This is a simple Capture-The-Flag game engine.
ctfg can run locally on your machine or in a container.
You will need to install a few dependencies first. If you are running homebrew, run...
brew install make sbcl ocicl gcc@11Otherwise, install sbcl from your OS distribution, and then ocicl from source at https://github.com/ocicl/ocicl.
Once ocicl is available, run ocicl install to download the Common
Lisp dependencies.
And then...
- To build
ctfg:make - To test
ctfg:make check - To run
ctfg:ctfg --help
NAME:
ctfg - A Capture-The-Flag Game Engine
USAGE:
ctfg
OPTIONS:
--help display usage information and exit
--version display version and exit
-b, --dbdir <VALUE> database directory [default: .]
-d, --developer-mode enable developer mode
-p, --port <INT> port [default: 8080]
-s, --slynk-port <INT> slynk-port
-w, --websocket-url <VALUE> websocket-url [default: ws://localhost:12345/scorestream]
EXAMPLES:
Run web service on port 9090:
ctfg -p 9090
AUTHORS:
Anthony Green
LICENSE:
MIT
First, build the image:
# docker and podman can be used interchangeably here
podman build -t ctfg .Afterwards, use docker run or podman run to start a new ctfg game server
with the options shown above:
podman run -v $PWD/credentials.csv:/data/credentials.csv \
-v $PWD/challenges.json:/data/challenges.json \
-v $PWD/challenges.json:/data/game-clusters.yaml \
ctfg --helpSince ctfg creates a database to track player and game activity, moutning a
container volume to /data and copying game configuration into it is
recommended:
podman volume create ctfg-data
podman run --name copier -v ctfg-data:/data bash:5 sleep infinity
for f in challenges.json credentials.csv game-clusters.yaml
do podman cp "$f" "copier:/data/$f"
done
podman rm -f copierThe --developer-mode option disables caching of static content, and
reloads the challenges.json every time the Challenge page is
rendered. This allows you view your changes in real time as you are
developing content.
Client browsers must establish websocket connections back to the game
engine on the /scorestream endpoint. Use the --websocket-url
option to tell those clients what the URL is. For instance, if you
are hosting ctfg on an OpenShift kubernetes cluster, you might create
a TLS terminated route for your ctfg service and connect to it thusly:
-w wss://scorestream-ctfg.apps.ocp.example.com:443/scorestream
-
Player credentials should live in a file called
credentials.csv. It's a simpleusername,passwordcsv file. -
Challenges are defined in
challenges.json. This should be a JSON array containing challenge objects with the following structure:
{
"id": 5,
"title": "SQL Injection Login",
"category": "Web",
"difficulty": "Easy",
"points": 150,
"description": "Challenge description supporting both Markdown and HTML",
"flag": "^regexp flag goes here$",
"testflag": "exact_flag_for_testing",
"hints": [
{
"id": 1,
"text": "First hint text (supports Markdown/HTML)",
"cost": 10
},
{
"id": 2,
"text": "Second hint reveals after first is purchased",
"cost": 20
}
],
"requirements": [2, 3],
"content": "Optional additional content field"
}- id (required): Unique integer identifier for the challenge
- title (required): Challenge name displayed in the UI
- category (required): Category for grouping challenges (e.g., "Web", "Crypto", "Forensics")
- difficulty (required): Difficulty level (e.g., "Easy", "Medium", "Hard")
- points (required): Point value awarded for solving
- description (required): Challenge description that supports both Markdown syntax and HTML. The marked library renders Markdown while preserving HTML tags
- flag (required): Regular expression pattern for validating flag submissions
- testflag (optional): Exact flag value used for automated testing
- hints (optional): Array of hint objects with:
- id: Unique identifier within the challenge
- text: Hint content (supports Markdown and HTML)
- cost: Points deducted when hint is revealed
- Hints are revealed sequentially - players must purchase earlier hints first
- requirements (optional): Array of challenge IDs that must be solved before this challenge becomes available
