Dota 2 Mod Manager

Projects that follow the best practices below can voluntarily self-certify and show that they've achieved an Open Source Security Foundation (OpenSSF) best practices badge.

There is no set of practices that can guarantee that software will never have defects or vulnerabilities; even formal methods can fail if the specifications or assumptions are wrong. Nor is there any set of practices that can guarantee that a project will sustain a healthy and well-functioning development community. However, following best practices can help improve the results of projects. For example, some practices enable multi-person review before release, which can both help find otherwise hard-to-find technical vulnerabilities and help build trust and a desire for repeated interaction among developers from different companies. To earn a badge, all MUST and MUST NOT criteria must be met, all SHOULD criteria must be met OR be unmet with justification, and all SUGGESTED criteria must be met OR unmet (we want them considered at least). If you want to enter justification text as a generic comment, instead of being a rationale that the situation is acceptable, start the text block with '//' followed by a space. Feedback is welcome via the GitHub site as issues or pull requests There is also a mailing list for general discussion.

We gladly provide the information in several locales, however, if there is any conflict or inconsistency between the translations, the English version is the authoritative version.
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These are the Silver level criteria. You can also view the Passing or Gold level criteria.

Baseline Series: Baseline Level 1 Baseline Level 2 Baseline Level 3

        

 Basics 17/17 ●

  • General

    Note that other projects may use the same name.

    Desktop mod manager for Dota 2 — browse, install, toggle and share 1000+ cosmetic mods from the open D2PFX catalog. Windows and Linux, no account, no telemetry.

    Please use SPDX license expression format; examples include "Apache-2.0", "BSD-2-Clause", "BSD-3-Clause", "GPL-2.0+", "LGPL-3.0+", "MIT", and "(BSD-2-Clause OR Ruby)". Do not include single quotes or double quotes.
    If there is more than one language, list them as comma-separated values (spaces optional) and sort them from most to least used. If there is a long list, please list at least the first three most common ones. If there is no language (e.g., this is a documentation-only or test-only project), use the single character "-". Please use a conventional capitalization for each language, e.g., "JavaScript".
    The Common Platform Enumeration (CPE) is a structured naming scheme for information technology systems, software, and packages. It is used in a number of systems and databases when reporting vulnerabilities.
  • Prerequisites


    The project MUST achieve a passing level badge. [achieve_passing]

  • Basic project website content


    The information on how to contribute MUST include the requirements for acceptable contributions (e.g., a reference to any required coding standard). (URL required) [contribution_requirements]

    CONTRIBUTING.md states what a change has to carry: npm run verify, a test or a No-Test-Because line, and the style the repository keeps: https://github.com/TheFleece/dota2-mod-manager/blob/main/CONTRIBUTING.md


  • Project oversight


    The project SHOULD have a legal mechanism where all developers of non-trivial amounts of project software assert that they are legally authorized to make these contributions. The most common and easily-implemented approach for doing this is by using a Developer Certificate of Origin (DCO), where users add "signed-off-by" in their commits and the project links to the DCO website. However, this MAY be implemented as a Contributor License Agreement (CLA), or other legal mechanism. (URL required) [dco]
    The DCO is the recommended mechanism because it's easy to implement, tracked in the source code, and git directly supports a "signed-off" feature using "commit -s". To be most effective it is best if the project documentation explains what "signed-off" means for that project. A CLA is a legal agreement that defines the terms under which intellectual works have been licensed to an organization or project. A contributor assignment agreement (CAA) is a legal agreement that transfers rights in an intellectual work to another party; projects are not required to have CAAs, since having CAA increases the risk that potential contributors will not contribute, especially if the receiver is a for-profit organization. The Apache Software Foundation CLAs (the individual contributor license and the corporate CLA) are examples of CLAs, for projects which determine that the risks of these kinds of CLAs to the project are less than their benefits.

    There is no DCO sign-off and no CLA. CONTRIBUTING.md states the inbound licence instead: opening a pull request means the change ships under GPL-3.0 as part of this program. With one maintainer and a handful of outside changes a year, a sign-off gate would turn away more contributions than it would protect: https://github.com/TheFleece/dota2-mod-manager/blob/main/CONTRIBUTING.md



    The project MUST clearly define and document its project governance model (the way it makes decisions, including key roles). (URL required) [governance]
    There needs to be some well-established documented way to make decisions and resolve disputes. In small projects, this may be as simple as "the project owner and lead makes all final decisions". There are various governance models, including benevolent dictator and formal meritocracy; for more details, see Governance models. Both centralized (e.g., single-maintainer) and decentralized (e.g., group maintainers) approaches have been successfully used in projects. The governance information does not need to document the possibility of creating a project fork, since that is always possible for FLOSS projects.

