Mitigation Strategy: Input Validation (Phaser-Specific)
- Use Phaser's Input Events: Utilize Phaser's built-in input events (e.g.,
pointerdown
,pointerup
,pointermove
,keydown
,keyup
) to handle user input. Avoid directly accessing raw browser events. - Validate Input Coordinates: When handling pointer events, check if the coordinates (
pointer.x
,pointer.y
) are within the expected bounds of the game world or specific UI elements. UsePhaser.Geom.Rectangle.Contains
or similar functions to check if a point is within a rectangle. - Validate Key Codes: When handling keyboard events, validate the key codes (
event.keyCode
orevent.key
) against a list of allowed keys. Use Phaser'sInput.Keyboard.KeyCodes
for predefined key codes. - Debounce/Throttle Input: For rapid-fire input (e.g., repeated clicks or key presses), use Phaser's
time.delayedCall
or a custom debouncing/throttling mechanism to limit the frequency of input processing. This can prevent accidental or malicious input spam. - Check Input State: Before processing input, check the current game state (e.g., using a state machine) to ensure that the input is valid in the current context. For example, don't process movement input if the player is in a menu.
- Sanitize Text Input: If using Phaser's
InputText
or similar for text input, sanitize the input before using it. This is crucial if the input will be displayed to other users (e.g., in a chat). Use a library like DOMPurify, or, at a minimum, encode the text usingPhaser.Utils.String.HtmlEncode
.
-
Threats Mitigated:
- Client-Side Code Manipulation (Cheating): Severity: Medium. Can prevent some forms of cheating that rely on unexpected or out-of-bounds input.
- Denial of Service (DoS) on Client: Severity: Medium. Prevents overly rapid input from causing performance issues.
- Cross-Site Scripting (XSS): Severity: High (with proper sanitization). Prevents injection of malicious scripts through text input.
-
Impact:
- Client-Side Code Manipulation: Moderate risk reduction.
- Denial of Service (DoS): Moderate risk reduction.
- Cross-Site Scripting (XSS): High risk reduction (if sanitization is implemented correctly).
-
Currently Implemented: (Example) Partially. We are using Phaser's input events and validating coordinates for pointer input within the game world in
client/player.js
. -
Missing Implementation: (Example) We are not currently debouncing/throttling input, and we need to implement input validation for keyboard input and text input (if we add a chat feature). We also need to add sanitization for any user-generated text.
Mitigation Strategy: Resource Management (Phaser-Specific)
- Object Pooling: Use Phaser's object pooling features (e.g.,
Groups
withcreateMultiple
andgetFirstDead
) to reuse game objects (sprites, particles, etc.) instead of constantly creating and destroying them. This significantly reduces memory allocation and garbage collection overhead. - Texture Management: Load only the necessary textures for the current game state. Use texture atlases (spritesheets) to reduce the number of individual image files. Unload textures that are no longer needed using
textures.remove
. - Sound Management: Load only the necessary sounds. Use Phaser's sound manager to control sound playback and volume. Unload sounds that are no longer needed.
- Limit Particle Effects: Be mindful of the number of particles used in particle effects. Excessive particles can significantly impact performance. Use Phaser's particle emitter settings to control particle lifespan, emission rate, and other properties.
- Optimize Tilemaps: Use optimized tilemaps. Avoid using excessively large tilemaps or unnecessary layers. Use Phaser's tilemap culling features to render only the visible tiles.
- Destroy Unused Objects: Explicitly destroy game objects (sprites, groups, tweens, timers, etc.) when they are no longer needed using their
destroy()
method. This releases the memory they were using.
-
Threats Mitigated:
- Denial of Service (DoS) on Client: Severity: Medium. Prevents excessive resource consumption from causing performance issues or crashes.
-
Impact:
- Denial of Service (DoS): Moderate risk reduction.
-
Currently Implemented: (Example) Partially. We are using object pooling for projectiles in
client/weapons.js
. We are using texture atlases. -
Missing Implementation: (Example) We need to implement object pooling for other frequently created objects, such as enemies. We should also review our particle effects and tilemap usage to ensure they are optimized. We are not consistently destroying unused objects.
Mitigation Strategy: Regular Updates (Phaser)
- Monitor for Updates: Regularly check the official Phaser website, GitHub repository, or newsletter for new releases.
- Review Changelogs: Before updating, carefully review the changelog to understand the changes and identify any potential security fixes or breaking changes.
- Test Before Deploying: After updating Phaser, thoroughly test your game to ensure that the update hasn't introduced any regressions or compatibility issues. Use a version control system (like Git) to easily revert to a previous version if necessary.
- Update Phaser via Package Manager: Use npm or yarn to manage the Phaser dependency. This allows for easy updating with commands like
npm update phaser
oryarn upgrade phaser
.
-
Threats Mitigated:
- Using Outdated Phaser Versions: Severity: Variable (depends on the vulnerabilities in the outdated version). Mitigates known vulnerabilities in older versions of Phaser.
-
Impact:
- Using Outdated Phaser Versions: Reduces the risk of exploiting known vulnerabilities. Risk reduction: Variable (depends on the vulnerabilities fixed).
-
Currently Implemented: (Example) Yes. We have a process for checking for Phaser updates weekly and updating our
package.json
file. We use npm to manage Phaser. -
Missing Implementation: (Example) We should automate the update checking process using a tool like Dependabot to receive automatic notifications about new releases.