mudlet/test/OAuthClientFlowTest.cpp

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Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
/***************************************************************************
* Copyright (C) 2026 by Mike Conley - mike.conley@stickmud.com *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include <OAuthClientFlow.h>
#include <QtTest/QtTest>
#include <QJsonDocument>
#include <QJsonObject>
#include <QRegularExpression>
#include <QTcpServer>
#include <QTcpSocket>
#include <QUrlQuery>
// Serves a static OpenID Connect discovery document over loopback HTTP so the
// flow's QNetworkAccessManager fetch has something real to talk to.
class MiniDiscoveryServer : public QObject
{
public:
explicit MiniDiscoveryServer(const QString& authorizationEndpoint, QObject* parent = nullptr)
: QObject(parent)
{
mBody = QJsonDocument(QJsonObject{{QStringLiteral("authorization_endpoint"), authorizationEndpoint}}).toJson(QJsonDocument::Compact);
const bool listening = mServer.listen(QHostAddress::LocalHost, 0);
if (!listening) {
qWarning() << "MiniDiscoveryServer failed to bind a loopback port:" << mServer.errorString();
}
Q_ASSERT_X(listening, "MiniDiscoveryServer", "failed to bind a loopback port for the test discovery server");
connect(&mServer, &QTcpServer::newConnection, this, [this]() {
while (mServer.hasPendingConnections()) {
QTcpSocket* socket = mServer.nextPendingConnection();
connect(socket, &QTcpSocket::readyRead, socket, [this, socket]() {
socket->readAll();
QByteArray response = "HTTP/1.1 200 OK\r\nContent-Type: application/json\r\nContent-Length: " + QByteArray::number(mBody.size()) + "\r\nConnection: close\r\n\r\n" + mBody;
socket->write(response);
socket->disconnectFromHost();
});
connect(socket, &QTcpSocket::disconnected, socket, &QObject::deleteLater);
}
});
}
QUrl discoveryUrl() const { return QUrl(QStringLiteral("http://127.0.0.1:%1/.well-known/openid-configuration").arg(mServer.serverPort())); }
private:
QTcpServer mServer;
QByteArray mBody;
};
// Accepts the discovery connection and then immediately closes it without sending a response,
// so the QNetworkReply error path is guaranteed regardless of how a given host treats a closed
// or refused port.
class MiniClosingServer : public QObject
{
public:
explicit MiniClosingServer(QObject* parent = nullptr)
: QObject(parent)
{
const bool listening = mServer.listen(QHostAddress::LocalHost, 0);
if (!listening) {
qWarning() << "MiniClosingServer failed to bind a loopback port:" << mServer.errorString();
}
Q_ASSERT_X(listening, "MiniClosingServer", "failed to bind a loopback port for the test discovery server");
connect(&mServer, &QTcpServer::newConnection, this, [this]() {
while (mServer.hasPendingConnections()) {
QTcpSocket* socket = mServer.nextPendingConnection();
socket->abort();
socket->deleteLater();
}
});
}
QUrl discoveryUrl() const { return QUrl(QStringLiteral("http://127.0.0.1:%1/.well-known/openid-configuration").arg(mServer.serverPort())); }
private:
QTcpServer mServer;
};
class OAuthClientFlowTest : public QObject
{
Q_OBJECT
public slots:
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
void captureAuthorizationUrl(const QUrl& url) { mAuthorizationUrl = url; }
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
private slots:
void init();
void testCodeVerifierFormat();
void testCodeVerifierUnique();
void testCodeChallengeRfc7636Vector();
void testBuildAuthorizationUrl();
void testBuildAuthorizationUrlOmitsEmptyNonce();
void testFullFlowCapturesAuthorizationCode();
void testStateMismatchFailsFlow();
void testNonRedirectRequestIgnored();
void testDiscoveryFetchFailureFailsFlow();
void testNonLoopbackHttpDiscoveryUrlRejected();
void testProviderErrorFailsFlow();
void testEmptyCodeFailsFlow();
private:
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
QUrl mAuthorizationUrl;
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
};
void OAuthClientFlowTest::init()
{
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
mAuthorizationUrl.clear();
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
}
void OAuthClientFlowTest::testCodeVerifierFormat()
{
const QString verifier = OAuthClientFlow::generateCodeVerifier();
// RFC 7636 requires 43-128 characters from the unreserved set; 32 random bytes
// base64url-encoded without padding is exactly 43.
