refactor(auth): decouple Steam handler from request DTO shape
Translation middleware now extracts viewer_id/steam_id/steam_session_ticket from the decrypted msgpack dict into HttpContext.Items before the typed DTO deserialize. The Steam handler reads from there instead of re-parsing Request.Body — so authed action DTOs no longer need to inherit BaseRequest to keep the auth fields alive through the msgpack→DTO→JSON pivot. Retires the recurring footgun documented in docs/superpowers/specs/2026-06-02-baseRequest-auth-footgun-improvement.md (2026-05-25 basic-puzzle, 2026-05-28 deck-code, 2026-06-02 Phase 3 Bot, 2026-06-10 profile/index + item_acquire_history/info + user_mypage/update). Pinned by AuthDecouplingTests — posts an encrypted msgpack body to /profile/index (DTO does not inherit BaseRequest) through the real translation middleware + auth handler and asserts 200. Adds an EncryptedMsgpackHelper + useRealAuthHandler factory flag, reusable for future wire-shape tests. ProfileIndexRequest, ItemAcquireHistoryInfoRequest, and UserMyPageUpdateRequest revert to the naked shape — the per-DTO workarounds become vestigial under the new architecture. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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SVSim.UnitTests/Infrastructure/EncryptedMsgpackHelper.cs
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SVSim.UnitTests/Infrastructure/EncryptedMsgpackHelper.cs
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using System.Net.Http.Headers;
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using MessagePack;
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using MessagePack.Resolvers;
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using SVSim.EmulatedEntrypoint.Constants;
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using SVSim.EmulatedEntrypoint.Security;
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namespace SVSim.UnitTests.Infrastructure;
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/// <summary>
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/// Builds a request that mirrors what the Unity client posts: msgpack-serialized body, AES-
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/// encrypted with the viewer's UDID, plus the UDID/SID headers and Unity user-agent that the
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/// translation middleware uses to recognize the wire format.
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/// </summary>
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internal static class EncryptedMsgpackHelper
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{
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private static readonly MessagePackSerializerOptions ContractlessOpts =
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MessagePackSerializerOptions.Standard.WithResolver(ContractlessStandardResolver.Instance);
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/// <summary>
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/// Pairs a fresh UDID with a unique SID and registers the mapping on the running test host's
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/// <see cref="ShadowverseSessionService"/> via the SessionidMappingMiddleware path (a GET to
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/// any endpoint with both headers seeds the dict). Returns the pair for reuse on subsequent
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/// POSTs in the same test.
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/// </summary>
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public static (Guid Udid, string Sid) NewSessionIds()
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{
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var udid = Guid.NewGuid();
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var sid = Guid.NewGuid().ToString("N");
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return (udid, sid);
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}
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/// <summary>
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/// Builds a POST request to <paramref name="path"/> shaped like a real Unity client call:
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/// msgpack body (contractless dictionary), AES-encrypted with <paramref name="udid"/>, with
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/// the Unity user-agent and UDID/SID headers wired up. Caller sends it via
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/// <see cref="HttpClient.SendAsync(HttpRequestMessage)"/>.
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/// </summary>
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public static HttpRequestMessage BuildPost(
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string path,
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IReadOnlyDictionary<string, object?> body,
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Guid udid,
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string sid)
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{
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byte[] msgpackBody = MessagePackSerializer.Serialize(body, ContractlessOpts);
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byte[] encryptedBody = Encryption.Encrypt(msgpackBody, udid.ToString());
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var request = new HttpRequestMessage(HttpMethod.Post, path)
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{
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Content = new ByteArrayContent(encryptedBody),
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};
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request.Content.Headers.ContentType = new MediaTypeHeaderValue("application/octet-stream");
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request.Headers.UserAgent.ParseAdd("UnityPlayer/2022.3.0 (test)");
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request.Headers.Add(NetworkConstants.UdidHeaderName, Encryption.Encode(udid.ToString()));
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request.Headers.Add(NetworkConstants.SessionIdHeaderName, sid);
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return request;
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}
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}
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