docs(battlenode): document four latent low-tier hygiene hazards

Comment-only; behavior-preserving; 231 BattleNode tests green.

- OutboundSequencer._archive: name the unbounded-per-match growth + ack-prune point.
- NodeCrypto.BuildAes: SECURITY remarks on key-derived IV reuse + base64 entropy loss;
  warn against caching the session key.
- MatchContext/BattlePlayer: FOOTGUN notes on reference-based record equality over the deck list.
- RecordTokensFrom: TRUST note on isSelf/idx overwrite; name the idx>deckCount guard for
  untrusted peers (not added — trusted-LAN today).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-06-05 08:11:13 -04:00
parent 1007cf24d2
commit 9ff8948903
5 changed files with 29 additions and 1 deletions

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@@ -1,5 +1,10 @@
namespace SVSim.BattleNode.Bridge; namespace SVSim.BattleNode.Bridge;
/// <summary>One player slot for a pending battle. Carries the viewer's identity and /// <summary>One player slot for a pending battle. Carries the viewer's identity and
/// the per-battle MatchContext snapshot built at do_matching time.</summary> /// the per-battle MatchContext snapshot built at do_matching time.
/// <para>FOOTGUN: this is a <c>record</c>, but <see cref="Context"/> transitively holds an
/// <c>IReadOnlyList&lt;long&gt;</c> (the deck), so the synthesized value-equality is REFERENCE-based
/// on that list — two BattlePlayers with equal deck *contents* compare unequal. Don't use
/// BattlePlayer / <see cref="MatchContext"/> as dictionary keys or <c>Distinct()</c> / <c>HashSet</c>
/// operands without first giving them content equality. Not exercised today.</para></summary>
public sealed record BattlePlayer(long ViewerId, MatchContext Context); public sealed record BattlePlayer(long ViewerId, MatchContext Context);

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@@ -5,6 +5,9 @@ namespace SVSim.BattleNode.Bridge;
/// server-authored frame lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side /// server-authored frame lifecycle on WS connect. SVSim.BattleNode does not know how to build this — the HTTP-side
/// per-mode controller is the source. Snapshot semantics: cosmetic changes between matching /// per-mode controller is the source. Snapshot semantics: cosmetic changes between matching
/// and WS connect have no effect on the in-battle render. /// and WS connect have no effect on the in-battle render.
/// <para>FOOTGUN: as a record holding <see cref="SelfDeckCardIds"/> (an IReadOnlyList), the
/// synthesized value-equality is reference-based on that list — see <see cref="BattlePlayer"/>.
/// Don't use as a dict key / <c>Distinct()</c> operand without content equality.</para>
/// </summary> /// </summary>
public sealed record MatchContext( public sealed record MatchContext(
// Player's drafted deck — exactly 30 entries, idx 1..30 paired with the chosen cardIds // Player's drafted deck — exactly 30 entries, idx 1..30 paired with the chosen cardIds

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@@ -14,6 +14,11 @@ public sealed class OutboundSequencer
private const long FirstPlaySeq = 1; private const long FirstPlaySeq = 1;
private long _next = FirstPlaySeq; private long _next = FirstPlaySeq;
// Holds every ordered (stocked) push for the WHOLE match — there is no per-ack pruning, so it
// grows with battle length × concurrent battles. Bounded only by Clear() in the terminate cascade.
// Fine at current scale; if battles get long or concurrency scales, prune entries below the peer's
// ack watermark here (contrast the inbound side, which is bounded by InboundTracker.WindowSize).
private readonly Dictionary<long, MsgEnvelope> _archive = new(); private readonly Dictionary<long, MsgEnvelope> _archive = new();
public IReadOnlyDictionary<long, MsgEnvelope> Archive => _archive; public IReadOnlyDictionary<long, MsgEnvelope> Archive => _archive;

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@@ -84,6 +84,11 @@ internal sealed class BattleSessionState
/// Echo is mined but never relayed.</summary> /// Echo is mined but never relayed.</summary>
public void RecordTokensFrom(IBattleParticipant from, IBattleParticipant other, object? orderList) public void RecordTokensFrom(IBattleParticipant from, IBattleParticipant other, object? orderList)
{ {
// TRUST: isSelf is the SENDER's own perspective flag and idx is unbounded, while RecordToken
// overwrites-on-conflict. A buggy/malicious sender could pass isSelf:0 with a deck-range idx to
// rewrite the OPPONENT's card identity at a seeded slot. Acceptable for the current trusted-LAN
// relay; if peers ever become untrusted, gate on `idx > deckCount` here (generated tokens always
// allocate past the deck) so a sender can't forge over seeded deck cards.
foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineAddOps(orderList)) foreach (var (idx, cardId, isSelf) in KnownListBuilder.MineAddOps(orderList))
RecordToken(isSelf == CardOwner.Self ? from : other, idx, cardId); RecordToken(isSelf == CardOwner.Self ? from : other, idx, cardId);
} }

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@@ -73,6 +73,16 @@ public static class NodeCrypto
/// <paramref name="key"/> is the <see cref="KeyLength"/>-char ASCII key the encrypt / /// <paramref name="key"/> is the <see cref="KeyLength"/>-char ASCII key the encrypt /
/// decrypt path has already validated. /// decrypt path has already validated.
/// </summary> /// </summary>
/// <remarks>
/// SECURITY (latent — do NOT "tidy" this into a cached key): the IV is derived from the key, so a
/// fixed key reuses a fixed IV — the classic CBC IV-reuse weakness (equal plaintext prefixes →
/// equal ciphertext prefixes). It is masked ONLY because every server-initiated send mints a fresh
/// key via <see cref="GenerateKey"/>, so (key, IV) never repeats in practice. A future change that
/// CACHES the session key would silently reintroduce the leak — derive a per-message random IV
/// first. Related: <see cref="GenerateKey"/> base64-truncates a hex string, so the effective key
/// entropy is well below what "AES-256" implies. We mirror the client's scheme deliberately; both
/// are acceptable only because this is a localhost relay, not a hostile-network transport.
/// </remarks>
private static Aes BuildAes(string key) private static Aes BuildAes(string key)
{ {
var aes = Aes.Create(); var aes = Aes.Create();