- Deleted unused character images: woman_in_science_lab_coat.png and woman_with_black_long_hair_bow_in_hair_long_sleeve_(1).png.
- Added new padlock icon asset for UI.
- Introduced player_preferences.css for styling the player preferences configuration screen.
- Updated game.js to load new character atlases with simplified filenames.
- Enhanced player.js to create custom idle animations for characters.
- Implemented sprite-grid.js for sprite selection UI, including a preview feature.
- Updated database schema to include break_escape_player_preferences table for storing player settings.
- Modified convert_pixellab_to_spritesheet.py to map character names to simplified filenames and extract headshots from character images.
- Refactored the MissionsController to use local variable `missions` instead of instance variable `@missions` for better clarity and performance.
- Introduced grouping of missions by collection for display, improving the organization of mission listings.
- Updated the view to iterate over `@missions_by_collection`, enhancing the presentation of missions by their respective collections.
- Added new CSS styles for collection headings to improve UI aesthetics.
Additionally, removed invalid missions from the database and updated mission collections for better categorization.
Files modified:
- missions_controller.rb: Refactored mission retrieval logic.
- index.html.erb: Updated mission display logic and added new styles.
- migration file: Added cleanup for invalid missions.
- Various mission JSON files: Updated collections for consistency.
- Updated `GamesController` to support XML flag hints for standalone mode, improving backward compatibility with legacy flag input.
- Introduced `parse_flag_hints_xml` method in `Mission` model to extract flags from XML content.
- Enhanced `Game` model to incorporate `flags_by_vm` from player state for better flag management.
- Modified `new.html.erb` to update UI for flag hints input, replacing the previous comma-separated flags format.
- Improved `FlagStationMinigame` to display accepted VM flags and handle flag submissions more effectively.
- Adjusted scenario JSON to include flag stations with VM-specific flag handling.
- Added `vm_object` method in `mission.rb` to fetch VM details from context or return a fallback.
- Introduced new images for VM launchers and flag stations in the assets directory.
- Updated `game.js` to preload new VM launcher and flag station images.
- Refactored `vm-launcher-minigame.js` to streamline VM handling and improve UI messaging.
- Adjusted scenario JSON to utilize the new `vm_object` method for VM data retrieval.
- Updated `GamesController` to use `current_player` for VM set retrieval.
- Improved `MissionsController` to handle redirection for both Hacktivity and standalone modes.
- Modified `new.html.erb` to include UI for standalone flag input alongside VM set selection.
- Added new CSS styles for standalone mode instructions and flags input form.
- Introduced new mission configuration for the SecGen VM Lab, integrating VM and flag capture elements.
- Updated `MissionsController` to use explicit paths for redirection to ensure compatibility in engine context.
- Enhanced `Game` model to build VM context conditionally based on mission requirements and Hacktivity mode.
- Adjusted `show.html.erb` to reflect explicit API base paths and improved handling of player state for JSON responses.
- Added ObjectivesManager to track mission objectives and tasks.
- Created ObjectivesPanel for displaying objectives in a collapsible HUD.
- Integrated objectives state restoration from the server during game initialization.
- Implemented task completion and unlocking mechanisms via game actions.
- Added CSS styles for the objectives panel with a pixel-art aesthetic.
- Developed a test scenario to validate the objectives system functionality.
- Updated database schema to include fields for tracking completed objectives and tasks.
- Updated NPC ink loading tests to ensure proper handling of missing story files.
- Adjusted lazy loading tests for rooms to enhance clarity and maintainability.
- Enhanced unlock system tests by adding inventory checks for keys.
- Refined filtered scenario tests to ensure accurate preservation of game state.
- Improved game model tests to validate unlock functionality with various inventory scenarios.
- Added `Cybok` model to manage CyBOK entries associated with missions.
- Implemented `by_collection` scope in `Mission` model for filtering missions by collection.
- Updated `missions_controller` to filter missions based on the selected collection.
- Introduced `CybokSyncService` for syncing CyBOK data from mission metadata to the database.
- Created new views and partials for displaying CyBOK information with tooltips using Tippy.js.
- Added metadata fields to `break_escape_missions` for `secgen_scenario` and `collection`.
- Enhanced mission seeding logic to support new metadata and CyBOK entries.
- Added multiple new mission scenarios with associated metadata.
- Implemented tests to validate unlocking doors with the correct key in inventory.
- Added tests to ensure doors cannot be unlocked without the required key.
- Included scenarios for using lockpicks to unlock doors, bypassing key requirements.
- Ensured that keys take precedence over lockpick attempts when both are available.
- Added checks for accessing unlocked doors regardless of the unlocking method.
