feat(server): 添加可插拔认证系统 | add pluggable authentication system (#386)

* feat(server): 添加可插拔认证系统 | add pluggable authentication system

- 新增 JWT 认证提供者 (createJwtAuthProvider)
- 新增 Session 认证提供者 (createSessionAuthProvider)
- 新增服务器认证 mixin (withAuth)
- 新增房间认证 mixin (withRoomAuth)
- 新增认证装饰器 (@requireAuth, @requireRole)
- 新增测试工具 (MockAuthProvider)
- 新增中英文文档
- 导出路径: @esengine/server/auth, @esengine/server/auth/testing

* fix(server): 使用加密安全的随机数生成 session ID | use crypto-secure random for session ID
This commit is contained in:
YHH
2025-12-29 16:10:09 +08:00
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commit 61a13baca2
26 changed files with 4404 additions and 4 deletions

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---
title: "Authentication"
description: "Add authentication to your game server with JWT and Session providers"
---
The `@esengine/server` package includes a pluggable authentication system that supports JWT, session-based auth, and custom providers.
## Installation
Authentication is included in the server package:
```bash
npm install @esengine/server jsonwebtoken
```
> Note: `jsonwebtoken` is an optional peer dependency, required only for JWT authentication.
## Quick Start
### JWT Authentication
```typescript
import { createServer } from '@esengine/server'
import { withAuth, createJwtAuthProvider, withRoomAuth, requireAuth } from '@esengine/server/auth'
// Create JWT provider
const jwtProvider = createJwtAuthProvider({
secret: process.env.JWT_SECRET!,
expiresIn: 3600, // 1 hour
})
// Wrap server with authentication
const server = withAuth(await createServer({ port: 3000 }), {
provider: jwtProvider,
extractCredentials: (req) => {
const url = new URL(req.url ?? '', 'http://localhost')
return url.searchParams.get('token')
},
})
// Define authenticated room
class GameRoom extends withRoomAuth(Room, { requireAuth: true }) {
onJoin(player) {
console.log(`${player.user?.name} joined!`)
}
}
server.define('game', GameRoom)
await server.start()
```
## Auth Providers
### JWT Provider
Use JSON Web Tokens for stateless authentication:
```typescript
import { createJwtAuthProvider } from '@esengine/server/auth'
const jwtProvider = createJwtAuthProvider({
// Required: secret key
secret: 'your-secret-key',
// Optional: algorithm (default: HS256)
algorithm: 'HS256',
// Optional: expiration in seconds (default: 3600)
expiresIn: 3600,
// Optional: issuer for validation
issuer: 'my-game-server',
// Optional: audience for validation
audience: 'my-game-client',
// Optional: custom user extraction
getUser: async (payload) => {
// Fetch user from database
return await db.users.findById(payload.sub)
},
})
// Sign a token (for login endpoints)
const token = jwtProvider.sign({
sub: user.id,
name: user.name,
roles: ['player'],
})
// Decode without verification (for debugging)
const payload = jwtProvider.decode(token)
```
### Session Provider
Use server-side sessions for stateful authentication:
```typescript
import { createSessionAuthProvider, type ISessionStorage } from '@esengine/server/auth'
// Custom storage implementation
const storage: ISessionStorage = {
async get<T>(key: string): Promise<T | null> {
return await redis.get(key)
},
async set<T>(key: string, value: T): Promise<void> {
await redis.set(key, value)
},
async delete(key: string): Promise<boolean> {
return await redis.del(key) > 0
},
}
const sessionProvider = createSessionAuthProvider({
storage,
sessionTTL: 86400000, // 24 hours in ms
// Optional: validate user on each request
validateUser: (user) => !user.banned,
})
// Create session (for login endpoints)
const sessionId = await sessionProvider.createSession(user, {
ipAddress: req.ip,
userAgent: req.headers['user-agent'],
})
// Revoke session (for logout)
await sessionProvider.revoke(sessionId)
```
## Server Auth Mixin
The `withAuth` function wraps your server to add authentication:
```typescript
import { withAuth } from '@esengine/server/auth'
const server = withAuth(baseServer, {