QCOMPARE(verifier.length(), 43);
const QRegularExpression unreserved(QStringLiteral("^[A-Za-z0-9\\-._~]+$"));
QVERIFY(unreserved.match(verifier).hasMatch());
}
void OAuthClientFlowTest::testCodeVerifierUnique()
{
QVERIFY(OAuthClientFlow::generateCodeVerifier() != OAuthClientFlow::generateCodeVerifier());
}
void OAuthClientFlowTest::testCodeChallengeRfc7636Vector()
{
// Test vector from RFC 7636 Appendix B.
const QString verifier = QStringLiteral("dBjftJeZ4CVP-mB92K27uhbUJU1p1r_wW1gFWFOEjXk");
QCOMPARE(OAuthClientFlow::codeChallengeS256(verifier), QStringLiteral("E9Melhoa2OwvFrEMTJguCHaoeK1t8URWbuGJSstw-cM"));
}
void OAuthClientFlowTest::testBuildAuthorizationUrl()
{
const QUrl url = OAuthClientFlow::buildAuthorizationUrl(QUrl(QStringLiteral("https://example.com/authorize")),
QStringLiteral("mud-native-client"),
{QStringLiteral("openid"), QStringLiteral("profile")},
QStringLiteral("http://127.0.0.1:49152/"),
QStringLiteral("test-state"),
QStringLiteral("test-challenge"),
QStringLiteral("test-nonce"));
QVERIFY(url.isValid());
QCOMPARE(url.scheme(), QStringLiteral("https"));
QCOMPARE(url.host(), QStringLiteral("example.com"));
QCOMPARE(url.path(), QStringLiteral("/authorize"));
const QUrlQuery query(url);
QCOMPARE(query.queryItemValue(QStringLiteral("response_type")), QStringLiteral("code"));
QCOMPARE(query.queryItemValue(QStringLiteral("client_id")), QStringLiteral("mud-native-client"));
QCOMPARE(query.queryItemValue(QStringLiteral("redirect_uri"), QUrl::FullyDecoded), QStringLiteral("http://127.0.0.1:49152/"));
QCOMPARE(query.queryItemValue(QStringLiteral("scope"), QUrl::FullyDecoded), QStringLiteral("openid profile"));
QCOMPARE(query.queryItemValue(QStringLiteral("state")), QStringLiteral("test-state"));
QCOMPARE(query.queryItemValue(QStringLiteral("code_challenge")), QStringLiteral("test-challenge"));
QCOMPARE(query.queryItemValue(QStringLiteral("code_challenge_method")), QStringLiteral("S256"));
QCOMPARE(query.queryItemValue(QStringLiteral("nonce")), QStringLiteral("test-nonce"));
}
void OAuthClientFlowTest::testBuildAuthorizationUrlOmitsEmptyNonce()
{
const QUrl url = OAuthClientFlow::buildAuthorizationUrl(QUrl(QStringLiteral("https://example.com/authorize")),
QStringLiteral("mud-native-client"),
{QStringLiteral("openid")},
QStringLiteral("http://127.0.0.1:49152/"),
QStringLiteral("test-state"),
QStringLiteral("test-challenge"),
QString());
const QUrlQuery query(url);
QVERIFY(!query.hasQueryItem(QStringLiteral("nonce")));
}
void OAuthClientFlowTest::testFullFlowCapturesAuthorizationCode()
{
MiniDiscoveryServer discovery(QStringLiteral("http://127.0.0.1:1/authorize"));
OAuthClientFlow flow;
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
connect(&flow, &OAuthClientFlow::authorizationUrlReady, this, &OAuthClientFlowTest::captureAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
QSignalSpy capturedSpy(&flow, &OAuthClientFlow::authorizationCaptured);
QSignalSpy failedSpy(&flow, &OAuthClientFlow::flowFailed);
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
QSignalSpy urlReadySpy(&flow, &OAuthClientFlow::authorizationUrlReady);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
flow.start(discovery.discoveryUrl(), QStringLiteral("test-client"), {QStringLiteral("openid")}, true);
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
QTRY_VERIFY(!mAuthorizationUrl.isEmpty());
QCOMPARE(urlReadySpy.count(), 1);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
const QUrlQuery query(mAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
QCOMPARE(query.queryItemValue(QStringLiteral("response_type")), QStringLiteral("code"));
QCOMPARE(query.queryItemValue(QStringLiteral("client_id")), QStringLiteral("test-client"));
QCOMPARE(query.queryItemValue(QStringLiteral("scope"), QUrl::FullyDecoded), QStringLiteral("openid"));
QCOMPARE(query.queryItemValue(QStringLiteral("code_challenge_method")), QStringLiteral("S256"));
QVERIFY(!query.queryItemValue(QStringLiteral("state")).isEmpty());
QVERIFY(!query.queryItemValue(QStringLiteral("nonce")).isEmpty());
const QString challenge = query.queryItemValue(QStringLiteral("code_challenge"));
QVERIFY(!challenge.isEmpty());
const QUrl redirectUri(query.queryItemValue(QStringLiteral("redirect_uri"), QUrl::FullyDecoded));
QCOMPARE(redirectUri.host(), QStringLiteral("127.0.0.1"));
QVERIFY(redirectUri.port() > 0);
// Simulate the provider redirecting the browser back to the loopback listener.
QTcpSocket browser;
browser.connectToHost(redirectUri.host(), static_cast<quint16>(redirectUri.port()));
QVERIFY(browser.waitForConnected(3000));
browser.write("GET /?code=test-auth-code&state=" + query.queryItemValue(QStringLiteral("state")).toLatin1() + " HTTP/1.1\r\nHost: 127.0.0.1\r\n\r\n");
QTRY_COMPARE(capturedSpy.count(), 1);
const auto args = capturedSpy.takeFirst();
QCOMPARE(args.at(0).toString(), QStringLiteral("test-auth-code"));
QCOMPARE(OAuthClientFlow::codeChallengeS256(args.at(1).toString()), challenge);
QCOMPARE(args.at(2).toString(), redirectUri.toString());
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
QCOMPARE(args.at(3).toString(), query.queryItemValue(QStringLiteral("nonce")));
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
QCOMPARE(failedSpy.count(), 0);
// Wait for the full status line (peek does not consume) so a split packet cannot yield a partial read.
QTRY_VERIFY(browser.peek(64).startsWith("HTTP/1.1 200"));
}
void OAuthClientFlowTest::testStateMismatchFailsFlow()
{
MiniDiscoveryServer discovery(QStringLiteral("http://127.0.0.1:1/authorize"));
OAuthClientFlow flow;
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
connect(&flow, &OAuthClientFlow::authorizationUrlReady, this, &OAuthClientFlowTest::captureAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
QSignalSpy capturedSpy(&flow, &OAuthClientFlow::authorizationCaptured);
QSignalSpy failedSpy(&flow, &OAuthClientFlow::flowFailed);
flow.start(discovery.discoveryUrl(), QStringLiteral("test-client"), {QStringLiteral("openid")}, false);
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
QTRY_VERIFY(!mAuthorizationUrl.isEmpty());
const QUrlQuery query(mAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
const QUrl redirectUri(query.queryItemValue(QStringLiteral("redirect_uri"), QUrl::FullyDecoded));
QTcpSocket browser;
browser.connectToHost(redirectUri.host(), static_cast<quint16>(redirectUri.port()));
QVERIFY(browser.waitForConnected(3000));
browser.write(QByteArray("GET /?code=test-auth-code&state=wrong-state HTTP/1.1\r\nHost: 127.0.0.1\r\n\r\n"));
QTRY_COMPARE(failedSpy.count(), 1);
QCOMPARE(capturedSpy.count(), 0);
// Wait for the full status line (peek does not consume) so a split packet cannot yield a partial read.
