补齐游戏分发跨账号越权用例并统一送审的 404 口径
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- 新增 scripts/check-game-distribution-owner-isolation.mjs:对本地真实栈注册两个账号,逐条验证私有版本读取、上传状态、分片写入、分包确认、送审、撤回与未认证访问的越权口径,并验证请求体伪造 owner 不生效 - api-server 的 submit_version 改用 load_owner_version_or_404:他人送审返回 404 而不是 403,不再用错误码泄露版本是否存在 - package.json 注册 check:game-distribution-owner-isolation - 游戏分发里程碑阶段 A 第 1 条改为已勾选,写入 21 项 PASS 取证与修复前的 403 变异证据
This commit is contained in:
@@ -0,0 +1,441 @@
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// 游戏分发「作者归属与越权隔离」真实链路检查(需要本地 dev 栈:SpacetimeDB standalone + api-server)。
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//
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// 用法:
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// E2E_ADMIN_USER=<管理员用户名> E2E_ADMIN_PASSWORD=<管理员密码> \
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// npm run check:game-distribution-owner-isolation
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// E2E_API_BASE 可覆盖 api-server 地址(默认 http://127.0.0.1:4198)。
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//
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// 覆盖:两个真实账号注册 → 作者建游戏与版本 → 另一个账号读私有版本、读上传状态、写分片、
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// 确认分包、送审、撤回全部按「不可见」处理 → 未认证读私有版本 401 → 越权写没有副作用
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// (作者侧已收字节仍为 0)→ 请求体里伪造 owner 不生效(游戏仍归请求者、不出现在被冒名账号
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// 的 my-games)→ 作者撤回自己的版本成功。整条链路只在本机 dev 数据库落行;唯一的存储写入
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// 是「建游戏必须提供封面」逼出的一个 67 字节 PNG(dev bucket,走现役直传 + 确认链路),
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// 发行包分片与确认全部停在越权拒绝之前,不会产生任何对象。
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const COVER_PNG = Buffer.from(
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'iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mP8z8BQDwAEhQGAhKmMIQAAAABJRU5ErkJggg==',
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'base64',
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);
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const API = process.env.E2E_API_BASE ?? 'http://127.0.0.1:4198';
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const ENVELOPE = { 'x-genarrative-response-envelope': 'v1' };
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const ADMIN_USER = (process.env.E2E_ADMIN_USER ?? '').trim();
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const ADMIN_PASSWORD = process.env.E2E_ADMIN_PASSWORD ?? '';
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const DEV_PASSWORD = 'GenE2e123!';
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if (!ADMIN_USER || !ADMIN_PASSWORD) {
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console.error(
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'缺少 E2E_ADMIN_USER / E2E_ADMIN_PASSWORD:本脚本要按发布灰度口径打开 ' +
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'game-distribution:publish 写入口;本地栈可先以 GENARRATIVE_ADMIN_USERNAME / ' +
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'GENARRATIVE_ADMIN_PASSWORD 启动 api-server。',
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);
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process.exit(2);
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}
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let failures = 0;
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function check(name, ok, detail = '') {
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if (!ok) failures += 1;
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console.log(
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`${ok ? 'PASS' : 'FAIL'} ${name}${detail ? ` :: ${detail}` : ''}`,
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);
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}
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async function api(path, options = {}) {
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const { method = 'GET', token, body, headers = {}, binary } = options;
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const finalHeaders = { ...ENVELOPE, ...headers };
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if (token) finalHeaders.Authorization = `Bearer ${token}`;
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let finalBody;
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if (binary) {
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finalBody = binary;
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} else if (body !== undefined) {
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finalHeaders['Content-Type'] = 'application/json';
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finalBody = JSON.stringify(body);
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}
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const response = await fetch(`${API}${path}`, {
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method,
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headers: finalHeaders,
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body: finalBody,
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});
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const text = await response.text();
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let json = null;
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try {
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json = JSON.parse(text);
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} catch {
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json = null;
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}
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return {
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status: response.status,
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json,
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text,
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data: json?.data,
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error: json?.error,
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};
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}
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function gameMetadata(title) {
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return {
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title,
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summary: '越权隔离用例的临时游戏',
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description: '',
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category: '休闲',
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tags: ['e2e'],
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deviceSupport: { desktop: true, mobile: false, touch: false },
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inputModes: ['keyboard', 'mouse'],
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orientation: 'landscape',
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};
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}
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async function uploadCover(token, id) {
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const fileName = `owner-isolation-${id}.png`;
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const ticket = await api('/api/assets/direct-upload-tickets', {
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method: 'POST',
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token,
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body: {
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legacyPrefix: 'generated-character-drafts',
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pathSegments: ['game-distribution', 'owner-isolation', String(id)],
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fileName,
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contentType: 'image/png',
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access: 'private',
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maxSizeBytes: COVER_PNG.length,
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metadata: { asset_kind: 'game_distribution_cover' },
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},