    GOVERNANCE.md describes the model: one maintainer decides, in public, through pull requests that the same checks gate for everybody, and decisions that shape the project are recorded in DECISIONS.md with their reason: https://github.com/TheFleece/dota2-mod-manager/blob/main/GOVERNANCE.md



    The project MUST adopt a code of conduct and post it in a standard location. (URL required) [code_of_conduct]
    Projects may be able to improve the civility of their community and to set expectations about acceptable conduct by adopting a code of conduct. This can help avoid problems before they occur and make the project a more welcoming place to encourage contributions. This should focus only on behavior within the community/workplace of the project. Example codes of conduct are the Linux kernel code of conduct, the Contributor Covenant Code of Conduct, the Debian Code of Conduct, the Ubuntu Code of Conduct, the Fedora Code of Conduct, the GNOME Code Of Conduct, the KDE Community Code of Conduct, the Python Community Code of Conduct, The Ruby Community Conduct Guideline, and The Rust Code of Conduct.

    CODE_OF_CONDUCT.md in the repository root, in the standard location GitHub reads: https://github.com/TheFleece/dota2-mod-manager/blob/main/CODE_OF_CONDUCT.md



    The project MUST clearly define and publicly document the key roles in the project and their responsibilities, including any tasks those roles must perform. It MUST be clear who has which role(s), though this might not be documented in the same way. (URL required) [roles_responsibilities]
    The documentation for governance and roles and responsibilities may be in one place.

    GOVERNANCE.md names the roles and what each one is responsible for: the maintainer, who reviews, releases, answers security reports and holds the keys; contributors; and the catalog authors, who are a separate project: https://github.com/TheFleece/dota2-mod-manager/blob/main/GOVERNANCE.md



    The project MUST be able to continue with minimal interruption if any one person dies, is incapacitated, or is otherwise unable or unwilling to continue support of the project. In particular, the project MUST be able to create and close issues, accept proposed changes, and release versions of software, within a week of confirmation of the loss of support from any one individual. This MAY be done by ensuring someone else has any necessary keys, passwords, and legal rights to continue the project. Individuals who run a FLOSS project MAY do this by providing keys in a lockbox and a will providing any needed legal rights (e.g., for DNS names). (URL required) [access_continuity]

    Since 2026-09-23 the repository belongs to the dota2modmanager organization, and both maintainers are its owners. Either of them can create and close issues, approve and merge changes, push the tag that starts a release and change the branch rule, without the other; CI builds, signs and publishes from the tag with no personal key. What one person still holds (the config/app.json signing key, the domain, the mirror bucket) is listed with what losing it costs in GOVERNANCE.md, section Continuity: https://github.com/dota2modmanager/dota2-mod-manager/blob/main/GOVERNANCE.md



    The project SHOULD have a "bus factor" of 2 or more. (URL required) [bus_factor]
    A "bus factor" (aka "truck factor") is the minimum number of project members that have to suddenly disappear from a project ("hit by a bus") before the project stalls due to lack of knowledgeable or competent personnel. The truck-factor tool can estimate this for projects on GitHub. For more information, see Assessing the Bus Factor of Git Repositories by Cosentino et al.

    One maintainer writes and releases this. It is listed as a known gap in DECISIONS.md under "One maintainer", with what it would take to change: https://github.com/TheFleece/dota2-mod-manager/blob/main/DECISIONS.md


  • Documentation


    The project MUST have a documented roadmap that describes what the project intends to do and not do for at least the next year. (URL required) [documentation_roadmap]
    The project might not achieve the roadmap, and that's fine; the purpose of the roadmap is to help potential users and contributors understand the intended direction of the project. It need not be detailed.

    ROADMAP.md covers what is next, what comes later and what this project will not do at all: no telemetry, no required account, no paid features, no macOS build, no hosting mods as ours, and nothing that changes how the game plays: https://github.com/TheFleece/dota2-mod-manager/blob/main/ROADMAP.md



    The project MUST include documentation of the architecture (aka high-level design) of the software produced by the project. If the project does not produce software, select "not applicable" (N/A). (URL required) [documentation_architecture]
    A software architecture explains a program's fundamental structures, i.e., the program's major components, the relationships among them, and the key properties of these components and relationships.

    ARCHITECTURE.md describes how the app is put together, module by module, including what is trusted and where: https://github.com/TheFleece/dota2-mod-manager/blob/main/ARCHITECTURE.md



    The project MUST document what the user can and cannot expect in terms of security from the software produced by the project (its "security requirements"). (URL required) [documentation_security]
    These are the security requirements that the software is intended to meet.

    SECURITY.md has a section, "What you can expect, and what you cannot", listing the promises the app makes and the ones it refuses to make, and docs/assurance-case.md carries the argument behind them: https://github.com/TheFleece/dota2-mod-manager/blob/main/SECURITY.md



    The project MUST provide a "quick start" guide for new users to help them quickly do something with the software. (URL required) [documentation_quick_start]
    The idea is to show users how to get started and make the software do anything at all. This is critically important for potential users to get started.