QTRY_VERIFY(browser.peek(64).startsWith("HTTP/1.1 400"));
}
void OAuthClientFlowTest::testNonRedirectRequestIgnored()
{
MiniDiscoveryServer discovery(QStringLiteral("http://127.0.0.1:1/authorize"));
OAuthClientFlow flow;
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
connect(&flow, &OAuthClientFlow::authorizationUrlReady, this, &OAuthClientFlowTest::captureAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
QSignalSpy capturedSpy(&flow, &OAuthClientFlow::authorizationCaptured);
QSignalSpy failedSpy(&flow, &OAuthClientFlow::flowFailed);
flow.start(discovery.discoveryUrl(), QStringLiteral("test-client"), {QStringLiteral("openid")}, false);
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
QTRY_VERIFY(!mAuthorizationUrl.isEmpty());
const QUrlQuery query(mAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
const QUrl redirectUri(query.queryItemValue(QStringLiteral("redirect_uri"), QUrl::FullyDecoded));
// A browser side-request (no code/error) must be answered without ending the flow.
QTcpSocket sideRequest;
sideRequest.connectToHost(redirectUri.host(), static_cast<quint16>(redirectUri.port()));
QVERIFY(sideRequest.waitForConnected(3000));
sideRequest.write(QByteArray("GET /favicon.ico HTTP/1.1\r\nHost: 127.0.0.1\r\n\r\n"));
// Wait for the full status line (peek does not consume) so a split packet cannot yield a partial read.
QTRY_VERIFY(sideRequest.peek(64).startsWith("HTTP/1.1 404"));
QCOMPARE(failedSpy.count(), 0);
// The real redirect still completes afterwards.
QTcpSocket browser;
browser.connectToHost(redirectUri.host(), static_cast<quint16>(redirectUri.port()));
QVERIFY(browser.waitForConnected(3000));
browser.write("GET /?code=test-auth-code&state=" + query.queryItemValue(QStringLiteral("state")).toLatin1() + " HTTP/1.1\r\nHost: 127.0.0.1\r\n\r\n");
QTRY_COMPARE(capturedSpy.count(), 1);
QCOMPARE(failedSpy.count(), 0);
}
void OAuthClientFlowTest::testDiscoveryFetchFailureFailsFlow()
{
OAuthClientFlow flow;
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
connect(&flow, &OAuthClientFlow::authorizationUrlReady, this, &OAuthClientFlowTest::captureAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
QSignalSpy failedSpy(&flow, &OAuthClientFlow::flowFailed);
// A server that accepts the connection then closes it immediately guarantees the discovery
// fetch fails deterministically, rather than relying on a host refusing a particular port.
MiniClosingServer discovery;
flow.start(discovery.discoveryUrl(), QStringLiteral("test-client"), {QStringLiteral("openid")}, false);
QTRY_COMPARE_WITH_TIMEOUT(failedSpy.count(), 1, 15000);
improve: OSC 8 hyperlink handling, and a setting to turn it off (#9731) #### Brief overview of PR changes/additions - Hardens how OSC 8 link payloads and link text are handled before they are run or displayed; link commands are no longer built by string-formatting remote text into Lua source. - Adds a per-profile setting (General → Game protocols) to turn OSC 8 hyperlinks off, which also reports `0` for every `OSC_HYPERLINKS*` NEW-ENVIRON variable and sends an INFO update if toggled mid-session. - Fixes `selected=` callbacks on `send:` links, which never fired, and keeps emoji and Persian/Arabic/Indic text intact in tooltips and menu labels. #### Motivation for adding to Mudlet Inspired by [conversation](https://discord.com/channels/279748146316312576/1416447642472284261/1535109010066251890) on the MUD Discord and updates to terminal emulators. OSC 8 sequences arrive from the game server — and often from another player whose say/tell text the server relays — so they have to be treated as untrusted input rather than as content the user chose to load. #### Other info (issues closed, discussion etc) New unit tests: `LuaLiteralTest` (28 cases, including an exhaustive sweep over the bracket alphabet, each evaluated in a real Lua 5.1 state) and `UntrustedTextTest` (26 cases covering emoji sequences, non-Latin shaping and the two sanitization policies). There is no automated NEW-ENVIRON coverage anywhere in the repo, so that path was verified manually against a live server instead. **Test case:** 1. `say !osc8-docs` — every documented feature still works. 2. Send a link whose command ends in `]`, e.g. `send:say [OOC]` — clicking sends the literal text (previously the click silently did nothing). 3. Settings → General → Game protocols → uncheck "Enable OSC 8 hyperlinks from the server" — links stop rendering and the server is told without a reconnect; re-check and they return. 4. Send a tooltip or menu label containing a multi-part emoji such as 👨‍🍳 — it renders normally, not as its component parts. --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-08-08 04:09:32 -04:00
// A failed discovery fetch must not have produced an authorization URL.
