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https://github.com/DarkflameUniverse/DarkflameServer.git
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7f623d358c
* 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>
142 lines
5.1 KiB
C++
142 lines
5.1 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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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 = Player::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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