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recflare/apps/auth/src/auth.app.ts
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2026-10-12 21:28:29 -04:00

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import { Hono } from 'hono'
import { describeRoute, openAPIRouteHandler } from 'hono-openapi'
import { useWorkersLogger } from 'workers-tagged-logger'
import { z } from 'zod'
import {
countAccountsByDeviceId,
countAccountsBySignupIp,
createAccount,
GAME_VERSION,
getAccount,
getAccountByUsername,
getAccountsByIds,
getPasswordHash,
getRoomById,
hashPassword,
isRolloutGameVersion,
RoomInstanceType,
setLastLoginTime,
setLoginContext,
setPasswordHash,
setPresence,
subRoomDataBlob,
updateAccount,
verifyPassword,
writeAuditLog,
} from '@repo/domain'
import {
flagVar,
intVar,
logger,
withCleanSpec,
withDefaultCors,
withNotFound,
withOnError,
} from '@repo/hono-helpers'
import { generateToken, TOKEN_TTL_SECONDS, validateAndGetAccountId } from '@repo/jwt'
// The account-wide ban lives on a `report` row, whose table the api worker owns; its db
// module is plain D1 queries with no runtime deps, so it imports cleanly here.
import { banEvasionMatch, resolveBan } from '../../api/src/bans-db'
import { buildEndpoints } from '../../ns/src/endpoints'
import { verifyMetaNonce } from './meta-nonce'
import {
CachedLogin,
ChangePasswordRequest,
ChangePasswordResponse,
DeviceAuthorizationRequest,
DeviceAuthorizationResponse,
DeviceDecisionRequest,
DeviceDecisionResponse,
FakeCachedLogin,
form,
json,
OAuthError,
PlatformIdsRequest,
PlatformType,
RestrictionDto,
roleFilter,
roleLookup,
TokenRequest,
TokenResponse,
} from './openapi'
import {
countAccountsForPlatformIdentity,
getLinksForAccount,
getLinksForPlatformId,
getLinksForPlatformIdentity,
isPlatformIdentityLinked,
linkPlatformIdentity,
} from './platform-db'
import { consumeRefreshToken, issueRefreshToken } from './refresh-db'
import { verifySteamTicket } from './steam-ticket'
import {
approveDeviceGrant,
beginDeviceGrant,
denyDeviceGrant,
DEVICE_CODE_GRANT,
pollDeviceGrant,
studioClientMatches,
} from './studio-device'
import type { Context } from 'hono'
import type { Account } from '@repo/domain'
import type { App, Env } from './context'
import type { PlatformLink } from './platform-db'
/** OAuth scopes granted by `/connect/token`. */
const TOKEN_SCOPE =
'offline_access profile rn rn.accounts rn.accounts.gc rn.api rn.chat rn.clubs rn.commerce rn.match.read rn.match.write rn.notify rn.rooms rn.storage'
/**
* The `error_description` a SIGNUP is refused with when it shares an identity with a banned
* account (see bans-db's linked arms). A fixed
* sentence, because `www`'s shared auth-messages table keys on this exact string to put a
* real sentence in front of a player — anything varying would fall through to the generic
* "you could not be signed in". Keep the two in sync. Deliberately vague: the account
* being refused may be an innocent housemate of a banned player, so telling them "this
* account is banned" would be a lie, and naming the account we matched them to would hand
* out somebody else's moderation record.
*
* Only `create_account` is refused this way. SIGNING IN is never refused for a ban, its own
* or a linked one — see the token grant: the client needs a token to reach the block screen,
* and `match` is what holds a blocked player to their dorm.
*/
const BLOCKED_DESCRIPTION = 'this device or network is blocked'
/**
* The platform id a SIDELOADED Oculus APK reports. It is not an identity: a sideloaded
* build has no Meta SDK to ask, so it has nothing real to report — and every sideloaded
* headset reports this same value. Two things follow, and both are enforced below:
* - it is never verifiable (`verifyPlatformProof` refuses it outright), and
* - it is therefore never LINKED to an account. A link is a password-free way in, so
* one link on a shared id would open that account to every sideloaded build.
* It exists only to get such a client onto the username/password login screen.
*/
const SIDELOAD_PLATFORM_ID = '1'
/**
* The canned entry served for the one Oculus cached-login lookup below — the sideloaded
* APK's way onto the password login screen. Not backed by a link, an account or a
* platform proof, hence `requirePassword: true`.
*/
const FAKE_OCULUS_CACHED_LOGIN = {
platform: PlatformType.Oculus,
platformId: SIDELOAD_PLATFORM_ID,
accountId: 1,
lastLoginTime: '2026-07-19T17:13:29.225Z',
requirePassword: true,
} as const
/**
* Signup caps, enforced on create_account only (never on login — an existing account
* always stays reachable, however many accounts its owner has since accumulated).
*
* Three independent arms, because they fail in different ways:
* - Per verified platform id (a Steam-proven SteamID64). The sharp one: it can't be
* spoofed and can't be reset by changing networks. Only binds on a platform
* create_account — the password/anonymous path has no platform identity to count,
* so the other two arms are all that stands between it and bulk signup.
* - Per signup IP. Coarse: households, NAT and shared campus/mobile networks put many
* legitimate players behind one address, so this WILL be the arm that produces false
* positives. It counts `signupIp` (immutable), so an abuser can't reset their own
* count by hopping networks — but a VPN gives them a fresh counter per exit, which
* is exactly how one player made 150 accounts, six per address, in a weekend.
* - Per client device id. Narrower than an IP (a household shares an address, not an
* install) and stable across VPN hops, which is the hole in the IP arm it covers. It
* counts the last-seen `deviceId`, which a login moves; see the field's notes in
* accounts-db for why an immutable copy isn't worth keeping. Client-chosen and
* unverified, so it catches a stock client, not a script that fabricates ids. Skipped
* when the signup posts no `device_id` (the website's don't).
*
* These are the defaults. An operator overrides any arm with the matching worker var
* (`MAX_ACCOUNTS_PER_PLATFORM_ID` / `MAX_ACCOUNTS_PER_IP` / `MAX_ACCOUNTS_PER_DEVICE_ID`
* in wrangler.jsonc `vars`), and setting one to 0 disables that arm entirely — which a
* small private server that trusts everyone it invites will want, and which the IP arm in
* particular is worth reaching for if a shared network is being locked out.
*/
const DEFAULT_MAX_ACCOUNTS_PER_PLATFORM_ID = 3
const DEFAULT_MAX_ACCOUNTS_PER_IP = 3
const DEFAULT_MAX_ACCOUNTS_PER_DEVICE_ID = 3
/**
* Whether a `create_account` with no platform — a password account, which is what the
* website mints — is accepted at all (`PASSWORD_SIGNUP`; see context.ts). Off by default:
* such an account has no identity but the address it came from, so the caps above are
* the only thing limiting it, and a VPN or Tor exit resets the IP arm every N accounts.
* That is how one player made 150 accounts in a weekend. A game-client signup always
* carries a Steam or Meta identity and is untouched by this switch.
*
* Refused as `invalid_grant` with this description, which `www` translates for the form
* (see its auth-messages.ts) — keep the two in step.
*/
const DEFAULT_PASSWORD_SIGNUP = false
const PASSWORD_SIGNUP_DISABLED_DESCRIPTION = 'password signup is disabled'
/**
* The rollout gate. A `/connect/token` grant posting a build under staged rollout as `ver`
* (`ROLLOUT_GAME_VERSIONS` in @repo/domain — shared with `match`, which serves those builds
* the sandbox Tachyon pool) is refused unless the account's Discord link holds a role named
* in `DISCORD_ROLLOUT_ROLE_IDS` (see context.ts and `accountHoldsRolloutRole`). Every other
* build, and a grant posting no `ver` (a refresh, the website), is untouched.
*
* `ver` is client-reported and unverified, like everything else about the build. That is
* fine for what this is: a rollout gate, not a security boundary. A player who lies about
* their build gets a token the 2023 server surfaces would have handed them anyway, and
* `api`'s `/api/versioncheck/v4` is still what decides which builds are supported at all.
*
* Refused as `invalid_grant` with ROLLOUT_GATED_DESCRIPTION. `create_account` is refused
* before anything is minted: a brand-new account has no Discord link to hold a role, so
* the player makes their account on a released build, links Discord on the website, and
* comes back.
*/
const ROLLOUT_GATED_DESCRIPTION =
'this build is limited to Discord supporters; link your Discord on the website first'
/**
* `DISCORD_ROLLOUT_ROLE_IDS` as a list of role ids: snowflakes separated by commas and/or
* whitespace (the same grammar `www`'s parseRoleIds reads DISCORD_BENEFITS_ROLE_IDS with).
* Unset or blank parses to an empty list, which `accountHoldsRolloutRole` treats as a
* closed gate.
*/
function rolloutRoleIds(raw: string | undefined): string[] {
return (raw ?? '')
.split(/[\s,]+/)
.map((id) => id.trim())
.filter((id) => id !== '')
}
/**
* Whether an account may sign in on a rollout-gated build: its Discord link (platform 101,
* written by the website's benefits claim and refreshed by `www`'s daily sweep) records at
* least one of the configured roles. The roles are a SNAPSHOT (see PlatformLink.roles), so
* a role granted in Discord today opens the gate once the player re-claims or the sweep
* runs — not instantly.
