Files
rpg-companion-sillytavern/src/utils/security.js
T
Lucas 'Paperboy' Rose-Winters 681c2f0e47 feat(inventory): add security hardening for prototype pollution and DoS
Created comprehensive security layer to protect against malicious input
and resource exhaustion attacks.

New security.js module:
- sanitizeLocationName(): Blocks __proto__, constructor, toString, etc.
- sanitizeItemName(): Enforces max length (500 chars)
- validateStoredInventory(): Validates entire stored object structure
- MAX_ITEMS_PER_SECTION: Limit of 500 items per section

Protected attack vectors:
1. Prototype pollution via location names
   - Blocked: "__proto__", "constructor", "prototype", etc.
   - Alert shown to user if attempted

2. DoS via extremely long names
   - Location names: max 200 chars (truncated with warning)
   - Item names: max 500 chars (truncated with warning)

3. DoS via massive item lists
   - Max 500 items per section (truncated with warning)

Integration:
- itemParser.js: Uses sanitizeItemName() and enforces max items
- inventoryActions.js: Validates all user input before saving
  - Manual location creation: blocked dangerous names
  - Manual item addition: length limits enforced

Security best practices (2025):
- No regex DoS vulnerabilities (character-by-character parsing)
- Explicit hasOwnProperty checks to avoid inherited properties
- Console warnings for all security events (auditing)
- Graceful degradation (truncate, don't crash)
- Defense in depth (validation at multiple layers)

This protects against both malicious actors and accidental abuse.
2025-10-20 07:16:54 +11:00

159 lines
4.5 KiB
JavaScript

/**
* Security Utilities Module
* Handles input sanitization and validation to prevent security vulnerabilities
*/
/**
* List of dangerous property names that could cause prototype pollution
* or shadow critical object methods.
* @private
*/
const BLOCKED_PROPERTY_NAMES = [
'__proto__',
'constructor',
'prototype',
'toString',
'valueOf',
'hasOwnProperty',
'__defineGetter__',
'__defineSetter__',
'__lookupGetter__',
'__lookupSetter__'
];
/**
* Validates and sanitizes storage location names.
* Prevents prototype pollution and object property shadowing attacks.
*
* @param {string} name - Location name to validate
* @returns {string|null} Sanitized location name or null if invalid/dangerous
*
* @example
* sanitizeLocationName("Home") // "Home"
* sanitizeLocationName("__proto__") // null (blocked, logs warning)
* sanitizeLocationName("A".repeat(300)) // "AAA..." (truncated to 200 chars)
*/
export function sanitizeLocationName(name) {
if (!name || typeof name !== 'string') {
return null;
}
const trimmed = name.trim();
// Empty check
if (trimmed === '') {
return null;
}
// Check for dangerous property names (case-insensitive)
const lowerName = trimmed.toLowerCase();
if (BLOCKED_PROPERTY_NAMES.some(blocked => lowerName === blocked.toLowerCase())) {
console.warn(`[RPG Companion] Blocked dangerous location name: "${trimmed}"`);
return null;
}
// Max length check (reasonable location name)
const MAX_LOCATION_LENGTH = 200;
if (trimmed.length > MAX_LOCATION_LENGTH) {
console.warn(`[RPG Companion] Location name too long (${trimmed.length} chars), truncating to ${MAX_LOCATION_LENGTH}`);
return trimmed.slice(0, MAX_LOCATION_LENGTH);
}
return trimmed;
}
/**
* Validates and sanitizes item names.
* Prevents excessively long item names that could cause DoS or UI issues.
*
* @param {string} name - Item name to validate
* @returns {string|null} Sanitized item name or null if invalid
*
* @example
* sanitizeItemName("Sword") // "Sword"
* sanitizeItemName("") // null
* sanitizeItemName("A".repeat(600)) // "AAA..." (truncated to 500 chars)
*/
export function sanitizeItemName(name) {
if (!name || typeof name !== 'string') {
return null;
}
const trimmed = name.trim();
// Empty check
if (trimmed === '' || trimmed.toLowerCase() === 'none') {
return null;
}
// Max length check (reasonable item name with description)
const MAX_ITEM_LENGTH = 500;
if (trimmed.length > MAX_ITEM_LENGTH) {
console.warn(`[RPG Companion] Item name too long (${trimmed.length} chars), truncating to ${MAX_ITEM_LENGTH}`);
return trimmed.slice(0, MAX_ITEM_LENGTH);
}
return trimmed;
}
/**
* Validates and cleans a stored inventory object.
* Ensures all keys are safe property names and all values are strings.
* Prevents prototype pollution attacks via object keys.
*
* @param {Object} stored - Raw stored inventory object
* @returns {Object} Cleaned stored inventory object (always a plain object)
*
* @example
* validateStoredInventory({ "Home": "Sword, Shield" })
* // → { "Home": "Sword, Shield" }
*
* validateStoredInventory({ "__proto__": "malicious" })
* // → {} (dangerous key removed, logged)
*
* validateStoredInventory(null)
* // → {} (invalid input, returns empty object)
*/
export function validateStoredInventory(stored) {
// Handle invalid input
if (!stored || typeof stored !== 'object' || Array.isArray(stored)) {
return {};
}
const cleaned = {};
// Validate each property
for (const key in stored) {
// Only check own properties (not inherited)
if (!Object.prototype.hasOwnProperty.call(stored, key)) {
continue;
}
// Sanitize the location name
const sanitizedKey = sanitizeLocationName(key);
if (!sanitizedKey) {
// Key was invalid or dangerous, skip it
continue;
}
// Ensure value is a string
const value = stored[key];
if (typeof value !== 'string') {
console.warn(`[RPG Companion] Invalid stored inventory value for location "${sanitizedKey}", skipping`);
continue;
}
// Add to cleaned object
cleaned[sanitizedKey] = value;
}
return cleaned;
}
/**
* Maximum number of items allowed in a single inventory section.
* Prevents DoS via extremely large item lists.
* @constant {number}
*/
export const MAX_ITEMS_PER_SECTION = 500;