Authorization Rules v7 - nodeGame/nodegame GitHub Wiki

Authorization rules are optional, but highly recommended for online experiments. Rules are defined in the folder auth/, in files:

  • auth.settings.js: contains the main authorization settings;
  • auth.js: contains extra settings for advanced setups.

Note: The file auth.codes.js.sample allows to change completely how codes are loaded. If you open it, you will see that it checks which option is selected, then loads the codes.

File: auth.settings.js

To enable authorization for your channel set:

enabled: true

Then, specify the authorization mode:

  1. dummy: creates dummy ids and passwords in sequential order starting from 0. Useful for debugging purposes.

  2. auto: creates random 8-digit alphanumeric ids and passwords.

  3. local: reads the authorization codes from a file. By default, codes.json, codes.js, and code.csv are tried sequentially. A custom file can be specified using the inFile variable (supported formats: json, js, and csv).

  4. remote: fetches the authorization codes from a remote URI. The only supported protocol at the moment is the DeSciL protocol. This option is currently disabled.

  5. external: allows users to set their own ids upon connection. Useful if a third-party service provides participants.

  6. custom: the customCb property will be executed in order to get the authorization codes. The input parameters are: the settings object itself, and a callback for asynchronously returning the codes.

Authorization Settings

  • nCodes: (modes: 'dummy', 'auto') The number of codes to create. For online experiments, it is recommended to create 3 to 5 more codes than assignments. Default: 100.

  • addPwd: (modes: 'dummy', 'auto') If TRUE, a password field is added to each code. Default: FALSE.

  • codesLength: (modes: 'auto') The length of generated codes. Default: { id: 8, pwd: 8, AccessCode: 6, ExitCode: 6 }

  • inFile: (modes: 'local') The name of the codes file inside auth/ directory or a full path to it. Supported formats: csv and json.

  • dumpCodes: (all modes) If TRUE, all imported codes will be dumped into file outFile. Default: TRUE.

  • outFile: (all modes) The name of the codes dump file inside auth/ directory or a full path to it. The variable is only used if dumpCodes is TRUE. Available formats: csv and json.

  • customCb: (modes: 'custom') The custom callback to create authorization codes associated with mode 'custom'.

Linking Ids from Third-Party Services ("Claim Id")

If your participants are recruited through third-party services, such as Amazon Mechanical Turk, you need to link the id of the user on the external platform with the id on nodeGame. To do so enable claimId:

  • claimId: (all modes) If TRUE, remote clients can claim a nodeGame id with a GET request to your channel address + /claimid. Default: FALSE.

ClaimId GET request must contain at least an id field (usually the id of the worker on third-party service). This id is exchanged with a valid nodeGame id, which is sent back to the client, and that must be used to create a valid authorization link. You can check the mturklinkpage.html from the nodeGame-mturk package package for an example.

Other Claim Id options are:

  • claimIdValidateRequest: (all modes) Must return TRUE if a requester is authorized to claim an id.

    function(query, headers) {
       // Check query and headers...
       return true;
    }
  • claimIdPostProcess: (all modes) Manipulates the client object after the claim id process succeeded. E.g.:

    function(code, query, headers) {
        code.WorkerId = query.id;
    }
  • claimIdModifyReply: manipulates the object sent back to the client.

    function(reply, clientObj) {
        // If claimId and Game server are different, notify the client
        // about the address of the game server.
        if (reply.code) reply.host = 'http://mygameserver.com';
    }

Game Address with Authorization On

If authorization is enabled, players and monitor must connect through a special address. Assuming your experiment runs on your local machine and it is called myexperiment, the address for the players is:

http://localhost:8080/myexperiment/auth/id/password

(id and password is loaded/created by the mode parameter; password can be omitted, see "Codes format" below).

The monitor address is:

http://localhost:8080/myexperiment/monitor/auth/id/password

(where id and password are as specified in file channel.credentials.js).

Codes format

A code object contains an id field and optionally a pwd field. For example:

{
    id: 'foo',
    pwd: 'optional_password' // Can be omitted.
}

Moreover, any additional property (besides id, and pwd) will be added to the code objects stored in the channel registry.

File: auth.js

This file allows the game developer to define a number of callbacks to fine-tune the authorization mechanisms of your channel. Usually, there is no need to modify (or create) this file.

The file must export a function that takes as input parameter an object that exposes three methods: authorization, clientIdGenerator and clientObjDecorator.

Each of these methods accepts 1 or 2 parameters; the last one must be a callback function and the first one is the name of the server ('player' or 'admin') to which the callback should be applied to. If only the callback is provided, then it is applied to both 'player' and 'admin' servers.

  • authorization: This function must return TRUE to authorize the connection. It accepts as input parameters: a reference to the channel object, and an object containing information about the newly connecting client:
{
   headers:            Info about connection.
   query:              Query string parameters.
   cookies:            Cookies.
   room:               The requested room, null otherwise
   clientId:           If specified by the signed token, null otherwise
   clientType:         The client type: e.g. 'player', 'bot', ...
   validSessionCookie: TRUE if the channel session is matched
}
  • clientIdGenerator: This function must return a string representing the id for the connecting client, or undefined to fallback to the default id-assignment routine. It takes the same input parameters as the authorization function.

  • clientObjDecorator: This function does not have a return value, but it
    simply modifies the client object. It takes two parameters as input: the first one is current client object, and second one is the info object, as described in the authorization function. The properties of the client object depend on the server configuration. Modification to the client object will be immediately effective, however, some properties can never be modified, or an error will be thrown: id, sid, admin, clientType.

Example

module.exports = function(auth) {

  // The first parameter 'player' indicates that these authorization settings   
  // apply only to players (i.e., no logics).
  auth.authorization('player', function(channel, info) {
    // Authorize clients only with ther "USER_ID" set in the query string.
    if (!info.query.USER_ID) return false;
    // TRUE, means client is authorized.
    return true;
  });

  // Applies only to players (i.e., no logics).
  // Must return a valid client ID (string) or undefined to
  // assign an id automatically.
  auth.clientIdGenerator('player', function(channel, info) {
    // Use the query string ID in nodeGame.
    return info.query.USER_ID;
  });

  // This applies to all clients (players and logics)
  auth.clientObjDecorator(function(clientObj, info) {
      if (info.headers) clientObj.userAgent = info.headers['user-agent'];

      // Grab Query String info, e.g. study and session ID, when provided.
      if (info.query.STUDY_ID) {
          clientObj.STUDY = info.query.STUDY_ID;
          clientObj.SESSION = info.query.SESSION_ID;
      }
  });

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