    The README has an Install section that gets a new user to a working install and a first mod, and the site carries the same as illustrated guides: https://github.com/TheFleece/dota2-mod-manager/blob/main/README.md



    The project MUST make an effort to keep the documentation consistent with the current version of the project results (including software produced by the project). Any known documentation defects making it inconsistent MUST be fixed. If the documentation is generally current, but erroneously includes some older information that is no longer true, just treat that as a defect, then track and fix as usual. [documentation_current]
    The documentation MAY include information about differences or changes between versions of the software and/or link to older versions of the documentation. The intent of this criterion is that an effort is made to keep the documentation consistent, not that the documentation must be perfect.

    The generated reference (docs/API.md) is rebuilt from the source and test/api-docs.test.js fails when the two disagree; test/docs-current.test.js and test/decisions.test.js hold the hand-written documents against the repository, so a document that names something no longer here fails the build rather than ageing quietly: https://github.com/TheFleece/dota2-mod-manager/blob/main/docs/API.md



    The project repository front page and/or website MUST identify and hyperlink to any achievements, including this best practices badge, within 48 hours of public recognition that the achievement has been attained. (URL required) [documentation_achievements]
    An achievement is any set of external criteria that the project has specifically worked to meet, including some badges. This information does not need to be on the project website front page. A project using GitHub can put achievements on the repository front page by adding them to the README file.

    The passing badge is linked from the front page of both READMEs, beside the Scorecard badge: https://github.com/TheFleece/dota2-mod-manager/blob/main/README.md


  • Accessibility and internationalization


    The project (both project sites and project results) SHOULD follow accessibility best practices so that persons with disabilities can still participate in the project and use the project results where it is reasonable to do so. [accessibility_best_practices]
    For web applications, see the Web Content Accessibility Guidelines (WCAG 2.0) and its supporting document Understanding WCAG 2.0; see also W3C accessibility information. For GUI applications, consider using the environment-specific accessibility guidelines (such as Gnome, KDE, XFCE, Android, iOS, Mac, and Windows). Some TUI applications (e.g. `ncurses` programs) can do certain things to make themselves more accessible (such as `alpine`'s `force-arrow-cursor` setting). Most command-line applications are fairly accessible as-is. This criterion is often N/A, e.g., for program libraries. Here are some examples of actions to take or issues to consider:
    • Provide text alternatives for any non-text content so that it can be changed into other forms people need, such as large print, braille, speech, symbols or simpler language ( WCAG 2.0 guideline 1.1)
    • Color is not used as the only visual means of conveying information, indicating an action, prompting a response, or distinguishing a visual element. ( WCAG 2.0 guideline 1.4.1)
    • The visual presentation of text and images of text has a contrast ratio of at least 4.5:1, except for large text, incidental text, and logotypes ( WCAG 2.0 guideline 1.4.3)
    • Make all functionality available from a keyboard (WCAG guideline 2.1)
    • A GUI or web-based project SHOULD test with at least one screen-reader on the target platform(s) (e.g. NVDA, Jaws, or WindowEyes on Windows; VoiceOver on Mac & iOS; Orca on Linux/BSD; TalkBack on Android). TUI programs MAY work to reduce overdraw to prevent redundant reading by screen-readers.

    The window follows what is reasonable for a desktop app: roles and labels on the controls that are not plain buttons, visible focus outlines rather than focus removed, @media (prefers-reduced-motion: reduce) honoured in the stylesheets, a UI scale from 70% to 160%, and the whole interface in two languages. No formal audit has been run, so this is what is done rather than a certificate: https://github.com/TheFleece/dota2-mod-manager/blob/main/renderer



    The software produced by the project SHOULD be internationalized to enable easy localization for the target audience's culture, region, or language. If internationalization (i18n) does not apply (e.g., the software doesn't generate text intended for end-users and doesn't sort human-readable text), select "not applicable" (N/A). [internationalization]
    Localization "refers to the adaptation of a product, application or document content to meet the language, cultural and other requirements of a specific target market (a locale)." Internationalization is the "design and development of a product, application or document content that enables easy localization for target audiences that vary in culture, region, or language." (See W3C's "Localization vs. Internationalization".) Software meets this criterion simply by being internationalized. No localization for another specific language is required, since once software has been internationalized it's possible for others to work on localization.

