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fix(core): reject spawn intents after the spawn phase (anti-teleport) (#4657)
## Problem
Patches sending the `spawn` intent over the game WebSocket while a match
is underway:
```js
ws.send(JSON.stringify({ type: "intent", intent: { type: "spawn", tile: tileRef } }));
```
The server relays it like any intent, and `SpawnExecution.tick()` then
**relinquishes the player's entire territory and re-conquers it at the
target tile** — instant teleport anywhere on the map.
The root cause is that `SpawnExecution.tick()` had no spawn-phase gate
(only a random-spawn re-roll guard), and the engine ticks the execution
**both during and after** the spawn phase (`activeDuringSpawnPhase()` is
`true`, and after the phase `!inSpawnPhase()` is also `true`).
## Fix
Ignore a spawn intent when the game is no longer in the spawn phase
**and** the player has already spawned:
```js
if (!this.mg.inSpawnPhase() && player.hasSpawned()) {
return;
}
```
Because `inSpawnPhase()` / `hasSpawned()` are deterministic game state,
the intent becomes a no-op identically on every client — no desync.
Unaffected:
- First-time spawns (`hasSpawned()` is false)
- In-phase spawn picks and re-picks (`inSpawnPhase()` is true)
- Existing random-spawn re-roll protection (kept as-is)
## Tests
- Added `Spawn intent after the spawn phase cannot relocate territory
(anti-teleport)` — establishes a player, then asserts a later `spawn`
intent leaves `spawnTile()` and `numTilesOwned()` unchanged.
- Simplified `Spawn on specific tile` to a single first spawn (the
previous version relied on an out-of-phase re-pick, which this fix now
correctly forbids).
- Full `tests/core` suite green (259 tests).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
da2e0918a4
commit
fabd1bd2d1
@@ -47,6 +47,15 @@ export class SpawnExecution implements Execution {
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player = this.mg.addPlayer(this.playerInfo);
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}
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// Security: a spawn intent may only place or relocate a player's starting
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// territory during the spawn phase. Once the game is underway, an
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// already-spawned player who sends a spawn intent is attempting to
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// teleport — relinquishing their territory and re-conquering it elsewhere.
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// Ignore it so the intent is a deterministic no-op on every client.
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if (!this.mg.inSpawnPhase() && player.hasSpawned()) {
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return;
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}
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// Security: If random spawn is enabled, prevent players from re-rolling their spawn location
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if (this.mg.config().isRandomSpawn() && player.hasSpawned()) {
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return;
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@@ -94,14 +94,45 @@ describe("Spawn execution", () => {
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const game = await setup("half_land_half_ocean", {}, [playerInfo]);
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game.addExecution(new SpawnExecution("game_id", playerInfo, 10));
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game.addExecution(new SpawnExecution("game_id", playerInfo, 20));
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game.executeNextTick();
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game.executeNextTick();
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expect(game.playerByClientID("client_id")?.spawnTile()).toBe(20);
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// Previous territory from first spawn should be relinquished
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expect(game.owner(10).isPlayer()).toBe(false);
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const player = game.playerByClientID("client_id")!;
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expect(player.spawnTile()).toBe(20);
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expect(player.numTilesOwned()).toBeGreaterThan(0);
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});
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test("Spawn intent after the spawn phase cannot relocate territory (anti-teleport)", async () => {
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const playerInfo = new PlayerInfo(
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`player`,
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PlayerType.Human,
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`client_id`,
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`player_id`,
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);
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// setup() ends the spawn phase by default, so the game is already underway.
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const game = await setup("half_land_half_ocean", {}, [playerInfo]);
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// Establish the player's territory with a legitimate first spawn.
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game.addExecution(new SpawnExecution("game_id", playerInfo, 20));
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game.executeNextTick();
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game.executeNextTick();
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const player = game.playerByClientID("client_id")!;
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expect(player.spawnTile()).toBe(20);
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const tilesBefore = player.numTilesOwned();
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expect(tilesBefore).toBeGreaterThan(0);
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// Malicious "teleport": a spawn intent to a new tile after the game has
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// started must be a deterministic no-op — the player keeps their original
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// spawn location and territory rather than relinquishing and re-conquering.
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game.addExecution(new SpawnExecution("game_id", playerInfo, 10));
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game.executeNextTick();
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game.executeNextTick();
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expect(player.spawnTile()).toBe(20);
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expect(player.numTilesOwned()).toBe(tilesBefore);
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});
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test("Random spawn ignores client-specified tile", async () => {
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