; set; } = DateTime.UtcNow;
}
@@ -0,0 +1,40 @@
namespace DorkNet.Server.Data.Entities;
/// <summary>
/// An admin-issued, single-use signup code (Discord-invite style). While
/// the server has signups disabled, the only way to mint a new account is
/// to redeem one of these on the public site's <c>/join</c> page. Each
/// code carries a free-text <see cref="Descriptor"/> so admins can track
/// who they handed it to, an optional <see cref="ExpiresAt"/>, and the
/// redemption result (<see cref="RedeemedByPlayerId"/> /
/// <see cref="RedeemedAt"/>). Codes can be revoked before use.
/// </summary>
public class SignupCodeEntity
{
public long Id { get; set; }
/// <summary>The opaque code string the player types on /join.
/// Uppercase, hyphenated, unambiguous alphabet (no 0/O/1/I).</summary>
public string Code { get; set; } = string.Empty;
/// <summary>Free-text note for the admin — "who is this for". Shown
/// only in the admin panel, never to the redeemer.</summary>
public string Descriptor { get; set; } = string.Empty;
/// <summary>Player id of the admin who generated the code (0 if
/// generated by a system/CLI path).</summary>
public long CreatedByPlayerId { get; set; }
public DateTime CreatedAt { get; set; } = DateTime.UtcNow;
/// <summary>Optional hard expiry. Null = never expires.</summary>
public DateTime? ExpiresAt { get; set; }
/// <summary>Set once the code is redeemed; null while unused.</summary>
public long? RedeemedByPlayerId { get; set; }
public DateTime? RedeemedAt { get; set; }
/// <summary>Admin kill switch — a revoked code can never be redeemed,
/// even if otherwise valid.</summary>
public bool Revoked { get; set; }
}