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https://github.com/DarkflameUniverse/DarkflameServer.git
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a62f6d63c6
* Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. * Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. - Remove static storage container (static containers can be destroyed before exit/terminate handler executes) * remove player cast * Remove extra includes * Add a player manager Used for the static Player functions. Further removes stuff from the Player class/file.
143 lines
5.2 KiB
C++
143 lines
5.2 KiB
C++
#include "CheatDetection.h"
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#include "Database.h"
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#include "Entity.h"
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#include "PossessableComponent.h"
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#include "Player.h"
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#include "Game.h"
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#include "EntityManager.h"
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#include "Character.h"
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#include "User.h"
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#include "UserManager.h"
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#include "dConfig.h"
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#include <optional>
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#include "PlayerManager.h"
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Entity* GetPossessedEntity(const LWOOBJID& objId) {
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auto* entity = Game::entityManager->GetEntity(objId);
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if (!entity) return nullptr;
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auto* possessableComponent = entity->GetComponent<PossessableComponent>();
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// If no possessable, then this entity is the most possessed entity.
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if (!possessableComponent) return entity;
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// If not, get the entity that possesses the fetched entity.
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return Game::entityManager->GetEntity(possessableComponent->GetPossessor());
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}
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void ReportCheat(User* user, const SystemAddress& sysAddr, const char* messageIfNotSender, va_list args) {
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if (!user) {
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LOG("WARNING: User is null, using defaults.");
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}
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IPlayerCheatDetections::Info info;
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if (user) info.userId = user->GetAccountID();
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info.username = user ? user->GetUsername().c_str() : "User is null.";
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// user string here because ToString is static and may change.
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info.systemAddress = sysAddr.ToString();
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constexpr int32_t bufSize = 4096;
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char extraMsg[bufSize];
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vsnprintf(extraMsg, bufSize, messageIfNotSender, args);
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info.extraMessage = extraMsg;
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Database::Get()->InsertCheatDetection(info);
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LOG("Anti-cheat message: %s", extraMsg);
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}
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void LogAndSaveFailedAntiCheatCheck(const LWOOBJID& id, const SystemAddress& sysAddr, const CheckType checkType, const char* messageIfNotSender, va_list args) {
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User* toReport = nullptr;
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switch (checkType) {
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case CheckType::Entity: {
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auto* player = PlayerManager::GetPlayer(sysAddr);
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auto* entity = GetPossessedEntity(id);
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// If player exists and entity exists in world, use both for logging info.
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if (entity && player) {
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LOG("Player (%s) (%llu) at system address (%s) with sending player (%s) (%llu) does not match their own.",
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player->GetCharacter()->GetName().c_str(), player->GetObjectID(),
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sysAddr.ToString(),
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entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
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toReport = player->GetParentUser();
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// In the case that the target entity id did not exist, just log the player info.
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} else if (player) {
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LOG("Player (%s) (%llu) at system address (%s) with sending player (%llu) does not match their own.",
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player->GetCharacter()->GetName().c_str(), player->GetObjectID(),
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sysAddr.ToString(), id);
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toReport = player->GetParentUser();
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// In the rare case that the player does not exist, just log the system address and who the target id was.
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} else {
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LOG("Player at system address (%s) with sending player (%llu) does not match their own.",
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sysAddr.ToString(), id);
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}
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break;
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}
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case CheckType::User: {
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auto* user = UserManager::Instance()->GetUser(sysAddr);
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if (user) {
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LOG("User at system address (%s) (%s) (%llu) sent a packet as (%i) which is not an id they own.",
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sysAddr.ToString(), user->GetLastUsedChar()->GetName().c_str(), user->GetLastUsedChar()->GetObjectID(), static_cast<int32_t>(id));
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// Can't know sending player. Just log system address for IP banning.
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} else {
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LOG("No user found for system address (%s).", sysAddr.ToString());
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}
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toReport = user;
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break;
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}
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};
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ReportCheat(toReport, sysAddr, messageIfNotSender, args);
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}
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void CheatDetection::ReportCheat(User* user, const SystemAddress& sysAddr, const char* messageIfNotSender, ...) {
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va_list args;
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va_start(args, messageIfNotSender);
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ReportCheat(user, sysAddr, messageIfNotSender, args);
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va_end(args);
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}
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bool CheatDetection::VerifyLwoobjidIsSender(const LWOOBJID& id, const SystemAddress& sysAddr, const CheckType checkType, const char* messageIfNotSender, ...) {
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// Get variables we'll need for the whole function
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bool invalidPacket = false;
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switch (checkType) {
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case CheckType::Entity: {
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// In this case, the sender may be an entity in the world.
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auto* entity = GetPossessedEntity(id);
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if (entity) {
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invalidPacket = entity->IsPlayer() && entity->GetSystemAddress() != sysAddr;
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}
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break;
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}
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case CheckType::User: {
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// 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.
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// Check here if the system address has a character with id matching the lwoobjid after unsetting the flag bits.
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auto* sendingUser = UserManager::Instance()->GetUser(sysAddr);
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if (!sendingUser) {
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LOG("No user found for system address (%s).", sysAddr.ToString());
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return false;
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}
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invalidPacket = true;
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const uint32_t characterId = static_cast<uint32_t>(id);
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// Check to make sure the ID provided is one of the user's characters.
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for (const auto& character : sendingUser->GetCharacters()) {
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if (character && character->GetID() == characterId) {
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invalidPacket = false;
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break;
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}
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}
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}
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};
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// This will be true if the player does not possess the entity they are trying to send a packet as.
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// or if the user does not own the character they are trying to send a packet as.
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if (invalidPacket) {
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va_list args;
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va_start(args, messageIfNotSender);
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LogAndSaveFailedAntiCheatCheck(id, sysAddr, checkType, messageIfNotSender, args);
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va_end(args);
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}
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return !invalidPacket;
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}
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