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https://github.com/DarkflameUniverse/DarkflameServer.git
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a2ca273370
* Add failArmor server side Address out of bounds reading in behavior Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads. Tested that attacking a wall anywhere with a projectile now does not crash the game. Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met. Add back logs and add fail handle Remove comment block Revert "Add back logs and add fail handle" This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c. Split out checks * Cleanup Behavior streams
155 lines
4.0 KiB
C++
155 lines
4.0 KiB
C++
#include "AreaOfEffectBehavior.h"
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#include <vector>
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "RebuildComponent.h"
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#include "DestroyableComponent.h"
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#include "Game.h"
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#include "dLogger.h"
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void AreaOfEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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uint32_t targetCount{};
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if (!bitStream->Read(targetCount)) {
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Game::logger->Log("AreaOfEffectBehavior", "Unable to read targetCount from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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}
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if (targetCount > this->m_maxTargets) {
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return;
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}
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std::vector<LWOOBJID> targets;
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targets.reserve(targetCount);
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for (auto i = 0u; i < targetCount; ++i) {
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LWOOBJID target{};
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if (!bitStream->Read(target)) {
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Game::logger->Log("AreaOfEffectBehavior", "failed to read in target %i from bitStream, aborting target Handle!", i);
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return;
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};
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targets.push_back(target);
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}
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for (auto target : targets) {
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branch.target = target;
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this->m_action->Handle(context, bitStream, branch);
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}
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}
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void AreaOfEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* self = EntityManager::Instance()->GetEntity(context->caster);
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if (self == nullptr) {
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Game::logger->Log("TacArcBehavior", "Invalid self for (%llu)!", context->originator);
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return;
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}
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auto reference = branch.isProjectile ? branch.referencePosition : self->GetPosition();
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std::vector<Entity*> targets;
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auto* presetTarget = EntityManager::Instance()->GetEntity(branch.target);
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if (presetTarget != nullptr) {
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if (this->m_radius * this->m_radius >= Vector3::DistanceSquared(reference, presetTarget->GetPosition())) {
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targets.push_back(presetTarget);
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}
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}
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int32_t includeFaction = m_includeFaction;
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if (self->GetLOT() == 14466) // TODO: Fix edge case
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{
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includeFaction = 1;
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}
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// Gets all of the valid targets, passing in if should target enemies and friends
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for (auto validTarget : context->GetValidTargets(m_ignoreFaction, includeFaction, m_TargetSelf == 1, m_targetEnemy == 1, m_targetFriend == 1)) {
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auto* entity = EntityManager::Instance()->GetEntity(validTarget);
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if (entity == nullptr) {
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Game::logger->Log("TacArcBehavior", "Invalid target (%llu) for (%llu)!", validTarget, context->originator);
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continue;
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}
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if (std::find(targets.begin(), targets.end(), entity) != targets.end()) {
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continue;
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}
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent == nullptr) {
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continue;
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}
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if (destroyableComponent->HasFaction(m_ignoreFaction)) {
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continue;
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}
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const auto distance = Vector3::DistanceSquared(reference, entity->GetPosition());
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if (this->m_radius * this->m_radius >= distance && (this->m_maxTargets == 0 || targets.size() < this->m_maxTargets)) {
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targets.push_back(entity);
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}
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}
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std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b) {
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const auto aDistance = Vector3::DistanceSquared(a->GetPosition(), reference);
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const auto bDistance = Vector3::DistanceSquared(b->GetPosition(), reference);
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return aDistance > bDistance;
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});
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const uint32_t size = targets.size();
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bitStream->Write(size);
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if (size == 0) {
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return;
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}
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context->foundTarget = true;
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for (auto* target : targets) {
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bitStream->Write(target->GetObjectID());
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PlayFx(u"cast", context->originator, target->GetObjectID());
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}
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for (auto* target : targets) {
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branch.target = target->GetObjectID();
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this->m_action->Calculate(context, bitStream, branch);
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}
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}
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void AreaOfEffectBehavior::Load() {
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this->m_action = GetAction("action");
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this->m_radius = GetFloat("radius");
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this->m_maxTargets = GetInt("max targets");
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this->m_ignoreFaction = GetInt("ignore_faction");
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this->m_includeFaction = GetInt("include_faction");
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this->m_TargetSelf = GetInt("target_self");
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this->m_targetEnemy = GetInt("target_enemy");
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this->m_targetFriend = GetInt("target_friend");
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}
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