security-audit

GitHub

用于在游戏发布前或涉及网络/存档功能时,系统性审计代码库以发现安全漏洞(如作弊、数据泄露),并生成修复计划。

.claude/skills/security-audit/SKILL.md Donchitos/Claude-Code-Game-Studios

Trigger Scenarios

公共发布前 启用多人游戏功能前 实现磁盘或网络读取系统后 报告安全相关Bug时

Install

npx skills add Donchitos/Claude-Code-Game-Studios --skill security-audit -g -y
More Options

Non-standard path

npx skills add https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/security-audit -g -y

Use without installing

npx skills use Donchitos/Claude-Code-Game-Studios@security-audit

指定 Agent (Claude Code)

npx skills add Donchitos/Claude-Code-Game-Studios --skill security-audit -a claude-code -g -y

安装 repo 全部 skill

npx skills add Donchitos/Claude-Code-Game-Studios --all -g -y

预览 repo 内 skill

npx skills add Donchitos/Claude-Code-Game-Studios --list

SKILL.md

Frontmatter
{
    "name": "security-audit",
    "model": "sonnet",
    "description": "Security audit — save tampering, cheat vectors, network exploits, data exposure, input validation. Before public or multiplayer release.",
    "allowed-tools": "Read, Glob, Grep, Bash, Write, Agent, Bash(bash \"*\/.claude\/skills\/security-audit\/..\/..\/hooks\/yaml-helper.sh\" resolve_config *)",
    "argument-hint": "[full | network | save | input | quick]",
    "user-invocable": true
}

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation

Automation mode: Resolve modes.automation (project.local.yaml → project.yaml → default collaborative). Every AskUserQuestion call and every file write follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

Security Audit

Security is not optional for any shipped game. Even single-player games have save tampering vectors. Multiplayer games have cheat surfaces, data exposure risks, and denial-of-service potential. This skill systematically audits the codebase for the most common game security failures and produces a prioritised remediation plan.

Run this skill:

  • Before any public release (required for the Polish → Release gate)
  • Before enabling any online/multiplayer feature
  • After implementing any system that reads from disk or network
  • When a security-related bug is reported

Output: production/security/security-audit-[date].md


Phase 1: Parse Arguments and Scope

Modes:

  • full — all categories (recommended before release)
  • network — network/multiplayer only
  • save — save file and serialization only
  • input — input validation and injection only
  • quick — high-severity checks only (fastest, for iterative use)
  • No argument — run full

Read project.yaml to determine the following, falling back to .claude/docs/technical-preferences.md for engine/language/platforms when a key is absent or empty:

  • engine.name and engine.language — load-bearing: they select the Phase 3 pattern set, and an engine with no sourced set for a category forces NOT ASSESSED for it. If engine.name is absent or empty, say so in the report and treat every grep category as NOT ASSESSED; do not fall back to the Godot lists because they are the ones written out in full

  • platform.targets (affects which attack surfaces apply)

  • platform.multiplayer and platform.online — whether multiplayer/networking is in scope. technical-preferences.md has no equivalent fields, so the legacy fallback cannot supply them.

    ABSENT DOES NOT MEAN false. These keys have a reader — this skill — and no writer anywhere in the framework: neither /setup-engine nor /start nor any other skill emits a platform: block, so on essentially every CCGS project both keys are absent. The previous rule here defaulted them to false, which meant Category 2 (Network and Multiplayer Security) was skipped on every project including genuinely multiplayer ones — a security category failing open on a value nothing sets.

    When either key is absent or empty: do not assume single-player, and do not skip Category 2. Ask the user whether the game has multiplayer or online features. If you cannot ask, run Category 2 anyway and mark it NOT ASSESSED — multiplayer scope unconfirmed (platform.multiplayer unset, and no skill sets it), which makes CLEAR TO SHIP unreachable per Phase 5. Over-scanning a single-player game costs a few minutes; under-scanning a multiplayer one ships the category unrun.

    Set them explicitly with /settings platform.multiplayer=true (they are project-wide, so --local is refused). Recording it in project.yaml is the fix; this rule is the guard for until someone does.


Phase 2: Spawn Security Engineer

Spawn security-engineer via Agent. Pass:

  • The audit scope/mode
  • Engine and language (from project.yaml, else technical preferences)
  • A manifest of all source directories: the resolved code root (per .claude/docs/code-root-resolution.md), assets/data/, any config files

The security-engineer runs the audit across 6 categories (see Phase 3). Collect their full findings before proceeding.


Phase 3: Audit Categories

The security-engineer evaluates each of the following. Skip categories not applicable to the project scope.

Engine pattern sets — read this before any Category below

Every pattern list in Categories 1–3 was written for Godot. On a Unity or Unreal project they match nothing, and this skill already states what a zero-hit scan means: it renders the report clean, "the most dangerous possible failure for a security audit". That warning was earned along the version axis (File.open vs FileAccess) and the identical hole along the engine axis shipped anyway. Use the table for engine.name resolved in Phase 1.