QVERIFY(mAuthorizationUrl.isEmpty());
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
}
void OAuthClientFlowTest::testNonLoopbackHttpDiscoveryUrlRejected()
{
OAuthClientFlow flow;
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
connect(&flow, &OAuthClientFlow::authorizationUrlReady, this, &OAuthClientFlowTest::captureAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
QSignalSpy failedSpy(&flow, &OAuthClientFlow::flowFailed);
// Plain http is only acceptable for loopback hosts; anything else must be refused
// before any network activity happens.
flow.start(QUrl(QStringLiteral("http://example.com/.well-known/openid-configuration")), QStringLiteral("test-client"), {QStringLiteral("openid")}, false);
QCOMPARE(failedSpy.count(), 1);
improve: OSC 8 hyperlink handling, and a setting to turn it off (#9731) #### Brief overview of PR changes/additions - Hardens how OSC 8 link payloads and link text are handled before they are run or displayed; link commands are no longer built by string-formatting remote text into Lua source. - Adds a per-profile setting (General → Game protocols) to turn OSC 8 hyperlinks off, which also reports `0` for every `OSC_HYPERLINKS*` NEW-ENVIRON variable and sends an INFO update if toggled mid-session. - Fixes `selected=` callbacks on `send:` links, which never fired, and keeps emoji and Persian/Arabic/Indic text intact in tooltips and menu labels. #### Motivation for adding to Mudlet Inspired by [conversation](https://discord.com/channels/279748146316312576/1416447642472284261/1535109010066251890) on the MUD Discord and updates to terminal emulators. OSC 8 sequences arrive from the game server — and often from another player whose say/tell text the server relays — so they have to be treated as untrusted input rather than as content the user chose to load. #### Other info (issues closed, discussion etc) New unit tests: `LuaLiteralTest` (28 cases, including an exhaustive sweep over the bracket alphabet, each evaluated in a real Lua 5.1 state) and `UntrustedTextTest` (26 cases covering emoji sequences, non-Latin shaping and the two sanitization policies). There is no automated NEW-ENVIRON coverage anywhere in the repo, so that path was verified manually against a live server instead. **Test case:** 1. `say !osc8-docs` — every documented feature still works. 2. Send a link whose command ends in `]`, e.g. `send:say [OOC]` — clicking sends the literal text (previously the click silently did nothing). 3. Settings → General → Game protocols → uncheck "Enable OSC 8 hyperlinks from the server" — links stop rendering and the server is told without a reconnect; re-check and they return. 4. Send a tooltip or menu label containing a multi-part emoji such as 👨‍🍳 — it renders normally, not as its component parts. --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-08-08 04:09:32 -04:00
// The rejected discovery URL must not have produced an authorization URL.