*
* An empty role list is answered false without touching the database: with no supporter
* role named, nobody is a supporter.
*/
async function accountHoldsRolloutRole(
db: D1Database,
accountId: number,
roleIds: readonly string[]
): Promise<boolean> {
if (roleIds.length === 0) return false
const links = await getLinksForAccount(db, accountId)
return links.some(
(link) => link.platform === PlatformType.Discord && link.roles.some((r) => roleIds.includes(r))
)
}
/** New players start in the Orientation room (RoomId 13) — the new-user flow. */
const ORIENTATION_ROOM_ID = 13
/**
* The client loads Orientation locally (no matchmake) and tags its instance with
* the sentinel id -2. The heartbeat must echo that exact `roomInstanceId` or the
* client treats presence as out-of-sync and bounces the player to the dorm.
*/
const ORIENTATION_INSTANCE_ID = -2
/**
* Seed a freshly created account's match presence to the Orientation room. The
* client is placed into Orientation by its new-user flow without a matchmake
* call, so the match heartbeat would otherwise report no/stale (dorm) presence
* and bounce the player out. We write the Orientation instance (built from the
* shared rooms D1, matching the match worker's `roomInstanceFromRoom` shape) into
* the shared `presence` table (see @repo/domain) so the heartbeat keeps them there.
*/
async function placeNewPlayerInOrientation(
env: App['Bindings'],
accountId: number,
deviceClass: number
): Promise<void> {
// getRoomById hydrates the room's SubRooms from the subroom table (they no longer
// live in the room blob), so the Orientation scene resolves the same way match does.
const room = await getRoomById(env.DB, ORIENTATION_ROOM_ID)
if (!room) return
const subRooms = room.SubRooms
const sub = (Array.isArray(subRooms) ? subRooms[0] : undefined) as
Record<string, unknown> | undefined
const str = (v: unknown, fallback = '') => (typeof v === 'string' ? v : fallback)
const num = (v: unknown, fallback: number) => (typeof v === 'number' ? v : fallback)
const roomInstance = {
roomInstanceId: ORIENTATION_INSTANCE_ID,
roomId: ORIENTATION_ROOM_ID,
subRoomId: num(sub?.SubRoomId, 1),
roomInstanceType: RoomInstanceType.Public,
location: str(sub?.UnitySceneId),
dataBlob: subRoomDataBlob(sub),
eventId: 0,
clubId: 0,
roomCode: '',
photonRegion: 'us',
photonRegionId: 'us',
photonRoomId: `rec.${ORIENTATION_ROOM_ID}`,
name: `^${str(room.Name, 'Orientation')}`,
maxCapacity: num(sub?.MaxPlayers, 4),
isFull: false,
isPrivate: false,
isInProgress: false,
EncryptVoiceChat: false,
}
await setPresence(env.DB, {
accountId,
roomInstance,
statusVisibility: 0,
deviceClass,
vrMovementMode: 1,
platform: 0,
appVersion: GAME_VERSION,
})
}
/** The Bearer token's account id (`sub`), or null when there's no valid token. */
async function authedId(c: Context<App>): Promise<number | null> {
return validateAndGetAccountId(c.req.raw, await c.env.JWT_SECRET.get())
}
/** Whether one account row holds a role. Absent/false both mean no role. */
function holdsRole(account: Account, role: 'developer' | 'moderator'): boolean {
return (role === 'developer' ? account.isDeveloper : account.isModerator) === true
}
/**
* The ONE-player lookup (`/role/{role}/{id}`): a BARE JSON boolean — the client reads the body
* as a bool, not as an object — or an empty 404 for a player this server has no account for,
* mirroring the reference API. An id that is not a number is answered as unknown (404) rather
* than as a 400: `/role/developer/nonsense` is just an id that matches nothing.
*/
async function roleAnswer(c: Context<App>, role: 'developer' | 'moderator', id: string) {
logger.info(`${role} role lookup`, { id })
const accountId = Number.parseInt(id, 10)
const account = Number.isNaN(accountId) ? null : await getAccount(c.env.DB, accountId)
if (!account) return c.body(null, 404)
return c.json(holdsRole(account, role))
}
/**
* The BULK form (`/role/{role}?id=1&id=2`): WHICH of the players asked about hold the role, as
* an array of ints. A different question from the single lookup and so a different shape —
* never that route's boolean.
*
* A FILTER, so nothing here is an error: an id that names no account, or names one without the
* role, is left out, and a query naming no ids answers `[]`. A 404 would be wrong — the
* question "which of these are developers" has the answer "none of them", not "no such thing".
*
* Answered in the order the query asked, de-duplicated, so a caller can read the result
* against its own list. One round trip however many ids are named: `getAccountsByIds` splits
* the read across statements when it exceeds D1's bound-parameter limit.
*/
async function roleFilterAnswer(c: Context<App>, role: 'developer' | 'moderator') {
// `queries` and not `query`: the ids arrive as a REPEATED parameter, and `query` would
// collapse them to the first and silently answer about one player out of the set.
const asked = c.req.queries('id') ?? []
const ids = [...new Set(asked.map((v) => Number.parseInt(v, 10)).filter(Number.isInteger))]
logger.info(`${role} role filter`, { asked: asked.length, ids: ids.length })
if (ids.length === 0) return c.json([])
const accounts = await getAccountsByIds(c.env.DB, ids)
const holders = new Set(accounts.filter((a) => holdsRole(a, role)).map((a) => a.accountId))
return c.json(ids.filter((id) => holders.has(id)))
}
/**
* The role names beyond `gameClient` for an account's token `role` claim. Base roles
* (gameClient) are added by generateToken. `screenshare` rides on EVERY token — the
* client gates the screen-share feature on it and nothing grants it per-account, so it
* is unconditional (even with no account resolved). The rest are the operator-granted
* extras, plus `junior` off the account's own `isJunior` flag.
*
* `betastudio` rides on the account's `hasStudio` flag, and developer does not imply it.
* RecFlare Studio treats that exact claim as Full access, which is what lets the editor
* upload; staff set the flag from the website. `influencer` rides on `isInfluencer`
* (`runx admin grant-influencer`) and lives only in the token — no `/role/*` lookup
* answers it. Order is stable so tokens are deterministic: screenshare, developer,
* moderator, junior, betastudio, then influencer.
*/
function accountRoles(
account: Pick<
Account,
'isDeveloper' | 'isModerator' | 'isJunior' | 'hasStudio' | 'isInfluencer'
> | null
): string[] {
const roles = ['screenshare']
if (!account) return roles
if (account.isDeveloper) roles.push('developer')
if (account.isModerator) roles.push('moderator')
if (account.isJunior) roles.push('junior')
if (account.hasStudio) roles.push('betastudio')
if (account.isInfluencer) roles.push('influencer')
return roles
}
/**
* The account's token `rn.privilege` claim. Despite the scope-shaped name it is a CLAIM,
* read out of the same claims dictionary as `role` — it never belongs in `scope`. The
* client knows exactly two values, both chat restrictions, and both ride on a junior
* account: `BanVChat` (voice) and `BanRmChat` (room chat). Empty for everyone else, which
* drops the claim rather than sending a blank one.
*/
function accountPrivileges(account: Pick<Account, 'isJunior'> | null): string[] {
return account?.isJunior ? ['BanVChat', 'BanRmChat'] : []
}
/**
* The platform an account's `platformId` belongs to. Nothing defaults the `platform`
* field (see defaultAccount), so an account can carry a platform identity with no
* platform recorded — and until Meta verification landed Steam was the only identity
* we could prove, so an unset one *is* Steam. Every account bound since records its
* platform explicitly; this default only covers those older rows.
*/
function accountPlatform(account: Pick<Account, 'platform'>): number {
return account.platform ?? 0
}
/**
* The browser page Studio opens lives on WWW, not on this worker. `ns` is what
* told the editor where WWW is, so the URI has to be built from the same domain
* and the same subdomain override or the tab opens on a host the player doesn't have.
*/
function studioVerificationUri(env: Env, userCode: string): { uri: string; complete: string } {
const www = buildEndpoints(env.DOMAIN, env.SUBDOMAINS).WWW
const uri = `${www}/device`
return { uri, complete: `${uri}?user_code=${encodeURIComponent(userCode)}` }
}
function oauthError(
c: Context<App>,
error: string,
error_description: string,
status: 400 | 500 = 400
) {
return c.json({ error, error_description }, status)
}
/**
* Issue the same token body every other grant returns, for an account that has
* already been authenticated — here, because the player approved a Studio code
* on the website. Studio reads `expires_in` as seconds (`TimeSpan.FromSeconds`).
