DarkflameServer/dGame/dUtilities/CheatDetection.cpp

139 lines
5.5 KiB
C++
Raw Normal View History

#include "CheatDetection.h"
#include "Database.h"
#include "Entity.h"
#include "PossessableComponent.h"
#include "Player.h"
#include "Game.h"
#include "EntityManager.h"
#include "Character.h"
#include "User.h"
#include "UserManager.h"
#include "dConfig.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) {
Game::logger->Log("CheatDetection", "WARNING: User is null, using defaults.");
}
std::unique_ptr<sql::PreparedStatement> stmt(Database::CreatePreppedStmt(
"INSERT INTO player_cheat_detections (account_id, name, violation_msg, violation_system_address) VALUES (?, ?, ?, ?)")
);
stmt->setInt(1, user ? user->GetAccountID() : 0);
stmt->setString(2, user ? user->GetUsername().c_str() : "User is null.");
constexpr int32_t bufSize = 4096;
char buffer[bufSize];
vsnprintf(buffer, bufSize, messageIfNotSender, args);
stmt->setString(3, buffer);
stmt->setString(4, Game::config->GetValue("log_ip_addresses_for_anti_cheat") == "1" ? sysAddr.ToString() : "IP logging disabled.");
stmt->execute();
Game::logger->Log("CheatDetection", "Anti-cheat message: %s", buffer);
}
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 = Player::GetPlayer(sysAddr);
auto* entity = GetPossessedEntity(id);
// If player exists and entity exists in world, use both for logging info.
if (entity && player) {
Game::logger->Log("CheatDetection", "Player (%s) (%llu) at system address (%s) with sending player (%s) (%llu) does not match their own.",
player->GetCharacter()->GetName().c_str(), player->GetObjectID(),
sysAddr.ToString(),
entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
toReport = player->GetParentUser();
// In the case that the target entity id did not exist, just log the player info.
} else if (player) {
Game::logger->Log("CheatDetection", "Player (%s) (%llu) at system address (%s) with sending player (%llu) does not match their own.",
player->GetCharacter()->GetName().c_str(), player->GetObjectID(),
sysAddr.ToString(), id);
toReport = player->GetParentUser();
// In the rare case that the player does not exist, just log the system address and who the target id was.
} else {
Game::logger->Log("CheatDetection", "Player at system address (%s) with sending player (%llu) does not match their own.",
sysAddr.ToString(), id);
}
break;
}
case CheckType::User: {
auto* user = UserManager::Instance()->GetUser(sysAddr);
if (user) {
Game::logger->Log("CheatDetection", "User at system address (%s) (%s) (%llu) sent a packet as (%i) which is not an id they own.",
sysAddr.ToString(), user->GetLastUsedChar()->GetName().c_str(), user->GetLastUsedChar()->GetObjectID(), static_cast<int32_t>(id));
// Can't know sending player. Just log system address for IP banning.
} else {
Game::logger->Log("CheatDetection", "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) {
Game::logger->Log("CheatDetection", "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;
}