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fix: address CodeQL security and code quality issues (#572)
* fix: address CodeQL security and code quality issues - Add explicit permissions to workflows (dco-check, pr-tests, release, unity-tests) - Fix useless casts in Bootstrap.cs using GetAssetObject<T>() - Fix useless cast in SettingsUIBuilder.cs using pattern matching - Convert if-else to ternary in BuildManager.cs - Use StringBuilder instead of string concatenation in loop (EditorUIUtils.cs) - Remove trailing slash in Path.Combine (EncryptConfig.cs) - Fix static field written by instance method (Bootstrap.cs) Remaining issues are intentional: - Generic catch clauses: kept for crash prevention in game framework - Nested if-statements: code style preference - Complex block: existing algorithm structure Signed-off-by: JasonXuDeveloper - 傑 <jason@xgamedev.net> * chore(codeql): exclude intentional code patterns from analysis Exclude rules that represent intentional design decisions: - cs/catch-of-all-exceptions: crash prevention in game framework - cs/nested-if-statements: acceptable code style - cs/complex-block: algorithm implementations - cs/linq/missed-where: LINQ avoided for performance Signed-off-by: JasonXuDeveloper - 傑 <jason@xgamedev.net> * chore(ci): upgrade CodeQL action from v3 to v4 v3 will be deprecated in December 2026 Signed-off-by: JasonXuDeveloper - 傑 <jason@xgamedev.net> * fix(ci): add checks:write permission for unity test runner The game-ci/unity-test-runner action needs checks:write permission to create check runs via the checkName parameter. Signed-off-by: JasonXuDeveloper - 傑 <jason@xgamedev.net> Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> --------- Signed-off-by: JasonXuDeveloper - 傑 <jason@xgamedev.net> Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
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.github/codeql/codeql-config.yml

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@@ -34,3 +34,18 @@ paths-ignore:
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# Query configuration
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queries:
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- uses: security-and-quality
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# Exclude rules that are intentional design decisions for this project
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query-filters:
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# Generic catch clauses are intentional for crash prevention in game framework
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- exclude:
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id: cs/catch-of-all-exceptions
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# Nested if-statements are acceptable code style
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- exclude:
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id: cs/nested-if-statements
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# Complex blocks are acceptable for algorithm implementations
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- exclude:
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id: cs/complex-block
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# Project intentionally avoids LINQ for performance
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- exclude:
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id: cs/linq/missed-where

.github/workflows/codeql.yml

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@@ -37,7 +37,7 @@ jobs:
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uses: actions/checkout@v4
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- name: Initialize CodeQL
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uses: github/codeql-action/init@v3
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uses: github/codeql-action/init@v4
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with:
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languages: csharp
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config-file: ./.github/codeql/codeql-config.yml
@@ -47,6 +47,6 @@ jobs:
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build-mode: none
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- name: Perform CodeQL Analysis
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uses: github/codeql-action/analyze@v3
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uses: github/codeql-action/analyze@v4
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with:
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category: "/language:csharp"

.github/workflows/dco-check.yml

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@@ -4,6 +4,9 @@ on:
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pull_request:
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branches: [master]
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permissions:
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contents: read
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jobs:
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dco-check:
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name: Verify DCO Sign-off

.github/workflows/pr-tests.yml

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@@ -14,6 +14,11 @@ concurrency:
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group: pr-tests-${{ github.event.pull_request.number }}
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cancel-in-progress: true
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permissions:
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contents: read
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pull-requests: write
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statuses: write
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jobs:
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run-tests:
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name: Run Unity Tests

.github/workflows/release.yml

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@@ -26,6 +26,9 @@ on:
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required: false
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type: string
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permissions:
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contents: write
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jobs:
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validate:
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name: Validate Inputs

.github/workflows/unity-tests.yml

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@@ -23,6 +23,10 @@ on:
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description: 'Test results summary'
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value: ${{ jobs.test.outputs.results }}
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permissions:
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contents: read
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checks: write
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jobs:
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test:
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name: Run Unity Tests

UnityProject/Packages/com.jasonxudeveloper.jengine.core/Editor/CustomEditor/BuildManager.cs