*/
async function issueSession(c: Context<App>, accountId: number, grantType: string) {
const clientIp = c.req.header('cf-connecting-ip') ?? ''
const ban = await resolveBan(c.env.DB, accountId, {
identity: { ip: clientIp },
arms: banEvasionMatch(c.env.BAN_EVASION_MATCH),
})
if (ban) {
logger.info('token issued to a blocked account', {
accountId,
grantType,
via: ban.via,
bannedAccountId: ban.bannedAccountId,
reportId: ban.ban.id,
})
}
const jwtSecret = await c.env.JWT_SECRET.get()
if (jwtSecret === '') {
logger.error('refusing to issue token: JWT_SECRET is empty')
return oauthError(c, 'server_error', 'token signing is not configured', 500)
}
const roleAccount = await getAccount(c.env.DB, accountId)
if (!roleAccount) return oauthError(c, 'invalid_grant', 'account no longer exists')
const accessToken = await generateToken(
String(accountId),
roleAccount.platformId ?? '',
accountPlatform(roleAccount),
jwtSecret,
accountRoles(roleAccount),
accountPrivileges(roleAccount),
GAME_VERSION,
roleAccount.hasPlus === true
)
const refreshToken = await issueRefreshToken(c.env.DB, accountId)
await setLastLoginTime(c.env.DB, accountId, new Date().toISOString())
await setLoginContext(c.env.DB, accountId, { ip: clientIp })
const staffRoles = (['developer', 'moderator'] as const).filter((role) =>
holdsRole(roleAccount, role)
)
if (staffRoles.length > 0) {
try {
await writeAuditLog(c.env.DB, {
playerId: accountId,
action: 'staff_login',
data: {
ip: clientIp,
roles: staffRoles,
grantType,
username: roleAccount.username ?? null,
deviceId: '',
deviceClass: 0,
version: null,
},
})
} catch (err) {
logger.error('could not write a staff_login audit log row', {
accountId,
grantType,
error: err instanceof Error ? err.message : String(err),
})
}
}
return c.json({
access_token: accessToken,
expires_in: TOKEN_TTL_SECONDS,
token_type: 'Bearer',
refresh_token: refreshToken,
scope: TOKEN_SCOPE,
key: '8oQ+e+WQaOBPbEcakhqs3dwZZdOmmyDUmJSD9u4AHMY=',
})
}
async function decideDeviceCode(c: Context<App>, decide: typeof approveDeviceGrant) {
const id = await authedId(c)
if (id === null) return c.body(null, 401)
const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
const userCode = typeof body.user_code === 'string' ? body.user_code : ''
const result = await decide(c.env.DB, userCode, id)
if (result.kind === 'ok') return c.json({ ok: true as const })
if (result.kind === 'expired')
return oauthError(c, 'expired_token', 'that code has expired. Start the login in Studio again.')
if (result.kind === 'used') return oauthError(c, 'invalid_grant', 'that code was already used.')
return oauthError(c, 'invalid_grant', 'that code was not found.')
}
/**
* Project a linked account into the client's CachedLogin DTO — the account-picker
* entry on the login screen. The client posts the chosen `accountId` back as a
* `grant_type=cached_login`. `requirePassword` is false because platform ownership
* (the verified `platform_auth`) is the credential for a cached login — no prompt.
*
* The platform and id come from the LINK, not from the account: an account linked to
* both a Steam and a Meta identity appears in both pickers, and each has to report the
* identity that picker was asked about — that's what the client posts back, and what
* the grant then checks the link against.
*/
function toCachedLogin(account: Account, link: PlatformLink) {
return {
platform: link.platform,
platformId: link.platformId,
accountId: account.accountId,
lastLoginTime: account.lastLoginTime ?? account.createdAt,
requirePassword: false,
}
}
/**
* Project a set of links into picker entries, dropping any whose account no longer
* exists. One batched account read rather than one per link.
*
* Order follows the links (oldest first), so the picker is stable between launches.
*/
async function toCachedLogins(db: D1Database, links: PlatformLink[]) {
if (links.length === 0) return []
const accounts = await getAccountsByIds(db, [...new Set(links.map((l) => l.accountId))])
const byId = new Map(accounts.map((a) => [a.accountId, a]))
return links.flatMap((link) => {
const account = byId.get(link.accountId)
return account ? [toCachedLogin(account, link)] : []
})
}
/**
* Link the platform identity a password login proved to the account it logged into,
* so the next launch on that device is a cached login. Called only with a VERIFIED
* identity — a link is a password-free way into the account.
*
* Already linked is the common case (every subsequent login on that device) and costs
* one read and nothing else.
*
* The per-identity cap applies here as well as at signup, or it wouldn't be a cap:
* an identity could otherwise sit at the limit, have accounts created for it with a
* password, and link its way into all of them. Reaching it does NOT fail the login —
* the password was valid — it just leaves the account without a cached login, so the
* player types their password each time rather than being locked out.
*
* The first identity linked also becomes the account's primary (the blob's
* `platform`/`platformId`), which is what the account DTO and the refresh grant's
* claims report. Later platforms link without disturbing it.
*/
async function linkLoginIdentity(
db: D1Database,
accountId: number,
platform: number,
platformId: string,
maxAccountsPerIdentity: number
): Promise<void> {
if (await isPlatformIdentityLinked(db, accountId, platform, platformId)) return
if (
maxAccountsPerIdentity > 0 &&
(await countAccountsForPlatformIdentity(db, platform, platformId)) >= maxAccountsPerIdentity
) {
logger.info('platform link refused: account limit reached for this platform identity', {
accountId,
platform,
platformId,
})
return
}
if (!(await linkPlatformIdentity(db, accountId, platform, platformId))) return
logger.info('linked platform identity to account', { accountId, platform, platformId })
const account = await getAccount(db, accountId)
if (account && !account.platformId) {
await updateAccount(db, accountId, { platform, platformId })
}
}
/**
* What a login's `platform_auth` proved, if anything. Failures are split because the
* callers act on them differently: a grant that authenticates BY platform identity has
* to refuse, while a password grant — which has already proven who it is — carries on
* and just doesn't link.
*
* `unconfigured` is an operator problem (no META_APP_SECRET), not a bad credential,
* and is the one case that warrants a 5xx.
*/
type PlatformProof =
/** Nothing was checked — the login offered no proof, so there is nothing to report. */
| { status: 'none' }
| { status: 'verified'; platform: number; platformId: string }
| { status: 'unsupported' }
| { status: 'unconfigured' }
| { status: 'rejected'; reason: string }
/**
* Verify a login's `platform_auth` and return the identity it proves.
*
* The two verifiable platforms prove the id in opposite directions, which is why they
* can't share a code path: Steam's ticket *carries* a SteamID64 we read out and trust,
* so the posted `platform_id` is discarded. Meta's nonce carries nothing — it is
* validated *against* the posted `platform_id`, so that field is an input, and a
* spoofed one fails validation rather than being ignored. Either way the id that comes
* back is proven, never the raw client-supplied field, and only a proven id is ever
* written to an account or linked to one.
*/
async function verifyPlatformProof(
env: App['Bindings'],
platform: number,
platformAuth: string,
postedPlatformId: string
): Promise<PlatformProof> {
// A sideloaded APK reports the placeholder id (see SIDELOAD_PLATFORM_ID) because it
// has no Meta SDK behind it. Refuse it here, before anything is asked of Meta, so no
// caller downstream can treat it as an identity — above all `linkLoginIdentity` on the
// password grant, which is the path such a client actually takes. Linking it would
// hand every sideloaded headset a password-free login into that account, since they
// all report this same id.
//
// Refusing costs a sideloaded player nothing: their password login still succeeds (a
// password grant carries its own credential and only *links* on a verified proof), it
// just never gets a cached login, so they type their password each launch. That is
// the intended shape of the sideload flow.
if (platform === PlatformType.Oculus && postedPlatformId === SIDELOAD_PLATFORM_ID) {
return { status: 'rejected', reason: 'sideload placeholder platform id is never an identity' }
}
if (platform === PlatformType.Steam) {
const verified = platformAuth ? await verifySteamTicket(platformAuth) : null
if (!verified) return { status: 'rejected', reason: 'invalid or missing Steam ticket' }
return { status: 'verified', platform: PlatformType.Steam, platformId: verified.steamId }
}
if (platform === PlatformType.Oculus) {
// `.get()` throws when the secret doesn't exist in the store at all (as opposed to
// holding an empty/placeholder value) — the same misconfiguration from the player's
// side, so it takes the same branch.
const appSecret = await env.META_APP_SECRET.get().catch(() => '')
if (appSecret === '') return { status: 'unconfigured' }
const verified = await verifyMetaNonce(platformAuth, postedPlatformId, appSecret)
if (!verified.ok) return { status: 'rejected', reason: verified.reason }
return {
status: 'verified',
platform: PlatformType.Oculus,
platformId: verified.identity.userId,
}
}
return { status: 'unsupported' }
}
const app = new Hono<App>()
.use(
'*',
// middleware
(c, next) =>
useWorkersLogger(c.env.NAME, {
environment: c.env.ENVIRONMENT,
release: c.env.SENTRY_RELEASE,
})(c, next)
)
// The website (`www`) is a browser origin calling these endpoints directly, the way
// rec.net's own site called the game's API — so the responses need CORS headers or
// the browser discards them. `origin: '*'` is deliberate and safe HERE because these
// endpoints authenticate with a bearer token in the `Authorization` header, never a
// cookie: a hostile page can't read another origin's stored token, so there is no
// ambient credential for `*` to expose. Do not add cookie auth without narrowing it.