QVERIFY(mAuthorizationUrl.isEmpty());
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
}
void OAuthClientFlowTest::testProviderErrorFailsFlow()
{
MiniDiscoveryServer discovery(QStringLiteral("http://127.0.0.1:1/authorize"));
OAuthClientFlow flow;
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
connect(&flow, &OAuthClientFlow::authorizationUrlReady, this, &OAuthClientFlowTest::captureAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
QSignalSpy capturedSpy(&flow, &OAuthClientFlow::authorizationCaptured);
QSignalSpy failedSpy(&flow, &OAuthClientFlow::flowFailed);
flow.start(discovery.discoveryUrl(), QStringLiteral("test-client"), {QStringLiteral("openid")}, false);
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
QTRY_VERIFY(!mAuthorizationUrl.isEmpty());
const QUrlQuery query(mAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
const QUrl redirectUri(query.queryItemValue(QStringLiteral("redirect_uri"), QUrl::FullyDecoded));
QTcpSocket browser;
browser.connectToHost(redirectUri.host(), static_cast<quint16>(redirectUri.port()));
QVERIFY(browser.waitForConnected(3000));
browser.write("GET /?error=access_denied&state=" + query.queryItemValue(QStringLiteral("state")).toLatin1() + " HTTP/1.1\r\nHost: 127.0.0.1\r\n\r\n");
QTRY_COMPARE(failedSpy.count(), 1);
QCOMPARE(capturedSpy.count(), 0);
}
void OAuthClientFlowTest::testEmptyCodeFailsFlow()
{
MiniDiscoveryServer discovery(QStringLiteral("http://127.0.0.1:1/authorize"));
OAuthClientFlow flow;
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
connect(&flow, &OAuthClientFlow::authorizationUrlReady, this, &OAuthClientFlowTest::captureAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
QSignalSpy capturedSpy(&flow, &OAuthClientFlow::authorizationCaptured);
QSignalSpy failedSpy(&flow, &OAuthClientFlow::flowFailed);
flow.start(discovery.discoveryUrl(), QStringLiteral("test-client"), {QStringLiteral("openid")}, false);
fix: four security holes in the new browser sign-in (#9713) #### Brief overview of PR changes/additions Four security fixes to the GMCP `Char.Login` v2 browser sign-in added in #9378 *Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account)*, found by the 5.0 QA sweep and reproduced on the wire. The game server is untrusted throughout: Mudlet connects to arbitrary user-specified MUDs. - **A saved sign-in no longer goes out in the clear.** `Char.Login.Reconnect` carries a bearer token that signs into the player's account without their password, and Mudlet replayed it on whatever transport was live at the time - so a sign-in earned over TLS went out over plain telnet on the next connect. It is now refused on a cleartext transport, mirroring the `Char.Login.AuthCode` guard already in the same file; the player is told why and the sign-in falls back to the provider resume or the game's own sign-in screen. - **A server can no longer open browser tabs at will.** The client-driven OAuth path reached `QDesktopServices::openUrl()` with a server-chosen address and no guard at all, once per frame the server sent (5 frames measured, 5 tabs). Both flows now go through one decision point with a budget of one automatic hand-off per connection, refilled whenever the player sends something to the game. The client-driven flow still opens the browser on connect - that is the sign-in the player came for - but a burst of frames buys one tab, not a tab each, and `Char.Login.URL`, which a server may push at any moment, still needs actual input first. - **The OIDC nonce reaches the game, and a `Char.Login.Default` flood no longer buys credential-store churn.** With `"nonce": true` Mudlet generated a nonce and put it in the authorization URL but never sent it on, so the party that actually validates the ID token could not check its `nonce` claim; it now rides in `Char.Login.AuthCode`. Separately each `Char.Login.Default` frame started a fresh credential-store read (a 114 KB flood measured 4002 reads); sign-in attempts are now throttled to one per second, and dropped outright if the connection that scheduled them has gone. #### Motivation for adding to Mudlet All four are new in 5.0 and none was covered by a test, which is why they shipped. The token replay is the serious one: it hands a password-equivalent account credential to anyone on the path. Two decisions worth a second opinion: - The Char.Login 2 draft on Area 51 defines no `nonce` field in `Char.Login.AuthCode`, so this adds one. Without it `"nonce": true` cannot mean anything - nobody is in a position to verify the value. **The spec needs the field added to match.