// Required: auth provider
provider: jwtProvider,
// Required: extract credentials from request
extractCredentials: (req) => {
// From query string
return new URL(req.url, 'http://localhost').searchParams.get('token')
// Or from headers
// return req.headers['authorization']?.replace('Bearer ', '')
},
// Optional: handle auth failure
onAuthFailed: (conn, error) => {
console.log(`Auth failed: ${error}`)
},
})
```
### Accessing Auth Context
After authentication, the auth context is available on connections:
```typescript
import { getAuthContext } from '@esengine/server/auth'
server.onConnect = (conn) => {
const auth = getAuthContext(conn)
if (auth.isAuthenticated) {
console.log(`User ${auth.userId} connected`)
console.log(`Roles: ${auth.roles}`)
}
}
```
## Room Auth Mixin
The `withRoomAuth` function adds authentication checks to rooms:
```typescript
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
interface User {
id: string
name: string
roles: string[]
}
class GameRoom extends withRoomAuth<User>(Room, {
// Require authentication to join
requireAuth: true,
// Optional: require specific roles
allowedRoles: ['player', 'premium'],
// Optional: role check mode ('any' or 'all')
roleCheckMode: 'any',
}) {
// player has .auth and .user properties
onJoin(player: AuthPlayer<User>) {
console.log(`${player.user?.name} joined`)
console.log(`Is premium: ${player.auth.hasRole('premium')}`)
}
// Optional: custom auth validation
async onAuth(player: AuthPlayer<User>): Promise<boolean> {
// Additional validation logic
if (player.auth.hasRole('banned')) {
return false
}
return true
}
@onMessage('Chat')
handleChat(data: { text: string }, player: AuthPlayer<User>) {
this.broadcast('Chat', {
from: player.user?.name ?? 'Guest',
text: data.text,
})
}
}
```
### AuthPlayer Interface
Players in auth rooms have additional properties:
```typescript
interface AuthPlayer<TUser> extends Player {
// Full auth context
readonly auth: IAuthContext<TUser>
// User info (shortcut for auth.user)
readonly user: TUser | null
}
```
### Room Auth Helpers
```typescript
class GameRoom extends withRoomAuth<User>(Room) {
someMethod() {
// Get player by user ID
const player = this.getPlayerByUserId('user-123')
// Get all players with a role
const admins = this.getPlayersByRole('admin')
// Get player with auth info
const authPlayer = this.getAuthPlayer(playerId)
}
}
```
## Auth Decorators
### @requireAuth
Mark message handlers as requiring authentication:
```typescript
import { requireAuth, requireRole, onMessage } from '@esengine/server/auth'
class GameRoom extends withRoomAuth(Room) {
@requireAuth()
@onMessage('Trade')
handleTrade(data: TradeData, player: AuthPlayer) {
// Only authenticated players can trade
}
@requireAuth({ allowGuest: true })
@onMessage('Chat')
handleChat(data: ChatData, player: AuthPlayer) {
// Guests can also chat
}
}
```
### @requireRole
Require specific roles for message handlers:
```typescript
class AdminRoom extends withRoomAuth(Room) {
@requireRole('admin')
@onMessage('Ban')
handleBan(data: BanData, player: AuthPlayer) {
// Only admins can ban
}
@requireRole(['moderator', 'admin'])
@onMessage('Mute')
handleMute(data: MuteData, player: AuthPlayer) {
// Moderators OR admins can mute
}
@requireRole(['verified', 'premium'], { mode: 'all' })
@onMessage('SpecialFeature')
handleSpecial(data: any, player: AuthPlayer) {
// Requires BOTH verified AND premium roles
}
}
```
## Auth Context API
The auth context provides various methods for checking authentication state:
```typescript
interface IAuthContext<TUser> {
// Authentication state
readonly isAuthenticated: boolean
readonly user: TUser | null
readonly userId: string | null
readonly roles: ReadonlyArray<string>
readonly authenticatedAt: number | null
readonly expiresAt: number | null
// Role checking
hasRole(role: string): boolean
hasAnyRole(roles: string[]): boolean
hasAllRoles(roles: string[]): boolean
}
```
The `AuthContext` class (implementation) also provides:
