"use strict" const Ajv = require("ajv") const ajv = new Ajv({allowUnionTypes: true}) const crypto = require('crypto') const fs = require("fs") const path = require("path") const { FuzzedDataProvider } = require("@jazzer.js/core") const RULES_JS_FILE = process.env.RTT_RULES || "rules.js" const NO_ASSERT = process.env.NO_ASSERT === 'true' const NO_CRASH = process.env.NO_CRASH === 'true' const NO_SCHEMA = process.env.NO_SCHEMA === 'true' const NO_UNDO = process.env.NO_UNDO === 'true' const MAX_STEPS = parseInt(process.env.MAX_STEPS || 10000) const TIMEOUT = parseInt(process.env.TIMEOUT || 250) console.log(`Loading rtt-fuzzer RTT_RULES='${RULES_JS_FILE}'`) if (!fs.existsSync(RULES_JS_FILE)) { throw Error("rules.js not found, specify via RTT_RULES environment variable.") } const RULES = require(RULES_JS_FILE) const TITLE_ID = path.basename(path.dirname(RULES_JS_FILE)) globalThis.RTT_FUZZER = true let rules_view_schema = null if (!NO_SCHEMA && RULES.VIEW_SCHEMA) { console.log("View schema found; validating.") rules_view_schema = ajv.compile(RULES.VIEW_SCHEMA) } module.exports.fuzz = function(fuzzerInputData) { const data = new FuzzedDataProvider(fuzzerInputData) if (data.remainingBytes < 16) { // insufficient bytes to start return } const seed = data.consumeIntegralInRange(1, 2**35-31) const scenarios = Array.isArray(RULES.scenarios) ? RULES.scenarios : Object.values(RULES.scenarios).flat() const scenario = data.pickValue(scenarios) // if (scenario.startsWith("Random")) // return const timeout = TIMEOUT ? Date.now() + TIMEOUT : 0 // TODO randomize options const options = {} let roles = RULES.roles if (typeof roles === "function") roles = roles(scenario, options) const ctx = { data: fuzzerInputData, player_count: roles.length, players: roles.map(r => ({role: r, name: "rtt-fuzzer"})), scenario, options, replay: [], state: {}, active: null, step: 0, } ctx.replay.push([null, ".setup", [seed, scenario, options]]) ctx.state = RULES.setup(seed, scenario, options) while (true) { if (data.remainingBytes < 16) { // insufficient bytes to continue return } if (MAX_STEPS < 0 && ctx.step > -MAX_STEPS) { // Skip & ignore if we reach the limit return } ctx.active = ctx.state.active if (ctx.active === 'Both' || ctx.active === 'All') { // If multiple players can act, we'll pick a random player to go first. ctx.active = data.pickValue(roles) } const state_freeze = JSON.stringify(ctx.state) ctx.view = {} try { ctx.view = RULES.view(ctx.state, ctx.active) } catch (e) { return log_crash(new RulesCrashError(e, e.stack), ctx) } if (MAX_STEPS > 0 && ctx.step > MAX_STEPS) { return log_crash(new MaxStepError(`MAX_STEPS ${MAX_STEPS} reached`), ctx) } if (TIMEOUT && (Date.now() > timeout)) { return log_crash(new TimeoutError(`TIMEOUT (${TIMEOUT}) reached`), ctx) } if (rules_view_schema && !rules_view_schema(ctx.view)) { return log_crash(new SchemaValidationError("View data fails schema validation: " + rules_view_schema.errors), ctx) } if (state_freeze !== JSON.stringify(ctx.state)) { try { RULES.view(deep_freeze(JSON.parse(state_freeze)), ctx.active) } catch (e) { return log_crash(new ViewStateMutationError(e, e.stack), ctx) } throw Error("ASSERT frozen state change should have been caught.") } if (ctx.state.state === 'game_over') { break } if (ctx.view.prompt && ctx.view.prompt.startsWith("Unknown state:")) { return log_crash(new UnknownStateError(ctx.view.prompt), ctx) } if (!ctx.view.actions) { return log_crash(new NoMoreActionsError("No actions defined"), ctx) } const actions = ctx.view.actions if (NO_UNDO && 'undo' in actions) { // remove `undo` from actions, useful to test for dead-ends delete actions['undo'] } // Tor: view.actions["foo"] === 0 means the "foo" action is disabled (show the button in a disabled state) // Also ignoring the actions with `[]` as args, unsure about this but needed for Nevsky. for (const [key, value] of Object.entries(actions)) { if (value === false || value === 0 || value.length === 0) { delete actions[key] } } if (Object.keys(actions).length === 0) { return log_crash(new NoMoreActionsError(), ctx) } const action = data.pickValue(Object.keys(actions)) let args = actions[action] const prev_seed = ctx.state.seed if (Array.isArray(args)) { // check for NaN as any suggested action argument and raise an error on those for (const arg of args) { if (isNaN(arg)) { return log_crash(new InvalidActionArgument(`Action '${action}' argument has NaN value`), ctx) } } args = data.pickValue(args) ctx.replay.push([ctx.active, action, args]) } else { args = undefined ctx.replay.push([ctx.active, action]) } // console.log(ctx.state.state, ctx.active, action, args) try { ctx.state = RULES.action(ctx.state, ctx.active, action, args) } catch (e) { return log_crash(new RulesCrashError(e, e.stack), ctx, action, args) } if (action === "undo") { if (ctx.state.active !