Implement comprehensive server-side validation and data filtering for client actions

Server-side changes:
- Game model: Initialize starting items in player inventory from scenario
- Game model: Add filter_requires_and_contents_recursive to hide solutions and locked contents
- Game model: Fix filtered_room_data to preserve lockType while removing requires
- GamesController: Add scenario_map endpoint for minimal layout metadata
- GamesController: Update room endpoint with access control and NPC encounter tracking
- GamesController: Add container endpoint for lazy-loading locked container contents
- GamesController: Update inventory endpoint with comprehensive validation
  - Validates item exists in scenario
  - Checks item is takeable
  - Verifies container is unlocked if item is in container
  - Verifies room is unlocked if room is locked
  - Checks NPC is encountered if item held by NPC
- GamesController: Update unlock endpoint with transaction safety
- GamesController: Update sync_state to verify room accessibility
- Routes: Add scenario_map and container routes

Client-side changes:
- inventory.js: Make addToInventory async and add server validation before local updates
- container-minigame.js: Add lazy-loading of container contents from server
- game.js: Update to use scenario_map endpoint for reduced initial payload
- api-client.js: Add getScenarioMap method alongside getScenario

Security improvements:
- Prevents client-side cheating by validating all actions server-side
- Hides solution fields (requires) from client responses
- Hides locked container contents until unlocked
- Enforces room and container access controls
- Tracks NPC encounters automatically
- All validation failures return clear error messages

Implements plans from:
- planning_notes/validate_client_actions/GOALS_AND_DECISIONS.md
- planning_notes/validate_client_actions/IMPLEMENTATION_PLAN.md
This commit is contained in:
Z. Cliffe Schreuders
2025-11-22 00:46:55 +00:00
parent 9b1a1d0021
commit a945859730
7 changed files with 449 additions and 41 deletions

