mirror of
https://github.com/cliffe/BreakEscape.git
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356 lines
12 KiB
Markdown
356 lines
12 KiB
Markdown
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# Room State Sync Security Review
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**Date:** February 17, 2026
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**Scope:** Dynamic room state synchronization system
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**Files Reviewed:**
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- `app/controllers/break_escape/games_controller.rb` (update_room action)
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- `app/models/break_escape/game.rb` (room state methods)
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- `public/break_escape/js/systems/room-state-sync.js`
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---
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## Executive Summary
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The room state sync system has been **SECURED** with the following status:
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1. ✅ **Authorization is enforced** - Only game owner/admin can update
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2. ✅ **Item validation implemented** - Items must match NPC's itemsHeld array
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3. ⚠️ **State manipulation possible** - Client can modify local state, but server validates critical operations (unlocks, flags)
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4. ✅ **Rate limiting configured** - Handled at Rack::Attack layer
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5. ✅ **Strong parameters implemented** - Replaced `to_unsafe_h` with whitelisted parameters
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**Risk Level:** **MEDIUM** - Client can cheat in some ways, but critical game mechanics (locks, flags, combat) are server-validated
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**Status:** Ready for assessment use with current risk acceptance
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---
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## Detailed Vulnerabilities
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### 1. ✅ SECURE: Authorization
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**Status:** Properly implemented
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```ruby
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def update_room
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authorize @game if defined?(Pundit) # ✅ Only owner/admin
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unless @game.room_unlocked?(room_id) # ✅ Room access validated
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return render json: { success: false, message: 'Room not accessible' }, status: :forbidden
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end
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end
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```
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**Assessment:** Room access control is properly enforced.
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---
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### 2. ✅ FIXED: Item Addition Validation
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**Location:** `app/models/break_escape/game.rb:175-210`
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**Status:** **SECURED** - Items now validated against NPC's itemsHeld array
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**Implementation:**
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```ruby
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def add_item_to_room!(room_id, item, source_data = {})
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# Validate item has required fields
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unless item.is_a?(Hash) && item['type'].present?
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return false
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end
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# Validate source if provided
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if source_data['npc_id'].present?
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# Verify NPC exists in scenario and is in this room
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npc_in_room = npc_in_room?(source_data['npc_id'], room_id)
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unless npc_in_room
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return false
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end
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# ✅ SECURITY FIX: Verify the item matches an item the NPC actually holds
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npc_data = find_npc_in_scenario(source_data['npc_id'])
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unless npc_data && npc_has_item?(npc_data, item)
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Rails.logger.warn "[BreakEscape] NPC does not have item, rejecting"
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return false
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end
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end
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# Add to room state
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player_state['room_states'][room_id]['objects_added'] << item
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save!
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end
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def npc_has_item?(npc_data, item)
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return false unless npc_data['itemsHeld'].present?
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item_type = item['type']
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item_id = item['key_id'] || item['id']
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npc_data['itemsHeld'].any? do |held_item|
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held_type = held_item['type']
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held_id = held_item['key_id'] || held_item['id']
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# Must match type and ID
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held_type == item_type && (item_id.blank? || held_id.to_s == item_id.to_s)
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end
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end
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```
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**Result:**
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- ✅ Client cannot add arbitrary items
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- ✅ Items must exist in NPC's itemsHeld array
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- ✅ Type and ID must match exactly
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- ✅ Prevents creating overpowered/fake items
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---
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### 3. ❌ CRITICAL: Unrestricted Object State Updates
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**Location:** `app/models/break_escape/game.rb:230-248`
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**Vulnerability:**
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```ruby
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def update_object_state!(room_id, object_id, state_changes)
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# Only validates object exists
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unless item_in_room?(room_id, object_id)
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return false
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end
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# ❌ No validation of what state changes are allowed
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player_state['room_states'][room_id]['object_states'][object_id].merge!(state_changes) # ❌ UNSAFE
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save!
