yikes,
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using System;
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using System.IdentityModel.Tokens.Jwt;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Extensions.Logging;
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using Microsoft.IdentityModel.Tokens;
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using VanadiumGuard.Server.Hosting;
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namespace VanadiumGuard.Server.Security
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{
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/// <summary>
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/// Authenticates the bearer token the guard presents at session open by validating it as
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/// the game server's own JWT - same symmetric secret, same issuer.
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/// <para>
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/// It deliberately does no database lookup. Only the game server can mint a token that
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/// verifies against the shared secret, so a valid signature already proves the identity;
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/// requiring the AC service to also reach the game's player store would couple two
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/// services that are meant to be able to run apart, for no extra assurance. The player id
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/// returned is the <c>sub</c>/<c>pid</c> claim, which the game server sets equal.
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/// </para>
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/// </summary>
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public sealed class JwtPlayerAuthenticator : IPlayerAuthenticator
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{
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private readonly TokenValidationParameters _parameters;
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private readonly JwtSecurityTokenHandler _handler = new JwtSecurityTokenHandler();
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private readonly ILogger<JwtPlayerAuthenticator> _logger;
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public JwtPlayerAuthenticator(GuardServerOptions options, ILogger<JwtPlayerAuthenticator> logger)
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{
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_logger = logger;
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_parameters = new TokenValidationParameters
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{
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ValidateIssuerSigningKey = true,
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IssuerSigningKey = new SymmetricSecurityKey(Encoding.UTF8.GetBytes(options.JwtSecret)),
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ValidateIssuer = true,
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ValidIssuer = options.JwtIssuer,
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ValidateAudience = false,
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ValidateLifetime = true,
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ClockSkew = TimeSpan.Zero,
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};
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}
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public Task<string?> AuthenticateAsync(string? bearerToken)
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{
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if (string.IsNullOrWhiteSpace(bearerToken))
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return Task.FromResult<string?>(null);
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try
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{
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_handler.ValidateToken(bearerToken, _parameters, out SecurityToken validated);
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var jwt = (JwtSecurityToken)validated;
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string? sub = jwt.Claims.FirstOrDefault(c => c.Type == "sub")?.Value;
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string? pid = jwt.Claims.FirstOrDefault(c => c.Type == "pid")?.Value;
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// sub and pid are set equal by the game server; a token where they disagree
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// is not one it minted, so it is refused the same as a bad signature.
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if (string.IsNullOrEmpty(sub) || sub != pid)
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return Task.FromResult<string?>(null);
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return Task.FromResult<string?>(sub);
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}
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catch (Exception ex)
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{
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// An invalid, expired, or forged token is an ordinary "no" here, not an error
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// worth a stack trace - it is exactly what this method exists to catch.
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_logger.LogDebug("token rejected: {Message}", ex.Message);
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return Task.FromResult<string?>(null);
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}
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}
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}
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}
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