GroupVerify/README.md
Astra 10e5fe9f3c GroupVerify 0.3.0: check players with the Steam Web API as they join, clan tag for other plugins
Steam rate-limits its community member lists by IP (429), so the whole-list download is gone.
Each player is checked as they join with ISteamUser/GetUserGroupList: a member's 'group' row is
added or refreshed, a non-member's deleted, and when Steam won't say (private profile, bad key,
outage) the database stands. A player is asked about at most once per
min_forced_refresh_seconds; css_verify rechecks its targets, offline SteamIDs too. Changing the
group clears the old group's rows. refresh_minutes is gone.

The Web API key goes in configs/plugins/GroupVerify/GroupVerify.json (SteamWebApiKey); every
other setting stays in the database.

New clan_tag setting and css_gv_clantag <tag|-> (@css/root): the scoreboard tag for verified
players without a rank, applied by CS2-Tags. The API gains ClanTag and OnClanTagChanged, so
shared/GroupVerifyApi changes: needs a server restart.
2026-10-02 18:42:41 +01:00

256 lines
14 KiB
Markdown

# GroupVerify
Marks players as **verified** when they're in our Steam group, or when staff have given them a
manual override on the web panel. It gives out nothing itself: other plugins ask it through its
API (`GroupVerifyApi`, see [For other plugins](#for-other-plugins)) and hand out their own perks.
Its data and settings live in CS2-SimpleAdmin's MySQL database, reached through SimpleAdmin's API
(`GetConnectionString()`). Needs CS2-SimpleAdmin on MySQL; on SQLite, or without SimpleAdmin, it
logs an error and verifies nobody. The one exception is the Steam Web API key, a secret, which goes
in `configs/plugins/GroupVerify/GroupVerify.json`:
```json
{
"SteamWebApiKey": "<from https://steamcommunity.com/dev/apikey>",
"ConfigVersion": 1
}
```
CSS writes that file with a blank key on first load. Fill it in, then `css_plugins reload
GroupVerify` (or restart). Without a key nobody's group membership is checked: players already
saved as members stay verified, overrides still work, and the log says so once.
## Turning it on
Verification runs only when it's **enabled and has a Steam group set**. Otherwise nobody is
verified, including players with an override, and other plugins see `IsActive == false`. A new
install is enabled with no group, so it's off until you set one:
```
css_gv_group 103582791429521408 set the group (its 64-bit ID) and check everyone online
css_gv_group 0 clear the group: verification is off
css_gv_group show whether it's on and the group
css_gv_disable turn it off, keeping the group
css_gv_enable turn it back on
css_gv_clantag zio the scoreboard tag for verified players without a rank (- clears it)
```
These need `@css/root` (an `admin_overrides.json` entry for a command changes that) and work from
the server console and RCON. Changes are saved to `gv_settings` and take effect at once: turning
it off tells other plugins every verified player stopped being verified, and turning it on (or
changing the group) checks everyone on the server with Steam straight away. Changing the group
deletes the saved members of the old one.
The group ID is the number in `<groupID64>` at
`https://steamcommunity.com/groups/<name>/memberslistxml/?xml=1`. `css_gv_group` refuses anything
that isn't a Steam group ID.
## How it works
- **Steam group, checked per player as they join.** Once Steam has authorized a player, they're
verified straight away from what the database knows, then GroupVerify asks the Steam Web API
which groups they're in
(`https://api.steampowered.com/ISteamUser/GetUserGroupList/v1/?key=<key>&steamid=<steamid64>`,
off the game thread). In the group: their `source = 'group'` row is added or refreshed. Not in
it: the row is deleted. Steam wouldn't say (a private profile, a bad key, an outage, a rate
limit): nothing changes, what the database has stands, and the log says why. A player is asked
about at most once per `min_forced_refresh_seconds`, so reconnecting doesn't spam Steam.
- **Only on join.** A player who leaves the group while on the server stays verified until they
next join (or someone runs `css_verify` on them).
- **Overrides.** `gv_verified` is reread every `db_reload_seconds`, so web panel changes show up
without a restart. Expired rows are ignored, and deleted on each reload.
- **Verified** = a `group` row (or this session's Steam answer, which wins), **or** an unexpired
row with `override` = 1.
- Online players are re-evaluated after each Steam answer, database reload and settings command.
Other plugins get `OnVerifiedChanged` only when a player's status changes. Their state is
dropped when they disconnect.
- **Why not the clan tag?** The tag shown on the scoreboard is CS2-Tags' rank tag on our server,
not the player's, and the group a client says it represents (`cl_clanid`) is a client setting
anyone can set to any group. Only Steam's own answer is trusted.