    The app ships in English and Russian, including the native dialogs and the release notes. tools/check-i18n.js walks every translated string and fails the build when one has no English twin, so a half-translated screen cannot merge: https://github.com/TheFleece/dota2-mod-manager/blob/main/tools/check-i18n.js


  • Other


    If the project sites (website, repository, and download URLs) store passwords for authentication of external users, the passwords MUST be stored as iterated hashes with a per-user salt by using a key stretching (iterated) algorithm (e.g., Argon2id, Bcrypt, Scrypt, or PBKDF2). If the project sites do not store passwords for this purpose, select "not applicable" (N/A). [sites_password_security]
    Note that the use of GitHub meets this criterion. This criterion only applies to passwords used for authentication of external users into the project sites (aka inbound authentication). If the project sites must log in to other sites (aka outbound authentication), they may need to store authorization tokens for that purpose differently (since storing a hash would be useless). This applies criterion crypto_password_storage to the project sites, similar to sites_https.

    No site or service in this project stores a password. There is no account: signing in with Discord is optional, the access token is used once to read a name and an avatar and is never written down, and the site is static.


 Change Control 1/1 ●

  • Previous versions


    The project MUST maintain the most often used older versions of the product or provide an upgrade path to newer versions. If the upgrade path is difficult, the project MUST document how to perform the upgrade (e.g., the interfaces that have changed and detailed suggested steps to help upgrade). [maintenance_or_update]

    The app updates itself through electron-updater, and every published release stays downloadable on the releases page, so an older copy can be updated or reinstalled at any time. The upgrade path needs no steps from the user: https://github.com/TheFleece/dota2-mod-manager/blob/main/RELEASING.md


 Reporting 3/3 ●

  • Bug-reporting process


    The project MUST use an issue tracker for tracking individual issues. [report_tracker]
  • Vulnerability report process


    The project MUST give credit to the reporter(s) of all vulnerability reports resolved in the last 12 months, except for the reporter(s) who request anonymity. If there have been no vulnerabilities resolved in the last 12 months, select "not applicable" (N/A). (URL required) [vulnerability_report_credit]

    No vulnerability report has been resolved in the last 12 months, so there is nobody to credit yet. SECURITY.md says reporters are credited in the release notes unless they ask not to be: https://github.com/TheFleece/dota2-mod-manager/blob/main/SECURITY.md



    The project MUST have a documented process for responding to vulnerability reports. (URL required) [vulnerability_response_process]
    This is strongly related to vulnerability_report_process, which requires that there be a documented way to report vulnerabilities. It also related to vulnerability_report_response, which requires response to vulnerability reports within a certain time frame.

    SECURITY.md documents it: reports go to a private GitHub advisory, a first reply comes within 48 hours, the current release is the one that gets fixed, and what is in scope and what belongs to the catalog authors is stated: https://github.com/TheFleece/dota2-mod-manager/blob/main/SECURITY.md


 Quality 19/19 ●

  • Coding standards


    The project MUST identify the specific coding style guides for the primary languages it uses, and require that contributions generally comply with it. (URL required) [coding_standards]
    In most cases this is done by referring to some existing style guide(s), possibly listing differences. These style guides can include ways to improve readability and ways to reduce the likelihood of defects (including vulnerabilities). Many programming languages have one or more widely-used style guides. Examples of style guides include Google's style guides and SEI CERT Coding Standards.

    CONTRIBUTING.md states the style the repository keeps, and eslint.config.js is the machine-readable half of it. The linter is deliberately about code that cannot run rather than about formatting, which is recorded as a decision with its reason: https://github.com/TheFleece/dota2-mod-manager/blob/main/eslint.config.js



    The project MUST automatically enforce its selected coding style(s) if there is at least one FLOSS tool that can do so in the selected language(s). [coding_standards_enforced]
    This MAY be implemented using static analysis tool(s) and/or by forcing the code through code reformatters. In many cases the tool configuration is included in the project's repository (since different projects may choose different configurations). Projects MAY allow style exceptions (and typically will); where exceptions occur, they MUST be rare and documented in the code at their locations, so that these exceptions can be reviewed and so that tools can automatically handle them in the future. Examples of such tools include ESLint (JavaScript), Rubocop (Ruby), and devtools check (R).

    npm run verify runs eslint over the whole repository, the same gate runs in CI on every pull request, and a pre-commit hook refuses a commit that would break it.


  • Working build system


    Build systems for native binaries MUST honor the relevant compiler and linker (environment) variables passed in to them (e.g., CC, CFLAGS, CXX, CXXFLAGS, and LDFLAGS) and pass them to compiler and linker invocations. A build system MAY extend them with additional flags; it MUST NOT simply replace provided values with its own. If no native binaries are being generated, select "not applicable" (N/A). [build_standard_variables]
    It should be easy to enable special build features like Address Sanitizer (ASAN), or to comply with distribution hardening best practices (e.g., by easily turning on compiler flags to do so).

    No native binaries are produced. The app is JavaScript; electron-builder packages it with the Electron runtime, and there is no compiler or linker to pass CC, CFLAGS or LDFLAGS to.



