DarkflameServer/dGame/dUtilities/CheatDetection.cpp

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#include "CheatDetection.h"
#include "Database.h"
#include "Entity.h"
#include "PossessableComponent.h"
#include "Game.h"
#include "EntityManager.h"
#include "Character.h"
#include "User.h"
#include "UserManager.h"
#include "dConfig.h"
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
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#include <optional>
#include "PlayerManager.h"
Entity* GetPossessedEntity(const LWOOBJID& objId) {
auto* entity = Game::entityManager->GetEntity(objId);
if (!entity) return nullptr;
auto* possessableComponent = entity->GetComponent<PossessableComponent>();
// If no possessable, then this entity is the most possessed entity.
if (!possessableComponent) return entity;
// If not, get the entity that possesses the fetched entity.
return Game::entityManager->GetEntity(possessableComponent->GetPossessor());
}
void ReportCheat(User* user, const SystemAddress& sysAddr, const char* messageIfNotSender, va_list args) {
if (!user) {
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Log::Warn("User is null, using defaults.");
}
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
IPlayerCheatDetections::Info info;
if (user) info.userId = user->GetAccountID();
info.username = user ? user->GetUsername().c_str() : "User is null.";
// user string here because ToString is static and may change.
info.systemAddress = sysAddr.ToString();
constexpr int32_t bufSize = 4096;
refactor: Database abstraction and organization of files (#1274) * Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-18 00:47:18 +00:00
char extraMsg[bufSize];
vsnprintf(extraMsg, bufSize, messageIfNotSender, args);
info.extraMessage = extraMsg;
Database::Get()->InsertCheatDetection(info);
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Log::Info("Anti-cheat message: {:s}", extraMsg);
}
void LogAndSaveFailedAntiCheatCheck(const LWOOBJID& id, const SystemAddress& sysAddr, const CheckType checkType, const char* messageIfNotSender, va_list args) {
User* toReport = nullptr;
switch (checkType) {
case CheckType::Entity: {
auto* player = PlayerManager::GetPlayer(sysAddr);
auto* entity = GetPossessedEntity(id);
// If player exists and entity exists in world, use both for logging info.
if (entity && player) {
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Log::Warn("Player ({:s}) ({:d}) at system address ({:s}) with sending player ({:s}) ({:d}) does not match their own.",
player->GetCharacter()->GetName(), player->GetObjectID(),
sysAddr.ToString(),
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entity->GetCharacter()->GetName(), entity->GetObjectID());
if (player->GetCharacter()) toReport = player->GetCharacter()->GetParentUser();
// In the case that the target entity id did not exist, just log the player info.
} else if (player) {
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Log::Warn("Player ({:s}) ({:d}) at system address ({:s}) with sending player ({:d}) does not match their own.",
player->GetCharacter()->GetName(), player->GetObjectID(),
sysAddr.ToString(), id);
if (player->GetCharacter()) toReport = player->GetCharacter()->GetParentUser();
// In the rare case that the player does not exist, just log the system address and who the target id was.
} else {
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Log::Warn("Player at system address ({:s}) with sending player ({:d}) does not match their own.",
sysAddr.ToString(), id);
}
break;
}
case CheckType::User: {
auto* user = UserManager::Instance()->GetUser(sysAddr);
if (user) {
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Log::Warn("User at system address ({:s}) ({:s}) ({:d}) sent a packet as ({:d}) which is not an id they own.",
sysAddr.ToString(), user->GetLastUsedChar()->GetName(), user->GetLastUsedChar()->GetObjectID(), id);
// Can't know sending player. Just log system address for IP banning.
} else {
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Log::Warn("No user found for system address ({:s}).", sysAddr.ToString());
}
toReport = user;
break;
}
};
ReportCheat(toReport, sysAddr, messageIfNotSender, args);
}
void CheatDetection::ReportCheat(User* user, const SystemAddress& sysAddr, const char* messageIfNotSender, ...) {
va_list args;
va_start(args, messageIfNotSender);
ReportCheat(user, sysAddr, messageIfNotSender, args);
va_end(args);
}
bool CheatDetection::VerifyLwoobjidIsSender(const LWOOBJID& id, const SystemAddress& sysAddr, const CheckType checkType, const char* messageIfNotSender, ...) {
// Get variables we'll need for the whole function
bool invalidPacket = false;
switch (checkType) {
case CheckType::Entity: {
// In this case, the sender may be an entity in the world.
auto* entity = GetPossessedEntity(id);
if (entity) {
invalidPacket = entity->IsPlayer() && entity->GetSystemAddress() != sysAddr;
}
break;
}
case CheckType::User: {
// In this case, the player is not an entity in the world, but may be a user still in world server if they are connected.
// Check here if the system address has a character with id matching the lwoobjid after unsetting the flag bits.
auto* sendingUser = UserManager::Instance()->GetUser(sysAddr);
if (!sendingUser) {
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Log::Warn("No user found for system address ({:s}).", sysAddr.ToString());
return false;
}
invalidPacket = true;
const uint32_t characterId = static_cast<uint32_t>(id);
// Check to make sure the ID provided is one of the user's characters.
for (const auto& character : sendingUser->GetCharacters()) {
if (character && character->GetID() == characterId) {
invalidPacket = false;
break;
}
}
}
};
// This will be true if the player does not possess the entity they are trying to send a packet as.
// or if the user does not own the character they are trying to send a packet as.
if (invalidPacket) {
va_list args;
va_start(args, messageIfNotSender);
LogAndSaveFailedAntiCheatCheck(id, sysAddr, checkType, messageIfNotSender, args);
va_end(args);
}
return !invalidPacket;
}