WIP checkpoint: Research and design GDScript sandboxing approach
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extends Node
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# probe5.gd — Corrected, comprehensive sandboxing probe for Godot 4.6.2.
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# Fixes the API-usage errors in earlier probes (static vs instance calls).
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func _ready():
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print("=== SANDBOX PROBE 5: Corrected Sandboxing Mechanisms ===")
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probe_script_loading()
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probe_os_apis()
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probe_file_access()
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probe_network()
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probe_classdb()
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probe_expression_engine()
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probe_engine_singletons()
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probe_global_scope()
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probe_worker_threads()
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probe_project_settings()
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probe_scriptserver()
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probe_script_restrictions()
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probe_subviewport_isolation()
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print("=== SANDBOX PROBE 5 END ===")
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get_tree().quit()
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func probe_script_loading():
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print("--- Script loading ---")
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# Can we load a GDScript from a string at runtime?
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var gd = GDScript.new()
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gd.source_code = "extends RefCounted\nfunc hello():\n\treturn 42\n"
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var err = gd.reload()
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print("GDScript.reload() from source_code err=", err)
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if err == OK:
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var inst = gd.new()
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print(" instantiated, hello()=", inst.call("hello"))
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# Can we load a script resource from a path?
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var res = load("res://test_script.gd")
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print("load('res://test_script.gd') = ", res)
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# Can we get the source code back from a loaded script?
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if res:
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print(" get_source_code() available: ", res.has_method("get_source_code"))
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# Can we get the AST / parse tree?
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print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast"))
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print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser"))
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# Can we get the list of methods?
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print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
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# Can we get the list of member variables?
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print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list"))
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# Can we get the script's base class?
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print(" GDScript instance has 'get_instance_base_type': ", gd.has_method("get_instance_base_type"))
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# Can we get the script's resource path?
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print(" GDScript instance has 'get_path': ", gd.has_method("get_path"))
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func probe_os_apis():
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print("--- OS APIs ---")
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# Can we execute shell commands?
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var out = []
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var exit_code = OS.execute("echo", ["hello"], out)
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print("OS.execute('echo') exit=", exit_code, " out=", out)
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# Environment access
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print("OS.get_environment('HOME') = ", OS.get_environment("HOME"))
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# Process spawning
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print("OS has 'create_process': ", OS.has_method("create_process"))
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# Can we get the command line?
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print("OS.get_cmdline_args() = ", OS.get_cmdline_args())
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# Can we get user data dir?
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print("OS.get_user_data_dir() = ", OS.get_user_data_dir())
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# Can we get executable path?
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print("OS.get_executable_path() = ", OS.get_executable_path())
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# Can we get the process ID?
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print("OS has 'get_process_id': ", OS.has_method("get_process_id"))
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# Can we kill processes?
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print("OS has 'kill': ", OS.has_method("kill"))
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func probe_file_access():
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print("--- File access ---")
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# Can we read arbitrary files?
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var f = FileAccess.open("/etc/hostname", FileAccess.READ)
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print("FileAccess.open('/etc/hostname') = ", f)
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if f:
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print(" content: ", f.get_as_text())
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f.close()
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# Can we write outside the project?
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var w = FileAccess.open("/tmp/godot_probe_write.txt", FileAccess.WRITE)
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print("FileAccess.open('/tmp/...', WRITE) = ", w)
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if w:
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w.store_string("probe")
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w.close()
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print(" wrote to /tmp OK")
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# Can we list directories?
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var dir = DirAccess.open("/")
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print("DirAccess.open('/') = ", dir)
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if dir:
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var names = dir.get_files()
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print(" root files count: ", names.size())
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# Can we access res:// and user:// ?
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var res_dir = DirAccess.open("res://")
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print("DirAccess.open('res://') = ", res_dir)
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var user_dir = DirAccess.open("user://")
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print("DirAccess.open('user://') = ", user_dir)
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# Can we use FileAccess.get_file_as_string?
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print(" FileAccess has 'get_file_as_string': ", FileAccess.has_method("get_file_as_string"))
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# Can we check if a file exists?
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print(" FileAccess has 'file_exists': ", FileAccess.has_method("file_exists"))
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func probe_network():
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print("--- Network ---")
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# Can we open raw sockets?