== ctx.active && ctx.state.active !== "Both") { return log_crash(new UndoActiveError(`undo caused active to switch from ${ctx.active} to ${ctx.state.active}`), ctx, action, args) } if (ctx.state.seed !== prev_seed) { return log_crash(new UndoSeedError(`undo caused seed change from ${prev_seed} to ${ctx.state.seed}`), ctx, action, args) } } if (!NO_ASSERT && RULES.assert_state) { try { RULES.assert_state(ctx.state) } catch (e) { return log_crash(new RulesAssertError(e, e.stack), ctx, action, args) } } ctx.step += 1 } } function log_crash(error, ctx, action=undefined, args=undefined) { // console.log() // console.log("VIEW", ctx.view) let line = `ERROR=${error.name}` line += ` STEP=${ctx.step} ACTIVE=${ctx.active} STATE=${ctx.state?.state}` if (action !== undefined) { line += ` ACTION=${action}` if (args !== undefined) line += " ARGS=" + JSON.stringify(args) } const game = { setup: { title_id: TITLE_ID, scenario: ctx.scenario, player_count: ctx.player_count, options: ctx.options, }, players: ctx.players, state: ctx.state, replay: ctx.replay, } const data_checksum = crypto.createHash('sha1') data_checksum.update(ctx.data) const data_hash = data_checksum.digest('hex') const game_checksum = crypto.createHash('sha1') game_checksum.update(JSON.stringify(game)) const game_hash = game_checksum.digest('hex') const crash_file = `crash-${data_hash}` const out_file = `crash-${game_hash}.json` line += " SETUP=" + JSON.stringify(ctx.replay[0][2]) line += ` DATA=${data_hash} DUMP=${out_file}` if (error.message) line += " MSG=" + JSON.stringify(error.message.replace(/^Error: /, '')) if (error.stack) { const regex = /\/Users\/\w+\/Projects\/rtt\//gi line += " STACK=" + JSON.stringify(error.stack.replace(regex, '')) } if (!fs.existsSync(out_file)) { console.log(line) fs.writeFileSync(out_file, JSON.stringify(game)) if (NO_CRASH) fs.writeFileSync(crash_file, ctx.data) } else if (!NO_CRASH) { console.log(line) } if (!NO_CRASH) { throw error } } function deep_freeze(object) { // Retrieve the property names defined on object const propNames = Reflect.ownKeys(object); // Freeze properties before freezing self for (const name of propNames) { const value = object[name]; if ((value && typeof value === "object") || typeof value === "function") { deep_freeze(value); } } return Object.freeze(object); } // Custom Error classes, allowing us to ignore expected errors with -x class UnknownStateError extends Error { constructor(message) { super(message) this.name = "UnknownStateError" } } class MaxStepError extends Error { constructor(message) { super(message) this.name = "MaxStepError" } } class NoMoreActionsError extends Error { constructor(message) { super(message) this.name = "NoMoreActionsError" } } class InvalidActionArgument extends Error { constructor(message) { super(message) this.name = "InvalidActionArgument" } } class UndoActiveError extends Error { constructor(message) { super(message) this.name = "UndoActiveError" } } class UndoSeedError extends Error { constructor(message) { super(message) this.name = "UndoSeedError" } } class RulesCrashError extends Error { constructor(message, stack) { super(message) this.name = "RulesCrashError"; this.stack = stack } } class RulesAssertError extends Error { constructor(message, stack) { super(message) this.name = "RulesAssertError"; this.stack = stack } } class SchemaValidationError extends Error { constructor(message) { super(message) this.name = "SchemaValidationError" } } class ViewStateMutationError extends Error { constructor(message, stack) { super(message) this.name = "ViewStateMutationError"; this.stack = stack } } class TimeoutError extends Error { constructor(message) { super(message) this.name = "TimeoutError" } }