diff --git a/Game/scripts/assignment_state.gd b/Game/scripts/assignment_state.gd index d61a9402..78dfbf94 100644 --- a/Game/scripts/assignment_state.gd +++ b/Game/scripts/assignment_state.gd @@ -21,7 +21,7 @@ func apply(payload: Dictionary, expected_player_id: String = "") -> bool: for key in ["match_id", "server_id", "player_id", "slot", "expires_at", "protocol_version", "transport", "endpoint", "join_authorisation"]: if not payload.has(key): return _reject("Assignment response is missing " + key) - if not payload["match_id"] is String or not payload["server_id"] is String or not payload["player_id"] is String or not (payload["slot"] is int or payload["slot"] is float) or not payload["expires_at"] is String or not (payload["protocol_version"] is int or payload["protocol_version"] is float) or not payload["transport"] is String or not payload["endpoint"] is String or not payload["join_authorisation"] is String: + if not payload["match_id"] is String or not payload["server_id"] is String or not payload["player_id"] is String or not _valid_nonnegative_integer(payload["slot"]) or not payload["expires_at"] is String or not _valid_nonnegative_integer(payload["protocol_version"]) or not payload["transport"] is String or not payload["endpoint"] is String or not payload["join_authorisation"] is String: return _reject("Assignment response contains invalid types") var next_match_id := String(payload["match_id"]) var next_server_id := String(payload["server_id"]) @@ -71,6 +71,14 @@ static func _valid_endpoint(value: String) -> bool: return port.is_valid_int() and int(port) >= 1 and int(port) <= 65535 +static func _valid_nonnegative_integer(value: Variant) -> bool: + if value is int: + return int(value) >= 0 + if value is float: + return is_finite(float(value)) and float(value) >= 0.0 and float(value) == floor(float(value)) + return false + + func _reject(reason: String) -> bool: available = false error_message = reason diff --git a/Game/tests/cases/test_assignment_state.gd b/Game/tests/cases/test_assignment_state.gd index 7d002080..cccd15b9 100644 --- a/Game/tests/cases/test_assignment_state.gd +++ b/Game/tests/cases/test_assignment_state.gd @@ -21,6 +21,12 @@ func test_assignment_projection_rejects_wrong_shape_or_unsafe_transport() -> voi var short_id := valid.duplicate() short_id["match_id"] = "match-1" assert_true(not assignment.apply(short_id), "short opaque assignment id is rejected") + var fractional_slot := valid.duplicate() + fractional_slot["slot"] = 1.5 + assert_true(not assignment.apply(fractional_slot), "fractional slot is rejected") + var fractional_protocol := valid.duplicate() + fractional_protocol["protocol_version"] = 1.5 + assert_true(not assignment.apply(fractional_protocol), "fractional protocol version is rejected") assert_true(not assignment.available, "invalid assignment is not exposed") assert_true(not assignment.apply({"match_id": "match-1", "server_id": "server-1", "player_id": "player-1", "slot": 0, "expires_at": "future", "protocol_version": 1, "transport": "udp", "join_authorisation": "signed"}), "unknown transport is rejected") assert_true(not assignment.apply({"match_id": "match-1", "server_id": "server-1", "player_id": "player-1", "slot": 0, "expires_at": "future", "protocol_version": 1, "transport": "steam_sdr", "join_authorisation": ""}), "empty authorisation is rejected") diff --git a/multiplayer-next.md b/multiplayer-next.md index fb4f1931..45340349 100644 --- a/multiplayer-next.md +++ b/multiplayer-next.md @@ -1593,6 +1593,8 @@ Assignment projections and assignment-changed events now enforce the published o The WebSocket contract and Go event hub now enforce opaque match and server IDs on assignment notifications, keeping server publication aligned with the Godot client validator. +Assignment projection now rejects fractional `slot` and `protocol_version` values instead of truncating them, matching the OpenAPI integer contract. + Signed MatchNet claims now also require exact JSON string/integer types for every identity, protocol, expiry, slot, team, and generation field; string-number coercion is rejected before canonical signature verification. Presentation progress: a shared `Game/themes/cosmic_clash_theme.tres` now gives the menu, lobby, matchmaking, and settings surfaces consistent button, input, option, and label styling. The custom-font portion of `TODO.md` remains open until a distributable font asset is selected.