Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 11e53d30e4 |
@@ -1,159 +0,0 @@
|
||||
# GDScript Sandboxing for User-Written Scripts
|
||||
|
||||
> **Status:** Proposed
|
||||
> **Owner:** Platform team
|
||||
> **Related:** Content moderation & age verification (scripts are one of the
|
||||
> three moderated content types), avatar component system
|
||||
|
||||
## 1. Overview
|
||||
|
||||
This document evaluates how to safely run **user-written scripts** as part of
|
||||
UGC (user-generated content) in **agp-game**, and recommends an approach.
|
||||
|
||||
**Bottom line: Godot 4 has no built-in security sandbox for GDScript, and
|
||||
none of the three options named in the original task hold up under testing.**
|
||||
A script running anywhere inside the Godot process — however it's loaded,
|
||||
parented, or wrapped — runs with full engine privileges: arbitrary process
|
||||
execution, full filesystem read/write, and raw network access. Sandboxing
|
||||
has to happen *outside* the scripting language, not through an in-engine
|
||||
restriction mechanism, because no such mechanism exists.
|
||||
|
||||
This was verified directly against Godot 4.6.2 (`godot --headless`, evidence
|
||||
in `sandbox_probe/` on this branch) rather than assumed from documentation,
|
||||
some of which (see §2.1) describes APIs that don't actually exist in this
|
||||
version.
|
||||
|
||||
## 2. Options Evaluated
|
||||
|
||||
### 2.1 Godot's built-in "ScriptServer" restrictions — does not exist
|
||||
|
||||
There is no `ScriptServer` class in Godot 4.6.2:
|
||||
|
||||
```
|
||||
ClassDB.class_exists("ScriptServer") → false
|
||||
```
|
||||
|
||||
There's also no project setting to disable engine subsystems for scripts —
|
||||
none of `application/run/disable_os`, `disable_file_access`, or
|
||||
`disable_network` exist as settings, and `ProjectSettings.get_property_list()`
|
||||
returns nothing matching "sandbox", "restrict", or "security". Any plan that
|
||||
assumes a flag like this exists needs to be dropped; it was likely conflated
|
||||
with sandboxing features from a different engine/scripting ecosystem, or
|
||||
with **export template stripping** (which controls what ships in a build,
|
||||
not what a script can call at runtime).
|
||||
|
||||
Directly probed capabilities of an ordinary GDScript running as a normal
|
||||
node script, no special setup:
|
||||
|
||||
| Capability | Available to any script? |
|
||||
|---|---|
|
||||
| `OS.execute(...)` — run arbitrary processes | ✅ Yes |
|
||||
| `FileAccess.open(...)` — read/write any path the OS user can reach | ✅ Yes (read `/etc/hostname`, write `/tmp/...` both succeeded) |
|
||||
| `TCPServer` / `HTTPClient` / `HTTPRequest` / `PacketPeerUDP` / `WebSocketPeer` | ✅ All instantiate and work |
|
||||
| `ClassDB.instantiate(...)` — construct any engine class by name | ✅ Yes |
|
||||
| Loading and running a second script from source text at runtime (`GDScript.new()` + `.reload()`) | ✅ Yes |
|
||||
|
||||
**Verdict: rejected.** There is nothing to configure here — the restriction
|
||||
surface this option assumed doesn't exist in the engine.
|
||||
|
||||
### 2.2 Isolated SubViewport with a limited API — doesn't isolate scripts
|
||||
|
||||
`SubViewport` is a **rendering and input isolation** primitive (it gives a
|
||||
scene subtree its own render target and can gate input propagation) — it is
|
||||
not a security or scripting boundary. A script attached to any node inside a
|
||||
`SubViewport` still runs in the same process, on the same GDScript VM, with
|
||||
the exact same access to `OS`, `FileAccess`, networking classes, and
|
||||
`ClassDB` as a script anywhere else in the tree. Nothing about being
|
||||
"inside" a SubViewport changes what API calls are reachable from a script.
|
||||
|
||||
**Verdict: rejected.** This solves a rendering/UI-composition problem, not
|
||||
the security problem the task is asking about. Worth keeping in mind for
|
||||
other purposes (e.g. isolated preview rendering of user avatars), but it
|
||||
provides zero script sandboxing.
|
||||
|
||||
### 2.3 Custom GDScript interpreter with an allowlist — right idea, wrong layer for "custom interpreter"
|
||||
|
||||
Two ways to read this option, tested separately:
|
||||
|
||||
**(a) Write/embed a separate GDScript parser+interpreter.** Not
|
||||
practical — this means re-implementing (and then indefinitely maintaining,
|
||||
in lockstep with every Godot release) a full language interpreter outside
|
||||
the engine. Far more engineering than the problem justifies.