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var tcp = TCPServer.new()
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var bind_err = tcp.listen(0)
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print("TCPServer.listen(0) err=", bind_err)
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# HTTP client
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var http = HTTPClient.new()
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print("HTTPClient instantiated: ", http != null)
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# Can we make HTTP requests?
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var http_req = HTTPRequest.new()
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print("HTTPRequest instantiated: ", http_req != null)
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# PacketPeerUDP
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var udp = PacketPeerUDP.new()
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print("PacketPeerUDP instantiated: ", udp != null)
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# WebSocket
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var ws = WebSocketPeer.new()
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print("WebSocketPeer instantiated: ", ws != null)
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# Can we connect to a remote host?
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var http2 = HTTPClient.new()
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var connect_err = http2.connect_to_host("example.com", 80)
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print("HTTPClient.connect_to_host('example.com', 80) err=", connect_err)
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func probe_classdb():
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print("--- ClassDB ---")
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# ClassDB is the registry of all engine classes
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print("ClassDB.class_exists('OS'): ", ClassDB.class_exists("OS"))
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print("ClassDB.class_exists('FileAccess'): ", ClassDB.class_exists("FileAccess"))
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print("ClassDB.class_exists('TCPServer'): ", ClassDB.class_exists("TCPServer"))
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print("ClassDB.class_exists('HTTPClient'): ", ClassDB.class_exists("HTTPClient"))
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# Can we enumerate all classes?
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var class_list = ClassDB.get_class_list()
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print("ClassDB.get_class_list() count: ", class_list.size())
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# Can we get methods of a class?
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var os_methods = ClassDB.class_get_method_list("OS")
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print("OS method count: ", os_methods.size())
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# Can we get properties of a class?
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var os_props = ClassDB.class_get_property_list("OS")
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print("OS property count: ", os_props.size())
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# Can we instantiate a class by name?
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var inst = ClassDB.instantiate("Node")
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print("ClassDB.instantiate('Node') = ", inst)
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# Can we check if a class is a singleton?
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print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton"))
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# Can we get the singleton instance of OS?
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var os_singleton = ClassDB.class_get_singleton("OS")
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print("ClassDB.class_get_singleton('OS') = ", os_singleton)
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# Can we check what methods are available on the singleton?
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if os_singleton:
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print(" OS singleton has 'execute': ", os_singleton.has_method("execute"))
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print(" OS singleton has 'get_environment': ", os_singleton.has_method("get_environment"))
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# Can we get the class list of a specific class?
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print(" ClassDB has 'class_get_inheriters': ", ClassDB.has_method("class_get_inheriters"))
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# Can we check if a class is an enum?
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print(" ClassDB has 'class_get_enum_list': ", ClassDB.has_method("class_get_enum_list"))
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func probe_expression_engine():
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print("--- Expression engine ---")
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# Godot has an Expression class for evaluating expressions safely
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var expr = Expression.new()
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var err = expr.parse("1 + 2")
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print("Expression.parse('1 + 2') err=", err)
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if err == OK:
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var result = expr.execute()
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print(" Expression.execute() = ", result)
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# Can Expression access OS?
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var expr2 = Expression.new()
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err = expr2.parse("OS.get_environment('HOME')")
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print("Expression.parse('OS.get_environment') err=", err)
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if err == OK:
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var result2 = expr2.execute()
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print(" Expression.execute() = ", result2)
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# Expression with base_instance
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var expr3 = Expression.new()
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err = expr3.parse("get_environment('HOME')", ["OS"])
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print("Expression.parse with base_instance err=", err)
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if err == OK:
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var result3 = expr3.execute([], OS)
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print(" Expression.execute with OS base = ", result3)
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# Can Expression call arbitrary methods?
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var expr4 = Expression.new()
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err = expr4.parse("FileAccess.open('/etc/hostname', 1)")
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print("Expression.parse('FileAccess.open') err=", err)
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if err == OK:
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var result4 = expr4.execute()
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print(" Expression.execute() = ", result4)
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# Can Expression access the scene tree?
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var expr5 = Expression.new()
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err = expr5.parse("get_tree().quit()")
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print("Expression.parse('get_tree().quit()') err=", err)
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if err == OK:
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var result5 = expr5.execute()
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print(" Expression.execute() = ", result5)
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# Can Expression access the global scope?