Category Godot Unity Unreal
1 — Save / serialization the Godot list below NOT SOURCEABLE NOT SOURCEABLE
2 — Network / multiplayer the Godot list below ServerRpc, ClientRpc, NetworkVariable, NetworkObject, NetworkManager, NetworkBehaviour, IsServer, IsOwner UFUNCTION, Server, Client, NetMulticast, Replicated, DOREPLIFETIME, GetLifetimeReplicatedProps, HasAuthority
3 — Input the Godot list below InputSystem, PlayerInput, ReadValue, InputValue EnhancedInput, UInputAction, InputMappingContext, BindAction, FInputActionValue
4 — Data exposure engine-agnostic — the list below applies to all three
5, 6 judgement and manifests, not greps — no engine set needed

The Unity and Unreal names above are sourced from this repo's pinned references (docs/engine-reference/unity/modules/{networking,input}.md, docs/engine-reference/unreal/modules/{networking,input}.md), not from recall. Verify them against the pin before use and add what the reference documents that this table omits — it is a floor, not a complete set.

NOT SOURCEABLE is a verdict, not a gap to fill from memory. Neither reference tree carries a serialization/save module, so the save-API names for Unity and Unreal cannot be confirmed here. Do not write them from training data. A confidently wrong pattern list is worse in this skill than in any other: it produces a scan that looks thorough, finds nothing, and reads as a pass. Where the table says NOT SOURCEABLE, that category is NOT ASSESSED for this engine — see Phase 5. To close it properly, add the module to docs/engine-reference/<engine>/ first; then this table can cite it.

Category 1: Save File and Serialization Security

  • Are save files validated before loading? (no blind deserialization)
  • Are save file paths constructed from user input? (path traversal risk)
  • Are save files checksummed or signed? (tamper detection)
  • Does the game trust numeric values from save files without bounds checking?
  • Are there any eval() or dynamic code execution calls near save loading?

Grep patterns — check the pinned engine reference before trusting this list (see the API-name warning below): FileAccess, File.open, open(, load, deserialize, parse, parse_string, from_json, read_file, get_var, bytes_to_var — check each for validation.

API names are version-specific and this list is a starting point, not a complete set. File.open is Godot 3.x; Godot 4 renamed the class to FileAccess (docs/engine-reference/godot/breaking-changes.md). Before relying on these patterns, read docs/engine-reference/<engine>/ for the version this project pins and add the names it documents. A grep for a class that no longer exists returns zero hits, and zero hits in this category renders the report clean — which is the most dangerous possible failure for a security audit. Searching only File.open against a Godot 4 project finds nothing and reports CLEAR TO SHIP on a codebase nobody checked. If you cannot confirm the correct names for the pinned version, say so in the report rather than presenting a zero-hit scan as a pass.

Category 2: Network and Multiplayer Security (skip if single-player only)

  • Is game state authoritative on the server, or does the client dictate outcomes?
  • Are incoming network packets validated for size, type, and value range?
  • Are player positions and state changes validated server-side?
  • Is there rate limiting on any network calls?
  • Are authentication tokens handled correctly (never sent in plaintext)?
  • Does the game expose any debug endpoints in release builds?

Grep for: recv, receive, PacketPeer, socket, MultiplayerPeer, ENetMultiplayerPeer, NetworkedMultiplayerPeer, rpc, rpc_id, @rpc — check each call site for validation.

Same version caveat as Category 1. NetworkedMultiplayerPeer is Godot 3.x; Godot 4 uses ENetMultiplayerPeer (docs/engine-reference/godot/modules/networking.md). The bare substring MultiplayerPeer matches both and is the safer probe.

Category 3: Input Validation

  • Are any player-supplied strings used in file paths? (path traversal)
  • Are any player-supplied strings logged without sanitization? (log injection)
  • Are numeric inputs (e.g., item quantities, character stats) bounds-checked before use?
  • Are achievement/stat values checked before being written to any backend?

Grep for: get_input, Input.get_, input_map, user-facing text fields — check validation.

Category 4: Data Exposure

  • Are any API keys, credentials, or secrets hardcoded in the code root or assets/?
  • Are debug symbols or verbose error messages included in release builds?
  • Does the game log sensitive player data to disk or console?
  • Are any internal file paths or system information exposed to players?

Grep for: api_key, secret, password, token, private_key, DEBUG, print( in release-facing code.

Category 5: Cheat and Anti-Tamper Vectors

  • Are gameplay-critical values stored only in memory, not in easily-editable files?
  • Are any critical game progression flags (e.g., "has paid for DLC") validated server-side?
  • Is there any protection against memory editing tools (Cheat Engine, etc.) for multiplayer?
  • Are leaderboard/score submissions validated before acceptance?

Note: Client-side anti-cheat is largely unenforceable. Focus on server-side validation for anything competitive or monetised.

