The LTS releases for v12 and v14 are already end of life and the v16 is
end of life in under two months from now on. Bump supported version up
to v18 as it does not make sense to continue to support EOL releases.
Even if we wanted to keep supporting them, our dependencies will not.
Note that Node.js v18 is currently not avaliable via the NodeSource PPA
on Ubuntu 19.10 and below or Debian 9 and below.
The role of a slave as a host for Factorio servers is not well reflected
in its name and has caused confusion among users. Rename slave to host
to better reflect its role as a host of Factorio servers.
The role of the master server as the party controlling every part of the
cluster is not well reflected in its name and has caused confusion among
users on several occasions. Rename master to controller to better
reflects its role.
On Linux the installer offers to correctly download and install the
latest version of Factorio. Remove no longer needed instructions for
how to do it incorrectly.
I have seen multiple people have installed Clusterio as the root account
and then run it as root when tasked with setting up Clusterio on Linux.
Make this mistake harder to do by refusing to install as root by
default.
* New method avoids all dataloss and prefectly replicates the queue
* Made proper description in readme
* Added packages to make lerna build happy
* Added reference to main readme
Simplify the the way markdown files are formatted to make them easier to
author without editors that do auto line breaking, and make the diffs
from them simpler to read.
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.
The automatic creation of a self-signed certificate while nice presents
several problems. To make connections not reject the self-signed
certificate the validation of TLS certificates are wholesale disabled,
decreasing the security even when properly set up and trusted
certificates are used.
To make the created self-signed certificate pass validation it is
necessary for it to list the host names it's valid for and to copy it to
each machine that intends to connect to the server. These two steps
complicate automating the process in a reliable way and will likely lead
to confused users seeking to disable TLS certificate validation as the
easy way out to problems.
For these reasons, remove the automating creation of a broke self-signed
certificate, fix validation of certificates and document how to set up
TLS properly. This makes HTTPS recommended when accessing over the
internet, but still something which must be explicitly configured.
Add detailed instructions for setting the https port the master server
runs on, setting the external_address option and how to set up a reverse
proxy to the master server.
Add a separate plugin-list.json file for storing which plugins are
available and the path to pass to require in order to load it. This
allows plugins to be published and installed as npm packages. And also
replaces the old method of installing plugins by putting them in the
plugins folder.
Split up codebase into the packages @clsterio/lib, @clusterio/master,
@clusterio/slave, and @clusterio/ctl using lerna to manage them. This
will allow deployment to use only the parts needed reducing install
size, and better separate the code into shared library, master, slave
and control.
Turn the flat list of commands into a hierarchy of commands, converting
most required parameters into positional parameters and add plugin
loading support for clusterctl.
Add users, roles and permissions and rework the authentication to use
separate user and slave tokens for control and slave connections
respectively.
Add commands for listing permissions, roles and users, and creating,
editing and deleting roles and users.
Ensure that notifyExit is called if errors occur during startInstance
and createSave request, and rework startInstance save logic to create
a new savegame if no save is present and allow specifying the save to
load.