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var expr6 = Expression.new()
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err = expr6.parse("print('hello')")
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print("Expression.parse('print') err=", err)
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if err == OK:
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var result6 = expr6.execute()
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print(" Expression.execute() = ", result6)
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func probe_engine_singletons():
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print("--- Engine singletons ---")
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# Engine singletons are the global objects like OS, Engine, etc.
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var singletons = Engine.get_singletons()
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print("Engine.get_singletons() count: ", singletons.size())
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for s in singletons:
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print(" singleton: ", s)
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# Can we remove a singleton?
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print("Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
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print("Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
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# Can we get the main loop?
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print("Engine.get_main_loop() = ", Engine.get_main_loop())
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# Can we get the physics server?
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print("Engine has 'get_physics_server': ", Engine.has_method("get_physics_server"))
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func probe_global_scope():
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print("--- Global scope ---")
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# Can we enumerate what's in the global scope?
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var globals = []
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for g in GDScript.get_global_class_list():
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globals.append(g)
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print("GDScript.get_global_class_list() count: ", globals.size())
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# Can we check if a global is available before using it?
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print("GDScript has 'get_global_class_list': ", GDScript.has_method("get_global_class_list"))
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# Is there any way to restrict which globals a script sees?
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print("GDScript has 'set_global_scope': ", GDScript.has_method("set_global_scope"))
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print("GDScript has 'restrict_globals': ", GDScript.has_method("restrict_globals"))
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# Check the GDScript class methods
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var methods = GDScript.get_method_list()
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var method_names = []
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for m in methods:
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method_names.append(m.name)
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print(" GDScript methods: ", method_names)
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func probe_worker_threads():
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print("--- Worker threads ---")
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# Can we run scripts in worker threads?
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var thread = Thread.new()
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print(" Thread.new() = ", thread)
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# WorkerThreadPool
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print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
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# Can we isolate a script in a thread?
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print(" Thread available: ", Thread != null)
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func probe_project_settings():
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print("--- Project settings ---")
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# Check for any sandbox-related project settings
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var settings = ProjectSettings.get_property_list()
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var relevant = []
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for s in settings:
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var name = String(s.name)
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if "sandbox" in name.to_lower() or "restrict" in name.to_lower() or "security" in name.to_lower():
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relevant.append(name)
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print(" Sandbox/security project settings: ", relevant)
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# Check if there's a way to disable specific features
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print(" ProjectSettings has 'application/run/disable_os': ", ProjectSettings.has_setting("application/run/disable_os"))
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print(" ProjectSettings has 'application/run/disable_file_access': ", ProjectSettings.has_setting("application/run/disable_file_access"))
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print(" ProjectSettings has 'application/run/disable_network': ", ProjectSettings.has_setting("application/run/disable_network"))
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# Can we set project settings at runtime?
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print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting"))
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print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))
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func probe_scriptserver():
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print("--- ScriptServer ---")
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# Does ScriptServer exist and what can it do?
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print("ScriptServer has_method('get_language_count'): ", ScriptServer.has_method("get_language_count"))
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print("ScriptServer has_method('get_language'): ", ScriptServer.has_method("get_language"))
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# Can we enumerate registered script languages?
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if ScriptServer.has_method("get_language_count"):
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var count = ScriptServer.get_language_count()
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print(" language count: ", count)
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for i in range(count):
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var lang = ScriptServer.get_language(i)
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print(" language[", i, "] = ", lang)
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func probe_script_restrictions():
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print("--- Script restrictions ---")
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# Can we restrict which classes/globals a script can access?
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# Test: does GDScript have any built-in allowlist mechanism?
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var gd = GDScript.new()
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gd.source_code = "extends RefCounted\nfunc evil():\n\treturn OS.get_environment('HOME')\n"
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var err = gd.reload()
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print(" GDScript with OS access reload err=", err)
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if err == OK:
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var inst = gd.new()
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print(" evil() result: ", inst.call("evil"))
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# Can we block specific global classes?
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print(" GDScript has method to restrict globals: ", gd.has_method("set_global_scope"))
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func probe_subviewport_isolation():
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print("--- SubViewport isolation ---")
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# SubViewports isolate rendering, but do they isolate script execution?
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var vp = SubViewport.new()
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print(" SubViewport.new() = ", vp)
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# SubViewports share the same process/engine - scripts still have full access
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print(" SubViewport does NOT isolate script execution (same process)")
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vp.free()
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