View File

@@ -2,7 +2,7 @@ require 'open3'
module BreakEscape
class GamesController < ApplicationController
before_action :set_game, only: [:show, :scenario, :ink, :room, :sync_state, :unlock, :inventory]
before_action :set_game, only: [:show, :scenario, :scenario_map, :ink, :room, :container, :sync_state, :unlock, :inventory]
def show
authorize @game if defined?(Pundit)
@@ -16,6 +16,31 @@ module BreakEscape
render json: @game.scenario_data
end
# GET /games/:id/scenario_map
# Returns minimal scenario metadata for navigation (no room contents)
def scenario_map
authorize @game if defined?(Pundit)
# Return minimal room/connection metadata without contents
layout = {}
@game.scenario_data['rooms'].each do |room_id, room_data|
layout[room_id] = {
type: room_data['type'],
connections: room_data['connections'] || {},
locked: room_data['locked'] || false,
lockType: room_data['lockType'],
hasNPCs: (room_data['npcs']&.length || 0) > 0,
accessible: @game.room_unlocked?(room_id)
}
end
render json: {
startRoom: @game.scenario_data['startRoom'],
currentRoom: @game.player_state['currentRoom'],
rooms: layout
}
end
# GET /games/:id/room/:room_id
# Returns room data for a specific room (lazy-loading support)
def room
@@ -24,16 +49,63 @@ module BreakEscape
room_id = params[:room_id]
return render_error('Missing room_id parameter', :bad_request) unless room_id.present?
# Get room data from scenario
room_data = @game.scenario_data['rooms']&.[](room_id)
# Check if room is accessible (starting room OR in unlockedRooms)
is_start_room = @game.scenario_data['startRoom'] == room_id
is_unlocked = @game.player_state['unlockedRooms']&.include?(room_id)
unless is_start_room || is_unlocked
return render_error("Room not accessible: #{room_id}", :forbidden)
end
# Auto-add start room if missing (defensive programming)
if is_start_room && !is_unlocked
@game.player_state['unlockedRooms'] ||= []
@game.player_state['unlockedRooms'] << room_id
@game.save!
end
# Get and filter room data
room_data = @game.filtered_room_data(room_id)
return render_error("Room not found: #{room_id}", :not_found) unless room_data
# Track NPC encounters BEFORE sending response
track_npc_encounters(room_id, room_data)
Rails.logger.debug "[BreakEscape] Serving room data for: #{room_id}"
# Return room data with the room_id for client reference
render json: { room_id: room_id, room: room_data }
end
# GET /games/:id/container/:container_id
# Returns container contents after unlock (lazy-loaded)
def container
authorize @game if defined?(Pundit)
container_id = params[:container_id]
return render_error('Missing container_id parameter', :bad_request) unless container_id.present?
# Find container in scenario data
container_data = find_container_in_scenario(container_id)
return render_error("Container not found: #{container_id}", :not_found) unless container_data
# Check if container is unlocked (check multiple possible identifiers)
is_unlocked = check_container_unlocked(container_id, container_data)
unless is_unlocked
return render_error("Container not unlocked: #{container_id}", :forbidden)
end
# Return filtered contents
contents = filter_container_contents(container_data)
Rails.logger.debug "[BreakEscape] Serving container contents for: #{container_id}"
render json: {
container_id: container_id,
contents: contents
}
end
# GET /games/:id/ink?npc=helper1
# Returns NPC script (JIT compiled if needed)
def ink
@@ -78,7 +150,16 @@ module BreakEscape
# Update allowed fields
if params[:currentRoom]
@game.player_state['currentRoom'] = params[:currentRoom]
# Verify room is accessible
if @game.player_state['unlockedRooms'].include?(params[:currentRoom]) ||
@game.scenario_data['startRoom'] == params[:currentRoom]
@game.player_state['currentRoom'] = params[:currentRoom]
else
return render json: {
success: false,
message: "Cannot enter locked room: #{params[:currentRoom]}"
}, status: :forbidden
end
end
if params[:globalVariables]
@@ -102,9 +183,18 @@ module BreakEscape
is_valid = @game.validate_unlock(target_type, target_id, attempt, method)
if is_valid
unless is_valid
return render json: {
success: false,
message: 'Invalid attempt'
}, status: :unprocessable_entity
end
# Use transaction to ensure atomic update
ActiveRecord::Base.transaction do
if target_type == 'door'
@game.unlock_room!(target_id)
room_data = @game.filtered_room_data(target_id)
render json: {
@@ -113,18 +203,20 @@ module BreakEscape
roomData: room_data
}
else
# Object/container unlock
@game.unlock_object!(target_id)
render json: {
success: true,
type: 'object'
}
end
else
render json: {
success: false,
message: 'Invalid attempt'
}, status: :unprocessable_entity
end
rescue ActiveRecord::RecordInvalid => e
render json: {
success: false,
message: "Failed to save unlock: #{e.message}"
}, status: :unprocessable_entity
end
# POST /games/:id/inventory
@@ -137,11 +229,20 @@ module BreakEscape
case action_type
when 'add'
# Validate item exists and is collectible
validation_error = validate_item_collectible(item)
if validation_error
return render json: { success: false, message: validation_error },
status: :unprocessable_entity
end
@game.add_inventory_item!(item.to_unsafe_h)
render json: { success: true, inventory: @game.player_state['inventory'] }
when 'remove'
@game.remove_inventory_item!(item['id'])
render json: { success: true, inventory: @game.player_state['inventory'] }
