Bound WebSocket shot slots against resource exhaustion - #20
Merged
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
What changed
SHOT_MAX_ACTIVEat 64 on both the server and browser boundariesWhy
CodeQL flagged
new Array(maxSlots)inpublic/hud.js(js/resource-exhaustion, alert #1).SHOT_MAX_ACTIVEultimately comes from the WebSocket init payload, so an unexpected or malicious value could allocate a huge array, burn CPU, or crash the tab. The server now caps its config before publishing it, and the browser still treats the payload as untrusted.The existing defaults (1/3) stay unchanged; only values above the defensive 64-slot ceiling are reduced.
Checks:
npm run check(server syntax, ESLint, controls docs, and shot-limit tests).