## `css_verify` (`!verify`)
`css_verify <target>`: `@all`, `@t`, `@ct`, `@spec`, `@alive`, `@dead`, `@me`, `#userid`, a name
(an exact match first, then a partial one; ambiguous names are refused), or a SteamID
(SteamID64, `STEAM_X:Y:Z` or `[U:1:N]`), which works for offline players too. No target means
`@me`. Works from the server console.
Each target (offline SteamIDs too) is checked with Steam again, and the database reread, where
that was last done more than `min_forced_refresh_seconds` ago. Then the targets are re-evaluated,
and the answer goes to chat: one line per player for up to 5 targets (verified by Steam group,
override with its expiry, or not verified, and why Steam couldn't be asked if it couldn't), a
summary for more, and how old the overrides are. Every use is
logged through SimpleAdmin's `LogCommand` (server log and its Discord log) and the plugin's log.
**Who can use it:** Admin and above, plus Guardian. A player qualifies when one of their
SimpleAdmin groups has at least the immunity of the `verify_min_rank` group (`#rank/admin`), or is
listed in `verify_extra_ranks` (`#rank/guardian`). Groups are read from the database the same way
our SimpleAdmin fork works out a rank (`PermissionManager.GetRank`): an unexpired `sa_admins` row for
this server, whose `sa_admins_flags` entry names an `sa_groups` group that applies to this server.
So promoting someone on the web panel takes effect at once, and a new rank above Admin passes
by its immunity without changes here.
An `admin_overrides.json` entry for `css_verify` replaces that check: CSS enforces the override's
flags before the command runs, and the rank check is skipped.
## Database
Created at load from the embedded `Migrations/*.sql`, tracked in `gv_migrations` (kept apart from
SimpleAdmin's `sa_migrations`). Times are wall-clock values in the `timezone` setting, which must
match SimpleAdmin's `Timezone` (as the web panel already assumes for SimpleAdmin's own tables).
### `gv_verified`
| column | type | notes |
|--------------|----------------------------|---------------------------------------------------------------|
| `steamid64` | `bigint` | primary key, with `source` |
| `source` | `enum('group','manual')` | `group`: written by the plugin. `manual`: the web panel's. |
| `override` | `tinyint(1)` | 1 verifies the player whether or not they're in the group |
| `expires_at` | `datetime NULL` | NULL = never. Expired rows are ignored, then deleted. |
| `added_by` | `varchar(128)` | free text: who added it (`steam-group` for group rows) |
| `created_at` | `datetime` | first added |
| `updated_at` | `datetime` | group rows: when Steam last confirmed them |
One row per player and source, so a manual override and a group row never overwrite each other.
`override` is backticked in the plugin's SQL; do the same, it's close to a reserved word.
The web panel only writes `manual` rows. To add or change an override:
```sql
INSERT INTO gv_verified (steamid64, source, `override`, expires_at, added_by, created_at, updated_at)
VALUES (76561198000000000, 'manual', 1, '2026-12-31 23:59:00', 'astra (76561198...)', NOW(), NOW())
ON DUPLICATE KEY UPDATE `override` = 1, expires_at = VALUES(expires_at),
added_by = VALUES(added_by), updated_at = VALUES(updated_at);
```
`NOW()` is only right if MySQL's time zone matches `timezone`; otherwise pass the time from the
panel. To remove one: `DELETE FROM gv_verified WHERE steamid64 = ? AND source = 'manual'`. Leave
`group` rows alone: they verify the player, and the next Steam check as they join adds or deletes
them.
### `gv_settings`
`name` → `value` (both strings). Missing names are added with their defaults at each reload.
`enabled` and `group_id64` are normally set with the commands above. Anything edited by hand
applies at the next reload (`db_reload_seconds`), timers included.
| name | default | meaning |
|------------------------------|------------------|-----------------------------------------------------------------|
| `enabled` | `1` | `0` turns verification off (`css_gv_enable`/`css_gv_disable`) |
| `group_id64` | `0` | the Steam group's 64-bit ID; `0` turns it off (`css_gv_group`) |
| `min_forced_refresh_seconds` | `60` | a player is rechecked with Steam at most this often |
| `db_reload_seconds` | `60` | how often `gv_settings` and `gv_verified` are reread |
| `timezone` | `UTC` | time zone of the `datetime` columns; match SimpleAdmin's |
| `verify_min_rank` | `#rank/admin` | `css_verify` needs this group's immunity or higher |
| `verify_extra_ranks` | `#rank/guardian` | comma-separated groups that may also use `css_verify` |
| `clan_tag` | (blank) | scoreboard tag for verified players without a rank, max 12 |
## For other plugins
GroupVerify registers the capability `groupverify:api` (`IGroupVerifyApi`), from
`GroupVerifyApi.dll`, which is installed in `addons/counterstrikesharp/shared/GroupVerifyApi/`.
