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11377b46d5
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.
29 lines
1.1 KiB
C#
29 lines
1.1 KiB
C#
namespace DorkNet.Server.Data.Entities;
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/// <summary>
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/// A device that tried to log in / create an account while signups were
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/// disabled and got refused (it has no account yet). Recorded so the
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/// public <c>/join</c> page can show a player the device id their own
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/// game client just reported — matched by request IP — instead of making
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/// them dig the Unity <c>deviceUniqueIdentifier</c> out of Player.log by
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/// hand. Purely a UX aid for the signup-code redeem flow; rows are
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/// upserted by <c>DeviceId</c> and can be pruned freely.
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/// </summary>
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public class PendingDeviceEntity
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{
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public long Id { get; set; }
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/// <summary>The Unity device id the refused client sent.</summary>
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public string DeviceId { get; set; } = string.Empty;
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public int Platform { get; set; }
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public string PlatformId { get; set; } = string.Empty;
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/// <summary>Last request IP the refusal came from — the /join page
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/// matches on this so a player sees their own device.</summary>
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public string? LastIp { get; set; }
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public DateTime FirstSeenAt { get; set; } = DateTime.UtcNow;
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public DateTime LastSeenAt { get; set; } = DateTime.UtcNow;
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}
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