feat: add server-side anti-cheat (option A + D)

Option A — state validation on every save:
- Cap all resources to RESOURCE_CAP (server enforces, not just client)
- Block boss status rollback (defeated can't become non-defeated)
- Block quest status rollback (completed can't become non-completed)
- Block achievement rollback (unlockedAt can't be cleared or future-dated)
- Block prestige count rollback (count can only go up)

Option D — HMAC signed save chain:
- Server signs the saved state with ANTI_CHEAT_SECRET (env var)
- Signature returned from both /game/load and /game/save
- Client stores signature in localStorage, sends it with every save
- Server verifies signature matches the previous DB state before accepting
- Gracefully degrades: if secret unset or first save, checks are skipped

Both options combine: a valid signature doesn't bypass A-validation;
A-validation runs regardless and silently corrects tampered fields.
This commit is contained in:
2026-03-06 19:06:11 -08:00
committed by Naomi Carrigan
parent 5ad2c44399
commit 46f095ff8b
3 changed files with 117 additions and 9 deletions
+21 -2
View File
@@ -82,6 +82,7 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
const isSyncingRef = useRef(false);
const rafRef = useRef<number | null>(null);
const newlyUnlockedRef = useRef<Achievement[]>([]);
const signatureRef = useRef<string | null>(localStorage.getItem("elysium_save_signature"));
stateRef.current = state;
@@ -92,6 +93,10 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
const data = await loadGame();
setState(data.state);
setLastSavedAt(data.state.player.lastSavedAt);
if (data.signature) {
signatureRef.current = data.signature;
localStorage.setItem("elysium_save_signature", data.signature);
}
if (data.offlineGold > 0) {
setOfflineGold(data.offlineGold);
}
@@ -149,8 +154,15 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
if (Date.now() - lastSaveRef.current >= AUTO_SAVE_INTERVAL_MS) {
lastSaveRef.current = Date.now();
if (stateRef.current) {
void saveGame({ state: stateRef.current }).then((response) => {
void saveGame({
state: stateRef.current,
signature: signatureRef.current ?? undefined,
}).then((response) => {
setLastSavedAt(response.savedAt);
if (response.signature) {
signatureRef.current = response.signature;
localStorage.setItem("elysium_save_signature", response.signature);
}
});
}
}
@@ -172,9 +184,16 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
isSyncingRef.current = true;
setIsSyncing(true);
try {
const response = await saveGame({ state: stateRef.current });
const response = await saveGame({
state: stateRef.current,
signature: signatureRef.current ?? undefined,
});
setLastSavedAt(response.savedAt);
lastSaveRef.current = Date.now();
if (response.signature) {
signatureRef.current = response.signature;
localStorage.setItem("elysium_save_signature", response.signature);
}
} finally {
isSyncingRef.current = false;
setIsSyncing(false);