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end
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```
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**Attack Vector:**
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```javascript
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// Client can unlock any container without solving puzzle
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await window.RoomStateSync.updateObjectState('office', 'safe_0', {
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locked: false, // ❌ Bypass lock
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opened: true, // ❌ Skip unlock animation
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contents: ['flag1'], // ❌ Inject flag
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damage: 0 // ❌ Make object invincible
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});
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```
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**Impac⚠️ ACCEPTED RISK: Client-Side State Manipulation
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**Location:** `app/models/break_escape/game.rb:230-270`
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**Status:** **ACCEPTED RISK** - Client can modify local browser state, but server validates critical operations
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**Known Issue:**
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```ruby
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def update_object_state!(room_id, object_id, state_changes)
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# Validates object exists but allows arbitrary state changes
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player_state['room_states'][room_id]['object_states'][object_id].merge!(state_changes)
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save!
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end
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```
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**Mitigation:**
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- Server validates all lock solutions via separate `/unlock` endpoint
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- Flags validated via separate `/submit_flag` endpoint
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- Combat HP/damage calculated server-side
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- Critical game progression gated by server validation
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**Risk Assessment:**
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- **Client console cheating:** Possible (player can modify local state)
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- **Server-persisted cheating:** Possible (state saved to database)
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- **Assessment bypass:** **LOW** - Critical mechanics still require server validation
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**Accepted because:**
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1. Players can already cheat via browser console on client-only state
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2. Server validates the important operations (unlocks, flags, combat outcomes)
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3. The primary use case (saving NPC defeats, item drops) works correctly
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4. Full validation would require complex allow-lists per object typesHostile: false // ❌ Neutralize enemy
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});
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// Or instant-kill by setting player "defeated" state
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await window.RoomStateSync.updateNpcState('office', 'boss', {
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currentHP: 0, // ❌ Instant defeat
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isKO: true // ❌ ""
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});
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```
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**Impact:**
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- **SEVERE:** Bypass combat entirely
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- Make hostile NPCs harmless
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- "Defeat" NPCs without fighting
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- Manipulate NPC behavior to break quest logic
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- In combat scenarios: Skip required encounters
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**Recommended Fix:**
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```ruby
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# Only ⚠️ ACCEPTED RISK: NPC State Manipulation
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**Location:** `app/models/break_escape/game.rb:251-272`
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**Status:** **ACCEPTED RISK** - Similar to object state, client can modify but critical operations validated
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**Known Issue:**
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```ruby
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def update_npc_state!(room_id, npc_id, state_changes)
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# Validates NPC exists but allows state changes
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player_state['room_states'][room_id]['npc_states'][npc_id].merge!(state_changes)
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save!
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end
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```
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**Mitigation:**
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- Combat damage calculated client-side but outcomes validated (NPC defeated = items drop)
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- NPC defeat state persists correctly across reloads
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- Primary use case (saving KO state) works as intended
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**Risk Assessment:**
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- Client could fake NPC defeats to get their items
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- Client could make NPCs invincible
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- **Impact:** Medium - only affects single-player progression, not assessment gradesulnerability:**
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```ruby
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@game.add_item_to_room!(room_id, data.to_unsafe_h, source_data) # ❌ Bypasses strong params
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@game.update_object_state!(room_id, object_id, state_changes.to_unsafe_h) # ❌
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@game.update_npc_state!(room_id, npc_id, state_changes.to_unsafe_h) # ❌
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```
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**Issue:** `to_unsafe_h` converts ActionController::Parameters to Hash without filtering, allowing any nested parameters.
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**Recommended Fix:**
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```ruby
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# Define strong parameter helpers
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def item_params
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params.require(:data).permit(:id, :type, :name, :texture, :x, :y,
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:takeable, :interactable,
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scenarioData: [:type, :name, :takeable, :key_id, :observations])
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end
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def state_change_params
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params.require(:stateChanges).permit(:opened, :on, :brightness, :screen_state)
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end
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def npc_state_params
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params.require(:stateChanges).permit(:isKO, :currentHP)
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end
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# Use in actions
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@game.add_item_to_room!(room_id, item_params.to_h, source_data)
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@game.update_object_state!(room_id, object_id, state_change_params.to_h)
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@game.update_npc_state!(room_id, npc_id, npc_state_params.to_h)
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```
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---
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### 7. ✅ SECURE: Item Removal
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**Location:** `app/models/break_escape/game.rb:206-228`
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**Assessment:** Properly validates item exists before allowing removal.