```typescript
class AuthContext<TUser> implements IAuthContext<TUser> {
// Set authentication from result
setAuthenticated(result: AuthResult<TUser>): void
// Clear authentication state
clear(): void
}
```
## Testing
Use the mock auth provider for unit tests:
```typescript
import { createMockAuthProvider } from '@esengine/server/auth/testing'
// Create mock provider with preset users
const mockProvider = createMockAuthProvider({
users: [
{ id: '1', name: 'Alice', roles: ['player'] },
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
],
autoCreate: true, // Create users for unknown tokens
})
// Use in tests
const server = withAuth(testServer, {
provider: mockProvider,
extractCredentials: (req) => req.headers['x-token'],
})
// Verify with user ID as token
const result = await mockProvider.verify('1')
// result.user = { id: '1', name: 'Alice', roles: ['player'] }
// Add/remove users dynamically
mockProvider.addUser({ id: '3', name: 'Charlie', roles: ['guest'] })
mockProvider.removeUser('3')
// Revoke tokens
await mockProvider.revoke('1')
// Reset to initial state
mockProvider.clear()
```
## Error Handling
Auth errors include error codes for programmatic handling:
```typescript
type AuthErrorCode =
| 'INVALID_CREDENTIALS' // Invalid username/password
| 'INVALID_TOKEN' // Token is malformed or invalid
| 'EXPIRED_TOKEN' // Token has expired
| 'USER_NOT_FOUND' // User lookup failed
| 'ACCOUNT_DISABLED' // User account is disabled
| 'RATE_LIMITED' // Too many requests
| 'INSUFFICIENT_PERMISSIONS' // Insufficient permissions
// In your auth failure handler
const server = withAuth(baseServer, {
provider: jwtProvider,
extractCredentials,
onAuthFailed: (conn, error) => {
switch (error.errorCode) {
case 'EXPIRED_TOKEN':
conn.send('AuthError', { code: 'TOKEN_EXPIRED' })
break
case 'INVALID_TOKEN':
conn.send('AuthError', { code: 'INVALID_TOKEN' })
break
default:
conn.close()
}
},
})
```
## Complete Example
Here's a complete example with JWT authentication:
```typescript
// server.ts
import { createServer } from '@esengine/server'
import {
withAuth,
withRoomAuth,
createJwtAuthProvider,
requireAuth,
requireRole,
type AuthPlayer,
} from '@esengine/server/auth'
// Types
interface User {
id: string
name: string
roles: string[]
}
// JWT Provider
const jwtProvider = createJwtAuthProvider<User>({
secret: process.env.JWT_SECRET!,
expiresIn: 3600,
getUser: async (payload) => ({
id: payload.sub as string,
name: payload.name as string,
roles: (payload.roles as string[]) ?? [],
}),
})
// Create authenticated server
const server = withAuth(
await createServer({ port: 3000 }),
{
provider: jwtProvider,
extractCredentials: (req) => {
return new URL(req.url ?? '', 'http://localhost')
.searchParams.get('token')
},
}
)
// Game Room with auth
class GameRoom extends withRoomAuth<User>(Room, {
requireAuth: true,
allowedRoles: ['player'],
}) {
onCreate() {
console.log('Game room created')
}
onJoin(player: AuthPlayer<User>) {
console.log(`${player.user?.name} joined!`)
this.broadcast('PlayerJoined', {
id: player.id,
name: player.user?.name,
})
}
@requireAuth()
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
// Handle movement
}
@requireRole('admin')
@onMessage('Kick')
handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
const target = this.getPlayer(data.playerId)
if (target) {
this.kick(target, 'Kicked by admin')
}
}
}
server.define('game', GameRoom)
await server.start()
```
## Best Practices
1. **Secure your secrets**: Never hardcode JWT secrets. Use environment variables.
2. **Set reasonable expiration**: Balance security and user experience when setting token TTL.
3. **Validate on critical actions**: Use `@requireAuth` on sensitive message handlers.
4. **Use role-based access**: Implement proper role hierarchy for admin functions.
5. **Handle token refresh**: Implement token refresh logic for long sessions.
6. **Log auth events**: Track login attempts and failures for security monitoring.
