364 lines
13 KiB
Go
364 lines
13 KiB
Go
package companion
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import (
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"context"
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"errors"
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"fmt"
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"sort"
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"strings"
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"unicode/utf8"
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)
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var errAdapterUnsupported = errors.New("runtime capability is unavailable")
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// AuthorizedConfigPort is supplied through the platform-authorized Run channel.
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// It exposes logical, allowlisted configuration values only; it never exposes a
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// path, DSN, credential, arbitrary command, or database handle.
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type AuthorizedConfigPort interface {
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ReadConfig(context.Context) (map[string]string, error)
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ApplyConfigPatch(context.Context, string, []ConfigFieldPatch) (map[string]string, error)
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}
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type ConfigFieldPatch struct {
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Key string
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Value string
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}
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// AuthorizedGameDataPort is a typed, Run-owned read/patch boundary. Implementations
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// must probe their local schema, use field allowlists and safe windows, and return
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// bounded snapshots rather than rows or connection details.
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type AuthorizedGameDataPort interface {
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ReadPlayerState(context.Context, string, []string) (PlayerStateSnapshot, error)
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ApplyPlayerState(context.Context, PlayerStatePatch) (PlayerStateSnapshot, error)
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}
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type PlayerStateSnapshot struct {
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PlayerID string
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StateVersion string
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SafeWindow bool
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Fields map[string]float64
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}
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type PlayerStatePatch struct {
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PlayerID string
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ExpectedStateVersion string
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Fields []StateFieldPatch
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}
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type StateFieldPatch struct {
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Key string
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Before float64
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After float64
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}
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// AuthorizedRewardPort accepts only a frozen grant and typed items. It cannot
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// receive SQL, a raw database row, a shell command, an RCON command, or secrets.
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type AuthorizedRewardPort interface {
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DeliverReward(context.Context, RewardGrant) (DeliveryReceipt, error)
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}
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type RewardGrant struct {
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GrantID string
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PlayerID string
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Items []RewardItem
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}
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type RewardItem struct {
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CatalogCode string
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Quantity int
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}
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type DeliveryReceipt struct{ Outcome string }
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const fixedNotificationType = 4
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type UE4SSNotificationPort interface {
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SendPlayerNotification(context.Context, ue4SSPlayerNotification) (UE4SSNotificationReceipt, error)
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}
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type UE4SSNotificationReceipt struct{ Accepted bool }
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type ue4SSPlayerNotification struct {
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ServerID string
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RecipientSteamID string
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Message string
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chatType int
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protectedAuditCommand string
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}
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type UE4SSVehicleSpawnPort interface {
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SpawnVehicle(context.Context, ue4SSVehicleSpawn) (UE4SSVehicleSpawnReceipt, error)
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}
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type UE4SSVehicleSpawnOutcome string
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const (
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UE4SSVehicleSpawnAccepted UE4SSVehicleSpawnOutcome = "accepted"
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UE4SSVehicleSpawnRejected UE4SSVehicleSpawnOutcome = "rejected"
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UE4SSVehicleSpawnUnknown UE4SSVehicleSpawnOutcome = "unknown"
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)
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type UE4SSVehicleSpawnReceipt struct{ Outcome UE4SSVehicleSpawnOutcome }
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type ue4SSVehicleSpawn struct {
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ServerID string
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VehicleCode string
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protectedAuditCommand string
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}
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// RuntimeAdapter is bound to one server. Availability is discovered from its
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// configured typed ports and declared capabilities. A failed probe affects
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// only its operation.
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type RuntimeAdapter struct {
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BoundServerID string
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Config AuthorizedConfigPort
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GameData AuthorizedGameDataPort
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Rewards AuthorizedRewardPort
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Notification UE4SSNotificationPort
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VehicleSpawn UE4SSVehicleSpawnPort
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DiagnosticsState map[string]string
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}
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func (adapter RuntimeAdapter) ServerBinding() string { return adapter.BoundServerID }
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func (adapter RuntimeAdapter) ReadConfiguration(ctx context.Context) (map[string]any, error) {
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if adapter.Config == nil {
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return nil, errAdapterUnsupported
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}
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fields, err := adapter.Config.ReadConfig(ctx)
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if err != nil {
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return nil, err
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}
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return map[string]any{"fields": redactConfigValues(fields)}, nil
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}
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func (adapter RuntimeAdapter) PatchConfiguration(ctx context.Context, payload map[string]any) (map[string]any, error) {
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if adapter.Config == nil {
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return nil, errAdapterUnsupported
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}
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revision, _ := payload["revision"].(string)
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raw, _ := payload["fields"].([]any)
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fields := make([]ConfigFieldPatch, 0, len(raw))
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for _, value := range raw {
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item, ok := value.(map[string]any)
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if !ok {
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return nil, fmt.Errorf("configuration patch payload is invalid")
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}
