* .js to .ts
* Allow access to _items entries; getItemCount return number
* add permission field to PluginPage interface
* port plugins to typescript
* update Request classes
* fix IpcFlowType
* .js to .ts
* translate
* update paths to dist/plugin
* add "tsc --build" to prepare
* use field main in package.json de find info
* tsc --build need to append before webpack
* update test and use for plugins package.main
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.
Reverse the direction of the API for sending messages from
messageDefinition.send(link, { content });
to
link.send(new MessageClass(content));
and convert all message definitions to use the JSON serialisable class
pattern and explicit registration of message handlers, along with a
end-to-end based routing of messages instead of link to link.
The experience I gained from the existing way messages were defined and
sent over links was that it was difficult to understand for people
unfamiliar with the system. The automatic registration of message
handlers ment that code was being called as if by magic from nowhere
with no easy way to discover it. The manual forwarding and rules for
what can be sent where and how obscured its working.
The use of pure JSON as both input and output from message handlers made
it tedious to work with. Data had to be manually converted between the
program representation and the over the wire format, which made handler
code unplesant to write. Particularly because the over the wire format
used snake_case while the program code uses camelCase for variables.
The idea behind the decision to do it this way was to make it more clear
which data came from the wire and which from the program, and while this
worked it didn't make message handlers any nicer to write.
The direction of the API and magic registration of message handlers also
meant that a future migration to TypeScript would be troublesome. While
it may be possible to implement, the degree of TypeScript magic required
would go starkly against the principle of keep it simple stupid.
By refactoring to using the JSON serialisable class pattern most of
these issues go away. There is no longer a need to distinguish the on
wire format of messages with the program representation because the only
place that deals with the wire format of messages are the toJSON and
fromJSON methods on the classes themselves. Message handlers will work
with proper instances of classes instead of raw data, something that
makes them easier to write, and trivial to type with TypeScript.
End-to-end routing also simplifies sending messages that need to do
mulitple hops to reach the destination. And removes the need for having
all messages be specified in plugin's info module, as they can be routed
without having to be parsed completely.
The explicit registration of message handlers is something that I
thought would be tedious boilerplate code that could be automated away.
But experience now shows it to be the opposite. Allthough dull
repetition, the purpose it serves is to link together the code in a way
that humans can easily find. With explicit registration searching the
name of the message handler in the editor will show the registration that
ties it together with the type of message it handles and the kind of
registration. With implicit registration searching the name of the
message handler turns up only the handler with no clue as to what calls
it.
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.
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.
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.