- 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.
- Updated last modified date and added new review document reference.
- Added policy methods for `GamePolicy#submit_flag?` and `MissionPolicy#create_game?`.
- Fixed authorization in `games#create` to use `:create_game?` and removed redundant `VmSet` authorization.
- Clarified loading of `hacktivity-cable.js` with CSP nonce.
- Included fallback for non-Hacktivity mode in VM set validation.
- Documented minor amendments and verification checklist for implementation readiness.
- Added detailed review documentation for Hacktivity compatibility.
- Addressed critical issue: implemented missing `games#create` action in GamesController.
- Updated `MissionsController#show` to handle VM-required missions differently.
- Clarified deployment order for migration to remove unique index.
- Added recommendations for strong parameters in `games#create`.
- Documented necessary changes for flag submission and VM set display.
- Verified compatibility of model structures and updated flag submission logic.
- 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.
- Created an updated TODO checklist outlining phases and tasks for the objectives system implementation.
- Added corrected code snippets for critical fixes, including door unlock event emission and key pickup event handling.
- Documented necessary changes to ensure proper event emissions for objectives tracking.
- Reviewed and approved the implementation plan with minor corrections regarding door unlock events.
- 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.
The CI workflow was failing because rubocop was not available in the bundle.
Adding rubocop-rails-omakase which provides the omakase Ruby styling rules
that are configured in .rubocop.yml.
- 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.
refactor: Update key-lock system and minigame starters to utilize KeyCutCalculator for cut depth generation
chore: Normalize keyPins in scenario data to align with new cut depth calculations
- 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.
- Implemented a global character registry to manage player and NPC data.
- Added methods for setting the player, registering NPCs, and retrieving character information.
- Integrated character registry updates into the NPC manager for seamless NPC registration.
- Created test scenarios for line prefix speaker format, including narrator modes and background changes.
- Developed comprehensive NPC sprite test scenario with various NPC interactions and items.
- Created COMPREHENSIVE_REVIEW.md detailing architecture, risk assessment, and recommendations for the line prefix speaker format implementation.
- Developed README.md summarizing the implementation plan assessment, key findings, and integration of the Background[] feature.
- Included detailed risk assessment, updated timeline estimates, and success criteria for the implementation.
- Recommended enhancements for security, performance, reliability, and deployment strategies.
- Established a phased approach for implementation with clear priorities and next steps for the team and content creators.
- Implemented narrator syntax to display character portraits during narration.
- Changed default speaker behavior to default to the main NPC for unprefixed lines.
- Enhanced NPC behavior tags to support no parameters, comma-separated lists, wildcard patterns, and an "all" keyword.
- Added comprehensive testing requirements for narrator, default speaker, and NPC behavior tags.
- Updated documentation to reflect new features and usage examples.
- Addressed critical and high-priority issues from REVIEW1, including function naming conflicts, regex security, and empty dialogue validation.
- Improved code organization and backward compatibility.
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.
Fixed issue where unlocked doors and containers wouldn't open because
getLockRequirements functions returned null for unlocked items, causing
early return.
Changes:
- Handle case where lockRequirements is null (unlocked item) by calling
server verification
- Updated getLockRequirementsForDoor to return data even for unlocked doors
- Updated getLockRequirementsForItem to include 'locked' field
- Now both locked and unlocked items go through proper server validation
Flow for unlocked items:
1. getLockRequirements returns null (no lock data) OR returns {locked: false}
2. Call notifyServerUnlock with method='unlocked'
3. Server validates item is actually unlocked in scenario_data
4. Server returns roomData (doors) or contents (containers)
5. Client proceeds to open/display content
Critical security fix: Removed client-side lock state checking that allowed
bypass of server validation. Clients can no longer manipulate lock states to
gain unauthorized access.
Previous vulnerability:
- Client checked props.locked (client-side data)
- If false, directly called notifyServerUnlock with method='unlocked'
- Server trusted this without validating its own scenario data
- Attacker could: set doorSprite.doorProperties.locked = false, then access
New secure flow:
- Client ALWAYS calls handleUnlock regardless of perceived lock state
- handleUnlock calls server with method='unlocked' for unlocked items
- Server ALWAYS validates against its own scenario_data
- Server only grants access if item is actually unlocked in server state
- Client state is never trusted for authorization decisions
Changes:
- doors.js: Removed client-side lock check, always call handleUnlock
- unlock-system.js: Handle unlocked items by verifying with server
- interactions.js: Removed client-side container lock check
- interactions.js: Removed notifyServerForUnlockedContainer helper
Security principle: Never trust the client. All authorization must be
server-side based on server state, not client-reported state.
Critical security fix: PIN and password minigames were falling back to
client-side validation when the correct answer was available. This allowed
players to bypass security by inspecting client-side code.
Changes:
- PIN minigame: ALWAYS use server-side validation, never client-side
- Password minigame: ALWAYS use server-side validation, never client-side
- If API client is unavailable, fail securely by rejecting the attempt
- Removed backwards compatibility code that allowed client-side validation
Security principle: Never trust the client for authentication/authorization.
All PIN and password validation must go through the server.