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});
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if (ticket.status !== 200) {
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throw new Error(
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`创建直传凭证失败 ${ticket.status} ${ticket.text.slice(0, 300)}`,
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);
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}
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const upload = ticket.data.upload;
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const form = new FormData();
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for (const [key, value] of Object.entries(upload.formFields ?? {})) {
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if (value !== null && value !== undefined) form.append(key, String(value));
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}
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form.append('file', new Blob([COVER_PNG], { type: 'image/png' }), fileName);
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const put = await fetch(upload.host, { method: 'POST', body: form });
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if (!put.ok) {
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throw new Error(`直传对象存储失败 ${put.status}`);
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}
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const confirm = await api('/api/assets/objects/confirm', {
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method: 'POST',
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token,
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body: {
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bucket: upload.bucket,
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objectKey: upload.objectKey,
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contentType: 'image/png',
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contentLength: COVER_PNG.length,
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assetKind: 'game_distribution_cover',
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accessPolicy: 'private',
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entityId: 'game-distribution-owner-isolation',
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},
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});
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if (confirm.status !== 200) {
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throw new Error(
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`确认素材失败 ${confirm.status} ${confirm.text.slice(0, 300)}`,
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);
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}
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return confirm.data.assetObject.assetObjectId;
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}
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async function register(prefix) {
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const response = await api('/api/auth/entry', {
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method: 'POST',
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body: {
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purePhoneNumber: `${prefix}${String(Date.now()).slice(-8)}`,
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password: DEV_PASSWORD,
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},
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});
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return { response, token: response.data?.token };
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}
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async function main() {
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const adminLogin = await api('/admin/api/login', {
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method: 'POST',
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body: { username: ADMIN_USER, password: ADMIN_PASSWORD },
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});
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const admin = adminLogin.data?.token ?? adminLogin.data?.accessToken;
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check(
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'管理员登录成功',
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adminLogin.status === 200 && Boolean(admin),
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`status=${adminLogin.status}`,
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);
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if (!admin) process.exit(1);
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const author = await register('137');
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const intruder = await register('138');
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check(
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'作者注册拿到 token',
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author.response.status === 200 && Boolean(author.token),
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`status=${author.response.status}`,
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);
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check(
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'另一个账号注册拿到 token',
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intruder.response.status === 200 && Boolean(intruder.token),
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`status=${intruder.response.status}`,
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);
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if (!author.token || !intruder.token) process.exit(1);
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const setGate = (enabled, rolloutPercent) =>
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api('/admin/api/feature-gates', {
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method: 'PUT',
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token: admin,
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body: {
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gateKey: 'game-distribution:publish',
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enabled,
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rolloutPercent,
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allowUserIds: [],
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allowUserTags: [],
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denyUserIds: [],
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description: 'E2E 作者归属隔离',
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},
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});
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const gateOpen = await setGate(true, 100);
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check(
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'发布灰度可开启并放量',
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gateOpen.status === 200,
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`status=${gateOpen.status}`,
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);
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const stamp = Date.now();
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const title = `越权隔离 ${String(stamp).slice(-6)}`;
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const coverAssetId = await uploadCover(author.token, stamp);
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const created = await api('/api/game-distribution/games', {
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method: 'POST',
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token: author.token,
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headers: { 'Idempotency-Key': `iso-game-${stamp}` },
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body: { ...gameMetadata(title), coverAssetId },
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});
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const gameId = created.data?.id;
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check(