.use('*', withDefaultCors())
.onError(withOnError())
.notFound(withNotFound())
// EAC challenge — a fresh GUID, JSON-quoted, served as plain text.
.get(
'/eac/challenge',
describeRoute({
tags: ['EAC'],
summary: 'Easy Anti-Cheat challenge',
description:
'Returns a constant JSON-quoted string (`"AA=="`) as `text/plain`. Anti-cheat is not implemented; this exists so the client\'s EAC handshake succeeds.',
responses: {
200: {
description: 'The challenge, JSON-quoted, as text/plain',
content: { 'text/plain': { schema: { type: 'string', example: '"AA=="' } } },
},
},
}),
(c) => c.text(`"AA=="`)
)
// Cached logins for a platform id — the accounts linked to this platform-native
// id, so the client can offer them on the login screen (and post one back as a
// cached_login grant). No linked account → [], and the client falls back to a
// fresh login / create_account.
//
// GET or POST: the 2023 build asks with a GET, the 2025 build (20250424.01) POSTs
// the same path with a form body — `deviceId`, `platformAuth` (a JSON blob holding
// the platform's session ticket and app id) and `time`. The body is READ BY NOTHING
// here; both methods answer the same list off the path params, so a newer client
// gets its picker. Verifying that ticket is the eventual point of the POST.
.on(
['GET', 'POST'],
'/cachedlogin/forplatformid/:platform/:id',
describeRoute({
tags: ['Cached login'],
summary: 'Accounts linked to a platform id',
description: [
'Accounts the client may offer on its login screen for this platform identity —',
'the links this identity has, so an entry here is always redeemable by a',
'`cached_login` grant (both read the same table). An account linked to several',
'platforms appears in each of their pickers. An unknown id yields `[]` (not a 404)',
'and the client falls back to a fresh login or create_account.',
'EXCEPT the exact identity `1/1` (Oculus, id `1`), which is stubbed for SIDELOADED',
'APKs: with no Meta SDK they have no real identity to ask about and stall on an',
'empty picker. It consults nothing and returns one canned, non-redeemable entry',
'with `requirePassword: true`, sending the build to username/password login.',
'Older clients GET this; the 20250424.01 build POSTs it with a',
'`deviceId` / `platformAuth` / `time` form body attesting the platform session.',
'That body is accepted and ignored — both methods answer identically from the',
'path params.',
].join(' '),
parameters: [
{
name: 'platform',
in: 'path',
required: true,
description: 'PlatformType integer. A non-numeric value matches the id on any platform.',
schema: { type: 'string' },
},
{
name: 'id',
in: 'path',
required: true,
description: 'Platform-native id — a SteamID64 for Steam, a user id for Meta.',
schema: { type: 'string' },
},
],
responses: {
200: json(
CachedLogin.or(FakeCachedLogin).array(),
'Matching accounts; `[]` if none. The canned entry for `1/1`.'
),
},
}),
async (c) => {
const { platform, id } = c.req.param()
logger.info('cached login lookup', { platform, id })
const platformInt = Number.parseInt(platform, 10)
// SIDELOADED APKs ONLY. A sideloaded build has no Meta SDK behind it, so it can't
// produce a real Meta identity or a nonce to prove one with — it asks about the
// placeholder identity `1/1`, and an empty picker leaves it stuck on the platform
// login screen with nothing to do. Hand back one canned entry to push it onto the
// username/password login instead, which is the only flow such a build can finish.
// `requirePassword` is true for exactly that reason: there's no platform proof here,
// and the `cached_login` grant would (correctly) refuse this entry.
//
// Scoped to that ONE identity rather than to all of platform 1 — store builds do
// real Meta logins, and shadowing the whole platform would hide genuine links from
// their pickers.
if (platformInt === PlatformType.Oculus && id === SIDELOAD_PLATFORM_ID) {
return c.json([FAKE_OCULUS_CACHED_LOGIN])
}
// Listed straight from the link table, which is also what the `cached_login`
// grant authorizes against — so the picker can't offer an account the grant
// then refuses.
const links = Number.isNaN(platformInt)
? await getLinksForPlatformId(c.env.DB, id)
: await getLinksForPlatformIdentity(c.env.DB, platformInt, id)
return c.json(await toCachedLogins(c.env.DB, links))
}
)
// Bulk cached-login lookup by platform id (friends resolution). The client POSTs
// repeated `id=` params on the auth host; resolve each to its linked accounts.
.post(
'/cachedlogin/forplatformids',
describeRoute({
tags: ['Cached login'],
summary: 'Bulk cached-login lookup (friends resolution)',
description: [
'Resolves many platform ids at once. Results are flattened across all ids, so the',
'response cannot be mapped back to a specific input id — the client uses each',
'entry’s own `platformId`. No platform accompanies these ids, so each matches on',
'any platform. Unknown ids contribute nothing; a body with no `id` yields `[]`.',
].join(' '),
requestBody: form(PlatformIdsRequest, 'Repeated `id=` form fields'),
responses: { 200: json(CachedLogin.array(), 'Flattened accounts across every id') },
}),
async (c) => {
const body = await c.req.parseBody({ all: true }).catch(() => ({}) as Record<string, unknown>)
const raw = body.id
const ids = (Array.isArray(raw) ? raw : raw != null ? [raw] : []).map(String)
const out: Array<ReturnType<typeof toCachedLogin>> = []
for (const pid of ids) {
// No platform accompanies these ids, so they match on any platform.
out.push(...(await toCachedLogins(c.env.DB, await getLinksForPlatformId(c.env.DB, pid))))
}
return c.json(out)
}
)
// Studio editor device login. The POST the editor makes is
// `https://auth.<domain>/connect/deviceauthorization` — Auth is service enum 0,
// and the path is the literal `connect/deviceauthorization`. The browser half
// of the handshake is the verification_uri, which points at WWW `/device`.
.post(
'/connect/deviceauthorization',
describeRoute({
tags: ['Token'],
summary: 'Start a Rec Room Studio device login',
description: [
'RFC 8628 device authorization, called by Rec Room Studio (not the game).',
'The editor POSTs `client_id=recroom.studio` and its embedded client secret',
'to the Auth host. The response `verification_uri` is the website (`WWW /device`);',
'`verification_uri_complete` is that page with `?user_code=` and is what Studio',
'opens in the browser. Studio then polls `POST /connect/token` with',
'`grant_type=urn:ietf:params:oauth:grant-type:device_code`.',
].join(' '),
requestBody: form(DeviceAuthorizationRequest, '`client_id` and `client_secret`'),
responses: {
200: json(DeviceAuthorizationResponse, 'Codes and the WWW page to open'),
400: json(OAuthError, 'client_id or client_secret was not the Studio editor'),
},
}),
async (c) => {
const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
if (!studioClientMatches(body)) {
return oauthError(c, 'invalid_client', 'unknown studio client')
}
const grant = await beginDeviceGrant(c.env.DB)
const { uri, complete } = studioVerificationUri(c.env, grant.userCode)
return c.json({
device_code: grant.deviceCode,
user_code: grant.userCode,
verification_uri: uri,
verification_uri_complete: complete,
expires_in: grant.expiresIn,
interval: grant.interval,
})
}
)
.post(
'/connect/device/approve',
describeRoute({
tags: ['Token'],
summary: 'Approve a Studio device code',
description:
'Called by the website (`WWW /device`) with the signed-in player’s bearer token and the `user_code` Studio is showing. The editor’s next poll of `/connect/token` then receives that account’s token.',
security: [{ bearerAuth: [] }],
requestBody: form(DeviceDecisionRequest, 'The user_code from the editor'),
responses: {
200: json(DeviceDecisionResponse, 'The code is approved'),
400: json(OAuthError, 'Unknown, expired, or already used code'),
401: { description: 'Missing or invalid bearer token (empty body)' },
},
}),
(c) => decideDeviceCode(c, approveDeviceGrant)
)
.post(
'/connect/device/deny',
describeRoute({
tags: ['Token'],
summary: 'Deny a Studio device code',
description:
'Same caller as approve. Studio’s next poll fails with `access_denied` instead of signing in.',
security: [{ bearerAuth: [] }],
requestBody: form(DeviceDecisionRequest, 'The user_code from the editor'),
responses: {
200: json(DeviceDecisionResponse, 'The code is denied'),
400: json(OAuthError, 'Unknown, expired, or already used code'),
401: { description: 'Missing or invalid bearer token (empty body)' },
},
}),
(c) => decideDeviceCode(c, denyDeviceGrant)
)
// OAuth token endpoint — accepts a form-urlencoded body and issues a JWT.