Use it on the game thread:
- `IsVerified(player)` / `IsVerified(steamId64)`: verified right now. False for bots, players
Steam hasn't authorized yet, and everyone while `IsActive` is false.
- `GetStatus(steamId64)`: a `VerifyStatus` with `Verified`, `InGroup`, `HasOverride` and
`OverrideExpires` (null when it never ends).
- `IsActive`: GroupVerify is loaded, enabled, has a group and has read its database.
- `OnVerifiedChanged(player, status)`: fired when an online player becomes verified (including
just after connecting) or stops being verified (left the group, override ran out, or
verification was turned off). Not fired on disconnect.
- `ClanTag`: the scoreboard tag for verified players who have no rank tag (`css_gv_clantag`, the
`clan_tag` setting), "" when none is set or while `IsActive` is false. GroupVerify doesn't set
tags itself; CS2-Tags (1.0.4c-zio6+) does.
- `OnClanTagChanged()`: fired when `ClanTag` changes, including to or from "" as GroupVerify is
turned on or off, loaded or unloaded.
In the other plugin, copy `GroupVerifyApi.dll` from the server's `shared/GroupVerifyApi/` (or
`GroupVerifyApi/bin/Release/net10.0/` here) to its `lib/`, and reference it compile-only. It must
not end up in that plugin's own folder, or that plugin gets its own copy of the types and the
capability won't match:
```xml
<Reference Include="GroupVerifyApi">
<HintPath>lib/GroupVerifyApi.dll</HintPath>
<Private>false</Private>
</Reference>
```
```csharp
using GroupVerifyApi;
private IGroupVerifyApi? _verify;
public override void OnAllPluginsLoaded(bool hotReload)
{
try
{
_verify = IGroupVerifyApi.Capability.Get();
}
catch (KeyNotFoundException)
{
}
if (_verify == null)
{
Logger.LogError("GroupVerify isn't installed, so nobody gets verified perks");
return;
}
_verify.OnVerifiedChanged += OnVerifiedChanged;
}
public override void Unload(bool hotReload)
{
if (_verify != null)
_verify.OnVerifiedChanged -= OnVerifiedChanged;
}
// React to changes...
private void OnVerifiedChanged(CCSPlayerController player, VerifyStatus status)
{
if (status.Verified)
GiveTag(player);
else
RemoveTag(player);
}
// ...or just ask whenever it matters.
private HookResult OnPlayerSpawn(EventPlayerSpawn @event, GameEventInfo info)
{
if (@event.Userid is { IsValid: true } player && _verify?.IsVerified(player) == true)
GiveVerifiedLoadout(player);
return HookResult.Continue;
}
```
Event handlers run one at a time, and one that throws is logged by GroupVerify without stopping
the others. Make them idempotent: after GroupVerify is hot-reloaded, it fires `true` again for
everyone verified.
**Hot reload.** Unlike SimpleAdmin's, this API survives reloads of GroupVerify. The object handed
out is `GroupVerifyBridge.Instance`, which lives in the shared assembly, not in the plugin. CSS
keeps the first capability supplier registered for the whole server run, and GroupVerify registers
only once, so `Capability.Get()` keeps returning that same object. GroupVerify attaches to it on
load and detaches on unload, and event subscriptions stay on it. While GroupVerify is unloaded,
`IsActive` is false and nobody is verified. Changing `GroupVerifyApi` itself needs a server
restart, and its plugins rebuilt if the interface changed.
`IGroupVerifyBackend`, and `GroupVerifyBridge`'s `Attach`, `Detach` and `RaiseVerifiedChanged`,
are for GroupVerify only.
## Building and releasing
`cd plugins/GroupVerify && ../../build.sh` builds into `compiled/GroupVerify/`.
`./release.sh v<ModuleVersion>` (needs `FORGEJO_TOKEN`) publishes `GroupVerify-<tag>.tar.gz`, laid
out like `game/csgo/`, to the `cs2/GroupVerify` repo on git.zio.sh. It bundles `MySqlConnector.dll`
(the same version as SimpleAdmin's) and its `Microsoft.Extensions.*` abstractions in the plugin
folder, and `GroupVerifyApi` in `shared/GroupVerifyApi/`.
`build.sh` doesn't put `GroupVerifyApi.dll` in `compiled/GroupVerify/` (it doesn't belong in the
plugin folder). Its build is in `GroupVerifyApi/bin/Release/net10.0/`; copy it to
`shared/GroupVerifyApi/` by hand when deploying without a release.
`lib/CS2-SimpleAdminApi.dll` is a compile-only copy of the server's `shared/CS2-SimpleAdminApi`.
Never hot-reload CS2-SimpleAdmin while this runs: CSS keeps handing out the old instance's API
until the server restarts. Hot-reloading GroupVerify is fine (see Hot reload above).