7. **Test auth flows**: Use `MockAuthProvider` to test authentication scenarios.

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---
title: "认证系统"
description: "使用 JWT 和 Session 提供者为游戏服务器添加认证功能"
---
`@esengine/server` 包内置了可插拔的认证系统,支持 JWT、会话认证和自定义提供者。
## 安装
认证功能已包含在 server 包中:
```bash
npm install @esengine/server jsonwebtoken
```
> 注意:`jsonwebtoken` 是可选的 peer dependency仅在使用 JWT 认证时需要。
## 快速开始
### JWT 认证
```typescript
import { createServer } from '@esengine/server'
import { withAuth, createJwtAuthProvider, withRoomAuth, requireAuth } from '@esengine/server/auth'
// 创建 JWT 提供者
const jwtProvider = createJwtAuthProvider({
secret: process.env.JWT_SECRET!,
expiresIn: 3600, // 1 小时
})
// 用认证包装服务器
const server = withAuth(await createServer({ port: 3000 }), {
provider: jwtProvider,
extractCredentials: (req) => {
const url = new URL(req.url ?? '', 'http://localhost')
return url.searchParams.get('token')
},
})
// 定义需要认证的房间
class GameRoom extends withRoomAuth(Room, { requireAuth: true }) {
onJoin(player) {
console.log(`${player.user?.name} 加入了游戏!`)
}
}
server.define('game', GameRoom)
await server.start()
```
## 认证提供者
### JWT 提供者
使用 JSON Web Tokens 实现无状态认证:
```typescript
import { createJwtAuthProvider } from '@esengine/server/auth'
const jwtProvider = createJwtAuthProvider({
// 必填:密钥
secret: 'your-secret-key',
// 可选算法默认HS256
algorithm: 'HS256',
// 可选过期时间默认3600
expiresIn: 3600,
// 可选:签发者(用于验证)
issuer: 'my-game-server',
// 可选:受众(用于验证)
audience: 'my-game-client',
// 可选:自定义用户提取
getUser: async (payload) => {
// 从数据库获取用户
return await db.users.findById(payload.sub)
},
})
// 签发令牌(用于登录接口)
const token = jwtProvider.sign({
sub: user.id,
name: user.name,
roles: ['player'],
})
// 解码但不验证(用于调试)
const payload = jwtProvider.decode(token)
```
### Session 提供者
使用服务端会话实现有状态认证:
```typescript
import { createSessionAuthProvider, type ISessionStorage } from '@esengine/server/auth'
// 自定义存储实现
const storage: ISessionStorage = {
async get<T>(key: string): Promise<T | null> {
return await redis.get(key)
},
async set<T>(key: string, value: T): Promise<void> {
await redis.set(key, value)
},
async delete(key: string): Promise<boolean> {
return await redis.del(key) > 0
},
}
const sessionProvider = createSessionAuthProvider({
storage,
sessionTTL: 86400000, // 24 小时(毫秒)
// 可选:每次请求时验证用户
validateUser: (user) => !user.banned,
})
// 创建会话(用于登录接口)
const sessionId = await sessionProvider.createSession(user, {
ipAddress: req.ip,
userAgent: req.headers['user-agent'],
})
// 撤销会话(用于登出)
await sessionProvider.revoke(sessionId)
```
## 服务器认证 Mixin
`withAuth` 函数用于包装服务器添加认证功能:
```typescript
import { withAuth } from '@esengine/server/auth'
const server = withAuth(baseServer, {
// 必填:认证提供者
provider: jwtProvider,
// 必填:从请求中提取凭证
extractCredentials: (req) => {
// 从查询字符串获取
return new URL(req.url, 'http://localhost').searchParams.get('token')
// 或从请求头获取
// return req.headers['authorization']?.replace('Bearer ', '')
},
// 可选:处理认证失败
onAuthFailed: (conn, error) => {
console.log(`认证失败: ${error}`)
},
})
```
### 访问认证上下文
认证后,可以从连接获取认证上下文:
```typescript
