Add fault tolerance to GameData messages

This commit is contained in:
linmeideli committed 2026-08-17 12:12:40 +08:00
1 parent 68ac3de0bd
commit 7c8c629ea5
1 file changed
+267 -224
+267 -224
View File
@@ -76,6 +76,18 @@ namespace Empostor.Server.Net.State
return default;
}
private enum GameDataResult
{
/// <summary>Keep the current message in the packet and continue with the next one.</summary>
Continue,
/// <summary>Remove the current message from the packet and continue with the next one.</summary>
Remove,
/// <summary>Drop the whole packet (a cheat was detected and the connection should not relay it).</summary>
Abort,
}
public async ValueTask<bool> HandleGameDataAsync(IMessageReader parent, ClientPlayer sender, bool toPlayer)
{
// Find target player.
@@ -93,240 +105,271 @@ namespace Empostor.Server.Net.State
_logger.LogTrace("Received GameData for target {0}.", targetId);
}
// Parse GameData messages.
var startPosition = parent.Position;
while (parent.Position < parent.Length)
{
using var reader = parent.ReadMessage();
switch (reader.Tag)
{
case GameDataTag.DataFlag:
{
var netId = reader.ReadPackedUInt32();
if (_allObjects.TryGetValue(netId, out var obj))
{
await obj.DeserializeAsync(sender, target, reader, false);
}
else
{
_logger.LogWarning("{Code} - Received DataFlag for unregistered NetId {NetId}", Code, netId);
}
break;
}
case GameDataTag.RpcFlag:
{
var netId = reader.ReadPackedUInt32();
if (_allObjects.TryGetValue(netId, out var obj))
{
if (!await obj.HandleRpcAsync(sender, target, (RpcCalls)reader.ReadByte(), reader))
{
parent.RemoveMessage(reader);
continue;
}
}
else
{
_logger.LogWarning("{Code} - Received RpcFlag for unregistered NetId {NetId}", Code, netId);
}
break;
}
case GameDataTag.SpawnFlag:
{
// Only the host is allowed to spawn objects.
if (!sender.IsHost)
{
if (await sender.Client.ReportCheatAsync(new CheatContext(nameof(GameDataTag.SpawnFlag)), CheatCategory.MustBeHost, "Tried to send SpawnFlag as non-host."))
{
return false;
}
}
var objectId = reader.ReadPackedUInt32();
if (SpawnableObjects.TryGetValue(objectId, out var spawnableObjectType))
{
var innerNetObject = (InnerNetObject)ActivatorUtilities.CreateInstance(_serviceProvider, spawnableObjectType, this);
var ownerClientId = reader.ReadPackedInt32();
innerNetObject.SpawnFlags = (SpawnFlags)reader.ReadByte();
var components = innerNetObject.GetComponentsInChildren<InnerNetObject>();
var componentsCount = reader.ReadPackedInt32();
if (componentsCount != components.Count)
{
_logger.LogError(
"Children didn't match for spawnable {0}, name {1} ({2} != {3})",
objectId,
innerNetObject.GetType().Name,
componentsCount,
components.Count);
continue;
}
_logger.LogDebug(
"Spawning {0} components, SpawnFlags {1}",
innerNetObject.GetType().Name,
innerNetObject.SpawnFlags);
for (var i = 0; i < componentsCount; i++)
{
var obj = components[i];
obj.NetId = reader.ReadPackedUInt32();
obj.OwnerId = ownerClientId;
_logger.LogDebug(
"- {0}, NetId {1}, OwnerId {2}",
obj.GetType().Name,
obj.NetId,
obj.OwnerId);
if (!AddNetObject(obj))
{
_logger.LogTrace("Failed to AddNetObject, it already exists.");
obj.NetId = uint.MaxValue;
break;
}
using var readerSub = reader.ReadMessage();
if (readerSub.Length > 0)
{
await obj.DeserializeAsync(sender, target, readerSub, true);
}
await OnSpawnAsync(sender, obj);
}
continue;
}
_logger.LogWarning("Couldn't find spawnable object {ObjectId}", objectId);
break;
}
// Only the host is allowed to despawn objects.
case GameDataTag.DespawnFlag:
{
var netId = reader.ReadPackedUInt32();
if (_allObjects.TryGetValue(netId, out var obj))
{
if (sender.Client.Id != obj.OwnerId && !sender.IsHost)
{
_logger.LogWarning(
"Player {0} ({1}) tried to send DespawnFlag for {2} but was denied.",
sender.Client.Name,
sender.Client.Id,
netId);
return false;
}
RemoveNetObject(obj);
await OnDestroyAsync(obj);
_logger.LogDebug("Destroyed InnerNetObject {0} ({1}), OwnerId {2}", obj.GetType().Name, netId, obj.OwnerId);
}
else
{
_logger.LogDebug(
"Player {0} ({1}) sent DespawnFlag for unregistered NetId {2}.",
sender.Client.Name,
sender.Client.Id,
netId);
}
break;
}
case GameDataTag.SceneChangeFlag:
{
// Sender is only allowed to change his own scene.
