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
This commit is contained in:
2026-09-12 11:17:12 +02:00
parent 4cef5154cf
commit 0fd368b6fa
+21 -4
View File
@@ -6,6 +6,7 @@ use std::{
};
use bytes::Bytes;
use lanspread_db::content_manifest::validate_portable_component;
pub use lanspread_db::content_manifest::{CanonicalCatalogPath, ContentId};
use serde::{
Deserialize,
@@ -945,8 +946,13 @@ impl CallToPlayAuthorEvent {
/// Game IDs name one catalog directory. The wire boundary therefore admits
/// only a single plain path component: no separators, no control characters,
/// and neither of the `.`/`..` pseudo-components. Every consumer still resolves
/// the ID against the local catalog before touching the filesystem.
/// and neither of the `.`/`..` pseudo-components. On top of that it applies
/// the catalog's own portable component rules (no trailing dot or space, no
/// Windows-reserved characters, no Windows device name stem) by calling the
/// `lanspread-db` validator, so anything the catalog can publish is accepted
/// and anything it would refuse never reaches a filesystem-backed handler.
/// Every consumer still resolves the ID against the local catalog before
/// touching the filesystem; this is defence in depth, not the only gate.
fn validate_game_id(game_id: &str) -> Result<(), ControlValidationError> {
if game_id.trim().is_empty() {
return Err(ControlValidationError::EmptyField { field: "game ID" });
@@ -961,6 +967,7 @@ fn validate_game_id(game_id: &str) -> Result<(), ControlValidationError> {
|| game_id
.chars()
.any(|character| character.is_control() || matches!(character, '/' | '\\'))
|| validate_portable_component(game_id).is_err()
{
return Err(ControlValidationError::InvalidPathComponent { field: "game ID" });
}
@@ -1740,6 +1747,14 @@ mod tests {
"dir\\game",
"game\0",
"game\n",
"game.",
"game ",
"CON",
"nul.txt",
"com1",
"C:game",
"game?",
"game*",
] {
assert!(
matches!(
@@ -1755,12 +1770,14 @@ mod tests {
"accepted game ID {game_id:?}"
);
}
for game_id in ["game..v1 (final)", "console.txt", "com10", "Jörg"] {
Request::StreamInstall {
game_id: "game..v1 (final)".to_owned(),
game_id: game_id.to_owned(),
content_id: content(1),
}
.encode()
.expect("plain component with embedded dots should encode");
.expect("catalog-valid game ID should encode");
}
let mut snapshot = state_snapshot(Vec::new());
snapshot.call_to_play.display_name = "é".repeat(MAX_CALL_TO_PLAY_DISPLAY_NAME_CHARS);