    The build and installation system SHOULD preserve debugging information if they are requested in the relevant flags (e.g., "install -s" is not used). If there is no build or installation system (e.g., typical JavaScript libraries), select "not applicable" (N/A). [build_preserve_debug]
    E.G., setting CFLAGS (C) or CXXFLAGS (C++) should create the relevant debugging information if those languages are used, and they should not be stripped during installation. Debugging information is needed for support and analysis, and also useful for measuring the presence of hardening features in the compiled binaries.

    Nothing is compiled or stripped. The JavaScript that ships is the JavaScript in this repository, readable inside the package.



    The build system for the software produced by the project MUST NOT recursively build subdirectories if there are cross-dependencies in the subdirectories. If there is no build or installation system (e.g., typical JavaScript libraries), select "not applicable" (N/A). [build_non_recursive]
    The project build system's internal dependency information needs to be accurate, otherwise, changes to the project may not build correctly. Incorrect builds can lead to defects (including vulnerabilities). A common mistake in large build systems is to use a "recursive build" or "recursive make", that is, a hierarchy of subdirectories containing source files, where each subdirectory is independently built. Unless each subdirectory is fully independent, this is a mistake, because the dependency information is incorrect.

    There is no recursive build. Packaging is one electron-builder invocation over the whole project.



    The project MUST be able to repeat the process of generating information from source files and get exactly the same bit-for-bit result. If no building occurs (e.g., scripting languages where the source code is used directly instead of being compiled), select "not applicable" (N/A). [build_repeatable]
    GCC and clang users may find the -frandom-seed option useful; in some cases, this can be resolved by forcing some sort order. More suggestions can be found at the reproducible build site.

    The app own code is JavaScript, used directly rather than compiled, so there is no generation step to repeat. What CI packages around it is an installer, which is not bit-for-bit reproducible; the answer to "did this file come from this source" is a Sigstore provenance attestation over every file in SHA256SUMS rather than a reproduction: https://github.com/TheFleece/dota2-mod-manager/blob/main/SECURITY.md


  • Installation system


    The project MUST provide a way to easily install and uninstall the software produced by the project using a commonly-used convention. [installation_common]
    Examples include using a package manager (at the system or language level), "make install/uninstall" (supporting DESTDIR), a container in a standard format, or a virtual machine image in a standard format. The installation and uninstallation process (e.g., its packaging) MAY be implemented by a third party as long as it is FLOSS.

    Windows gets an NSIS installer that appears in Add or Remove Programs, and a portable build that needs no installation. Linux gets an AppImage. Uninstalling is the same conventional route and the app asks what should go with it: https://github.com/TheFleece/dota2-mod-manager/blob/main/README.md



    The installation system for end-users MUST honor standard conventions for selecting the location where built artifacts are written to at installation time. For example, if it installs files on a POSIX system it MUST honor the DESTDIR environment variable. If there is no installation system or no standard convention, select "not applicable" (N/A). [installation_standard_variables]

    There is no POSIX-style installation step to honour DESTDIR or a prefix. The NSIS installer lets the user choose the folder and otherwise follows Windows conventions; the AppImage is a single file the user puts where they like.



    The project MUST provide a way for potential developers to quickly install all the project results and support environment necessary to make changes, including the tests and test environment. This MUST be performed with a commonly-used convention. [installation_development_quick]
    This MAY be implemented using a generated container and/or installation script(s). External dependencies would typically be installed by invoking system and/or language package manager(s), per external_dependencies.

    git clone, npm install, npm start, and npm test run the app and its tests with two runtime dependencies and no build step. npm run sandbox:seed builds a throwaway Dota tree with real mods in it, so a developer never has to test against their own game: https://github.com/TheFleece/dota2-mod-manager/blob/main/CONTRIBUTING.md


  • Externally-maintained components


    The project MUST list external dependencies in a computer-processable way. (URL required) [external_dependencies]
    Typically this is done using the conventions of package manager and/or build system. Note that this helps implement installation_development_quick.

    package.json lists them, and every release carries a CycloneDX SBOM of what the app actually ships as dota2-mod-manager.cdx.json: https://github.com/TheFleece/dota2-mod-manager/blob/main/package.json



    Projects MUST monitor or periodically check their external dependencies (including convenience copies) to detect known vulnerabilities, and fix exploitable vulnerabilities or verify them as unexploitable. [dependency_monitoring]
    This can be done using an origin analyzer / dependency checking tool / software composition analysis tool such as OWASP's Dependency-Check, Sonatype's Nexus Auditor, Synopsys' Black Duck Software Composition Analysis, and Bundler-audit (for Ruby). Some package managers include mechanisms to do this. It is acceptable if the components' vulnerability cannot be exploited, but this analysis is difficult and it is sometimes easier to simply update or fix the part.