- content (optional): Additional content field for extended challenge information
Both challenge descriptions and hint texts support:
- Markdown: Headers, bold/italic, code blocks, tables, lists, blockquotes
- HTML: Direct HTML tags like
<br>,<strong>,<em>,<mark>,<code> - Mixed content: Markdown and HTML can be used together
The following placeholders in challenge descriptions are automatically replaced at runtime:
- @USERNAME@: The player's login username
- @USERID@: The player's numeric user ID
- @DISPLAYNAME@: The player's chosen display name (or "[unset]" if not configured)
- @OBFUSCATED_DISPLAYNAME@: An XOR-masked and checksummed version of the display name (for anti-cheating purposes)
- @CONTROL_CLUSTER@: The control Kubernetes cluster from game-clusters.yaml
- @PLAYER_CLUSTER@: The player's assigned Kubernetes cluster (assigned round-robin from the player clusters list)
-
Banner image: place your banner at
images/banner.jpg(preferred) orimages/banner.png. If.jpgexists it will be used; otherwise the app falls back to.png. -
Edit
game-clusters.yamlto point at the Kubernetes cluster hosting this app, as well as the list of player clusters (all possibly the same). Users are assigned to the different player clusters in a round-robin format as they join.
For testing server performance under high concurrent load, use the included player-emulator.js:
# Test with N concurrent players (requires Node.js and npm install)
./player-emulator.js <server_url> challenges.json credentials.csv <N>
# Examples:
./player-emulator.js https://localhost:8080 challenges.json credentials.csv 70
./player-emulator.js https://ctfg.example.com challenges.json credentials.csv 390The emulator simulates realistic browser behavior:
- Fetches static files (HTML, CSS, JS, images)
- Logs in with credentials from CSV file
- Sets unique display names
- Establishes WebSocket connections
- Solves all available challenges using testflags
- Validates WebSocket messages and logs detailed progress
Perfect for stress testing before game day!
Most REST endpoints in ctfg are intended for use by the browser client. However, ctfg does provide one endpoint intended for use by an external non-browser client.
Posting to the /api/award endpoint emulates a successful flag
submission for a specific username and challenge id. Use this API
for any automated flag submission by an external judge process. For
example, posting the following json will tell ctfg to behave as
through player player1 had submitted the correct flag for challenge
number 5.
{
"username": "player1",
"id": "5"
}
An AUTHORIZATION token must be provided in the http header for this
API. Specify this token when you launch ctfg by setting the
CTFG_API_TOKEN environment variable.
CTFG includes a safe, zero-restart admin reset that wipes game state mid-run.
- Configure an admin token by setting
CTFG_ADMIN_TOKENin the environment (or.env). - Visit
/resetin a browser to open a minimal admin page, enter the token, and confirm. - Or call the action directly:
POST /admin/resetwith bodytoken=...&confirm=yes.
What reset does:
- Deletes all rows from the
eventstable (transactional) - Clears all user display names (sets
users.displayname = NULL) - Invalidates all browser sessions without restart (auth epoch increment)
- Broadcasts a WebSocket
system/resetwithlogout=trueand closes sockets - Clears in-memory caches (scoreboard/solves) so no stale "solved" remains
Effect on users:
- All clients are logged out immediately and must log in again
- Scoreboard resets to empty, and users will be prompted to set a display name again
Example curl:
# Using form-encoded body
curl -X POST \
-H 'Content-Type: application/x-www-form-urlencoded' \
-d 'token=YOUR_ADMIN_TOKEN&confirm=yes' \
https://localhost:8080/admin/reset
# Using JSON
curl -X POST \
-H 'Content-Type: application/json' \
-d '{"token":"YOUR_ADMIN_TOKEN"}' \
'https://localhost:8080/admin/reset?confirm=yes'ctfg was written by Anthony Green and is distributed
under the terms of the MIT license.