.post(
'/connect/token',
describeRoute({
tags: ['Token'],
summary: 'OAuth token endpoint — issues a JWT',
description: [
'Issues an access token (plus a single-use refresh token) for one of four grants,',
'selected by `grant_type`. Every grant returns the same body on success.',
'',
'**`create_account`** — mints a new account with an auto-assigned random username',
'(players do not pick one initially) and places it in the Orientation room. A posted',
'`password` becomes the login credential. Without a `platform` this is a PASSWORD',
'account (what the website makes), accepted only while `PASSWORD_SIGNUP` is on —',
'off by default, refused as `invalid_grant` "password signup is disabled". Subject',
'to three independent signup caps,',
'per verified platform id, per signup IP and per client `device_id`',
'(`MAX_ACCOUNTS_PER_PLATFORM_ID` / `MAX_ACCOUNTS_PER_IP` / `MAX_ACCOUNTS_PER_DEVICE_ID`;',
'any disabled by setting it to 0). If it asserts a',
'`platform`, that platform must be verifiable (Steam or Meta) and its `platform_auth`',
'must verify.',
'',
'**`cached_login`** — logs into an already-linked account using platform ownership as',
'the credential; no password. Requires a verifying `platform_auth`, and the posted',
'`account_id` must be LINKED to exactly the identity it proves. An account with no',
'link for that identity cannot be cached-logged-into.',
'',
'**`refresh_token`** — redeems a stored single-use refresh token, rotating it. The',
'platform and platform id come from what was stored at issue time, not the body.',
'',
'**`password`** (the fallback for any unrecognised or absent `grant_type`) —',
'identifies the account by `username` or numeric `account_id` and requires the',
'matching `password`. An account with no stored hash cannot be logged into at all,',
'which is what closes id/username-only takeover. When it also posts a `platform_auth`',
'that verifies, that identity is LINKED to the account — this is how a player who',
'signed up on one platform gets a cached login on a second device. The login is',
'never failed over the link: an unverifiable proof (or one over the per-identity',
'cap) just leaves the account without a cached login there.',
'',
'**Platform identity.** An account can be reached from several platform identities;',
'the links are the one thing both the picker and `cached_login` consult, and only a',
'VERIFIED identity is ever linked. Two platforms can be verified. Steam (`0`) posts a',
'Steam-signed `platform_auth` ticket, checked offline; the SteamID64 it carries',
'replaces the client-supplied `platform_id`. Meta/Oculus (`1`) posts `platform_auth`',
'as `{"Nonce":…,"AppId":…}`, which recflare sends to Meta together with the posted',
'`platform_id` — validation is what binds the nonce to that user id, so a spoofed id',
'fails. Meta logins therefore need the app secret (`META_APP_SECRET`) and answer 500',
'when it is unset. The first identity linked also becomes the account’s primary',
'(what the account DTO and a refreshed token report); later ones only link.',
'',
'The one platform id that is never verified and never linked is `1` on platform `1`',
'— what a SIDELOADED Oculus APK reports, having no Meta SDK to ask. Every such',
'build reports it, so it identifies nobody. A password login that carries it still',
'succeeds; it simply links nothing, and the player types their password each launch.',
'',
'**Roles.** The token embeds a `role` claim from the account, so developer/moderator',
'powers refresh on every login and every refresh grant. `junior` rides along for an',
'account flagged `isJunior`, and `screenshare` is on every token — it is a feature',
'gate the client reads, not a privilege anyone is granted. `betastudio` is stamped',
'from the account’s `hasStudio` flag (staff set it on the website). RecFlare Studio',
'treats that claim as permission to upload; `developer` does not confer it. A junior',
'also carries',
'the `rn.privilege` CLAIM (`BanVChat`, `BanRmChat`) — scope-shaped name, but the',
'client reads it as a claim beside `role`, and it is absent for everyone else.',
'',
'**Bans.** A BLOCKED account still gets a token — every grant, including a refresh,',
'and whether the ban is its own or reaches it through the evasion arms.',
'A ban is a `report` row with `banned` set (the `api` worker owns that table); it',
'lifts on its own when `ban_expires` passes, and never if that is null. The token',
'is what lets the client reach `api`’s `/api/PlayerReporting/v1/moderationBlockDetails`',
'and show the player the block screen that explains the ban; the ban itself is',
'enforced by `match`, which refuses every matchmake but the caller’s own dorm, so a',
'token gets them as far as that screen and no further.',
'',
'Ban EVASION — an account sharing a PROVEN platform identity (a `platform_account`',
'link) or an IP (`signupIp`/`lastLoginIp`, or the address this request came from)',
'with a banned one — signs in the same way, and is stopped at matchmaking like any',
'other blocked account. Those two arms are the operator’s `BAN_EVASION_MATCH` knob',
'(`ip`, `platform`, or `off`).',
'',
'What IS refused here (`invalid_grant`) is a `create_account` carrying either link,',
'refused BEFORE it mints anything: making a NEW account to evade with is a different',
'act from signing into one. The description is deliberately vague — the signup',
'refused may belong to a housemate of the banned player rather than to them.',
'',
'**Rollout gate.** A grant whose `ver` names a build under staged rollout',
'(`ROLLOUT_GAME_VERSIONS`, currently `20260323` — every point release of it) is refused as `invalid_grant` "this build is limited to',
'Discord supporters" unless the account’s Discord link (made by the website’s',
'benefits claim) holds one of the roles in the operator’s `DISCORD_ROLLOUT_ROLE_IDS`.',
'With none configured the gate is closed to everyone. `create_account` on such a',
'build is refused before it mints anything, since a new account has no Discord link.',
'Grants posting no `ver` (a refresh, the website) and every other build are untouched.',
].join('\n'),
requestBody: form(
TokenRequest,
'Union of all grants; see the description for per-grant requirements'
),
responses: {
200: json(TokenResponse, 'Access token, refresh token and granted scopes'),
400: json(
OAuthError,
[
'Unusable grant: bad credentials, an unverifiable platform or platform_auth, an',
'invalid/expired refresh token, a missing account identifier, a signup cap reached,',
'or an account sharing a banned one’s device or network',
].join(' ')
),
500: json(
OAuthError,
[
'The server is missing a secret it cannot proceed without: JWT_SECRET (a token is',
'refused rather than signed with an empty key) or, on a Meta login, META_APP_SECRET',
'(no nonce can be validated without it).',
].join(' ')
),
},
}),
async (c) => {
// Reads `grant_type`, `account_id`, `platform_id` and `platform` from the
// form body.
const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
const grantType = typeof body.grant_type === 'string' ? body.grant_type : ''
// Studio's poll. Handled before the password fallback, which would otherwise
// treat this grant_type as a username/password login and 400 it.
if (grantType === DEVICE_CODE_GRANT) {
if (!studioClientMatches(body)) {
return oauthError(c, 'invalid_client', 'unknown studio client')
}
const deviceCode = typeof body.device_code === 'string' ? body.device_code : ''
const polled = await pollDeviceGrant(c.env.DB, deviceCode)
if (polled.kind === 'pending') {
return oauthError(
c,
'authorization_pending',
'the player has not approved this login yet'
)
}
if (polled.kind === 'denied') {
return oauthError(c, 'access_denied', 'the player denied this login')
}
if (polled.kind === 'expired') {
return oauthError(c, 'expired_token', 'the device code expired')
}
if (polled.kind !== 'approved') {
return oauthError(c, 'invalid_grant', 'unknown device code')
}
return issueSession(c, polled.accountId, DEVICE_CODE_GRANT)
}
// `platform`/`platform_id` come from the body for a fresh login; a refresh
// grant overrides them below with what was stored when the token was issued.
let platformId = typeof body.platform_id === 'string' ? body.platform_id : ''
const platformInt =
typeof body.platform === 'string' ? Number.parseInt(body.platform, 10) : NaN
// The token's `platform` claim is the PlatformType int. A grant that asserts no
// platform (a password login) falls back to Steam/0, the same default the account
// itself carries — see `accountPlatform`.
let platform = Number.isNaN(platformInt) ? PlatformType.Steam : platformInt
// The device this login came from. The client posts both on every grant; they're
// unverified (client-picked) so they're recorded on the account, never trusted as
// a credential. Stored on account creation AND refreshed on each successful login,
// so the account's device tracks the player across devices — the raw material for
// linking accounts that share a device later.
const deviceId = typeof body.device_id === 'string' ? body.device_id : ''
const deviceClassInt =
typeof body.device_class === 'string' ? Number.parseInt(body.device_class, 10) : NaN
const deviceClass = Number.isNaN(deviceClassInt) ? 0 : deviceClassInt
// The client's own build (`ver`, e.g. `20250718.01`), stamped into the token's
// `rn.ver` claim so everything downstream reports the build the player is ACTUALLY
// running rather than this server's GAME_VERSION — `match` reads it back off the
// token when it writes presence. Unverified like the device fields, and only ever
// echoed, never trusted for a decision (the version CHECK is `api`'s
// `/api/versioncheck/v4`, against its own list).
