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Rendezvous/docs/security/provisioning.md
KyuubiYoru 47382ddadc
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feat: add tenant provisioning and key lifecycle (#5)
Closes #5
2026-07-16 05:13:35 +02:00

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# Game provisioning and signing-key lifecycle
Tracking: #5
Rendezvous treats game and environment scope as provisioned policy, not caller
input. Production starts only when it can build an enabled policy registry and
load at least one currently active signing key from an external secret provider.
Unknown and disabled scopes fail closed.
## Policy boundary
Each `GamePolicy` fixes the allowed:
- game/environment pair and regions;
- exact gameplay protocol versions;
- publisher trust and listing visibility modes;
- metadata keys, required keys, per-value limits, total bytes, and key count;
- listing, anonymous-host, and active-attempt quotas; and
- dedicated fallback feature policy.
Publisher authorization first authenticates a typed principal, then derives the
authoritative game/environment from that principal. Request fields are compared
for mismatch detection but never replace the authenticated scope. Dedicated
workloads, short-lived player-host grants, anonymous unlisted publishers, and
operators are distinct principal types. Operator credentials cannot be used as
publisher credentials, and anonymous publishers cannot escalate to public
visibility.
## Signed credentials
Signed principal credentials use the compact form
`rv1.<key-id>.<base64url-payload>.<base64url-HMAC-SHA256>`. The signed payload
contains version, issuer, audience, subject, principal kind, bounded scope,
issued/not-before/expiry times, and a random nonce. It contains no signing key,
reusable publisher secret, player identity, or gameplay state.
Validation is deliberately ordered and bounded:
1. enforce the v1 opaque-credential length and four-segment grammar;
2. resolve a known, non-revoked key in its verification window;
3. compare the HMAC in fixed time;
4. parse canonical bounded JSON;
5. require exact version, issuer, and audience;
6. enforce clock skew, expiry, key lifetime, principal kind, and scope shape.
Failures return typed internal reasons without echoing the credential. Logs and
metrics must record only allowlisted tenant/principal/result dimensions; token,
key, secret-reference value, and raw key material are excluded.
## Rotation and revocation
A key is bound either to operator credentials only or to allowed publisher
credential kinds for exactly one game/environment. The verifier checks this
authority after the signature, so even a compromised game grant issuer cannot
mint a valid cross-game or operator credential.
A key also has three times: `NotBefore`, `SignUntil`, and `VerifyUntil`. Issuance
picks the newest authorized non-revoked key inside its signing window. Older credentials continue
to verify until the old key's verification window ends, providing an explicit
overlap. After `VerifyUntil` they fail as retired. Configuration revocation and
runtime revocation both reject immediately. A configured revoked key retains
only its public key ID/lifecycle metadata and does not require retired secret
material to remain available.
Key IDs are non-secret base64url identifiers. Secret references are resolved
through `ISecretProvider`; production supports `env:<VARIABLE>` references and
the interface is replaceable by a deployment-specific vault/KMS adapter. The
committed development profile uses an in-memory random key identified by a
`development:ephemeral/...` reference. It never writes key material to disk and
all credentials become invalid when the process exits.
## Production configuration
`Rendezvous:Provisioning` supplies issuer, audience, clock skew, signing-key
descriptors, and game policies. A production key reference such as
`env:RENDEZVOUS_SIGNING_KEY_2026_01` expects that environment variable to hold at
least 32 random bytes encoded as base64. Missing, malformed, short, inactive, or
duplicate keys stop startup with a key-ID-only diagnostic. No game-wide secret
belongs in `appsettings`, source control, examples, the Client package, URLs,
responses, logs, metrics, exceptions, or diagnostic dumps.
Readiness becomes true only after provisioning and UDP startup both succeed.
OpenAPI generation uses a pinned build-only host and does not start listeners or
bypass provisioning in a deployed server process.