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

@@ -72,58 +72,67 @@ export class GameManager {
}
// Generic action handler for sandbox mode
handleAction(roomId: string, action: any): GameState | null {
handleAction(roomId: string, action: any, actorId: string): GameState | null {
const game = this.games.get(roomId);
if (!game) return null;
// Basic Validation: Ensure actor exists in game
if (!game.players[actorId]) return null;
switch (action.type) {
case 'MOVE_CARD':
this.moveCard(game, action);
this.moveCard(game, action, actorId);
break;
case 'TAP_CARD':
this.tapCard(game, action);
this.tapCard(game, action, actorId);
break;
case 'FLIP_CARD':
this.flipCard(game, action);
this.flipCard(game, action, actorId);
break;
case 'ADD_COUNTER':
this.addCounter(game, action);
this.addCounter(game, action, actorId);
break;
case 'CREATE_TOKEN':
this.createToken(game, action);
this.createToken(game, action, actorId);
break;
case 'DELETE_CARD':
this.deleteCard(game, action);
this.deleteCard(game, action, actorId);
break;
case 'UPDATE_LIFE':
this.updateLife(game, action);
this.updateLife(game, action, actorId);
break;
case 'DRAW_CARD':
this.drawCard(game, action);
this.drawCard(game, action, actorId);
break;
case 'SHUFFLE_LIBRARY':
this.shuffleLibrary(game, action);
this.shuffleLibrary(game, action, actorId);
break;
case 'SHUFFLE_GRAVEYARD':
this.shuffleGraveyard(game, action);
this.shuffleGraveyard(game, action, actorId);
break;
case 'SHUFFLE_EXILE':
this.shuffleExile(game, action);
this.shuffleExile(game, action, actorId);
break;
case 'MILL_CARD':
this.millCard(game, action);
this.millCard(game, action, actorId);
break;
case 'EXILE_GRAVEYARD':
this.exileGraveyard(game, action);
this.exileGraveyard(game, action, actorId);
break;
}
return game;
}
private moveCard(game: GameState, action: { cardId: string; toZone: CardInstance['zone']; position?: { x: number, y: number } }) {
private moveCard(game: GameState, action: { cardId: string; toZone: CardInstance['zone']; position?: { x: number, y: number } }, actorId: string) {
const card = game.cards[action.cardId];
if (card) {
// ANTI-TAMPER: Only controller can move card
if (card.controllerId !== actorId) {
console.warn(`Anti-Tamper: Player ${actorId} tried to move card ${card.instanceId} controlled by ${card.controllerId}`);
return;
}
// Bring to front
card.position.z = ++game.maxZ;
@@ -145,13 +154,13 @@ export class GameManager {
}
}
private addCounter(game: GameState, action: { cardId: string; counterType: string; amount: number }) {
private addCounter(game: GameState, action: { cardId: string; counterType: string; amount: number }, actorId: string) {
const card = game.cards[action.cardId];
if (card) {
if (card.controllerId !== actorId) return; // Anti-tamper
const existing = card.counters.find(c => c.type === action.counterType);
if (existing) {
existing.count += action.amount;
// Remove if 0 or less? Usually yes for counters like +1/+1 but let's just keep logic simple
if (existing.count <= 0) {
card.counters = card.counters.filter(c => c.type !== action.counterType);
}
@@ -161,7 +170,9 @@ export class GameManager {
}
}
private createToken(game: GameState, action: { ownerId: string; tokenData: any; position?: { x: number, y: number } }) {
private createToken(game: GameState, action: { ownerId: string; tokenData: any; position?: { x: number, y: number } }, actorId: string) {
if (action.ownerId !== actorId) return; // Anti-tamper
const tokenId = `token-${Math.random().toString(36).substring(7)}`;
// @ts-ignore
const token: CardInstance = {
@@ -185,40 +196,40 @@ export class GameManager {
game.cards[tokenId] = token;
}
private deleteCard(game: GameState, action: { cardId: string }) {
if (game.cards[action.cardId]) {
