Files
modbison/sandbox_probe/probe5.gd
T

302 lines
12 KiB
GDScript

extends Node
# probe5.gd — Corrected, comprehensive sandboxing probe for Godot 4.6.2.
# Fixes the API-usage errors in earlier probes (static vs instance calls).
func _ready():
print("=== SANDBOX PROBE 5: Corrected 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()
probe_scriptserver()
probe_script_restrictions()
probe_subviewport_isolation()
print("=== SANDBOX PROBE 5 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"))
# Can we get the script's base class?
print(" GDScript instance has 'get_instance_base_type': ", gd.has_method("get_instance_base_type"))
# Can we get the script's resource path?
print(" GDScript instance has 'get_path': ", gd.has_method("get_path"))
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())
# Can we get the process ID?
print("OS has 'get_process_id': ", OS.has_method("get_process_id"))
# Can we kill processes?
print("OS has 'kill': ", OS.has_method("kill"))
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)
# Can we use FileAccess.get_file_as_string?
print(" FileAccess has 'get_file_as_string': ", FileAccess.has_method("get_file_as_string"))
# Can we check if a file exists?
print(" FileAccess has 'file_exists': ", FileAccess.has_method("file_exists"))
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)
# Can we connect to a remote host?
var http2 = HTTPClient.new()
var connect_err = http2.connect_to_host("example.com", 80)
print("HTTPClient.connect_to_host('example.com', 80) err=", connect_err)
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"))
# Can we get the class list of a specific class?
print(" ClassDB has 'class_get_inheriters': ", ClassDB.has_method("class_get_inheriters"))
# Can we check if a class is an enum?
print(" ClassDB has 'class_get_enum_list': ", ClassDB.has_method("class_get_enum_list"))
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)
# Can Expression access the global scope?
var expr6 = Expression.new()
err = expr6.parse("print('hello')")
print("Expression.parse('print') err=", err)
if err == OK:
var result6 = expr6.execute()
print(" Expression.execute() = ", result6)
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 has 'get_physics_server': ", Engine.has_method("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"))
func probe_scriptserver():
print("--- ScriptServer ---")
# Does ScriptServer exist and what can it do?
print("ScriptServer has_method('get_language_count'): ", ScriptServer.has_method("get_language_count"))
print("ScriptServer has_method('get_language'): ", ScriptServer.has_method("get_language"))
# Can we enumerate registered script languages?
if ScriptServer.has_method("get_language_count"):
var count = ScriptServer.get_language_count()
print(" language count: ", count)
for i in range(count):
var lang = ScriptServer.get_language(i)
print(" language[", i, "] = ", lang)
func probe_script_restrictions():
print("--- Script restrictions ---")
# Can we restrict which classes/globals a script can access?
# Test: does GDScript have any built-in allowlist mechanism?
var gd = GDScript.new()
gd.source_code = "extends RefCounted\nfunc evil():\n\treturn OS.get_environment('HOME')\n"
var err = gd.reload()
print(" GDScript with OS access reload err=", err)
if err == OK:
var inst = gd.new()
print(" evil() result: ", inst.call("evil"))
# Can we block specific global classes?
print(" GDScript has method to restrict globals: ", gd.has_method("set_global_scope"))
func probe_subviewport_isolation():
print("--- SubViewport isolation ---")
# SubViewports isolate rendering, but do they isolate script execution?
var vp = SubViewport.new()
print(" SubViewport.new() = ", vp)
# SubViewports share the same process/engine - scripts still have full access
print(" SubViewport does NOT isolate script execution (same process)")
vp.free()