else
render json: { success: false, message: 'Invalid action' }, status: :bad_request
end
@@ -153,6 +254,195 @@ module BreakEscape
@game = Game.find(params[:id])
end
def track_npc_encounters(room_id, room_data)
return unless room_data['npcs'].present?
npc_ids = room_data['npcs'].map { |npc| npc['id'] }
@game.player_state['encounteredNPCs'] ||= []
new_npcs = npc_ids - @game.player_state['encounteredNPCs']
return if new_npcs.empty?
@game.player_state['encounteredNPCs'].concat(new_npcs)
@game.save!
Rails.logger.debug "[BreakEscape] Tracked NPC encounters: #{new_npcs.join(', ')}"
end
def find_container_in_scenario(container_id)
@game.scenario_data['rooms'].each do |room_id, room_data|
# Search objects for container
container = find_container_recursive(room_data['objects'], container_id)
return container if container
# Search nested contents
room_data['objects']&.each do |obj|
container = search_nested_contents(obj['contents'], container_id)
return container if container
end
end
nil
end
def find_container_recursive(objects, container_id)
return nil unless objects
objects.each do |obj|
# Check if this object matches
if obj['id'] == container_id || (obj['name'] && obj['name'] == container_id)
return obj if obj['contents'].present?
end
# Recursively search nested contents
nested = find_container_recursive(obj['contents'], container_id)
return nested if nested
end
nil
end
def search_nested_contents(contents, container_id)
return nil unless contents
contents.each do |item|
return item if (item['id'] == container_id || item['name'] == container_id) && item['contents'].present?
nested = search_nested_contents(item['contents'], container_id)
return nested if nested
end
nil
end
def check_container_unlocked(container_id, container_data)
unlocked_list = @game.player_state['unlockedObjects'] || []
# Check multiple possible identifiers
unlocked_list.include?(container_id) ||
unlocked_list.include?(container_data['id']) ||
unlocked_list.include?(container_data['name']) ||
unlocked_list.include?(container_data['type'])
end
def filter_container_contents(container_data)
contents = container_data['contents']&.map do |item|
item_copy = item.deep_dup
@game.send(:filter_requires_and_contents_recursive, item_copy)
item_copy
end || []
contents
end
def validate_item_collectible(item)
item_type = item['type']
item_id = item['id']
# Search scenario for this item
found_item = find_item_in_scenario(item_type, item_id)
return "Item not found in scenario: #{item_type}" unless found_item
# Check if item is takeable
unless found_item['takeable']
return "Item is not takeable: #{found_item['name']}"
end
# If item is in locked container, check if container is unlocked
container_info = find_item_container(item_type, item_id)
if container_info.present?
container_id = container_info[:id]
unless @game.player_state['unlockedObjects'].include?(container_id)
return "Container not unlocked: #{container_id}"
end
end
# If item is in locked room, check if room is unlocked
room_info = find_item_room(item_type, item_id)
if room_info.present?
room_id = room_info[:id]
if room_info[:locked] && !@game.player_state['unlockedRooms'].include?(room_id)
return "Room not unlocked: #{room_id}"
end
end
# Check if NPC holds this item and if NPC encountered
npc_info = find_npc_holding_item(item_type, item_id)
if npc_info.present?
npc_id = npc_info[:id]
unless @game.player_state['encounteredNPCs'].include?(npc_id)
return "NPC not encountered: #{npc_id}"
end
end
nil # No error
end
def find_item_in_scenario(item_type, item_id)
@game.scenario_data['rooms'].each do |room_id, room_data|
# Search room objects
room_data['objects']&.each do |obj|
return obj if obj['type'] == item_type && (obj['id'] == item_id || obj['name'] == item_id)
# Search nested contents
obj['contents']&.each do |content|
return content if content['type'] == item_type && (content['id'] == item_id || content['name'] == item_id)
end
end
end
nil
end
def find_item_container(item_type, item_id)
@game.scenario_data['rooms'].each do |room_id, room_data|
room_data['objects']&.each do |obj|
obj['contents']&.each do |content|
if content['type'] == item_type && (content['id'] == item_id || content['name'] == item_id)
return { id: obj['id'] || obj['name'], locked: obj['locked'] }
end
end
end
end
nil
end
def find_item_room(item_type, item_id)
@game.scenario_data['rooms'].each do |room_id, room_data|
room_data['objects']&.each do |obj|
if obj['type'] == item_type && (obj['id'] == item_id || obj['name'] == item_id)
return { id: room_id, locked: room_data['locked'] }
end
end
end
nil
end
def find_npc_holding_item(item_type, item_id)
@game.scenario_data['rooms'].each do |room_id, room_data|
room_data['npcs']&.each do |npc|
next unless npc['itemsHeld'].present?
# itemsHeld is array of full item objects (same structure as room objects)
npc['itemsHeld'].each do |held_item|
# Match by type (required) and optionally by id/name
if held_item['type'] == item_type
# If item_id provided, verify it matches
if item_id.present?
item_matches = (held_item['id'] == item_id) ||
(held_item['name'] == item_id) ||
(item_id == item_type) # Fallback if no id field
next unless item_matches
end
return {
id: npc['id'],
npc: npc,
item: held_item,
type: 'npc'
}
end
end
end
end
nil
end
def find_npc_in_scenario(npc_id)
available_npcs = []
@game.scenario_data['rooms']&.each do |room_id, room_data|

