Files
DarkflameServer/dGame/dUtilities/CheatDetection.cpp
David Markowitz 6389876c6e feat: convert character ids to 64 bits (#1878)
* feat: convert character ids to 64 bits

remove all usages of the PERSISTENT bit with regards to storing of playerIDs on the server.  the bit does not exist and was a phantom in the first place.
Tested that a full playthrough of ag, ns and gf was still doable.  slash commands work, ugc works, friends works, ignore list works, properties work and have names, teaming works.
migrating an old mysql database works . need to test an old sqlite database

* fix sqlite migration

* remove nd specific column migration
2025-09-19 01:12:23 -05:00

136 lines
5.0 KiB
C++

#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"
#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) {
LOG("WARNING: User is null, using defaults.");
}
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;
char extraMsg[bufSize];
vsnprintf(extraMsg, bufSize, messageIfNotSender, args);
info.extraMessage = extraMsg;
Database::Get()->InsertCheatDetection(info);
LOG("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) {
LOG("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());
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) {
LOG("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);
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 {
LOG("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) {
LOG("User at system address (%s) (%s) (%llu) sent a packet as (%llu) which is not an id they own.",
sysAddr.ToString(), user->GetLastUsedChar()->GetName().c_str(), user->GetLastUsedChar()->GetObjectID(), id);
// Can't know sending player. Just log system address for IP banning.
} else {
LOG("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) {
LOG("No user found for system address (%s).", sysAddr.ToString());
return false;
}
invalidPacket = true;
const auto characterId = 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.
return !invalidPacket;
}