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'作者创建游戏成功',
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created.status === 200 && Boolean(gameId),
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`status=${created.status} msg=${created.error?.message ?? ''}`,
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);
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if (!gameId) process.exit(1);
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const versionResponse = await api(
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`/api/game-distribution/games/${gameId}/versions`,
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{
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method: 'POST',
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token: author.token,
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headers: { 'Idempotency-Key': `iso-version-${stamp}` },
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body: {
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packageSha256: 'a'.repeat(64),
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packageBytes: 2048,
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packageFileCount: 2,
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packageEntryPath: 'index.html',
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gameMetadata: { ...gameMetadata(title), coverAssetId },
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},
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},
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);
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const versionId = versionResponse.data?.versionId;
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const publicationRevision = versionResponse.data?.publicationRevision ?? 0;
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check(
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'作者创建版本成功(awaiting_upload)',
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versionResponse.status === 200 &&
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Boolean(versionId) &&
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versionResponse.data?.status === 'awaiting_upload',
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`status=${versionResponse.status} versionStatus=${versionResponse.data?.status}`,
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);
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if (!versionId) process.exit(1);
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const ownRead = await api(`/api/game-distribution/versions/${versionId}`, {
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token: author.token,
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});
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check(
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'作者读到自己的私有版本',
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ownRead.status === 200 && ownRead.data?.version?.versionId === versionId,
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`status=${ownRead.status}`,
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);
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const anonymousRead = await api(
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`/api/game-distribution/versions/${versionId}`,
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);
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check(
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'未认证读私有版本 401',
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anonymousRead.status === 401,
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`status=${anonymousRead.status}`,
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);
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const foreignRead = await api(
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`/api/game-distribution/versions/${versionId}`,
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{ token: intruder.token },
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);
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check(
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'他人读私有版本按不存在处理(404)',
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foreignRead.status === 404,
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`status=${foreignRead.status} code=${foreignRead.error?.code ?? ''}`,
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);
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const foreignState = await api(
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`/api/game-distribution/versions/${versionId}/package/upload-state`,
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{ token: intruder.token },
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);
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check(
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'他人读上传状态 404',
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foreignState.status === 404,
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`status=${foreignState.status}`,
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);
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const foreignChunk = await api(
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`/api/game-distribution/versions/${versionId}/package/chunk`,
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{
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method: 'PUT',
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token: intruder.token,
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headers: {
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'Content-Type': 'application/octet-stream',
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'Idempotency-Key': `iso-chunk-${stamp}`,
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'x-genarrative-upload-offset': '0',
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},
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binary: Buffer.alloc(16, 7),
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},
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);
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check(
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'他人写发行包分片 404',
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foreignChunk.status === 404,
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`status=${foreignChunk.status}`,
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);
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const foreignComplete = await api(
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`/api/game-distribution/versions/${versionId}/package/complete`,
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{
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method: 'POST',
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token: intruder.token,
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headers: { 'Idempotency-Key': `iso-complete-${stamp}` },
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},
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);
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check(
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'他人确认分包 404',
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foreignComplete.status === 404,
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`status=${foreignComplete.status}`,
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);
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const foreignSubmit = await api(
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`/api/game-distribution/versions/${versionId}/submit`,
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{
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method: 'POST',
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token: intruder.token,
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headers: { 'Idempotency-Key': `iso-submit-${stamp}` },
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body: { expectedPublicationRevision: publicationRevision },
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},
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);