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key, keyOK := item["key"].(string)
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fieldValue, valueOK := item["value"].(string)
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if !keyOK || !valueOK || !supportedConfigKey(key) {
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return nil, fmt.Errorf("configuration patch field is unsupported")
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}
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fields = append(fields, ConfigFieldPatch{Key: key, Value: fieldValue})
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}
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applied, err := adapter.Config.ApplyConfigPatch(ctx, revision, fields)
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if err != nil {
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return nil, err
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}
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return map[string]any{"appliedFields": redactConfigValues(applied)}, nil
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}
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func (adapter RuntimeAdapter) Diagnostics(context.Context) (map[string]any, error) {
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state := map[string]any{"adapter": "runtime-capability"}
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for key, value := range adapter.DiagnosticsState {
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if safeDiagnosticField(key, value) {
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state[key] = value
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}
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}
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return state, nil
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}
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func (adapter RuntimeAdapter) PatchGameState(ctx context.Context, payload map[string]any) (map[string]any, error) {
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if adapter.GameData == nil {
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return nil, errAdapterUnsupported
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}
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playerID, _ := payload["playerId"].(string)
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expected, _ := payload["expectedStateVersion"].(string)
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raw, _ := payload["changes"].([]any)
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fields, err := statePatchFields(raw)
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if err != nil {
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return nil, err
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}
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before, err := adapter.GameData.ReadPlayerState(ctx, playerID, statePatchKeys(fields))
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if err != nil {
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return nil, err
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}
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if before.PlayerID != playerID || before.StateVersion != expected || !before.SafeWindow || !stateMatches(before.Fields, fields) {
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return map[string]any{"outcome": "failed"}, nil
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}
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after, err := adapter.GameData.ApplyPlayerState(ctx, PlayerStatePatch{PlayerID: playerID, ExpectedStateVersion: expected, Fields: fields})
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if err != nil {
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return map[string]any{"outcome": "unknown"}, nil
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}
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confirmed, err := adapter.GameData.ReadPlayerState(ctx, playerID, statePatchKeys(fields))
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if err != nil || after.PlayerID != playerID || !stateApplied(confirmed.Fields, fields) {
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return map[string]any{"outcome": "unknown"}, nil
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}
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return map[string]any{"outcome": "succeeded", "changedFields": len(fields)}, nil
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}
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func (adapter RuntimeAdapter) DeliverReward(ctx context.Context, payload map[string]any) (map[string]any, error) {
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if adapter.Rewards == nil {
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return nil, errAdapterUnsupported
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}
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grant, err := rewardGrant(payload)
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if err != nil {
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return nil, err
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}
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receipt, err := adapter.Rewards.DeliverReward(ctx, grant)
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if err != nil || receipt.Outcome == "unknown" {
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return map[string]any{"outcome": "unknown"}, nil
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}
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if receipt.Outcome != "delivered" {
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return map[string]any{"outcome": "failed"}, nil
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}
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return map[string]any{"outcome": "delivered"}, nil
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}
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func (adapter RuntimeAdapter) NotifyPlayer(ctx context.Context, payload map[string]any) (map[string]any, error) {
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if adapter.BoundServerID == "" || adapter.Notification == nil {
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return nil, errAdapterUnsupported
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}
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playerID, playerOK := payload["playerId"].(string)
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message, messageOK := payload["message"].(string)
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notification, err := newUE4SSPlayerNotification(adapter.BoundServerID, playerID, message)
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if !playerOK || !messageOK || err != nil {
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return nil, fmt.Errorf("notification payload is invalid")
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}
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receipt, err := adapter.Notification.SendPlayerNotification(ctx, notification)
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if err != nil {
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return nil, fmt.Errorf("notification transport failed")
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}
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return map[string]any{"accepted": receipt.Accepted}, nil
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}
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func (adapter RuntimeAdapter) SpawnVehicle(ctx context.Context, payload map[string]any) (map[string]any, error) {
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if adapter.BoundServerID == "" || adapter.VehicleSpawn == nil {
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return nil, errAdapterUnsupported
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}
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vehicleCode, ok := payload["vehicleCode"].(string)
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spawn, err := newUE4SSVehicleSpawn(adapter.BoundServerID, vehicleCode)
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if !ok || err != nil {
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return nil, fmt.Errorf("vehicle spawn payload is invalid")
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}
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receipt, err := adapter.VehicleSpawn.SpawnVehicle(ctx, spawn)
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if err != nil || receipt.Outcome == UE4SSVehicleSpawnUnknown {
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return map[string]any{"outcome": "unknown"}, nil
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}
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if receipt.Outcome == UE4SSVehicleSpawnRejected {
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return map[string]any{"outcome": "failed"}, nil
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}
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if receipt.Outcome != UE4SSVehicleSpawnAccepted {
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return map[string]any{"outcome": "unknown"}, nil
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}
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return map[string]any{"outcome": "succeeded"}, nil
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}
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func newUE4SSPlayerNotification(serverID, playerID, message string) (ue4SSPlayerNotification, error) {
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if strings.TrimSpace(serverID) == "" || !steamID64(playerID) || !validNotificationMessage(message) {
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return ue4SSPlayerNotification{}, fmt.Errorf("invalid typed notification")
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}
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return ue4SSPlayerNotification{ServerID: serverID, RecipientSteamID: playerID, Message: message, chatType: fixedNotificationType, protectedAuditCommand: "SendChat 4 \"" + escapeUE4SSChatMessage(message) + "\" " + playerID}, nil
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}
