fix: prevent client from bypassing random spawn selection 🛡️ (#4428)

## Description:

When random spawn mode is active, players are supposed to receive
randomly chosen spawns rather than choosing their own. However,
`SpawnExecution.getSpawn()` checks `center !== undefined` first, which
means if a player manually injects coordinates into the spawn intent
(bypassing the client-side UI guard), the random selection logic is
completely bypassed and the player gets their chosen coordinates.

This was fully exploitable in singleplayer (where no pre-created
`SpawnExecution` objects exist) and was a defense-in-depth gap in
multiplayer (relying on execution order of pre-created spawns to block
it via the `hasSpawned()` guard).

The fix forces `center` to `undefined` in `getSpawn()` when random
spawns are enabled, ensuring the random selection code path is always
taken regardless of what the client sends.

## Changes:
- `src/core/execution/SpawnExecution.ts`: Pass `undefined` to
`getSpawn()` when `isRandomSpawn()` is true, ignoring any
client-specified tile
- `tests/core/execution/SpawnExecution.test.ts`: Added test verifying
that a client-specified tile is ignored when random spawn is enabled

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
This commit is contained in:
FloPinguin
2026-06-27 20:10:24 +02:00
committed by GitHub
parent 95171fd995
commit 71d70dfb0e
2 changed files with 30 additions and 1 deletions
+3 -1
View File
@@ -53,7 +53,9 @@ export class SpawnExecution implements Execution {
}
player.tiles().forEach((t) => player.relinquish(t));
const spawn = this.getSpawn(this.tile);
const spawn = this.getSpawn(
this.mg.config().isRandomSpawn() ? undefined : this.tile,
);
if (!spawn) {
console.warn(`SpawnExecution: cannot spawn ${this.playerInfo.name}`);
@@ -103,4 +103,31 @@ describe("Spawn execution", () => {
// Previous territory from first spawn should be relinquished
expect(game.owner(10).isPlayer()).toBe(false);
});
test("Random spawn ignores client-specified tile", async () => {
const playerInfo = new PlayerInfo(
`player`,
PlayerType.Human,
`client_id`,
`player_id`,
);
const game = await setup("half_land_half_ocean", { randomSpawn: true }, [
playerInfo,
]);
// Simulate a malicious client sending a spawn intent with a specific tile
const maliciousTile = 10;
game.addExecution(new SpawnExecution("game_id", playerInfo, maliciousTile));
game.executeNextTick();
game.executeNextTick();
const player = game.playerByClientID("client_id")!;
expect(player.hasSpawned()).toBe(true);
// The spawn tile should NOT be the client-specified tile —
// random spawn must bypass the client's choice.
expect(player.spawnTile()).not.toBe(maliciousTile);
expect(player.spawnTile()).toEqual(expect.any(Number));
expect(game.isLand(player.spawnTile()!)).toBe(true);
});
});