//
// A grant that posts none — a refresh, or a caller that isn't the game — leaves it
// undefined and generateToken falls back to GAME_VERSION. An empty string is
// treated as absent for the same reason: presence must never carry an empty
// version, which breaks the client's handling of it.
const version = typeof body.ver === 'string' && body.ver !== '' ? body.ver : undefined
// The client's real IP, per Cloudflare (the client can't spoof CF-Connecting-IP —
// the edge sets it — unlike X-Forwarded-For, which is why we don't read that).
// Recorded as the immutable `signupIp` at creation and as `lastLoginIp` on every
// login; both feed the per-IP signup cap. Absent (empty) outside the CF edge.
const clientIp = c.req.header('cf-connecting-ip') ?? ''
// A platform-authenticated login proves who you are with the platform itself, and
// we can verify exactly two: Steam (0), from its Steam-signed platform_auth ticket,
// and Meta/Oculus (1), by asking Meta to validate the nonce in platform_auth (see
// verifyPlatformProof). Only a verified identity is ever bound or linked.
//
// Two grants are GATED on it — they have no other credential, so an unverifiable
// platform is fatal:
// - cached_login authenticates purely by platform identity.
// - create_account that asserts a platform: we won't bind an identity we can't
// prove. (create_account with NO platform is the password-account path —
// binds no platformId, and is open only while PASSWORD_SIGNUP says so.)
//
// A password grant is NOT gated: the password already proved who it is. It posts
// its platform proof too, and if that verifies we LINK the identity to the account
// (see below), which is how a player who created an account on Steam gets a cached
// login on their headset. If it doesn't verify, the login still succeeds — it just
// links nothing, because a link is a password-free way into the account and must
// never rest on an unproven id.
const platformAuth = typeof body.platform_auth === 'string' ? body.platform_auth : ''
const platformAsserted = !Number.isNaN(platformInt)
const gatedOnPlatform =
grantType === 'cached_login' || (grantType === 'create_account' && platformAsserted)
// The password grant only spends a verification when the client actually offered
// one; the rest of the time there is nothing to link.
const proof: PlatformProof =
gatedOnPlatform || (platformAsserted && platformAuth !== '')
? await verifyPlatformProof(c.env, platformInt, platformAuth, platformId)
: { status: 'none' }
let verifiedPlatformId: string | null = null
let verifiedPlatform: number | null = null
if (proof.status === 'verified') {
verifiedPlatform = proof.platform
verifiedPlatformId = proof.platformId
} else if (proof.status !== 'none') {
// Log every failure, including the ones a password grant shrugs off: a player
// who silently never gets a cached login on their headset has no other symptom,
// and this line is where "Meta rejected the nonce" becomes visible.
logger.info('platform_auth not verified', {
platform: platformInt,
platformId,
grantType,
status: proof.status,
reason: proof.status === 'rejected' ? proof.reason : undefined,
})
}
if (gatedOnPlatform && proof.status !== 'verified') {
if (proof.status === 'unsupported') {
return c.json(
{
error: 'invalid_grant',
error_description: 'unsupported platform; only Steam and Meta can be verified',
},
400
)
}
if (proof.status === 'unconfigured') {
// An operator misconfiguration, not the client's fault: without the app secret
// every Meta player is locked out, so it answers 500 the way an unset
// JWT_SECRET does below rather than blaming the credential. (We never fall
// back to trusting the posted id — that would let anyone log into any
// Meta-linked account by naming its user id.)
logger.error('refusing a Meta login: META_APP_SECRET is empty')
return c.json(
{
error: 'server_error',
error_description: 'Meta platform verification is not configured',
},
500
)
}
// The reason is for the operator; the client is told only that it was rejected.
// A wrong app secret and a stale nonce look identical from the client side.
return c.json(
{ error: 'invalid_grant', error_description: 'invalid or missing platform_auth' },
400
)
}
// From here on `platformId` is the PROVEN identity wherever there is one — the
// SteamID64 out of the ticket or the Meta user id the nonce validated against,
// never the raw client-supplied field.
if (verifiedPlatformId !== null) platformId = verifiedPlatformId
// Resolve the account this token is for:
// - create_account: mint + persist a brand-new account (auto-assigned random
// username — players don't pick one initially); the token's `sub` is its id.
// A `password` may be posted to establish the account's login credential.
// - refresh_token: redeem a stored (single-use) refresh token for its account +
// platform, so an expiring session renews without re-login.
// - otherwise: a credential login. The request identifies the account by
// `username` (RecRoom's password grant posts the username, not the id) or a
// numeric `account_id`, and MUST post the account's correct `password`. An
// account with no password set can't be logged into (no credential to verify)
// — closing the id/username-only takeover. New accounts establish a password
// via create_account or /account/me/changepassword.
let accountId: string
if (grantType === 'create_account') {
// A rollout-gated build can't sign UP: the account it would mint has no Discord
// link, so it could never hold the role the gate wants. Refused before anything
// is read or minted, like the switch below — no row left behind, no cap slot
// burned.
if (isRolloutGameVersion(version)) {
logger.info('signup refused: build is limited to Discord supporters', {
version,
ip: clientIp,
})
return c.json(
{ error: 'invalid_grant', error_description: ROLLOUT_GATED_DESCRIPTION },
400
)
}
// The password-account path (no platform) is a switch, off by default: see
// DEFAULT_PASSWORD_SIGNUP. Checked first, before anything is read or minted —
// a closed door costs no D1 round trip and burns no cap slot.
if (!platformAsserted && !flagVar(c.env.PASSWORD_SIGNUP, DEFAULT_PASSWORD_SIGNUP)) {
logger.info('signup refused: password signup is disabled', { ip: clientIp })
return c.json(
{ error: 'invalid_grant', error_description: PASSWORD_SIGNUP_DISABLED_DESCRIPTION },
400
)
}
// A banned player's next move is a new account, so the evasion arms are checked
// BEFORE one is minted — against the only identity a signup has, the IP it came
// from and the platform identity it just proved. Refusing after the fact (as the
// shared check below would) still refuses the token, but leaves the account
// row behind and burns a slot off both signup caps, so the evader gets to keep
// making them.
//
// Nothing here can match the account arm (there is no account yet), so this is
// purely the linked matching, and BAN_EVASION_MATCH=off leaves signup open —
// which is the honest default position: a server that won't accept the IP arm's
// false positives is choosing to let evaders re-register.
const blocked = await resolveBan(c.env.DB, null, {
identity: {
ip: clientIp,
platform: verifiedPlatform,
platformId: verifiedPlatformId,
},
arms: banEvasionMatch(c.env.BAN_EVASION_MATCH),
})
if (blocked) {
logger.info('signup refused: player banned', {
via: blocked.via,
bannedAccountId: blocked.bannedAccountId,
ip: clientIp,
platformId: verifiedPlatformId,
})
return c.json({ error: 'invalid_grant', error_description: BLOCKED_DESCRIPTION }, 400)
}
// Signup caps. Checked before minting anything, so a rejected signup leaves no
// account behind. Each arm is skipped when it's disabled (var <= 0) or when its
// identity is unknown (no verified platform id / no client IP / no device id) — an unattributable
// signup can't be counted against anyone, and lumping them together would lock out
// real players. The disabled check comes first so a disabled arm costs no D1 read.
const maxPerPlatformId = intVar(
c.env.MAX_ACCOUNTS_PER_PLATFORM_ID,
DEFAULT_MAX_ACCOUNTS_PER_PLATFORM_ID
)
const maxPerIp = intVar(c.env.MAX_ACCOUNTS_PER_IP, DEFAULT_MAX_ACCOUNTS_PER_IP)
const maxPerDeviceId = intVar(
c.env.MAX_ACCOUNTS_PER_DEVICE_ID,
DEFAULT_MAX_ACCOUNTS_PER_DEVICE_ID
)
if (
maxPerPlatformId > 0 &&
verifiedPlatformId !== null &&
(await countAccountsForPlatformIdentity(
c.env.DB,
verifiedPlatform ?? 0,
verifiedPlatformId
)) >= maxPerPlatformId
) {
logger.info('signup rejected: platform account limit', {
platformId: verifiedPlatformId,
})
return c.json(
{
error: 'invalid_grant',
error_description: 'account limit reached for this platform account',
},
400
)
}
if (
maxPerIp > 0 &&
clientIp !== '' &&
(await countAccountsBySignupIp(c.env.DB, clientIp)) >= maxPerIp
) {
logger.info('signup rejected: per-IP account limit', { ip: clientIp })
return c.json(
{
error: 'invalid_grant',
error_description: 'too many accounts created from this network',
},
400
)
}
if (
maxPerDeviceId > 0 &&
deviceId !== '' &&
(await countAccountsByDeviceId(c.env.DB, deviceId)) >= maxPerDeviceId
) {
logger.info('signup rejected: per-device account limit', { deviceId, ip: clientIp })
return c.json(
{
error: 'invalid_grant',
error_description: 'too many accounts created from this device',
},
400
)
}
// Bind the platform identity ONLY when the platform proved it (a Steam ticket or
// a Meta-validated nonce). A password/anonymous create_account (no platform)
// binds nothing. The account blob keeps this first identity as its PRIMARY one
// (for the account DTO and the refresh grant's claims); the link written just
// below is what a later cached login is actually authorized against.
