/**
* This feature fixes a vulnerability in a code of `Frag` that can allow
* player to throw grenades even when he no longer has any.
* There's also no cooldowns on the throw, which can lead to a server crash.
* Copyright 2019 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see .
*/
class FixInfiniteNades_Feature extends Feature;
/**
* It is possible to call `ServerThrow` function from client,
* forcing it to get executed on a server. This function consumes the grenade
* ammo and spawns a nade, but it doesn't check if player had any grenade ammo
* in the first place, allowing you him to throw however many grenades
* he wants. Moreover, unlike a regular throwing method, calling this function
* allows to spawn many grenades without any delay,
* which can lead to a server crash.
*
* This fix tracks every instance of `Frag` weapon that's responsible for
* throwing grenades and records how much ammo they have have.
* This is necessary, because whatever means we use, when we get a say in
* preventing grenade from spawning the ammo was already reduced.
* This means that we can't distinguished between a player abusing a bug by
* throwing grenade when he doesn't have necessary ammo and player throwing
* his last nade, as in both cases current ammo visible to us will be 0.
* Then, before every nade throw, it checks if player has enough ammo and
* blocks grenade from spawning if he doesn't.
* We change a `FireModeClass[0]` from `FragFire` to `FixedFragFire` and
* only call `super.DoFireEffect()` if we decide spawning grenade
* should be allowed. The side effect is a change in server's `FireModeClass`.
*/
// Setting this flag to `true` will allow to throw grenades by calling
// `ServerThrow()` directly, as long as player has necessary ammo.
// This can allow some players to throw grenades much quicker than intended,
// so if you wish to prevent it, keep this flag set to `false`.
var private /*config*/ bool ignoreTossFlags;
// Set to `true` when this fix is getting disabled to avoid replacing the
// fire class again.
var private bool shuttingDown;
// Records how much ammo given frag grenade (`Frag`) has.
struct FragAmmoRecord
{
// Reference to `Frag`
var public NativeActorRef fragReference;
var public int amount;
};
var private array ammoRecords;
protected function OnEnabled()
{
local Frag nextFrag;
local LevelInfo level;
level = _server.unreal.GetLevel();
_server.unreal.OnTick(self).connect = Tick;
_server.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement;
shuttingDown = false;
// Find all frags, that spawned when this fix wasn't running.
foreach level.DynamicActors(class'KFMod.Frag', nextFrag) {
RegisterFrag(nextFrag);
}
RecreateFrags();
}
protected function OnDisabled()
{
_server.unreal.OnTick(self).Disconnect();
_server.unreal.mutator.OnCheckReplacement(self).Disconnect();
shuttingDown = true;
RecreateFrags();
ammoRecords.length = 0;
}
protected function SwapConfig(FeatureConfig config)
{
local FixInfiniteNades newConfig;
newConfig = FixInfiniteNades(config);
if (newConfig == none) {
return;
}
ignoreTossFlags = newConfig.ignoreTossFlags;
}
private function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local Frag relevantFrag;
if (shuttingDown) {
return true;
}
// Handle detecting new frag (weapons that allows to throw nades)
relevantFrag = Frag(other);
if (relevantFrag != none)
{
RegisterFrag(relevantFrag);
relevantFrag.FireModeClass[0] = class'FixedFragFire';
return true;
}
return true;
}
// Returns index of the connection corresponding to the given controller.
// Returns `-1` if no connection correspond to the given controller.
