WIP checkpoint: Research and design GDScript sandboxing approach

This commit is contained in:
2026-08-17 20:36:34 +00:00
parent a863bb2ab4
commit 9450fb86d0
2 changed files with 101 additions and 80 deletions
+95 -80
View File
@@ -2,91 +2,83 @@ extends Node
func _ready():
print("=== SANDBOX PROBE 3: Deep Sandboxing Mechanisms ===")
probe_script_restriction_apis()
probe_global_scope()
probe_classdb_restrictions()
probe_global_scope_restriction()
probe_classdb_restriction()
probe_engine_singletons()
probe_network_restrictions()
probe_threading()
probe_expression_eval()
probe_resource_loading()
probe_script_validation()
probe_expression_engine()
probe_worker_threads()
probe_os_restriction_flags()
print("=== SANDBOX PROBE 3 END ===")
get_tree().quit()
func probe_script_restriction_apis():
print("--- Script restriction APIs ---")
# Does GDScript expose any way to restrict globals?
var gd = GDScript.new()
print(" GDScript methods: ", gd.get_method_list().map(func(m): return m.name))
# Check for any 'restrict' or 'allow' methods on the language
var lang = GDScriptLanguage.new()
print(" GDScriptLanguage methods: ", lang.get_method_list().map(func(m): return m.name))
# Check ScriptServer via Engine
print(" Engine.get_singleton_list contains ScriptServer: ", "ScriptServer" in Engine.get_singleton_list())
func probe_global_scope():
print("--- Global scope ---")
# What globals are available to a script?
# Test if we can enumerate global classes
func probe_global_scope_restriction():
print("--- Global scope restriction ---")
# Can we enumerate what's in the global scope?
var globals = []
for g in GlobalScope.get_singleton_list():
for g in GDScript.get_global_class_list():
globals.append(g)
print(" GlobalScope singletons: ", globals)
# Can we access ClassDB to enumerate classes?
print(" GDScript.get_global_class_list() count: ", globals.size())
# Can we check if a global is available before using it?
print(" GDScript has 'get_global_class_list': ", GDScript.has_method("get_global_class_list"))
# Is there any way to restrict which globals a script sees?
print(" GDScript has 'set_global_scope': ", GDScript.has_method("set_global_scope"))
print(" GDScript has 'restrict_globals': ", GDScript.has_method("restrict_globals"))
# Check the GDScript class methods
var methods = GDScript.get_method_list()
var method_names = []
for m in methods:
method_names.append(m.name)
print(" GDScript methods: ", method_names)
func probe_classdb_restriction():
print("--- ClassDB restriction ---")
# ClassDB is the registry of all engine classes. Can we restrict it?
print(" ClassDB has 'get_class_list': ", ClassDB.has_method("get_class_list"))
print(" ClassDB has 'class_exists': ", ClassDB.has_method("class_exists"))
# Can we check if a specific class is available?
print(" ClassDB.class_exists('OS'): ", ClassDB.class_exists("OS"))
print(" ClassDB.class_exists('FileAccess'): ", ClassDB.class_exists("FileAccess"))
print(" ClassDB.class_exists('TCPServer'): ", ClassDB.class_exists("TCPServer"))
func probe_classdb_restrictions():
print("--- ClassDB restrictions ---")
# Can we instantiate arbitrary classes?
var os = ClassDB.instantiate("OS")
print(" ClassDB.instantiate('OS') = ", os)
# Can we call static methods via ClassDB?
print(" ClassDB has method 'class_get_method_list': ", ClassDB.has_method("class_get_method_list"))
# Can we access the full class list?
var class_list = ClassDB.get_class_list()
print(" ClassDB.get_class_list() count: ", class_list.size())
print(" First 10 classes: ", class_list.slice(0, 10))
# Is there a way to hide classes from scripts?
print(" ClassDB has 'set_class_enabled': ", ClassDB.has_method("set_class_enabled"))
print(" ClassDB has 'disable_class': ", ClassDB.has_method("disable_class"))
func probe_engine_singletons():
print("--- Engine singletons ---")
# What singletons are available?
var singletons = Engine.get_singleton_list()
print(" Engine singletons: ", singletons)
# Can we get a singleton by name?
for s in ["OS", "Engine", "ProjectSettings", "ResourceLoader", "ClassDB", "Input", "DisplayServer"]:
print(" Engine.has_singleton('", s, "'): ", Engine.has_singleton(s))