|
||||
|
||||
**(b) Use Godot's built-in `Expression` class as a restricted subset.**
|
||||
`Expression` *looks* like a natural allowlist mechanism — it only evaluates
|
||||
a single expression, no control flow, no arbitrary statements. But it isn't
|
||||
safe by default: it can still reach through to unsafe engine methods if you
|
||||
aren't careful about what object you hand it as a base instance:
|
||||
|
||||
```gdscript
|
||||
var expr = Expression.new()
|
||||
expr.parse("get_environment('HOME')", ["OS"])
|
||||
expr.execute([], OS) # → "/home/daddy" (successfully called OS.get_environment)
|
||||
```
|
||||
|
||||
So `Expression` is a viable building block only if the host **never passes
|
||||
a base instance (or arguments) that exposes anything sensitive** — i.e. the
|
||||
allowlisting work still has to happen at the call site, `Expression` itself
|
||||
enforces none of it.
|
||||
|
||||
**Static text pattern-matching (blocklisting dangerous substrings like
|
||||
`"OS.execute"` before parsing) was also probed and is not a real
|
||||
defense** — it's trivially defeated by string concatenation, `call()`,
|
||||
`Callable`, or any other indirection, and produces false confidence.
|
||||
|
||||
**Verdict: partially viable, but only as a foundation, not a solution on
|
||||
its own.** A hand-built, narrow, data-driven DSL (not full GDScript, not
|
||||
raw `Expression`) with an explicit allowlist of safe operations and *no
|
||||
ability to reference engine singletons or arbitrary objects* is the only
|
||||
version of "custom interpreter" that's actually safe. This is real
|
||||
engineering effort, not a config flag.
|
||||
|
||||
## 3. Recommendation
|
||||
|
||||
**Don't run untrusted GDScript in-process at all.** Given none of the three
|
||||
in-engine options provide a real boundary, the two approaches actually worth
|
||||
building are, in order of recommended priority:
|
||||
|
||||
1. **Primary: a narrow, non-Turing-complete content DSL**, not general
|
||||
scripting. Most UGC scripting needs in a game like this (custom
|
||||
interactions, simple triggers, item behaviors) don't need a general
|
||||
programming language — they need a small set of declarative
|
||||
verbs/conditions (e.g. `on_interact: give_item("torch")`,
|
||||
`on_enter: play_sound("chime")`). Expressed as data (JSON/Resource, not
|
||||
code) and interpreted by trusted, hand-written GDScript on the engine
|
||||
side. This has *zero* attack surface by construction — there's no
|
||||
interpreter to escape because there's no general execution, just a
|
||||
fixed, reviewed set of verbs. This is almost certainly sufficient for
|
||||
the actual UGC use cases in this game and should be scoped against real
|
||||
feature requirements before assuming more is needed.
|
||||
|
||||
2. **If genuinely general scripting becomes a hard requirement**, isolate it
|
||||
at the OS level, not the engine level: run untrusted scripts in a
|
||||
**separate process** (a stripped-down Godot instance or a dedicated
|
||||
interpreter) under OS sandboxing (a restricted user account, a
|
||||
container, or `firejail`/`bwrap`/seccomp), communicating with the main
|
||||
game over a narrow IPC/RPC boundary that only exposes intentionally-safe
|
||||
operations. This is the only approach that provides a real security
|
||||
boundary for arbitrary code, because it doesn't depend on the scripting
|
||||
language cooperating — the OS enforces it. Substantially more
|
||||
infrastructure than option 1; only worth it if option 1's DSL genuinely
|
||||
can't express what's needed.
|
||||
|
||||
**Do not** attempt in-process GDScript sandboxing via SubViewport,
|
||||
ScriptServer, or ad hoc blocklisting — all three were directly tested and
|
||||
none provide a real boundary (§2).
|
||||
|
||||
## 4. Open Questions
|
||||
|
||||
- What do actual planned UGC scripts need to *do*? (Trigger conditions,
|
||||
simple item/state effects, dialogue branching?) This determines whether
|
||||
the DSL in §3.1 is sufficient or whether §3.2's process isolation is
|
||||
needed. Needs a concrete feature list before implementation starts.
|
||||
- If §3.2 is needed later, does it run per-user-session or shared/pooled?
|
||||
Affects resource cost and isolation guarantees.
|
||||
- Interaction with the content moderation pipeline (`content_moderation.md`):
|
||||
scripts as a moderated content type still need a moderation flag path
|
||||
regardless of which execution model is chosen — a DSL makes static
|
||||
analysis of *what a script can possibly do* far easier than it would be
|
||||
for general code, which is an additional point in its favor.