    Dependabot watches the npm dependencies and the pinned GitHub Actions and opens pull requests for both, npm audit runs in CI on every push, and a scheduled job reports anything outstanding into the pinned status issue: https://github.com/TheFleece/dota2-mod-manager/blob/main/.github/dependabot.yml



    The project MUST either:
    1. make it easy to identify and update reused externally-maintained components; or
    2. use the standard components provided by the system or programming language.
    Then, if a vulnerability is found in a reused component, it will be easy to update that component. [updateable_reused_components]
    A typical way to meet this criterion is to use system and programming language package management systems. Many FLOSS programs are distributed with "convenience libraries" that are local copies of standard libraries (possibly forked). By itself, that's fine. However, if the program *must* use these local (forked) copies, then updating the "standard" libraries as a security update will leave these additional copies still vulnerable. This is especially an issue for cloud-based systems; if the cloud provider updates their "standard" libraries but the program won't use them, then the updates don't actually help. See, e.g., "Chromium: Why it isn't in Fedora yet as a proper package" by Tom Callaway.

    The app ships two runtime dependencies, both from npm and neither vendored into this repository, so updating one is a version bump. Nothing is forked or copied in.



    The project SHOULD avoid using deprecated or obsolete functions and APIs where FLOSS alternatives are available in the set of technology it uses (its "technology stack") and to a supermajority of the users the project supports (so that users have ready access to the alternative). [interfaces_current]

    The runtime is kept current rather than pinned to an old line: Electron 44 and Node 24 today, with Dependabot opening the bumps. No deprecated Electron or Node API is knowingly used, and the type checker runs against the current typings with a ceiling that can only fall.


  • Automated test suite


    An automated test suite MUST be applied on each check-in to a shared repository for at least one branch. This test suite MUST produce a report on test success or failure. [automated_integration_testing]
    This requirement can be viewed as a subset of test_continuous_integration, but focused on just testing, without requiring continuous integration.

    Every push and every pull request runs the suite on Linux and on Windows, and a separate job installs the built AppImage and clicks through installing, switching and removing a mod against a real Dota tree. Each run reports pass or fail as a required check: https://github.com/TheFleece/dota2-mod-manager/blob/main/.github/workflows/test.yml



    The project MUST add regression tests to an automated test suite for at least 50% of the bugs fixed within the last six months. [regression_tests_added50]

    Well above half: a fix carries a test or a line in the commit saying why it does not, and tools/pr-test-rule.mjs fails the pull request when neither is there. Incidents get a named guard of their own, held together by test/incidents.test.js: https://github.com/TheFleece/dota2-mod-manager/blob/main/tools/pr-test-rule.mjs



    The project MUST have FLOSS automated test suite(s) that provide at least 80% statement coverage if there is at least one FLOSS tool that can measure this criterion in the selected language. [test_statement_coverage80]
    Many FLOSS tools are available to measure test coverage, including gcov/lcov, Blanket.js, Istanbul, JCov, and covr (R). Note that meeting this criterion is not a guarantee that the test suite is thorough, instead, failing to meet this criterion is a strong indicator of a poor test suite.

    Statement coverage is above 83% of lines, measured on Linux and on Windows by node --test --experimental-test-coverage, and the gate refuses anything under 80%: https://github.com/TheFleece/dota2-mod-manager/blob/main/.github/coverage-baseline.json


  • New functionality testing


    The project MUST have a formal written policy that as major new functionality is added, tests for the new functionality MUST be added to an automated test suite. [test_policy_mandated]

    CONTRIBUTING.md states it as a rule, and tools/pr-test-rule.mjs enforces it on every pull request: new behaviour arrives with a test, or the commit says No-Test-Because and why: https://github.com/TheFleece/dota2-mod-manager/blob/main/CONTRIBUTING.md



    The project MUST include, in its documented instructions for change proposals, the policy that tests are to be added for major new functionality. [tests_documented_added]
    However, even an informal rule is acceptable as long as the tests are being added in practice.

    The policy is in CONTRIBUTING.md, in the section on what a good pull request looks like: https://github.com/TheFleece/dota2-mod-manager/blob/main/CONTRIBUTING.md


  • Warning flags


    Projects MUST be maximally strict with warnings in the software produced by the project, where practical. [warnings_strict]
    Some warnings cannot be effectively enabled on some projects. What is needed is evidence that the project is striving to enable warning flags where it can, so that errors are detected early.

    The linter is deliberately limited to correctness rather than style, so a failed lint means "this line will throw". Type checking gets stricter by construction: the number of type errors per file is written down and can only fall.