# Engine singletons are the global objects like OS, Engine, etc.
# Can we enumerate them?
var singletons = Engine.get_singletons()
print(" Engine.get_singletons() count: ", singletons.size())
for s in singletons:
print(" singleton: ", s)
# Can we remove a singleton?
print(" Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
print(" Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
func probe_network_restrictions():
print("--- Network restrictions ---")
# Can we make outbound HTTP requests?
var http = HTTPRequest.new()
print(" HTTPRequest.new() = ", http)
# Can we create a WebSocket client?
var ws = WebSocketPeer.new()
print(" WebSocketPeer.new() = ", ws)
# Can we access the network via PacketPeer?
var pp = PacketPeerUDP.new()
print(" PacketPeerUDP.new() = ", pp)
func probe_script_validation():
print("--- Script validation ---")
# Can we validate a script before running it?
var gd = GDScript.new()
gd.source_code = "extends RefCounted\nfunc evil():\n\treturn OS.get_environment('HOME')\n"
var err = gd.reload()
print(" GDScript.reload() err=", err)
# Can we get the list of identifiers used in a script?
print(" GDScript has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
# Can we get the source code back?
print(" GDScript has 'get_source_code': ", gd.has_method("get_source_code"))
# Can we check what identifiers a script references?
print(" GDScript has 'get_script_constant_map': ", gd.has_method("get_script_constant_map"))
# Check if there's a way to get the AST
print(" GDScript has 'get_ast': ", gd.has_method("get_ast"))
print(" GDScript has 'get_parser': ", gd.has_method("get_parser"))
func probe_threading():
print("--- Threading ---")
# Can we spawn threads?
var thread = Thread.new()
print(" Thread.new() = ", thread)
# Can we use mutexes / semaphores?
var mutex = Mutex.new()
print(" Mutex.new() = ", mutex)
var sem = Semaphore.new()
print(" Semaphore.new() = ", sem)
func probe_expression_eval():
print("--- Expression evaluation ---")
# Godot's Expression class - can it evaluate arbitrary code?
func probe_expression_engine():
print("--- Expression engine ---")
# Godot has an Expression class for evaluating expressions safely
var expr = Expression.new()
var err = expr.parse("1 + 2")
print(" Expression.parse('1+2') err=", err)
print(" Expression.parse('1 + 2') err=", err)
if err == OK:
var result = expr.execute()
print(" Expression.execute() = ", result)
@@ -97,15 +89,38 @@ func probe_expression_eval():
if err == OK:
var result2 = expr2.execute()
print(" Expression.execute() = ", result2)
# Expression with base_instance
var expr3 = Expression.new()
err = expr3.parse("get_environment('HOME')", ["OS"])
print(" Expression.parse with base_instance err=", err)
if err == OK:
var result3 = expr3.execute([], OS)
print(" Expression.execute with OS base = ", result3)
func probe_resource_loading():
print("--- Resource loading ---")
# Can we load arbitrary resources?
var res = load("res://test_script.gd")
print(" load('res://test_script.gd') = ", res)
# Can we load from absolute paths?
var res2 = load("/etc/hostname")
print(" load('/etc/hostname') = ", res2)
# Can we use ResourceLoader directly?
var rl = ResourceLoader
print(" ResourceLoader.load('res://test_script.gd') = ", rl.load("res://test_script.gd"))
func probe_worker_threads():
print("--- Worker threads ---")
# Can we run scripts in worker threads?
print(" Thread has 'new': ", Thread.has_method("new"))
# WorkerThreadPool
print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
# Can we isolate a script in a thread?
print(" Thread available: ", Thread != null)
func probe_os_restriction_flags():
print("--- OS restriction flags ---")
# Check if there are any OS-level sandbox flags
print(" OS has 'get_environment': ", OS.has_method("get_environment"))
print(" OS has 'execute': ", OS.has_method("execute"))
print(" OS has 'create_process': ", OS.has_method("create_process"))
# Check project settings for sandbox-related options
var settings = ProjectSettings.get_property_list()
var relevant = []
for s in settings:
var name = String(s.name)
if "sandbox" in name.to_lower() or "restrict" in name.to_lower() or "security" in name.to_lower():
relevant.append(name)
print(" Sandbox/security project settings: ", relevant)
# Check if there's a way to disable specific features
print(" ProjectSettings has 'application/run/disable_os': ", ProjectSettings.has_setting("application/run/disable_os"))
print(" ProjectSettings has 'application/run/disable_file_access': ", ProjectSettings.has_setting("application/run/disable_file_access"))
print(" ProjectSettings has 'application/run/disable_network': ", ProjectSettings.has_setting("application/run/disable_network"))