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fix: address the 15 CodeRabbit findings from the wire-audit review
Security:
- roomcode PUT now requires instance ownership (any player could plant
or relocate codes on foreign private instances)
- /platformid/{accountId} requires auth (anonymous Steam/Oculus id
enumeration oracle)
- request tracing no longer captures successful /thread bodies by
default (chat messages landed unredacted in logs); opt in via
Trace__SuccessBodyPaths
- anonymous action-link renewal clamped to 720h per consume
Data integrity:
- buyPurchaseReminder upserts its objective sentinel (second purchase
threw UNIQUE after the wallet was debited)
- progression reward gift + idempotency sentinel commit in one
transaction (crash between them double-minted the reward)
- ClubPermissionsGalleryAndModeration migration defaults corrected to
the entity contract (CommentsJson '[]', ClubChatEnabled true); new
one-shot ClubChatDefaultRepair migration fixes databases that
applied the wrong defaults; bootstrap repairs '' CommentsJson rows
- admin subroom-maxplayers audit entry commits with the mutation
- account purge covers CustomAvatarItems (ownership deleted, created
items reassigned to the system account)
- duplicate photo reports ignored while one is unresolved
Stability:
- bootstrap only swallows the expected duplicate-column error; locked
databases and schema failures now fail startup instead of the first
endpoint
- clone blob write failure degrades to an empty sub-room instead of a
500 after the clone row committed
- resumed photo-feed cursor stamped DateTimeKind.Utc (Npgsql rejects
Unspecified for timestamptz)
- unreadcounts queries per requested room instead of materialising the
whole comment keyspace
Tests:
- destroys-the-probe-session template guard is case-insensitive
74/74 tests pass.
This commit is contained in:
@@ -396,14 +396,19 @@ public class MatchController(
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.Select(p => new { p.Id, p.OwnerPlayerId })
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.FirstOrDefaultAsync();
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// forceChange only lets a host reclaim a code from one of their OWN
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// instances; another player's code is never stolen. On refusal the
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// client just re-reads whatever code we echo back, so we fall
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// through to the read path instead of erroring.
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var blocked = clash is not null
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&& (clash.OwnerPlayerId != pid || forceChange != true);
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var row = await db.PrivateInstances.FirstOrDefaultAsync(p => p.Id == instanceId);
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// Only the instance's owner may set its code (same guard as
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// MarkPrivate), otherwise any player could plant or relocate a
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// code onto someone else's instance. forceChange only lets a host
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// reclaim a code from one of their OWN instances; another
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// player's code is never stolen. On refusal the client just
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// re-reads whatever code we echo back, so we fall through to the
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// read path instead of erroring.
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var blocked = row is null || row.OwnerPlayerId != pid
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|| (clash is not null
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&& (clash.OwnerPlayerId != pid || forceChange != true));
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if (!blocked && row is not null)
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{
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if (clash is not null)
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