Files
SVSimServer/SVSim.UnitTests/Infrastructure/EncryptedMsgpackHelper.cs
gamer147 1960e28298 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>
2026-06-10 12:29:10 -04:00

58 lines
2.4 KiB
C#

using System.Net.Http.Headers;
using MessagePack;
using MessagePack.Resolvers;
using SVSim.EmulatedEntrypoint.Constants;
using SVSim.EmulatedEntrypoint.Security;
namespace SVSim.UnitTests.Infrastructure;
/// <summary>
/// Builds a request that mirrors what the Unity client posts: msgpack-serialized body, AES-
/// encrypted with the viewer's UDID, plus the UDID/SID headers and Unity user-agent that the
/// translation middleware uses to recognize the wire format.
/// </summary>
internal static class EncryptedMsgpackHelper
{
private static readonly MessagePackSerializerOptions ContractlessOpts =
MessagePackSerializerOptions.Standard.WithResolver(ContractlessStandardResolver.Instance);
/// <summary>
/// Pairs a fresh UDID with a unique SID and registers the mapping on the running test host's
/// <see cref="ShadowverseSessionService"/> via the SessionidMappingMiddleware path (a GET to
/// any endpoint with both headers seeds the dict). Returns the pair for reuse on subsequent
/// POSTs in the same test.
/// </summary>
public static (Guid Udid, string Sid) NewSessionIds()
{
var udid = Guid.NewGuid();
var sid = Guid.NewGuid().ToString("N");
return (udid, sid);
}
/// <summary>
/// Builds a POST request to <paramref name="path"/> shaped like a real Unity client call:
/// msgpack body (contractless dictionary), AES-encrypted with <paramref name="udid"/>, with
/// the Unity user-agent and UDID/SID headers wired up. Caller sends it via
/// <see cref="HttpClient.SendAsync(HttpRequestMessage)"/>.
/// </summary>
public static HttpRequestMessage BuildPost(
string path,
IReadOnlyDictionary<string, object?> body,
Guid udid,
string sid)
{
byte[] msgpackBody = MessagePackSerializer.Serialize(body, ContractlessOpts);
byte[] encryptedBody = Encryption.Encrypt(msgpackBody, udid.ToString());
var request = new HttpRequestMessage(HttpMethod.Post, path)
{
Content = new ByteArrayContent(encryptedBody),
};
request.Content.Headers.ContentType = new MediaTypeHeaderValue("application/octet-stream");
request.Headers.UserAgent.ParseAdd("UnityPlayer/2022.3.0 (test)");
request.Headers.Add(NetworkConstants.UdidHeaderName, Encryption.Encode(udid.ToString()));
request.Headers.Add(NetworkConstants.SessionIdHeaderName, sid);
return request;
}
}