extends Node func _ready(): print("=== SANDBOX PROBE 4: Godot 4.6.2 Sandboxing Mechanisms ===") probe_script_loading() probe_os_apis() probe_file_access() probe_network() probe_classdb() probe_expression_engine() probe_engine_singletons() probe_global_scope() probe_worker_threads() probe_project_settings() print("=== SANDBOX PROBE 4 END ===") get_tree().quit() func probe_script_loading(): print("--- Script loading ---") # Can we load a GDScript from a string at runtime? 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")) # Can we load a script resource from a path? var res = load("res://test_script.gd") print("load('res://test_script.gd') = ", res) # Can we get the source code back from a loaded script? if res: print(" get_source_code() available: ", res.has_method("get_source_code")) # Can we get the AST / parse tree? print(" GDScript instance has 'get_ast': ", gd.has_method("get_ast")) print(" GDScript instance has 'get_parser': ", gd.has_method("get_parser")) # Can we get the list of methods? print(" GDScript instance has 'get_script_method_list': ", gd.has_method("get_script_method_list")) # Can we get the list of member variables? print(" GDScript instance has 'get_script_property_list': ", gd.has_method("get_script_property_list")) func probe_os_apis(): print("--- OS APIs ---") # Can we execute shell commands? var out = [] var exit_code = OS.execute("echo", ["hello"], out) print("OS.execute('echo') exit=", exit_code, " out=", out) # Environment access print("OS.get_environment('HOME') = ", OS.get_environment("HOME")) # Process spawning print("OS has 'create_process': ", OS.has_method("create_process")) # Can we get the command line? print("OS.get_cmdline_args() = ", OS.get_cmdline_args()) # Can we get user data dir? print("OS.get_user_data_dir() = ", OS.get_user_data_dir()) # Can we get executable path? print("OS.get_executable_path() = ", OS.get_executable_path()) func probe_file_access(): print("--- File access ---") # Can we read arbitrary files? var f = FileAccess.open("/etc/hostname", FileAccess.READ) print("FileAccess.open('/etc/hostname') = ", f) if f: print(" content: ", f.get_as_text()) f.close() # Can we write outside the project? 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") # Can we list directories? var dir = DirAccess.open("/") print("DirAccess.open('/') = ", dir) if dir: var names = dir.get_files() print(" root files count: ", names.size()) # Can we access res:// and user:// ? 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 ---") # Can we open raw sockets? var tcp = TCPServer.new() var bind_err = tcp.listen(0) print("TCPServer.listen(0) err=", bind_err) # HTTP client var http = HTTPClient.new() print("HTTPClient instantiated: ", http != null) # Can we make HTTP requests? var http_req = HTTPRequest.new() print("HTTPRequest instantiated: ", http_req != null) # PacketPeerUDP var udp = PacketPeerUDP.new() print("PacketPeerUDP instantiated: ", udp != null) # WebSocket var ws = WebSocketPeer.new() print("WebSocketPeer instantiated: ", ws != null) func probe_classdb(): print("--- ClassDB ---") # ClassDB is the registry of all engine classes 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")) # Can we enumerate all classes? var class_list = ClassDB.get_class_list() print("ClassDB.get_class_list() count: ", class_list.size()) # Can we get methods of a class? var os_methods = ClassDB.class_get_method_list("OS") print("OS method count: ", os_methods.size()) # Can we get properties of a class? var os_props = ClassDB.class_get_property_list("OS") print("OS property count: ", os_props.size()) # Can we instantiate a class by name? var inst = ClassDB.instantiate("Node") print("ClassDB.instantiate('Node') = ", inst) # Can we check if a class is a singleton? print("ClassDB has 'class_get_singleton': ", ClassDB.has_method("class_get_singleton")) # Can we get the singleton instance of OS? var os_singleton = ClassDB.class_get_singleton("OS") print("ClassDB.class_get_singleton('OS') = ", os_singleton) # Can we check what methods are available on the singleton? if os_singleton: print(" OS singleton has 'execute': ", os_singleton.has_method("execute")) print(" OS singleton has 'get_environment': ", os_singleton.has_method("get_environment")) 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) if err == OK: var result = expr.execute() print(" Expression.execute() = ", result) # Can Expression access OS? 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) # 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) # Can Expression call arbitrary methods? 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) # Can Expression access the scene tree? 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 ---") # Engine singletons are the global objects like OS, Engine, etc. 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")) # Can we get the main loop? print("Engine.get_main_loop() = ", Engine.get_main_loop()) # Can we get the physics server? print("Engine.get_physics_server() = ", Engine.get_physics_server()) func probe_global_scope(): print("--- Global scope ---") # Can we enumerate what's in the global scope? var globals = [] for g in GDScript.get_global_class_list(): globals.append(g) 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_worker_threads(): print("--- Worker threads ---") # Can we run scripts in worker threads? var thread = Thread.new() print(" Thread.new() = ", thread) # 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_project_settings(): print("--- Project settings ---") # Check for any sandbox-related 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) # 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")) # Can we set project settings at runtime? print(" ProjectSettings has 'set_setting': ", ProjectSettings.has_method("set_setting")) print(" ProjectSettings has 'save': ", ProjectSettings.has_method("save"))