View File

@@ -131,16 +131,9 @@ module BreakEscape
room = room_data(room_id)&.deep_dup
return nil unless room
# Remove solutions
room.delete('requires')
room.delete('lockType') if room['locked']
# Remove solutions from objects
room['objects']&.each do |obj|
obj.delete('requires')
obj.delete('lockType') if obj['locked']
obj.delete('contents') if obj['locked']
end
# Remove ONLY the 'requires' field (the solution) and locked 'contents'
# Keep lockType, locked, observations visible to client
filter_requires_and_contents_recursive(room)
room
end
@@ -182,6 +175,27 @@ module BreakEscape
private
def filter_requires_and_contents_recursive(obj)
case obj
when Hash
# Remove 'requires' (the answer/solution)
obj.delete('requires')
# Remove 'contents' if locked (lazy-loaded via separate endpoint)
obj.delete('contents') if obj['locked']
# Keep lockType - client needs it to show correct UI
# Keep locked - client needs it to show lock status
# Recursively filter nested objects and NPCs
obj['objects']&.each { |o| filter_requires_and_contents_recursive(o) }
obj['npcs']&.each { |n| filter_requires_and_contents_recursive(n) }
when Array
obj.each { |item| filter_requires_and_contents_recursive(item) }
end
end
def generate_scenario_data
self.scenario_data = mission.generate_scenario_data
end
@@ -192,6 +206,14 @@ module BreakEscape
self.player_state['unlockedRooms'] ||= [scenario_data['startRoom']]
self.player_state['unlockedObjects'] ||= []
self.player_state['inventory'] ||= []
# Initialize starting items from scenario
if scenario_data['startItemsInInventory'].present?
scenario_data['startItemsInInventory'].each do |item|
self.player_state['inventory'] << item.deep_dup
end
end
self.player_state['encounteredNPCs'] ||= []
self.player_state['globalVariables'] ||= {}
self.player_state['biometricSamples'] ||= []

View File

@@ -15,9 +15,11 @@ BreakEscape::Engine.routes.draw do
resources :games, only: [:show, :create] do
member do
# Scenario and NPC data
get 'scenario' # Returns scenario_data JSON
get 'ink' # Returns NPC script (JIT compiled)
get 'room/:room_id', to: 'games#room' # Returns room data for lazy-loading
get 'scenario' # Returns full scenario_data JSON (for compatibility)
get 'scenario_map' # Returns minimal layout metadata for navigation
get 'ink' # Returns NPC script (JIT compiled)
get 'room/:room_id', to: 'games#room' # Returns room data for lazy-loading
get 'container/:container_id', to: 'games#container' # Returns locked container contents
# Game state and actions
put 'sync_state' # Periodic state sync

View File

@@ -68,11 +68,16 @@ export class ApiClient {
return response.json();
}
// Get scenario JSON
// Get scenario JSON (full scenario data)
static async getScenario() {
return this.get('/scenario');
}
// Get scenario map (minimal layout metadata for navigation)
static async getScenarioMap() {
return this.get('/scenario_map');
}
// Get NPC script
static async getNPCScript(npcId) {
return this.get(`/ink?npc=${npcId}`);

View File

@@ -441,9 +441,9 @@ export function preload() {
// Load scenario from Rails API endpoint if available, otherwise try URL parameter
if (window.breakEscapeConfig?.apiBasePath) {
// Load scenario from Rails API endpoint
// Load scenario map from Rails API endpoint (minimal metadata for lazy-loading)
// Use absolute URL with origin to prevent Phaser baseURL from interfering
const scenarioUrl = `${window.location.origin}${window.breakEscapeConfig.apiBasePath}/scenario`;
const scenarioUrl = `${window.location.origin}${window.breakEscapeConfig.apiBasePath}/scenario_map`;
this.load.json('gameScenarioJSON', scenarioUrl);
} else {
// Fallback to old behavior for standalone HTML files