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func newUE4SSVehicleSpawn(serverID, vehicleCode string) (ue4SSVehicleSpawn, error) {
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if strings.TrimSpace(serverID) == "" || !supportedVehicleSpawnCode(vehicleCode) {
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return ue4SSVehicleSpawn{}, fmt.Errorf("invalid typed vehicle spawn")
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}
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return ue4SSVehicleSpawn{ServerID: serverID, VehicleCode: vehicleCode, protectedAuditCommand: "#spawnvehicle " + vehicleCode}, nil
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}
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func steamID64(value string) bool {
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if len(value) != 17 {
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return false
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}
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for _, character := range value {
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if character < '0' || character > '9' {
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return false
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}
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}
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return true
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}
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func validNotificationMessage(value string) bool {
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if value == "" || len(value) > 200 || !utf8.ValidString(value) {
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return false
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}
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for _, character := range value {
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if character < 0x20 || character == 0x7f {
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return false
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}
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}
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return true
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}
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func escapeUE4SSChatMessage(value string) string {
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return strings.NewReplacer("\\", "\\\\", "\"", "\\\"").Replace(value)
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}
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func supportedVehicleSpawnCode(value string) bool {
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return map[string]bool{"BPC_Laika_C": true, "BPC_WolfsWagen_C": true}[value]
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}
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func supportedConfigKey(key string) bool {
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return map[string]bool{"ServerName": true, "GamePort": true, "QueryPort": true, "MaxPlayers": true, "WelcomeMessage": true}[key]
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}
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func redactConfigValues(values map[string]string) map[string]string {
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result := map[string]string{}
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keys := make([]string, 0, len(values))
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for key := range values {
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keys = append(keys, key)
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}
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sort.Strings(keys)
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for _, key := range keys {
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if supportedConfigKey(key) && safeDiagnosticField(key, values[key]) {
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result[key] = values[key]
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}
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}
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return result
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}
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func safeDiagnosticField(key, value string) bool {
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lowered := strings.ToLower(key + "=" + value)
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return !strings.Contains(lowered, "path") && !strings.Contains(lowered, "credential") && !strings.Contains(lowered, "password") && !strings.Contains(lowered, "bearer ") && !strings.Contains(lowered, "rcon") && !strings.Contains(lowered, "sql") && !strings.Contains(lowered, "://")
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}
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func statePatchFields(raw []any) ([]StateFieldPatch, error) {
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if len(raw) == 0 || len(raw) > 8 {
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return nil, fmt.Errorf("state patch payload is invalid")
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}
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fields := make([]StateFieldPatch, 0, len(raw))
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for _, value := range raw {
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item, ok := value.(map[string]any)
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if !ok {
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return nil, fmt.Errorf("state patch payload is invalid")
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}
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key, _ := item["fieldKey"].(string)
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before, beforeOK := item["before"].(float64)
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after, afterOK := item["after"].(float64)
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if key == "" || !beforeOK || !afterOK {
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return nil, fmt.Errorf("state patch payload is invalid")
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}
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fields = append(fields, StateFieldPatch{Key: key, Before: before, After: after})
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}
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return fields, nil
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}
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func statePatchKeys(fields []StateFieldPatch) []string {
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keys := make([]string, 0, len(fields))
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for _, field := range fields {
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keys = append(keys, field.Key)
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}
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return keys
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}
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func stateMatches(values map[string]float64, fields []StateFieldPatch) bool {
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for _, field := range fields {
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if values[field.Key] != field.Before {
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return false
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}
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}
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return true
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}
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func stateApplied(values map[string]float64, fields []StateFieldPatch) bool {
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for _, field := range fields {
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if values[field.Key] != field.After {
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return false
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}
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}
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return true
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}
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func rewardGrant(payload map[string]any) (RewardGrant, error) {
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grantID, grantOK := payload["grantId"].(string)
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playerID, playerOK := payload["playerId"].(string)
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raw, itemsOK := payload["items"].([]any)
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if !grantOK || !playerOK || !itemsOK || len(raw) == 0 || len(raw) > 8 {
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return RewardGrant{}, fmt.Errorf("reward payload is invalid")
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}
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items := make([]RewardItem, 0, len(raw))
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for _, value := range raw {
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item, ok := value.(map[string]any)
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if !ok {
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return RewardGrant{}, fmt.Errorf("reward payload is invalid")
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}
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code, codeOK := item["catalogCode"].(string)
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quantity, quantityOK := item["quantity"].(float64)
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if !codeOK || !quantityOK || quantity < 1 || quantity > 99 {
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return RewardGrant{}, fmt.Errorf("reward payload is invalid")
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}
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items = append(items, RewardItem{CatalogCode: code, Quantity: int(quantity)})
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}
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return RewardGrant{GrantID: grantID, PlayerID: playerID, Items: items}, nil
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}
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