clerk auth fixed

This commit is contained in:
2025-08-03 00:51:07 +05:30
parent 2be48dd7a8
commit 7f48a70473
10 changed files with 171 additions and 64 deletions

View File

@@ -1,5 +1,6 @@
/* eslint-disable @typescript-eslint/no-unused-vars */
import type * as Party from 'partykit/server';
import { createClerkClient, verifyToken } from '@clerk/backend';
interface GameState {
totalClicks: number;
@@ -12,22 +13,23 @@ interface GameState {
currentClickImage: string;
}
interface ClickMessage {
type: 'click';
userId: string;
userName: string;
interface AuthenticatedMessage {
token: string;
userId: string; // Expected userId from client
userName: string; // Expected userName from client
}
interface PurchaseUpgradeMessage {
interface ClickMessage extends AuthenticatedMessage {
type: 'click';
}
interface PurchaseUpgradeMessage extends AuthenticatedMessage {
type: 'purchase-upgrade';
userId: string;
upgradeId: string;
}
interface UserJoinMessage {
interface UserJoinMessage extends AuthenticatedMessage {
type: 'user-join';
userId: string;
userName: string;
}
type Message = ClickMessage | PurchaseUpgradeMessage | UserJoinMessage;
@@ -50,7 +52,13 @@ const MILESTONES = [
];
export default class GameServer implements Party.Server {
constructor(readonly party: Party.Party) { }
clerkClient: ReturnType<typeof createClerkClient>;
constructor(readonly party: Party.Party) {
this.clerkClient = createClerkClient({
secretKey: party.env.CLERK_SECRET_KEY as string,
});
}
gameState: GameState = {
totalClicks: 0,
@@ -68,68 +76,104 @@ export default class GameServer implements Party.Server {
autoClickInterval?: NodeJS.Timeout;
onConnect(conn: Party.Connection, _ctx: Party.ConnectionContext) {
async onConnect(conn: Party.Connection, _ctx: Party.ConnectionContext) {
conn.send(JSON.stringify({ type: 'game-state', state: this.gameState }));
}
onMessage(message: string, _sender: Party.Connection) {
async onMessage(message: string, sender: Party.Connection) {
const data = JSON.parse(message) as Message;
switch (data.type) {
case 'user-join':
this.handleUserJoin(data);
break;
case 'click':
this.handleClick(data);
break;
case 'purchase-upgrade':
this.handlePurchaseUpgrade(data);
break;
// Verify the Clerk token for authenticated messages
if ('token' in data && data.token) {
try {
const sessionClaims = await verifyToken(data.token, {
jwtKey: this.party.env.CLERK_JWT_KEY as string,
});
const authenticatedUserId = sessionClaims.sub;
// Ensure the userId from the client matches the authenticated userId
if (authenticatedUserId !== data.userId) {
console.warn(`User ID mismatch: Client sent ${data.userId}, but token is for ${authenticatedUserId}`);
sender.close(); // Close connection for potential tampering
return;
}
// Update user info on the server with authenticated data
if (!this.gameState.users[authenticatedUserId]) {
this.gameState.users[authenticatedUserId] = {
name: data.userName, // Use the name provided by the client, which comes from Clerk
clicks: 0,
lastSeen: Date.now()
};
}
this.gameState.users[authenticatedUserId].lastSeen = Date.now();
this.gameState.users[authenticatedUserId].name = data.userName; // Update name in case it changed
switch (data.type) {
case 'user-join':
// User join is handled by the token verification and user state update above
break;
case 'click':
this.handleClick(data, authenticatedUserId);
break;
case 'purchase-upgrade':
this.handlePurchaseUpgrade(data, authenticatedUserId);
break;
}
} catch (error) {
console.error('Clerk token verification failed:', error);
sender.close(); // Close connection if token is invalid
return;
}
} else {
// For messages without a token (e.g., initial connection before token is sent, or unauthenticated actions)
// For this game, we only allow authenticated actions.
console.warn('Received unauthenticated message, closing connection.');
sender.close();
return;
}
this.broadcast();
}
// handleUserJoin is now largely integrated into onMessage's token verification
// Keeping it for now, but it might become redundant or simplified.
handleUserJoin(data: UserJoinMessage) {
if (!this.gameState.users[data.userId]) {
this.gameState.users[data.userId] = {
name: data.userName,
clicks: 0,
lastSeen: Date.now()
};
}
this.gameState.users[data.userId].lastSeen = Date.now();
// This function is now mostly handled by the onMessage token verification logic
// It ensures the user exists in gameState.users and updates lastSeen/name.
// No explicit action needed here beyond what onMessage does.
}
handleClick(data: ClickMessage) {
handleClick(data: ClickMessage, authenticatedUserId: string) {
const clickValue = this.gameState.clickMultiplier;
this.gameState.totalClicks += clickValue;
if (!this.gameState.users[data.userId]) {
this.gameState.users[data.userId] = {
name: data.userName,
// Ensure user exists (should be handled by onMessage's token verification)
if (!this.gameState.users[authenticatedUserId]) {
this.gameState.users[authenticatedUserId] = {
name: data.userName, // Use the name from the client, which comes from Clerk
clicks: 0,
lastSeen: Date.now()
};
}
this.gameState.users[data.userId].clicks += clickValue;
this.gameState.users[data.userId].lastSeen = Date.now();
this.gameState.users[authenticatedUserId].clicks += clickValue;
this.gameState.users[authenticatedUserId].lastSeen = Date.now();
this.checkMilestones();
}
handlePurchaseUpgrade(data: PurchaseUpgradeMessage) {
handlePurchaseUpgrade(data: PurchaseUpgradeMessage, authenticatedUserId: string) {
const upgrade = UPGRADES[data.upgradeId as keyof typeof UPGRADES];
const currentUpgrade = this.gameState.upgrades[data.upgradeId];
if (!upgrade || !currentUpgrade) return;
const userClicks = this.gameState.users[data.userId]?.clicks || 0;
const userClicks = this.gameState.users[authenticatedUserId]?.clicks || 0;
if (userClicks >= currentUpgrade.cost) {
this.gameState.users[data.userId].clicks -= currentUpgrade.cost;
this.gameState.users[authenticatedUserId].clicks -= currentUpgrade.cost;
currentUpgrade.owned += 1;
currentUpgrade.cost = Math.floor(upgrade.baseCost * Math.pow(upgrade.multiplier, currentUpgrade.owned));