const account = await createAccount(c.env.DB, {
platforms: platformInt || 0,
platform: verifiedPlatform ?? undefined,
platformId: verifiedPlatformId ?? undefined,
lastLoginTime: new Date().toISOString(),
deviceId: deviceId || undefined,
deviceClass: deviceId ? deviceClass : undefined,
signupIp: clientIp || undefined,
lastLoginIp: clientIp || undefined,
})
accountId = String(account.accountId)
if (verifiedPlatformId !== null) {
await linkPlatformIdentity(
c.env.DB,
account.accountId,
verifiedPlatform ?? 0,
verifiedPlatformId
)
}
// Establish the login password when one is posted (raw password never stored).
const password = typeof body.password === 'string' ? body.password : ''
if (password !== '') {
await setPasswordHash(c.env.DB, account.accountId, await hashPassword(password))
}
// Place the new player in Orientation (they don't explicitly matchmake into it).
await placeNewPlayerInOrientation(c.env, account.accountId, deviceClass)
} else if (grantType === 'refresh_token') {
const presented = typeof body.refresh_token === 'string' ? body.refresh_token : ''
const refreshed = presented ? await consumeRefreshToken(c.env.DB, presented) : null
if (!refreshed) {
return c.json(
{ error: 'invalid_grant', error_description: 'refresh_token is invalid or expired' },
400
)
}
// `platform`/`platform_id` aren't stored with the token — they're taken from
// the account below, so a refreshed token always reflects the identity the
// account is bound to now.
accountId = String(refreshed)
} else if (grantType === 'cached_login') {
// Platform-authenticated login into an already-linked account. The client posts
// the `account_id` it got from /cachedlogin/forplatformid together with the
// `platform_id` its platform_auth vouches for. Authorize ONLY when the link
// table says that account is linked to exactly this platform identity — this is
// the check that keeps anyone but that platform user out of the account
// (platform ownership is the credential; no password needed). An account with no
// link for the presented identity must use a password.
//
// The picker lists straight from the same table, so it can only offer accounts
// this check accepts.
//
// NB: `platform_id` here is the verified identity set above — the SteamID64 from
// the ticket, or the Meta user id the nonce validated against — never the raw
// client-supplied field. See steam-ticket.ts and meta-nonce.ts.
//
const postedId = typeof body.account_id === 'string' ? body.account_id.trim() : ''
const account = /^\d+$/.test(postedId) ? await getAccount(c.env.DB, Number(postedId)) : null
const linked =
account !== null &&
(await isPlatformIdentityLinked(c.env.DB, account.accountId, platformInt, platformId))
if (!account || !linked) {
return c.json(
{
error: 'invalid_grant',
error_description: 'no linked account for this platform identity',
},
400
)
}
accountId = String(account.accountId)
await setLastLoginTime(c.env.DB, account.accountId, new Date().toISOString())
await setLoginContext(c.env.DB, account.accountId, { deviceId, deviceClass, ip: clientIp })
} else {
// Resolve the account from a posted numeric `account_id` or, as RecRoom's
// password grant sends, a `username` (case-insensitive; trailing whitespace
// is trimmed off the posted value).
const postedId = typeof body.account_id === 'string' ? body.account_id.trim() : ''
const postedUsername = typeof body.username === 'string' ? body.username.trim() : ''
let resolvedId: number | null = null
if (/^\d+$/.test(postedId)) {
resolvedId = Number(postedId)
} else if (postedUsername !== '') {
resolvedId = (await getAccountByUsername(c.env.DB, postedUsername))?.accountId ?? null
}
if (resolvedId === null) {
return c.json(
{ error: 'invalid_request', error_description: 'account_id or username is required' },
400
)
}
// The account's password MUST be presented and match. An account with no
// stored hash has no credential to authenticate against, so login is refused
// — this closes the id/username-only takeover.
const storedHash = await getPasswordHash(c.env.DB, resolvedId)
const password = typeof body.password === 'string' ? body.password : ''
if (!storedHash || !(await verifyPassword(password, storedHash))) {
return c.json(
{ error: 'invalid_grant', error_description: 'invalid account_id or password' },
400
)
}
accountId = String(resolvedId)
// The password proved the account; the platform proof (when the client sent one
// and it verified) proves the device's platform identity. Linking the two is
// what gives a player who signed up on Steam a cached login on their headset —
// they type their password once there, and never again.
if (verifiedPlatformId !== null) {
await linkLoginIdentity(
c.env.DB,
resolvedId,
verifiedPlatform ?? 0,
verifiedPlatformId,
intVar(c.env.MAX_ACCOUNTS_PER_PLATFORM_ID, DEFAULT_MAX_ACCOUNTS_PER_PLATFORM_ID)
)
}
await setLastLoginTime(c.env.DB, resolvedId, new Date().toISOString())
await setLoginContext(c.env.DB, resolvedId, { deviceId, deviceClass, ip: clientIp })
}
// The rollout gate: a build in ROLLOUT_GATED_VERSIONS is for Discord supporters
// only, so the account signing in on it must hold one of the configured roles.
// Deliberately AFTER the credential checks, like the ban lookup below — a wrong
// password on a gated build is still "invalid account_id or password", so the
// gate can't be used to probe whether an account exists. Unlike a ban, this IS a
// refusal: there is no block screen to reach, and the client surfaces the
// description on its sign-in failure.
if (isRolloutGameVersion(version)) {
const roleIds = rolloutRoleIds(c.env.DISCORD_ROLLOUT_ROLE_IDS)
if (!(await accountHoldsRolloutRole(c.env.DB, Number(accountId), roleIds))) {
logger.info('login refused: build is limited to Discord supporters', {
accountId,
grantType,
version,
// The COUNT, not the ids: zero here means the gate is closed because
// nothing is configured, which reads very differently from "not a
// supporter".
roleIdCount: roleIds.length,
})
return c.json(
{ error: 'invalid_grant', error_description: ROLLOUT_GATED_DESCRIPTION },
400
)
}
}
// EVERY account gets its token, banned or not — a ban of its own, or a link to
// somebody else's through the evasion arms. The client needs one to reach `api`'s
// moderationBlockDetails, which is where a banned player is TOLD they are banned
// (category, time left, "Rule violation"); refused here they would only ever see a
// sign-in that fails, with nothing saying why. The ban is enforced by `match`, which
// refuses every matchmake but the caller's own dorm, so a token gets them as far as
// the block screen and no further.
//
// That includes ban EVASION, which this used to refuse. An evader signing in lands
// in their dorm and can enter no room — the same place the ban leaves them — and
// refusing the token instead only ever produced a client stuck on a failed login.
// `create_account` is still refused before it mints anything (above): that is making
// a NEW account to evade with, which is a different act from signing into one.
//
// Logged either way, and the arm is logged with it: "banned" and "shares a network
// with somebody banned" are very different things to be reading in a log.
//
// Deliberately AFTER the credential checks — a wrong password is still "invalid
// account_id or password", so this can't be used to probe whether an account exists
// or is banned without knowing it.
//
// The request's own IP and proven identity are passed alongside the account, so a
// ban also reaches an old, clean account logged into from the banned player's device
// or network — the stored ips alone would only catch that on the SECOND login.
const ban = await resolveBan(c.env.DB, Number(accountId), {
identity: { ip: clientIp, platform: verifiedPlatform, platformId: verifiedPlatformId },
arms: banEvasionMatch(c.env.BAN_EVASION_MATCH),
})
if (ban) {
logger.info('token issued to a blocked account', {
accountId,
grantType,
via: ban.via,
bannedAccountId: ban.bannedAccountId,
reportId: ban.ban.id,
banExpires: ban.ban.ban_expires,
})
}
// Never sign with an empty key. An empty JWT_SECRET (misconfigured/missing
// binding) would still yield a well-formed token — but one signed with an empty
// key, which every worker validates against, so anyone could forge it. Refuse to
// issue a token at all rather than complete the login with a forgeable credential.
const jwtSecret = await c.env.JWT_SECRET.get()
if (jwtSecret === '') {
logger.error('refusing to issue token: JWT_SECRET is empty')
return c.json(
{ error: 'server_error', error_description: 'token signing is not configured' },
500
)
}
// Stamp the account's elevated roles into the token's `role` claim so the client
// authorizes developer/moderator powers from the token itself (not just the
// /role/* lookups), and its Plus flag into `rn.plus`. One read of the just-resolved
// account serves both; they thus refresh on every login and every refresh_token
// grant.
const roleAccount = await getAccount(c.env.DB, Number(accountId))
// A refresh grant posts no platform of its own, so the identity comes off the
// account — the same read, and the only place the bound identity is authoritative.
if (grantType === 'refresh_token' && roleAccount) {
platform = accountPlatform(roleAccount)
platformId = roleAccount.platformId ?? ''
}
const accessToken = await generateToken(
accountId,
platformId,
platform,
jwtSecret,
accountRoles(roleAccount),
accountPrivileges(roleAccount),
version,
// Rec Room Plus, off the same account read as the roles above — `econ` decides the
// CampusCard and the subscriber discount from this claim alone, so it never has to
// load the account. It therefore refreshes on every login and every refresh_token
// grant, and only then: a player who claims Plus on the website keeps a token that
// says otherwise until they sign in again.
roleAccount?.hasPlus === true
)
// Issue a fresh, persisted refresh token (single-use; the client redeems it via
// grant_type=refresh_token). A refresh grant thus rotates its token.
const refreshToken = await issueRefreshToken(c.env.DB, Number(accountId))
// A STAFF sign-in is an audit event in its own right. What these accounts then do is
// recorded against them on the `audit_log` table (`notify` files every `/internal/*`
// call there); this is the row saying the session those actions came from began — and
// from what device, build and IP, which is the first thing anyone asks when an action
// further down the log looks wrong. The flags themselves are the trigger, so an account
// granted the role between logins starts being recorded the next time it signs in.
