SparkEngine has not published a certified versioned release. The declared
stable-v1 profile is blocked and uncertified, so there is no released version
line with a security-support commitment.
| Release line | Status |
|---|---|
stable-v1 |
Pre-release and blocked; no supported version has been published |
Working / nightly artifacts |
Development evaluation only; fixes are best-effort and do not constitute a release SLA |
If you discover a security vulnerability in SparkEngine, please report it responsibly using GitHub Security Advisories:
- Go to the Security Advisories page
- Click "New draft security advisory"
- Fill in the details of the vulnerability
This ensures your report is private and only visible to the maintainers until a fix is available.
Please do NOT open a public issue for security vulnerabilities.
- Acknowledgment: Within 48 hours of report submission
- Triage: Within 7 days — we will confirm whether the issue is valid and assess severity
- Fix: Within 30 days for critical issues, 90 days for lower severity
SparkEngine's first-party gameplay, discovery, collaboration, and live-editor endpoints default to loopback. A development LAN endpoint must name one canonical RFC1918 interface and prefix (for example 192.168.1.20/24); the entire subnet must remain inside RFC1918 space, and its exact network and directed-broadcast addresses are rejected. Peers are limited to that same subnet. Wildcard, public, documentation, multicast, limited-broadcast, CGNAT, IPv4-mapped IPv6, and alternate textual forms are rejected before socket creation. This is a containment boundary, not transport security: the active UDP protocol is unauthenticated and unencrypted, and the legacy XOR/FNV helpers must not protect credentials or hostile-network traffic. NET-100 remains open for the experimental multiplayer surface, which is outside the single-player, service-free stable-v1 profile and does not certify it.
The following are considered security vulnerabilities:
- Memory safety bugs (buffer overflows, use-after-free, out-of-bounds access)
- Remote code execution via asset loading (malicious models, textures, scripts, scenes)
- Network protocol exploits (packet injection, denial of service, authentication bypass)
- Path traversal in asset or file loading
- Arbitrary code execution through the scripting engine sandbox
The following are not in scope:
- Game logic exploits or cheating in multiplayer (these are game-specific, not engine bugs)
- Denial of service via excessive resource usage in the editor
- Issues requiring physical access to the machine
- Vulnerabilities in third-party dependencies (report these to the upstream project)
We are happy to credit security researchers in the changelog and release notes. Let us know in your report how you would like to be credited.