 Security 13/13 ●

  • Secure development knowledge


    The project MUST implement secure design principles (from "know_secure_design"), where applicable. If the project is not producing software, select "not applicable" (N/A). [implement_secure_design]
    For example, the project results should have fail-safe defaults (access decisions should deny by default, and projects' installation should be secure by default). They should also have complete mediation (every access that might be limited must be checked for authority and be non-bypassable). Note that in some cases principles will conflict, in which case a choice must be made (e.g., many mechanisms can make things more complex, contravening "economy of mechanism" / keep it simple).

    docs/assurance-case.md sets out the principles this app is built on and where each one lives: least privilege in the renderer, one door for every dangerous thing, failing in the direction that costs least on purpose, never running code fetched from the network, and checks that do not depend on one another: https://github.com/TheFleece/dota2-mod-manager/blob/main/docs/assurance-case.md


  • Use basic good cryptographic practices

    Note that some software does not need to use cryptographic mechanisms. If your project produces software that (1) includes, activates, or enables encryption functionality, and (2) might be released from the United States (US) to outside the US or to a non-US-citizen, you may be legally required to take a few extra steps. Typically this just involves sending an email. For more information, see the encryption section of Understanding Open Source Technology & US Export Controls.

    The default security mechanisms within the software produced by the project MUST NOT depend on cryptographic algorithms or modes with known serious weaknesses (e.g., the SHA-1 cryptographic hash algorithm or the CBC mode in SSH). [crypto_weaknesses]
    Concerns about CBC mode in SSH are discussed in CERT: SSH CBC vulnerability.

    No broken or weakened algorithm decides whether anything is trusted.



    The project SHOULD support multiple cryptographic algorithms, so users can quickly switch if one is broken. Common symmetric key algorithms include AES, Twofish, and Serpent. Common cryptographic hash algorithm alternatives include SHA-2 (including SHA-224, SHA-256, SHA-384 AND SHA-512) and SHA-3. [crypto_algorithm_agility]

    Deliberately not agile. The app verifies ed25519 signatures against keys pinned in its own source and checks archives against sha256 from a signed list. Accepting a negotiated algorithm would mean accepting a weaker one chosen by whoever is on the other end; changing either algorithm is a release, which is the point.



    The project MUST support storing authentication credentials (such as passwords and dynamic tokens) and private cryptographic keys in files that are separate from other information (such as configuration files, databases, and logs), and permit users to update and replace them without code recompilation. If the project never processes authentication credentials and private cryptographic keys, select "not applicable" (N/A). [crypto_credential_agility]

    The app stores no authentication credential and no private key. Signing in with Discord uses the token once to read a name and an avatar and then discards it; what is kept is an id, a name and a picture, in the ordinary settings file.



    The software produced by the project SHOULD support secure protocols for all of its network communications, such as SSHv2 or later, TLS1.2 or later (HTTPS), IPsec, SFTP, and SNMPv3. Insecure protocols such as FTP, HTTP, telnet, SSLv3 or earlier, and SSHv1 SHOULD be disabled by default, and only enabled if the user specifically configures it. If the software produced by the project does not support network communications, select "not applicable" (N/A). [crypto_used_network]

    Every address the app contacts is https, and the list of them is published in PRIVACY.md. Nothing falls back to plain http: https://github.com/TheFleece/dota2-mod-manager/blob/main/PRIVACY.md



    The software produced by the project SHOULD, if it supports or uses TLS, support at least TLS version 1.2. Note that the predecessor of TLS was called SSL. If the software does not use TLS, select "not applicable" (N/A). [crypto_tls12]

    TLS is whatever Node and Electron negotiate, which is 1.2 at the oldest and 1.3 in practice. The app never lowers the default or disables a protocol check.



    The software produced by the project MUST, if it supports TLS, perform TLS certificate verification by default when using TLS, including on subresources. If the software does not use TLS, select "not applicable" (N/A). [crypto_certificate_verification]

    Certificate verification is the platform default and is never switched off. There is no rejectUnauthorized: false and no NODE_TLS_REJECT_UNAUTHORIZED anywhere in this repository.



    The software produced by the project MUST, if it supports TLS, perform certificate verification before sending HTTP headers with private information (such as secure cookies). If the software does not use TLS, select "not applicable" (N/A). [crypto_verification_private]

    The app sends no credential and no private information in a header at all. Where it does use TLS, verification is the default and is not disabled.


  • Secure release


    The project MUST cryptographically sign releases of the project results intended for widespread use, and there MUST be a documented process explaining to users how they can obtain the public signing keys and verify the signature(s). The private key for these signature(s) MUST NOT be on site(s) used to directly distribute the software to the public. If releases are not intended for widespread use, select "not applicable" (N/A). [signed_releases]
    The project results include both source code and any generated deliverables where applicable (e.g., executables, packages, and containers). Generated deliverables MAY be signed separately from source code. These MAY be implemented as signed git tags (using cryptographic digital signatures). Projects MAY provide generated results separately from tools like git, but in those cases, the separate results MUST be separately signed.

