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:
iamlewis
2026-07-21 09:22:41 -07:00
committed by GitHub
co-authored by Claude Opus 4.8
parent da2e0918a4
commit fabd1bd2d1
2 changed files with 44 additions and 4 deletions
+9
View File
@@ -47,6 +47,15 @@ export class SpawnExecution implements Execution {
player = this.mg.addPlayer(this.playerInfo);
}
// Security: a spawn intent may only place or relocate a player's starting
// territory during the spawn phase. Once the game is underway, an
// already-spawned player who sends a spawn intent is attempting to
// teleport — relinquishing their territory and re-conquering it elsewhere.
// Ignore it so the intent is a deterministic no-op on every client.
if (!this.mg.inSpawnPhase() && player.hasSpawned()) {
return;
}
// Security: If random spawn is enabled, prevent players from re-rolling their spawn location
if (this.mg.config().isRandomSpawn() && player.hasSpawned()) {
return;
+35 -4
View File
@@ -94,14 +94,45 @@ describe("Spawn execution", () => {
const game = await setup("half_land_half_ocean", {}, [playerInfo]);
game.addExecution(new SpawnExecution("game_id", playerInfo, 10));
game.addExecution(new SpawnExecution("game_id", playerInfo, 20));
game.executeNextTick();
game.executeNextTick();
expect(game.playerByClientID("client_id")?.spawnTile()).toBe(20);
// Previous territory from first spawn should be relinquished
expect(game.owner(10).isPlayer()).toBe(false);
const player = game.playerByClientID("client_id")!;
expect(player.spawnTile()).toBe(20);
expect(player.numTilesOwned()).toBeGreaterThan(0);
});
test("Spawn intent after the spawn phase cannot relocate territory (anti-teleport)", async () => {
const playerInfo = new PlayerInfo(
`player`,
PlayerType.Human,
`client_id`,
`player_id`,
);
// setup() ends the spawn phase by default, so the game is already underway.
const game = await setup("half_land_half_ocean", {}, [playerInfo]);
// Establish the player's territory with a legitimate first spawn.
game.addExecution(new SpawnExecution("game_id", playerInfo, 20));
game.executeNextTick();
game.executeNextTick();
const player = game.playerByClientID("client_id")!;
expect(player.spawnTile()).toBe(20);
const tilesBefore = player.numTilesOwned();
expect(tilesBefore).toBeGreaterThan(0);
// Malicious "teleport": a spawn intent to a new tile after the game has
// started must be a deterministic no-op — the player keeps their original
// spawn location and territory rather than relinquishing and re-conquering.
game.addExecution(new SpawnExecution("game_id", playerInfo, 10));
game.executeNextTick();
game.executeNextTick();
expect(player.spawnTile()).toBe(20);
expect(player.numTilesOwned()).toBe(tilesBefore);
});
test("Random spawn ignores client-specified tile", async () => {