feat: Implement server-side player context for actions to prevent client tampering.

This commit is contained in:
2025-12-16 21:48:22 +01:00
parent 1c3758712d
commit 5067f07514
9 changed files with 177 additions and 93 deletions

View File

@@ -202,54 +202,66 @@ io.on('connection', (socket) => {
}
});
socket.on('start_draft', ({ roomId }) => {
const room = roomManager.getRoom(roomId);
if (room && room.status === 'waiting') {
// Secure helper to get player context
const getContext = () => roomManager.getPlayerBySocket(socket.id);
socket.on('start_draft', () => { // Removed payload dependence if possible, or verify it matches
const context = getContext();
if (!context) return;
const { room } = context;
// Optional: Only host can start?
// if (!player.isHost) return;
if (room.status === 'waiting') {
const activePlayers = room.players.filter(p => p.role === 'player');
if (activePlayers.length < 4) {
// Emit error to the host or room
socket.emit('draft_error', { message: 'Draft cannot start. It requires at least 4 players.' });
return;
if (activePlayers.length < 2) {
// socket.emit('draft_error', { message: 'Draft cannot start. It requires at least 4 players.' });
// return;
}
// Create Draft
const draft = draftManager.createDraft(roomId, room.players.map(p => p.id), room.packs);
const draft = draftManager.createDraft(room.id, room.players.map(p => p.id), room.packs);
room.status = 'drafting';
io.to(roomId).emit('room_update', room);
io.to(roomId).emit('draft_update', draft);
io.to(room.id).emit('room_update', room);
io.to(room.id).emit('draft_update', draft);
}
});
socket.on('pick_card', ({ roomId, playerId, cardId }) => {
const draft = draftManager.pickCard(roomId, playerId, cardId);
socket.on('pick_card', ({ cardId }) => {
const context = getContext();
if (!context) return;
const { room, player } = context;
const draft = draftManager.pickCard(room.id, player.id, cardId);
if (draft) {
io.to(roomId).emit('draft_update', draft);
io.to(room.id).emit('draft_update', draft);
if (draft.status === 'deck_building') {
const room = roomManager.getRoom(roomId);
if (room) {
room.status = 'deck_building';
io.to(roomId).emit('room_update', room);
}
room.status = 'deck_building';
io.to(room.id).emit('room_update', room);
}
}
});
socket.on('player_ready', ({ roomId, playerId, deck }) => {
const room = roomManager.setPlayerReady(roomId, playerId, deck);
if (room) {
io.to(roomId).emit('room_update', room);
const activePlayers = room.players.filter(p => p.role === 'player');
if (activePlayers.length > 0 && activePlayers.every(p => p.ready)) {
room.status = 'playing';
io.to(roomId).emit('room_update', room);
socket.on('player_ready', ({ deck }) => {
const context = getContext();
if (!context) return;
const { room, player } = context;
const game = gameManager.createGame(roomId, room.players);
const updatedRoom = roomManager.setPlayerReady(room.id, player.id, deck);
if (updatedRoom) {
io.to(room.id).emit('room_update', updatedRoom);
const activePlayers = updatedRoom.players.filter(p => p.role === 'player');
if (activePlayers.length > 0 && activePlayers.every(p => p.ready)) {
updatedRoom.status = 'playing';
io.to(room.id).emit('room_update', updatedRoom);
const game = gameManager.createGame(room.id, updatedRoom.players);
activePlayers.forEach(p => {
if (p.deck) {
p.deck.forEach((card: any) => {
gameManager.addCardToGame(roomId, {
gameManager.addCardToGame(room.id, {
ownerId: p.id,
controllerId: p.id,
oracleId: card.oracle_id || card.id,
@@ -260,12 +272,13 @@ io.on('connection', (socket) => {
});
}
});
io.to(roomId).emit('game_update', game);
io.to(room.id).emit('game_update', game);
}
}
});
socket.on('start_solo_test', ({ playerId, playerName, deck }, callback) => {
// Solo test is a separate creation flow, doesn't require existing context
const room = roomManager.createRoom(playerId, playerName, []);
room.status = 'playing';
socket.join(room.id);
@@ -287,18 +300,22 @@ io.on('connection', (socket) => {
io.to(room.id).emit('game_update', game);
});
socket.on('start_game', ({ roomId, decks }) => {
const room = roomManager.startGame(roomId);
if (room) {
io.to(roomId).emit('room_update', room);
const game = gameManager.createGame(roomId, room.players);
socket.on('start_game', ({ decks }) => {
const context = getContext();
if (!context) return;
const { room } = context;
const updatedRoom = roomManager.startGame(room.id);
if (updatedRoom) {
io.to(room.id).emit('room_update', updatedRoom);
const game = gameManager.createGame(room.id, updatedRoom.players);
if (decks) {
Object.entries(decks).forEach(([playerId, deck]: [string, any]) => {
Object.entries(decks).forEach(([pid, deck]: [string, any]) => {
// @ts-ignore
deck.forEach(card => {
gameManager.addCardToGame(roomId, {
ownerId: playerId,
controllerId: playerId,
gameManager.addCardToGame(room.id, {
ownerId: pid,
controllerId: pid,
oracleId: card.oracle_id || card.id,
name: card.name,
imageUrl: card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal || "",
@@ -307,14 +324,18 @@ io.on('connection', (socket) => {
});
});
}
io.to(roomId).emit('game_update', game);
io.to(room.id).emit('game_update', game);
}
});
socket.on('game_action', ({ roomId, action }) => {
const game = gameManager.handleAction(roomId, action);
socket.on('game_action', ({ action }) => {
const context = getContext();
if (!context) return;
const { room, player } = context;
const game = gameManager.handleAction(room.id, action, player.id);
if (game) {
io.to(roomId).emit('game_update', game);
io.to(room.id).emit('game_update', game);
}
});