var clientId = reader.ReadPackedInt32();
var scene = reader.ReadString();
if (clientId != sender.Client.Id)
{
_logger.LogWarning(
"Player {0} ({1}) tried to send SceneChangeFlag for another player.",
sender.Client.Name,
sender.Client.Id);
return false;
}
// According to game assembly, sender is only allowed to send OnlineGame.
if (scene != "OnlineGame")
{
_logger.LogWarning(
"Player {PlayerName} ({ClientId}) tried to send SceneChangeFlag with disallowed scene \"{Scene}\".",
sender.Client.Name,
sender.Client.Id,
scene);
return false;
}
sender.Scene = scene;
_logger.LogTrace("> Scene {0} to {1}", clientId, sender.Scene);
await SyncServerObjectsAsync(sender);
await SpawnPlayerInfoAsync(sender);
break;
}
case GameDataTag.ReadyFlag:
{
var clientId = reader.ReadPackedInt32();
if (clientId != sender.Client.Id)
{
_logger.LogWarning(
"Player {0} ({1}) tried to send ReadyFlag for another player.",
sender.Client.Name,
sender.Client.Id);
return false;
}
_logger.LogTrace("> IsReady {0}", clientId);
break;
}
case GameDataTag.ConsoleDeclareClientPlatformFlag:
{
var clientId = reader.ReadPackedInt32();
var platform = (RuntimePlatform)reader.ReadPackedInt32();
if (clientId != sender.Client.Id)
{
if (await sender.Client.ReportCheatAsync(new CheatContext(nameof(GameDataTag.ConsoleDeclareClientPlatformFlag)), CheatCategory.Ownership, "Client sent info with wrong client id"))
{
return false;
}
}
sender.Platform = platform;
break;
}
default:
{
_logger.LogWarning("{Code} - Bad GameData tag {Tag}", Code, reader.Tag);
break;
}
}
if (sender.Client.Player == null)
{
// Disconnect handler was probably invoked, cancel the rest.
return false;
}
if (toPlayer && (target == null || !_players.ContainsKey(target.Client.Id)))
{
return false;
}
GameDataResult result;
try
{
result = await HandleGameDataInnerAsync(reader, sender, target);
}
catch (Exception ex)
{
_logger.LogError(ex, "{Code} - Error while handling a GameData message, skipping it", Code);
parent.RemoveMessage(reader);
continue;
}
if (result == GameDataResult.Abort)
{
// A cheat was detected, drop the whole packet.
return false;
}
if (result == GameDataResult.Remove)
{
parent.RemoveMessage(reader);
}
}
return true;
return parent.Length > startPosition;
}
private async ValueTask<GameDataResult> HandleGameDataInnerAsync(IMessageReader reader, ClientPlayer sender, ClientPlayer? target)
{
switch (reader.Tag)
{
case GameDataTag.DataFlag:
{
var netId = reader.ReadPackedUInt32();
if (_allObjects.TryGetValue(netId, out var obj))
{
await obj.DeserializeAsync(sender, target, reader, false);
}
else
{
_logger.LogWarning("{Code} - Received DataFlag for unregistered NetId {NetId}", Code, netId);
}
return GameDataResult.Continue;
}
case GameDataTag.RpcFlag:
{
var netId = reader.ReadPackedUInt32();
if (_allObjects.TryGetValue(netId, out var obj))
{
if (!await obj.HandleRpcAsync(sender, target, (RpcCalls)reader.ReadByte(), reader))
{
return GameDataResult.Remove;
}
}
else
{
_logger.LogWarning("{Code} - Received RpcFlag for unregistered NetId {NetId}", Code, netId);
}
return GameDataResult.Continue;
}
case GameDataTag.SpawnFlag:
{
// Only the host is allowed to spawn objects.
if (!sender.IsHost)
{
if (await sender.Client.ReportCheatAsync(new CheatContext(nameof(GameDataTag.SpawnFlag)), CheatCategory.MustBeHost, "Tried to send SpawnFlag as non-host."))