import { getAuthContext } from '@esengine/server/auth'
server.onConnect = (conn) => {
const auth = getAuthContext(conn)
if (auth.isAuthenticated) {
console.log(`用户 ${auth.userId} 已连接`)
console.log(`角色: ${auth.roles}`)
}
}
```
## 房间认证 Mixin
`withRoomAuth` 函数为房间添加认证检查:
```typescript
import { withRoomAuth, type AuthPlayer } from '@esengine/server/auth'
interface User {
id: string
name: string
roles: string[]
}
class GameRoom extends withRoomAuth<User>(Room, {
// 要求认证才能加入
requireAuth: true,
// 可选:要求特定角色
allowedRoles: ['player', 'premium'],
// 可选:角色检查模式('any' 或 'all'
roleCheckMode: 'any',
}) {
// player 拥有 .auth 和 .user 属性
onJoin(player: AuthPlayer<User>) {
console.log(`${player.user?.name} 加入了`)
console.log(`是否高级会员: ${player.auth.hasRole('premium')}`)
}
// 可选:自定义认证验证
async onAuth(player: AuthPlayer<User>): Promise<boolean> {
// 额外的验证逻辑
if (player.auth.hasRole('banned')) {
return false
}
return true
}
@onMessage('Chat')
handleChat(data: { text: string }, player: AuthPlayer<User>) {
this.broadcast('Chat', {
from: player.user?.name ?? '访客',
text: data.text,
})
}
}
```
### AuthPlayer 接口
认证房间中的玩家拥有额外属性:
```typescript
interface AuthPlayer<TUser> extends Player {
// 完整认证上下文
readonly auth: IAuthContext<TUser>
// 用户信息auth.user 的快捷方式)
readonly user: TUser | null
}
```
### 房间认证辅助方法
```typescript
class GameRoom extends withRoomAuth<User>(Room) {
someMethod() {
// 通过用户 ID 获取玩家
const player = this.getPlayerByUserId('user-123')
// 获取拥有特定角色的所有玩家
const admins = this.getPlayersByRole('admin')
// 获取带认证信息的玩家
const authPlayer = this.getAuthPlayer(playerId)
}
}
```
## 认证装饰器
### @requireAuth
标记消息处理器需要认证:
```typescript
import { requireAuth, requireRole, onMessage } from '@esengine/server/auth'
class GameRoom extends withRoomAuth(Room) {
@requireAuth()
@onMessage('Trade')
handleTrade(data: TradeData, player: AuthPlayer) {
// 只有已认证玩家才能交易
}
@requireAuth({ allowGuest: true })
@onMessage('Chat')
handleChat(data: ChatData, player: AuthPlayer) {
// 访客也可以聊天
}
}
```
### @requireRole
要求特定角色才能访问消息处理器:
```typescript
class AdminRoom extends withRoomAuth(Room) {
@requireRole('admin')
@onMessage('Ban')
handleBan(data: BanData, player: AuthPlayer) {
// 只有管理员才能封禁
}
@requireRole(['moderator', 'admin'])
@onMessage('Mute')
handleMute(data: MuteData, player: AuthPlayer) {
// 版主或管理员可以禁言
}
@requireRole(['verified', 'premium'], { mode: 'all' })
@onMessage('SpecialFeature')
handleSpecial(data: any, player: AuthPlayer) {
// 需要同时拥有 verified 和 premium 角色
}
}
```
## 认证上下文 API
认证上下文提供多种检查认证状态的方法:
```typescript
interface IAuthContext<TUser> {
// 认证状态
readonly isAuthenticated: boolean
readonly user: TUser | null
readonly userId: string | null
readonly roles: ReadonlyArray<string>
readonly authenticatedAt: number | null
readonly expiresAt: number | null
// 角色检查
hasRole(role: string): boolean
hasAnyRole(roles: string[]): boolean
hasAllRoles(roles: string[]): boolean
}
```
`AuthContext` 类(实现类)还提供:
```typescript
class AuthContext<TUser> implements IAuthContext<TUser> {
// 从认证结果设置认证状态
setAuthenticated(result: AuthResult<TUser>): void
// 清除认证状态
clear(): void
}
```
## 测试
使用模拟认证提供者进行单元测试:
