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EN Contribute Security Policy
Français · Type: reference · Audience: admin, contributor · Context: engine repository · Status: ready · Applies from: 4.2.5
How to report a vulnerability in quest'n'click, which versions get a fix, and what the development tools trust and do
not trust. The repository's SECURITY.md says the same in English; this page is its reference,
in both languages. The security of a hosted Studio is its own page (Clever Cloud security), and
the Reality Bridge's too (Bridge security).
Report it privately through GitHub's Security Advisory feature of wanoo/quest-n-click (the repository's
Security tab, "Report a vulnerability"), never in a public issue.
- the affected commit (or release);
- the steps to reproduce;
- the impact.
Do not include provider keys or private game assets.
Security fixes target the latest release line. An older line gets none: upgrade (Upgrade).
- The local Studio (
npm run studio) listens on loopback by default. -
npm run studio:lanandnpm run dev:lanare explicit LAN modes: they generate a one-session capability token, require same-origin writes and print the authorised URL.
Guarantee ·
lan-token-required· referenced · scope self-checked by the author (AI), not reviewed On the LAN, the Studio refuses a request without the session's token, and a write from another origin. The test covers the Studio's request check; it does not cover what a browser on the same network can read.
Do not forward these development ports to the Internet. A Studio that a team shares online is the Studio Server, with its own login (What runs where).
A game's TypeScript modules and its custom commands are trusted code: they run with the engine's rights.
quest'n'click does not sandbox an untrusted games/<id>/ directory. Open a game from someone you do not trust as you
would run their program.
Limit ·
no-game-sandboxThere is no sandbox for a game's code, in the player, the tools or the local Studio.
- The provider key is kept in the browser tab's session storage and sent with each request; the Studio never writes it to disk.
- The preset providers (OpenAI, Anthropic) and a local Ollama on this machine are accepted as they are. Any other
address (a custom relay) requires the explicit opt-in
WEB_SCUMM_ALLOW_CUSTOM_PROVIDER=1in the Studio's environment. - Even then, the address must be public HTTPS: loopback, unspecified, private, link-local and local-name hosts are refused, in both IP families, including bracketed and IPv4-mapped IPv6 forms. A URL holding credentials is refused.
- A provider call never follows a redirect, times out after 60 s and reads at most 8 MB of answer.
Guarantee ·
policy-provider-no-redirect· referenced · scope self-checked by the author (AI), not reviewed A provider that answers with a redirect is refused with an error.
# in the engine repository, for one Studio session
WEB_SCUMM_ALLOW_CUSTOM_PROVIDER=1 npm run studioLimit ·
dns-rebindingThe host check is static: a public name that resolves to a private address (DNS rebinding) is not detected. Run the Studio on a trusted machine.
Every asset of the sample game is CC BY 4.0 since 3.7; npm run verify:commercial checks it. Licensing questions are
answered in Licences and credits (CREDITS.md, LICENSE-ASSETS).
-
WEB_SCUMM_ALLOW_CUSTOM_PROVIDER(Environment variables). -
npm run studio:lan,npm run dev:lan,npm run verify:commercial. - Local and LAN security, The Assistant, Code of conduct.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.4.0 r1, documentation revision · révision de la documentation 8dc717c69acb62c4742b69c54a7e7dfb620f75d8.
Earlier versions and permalinks · versions précédentes et liens permanents: https://wanoo.github.io/quest-n-click/docs/
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
Edit the source · Modifier la source · Report an error · Signaler une erreur
Index (6)
Start (6)
Play (9)
Install (17)
- Requirements
- Install from the release archive
- Install from npm, once published
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits