fix(proto): apply catalog component rules to wire game IDs
Follow-up to EXP2-SEC-04 (wire game IDs). The wire validator rejected separators, control characters and the `.`/`..` pseudo-components and otherwise relied on the catalog lookup that follows every request. That lookup is real, but it leaves a class of IDs on the wire that the catalog itself would never publish: Windows device names (`CON`, `nul.txt`, `com1`), trailing dots or spaces, and the Windows-reserved characters `< > : " | ? *`. Rejecting them at the protocol boundary means a filesystem-backed handler can never see one, whichever consumer is added next. `validate_game_id` now also calls `lanspread_db::content_manifest::validate_portable_component`, the same function the catalog uses to admit game IDs and that `path_validation.rs` already reuses. Reusing it rather than copying the device-name table (the parallel branch grew three private copies) guarantees the wire rule can neither over-match nor drift: an ID the catalog accepts always encodes. The existing `InvalidPathComponent` error variant is reused so callers and logs are unchanged. Tests add the newly rejected forms and a positive list of catalog-valid IDs that must keep encoding: embedded dots and spaces (`game..v1 (final)`), `console.txt`, `com10` and a non-ASCII name. The fixture catalogs and the peer test suite, which encode many request IDs, pass unchanged. Test plan: - `cargo test -p lanspread-proto`: 24 passed. - `cargo test -p lanspread-peer -p lanspread-peer-cli`: 491 + 15 + 21 passed. - `cargo clippy -p lanspread-proto --all-targets -- -D warnings`: clean. Claude-Session: https://claude.ai/code/session_01QRkCv4a4GqkajyamxmbSuA
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@@ -6,6 +6,7 @@ use std::{
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};
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use bytes::Bytes;
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use lanspread_db::content_manifest::validate_portable_component;
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pub use lanspread_db::content_manifest::{CanonicalCatalogPath, ContentId};
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use serde::{
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Deserialize,
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@@ -945,8 +946,13 @@ impl CallToPlayAuthorEvent {
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/// Game IDs name one catalog directory. The wire boundary therefore admits
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/// only a single plain path component: no separators, no control characters,
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/// and neither of the `.`/`..` pseudo-components. Every consumer still resolves
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/// the ID against the local catalog before touching the filesystem.
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/// and neither of the `.`/`..` pseudo-components. On top of that it applies
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/// the catalog's own portable component rules (no trailing dot or space, no
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/// Windows-reserved characters, no Windows device name stem) by calling the
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/// `lanspread-db` validator, so anything the catalog can publish is accepted
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/// and anything it would refuse never reaches a filesystem-backed handler.
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/// Every consumer still resolves the ID against the local catalog before
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/// touching the filesystem; this is defence in depth, not the only gate.
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fn validate_game_id(game_id: &str) -> Result<(), ControlValidationError> {
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if game_id.trim().is_empty() {
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return Err(ControlValidationError::EmptyField { field: "game ID" });
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@@ -961,6 +967,7 @@ fn validate_game_id(game_id: &str) -> Result<(), ControlValidationError> {
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|| game_id
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.chars()
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.any(|character| character.is_control() || matches!(character, '/' | '\\'))
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|| validate_portable_component(game_id).is_err()
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{
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return Err(ControlValidationError::InvalidPathComponent { field: "game ID" });
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}
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@@ -1740,6 +1747,14 @@ mod tests {
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"dir\\game",
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"game\0",
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"game\n",
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"game.",
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"game ",
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"CON",
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"nul.txt",
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"com1",
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"C:game",
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"game?",
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"game*",
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] {
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assert!(
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matches!(
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@@ -1755,12 +1770,14 @@ mod tests {
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"accepted game ID {game_id:?}"
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);
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}
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Request::StreamInstall {
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game_id: "game..v1 (final)".to_owned(),
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content_id: content(1),
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for game_id in ["game..v1 (final)", "console.txt", "com10", "Jörg"] {
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Request::StreamInstall {
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game_id: game_id.to_owned(),
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content_id: content(1),
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}
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.encode()
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.expect("catalog-valid game ID should encode");
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}
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.encode()
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.expect("plain component with embedded dots should encode");
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let mut snapshot = state_snapshot(Vec::new());
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snapshot.call_to_play.display_name = "é".repeat(MAX_CALL_TO_PLAY_DISPLAY_NAME_CHARS);
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