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.
Track summary statistic of total HTTP response durations using a
middleware that applies for all requests instead of having every request
needing to update the hit counter manually. Deprecates
endpointHitCounter.
Put all web assets including plugin assets under a shared static/ route
in the web interface that's declared as immutable and cacheable for 1
year. This allows all JavaScript bundles to be loaded from disk instead
of having to check with the web server each time and significantly
speeds up the web interface load time. It also fixes the public path
issue when using the --dev-plugin option behind a proxy.
To prevent collisions and stale data all assets now include a hash in
the filename. This means the entrypoint is now dynamic and specified in
a manifest.json file created from the web build. For plugins this means
the filename attribute needs to be removed from webpack.config.js.
The prepare script runs before publishing a package, after installation
of a package from source, and when running npm install without
arguments in the repository. These are the times where a build of the
web interface files are required to make the web interface work and
removes a manual step from using the package(s). The "build" script on
the other hand is never automatically invoked by npm.
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.
Convert code indents to tabs to be consistent with the rest of the
JavaScript code. This commits covers all of the lua code, some of the
hand written JSON code and the lone HTML and CSS files that were not
using tabs.
The jsonwebtoken accept strings as input for secrets which is
nonsensical from a cryptographic standpoint as the algorithms all
operate on byte sequences. Worse still, strings are encoded into bytes
using UTF-8, which disallows certain sequences of bytes from appearing
and potentially weakening the cryptography.
For legacy reasons the master secret was encoded into base64 _and passed
as a string to jsonwebtoken_. This further weakened the crypto as the
bytes that can appear in base 64 is only 1/4 of the 256 possible values
for bytes. This could significantly weaken the cryptographic strength
of the tokens.
I have known of this issue for quite some time but has put off actually
fixing it for too long now. Since the master secret is already
documented as being in base 64, decode it as base 64 and pass it as a
byte Buffer to jsonwebtoken. This will ensure every byte value is
possible in the byte sequence passed to the jsonwebtoken crypto.
The impact of this change is unfortunately that all tokens will become
invalid and will have to be reissued.
The Node.js specific rules for Eslint were deprecated in favour of the
node plugin for Eslint. Add node plugin for eslint and switch over to
using its rules, fixing any issues detected.
Move the depenedncies needed to run the tests into test/package.json and
manage it using lerna. This should make it easier to selectively
install only what's needed to run the software.
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.