// Returns `-1` if given controller is equal to `none`.
private final function int GetAmmoIndex(Frag fragToCheck)
{
local int i;
if (fragToCheck == none) return -1;
for (i = 0; i < ammoRecords.length; i += 1)
{
if (ammoRecords[i].fragReference.Get() == fragToCheck) {
return i;
}
}
return -1;
}
// Recreates all the `Frag` actors, to change their fire mode mid-game.
private final function RecreateFrags()
{
local int i;
local float maxAmmo, currentAmmo;
local Frag newFrag, oldFrag;
local Pawn fragOwner;
local array oldRecords;
oldRecords = ammoRecords;
for (i = 0; i < oldRecords.length; i += 1)
{
// Check if we even need to recreate that instance of `Frag`
oldFrag = Frag(oldRecords[i].fragReference.Get());
oldRecords[i].fragReference.FreeSelf();
if (oldFrag == none) continue;
fragOwner = oldFrag.instigator;
if (fragOwner == none) continue;
// Recreate
oldFrag.Destroy();
fragOwner.CreateInventory("KFMod.Frag");
newFrag = GetPawnFrag(fragOwner);
// Restore ammo amount
if (newFrag != none)
{
newFrag.GetAmmoCount(maxAmmo, currentAmmo);
newFrag.AddAmmo(oldRecords[i].amount - Int(currentAmmo), 0);
}
}
}
// Utility function to help find a `Frag` instance in a given pawn's inventory.
static private final function Frag GetPawnFrag(Pawn pawnWithFrag)
{
local Frag foundFrag;
local Inventory invIter;
if (pawnWithFrag == none) return none;
invIter = pawnWithFrag.inventory;
while (invIter != none)
{
foundFrag = Frag(invIter);
if (foundFrag != none) {
return foundFrag;
}
invIter = invIter.inventory;
}
return none;
}
// Utility function for extracting current ammo amount from a frag class.
private final function int GetFragAmmo(Frag fragReference)
{
local float maxAmmo;
local float currentAmmo;
if (fragReference == none) return 0;
fragReference.GetAmmoCount(maxAmmo, currentAmmo);
return Int(currentAmmo);
}
// Attempts to add new `Frag` instance to our records.
public final function RegisterFrag(Frag newFrag)
{
local int index;
local FragAmmoRecord newRecord;
index = GetAmmoIndex(newFrag);
if (index >= 0) return;
newRecord.fragReference = _server.unreal.ActorRef(newFrag);
newRecord.amount = GetFragAmmo(newFrag);
ammoRecords[ammoRecords.length] = newRecord;
}
// This function tells our fix that there was a nade throw and we should
// reduce current `Frag` ammo in our records.
// Returns `true` if we had ammo for that, and `false` if we didn't.
public final function bool RegisterNadeThrow(Frag relevantFrag)
{
if (CanThrowGrenade(relevantFrag))
{
ReduceGrenades(relevantFrag);
return true;
}
return false;
}
// Can we throw grenade according to our rules?
// A throw can be prevented if:
// - we think that player doesn't have necessary ammo;
// - Player isn't currently `tossing` a nade,
// meaning it was a direct call of `ServerThrow`.
private final function bool CanThrowGrenade(Frag fragToCheck)
{
local int index;
// Nothing to check
if (fragToCheck == none) return false;
// No ammo
index = GetAmmoIndex(fragToCheck);
if (index < 0) return false;
if (ammoRecords[index].amount <= 0) return false;
// Not tossing
if (ignoreTossFlags) return true;
if (!fragToCheck.bTossActive || fragToCheck.bTossSpawned) return false;
return true;
}
// Reduces recorded amount of ammo in our records for the given nade.
private final function ReduceGrenades(Frag relevantFrag)
{
local int index;
index = GetAmmoIndex(relevantFrag);
if (index < 0) return;
ammoRecords[index].amount -= 1;
}
private function Tick(float delta, float timeDilationCoefficient)
{
local int i;
local Frag nextFrag;
// Update our ammo records with current, correct data.
while (i < ammoRecords.length)
{
nextFrag = Frag(ammoRecords[i].fragReference.Get());
if (nextFrag != none)
{
ammoRecords[i].amount = GetFragAmmo(nextFrag);
i += 1;
}
else
{
ammoRecords[i].fragReference.FreeSelf();
ammoRecords.Remove(i, 1);
}
}
}
defaultproperties
{
configClass = class'FixInfiniteNades'
ignoreTossFlags = true
}