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N4/E2 review fixes: close a gift-enabled equip dupe; harden vault writes
A high-effort code review of the gifting/vault work turned up three issues: 1. Item duplication (real exploit). The masterwork/arena equip confirmation captures an item at prompt time and equips it on "yes" without re-checking ownership. Since MasterworkGear/ArenaGear are now giftable, a player could !give the item away in the window, then confirm — minting a copy onto themselves while the recipient kept theirs. Fixed by taking the user lock (making gift-vs-confirm atomic) and re-loading the inventory to refuse an item that is no longer ours. Magic items are exempt (not giftable); other delete paths load-and-remove within one locked invocation. 2. clearAdvInventory read the vault-filtered list but its DELETE wiped every row including vaulted ones — no live caller today, but it would break the vault's "safe from !sell all" promise the instant sell-all routed through it. Delete now matches the read (in_vault = 0). 3. vault store/take took no per-user lock, so two near-simultaneous stores could both pass the capacity check and overfill the 10-slot vault. Now serialized on the same user lock the gift path uses. go test ./... green; golden byte-identical. Claude-Session: https://claude.ai/code/session_017mEwUmmS7aQTP2NQXj6rUa
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@@ -613,7 +613,10 @@ func clearAdvInventory(userID id.UserID) ([]AdvItem, error) {
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return nil, err
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}
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d := db.Get()
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_, err = d.Exec(`DELETE FROM adventure_inventory WHERE user_id = ?`, string(userID))
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// Delete only what loadAdvInventory returned — vaulted rows are out of play
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// and must survive a bulk clear, or the vault's whole promise (safe from
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// !sell all) breaks the moment any caller routes sell-all through here.
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_, err = d.Exec(`DELETE FROM adventure_inventory WHERE user_id = ? AND in_vault = 0`, string(userID))
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if err != nil {
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return nil, err
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}
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@@ -492,8 +492,33 @@ func (p *AdventurePlugin) handleMasterworkEquipConfirm(ctx MessageContext, inter
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return p.SendDM(ctx.Sender, "Equip cancelled.")
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}
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// Serialize against the sender's own !give: MasterworkGear/ArenaGear are
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// giftable (N4/E2), so the item captured at prompt time may have changed
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// hands before this confirmation. The lock makes gift-vs-confirm atomic,
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// and the re-load below refuses an item that is no longer ours — otherwise
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// equipping the captured copy would mint a duplicate the gift already
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// handed to the recipient.
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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defer userMu.Unlock()
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selected := data.Item
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inv, err := loadAdvInventory(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Failed to load your inventory.")
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}
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stillOwned := false
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for _, it := range inv {
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if it.ID == selected.ID {
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stillOwned = true
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break
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}
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}
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if !stillOwned {
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return p.SendDM(ctx.Sender, fmt.Sprintf("**%s** isn't in your inventory anymore. Equip cancelled.", selected.Name))
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}
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equip, err := loadAdvEquipment(ctx.Sender)
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if err != nil {
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return p.SendDM(ctx.Sender, "Failed to load equipment.")
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@@ -48,9 +48,17 @@ func (p *AdventurePlugin) handleVaultCmd(ctx MessageContext, args string) error
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case lower == "" || lower == "list":
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reply = renderVault(ctx.Sender)
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case strings.HasPrefix(lower, "store "):
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// Serialize a player's own store/take so two near-simultaneous stores
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// can't both pass the capacity check and overfill the vault.
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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reply = vaultStoreItem(ctx.Sender, strings.TrimSpace(args[len("store "):]))
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userMu.Unlock()
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case strings.HasPrefix(lower, "take "):
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userMu := p.advUserLock(ctx.Sender)
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userMu.Lock()
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reply = vaultTakeItem(ctx.Sender, strings.TrimSpace(args[len("take "):]))
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userMu.Unlock()
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default:
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reply = "Usage: `!adventure vault` to view · `!adventure vault store <item>` · `!adventure vault take <item>`."
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}
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