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https://github.com/DarkflameUniverse/DarkflameServer
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213c3c37b0
* 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 * Remove case 2 * Update SkillComponent.cpp
178 lines
5.0 KiB
C++
178 lines
5.0 KiB
C++
#include "BasicAttackBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "BehaviorContext.h"
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void BasicAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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if (context->unmanaged) {
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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PlayFx(u"onhit", entity->GetObjectID());
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destroyableComponent->Damage(this->m_MaxDamage, context->originator, context->skillID);
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}
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this->m_OnSuccess->Handle(context, bitStream, branch);
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return;
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}
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bitStream->AlignReadToByteBoundary();
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uint16_t allocatedBits{};
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if (!bitStream->Read(allocatedBits) || allocatedBits == 0) {
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Game::logger->LogDebug("BasicAttackBehavior", "No allocated bits");
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return;
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}
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Game::logger->LogDebug("BasicAttackBehavior", "Number of allocated bits %i", allocatedBits);
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const auto baseAddress = bitStream->GetReadOffset();
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bool isBlocked{};
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bool isImmune{};
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bool isSuccess{};
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if (!bitStream->Read(isBlocked)) {
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Game::logger->LogDebug("BasicAttackBehavior", "Unable to read isBlocked");
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return;
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}
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if (isBlocked) return;
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if (!bitStream->Read(isImmune)) {
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Game::logger->LogDebug("BasicAttackBehavior", "Unable to read isImmune");
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return;
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}
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if (isImmune) return;
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if (bitStream->Read(isSuccess) && isSuccess) { // Success
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uint32_t unknown{};
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if (!bitStream->Read(unknown)) {
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Game::logger->LogDebug("BasicAttackBehavior", "Unable to read unknown");
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return;
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}
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uint32_t damageDealt{};
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if (!bitStream->Read(damageDealt)) {
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Game::logger->LogDebug("BasicAttackBehavior", "Unable to read damageDealt");
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return;
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}
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// A value that's too large may be a cheating attempt, so we set it to MIN too
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if (damageDealt > this->m_MaxDamage || damageDealt < this->m_MinDamage) {
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damageDealt = this->m_MinDamage;
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}
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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bool died{};
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if (!bitStream->Read(died)) {
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Game::logger->LogDebug("BasicAttackBehavior", "Unable to read died");
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return;
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}
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if (entity != nullptr) {
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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PlayFx(u"onhit", entity->GetObjectID());
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destroyableComponent->Damage(damageDealt, context->originator, context->skillID);
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}
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}
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}
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uint8_t successState{};
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if (!bitStream->Read(successState)) {
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Game::logger->LogDebug("BasicAttackBehavior", "Unable to read success state");
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return;
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}
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switch (successState) {
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case 1:
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this->m_OnSuccess->Handle(context, bitStream, branch);
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break;
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default:
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Game::logger->LogDebug("BasicAttackBehavior", "Unknown success state (%i)!", successState);
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break;
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}
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bitStream->SetReadOffset(baseAddress + allocatedBits);
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}
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void BasicAttackBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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auto* self = EntityManager::Instance()->GetEntity(context->originator);
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if (self == nullptr) {
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Game::logger->LogDebug("BasicAttackBehavior", "Invalid self entity (%llu)!", context->originator);
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return;
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}
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bitStream->AlignWriteToByteBoundary();
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const auto allocatedAddress = bitStream->GetWriteOffset();
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bitStream->Write(uint16_t(0));
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const auto startAddress = bitStream->GetWriteOffset();
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bitStream->Write0(); // Blocked
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bitStream->Write0(); // Immune
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bitStream->Write1(); // Success
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if (true) {
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uint32_t unknown3 = 0;
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bitStream->Write(unknown3);
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auto damage = this->m_MinDamage;
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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if (entity == nullptr) {
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damage = 0;
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bitStream->Write(damage);
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bitStream->Write(false);
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} else {
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bitStream->Write(damage);
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bitStream->Write(true);
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (damage != 0 && destroyableComponent != nullptr) {
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PlayFx(u"onhit", entity->GetObjectID(), 1);
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destroyableComponent->Damage(damage, context->originator, context->skillID, false);
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context->ScheduleUpdate(branch.target);
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}
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}
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}
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uint8_t successState = 1;
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bitStream->Write(successState);
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switch (successState) {
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case 1:
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this->m_OnSuccess->Calculate(context, bitStream, branch);
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break;
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default:
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Game::logger->LogDebug("BasicAttackBehavior", "Unknown success state (%i)!", successState);
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break;
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}
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const auto endAddress = bitStream->GetWriteOffset();
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const uint16_t allocate = endAddress - startAddress + 1;
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bitStream->SetWriteOffset(allocatedAddress);
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bitStream->Write(allocate);
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bitStream->SetWriteOffset(startAddress + allocate);
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}
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void BasicAttackBehavior::Load() {
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this->m_MinDamage = GetInt("min damage");
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if (this->m_MinDamage == 0) this->m_MinDamage = 1;
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this->m_MaxDamage = GetInt("max damage");
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if (this->m_MaxDamage == 0) this->m_MaxDamage = 1;
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this->m_OnSuccess = GetAction("on_success");
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this->m_OnFailArmor = GetAction("on_fail_armor");
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}
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