mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
f0b6ad89d9
* SystemAddress and destructor * move respawn logic to character comp Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place. * Move loot cheat checking * Remove GetParentUser overload Tested completing missions control behaviors collecting life crate completing a bunch of missions using macros loading into worlds brick-by-brick placing models digging the x spot in gnarled forest can still ban and mute players cheat detection is still doing its thing flags are still set (checked with flag 45) claim codes still work (created new char, checked the lego club mail was there) * Move player constructor logic Its now at the bottom of Entity constructor. Time to remove Player * Remove Player class Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies * store ptr * Update SlashCommandHandler.cpp
142 lines
5.2 KiB
C++
142 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 "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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if (player->GetCharacter()) toReport = player->GetCharacter()->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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if (player->GetCharacter()) toReport = player->GetCharacter()->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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