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🔍 Bug hunt: pick a subsystem and audit it (static code analysis, no build needed) #568

Description

@marceld23

What this is

A static, read-only bug hunt: pick one subsystem, read it deeply, and report what you find. No build, no Unity install, no gameplay knowledge required — just a code reader's eye. We've run this exercise internally before (the audit-labeled issues came out of it) and it consistently surfaces real bugs; this issue invites fresh eyes to re-run it on a subsystem of your choice.

Pick a subsystem (claim it in a comment so we don't overlap)

Server side: GameServer/ (simulation & gameplay rules), Networking/ (codec + transports), Persistence/ (saves), WorldGeneration/, Api/ + WorldHost/ (accounts, hosting control plane), Shared/.
Client side: client/Assets/BlocksBeyondTheStars/ (Unity scripts), src/BlocksBeyondTheStars.Client.Core/.

Suggested lenses (from the previous audit's method)

Object lifetime & resource leaks · threading/races · server authority & desync · protocol robustness · persistence/data loss · error handling & silent swallows · UI state & localization · security (auth, rate limits, input validation).

How to report

Comment here (or open a new issue for anything juicy) with, per finding:

  • What goes wrong, in one sentence
  • Where — file + line, with the quoted code
  • Failure scenario — concrete inputs/state that trigger it
  • Severity — Critical (crash / player locked out / mint-from-nothing) · High (desync, data loss, exploit, leak with gameplay effect) · Medium (real but bounded) · Low (cosmetic / latent)

One quality bar that made the last audit useful: try to refute your own finding first — trace the call sites before reporting. A handful of verified findings beats a long list of maybes. 🙏

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    auditSurfaced by the static bug-hunt audit (bugreports/bughunt.md)help wantedExtra attention is needed

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