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@@ -259,14 +259,7 @@ private void ExecuteCurrentStep()
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Log("Code build completed successfully!");
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if (_buildAll)
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{
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_currentStep = BuildStep.BuildAssets;
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}
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else
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{
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_currentStep = BuildStep.Complete;
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}
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_currentStep = _buildAll ? BuildStep.BuildAssets : BuildStep.Complete;
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break;
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case BuildStep.BuildAssets:

UnityProject/Packages/com.jasonxudeveloper.jengine.core/Editor/CustomEditor/EditorUIUtils.cs

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@@ -428,17 +428,17 @@ public static string ByteArrayToHex(SerializedProperty property)
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if (property.arraySize == 0)
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return "Empty";
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var hex = "";
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var hex = new System.Text.StringBuilder();
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for (int i = 0; i < property.arraySize; i++)
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{
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if (i > 0 && i % 16 == 0)
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hex += "\n";
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hex.Append('\n');
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else if (i > 0)
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hex += " ";
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hex.Append(' ');
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hex += property.GetArrayElementAtIndex(i).intValue.ToString("X2");
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hex.Append(property.GetArrayElementAtIndex(i).intValue.ToString("X2"));
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}
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return hex;
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return hex.ToString();
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}
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}
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}

UnityProject/Packages/com.jasonxudeveloper.jengine.core/Editor/CustomEditor/SettingsUIBuilder.cs

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@@ -68,8 +68,11 @@ public static VisualElement CreatePackageSettingsGroup(Settings settings)
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var buildTargetField = new EnumField(settings.buildTarget);
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buildTargetField.RegisterValueChangedCallback(evt =>
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{
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settings.buildTarget = (BuildTarget)evt.newValue;
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settings.Save();
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if (evt.newValue is BuildTarget newTarget)
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{
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settings.buildTarget = newTarget;
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settings.Save();
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}
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});
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buildTargetField.AddToClassList("form-control");
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EditorUIUtils.MakeTextResponsive(buildTargetField);

UnityProject/Packages/com.jasonxudeveloper.jengine.core/Runtime/Bootstrap.cs

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@@ -115,6 +115,7 @@ public static string GetPlatform()
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}
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private static Bootstrap _instance;
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private static void SetInstance(Bootstrap instance) => _instance = instance;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
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private static void SetUpStaticSecretKey()
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Debug.Log("SetUpDynamicSecret begin");
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var handle = YooAssets.LoadAssetAsync<TextAsset>(dynamicSecretKeyPath);
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await handle.Task;
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TextAsset dynamicSecretKeyAsset = (TextAsset)handle.AssetObject;
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TextAsset dynamicSecretKeyAsset = handle.GetAssetObject<TextAsset>();
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EncryptionService<DefaultDynamicEncryptionScope>.Encryptor =
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new GeneratedEncryptionVirtualMachine(dynamicSecretKeyAsset.bytes);
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handle.Release();
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{
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var aotListHandle = YooAssets.LoadAssetAsync<TextAsset>(aotDllListFilePath);
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await aotListHandle.Task;
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TextAsset aotDataAsset = (TextAsset)aotListHandle.AssetObject;
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TextAsset aotDataAsset = aotListHandle.GetAssetObject<TextAsset>();
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var aotDllList = NinoDeserializer.Deserialize<List<string>>(aotDataAsset.bytes);
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aotListHandle.Release();
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var handle = YooAssets.LoadAssetAsync<TextAsset>(aotDllName);
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await handle.Task;
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byte[] dllBytes = ((TextAsset)handle.AssetObject).bytes;
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byte[] dllBytes = handle.GetAssetObject<TextAsset>().bytes;
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var err = RuntimeApi.LoadMetadataForAOTAssembly(dllBytes, HomologousImageMode.SuperSet);
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Debug.Log($"LoadMetadataForAOTAssembly:{aotDllName}. ret:{err}");
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handle.Release();
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DestroyImmediate(_instance);
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}
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_instance = this;
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SetInstance(this);
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DontDestroyOnLoad(gameObject);
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startButton?.gameObject.SetActive(true);

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