Files
DorkNet/DorkNet.Server/Data/Entities/PendingDeviceEntity.cs
Alexa 11377b46d5 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.
2026-05-31 20:08:33 +03:00

29 lines
1.1 KiB
C#

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;
}