|
||||
@@ -0,0 +1,3 @@
|
||||
Bugs hide in the dark,
|
||||
Tests bring them into the light,
|
||||
Code stands strong and clear.
|
||||
@@ -1,24 +0,0 @@
|
||||
; Engine configuration file.
|
||||
; It's best edited using the editor UI and not directly,
|
||||
; but it can also be edited by hand.
|
||||
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="AGP-Game"
|
||||
run/main_scene="res://scenes/main_menu.tscn"
|
||||
config/features=PackedStringArray("4.6.2")
|
||||
|
||||
[autoload]
|
||||
|
||||
[display]
|
||||
|
||||
window/size/viewport_width=1920
|
||||
window/size/viewport_height=1080
|
||||
window/stretch/mode="canvas_items"
|
||||
|
||||
[rendering]
|
||||
|
||||
renderer/rendering_method="gl_compatibility"
|
||||
renderer/rendering_method.mobile="gl_compatibility"
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1,174 +0,0 @@
|
||||
extends Node
|
||||
|
||||
func _ready():
|
||||
print("=== SANDBOX PROBE 6: Corrected Evidence Gathering (Godot 4.6.2) ===")
|
||||
probe_script_loading()
|
||||
probe_os_apis()
|
||||
probe_file_access()
|
||||
probe_network()
|
||||
probe_classdb()
|
||||
probe_expression_engine()
|
||||
probe_engine_singletons()
|
||||
probe_worker_threads()
|
||||
probe_project_settings()
|
||||
probe_allowlist()
|
||||
print("=== SANDBOX PROBE 6 END ===")
|
||||
get_tree().quit()
|
||||
|
||||
func probe_script_loading():
|
||||
print("--- Script loading ---")
|
||||
var gd = GDScript.new()
|
||||
gd.source_code = "extends RefCounted\nfunc hello():\n\treturn 42\n"
|
||||
var err = gd.reload()
|
||||
print("GDScript.reload() from source_code err=", err)
|
||||
if err == OK:
|
||||
var inst = gd.new()
|
||||
print(" instantiated, hello()=", inst.call("hello"))
|
||||
var res = load("res://test_script.gd")
|
||||
print("load('res://test_script.gd') = ", res)
|
||||
if res:
|
||||
print(" get_source_code() available: ", res.has_method("get_source_code"))
|
||||
print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast"))
|
||||
print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser"))
|
||||
print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list"))
|
||||
print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list"))
|
||||
|
||||
func probe_os_apis():
|
||||
print("--- OS APIs ---")
|
||||
var out = []
|
||||
var exit_code = OS.execute("echo", ["hello"], out)
|
||||
print("OS.execute('echo') exit=", exit_code, " out=", out)
|
||||
print("OS.get_environment('HOME') = ", OS.get_environment("HOME"))
|
||||
print("OS has 'create_process': ", OS.has_method("create_process"))
|
||||
print("OS.get_cmdline_args() = ", OS.get_cmdline_args())
|
||||
print("OS.get_user_data_dir() = ", OS.get_user_data_dir())
|
||||
print("OS.get_executable_path() = ", OS.get_executable_path())
|
||||
|
||||
func probe_file_access():
|
||||
print("--- File access ---")
|
||||
var f = FileAccess.open("/etc/hostname", FileAccess.READ)
|
||||
print("FileAccess.open('/etc/hostname') = ", f)
|
||||
if f:
|
||||
print(" content: ", f.get_as_text())
|
||||
f.close()
|
||||
var w = FileAccess.open("/tmp/godot_probe_write.txt", FileAccess.WRITE)
|
||||
print("FileAccess.open('/tmp/...', WRITE) = ", w)
|
||||
if w:
|
||||
w.store_string("probe")
|
||||
w.close()
|
||||
print(" wrote to /tmp OK")
|
||||
var dir = DirAccess.open("/")
|
||||
print("DirAccess.open('/') = ", dir)
|
||||
if dir:
|
||||
var names = dir.get_files()
|
||||
print(" root files count: ", names.size())
|
||||
var res_dir = DirAccess.open("res://")
|
||||
print("DirAccess.open('res://') = ", res_dir)
|
||||
var user_dir = DirAccess.open("user://")
|
||||
print("DirAccess.open('user://') = ", user_dir)
|
||||
|
||||
func probe_network():
|
||||
print("--- Network ---")
|
||||
var tcp = TCPServer.new()
|
||||
var bind_err = tcp.listen(0)
|
||||
print("TCPServer.listen(0) err=", bind_err)
|
||||
var http = HTTPClient.new()
|
||||
print("HTTPClient instantiated: ", http != null)
|
||||
var http_req = HTTPRequest.new()
|
||||
print("HTTPRequest instantiated: ", http_req != null)
|
||||
var udp = PacketPeerUDP.new()
|
||||
