Migrate the usage of CommonJS specific code and imports to ESM. Roughly
summarised this:
- Changes all require() calls to import statement or expressions.
- Changes usage of module.exports to export statements.
- Replaces require.resolve with import.meta.resolve.
- Replaces conditional imports with conditional subpath imports.
- Replaces module === require.main with import.meta.main.
- Adds the full filename with extention to all relative imports.
- Changes all usage of __dirname and __filename to their import.meta
equivalents.
- Sets "type": "module" in package.json files.
- Removes usage of "use strict".
- Adds .ts an an alias of .js for the webpack build.
Due to differences in how require and import resolves files the plugin
entrypoints will have to include the filename and extension after this
migration in order to work.
Clean up the configuration for compiling TypeScript for the Web
interface to us its own tsconfig.web.json config files and reference the
TypeScript source files directly in the configuration and imports
instead of files compiled to dist.
To properly support recompliation with TypeScript's projects feature
each package's tsconfig.web.json file is set to output the build to
dist/web_build which is then ignored in .npmignore. Webpack is still
used to create the proper build in dist/web, so this is mainly to make
TypeScipt's compiler happy but it also allows the root tsconfig.json
file to include the web interface code, meaning running the build script
now also checks the typing of the web interface.
Final part of #491.
Move BaseControllerPlugin to controller/src/BaseControllerPlugin.ts
Move BaseInstancePlugin to host/src/BaseInstancePlugin.ts
Move BaseControlPlugin to ctl/src/BaseCtlPlugin.ts
Move BaseWebPlugin to web_ui/src/BaseWebPlugin.ts
This solves the circular package dependency problem of the base plugins
needing types that are available only in the dependencies to lib.
Move all functions and classes currently available through lib/name and
libName to be under a single flat namespace in lib. This make
reorganising the lib namespace much simpler as the location of symbols
can move without breaking the consumers of lib.
The multi-entrypoint design was already problematic for the web plugin
system which couldn't effectively use it due to how webpack's shared
module system is awkward to set up with multiple entrypoints per package.
In order to import a path inside packages/lib/ in the webpack shared
module environment it has to be declared as shared in both the web_ui
webpack config and the plugin's webpack config. This is rather error
prone and easy to miss. Move the burden of specifying which entrypoints
are valid in lib to lib itself by changing all imports in the web
interface code to import from @clusterio/lib instead sub paths.
For web code this means imports is done like this from now on:
import { libConfig, libLink } from "@clusterio/lib";
For info.js which has to be loadable by both Node.js and web code the
imports are done as follows:
const { libConfig, libLink } = require("@clusterio/lib");
While the Node.js only code can either continue to import sub paths
directly or use the info.js style.
Add authentication plugin that does a simple challenge response protocol
to verify that the player trying to log in is who they claim to be. The
process goes as follows:
1. A player code is generated for a player that wants to log in and is
displayed in-game.
2. The player code is input into the web interface and the master
generates a verification code as a challenge back along with a token.
3. The player inputs the verification code in-game and is logged in to
the web interface in doing so.
To do the actual login the web interface polls a verify endpoint every 2
seconds until the code has either been verified or expired. The
challenge comes from being unable to control the verification code and
having to input it as a player logging into one of the servers in order
to login.
Some additional steps are taken in order to increase the difficulty for
an attacker to subvert the challenge:
- The login process must be started from in-game.
- Generated codes are only valid for a limited timespan which is
configurable and 2 minutes by default.
- The verification code comes with a token that only works with one
player code and verification code combo and must be provided to pass
validation.