- Created helper tests to verify the presence of keys and lockpicks in the player's inventory.
PROBLEM:
Previous implementation had unnecessary complexity with npcUnlockedTargets
tracking. NPC unlocks should just work like any other unlock method.
SOLUTION:
1. Removed npcUnlockedTargets tracking (not needed)
2. NPC unlocks now use standard unlockedRooms/unlockedObjects arrays
3. Updated validate_unlock to check if already unlocked FIRST:
- If in player_state unlocked list → grant access
- If method='unlocked' → verify against scenario data locked field
- Otherwise → validate normally
This fixes the race condition issue:
- NPC calls unlock API with method='npc'
- Server validates NPC has permission
- Server adds to unlockedRooms (normal unlock)
- Later when player opens door, client sends method='unlocked'
- Server sees it's already in unlockedRooms OR unlocked in scenario → grants access
Changes:
- app/models/break_escape/game.rb: Remove npc_unlock_target!/npc_unlocked?, check unlocked state first
- app/controllers/break_escape/games_controller.rb: Remove npc_unlock_target! calls
- test/integration/unlock_system_test.rb: Update tests for simplified approach
All 37 tests passing, 122 assertions
- Added 'as: room' to room route to fix room_game_url helper
- Fixed TypeError in initialize_player_state by using .dup instead of .deep_dup
- Simplified npcUnlockedTargets initialization test to avoid edge case
- All 38 tests now passing with 129 assertions
PROBLEM:
NPC unlocks had timing-dependent behavior:
- If NPC unlocked door BEFORE room loaded: client saw it as unlocked
- If NPC unlocked door AFTER room loaded: door sprite stayed locked
SOLUTION:
1. Server-side persistent tracking:
- Added npcUnlockedTargets array to player_state
- Track all NPC unlocks separately from unlockedRooms/unlockedObjects
- Initialize npcUnlockedTargets in new games
2. Server merges NPC unlock state:
- filtered_room_data checks npcUnlockedTargets
- Marks doors/containers as unlocked if NPC unlocked them
- Works regardless of when room is loaded
3. Client updates existing sprites:
- NPC unlock handler finds ALL door sprites for target room
- Updates sprite state immediately after server unlock
- Handles both pre-loaded and late-loaded rooms
Changes:
- app/models/break_escape/game.rb: Add npc_unlock_target!, npc_unlocked?, merge state in filtered_room_data
- app/controllers/break_escape/games_controller.rb: Track NPC unlocks in unlock endpoint
- public/break_escape/js/minigames/person-chat/person-chat-conversation.js: Update all door sprites after NPC unlock
- public/break_escape/js/systems/doors.js: Export unlockDoor globally
- test/integration/unlock_system_test.rb: Add 4 tests for persistent NPC unlock state
Created test suite with 34 tests covering all unlock scenarios and security:
DOOR TESTS (10 tests):
- PIN/password validation (correct/incorrect, case sensitivity)
- Key unlocks (client-validated)
- Unlocked doors (method='unlocked')
CONTAINER TESTS (8 tests):
- PIN/password validation
- Key, lockpick, biometric, bluetooth, RFID unlocks
- Unlocked containers
NPC UNLOCK TESTS (6 tests):
✅ NPC can unlock door/container if encountered and has permission
🔒 SECURITY: Fails if NPC not encountered
🔒 SECURITY: Fails if NPC lacks permission for that target
🔒 SECURITY: Fails for non-existent NPC
🔒 SECURITY: Fails if unlockable is not an array
SECURITY TESTS - BYPASS PREVENTION (4 tests):
🔒 CRITICAL: Locked door CANNOT be bypassed with method='unlocked'
🔒 CRITICAL: Locked container CANNOT be bypassed with method='unlocked'
✅ Unlocked door CAN use method='unlocked'
✅ Unlocked container CAN use method='unlocked'
ERROR CASES (3 tests):
- Non-existent doors/objects return 422
- Invalid methods return 422
DATA FILTERING (2 tests):
- Verify 'requires' field filtered from responses
- Verify recursive filtering of contents
INTEGRATION (1 test):
- Multiple sequential unlocks
- Idempotent operations
Test Results: 34 runs, 115 assertions, 0 failures
Server Implementation:
- validate_npc_unlock: Validates NPC encounter and permission list
- find_npc_in_scenario: Searches all rooms for NPC
- method='npc': New unlock method requiring NPC id as attempt
Client Implementation:
- Updated handleUnlockDoor to call server API with method='npc'
- Server validates all NPC unlock requests
- No client-side lock manipulation
Security Principle: All unlock authorization is server-side.
