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buildepicshit/Wick

v1.0.0 Security

This release includes 1 security fix for security teams reviewing exposed deployments.

Published 1mo MCP Developer Tools
✓ No known CVEs patched
Read the diff → Tool health → What is this tool? →
This release patches 1 known CVE

Topics

ai-tools c# debugging diagnostics .net exception-handling
+8 more
game-development godot godot-engine godot4 mcp mcp-server model-context-protocol roslyn

Affected surfaces

auth

Summary

AI summary

First stable release of Wick with a new in-process bridge auth requiring a shared-secret token.

Full changelog

First stable release. Wick.Runtime is now on NuGet: https://www.nuget.org/packages/Wick.Runtime/1.0.0

dotnet add package Wick.Runtime

Closes the post-v0.5 external engineering audit (canonical report at analysis/reports/Wick-analysis.md). 1 P0 + every P1 + most P2/P3 resolved in PR #54 + #55. 240/240 tests passing on ubuntu/windows/macos. 0 warnings.

Highlights

New

  • Wick.Runtime 1.0.0 on nuget.org — the in-process companion that catches AppDomain.UnhandledException + TaskScheduler.UnobservedTaskException and exposes live scene state to the MCP server. dotnet add package Wick.Runtime.
  • In-process bridge authWickBridgeServer now requires a 256-bit shared-secret token on every request (constant-time compare, env-propagated to spawned games via WICK_BRIDGE_TOKEN). WICK_BRIDGE_AUTH_DISABLED=1 for migration.
  • Cross-OS CIubuntu-latest, windows-latest, macos-latest matrix with NuGet cache + TRX artifact upload.
  • Tag-driven NuGet release pipeline — push a vX.Y.Z tag, package ships.

Fixed

  • GodotBridgeManager.GetSceneContext() was hardcoded to return null, breaking the headline demo claim. Now async, queries editor_scene_tree with a 1.5s bounded timeout.
  • runtime_launch_game previously silent-failed when WICK_GODOT_BIN was unset; now preflights and surfaces a structured godot_binary_not_found response. runtime_status exposes the resolved binary path.
  • docs/tools-reference.md was advertising ~70% wrong tool names — fully regenerated from DefaultToolGroups.cs.
  • docs/getting-started.md documented WickRuntime.Initialize() (does not exist) and omitted the required Tick() call. Replaced with the canonical example.
  • Verbose JSON-RPC tracing (every frame including file contents) was always-on to stderr; now defaults off, opt-in via WICK_RPC_TRACE.
  • Content-Length capped at 16 MiB in CSharpLspClient + GodotDapClient (was unbounded → OOM-by-peer).
  • Windows-CI flake in ExceptionPipelineTests (fixed Task.Delay replaced with poll-until-ready).

Removed

  • Legacy Wick.sln (only registered 2 of 6 source projects).

Security

  • New explicit threat model in SECURITY.md — in-scope vs out-of-scope, with the in-process bridge auth in scope and GDScript-side editor / runtime bridges (ports 6505 / 7777) on the v1.x roadmap.

Full changelog

See CHANGELOG.md.

Compatibility

  • Wick.Runtime targets net8.0 (Godot 4.6.1 mono runtime constraint).
  • Wick MCP server targets net10.0.

Breaking Changes

  • Legacy `Wick.sln` removed
  • `WickBridgeServer` now requires a 256‑bit shared‑secret token (`WICK_BRIDGE_TOKEN`) on every request; disable with `WICK_BRIDGE_AUTH_DISABLED=1` during migration

Security Fixes

  • In‑process bridge auth now uses constant‑time comparison of a 256‑bit shared‑secret token (`WICK_BRIDGE_TOKEN`), mitigating authentication bypass (explicitly scoped in updated SECURITY.md)

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About buildepicshit/Wick

Native C# MCP server for Godot Engine — 53 tools across 5 pillars: Roslyn-enriched exception telemetry, scene tree inspection, C# symbol navigation, MSBuild orchestration, and GDScript analysis. .NET 10, TCP JSON-RPC bridge, 219 tests.

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Beta — feedback welcome: [email protected]