{
return GameDataResult.Abort;
}
}
var objectId = reader.ReadPackedUInt32();
if (SpawnableObjects.TryGetValue(objectId, out var spawnableObjectType))
{
var innerNetObject = (InnerNetObject)ActivatorUtilities.CreateInstance(_serviceProvider, spawnableObjectType, this);
var ownerClientId = reader.ReadPackedInt32();
innerNetObject.SpawnFlags = (SpawnFlags)reader.ReadByte();
var components = innerNetObject.GetComponentsInChildren<InnerNetObject>();
var componentsCount = reader.ReadPackedInt32();
if (componentsCount != components.Count)
{
_logger.LogError(
"Children didn't match for spawnable {0}, name {1} ({2} != {3})",
objectId,
innerNetObject.GetType().Name,
componentsCount,
components.Count);
return GameDataResult.Continue;
}
_logger.LogDebug(
"Spawning {0} components, SpawnFlags {1}",
innerNetObject.GetType().Name,
innerNetObject.SpawnFlags);
for (var i = 0; i < componentsCount; i++)
{
var obj = components[i];
obj.NetId = reader.ReadPackedUInt32();
obj.OwnerId = ownerClientId;
_logger.LogDebug(
"- {0}, NetId {1}, OwnerId {2}",
obj.GetType().Name,
obj.NetId,
obj.OwnerId);
if (!AddNetObject(obj))
{
_logger.LogTrace("Failed to AddNetObject, it already exists.");
obj.NetId = uint.MaxValue;
break;
}
using var readerSub = reader.ReadMessage();
if (readerSub.Length > 0)
{
await obj.DeserializeAsync(sender, target, readerSub, true);
}
await OnSpawnAsync(sender, obj);
}
return GameDataResult.Continue;
}
_logger.LogWarning("Couldn't find spawnable object {ObjectId}", objectId);
return GameDataResult.Continue;
}
// Only the host is allowed to despawn objects.
case GameDataTag.DespawnFlag:
{
var netId = reader.ReadPackedUInt32();
if (_allObjects.TryGetValue(netId, out var obj))
{
if (sender.Client.Id != obj.OwnerId && !sender.IsHost)
{
_logger.LogWarning(
"Player {0} ({1}) tried to send DespawnFlag for {2} but was denied.",
sender.Client.Name,
sender.Client.Id,
netId);
return GameDataResult.Abort;
}
RemoveNetObject(obj);
await OnDestroyAsync(obj);
_logger.LogDebug("Destroyed InnerNetObject {0} ({1}), OwnerId {2}", obj.GetType().Name, netId, obj.OwnerId);
}
else
{
_logger.LogDebug(
"Player {0} ({1}) sent DespawnFlag for unregistered NetId {2}.",
sender.Client.Name,
sender.Client.Id,
netId);
}
return GameDataResult.Continue;
}
case GameDataTag.SceneChangeFlag:
{
// Sender is only allowed to change his own scene.
var clientId = reader.ReadPackedInt32();
var scene = reader.ReadString();
if (clientId != sender.Client.Id)
{
_logger.LogWarning(
"Player {0} ({1}) tried to send SceneChangeFlag for another player.",
sender.Client.Name,
sender.Client.Id);
return GameDataResult.Abort;
}
// According to game assembly, sender is only allowed to send OnlineGame.
if (scene != "OnlineGame")
{
_logger.LogWarning(
"Player {PlayerName} ({ClientId}) tried to send SceneChangeFlag with disallowed scene \"{Scene}\".",
sender.Client.Name,
sender.Client.Id,
scene);
return GameDataResult.Abort;
}
sender.Scene = scene;
_logger.LogTrace("> Scene {0} to {1}", clientId, sender.Scene);
await SyncServerObjectsAsync(sender);
await SpawnPlayerInfoAsync(sender);
return GameDataResult.Continue;
}
case GameDataTag.ReadyFlag:
{
var clientId = reader.ReadPackedInt32();
if (clientId != sender.Client.Id)
{
_logger.LogWarning(
"Player {0} ({1}) tried to send ReadyFlag for another player.",
sender.Client.Name,
sender.Client.Id);
return GameDataResult.Abort;
}
_logger.LogTrace("> IsReady {0}", clientId);
return GameDataResult.Continue;
}
case GameDataTag.ConsoleDeclareClientPlatformFlag:
{
var clientId = reader.ReadPackedInt32();
var platform = (RuntimePlatform)reader.ReadPackedInt32();
if (clientId != sender.Client.Id)
{
if (await sender.Client.ReportCheatAsync(new CheatContext(nameof(GameDataTag.ConsoleDeclareClientPlatformFlag)), CheatCategory.Ownership, "Client sent info with wrong client id"))
{
return GameDataResult.Abort;
}
}
sender.Platform = platform;
return GameDataResult.Continue;
}
default:
{
_logger.LogWarning("{Code} - Bad GameData tag {Tag}", Code, reader.Tag);
return GameDataResult.Continue;
}
}
}
private async ValueTask OnSpawnAsync(ClientPlayer sender, InnerNetObject netObj)