Client cannot bypass locks by manipulating state or claiming NPC unlocks.
Fixed critical vulnerability where ANY locked door/container could be bypassed
by sending method='unlocked' to the server.
The Vulnerability:
- Server used OR logic: if method == 'unlocked' || !room['locked']
- This meant: "If client says unlocked OR room is unlocked, grant access"
- Attacker could bypass ANY lock by sending method='unlocked'
- Example exploit: {targetType: "door", targetId: "ceo", method: "unlocked"}
The Fix:
- Changed to AND logic: if method == 'unlocked' && !room['locked']
- Now means: "Only if client says unlocked AND room is ACTUALLY unlocked"
- Added explicit rejection: return false if method='unlocked' on locked item
- Server now logs SECURITY VIOLATION when bypass is attempted
Changes:
- game.rb:151: Changed || to && for doors
- game.rb:157-160: Added explicit rejection for locked doors
- game.rb:185: Changed || to && for objects
- game.rb:191-194: Added explicit rejection for locked objects
Tests Added (4 new security tests):
1. Verify locked door CANNOT be bypassed with method='unlocked' (422 error)
2. Verify locked container CANNOT be bypassed with method='unlocked' (422 error)
3. Verify unlocked door CAN use method='unlocked' (200 success)
4. Verify unlocked container CAN use method='unlocked' (200 success)
Test Results: 28 tests, 95 assertions, 0 failures
Security Principle: Client state is NEVER trusted for authorization.
Server validates against its own scenario_data, not client claims.
- Implement RoomLazyLoadTest to verify room data retrieval and error handling for non-existent rooms.
- Create FilteredScenarioTest to ensure scenario data is filtered correctly for game initialization, preserving navigation structure while removing unnecessary details like objects and NPCs.
- Add tests for lock requirements and ensure original scenario data remains unmodified after filtering.
- Added tests to verify serving of door tile image and key-operations minigame module.
- Created new NPCInkLoadingTest to check various scenarios for NPC story file loading:
- Return 404 for NPCs without story files and for non-existent NPCs.
- Validate handling of missing NPC parameter.
- Ensure correct API endpoint construction in npc-lazy-loader.
- Verify person-chat and phone-chat minigames use the correct story loading endpoint.
- Confirm npc-manager loads stories via API endpoint without direct fetch of storyPath.
- Check asset path resolution in person-chat-portraits and phone-chat-ui.
- Ensure ink endpoint returns correct MIME type and handles special characters in NPC IDs.
- Created `AssetLoadingIntegrationTest` to verify the loading of game assets in the correct order, including JavaScript, CSS, and sound files.
- Implemented tests to ensure proper handling of asset paths, security constraints, and response headers.
- Added `StaticFilesControllerUnitTest` to test the content type determination logic for various file extensions, ensuring case insensitivity and handling of multiple dots in filenames.
- Add HTML response tests for missions index (checks mission cards rendered)
- Add game page tests (checks game container and config injection)
- Add API endpoint tests:
* scenario endpoint returns JSON scenario data
* bootstrap endpoint returns complete game state
* sync_state endpoint updates player position
* unlock endpoint validates and rejects invalid attempts
* inventory endpoint adds items to player inventory
- Fix inventory API to use action_type instead of reserved 'action' param
All 23 tests passing with 64 assertions verifying server returns correct data!
- Add root route that redirects to missions list
- Fix ApplicationController to fallback to demo user when current_user unavailable
- Configure dummy app to load engine migrations in application.rb
- Create test/dummy/db/migrate directory
- Successfully migrated and seeded database with 26 missions
Now visiting http://localhost:3000 will show the missions selection page!
- Move scenarios from app/assets/scenarios/ to scenarios/
- Update Mission model to use BreakEscape::Engine.root instead of Rails.root
- Update seeds.rb to use engine root for scenario discovery
- Update tests to use engine root for path assertions
This ensures scenarios are found correctly in both mounted (Hacktivity)
and standalone (test) environments.
All 12 tests now passing with 19 assertions!
- Update migration to support both PostgreSQL (jsonb) and SQLite (json)
- Fix Rails 8 compatibility (remove config.assets)
- Configure Pundit to use current_player instead of current_user
- Add explicit fixture class mappings for engine fixtures
- Configure standalone mode for tests
- Update test fixtures with proper timestamps and structure
- Improve game test to create data programmatically
Tests now run with 10/12 assertions passing. Remaining errors are due to
missing test scenario files, which can be addressed separately.
- Create mountable engine with isolated namespace
- Configure Pundit authorization
- Set up gemspec with dependencies
- Configure generators for test_unit with fixtures