View File

@@ -24,23 +24,64 @@ export class ContainerMinigame extends MinigameScene {
const containerName = this.containerItem?.scenarioData?.name?.toLowerCase() || '';
const containerType = this.containerItem?.scenarioData?.type?.toLowerCase() || '';
const containerImage = this.containerItem?.name?.toLowerCase() || '';
// Keywords that indicate desktop/computer devices
const desktopKeywords = [
'computer', 'pc', 'laptop', 'desktop', 'terminal', 'workstation',
'tablet', 'ipad', 'surface', 'monitor', 'screen', 'display',
'server', 'mainframe', 'console', 'kiosk', 'smartboard'
];
// Check if any keyword matches
const allText = `${containerName} ${containerType} ${containerImage}`.toLowerCase();
return desktopKeywords.some(keyword => allText.includes(keyword));
}
init() {
async loadContainerContents() {
const gameId = window.gameId;
const containerId = this.containerItem.scenarioData.id ||
this.containerItem.scenarioData.name ||
this.containerItem.objectId;
if (!gameId) {
console.error('No gameId available for container loading');
return [];
}
console.log(`Loading contents for container: ${containerId}`);
try {
const response = await fetch(`/break_escape/games/${gameId}/container/${containerId}`, {
headers: { 'Accept': 'application/json' }
});
if (!response.ok) {
if (response.status === 403) {
if (window.gameAlert) {
window.gameAlert('Container is locked', 'error', 'Locked', 2000);
}
this.complete(false);
return [];
}
throw new Error(`HTTP ${response.status}: ${response.statusText}`);
}
const data = await response.json();
console.log(`Loaded ${data.contents?.length || 0} items from container`);
return data.contents || [];
} catch (error) {
console.error('Failed to load container contents:', error);
if (window.gameAlert) {
window.gameAlert('Could not load container contents', 'error', 'Error', 3000);
}
return [];
}
}
async init() {
// Call parent init first
super.init();
// Update header with container name
if (this.headerElement) {
this.headerElement.innerHTML = `
@@ -48,7 +89,7 @@ export class ContainerMinigame extends MinigameScene {
<p>${this.containerItem.scenarioData.observations || ''}</p>
`;
}
// Add notebook button to minigame controls if postit note exists (before cancel button)
if (this.controlsElement && this.containerItem.scenarioData.postitNote && this.containerItem.scenarioData.showPostit) {
const notebookBtn = document.createElement('button');
@@ -58,7 +99,16 @@ export class ContainerMinigame extends MinigameScene {
// Insert before the cancel button (first child in controls)
this.controlsElement.insertBefore(notebookBtn, this.controlsElement.firstChild);
}
// Show loading state
this.gameContainer.innerHTML = '<div class="loading" style="text-align: center; padding: 20px;">Loading contents...</div>';
// Load contents from server (if gameId exists and container is not locked)
if (window.gameId && this.containerItem.scenarioData.locked === false) {
this.contents = await this.loadContainerContents();
}
// Otherwise use contents passed in (for unlocked containers or local game)
// Create the container minigame UI
this.createContainerUI();
}

View File

@@ -188,12 +188,12 @@ function createInventorySprite(itemData) {
}
}
export function addToInventory(sprite) {
export async function addToInventory(sprite) {
if (!sprite || !sprite.scenarioData) {
console.warn('Invalid sprite for inventory');
return false;
}
try {
console.log("Adding to inventory:", {
objectId: sprite.objectId,
@@ -201,18 +201,57 @@ export function addToInventory(sprite) {
type: sprite.scenarioData?.type,
currentRoom: window.currentPlayerRoom
});
// Check if the item is already in the inventory
// Check if the item is already in the inventory (local check first)
const itemIdentifier = createItemIdentifier(sprite.scenarioData);
const isAlreadyInInventory = window.inventory.items.some(item =>
const isAlreadyInInventory = window.inventory.items.some(item =>
item && createItemIdentifier(item.scenarioData) === itemIdentifier
);
if (isAlreadyInInventory) {
console.log(`Item ${itemIdentifier} is already in inventory`);
return false;
}
// NEW: Validate with server before adding
const gameId = window.gameId;
if (gameId) {
try {
const response = await fetch(`/break_escape/games/${gameId}/inventory`, {
method: 'POST',
headers: {
'Content-Type': 'application/json',
'Accept': 'application/json'
},
body: JSON.stringify({
action_type: 'add',
item: sprite.scenarioData
})
});
const result = await response.json();
if (!result.success) {
// Server rejected - show error to player
console.warn('Server rejected inventory add:', result.message);
if (window.gameAlert) {
window.gameAlert(result.message || 'Cannot collect this item', 'error', 'Invalid Action', 3000);
}
return false;
}
// Server accepted - continue with local inventory update
console.log('Server validated item collection:', result);
} catch (error) {
console.error('Failed to validate inventory with server:', error);
// Fail closed - don't add if server can't validate
if (window.gameAlert) {
window.gameAlert('Network error - please try again', 'error', 'Error', 3000);
}
return false;
}
}
// Remove from room if it exists
if (window.currentPlayerRoom && rooms[window.currentPlayerRoom] && rooms[window.currentPlayerRoom].objects) {
if (rooms[window.currentPlayerRoom].objects[sprite.objectId]) {