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check(
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'他人送审 404',
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foreignSubmit.status === 404,
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`status=${foreignSubmit.status} code=${foreignSubmit.error?.code ?? ''} msg=${foreignSubmit.error?.message ?? ''}`,
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);
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const nonexistentSubmit = await api(
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`/api/game-distribution/versions/gamever_missing_${stamp}/submit`,
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{
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method: 'POST',
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token: intruder.token,
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headers: { 'Idempotency-Key': `iso-missing-submit-${stamp}` },
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body: { expectedPublicationRevision: 0 },
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},
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);
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check(
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'他人送审不存在的版本 404(对照)',
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nonexistentSubmit.status === 404,
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`status=${nonexistentSubmit.status} code=${nonexistentSubmit.error?.code ?? ''}`,
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);
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const foreignCancel = await api(
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`/api/game-distribution/versions/${versionId}/cancel`,
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{
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method: 'POST',
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token: intruder.token,
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headers: { 'Idempotency-Key': `iso-cancel-${stamp}` },
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body: { expectedPublicationRevision: publicationRevision },
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},
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);
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check(
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'他人撤回 404',
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foreignCancel.status === 404,
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`status=${foreignCancel.status}`,
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);
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const authorState = await api(
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`/api/game-distribution/versions/${versionId}/package/upload-state`,
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{ token: author.token },
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);
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check(
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'越权写没有落副作用(作者侧已收字节仍为 0)',
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authorState.status === 200 && authorState.data?.receivedBytes === 0,
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`status=${authorState.status} receivedBytes=${authorState.data?.receivedBytes}`,
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);
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const intruderCoverAssetId = await uploadCover(
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intruder.token,
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`${stamp}-intruder`,
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);
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const forged = await api('/api/game-distribution/games', {
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method: 'POST',
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token: intruder.token,
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headers: { 'Idempotency-Key': `iso-forged-${stamp}` },
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body: {
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...gameMetadata(`伪造 owner ${String(stamp).slice(-6)}`),
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coverAssetId: intruderCoverAssetId,
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ownerUserId: 'user_forged',
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owner_user_id: 'user_forged',
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},
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});
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const forgedGameId = forged.data?.id;
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check(
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'请求体伪造 owner 不影响创建成功',
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forged.status === 200 && Boolean(forgedGameId),
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`status=${forged.status} msg=${forged.error?.message ?? ''}`,
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);
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const intruderGames = await api('/api/game-distribution/my-games', {
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token: intruder.token,
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});
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const forgedStaysWithRequester =
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Array.isArray(intruderGames.data?.games) &&
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intruderGames.data.games.some((game) => game.id === forgedGameId);
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check(
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'伪造 owner 的游戏仍归请求者(在请求者 my-games 里)',
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forgedStaysWithRequester,
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`games=${intruderGames.data?.games?.length ?? 'n/a'}`,
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);
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const authorGames = await api('/api/game-distribution/my-games', {
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token: author.token,
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});
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const forgedLeakedToAuthor =
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Array.isArray(authorGames.data?.games) &&
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authorGames.data.games.some((game) => game.id === forgedGameId);
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check(
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||||
'伪造 owner 的游戏不出现在被冒名账号的 my-games',
|
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!forgedLeakedToAuthor,
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`authorGames=${authorGames.data?.games?.length ?? 'n/a'}`,
|
||||
);
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||||
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const ownCancel = await api(
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||||
`/api/game-distribution/versions/${versionId}/cancel`,
|
||||
{
|
||||
method: 'POST',
|
||||
token: author.token,
|
||||
headers: { 'Idempotency-Key': `iso-own-cancel-${stamp}` },
|
||||
body: { expectedPublicationRevision: publicationRevision },
|
||||
},
|
||||
);
|
||||
check(
|
||||
'作者撤回自己的版本成功(cancelled)',
|
||||
ownCancel.status === 200 && ownCancel.data?.version?.status === 'cancelled',
|
||||
`status=${ownCancel.status} versionStatus=${ownCancel.data?.version?.status}`,
|
||||
);
|
||||
|
||||
const gateClosed = await setGate(false, 0);
|
||||
check(
|
||||
'发布灰度恢复关闭',
|
||||
gateClosed.status === 200,
|
||||
`status=${gateClosed.status}`,
|
||||
);
|
||||
|
||||
console.log(`\n${failures === 0 ? '全部通过' : `${failures} 项失败`}`);
|
||||
process.exit(failures === 0 ? 0 : 1);
|
||||
}
|
||||
|
||||
main().catch((error) => {
|
||||
console.error(`[check:game-distribution-owner-isolation] 运行失败:${error}`);
|
||||
process.exit(1);
|
||||
});
|
||||
Reference in New Issue
Block a user