//
// A real sign-in only: `refresh_token` renews the SAME session every TOKEN_TTL_SECONDS,
// and recording those would bury the logins under hourly repeats that say nothing new
// about who came in or from where.
//
// Written after the token is minted, so the row means a login that actually happened,
// and caught rather than awaited into the response: a failed audit insert must not turn
// a staffer's successful sign-in into a 500. It leaves a loud line in the worker log
// instead — the one thing a gap in an audit trail should never do quietly.
const staffRoles =
roleAccount && grantType !== 'refresh_token'
? (['developer', 'moderator'] as const).filter((role) => holdsRole(roleAccount, role))
: []
if (staffRoles.length > 0) {
try {
await writeAuditLog(c.env.DB, {
playerId: Number(accountId),
action: 'staff_login',
// The IP leads: it is the first thing anyone asks of a staff sign-in, and the one
// field here that says WHERE the session came from rather than what it could do.
// Empty outside the Cloudflare edge — recorded as the empty string it is rather
// than omitted, so a row can't be read as "we didn't record one".
//
// Then: which powers the session carries, HOW they signed in, and the same
// unverified-but-recorded device/build context the account row keeps — kept here
// too so the row stands on its own months later, after the account's
// `lastLoginIp` and device have been overwritten by every login since.
data: {
ip: clientIp,
roles: staffRoles,
grantType,
username: roleAccount?.username ?? null,
deviceId,
deviceClass,
version: version ?? null,
},
})
} catch (err) {
logger.error('could not write a staff_login audit log row', {
accountId,
grantType,
error: err instanceof Error ? err.message : String(err),
})
}
}
return c.json({
access_token: accessToken,
expires_in: TOKEN_TTL_SECONDS,
token_type: 'Bearer',
refresh_token: refreshToken,
scope: TOKEN_SCOPE,
// @kludge Why is this necessary? Who knows.
key: '8oQ+e+WQaOBPbEcakhqs3dwZZdOmmyDUmJSD9u4AHMY=',
})
}
)
// Change the caller's password. Auth-gated. Stores a PBKDF2 hash on the account
// row (the raw password is never persisted). When the account already has a
// password, `oldPassword` must match; the first time it's set, `oldPassword` is
// empty (as the client sends).
.post(
'/account/me/changepassword',
describeRoute({
tags: ['Account'],
summary: "Change the caller's password",
description: [
'Stores a PBKDF2 hash on the account row; the raw password is never persisted.',
'When the account already has a password, `oldPassword` must match. The first time',
'a password is set, `oldPassword` is empty — which is what the client sends.',
].join(' '),
security: [{ bearerAuth: [] }],
requestBody: form(ChangePasswordRequest, 'New password, plus the old one when one is set'),
responses: {
200: json(ChangePasswordResponse, 'Password changed'),
400: json(ChangePasswordResponse, '`newPassword` was empty, or `oldPassword` was wrong'),
401: { description: 'Missing or invalid bearer token (empty body)' },
404: { description: 'The account no longer exists (empty body)' },
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return c.body(null, 401)
const body = await c.req.parseBody().catch(() => ({}) as Record<string, unknown>)
const oldPassword = typeof body.oldPassword === 'string' ? body.oldPassword : ''
const newPassword = typeof body.newPassword === 'string' ? body.newPassword : ''
if (newPassword === '') {
return c.json({ success: false, error: 'You must enter a new password.' }, 400)
}
const currentHash = await getPasswordHash(c.env.DB, id)
if (currentHash && !(await verifyPassword(oldPassword, currentHash))) {
return c.json({ success: false, error: 'Your old password is incorrect.' }, 400)
}
const ok = await setPasswordHash(c.env.DB, id, await hashPassword(newPassword))
if (!ok) return c.body(null, 404)
return c.json({ success: true })
}
)
// The moderation restrictions on the caller's account — chat mutes and the like. STUB:
// nothing here issues restrictions, so every caller is unrestricted and the list is
// empty. An EMPTY ARRAY is the normal unrestricted answer, not null and not a 404: the
// client clears and refills its list from this, and acts on a record simply being
// present (plus its `EndDate`), so `[]` is a complete answer rather than a placeholder.
//
// When this is wired up, the display strings are free text — the client matches none of
// them — so only `EndDate` and the record's presence need to be right. See
// `RestrictionDto`.
.get(
'/privileges/me/restrictions',
describeRoute({
tags: ['Account'],
summary: 'The caller’s moderation restrictions',
description: [
'The restrictions in force on the caller’s account (a chat mute, say), as a bare array.',
'Always EMPTY here — nothing on this server issues restrictions — and an empty array is',
'the normal unrestricted answer, not null. The client refills its list from this and',
'acts on a record being present and its `EndDate`; the `Name`/`Description`/',
'`DisplayReason` strings are display text it matches nothing against.',
].join(' '),
security: [{ bearerAuth: [] }],
responses: {
200: json(RestrictionDto.array(), 'The caller’s restrictions — always empty'),
401: { description: 'Missing or invalid bearer token (empty body)' },
},
}),
async (c) => {
const id = await authedId(c)
if (id === null) return c.body(null, 401)
return c.json([])
}
)
// Developer role lookup. Returns a bare JSON boolean (the client reads the body as
// a bool), and 404s for an unknown player — mirroring the reference API. The role
// is off by default and only an operator grants it (via `runx admin grant-developer`,
// which sets the account's isDeveloper flag); it also rides in the token's `role`
// claim (see accountRoles).
.get('/role/developer/:id', describeRoute(roleLookup('developer')), (c) =>
roleAnswer(c, 'developer', c.req.param('id'))
)
// The BULK form — `/role/developer?id=2&id=3` answers WHICH of those players are developers,
// as an array of ints. A route of its own rather than an optional `:id?` segment, and a
// different answer shape from the single lookup above: both are kept because the client asks
// both ways (the path form is the 2023 one).
.get('/role/developer', describeRoute(roleFilter('developer')), (c) =>
roleFilterAnswer(c, 'developer')
)
// Moderator role lookup, mirroring developer (bare boolean, 404 for unknown player).
// Operator-granted only (via `runx admin grant-moderator`); the flag also rides in
// the token's `role` claim.
.get('/role/moderator/:id', describeRoute(roleLookup('moderator')), (c) =>
roleAnswer(c, 'moderator', c.req.param('id'))
)
// Moderator's bulk form, kept in step with developer's above.
.get('/role/moderator', describeRoute(roleFilter('moderator')), (c) =>
roleFilterAnswer(c, 'moderator')
)
// @guess Oculus nonce. The client asks for this before a Meta login; the exact shape
// it expects hasn't been observed, so this mints a fresh 64-char hex nonce (the length
// Meta's own `GetUserProof` nonces have) and answers it as a bare JSON string. Nothing
// is stored — Meta's nonce validation (meta-nonce.ts) is what actually proves a login,
// so this value is not security-relevant to the server. Revisit once the client's use
// of it is seen.
.get(
'/oculus/nonce',
describeRoute({
tags: ['Account'],
summary: 'A fresh nonce for the Oculus login flow',
description: [
'Mints a random 64-char hex nonce and returns it as a bare JSON string. Not stored',
'and not verified later — a best guess at the shape the client wants.',
].join(' '),
responses: { 200: json(z.string(), 'The nonce') },
}),
(c) => {
const bytes = crypto.getRandomValues(new Uint8Array(32))
const nonce = Array.from(bytes, (b) => b.toString(16).padStart(2, '0')).join('')
logger.info('oculus nonce issued')
return c.json(nonce)
}
)
// The generated spec. Documentation only — no request is validated against it (see
// openapi.ts). `hide: true` keeps this route out of its own output.
app.get(
'/openapi.json',
describeRoute({ hide: true }),
withCleanSpec(
openAPIRouteHandler(app, {
documentation: {
info: {
title: 'recflare auth',
version: '1.0.0',
description: [
'Authentication and token issuance for recflare, a private-server reimplementation',
'of the Rec Room backend.',
].join('\n'),
},
servers: [{ url: 'https://auth.recflare.net', description: 'Production' }],
components: {
securitySchemes: {
bearerAuth: {
type: 'http',
scheme: 'bearer',
bearerFormat: 'JWT',
description: 'An `access_token` from `POST /connect/token`.',
},
},
},
},
})
)
)
export default app