--- type: Architecture title: System Architecture & Security Overview description: Technical architecture of SlipItIn, covering .NET Aspire orchestration, ASP.NET Core SignalR hub design, JWT authentication, and IDbContextFactory thread safety. tags: [architecture, spire, signalr, jwt, efcore, security] --- # System Architecture & Security Overview **SlipItIn** is designed as a distributed, real-time application using modern .NET 10 architecture. This document details the orchestration model, backend service structure, security model, and concurrency safeguards. The architectural foundation [orchestrates services with](/openwiki/operations/runbook.md) .NET Aspire, while [enforcing security & privacy on](/openwiki/domain/game-mechanics.md) domain entities and [serving real-time hub endpoints for](/openwiki/workflows/slip-and-challenge.md) all active game sessions. Source code structure for all architectural components can be found in the [Source Code Map](/openwiki/source-map.md). --- ## 1. .NET Aspire Orchestration Model The solution uses **.NET Aspire** to orchestrate application resources, services, and infrastructure dependencies: - **AppHost (`SlipItIn.AppHost/AppHost.cs`)**: - Provisions a PostgreSQL database container (`AddPostgres("pgsql").AddDatabase("postgresdb")`). - Registers the backend project `SlipItIn.Server` with a direct reference to the PostgreSQL resource. - Registers the client project `SlipItIn` with service discovery references to `SlipItIn.Server`. - **Service Defaults (`SlipItIn.ServiceDefaults/Extensions.cs`)**: - Configures **OpenTelemetry** logging, metrics (AspNetCore, HttpClient, Runtime), and tracing. - Exposes standardized health check endpoints (`/health` and `/alive`). - Enforces automatic HTTP resilience (`AddStandardResilienceHandler()`) and service discovery. --- ## 2. ASP.NET Core Backend Architecture (`SlipItIn.Server`) The backend is an ASP.NET Core Web API & SignalR application providing REST endpoints for user management and real-time WebSockets for game state synchronization. ### Key Components 1. **`Program.cs`**: - Registers `AddServiceDefaults()`, `AddNpgsqlDataSource("postgresdb")`, and `AddDbContextFactory()`. - Configures JWT Bearer authentication with custom `OnMessageReceived` token resolution for SignalR. - Automatically executes database migrations (`db.Database.Migrate()`) at startup. 2. **`AuthController.cs`**: - Manages user registration (`/api/auth/register`) and authentication (`/api/auth/login`). - Uses `BCrypt.Net` for secure password hashing. - Issues JWT tokens signed with `Jwt:Key`, containing `ClaimTypes.NameIdentifier`, `ClaimTypes.Name`, and `ClaimTypes.Email`. 3. **`GameHub.cs`**: - Real-time SignalR hub mapped to `/hubs/game`. - Annotated with `[Authorize]` to reject unauthenticated WebSocket connections. - Extracts and verifies user claims, delegating state mutations to `IGameService`. 4. **`GameService.cs`**: - Implements core business logic: game creation, player joins, card dealing, slip submission, challenge creation, and resolution. --- ## 3. JWT Authentication & SignalR Security In real-time SignalR applications, clients can attempt to spoof player identifiers. SlipItIn eliminates this vulnerability through strict claim validation and authorization checks. ### SignalR Token Extraction Since WebSockets cannot pass custom HTTP headers during connection handshakes, `Program.cs` configures JWT query parameter extraction: ```csharp options.Events = new JwtBearerEvents { OnMessageReceived = context => { var accessToken = context.Request.Query["access_token"]; var path = context.HttpContext.Request.Path; if (!string.IsNullOrEmpty(accessToken) && path.StartsWithSegments("/hubs")) { context.Token = accessToken; } return Task.CompletedTask; } }; ``` ### Claims Validation & Access Control in `GameHub.cs` Inside `GameHub.cs`, claims are extracted directly from the authenticated SignalR context: * `GetAuthenticatedUserId()`: Extracts `Context.User?.FindFirst(ClaimTypes.NameIdentifier)`. Throws `UnauthorizedAccessException` if missing or invalid. * `ValidatePlayerAccessAsync(playerId, authUserId)`: Queries the database to verify that `Player.UserId` matches the authenticated user ID. * `ValidateHostAccessAsync(gameId, authUserId)`: Verifies that `Game.HostId` matches the authenticated user ID before allowing lobby configuration or game start. * `ValidateChallengeTargetAccessAsync(challengeId, authUserId)`: Ensures only the accused player can resolve a challenge against them. ### Real-Time Auth Flow Diagram ```mermaid sequenceDiagram autonumber actor Client as MAUI Client participant Auth as AuthController participant Hub as GameHub participant Service as GameService participant DB as SlipItInDbContext Client->>Auth: POST /api/auth/login Auth->>DB: Query User & Verify BCrypt Hash Auth-->>Client: 200 OK (JWT Access Token) Client->>Hub: Connect WebSocket /hubs/game?access_token=JWT Hub->>Hub: Validate JWT Signature & Claims Client->>Hub: JoinLobby(lobbyCode) Hub->>Hub: GetAuthenticatedUserId() Hub->>Service: JoinGameAsync(lobbyCode, userId, connectionId) Service->>DB: Create IDbContext Session & Save Player Hub-->>Client: Broadcast "PlayerJoined" (GameStateDto) ``` --- ## 4. Concurrency Safety: `IDbContextFactory` SignalR hubs process concurrent requests from multiple clients over persistent connections. Using a standard Scoped `DbContext` in SignalR leads to thread conflict exceptions (`InvalidOperationException: A second operation was started on this context instance before a previous operation completed`). ### Resolution via `IDbContextFactory` SlipItIn solves this by registering EF Core with `AddDbContextFactory`: * Every method call inside `GameHub.cs`, `AuthController.cs`, and `GameService.cs` creates a short-lived, isolated `DbContext` session using `using var context = _contextFactory.CreateDbContext()`. * **Benefit**: Thread-safe database operations across simultaneous challenges, card transfers, and lobby updates without race conditions. --- ## 5. Data Privacy Isolation Model To prevent players from inspecting opponent cards via network trace analysis, SlipItIn strictly separates public and private data DTOs: * **`GameStateDto` (Public)**: Broadcast to all players in a lobby. Contains public game information (`GameId`, `LobbyCode`, `Status`, `CurrentRound`, `RoundTimeRemaining`) and player summaries (`PlayerId`, `Username`, `Score`, `IsReady`, `CardCount`). **Crucially, no card text is included.** * **`PlayerHandDto` (Private)**: Direct unicast message sent *only* to the specific player's SignalR `ConnectionId`. Contains card text (`CardId`, `PhraseId`, `Text`, `IsUsed`). This architecture guarantees that players cannot see opponent phrase cards, even if they inspect raw WebSocket packets.