Category 6: Dependency and Supply Chain

  • Are any third-party plugins or libraries used? List them.
  • Do any plugins have known CVEs in the version being used?
  • Are plugin sources verified (official marketplace, reviewed repository)?

Glob for: addons/, plugins/, third_party/, vendor/ — list all external dependencies.


Phase 4: Classify Findings

For each finding, assign:

Severity:

Level Definition
CRITICAL Remote code execution, data breach, or trivially-exploitable cheat that breaks multiplayer integrity
HIGH Save tampering that bypasses progression, credential exposure, or server-side authority bypass
MEDIUM Client-side cheat enablement, information disclosure, or input validation gap with limited impact
LOW Defence-in-depth improvement — hardening that reduces attack surface but no direct exploit exists

Status: Open / Accepted Risk / Out of Scope


Phase 5: Generate Report

# Security Audit Report

**Date**: [date]
**Scope**: [full | network | save | input | quick]
**Engine**: [engine + version]
**Audited by**: security-engineer via /security-audit
**Files scanned**: [N source files, N config files]

---

## Executive Summary

| Severity | Count | Must Fix Before Release |
|----------|-------|------------------------|
| CRITICAL | [N] | Yes — all |
| HIGH | [N] | Yes — all |
| MEDIUM | [N] | Recommended |
| LOW | [N] | Optional |

**Release recommendation**: [NOT ASSESSED — INSUFFICIENT IMPLEMENTATION / CLEAR TO SHIP / FIX CRITICALS FIRST / DO NOT SHIP]

> **`NOT ASSESSED` is required when there was not enough implemented surface to
> audit**, or when the API names for the pinned engine version could not be
> confirmed. A zero-finding scan over two files of source is not a clean bill of
> health, and `CLEAR TO SHIP` must never be reachable by having nothing to look
> at. Name what was missing and which skill produces it.
>
> **The engine axis is part of that rule, not a separate one.** If
> the Phase 3 table marks a category `NOT SOURCEABLE` for this project's
> `engine.name`, that category is `NOT ASSESSED` — state it by name in the
> Executive Summary, and **`CLEAR TO SHIP` is unreachable for the run**. Report
> `NOT ASSESSED — <category> has no sourced pattern set for <engine>` instead.
> A scan that could not look is not a scan that found nothing, and only the
> report can tell the reader which of the two happened.

---

## CRITICAL Findings

### SEC-001: [Title]
**Category**: [Save / Network / Input / Data / Cheat / Dependency]
**File**: `[path]` line [N]
**Description**: [What the vulnerability is]
**Attack scenario**: [How a malicious user would exploit it]
**Remediation**: [Specific code change or pattern to apply]
**Effort**: [Low / Medium / High]

[repeat per finding]

---

## HIGH Findings

[same format]

---

## MEDIUM Findings

[same format]

---

## LOW Findings

[same format]

---

## Accepted Risk

[Any findings explicitly accepted by the team with rationale]

---

## Dependency Inventory

| Plugin / Library | Version | Source | Known CVEs |
|-----------------|---------|--------|------------|
| [name] | [version] | [source] | [none / CVE-XXXX-NNNN] |

---

## Remediation Priority Order

1. [SEC-NNN] — [1-line description] — Est. effort: [Low/Medium/High]
2. ...

---

## Re-Audit Trigger

Run `/security-audit` again after remediating any CRITICAL or HIGH findings.
The Polish → Release gate requires this report with no open CRITICAL or HIGH items.

Phase 6: Write Report

Present the report summary (executive summary + CRITICAL/HIGH findings only) in conversation.

Ask: "May I write the full security audit report to production/security/security-audit-[date].md?"

Write only after approval.


Phase 7: Gate Integration

This report is a required artifact for the Polish → Release gate.

After remediating findings, re-run: /security-audit quick to confirm CRITICAL/HIGH items are resolved before running /gate-check release.

If CRITICAL findings exist:

"⛔ CRITICAL security findings must be resolved before any public release. Do not proceed to /launch-checklist until these are addressed."

If no CRITICAL/HIGH findings:

"✅ No blocking security findings. Report written to production/security/. Include this path when running /gate-check release."


Collaborative Protocol

  • Never assume a pattern is safe — flag it and let the user decide
  • Accepted risk is a valid outcome — some LOW findings are acceptable trade-offs for a solo team; document the decision
  • Multiplayer games have a higher bar — any HIGH finding in a multiplayer context should be treated as CRITICAL
  • This is not a penetration test — this audit covers common patterns; a real pentest by a human security professional is recommended before any competitive or monetised multiplayer launch

Version History

  • 7ed2c3e Current 2026-09-28 04:04

    优化配置解析逻辑,解决因平台字段缺失导致的多玩家安全类别被错误跳过的问题;修复自动化模式下技能启动失败问题。

  • 984023d 2026-07-25 09:38

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Metadata

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Version
7ed2c3e
Hash
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2026-07-25 09:38

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