    Every release carries SHA256SUMS and a Sigstore provenance attestation over that list, signed by the release workflow at the tagged commit, so gh attestation verify ties a downloaded file to a commit in this repository. The keys are Sigstore short-lived certificates rather than a private key sitting where the files are served. SECURITY.md documents the commands: https://github.com/TheFleece/dota2-mod-manager/blob/main/SECURITY.md



    It is SUGGESTED that in the version control system, each important version tag (a tag that is part of a major release, minor release, or fixes publicly noted vulnerabilities) be cryptographically signed and verifiable as described in signed_releases. [version_tags_signed]

    Tags are not signed. The release artifacts are attested through Sigstore instead, which is what a user actually downloads and can check; signing the tags as well is worth doing and has not been set up.


  • Other security issues


    The project results MUST check all inputs from potentially untrusted sources to ensure they are valid (an *allowlist*), and reject invalid inputs, if there are any restrictions on the data at all. [input_validation]
    Note that comparing input against a list of "bad formats" (aka a *denylist*) is normally not enough, because attackers can often work around a denylist. In particular, numbers are converted into internal formats and then checked if they are between their minimum and maximum (inclusive), and text strings are checked to ensure that they are valid text patterns (e.g., valid UTF-8, length, syntax, etc.). Some data may need to be "anything at all" (e.g., a file uploader), but these would typically be rare.

    Everything from outside is checked before it is used: a name inside an archive is a name and never a path, foreign zips come through one reader that refuses traversal, links and sizes beyond their budget, catalog records are validated before they become library entries, and guide HTML goes through an allowlist of tags. docs/assurance-case.md walks each of them: https://github.com/TheFleece/dota2-mod-manager/blob/main/docs/assurance-case.md



    Hardening mechanisms SHOULD be used in the software produced by the project so that software defects are less likely to result in security vulnerabilities. [hardening]
    Hardening mechanisms may include HTTP headers like Content Security Policy (CSP), compiler flags to mitigate attacks (such as -fstack-protector), or compiler flags to eliminate undefined behavior. For our purposes least privilege is not considered a hardening mechanism (least privilege is important, but separate).

    The window runs with context isolation on, node integration off, and a content security policy that admits no remote script. The app asks for no elevation, downloads no code, and writes only in its own data folder and the game folder.



    The project MUST provide an assurance case that justifies why its security requirements are met. The assurance case MUST include: a description of the threat model, clear identification of trust boundaries, an argument that secure design principles have been applied, and an argument that common implementation security weaknesses have been countered. (URL required) [assurance_case]
    An assurance case is "a documented body of evidence that provides a convincing and valid argument that a specified set of critical claims regarding a system’s properties are adequately justified for a given application in a given environment" ("Software Assurance Using Structured Assurance Case Models", Thomas Rhodes et al, NIST Interagency Report 7608). Trust boundaries are boundaries where data or execution changes its level of trust, e.g., a server's boundaries in a typical web application. It's common to list secure design principles (such as Saltzer and Schroeer) and common implementation security weaknesses (such as the OWASP top 10 or CWE/SANS top 25), and show how each are countered. The BadgeApp assurance case may be a useful example. This is related to documentation_security, documentation_architecture, and implement_secure_design.

    docs/assurance-case.md: what is being protected, the five trust boundaries and where each is enforced, the threats one at a time with what answers them, the secure design principles applied, and what the case does not claim. Every answer ends with the test that would fail if it stopped being true: https://github.com/TheFleece/dota2-mod-manager/blob/main/docs/assurance-case.md


 Analysis 2/2 ●

  • Static code analysis


    The project MUST use at least one static analysis tool with rules or approaches to look for common vulnerabilities in the analyzed language or environment, if there is at least one FLOSS tool that can implement this criterion in the selected language. [static_analysis_common_vulnerabilities]
    Static analysis tools that are specifically designed to look for common vulnerabilities are more likely to find them. That said, using any static tools will typically help find some problems, so we are suggesting but not requiring this for the 'passing' level badge.

    CodeQL security queries for JavaScript and TypeScript.


  • Dynamic code analysis


    If the software produced by the project includes software written using a memory-unsafe language (e.g., C or C++), then at least one dynamic tool (e.g., a fuzzer or web application scanner) MUST be routinely used in combination with a mechanism to detect memory safety problems such as buffer overwrites. If the project does not produce software written in a memory-unsafe language, choose "not applicable" (N/A). [dynamic_analysis_unsafe]
    Examples of mechanisms to detect memory safety problems include Address Sanitizer (ASAN) (available in GCC and LLVM), Memory Sanitizer, and valgrind. Other potentially-used tools include thread sanitizer and undefined behavior sanitizer. Widespread assertions would also work.

    The project own code is JavaScript. No C or C++ is written here.



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Project badge entry owned by: Fleece.
Entry created on 2026-09-19 21:34:09 UTC, last updated on 2026-09-23 13:55:15 UTC. Last achieved passing badge on 2026-09-20 12:33:01 UTC.