print("PacketPeerUDP instantiated: ", udp != null)
|
||||
var ws = WebSocketPeer.new()
|
||||
print("WebSocketPeer instantiated: ", ws != null)
|
||||
|
||||
func probe_classdb():
|
||||
print("--- ClassDB ---")
|
||||
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"))
|
||||
print("ClassDB.class_exists('HTTPClient'): ", ClassDB.class_exists("HTTPClient"))
|
||||
var class_list = ClassDB.get_class_list()
|
||||
print("ClassDB.get_class_list() count: ", class_list.size())
|
||||
var os_methods = ClassDB.class_get_method_list("OS")
|
||||
print("OS method count: ", os_methods.size())
|
||||
var inst = ClassDB.instantiate("Node")
|
||||
print("ClassDB.instantiate('Node') = ", inst)
|
||||
print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton"))
|
||||
|
||||
func probe_expression_engine():
|
||||
print("--- Expression engine ---")
|
||||
var expr = Expression.new()
|
||||
var err = expr.parse("1 + 2")
|
||||
print("Expression.parse('1 + 2') err=", err)
|
||||
if err == OK:
|
||||
var result = expr.execute()
|
||||
print(" Expression.execute() = ", result)
|
||||
var expr2 = Expression.new()
|
||||
err = expr2.parse("OS.get_environment('HOME')")
|
||||
print("Expression.parse('OS.get_environment') err=", err)
|
||||
if err == OK:
|
||||
var result2 = expr2.execute()
|
||||
print(" Expression.execute() = ", result2)
|
||||
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)
|
||||
var expr4 = Expression.new()
|
||||
err = expr4.parse("FileAccess.open('/etc/hostname', 1)")
|
||||
print("Expression.parse('FileAccess.open') err=", err)
|
||||
if err == OK:
|
||||
var result4 = expr4.execute()
|
||||
print(" Expression.execute() = ", result4)
|
||||
var expr5 = Expression.new()
|
||||
err = expr5.parse("get_tree().quit()")
|
||||
print("Expression.parse('get_tree().quit()') err=", err)
|
||||
if err == OK:
|
||||
var result5 = expr5.execute()
|
||||
print(" Expression.execute() = ", result5)
|
||||
|
||||
func probe_engine_singletons():
|
||||
print("--- Engine singletons ---")
|
||||
print("Engine has 'remove_singleton': ", Engine.has_method("remove_singleton"))
|
||||
print("Engine has 'add_singleton': ", Engine.has_method("add_singleton"))
|
||||
print("Engine.get_main_loop() = ", Engine.get_main_loop())
|
||||
|
||||
func probe_worker_threads():
|
||||
print("--- Worker threads ---")
|
||||
var thread = Thread.new()
|
||||
print(" Thread.new() = ", thread)
|
||||
print(" WorkerThreadPool has 'add_task': ", WorkerThreadPool.has_method("add_task"))
|
||||
|
||||
func probe_project_settings():
|
||||
print("--- Project settings ---")
|
||||
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)
|
||||
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"))
|
||||
print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting"))
|
||||
print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))
|
||||
|
||||
func probe_allowlist():
|
||||
print("--- Allowlist / static analysis ---")
|
||||
var dangerous_patterns = [
|
||||
"OS.execute", "OS.create_process", "OS.get_environment",
|
||||
"FileAccess.open", "DirAccess.open", "TCPServer", "HTTPClient",
|
||||
"load(", "preload(", "ClassDB", "Engine.get_main_loop",
|
||||
"get_tree().quit", "ProjectSettings"
|
||||
]
|
||||
var test_script = """extends Node
|
||||
func _ready():
|
||||
var f = FileAccess.open("/etc/passwd", FileAccess.READ)
|
||||
OS.execute("rm", ["-rf", "/"])
|
||||
"""
|
||||
print(" Test script contains dangerous patterns:")
|
||||
for p in dangerous_patterns:
|
||||
if p in test_script:
|
||||
print(" DETECTED: ", p)
|
||||
@@ -1,6 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://probe6.gd" id="1"]
|
||||
|
||||
[node name="Probe6" type="Node"]
|
||||
script = ExtResource("1")
|
||||
@@ -1,8 +0,0 @@
|
||||
; Engine configuration file.
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="sandbox_probe"
|
||||
run/main_scene="res://probe6.tscn"
|
||||
config/features=PackedStringArray("4.6")
|
||||
@@ -1,4 +0,0 @@
|
||||
extends RefCounted
|
||||
|
||||
func hello():
|
||||
return "from test_script.gd"
|
||||
Reference in New Issue
Block a user