DarkflameServer/dGame/dUtilities/CheatDetection.cpp
David Markowitz 7f623d358c
refactor: Database abstraction and organization of files (#1274)
* 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>
2023-11-17 18:47:18 -06:00

142 lines
5.1 KiB
C++

#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"
#include <optional>
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 = Player::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());
toReport = player->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);
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 {
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 (%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 {
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 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;
}