private deleteCard(game: GameState, action: { cardId: string }, actorId: string) {
if (game.cards[action.cardId] && game.cards[action.cardId].controllerId === actorId) {
delete game.cards[action.cardId];
}
}
private tapCard(game: GameState, action: { cardId: string }) {
private tapCard(game: GameState, action: { cardId: string }, actorId: string) {
const card = game.cards[action.cardId];
if (card) {
if (card && card.controllerId === actorId) {
card.tapped = !card.tapped;
}
}
private flipCard(game: GameState, action: { cardId: string }) {
private flipCard(game: GameState, action: { cardId: string }, actorId: string) {
const card = game.cards[action.cardId];
if (card) {
// Bring to front on flip too
if (card && card.controllerId === actorId) {
card.position.z = ++game.maxZ;
card.faceDown = !card.faceDown;
}
}
private updateLife(game: GameState, action: { playerId: string; amount: number }) {
private updateLife(game: GameState, action: { playerId: string; amount: number }, actorId: string) {
if (action.playerId !== actorId) return; // Anti-tamper
const player = game.players[action.playerId];
if (player) {
player.life += action.amount;
}
}
private drawCard(game: GameState, action: { playerId: string }) {
// Find top card of library for this player
private drawCard(game: GameState, action: { playerId: string }, actorId: string) {
if (action.playerId !== actorId) return; // Anti-tamper
const libraryCards = Object.values(game.cards).filter(c => c.ownerId === action.playerId && c.zone === 'library');
if (libraryCards.length > 0) {
// Pick random one (simulating shuffle for now)
const randomIndex = Math.floor(Math.random() * libraryCards.length);
const card = libraryCards[randomIndex];
@@ -228,20 +239,21 @@ export class GameManager {
}
}
private shuffleLibrary(_game: GameState, _action: { playerId: string }) {
// No-op in current logic since we pick randomly
private shuffleLibrary(_game: GameState, _action: { playerId: string }, actorId: string) {
if (_action.playerId !== actorId) return;
}
private shuffleGraveyard(_game: GameState, _action: { playerId: string }) {
// No-op
private shuffleGraveyard(_game: GameState, _action: { playerId: string }, actorId: string) {
if (_action.playerId !== actorId) return;
}
private shuffleExile(_game: GameState, _action: { playerId: string }) {
// No-op
private shuffleExile(_game: GameState, _action: { playerId: string }, actorId: string) {
if (_action.playerId !== actorId) return;
}
private millCard(game: GameState, action: { playerId: string; amount: number }) {
// Similar to draw but to graveyard
private millCard(game: GameState, action: { playerId: string; amount: number }, actorId: string) {
if (action.playerId !== actorId) return;
const amount = action.amount || 1;
for (let i = 0; i < amount; i++) {
const libraryCards = Object.values(game.cards).filter(c => c.ownerId === action.playerId && c.zone === 'library');
@@ -255,7 +267,9 @@ export class GameManager {
}
}
private exileGraveyard(game: GameState, action: { playerId: string }) {
private exileGraveyard(game: GameState, action: { playerId: string }, actorId: string) {
if (action.playerId !== actorId) return;
const graveyardCards = Object.values(game.cards).filter(c => c.ownerId === action.playerId && c.zone === 'graveyard');
graveyardCards.forEach(card => {
card.zone = 'exile';

View File

@@ -145,4 +145,15 @@ export class RoomManager {
room.messages.push(message);
return message;
}
getPlayerBySocket(socketId: string): { player: Player, room: Room } | null {
// Inefficient linear search, but robust for now. Maps would be better for high scale.
for (const room of this.rooms.values()) {
const player = room.players.find(p => p.socketId === socketId);
if (player) {
return { player, room };
}
}
return null;
}
}