** - The same draft explicitly permits sending the reconnect token over plain telnet ("a server may choose to issue and accept tokens only over `telnets://`"). It does not require a client to, so refusing is conformant, but it is deliberately stricter than the spec. #### Other info (issues closed, discussion etc) Test case: connect a profile with a saved sign-in to a game offering `Char.Login 2` over plain telnet - Mudlet says the connection is not encrypted and hands off to the game's own sign-in screen instead of replaying the token. `GMCPCharLoginTest` gains a TLS-capable stub (embedded self-signed loopback certificate) and a loopback OpenID discovery stub, so the encrypted-transport and client-driven paths are exercised for real rather than assumed. The seven existing token tests move onto it, which is itself the proof that they were previously passing over cleartext. 80/80 `ctest` green. Assisted-by: Claude:claude-opus-5
2026-08-07 06:23:06 +02:00
QTRY_VERIFY(!mAuthorizationUrl.isEmpty());
const QUrlQuery query(mAuthorizationUrl);
Add: sign in to supported games using your browser (e.g. Google, Discord, or the game's own account) (#9378) #### Brief overview of PR changes/additions Adds client-side support for the GMCP `Char.Login` v2 sign-in flow. When a game offers it, Mudlet automates sign-in *around the game's own login screen* — it renders no sign-in UI of its own: - Hands off to the game's interactive screen with an empty `Char.Login.Credentials {}` when nothing is stored, so the player picks a provider (Google, Discord, GitHub, the game's own account, …) as text on the game's own screen. - Opens the sign-in URL the server pushes (`Char.Login.URL`) in the system browser — but only after the player has acted on this connection, never unprompted. - Autofills a stored character name + password when the profile has them. - Persists and replays the server's reconnect token (`Char.Login.Token` / `Char.Login.Reconnect`) for instant, password-less reconnects, with a "forget saved sign-in" control in Preferences → Connection. - Resumes the *remembered* provider's browser sign-in without a menu when a saved token has expired or been revoked (`Char.Login.Credentials {account, provider}`), falling back to the interactive hand-off only when no provider is remembered. - Handles token rotation and multiple devices safely: overwrites the saved token when the server rotates it, and if another running Mudlet instance sharing the profile's keychain rotates the token mid-flight, replays the fresh token instead of discarding it. - For a game that is its own OpenID Provider over TLS, optionally runs the client-driven PKCE flow end to end (`Char.Login.AuthCode`). #### Motivation for adding to Mudlet Modern games are moving to browser-based single sign-on; this lets Mudlet players use those accounts directly, and reconnect without re-entering anything — while classic character-name/password logins keep working unchanged. #### Other info (issues closed, discussion etc) - Reworks the approach to resolve @vadi2's UX feedback (https://github.com/Mudlet/Mudlet/pull/9373#issuecomment-4865669499): there is **no client pop-up and no in-client chooser**. The game owns the sign-in screen and offers the choice as text; Mudlet only automates the mechanical hooks around it (autofill, open URL, save token, replay token). - Supersedes and closes #9373. - Implements the revised v2 draft spec, inspired by #9354. - Covered by new tests: `OAuthClientFlowTest` (OIDC discovery, PKCE, loopback capture) and the `GMCPCharLoginTest` functional suite driving a GMCP server stub through the full client flow. - Try it out on StickMUD. https://github.com/user-attachments/assets/566947f6-4f43-4bff-b98c-9328b7a40a2d --------- Signed-off-by: Michael Conley <sousesider@gmail.com>
2026-07-14 08:20:02 -04:00
const QUrl redirectUri(query.queryItemValue(QStringLiteral("redirect_uri"), QUrl::FullyDecoded));
// A redirect with a matching state but an empty code (code= present but blank) must fail, not
// capture an empty authorization code - a distinct branch from an error= redirect.
QTcpSocket browser;
browser.connectToHost(redirectUri.host(), static_cast<quint16>(redirectUri.port()));
QVERIFY(browser.waitForConnected(3000));
browser.write("GET /?code=&state=" + query.queryItemValue(QStringLiteral("state")).toLatin1() + " HTTP/1.1\r\nHost: 127.0.0.1\r\n\r\n");
QTRY_COMPARE(failedSpy.count(), 1);
QCOMPARE(capturedSpy.count(), 0);
// Wait for the full status line (peek does not consume) so a split packet cannot yield a partial read.
QTRY_VERIFY(browser.peek(64).startsWith("HTTP/1.1 400"));
}
#include "OAuthClientFlowTest.moc"
QTEST_MAIN(OAuthClientFlowTest)