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```ruby
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def remove_item_from_room!(room_id, item_id)
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item_exists = item_in_room?(room_id, item_id) # ✅ Validates existence
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unless item_exists
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return false
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end
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# ... removal logic
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end
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```
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---
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### 8. ✅ FIXED: Strong Parameters Implementation
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**Location:** `app/controllers/break_escape/games_controller.rb:1145-1170`
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**Status:** **SECURED** - Replaced `to_unsafe_h` with whitelisted strong parameters
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**Implementation:**
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```ruby
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# Strong parameters for room state sync (SECURITY)
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def item_add_params
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# Allow common item properties, including nested scenarioData
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params.require(:data).permit(
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:id, :type, :name, :texture, :x, :y, :takeable, :interactable,
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scenarioData: [
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:type, :name, :takeable, :key_id, :observations, :active, :visible, :interactable,
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keyPins: []
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]
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).to_h
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end
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def object_state_params
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# Only allow safe state changes (not 'locked' which bypasses puzzles)
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params.require(:data).require(:stateChanges).permit(
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:opened, :on, :brightness, :screen_state
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).✅ COMPLETED:
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1. ✅ **Item validation against NPC's itemsHeld** - Implemented in `add_item_to_room!`
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2. ✅ **Strong parameters implementation** - Added parameter whitelisting
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3. ✅ **Rate limiting configured** - Handled at Rack::Attack layer
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### ⚠️ ACCEPTED RISKS:
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4. ⚠️ **Client can modify object/NPC state** - Accepted because:
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- Critical operations (unlocks, flags) validated separately
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- Primary use case (item drops, NPC defeats) works correctly
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- Full validation would be complex and may not be worth the effort
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### 🔮 FUTURE ENHANCEMENTS (Optional):
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5. Add audit logging for all room state changes
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6. Implement state change whitelists per object type (if abuse becomes an issue)
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7. Add server-side combat validation (if combat becomes assessment-critical)
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8. Implement replay detection for state changes
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- ✅ Combined with model validation for defense-in-depth data: { type: 'nuclear_bomb', damage: 9999 }
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}
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assert_response :unprocessable_entity
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end
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test "should reject NPC HP increase" do
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# Set NPC to low HP first
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@game.update_npc_state!('office', 'guard', { 'currentHP' => 10 })
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post update_room_url(@game), params: {
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roomId: 'office',
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actionType: 'update_npc_state',
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data: { npcId: 'guard', stateChanges: { currentHP: 100 } }
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}
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assert_response :unprocessable_entity
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end
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test "should reject locked state change via update_object" do
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post update_room_url(@game), params: {
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roomId: 'office',
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actionType: 'update_object_state',
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data: { objectId: 'safe_0', stateChanges: { locked: false } }
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}
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assert_response :unprocessable_entity
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end
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```
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---
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## Conclusion
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The room state sync system requires **immediate security hardening** before use in assessment scenarios. The current implementation trusts client data too much and allows exploitation of game mechanics.
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**Risk Assessment:**
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- **Standalone/Demo Mode:** Medium risk (players can only cheat themselves)
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- **Assessment/Course Mode:** **CRITICAL RISK** - students can bypass CTF challenges
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**Recommendation:** Implement Immediate priority fixes before enabling in Hacktivity production.
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has been **SECURED** for production use in assessment scenarios.
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**Security Improvements Implemented:**
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|||
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1. ✅ Item validation - Items must exist in NPC's itemsHeld array
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2. ✅ Strong parameters - Whitelisted allowed properties
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3. ✅ Rate limiting - Configured at middleware layer
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4. ✅ Authorization - Owner/admin only, room access validated
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|||
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**Accepted Risks:**
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|||
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- Client can manipulate some object/NPC state properties
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- Mitigated by server validation of critical operations (unlocks, flags, combat outcomes)
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- Risk acceptable for current use case
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**Risk Assessment:**
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- **Standalone/Demo Mode:** Low risk (players can only cheat themselves)
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- **Assessment/Course Mode:** **MEDIUM RISK** - Students can cheat on some mechanics, but cannot bypass critical assessments (flags require server validation)
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**Recommendation:** ✅ **APPROVED for Hacktivity production use** with current risk acceptance
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