Add auth on games
維護者通常 1 天內回覆
還沒有人認領這個 Issue。
評估
- 難度
- 5/5
- 預估耗時
- 一週以上
- 新手友好度
- 18/100
- Issue 類型
- 功能
- 描述清晰度
- 基本清楚
- 活躍度
- 停滯
- 技術堆疊
- typescript
研究方向
Start by reading apps/client/src/server.ts, then trace how the website fetches the manifest and environment in apps/website/src/manifest.ts and apps/website/src/env.ts. The issue proposes authentication across the client and website, with game server identity as a possible follow-up; agree on scope and flow before implementation. Done means configured users are authenticated and access rules protect game files, while unauthenticated behavior remains unchanged when auth is disabled.
由索引模型根據 Issue 內容生成。
描述
Which app is this feature request for?
other
Feature
Involves client, website and server.
The loader has no access control. Anyone who can reach the client URL can load the game:
- The client serves
/manifest,/envand/game/*with no authentication (server.ts#L87, #L100, #L112). /envreturns everyNANOFORGE_*environment variable, prefix stripped (env.ts#L1-L8).- The website (
apps/website) fetches the manifest and downloads every game file into OPFS without identifying the user. - The game server (
apps/server) forks the game'smain.jsand never learns who the connecting players are.
So developers can't:
- limit a game to certain users (closed beta, paid access, internal testers);
- reuse an existing identity provider (Google, GitHub, Discord, Keycloak, a studio's own SSO, etc.);
- get a trusted user identity inside the game or on the game server.
The goal: an optional authentication step in the loader, configured by the developer, that checks the user through SSO / OAuth2 before any game file is served and denies everyone else. When nothing is configured, behavior stays exactly as it is today.
Ideal solution or implementation
Support OpenID Connect / OAuth2 (Authorization Code + PKCE) with any provider, configured through CLI options or environment variables.
Phase 1: client (apps/client)
- Options, for example:
Custom (non-OIDC) OAuth2 providers could be supported by setting the authorize, token and userinfo URLs explicitly.--auth-issuer <url> OIDC issuer (discovery via /.well-known/openid-configuration) --auth-client-id <id> --auth-client-secret <secret> (optional, confidential clients) --auth-scopes <scopes> default: "openid profile email" --auth-allow <rule> allowed emails / domains / groups / roles claim - Routes
/auth/login(redirects to the provider),/auth/callback(exchanges the code, validates the ID token),/auth/logoutand/auth/me. - Session stored in an
HttpOnly,Secure,SameSitecookie (signed or encrypted). - Route guard on
/manifest,/envand/game/*:401without a valid session,403if the user doesn't match--auth-allow. The website shell (/, static assets) stays public so it can show a login screen. - Allow rule checked on the server side (claims, email domain, group or role membership), plus a hook for custom rules (e.g. a function exported from the game directory, or a webhook).
- Auth secrets never appear in
/env(another prefix thanNANOFORGE_, or filtered out). - With no auth option set, the client behaves as today (test).
Phase 2: website (apps/website)
- On
401from/manifestor/env: a "Sign in" screen that redirects to/auth/login. On403: an "Access denied" screen. - The authenticated user's identity (id, name, email, claims) is available to the game, e.g. through
IGameOptionsor next to the env. - The OPFS game cache is cleared or scoped per user on logout, so files downloaded by one user aren't reused by another user on the same browser.
Phase 3: game server (apps/server)
- The website passes a short-lived access token or ID token to the game server when it connects.
- A helper checks that token against the same issuer (JWKS), so the game server can trust player identities.
Auth requirements for every phase: state and nonce parameters, PKCE, token signature checked against JWKS, a redirect URI allowlist, client secrets kept out of /env, HTTPS in production (the client already supports --cert / --key, server.ts#L24-L25).
Alternative solutions or implementations
- Basic auth or a shared access key (
--password,NANOFORGE_ACCESS_KEY): very easy to build, and enough for private previews. But there are no per-user identities, and revoking one person's access isn't possible. - Delegating auth to a reverse proxy (oauth2-proxy, Cloudflare Access, Authelia): works today with no code changes. But it has to be set up outside NanoForge, and the game never receives the user's identity. It would still help to document it as the "no built-in auth" option.
- Custom SSO only through a plugin/hook API: the loader calls a function supplied by the developer to authorize each request. Flexible, but every developer would have to write their own OAuth flow.
Other context
- Relevant files:
apps/client/src/server.ts(routes),apps/client/src/env.ts,apps/website/src/manifest.ts,apps/website/src/env.ts,apps/website/src/cache/cache.ts,apps/website/src/types/game.type.ts,apps/server/src/server.ts. - The per-file game cache this issue referred to is done (#121, merged). The cached files still have to be scoped per user or invalidated when the user changes (phase 2).
Open questions (not recorded, ask the team):
- Is phase 3 (game server) part of this issue, or a follow-up issue?
- Configuration through CLI options, environment variables, or both? And how does
nf startpass them to the client? - Which custom-rule hook: a function from the game directory, a webhook, or none at first?
- 主要語言
- TypeScript
- 星號
- 1
- 分支
- 0
- 平均合併
- 17 小時 25 分鐘
- 30 天內合併 PR
- 11
環境準備
- 沒有 Dockerfile 或 Docker Compose 檔案
- 有 Pull Request 範本
- 閱讀貢獻指南
從這裡開始
- 先讀完整個 Issue,再讀專案的貢獻指南。
- 在 Issue 下留言說明你要接手 —— 這能避免兩個人做同樣的事。
- Fork 儲存庫,在一個分支上完成修改。
- 送出 Pull Request,並在描述裡引用這個 Issue 編號。
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app:client app:website enhancement refactor
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