```typescript
import { createMockAuthProvider } from '@esengine/server/auth/testing'
// 创建带预设用户的模拟提供者
const mockProvider = createMockAuthProvider({
users: [
{ id: '1', name: 'Alice', roles: ['player'] },
{ id: '2', name: 'Bob', roles: ['admin', 'player'] },
],
autoCreate: true, // 为未知令牌创建用户
})
// 在测试中使用
const server = withAuth(testServer, {
provider: mockProvider,
extractCredentials: (req) => req.headers['x-token'],
})
// 使用用户 ID 作为令牌进行验证
const result = await mockProvider.verify('1')
// result.user = { id: '1', name: 'Alice', roles: ['player'] }
// 动态添加/移除用户
mockProvider.addUser({ id: '3', name: 'Charlie', roles: ['guest'] })
mockProvider.removeUser('3')
// 撤销令牌
await mockProvider.revoke('1')
// 重置到初始状态
mockProvider.clear()
```
## 错误处理
认证错误包含错误码用于程序化处理:
```typescript
type AuthErrorCode =
| 'INVALID_CREDENTIALS' // 用户名/密码无效
| 'INVALID_TOKEN' // 令牌格式错误或无效
| 'EXPIRED_TOKEN' // 令牌已过期
| 'USER_NOT_FOUND' // 用户查找失败
| 'ACCOUNT_DISABLED' // 用户账号已禁用
| 'RATE_LIMITED' // 请求过于频繁
| 'INSUFFICIENT_PERMISSIONS' // 权限不足
// 在认证失败处理器中
const server = withAuth(baseServer, {
provider: jwtProvider,
extractCredentials,
onAuthFailed: (conn, error) => {
switch (error.errorCode) {
case 'EXPIRED_TOKEN':
conn.send('AuthError', { code: 'TOKEN_EXPIRED' })
break
case 'INVALID_TOKEN':
conn.send('AuthError', { code: 'INVALID_TOKEN' })
break
default:
conn.close()
}
},
})
```
## 完整示例
以下是使用 JWT 认证的完整示例:
```typescript
// server.ts
import { createServer } from '@esengine/server'
import {
withAuth,
withRoomAuth,
createJwtAuthProvider,
requireAuth,
requireRole,
type AuthPlayer,
} from '@esengine/server/auth'
// 类型定义
interface User {
id: string
name: string
roles: string[]
}
// JWT 提供者
const jwtProvider = createJwtAuthProvider<User>({
secret: process.env.JWT_SECRET!,
expiresIn: 3600,
getUser: async (payload) => ({
id: payload.sub as string,
name: payload.name as string,
roles: (payload.roles as string[]) ?? [],
}),
})
// 创建带认证的服务器
const server = withAuth(
await createServer({ port: 3000 }),
{
provider: jwtProvider,
extractCredentials: (req) => {
return new URL(req.url ?? '', 'http://localhost')
.searchParams.get('token')
},
}
)
// 带认证的游戏房间
class GameRoom extends withRoomAuth<User>(Room, {
requireAuth: true,
allowedRoles: ['player'],
}) {
onCreate() {
console.log('游戏房间已创建')
}
onJoin(player: AuthPlayer<User>) {
console.log(`${player.user?.name} 加入了!`)
this.broadcast('PlayerJoined', {
id: player.id,
name: player.user?.name,
})
}
@requireAuth()
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: AuthPlayer<User>) {
// 处理移动
}
@requireRole('admin')
@onMessage('Kick')
handleKick(data: { playerId: string }, player: AuthPlayer<User>) {
const target = this.getPlayer(data.playerId)
if (target) {
this.kick(target, '被管理员踢出')
}
}
}
server.define('game', GameRoom)
await server.start()
```
## 最佳实践
1. **保护密钥安全**:永远不要硬编码 JWT 密钥,使用环境变量。
2. **设置合理的过期时间**:在安全性和用户体验之间平衡令牌 TTL。
3. **在关键操作上验证**:在敏感消息处理器上使用 `@requireAuth`
4. **使用基于角色的访问控制**:为管理功能实现适当的角色层级。
5. **处理令牌刷新**:为长会话实现令牌刷新逻辑。
6. **记录认证事件**:跟踪登录尝试和失败以进行安全监控。
7. **测试认证流程**:使用 `MockAuthProvider` 测试认证场景。