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341 lines
12 KiB
341 lines
12 KiB
/** |
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* This feature attempts to prevent server crashes caused by someone |
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* quickly switching between being spectator and an active player. |
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* |
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* We do so by disconnecting players who start switching way too fast |
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* (more than twice in a short amount of time) and temporarily faking a large |
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* amount of players on the server, to prevent such spam from affecting the server. |
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* Copyright 2020 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class FixSpectatorCrash_Feature extends Feature |
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dependson(ConnectionService); |
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/** |
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* We use broadcast events to track when someone is switching |
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* to active player or spectator and remember such people |
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* for a short time (cooldown), defined by (`spectatorChangeTimeout`). |
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* If one of the player we've remembered tries to switch again, |
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* before the defined cooldown ran out, - we kick him |
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* by destroying his controller. |
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* One possible problem arises from the fact that controllers aren't |
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* immediately destroyed and instead initiate player disconnection, - |
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* exploiter might have enough time to cause a lag or even crash the server. |
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* We address this issue by temporarily blocking anyone from |
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* becoming active player (we do this by setting `numPlayers` variable in |
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* killing floor's game info to a large value). |
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* After all malicious players have successfully disconnected, - |
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* we remove the block. |
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*/ |
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// This fix will try to kick any player that switches between active player |
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// and cooldown faster than time (in seconds) in this value. |
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// NOTE: raising this value past default value of `0.25` |
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// won't actually improve crash prevention. |
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var private config float spectatorChangeTimeout; |
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// [ADVANCED] Don't change this setting unless you know what you're doing. |
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// Allows you to turn off server blocking. |
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// Players that don't respect timeout will still be kicked. |
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// This might be needed if this fix conflicts with another mutator |
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// that also changes `numPlayers`. |
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// However, it is necessary to block aggressive enough server crash attempts, |
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// but can cause compatibility issues with some mutators. |
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// It's highly preferred to rewrite such a mutator to be compatible. |
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// NOTE: it should be compatible with most faked players-type mutators, |
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// since this fix remembers the difference between amount of |
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// real players and `numPlayers`. |
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// After unblocking, it sets `numPlayers` to |
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// the current amount of real players + that difference. |
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// So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes |
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// 3 players + 3 (=6 numPlayers). |
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var private config bool allowServerBlock; |
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// Stores remaining cooldown value before the next allowed |
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// spectator change per player. |
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struct CooldownRecord |
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{ |
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// Reference to `PlayerController` |
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var NativeActorRef player; |
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var float cooldown; |
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}; |
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// Currently active cooldowns |
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var private array<CooldownRecord> currentCooldowns; |
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// Players who were decided to be violators and |
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// were marked for disconnecting. |
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// We'll be maintaining server block as long as even one |
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// of them hasn't yet disconnected. |
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// References to `PlayerController`s. |
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var private array<NativeActorRef> violators; |
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// Is server currently blocked? |
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var private bool becomingActiveBlocked; |
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// This value introduced to accommodate mods such as faked player that can |
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// change `numPlayers` to a value that isn't directly tied to the |
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// current number of active players. |
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// We remember the difference between active players and `numPlayers` |
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/// variable in game type before server block and add it after block is over. |
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// If some mod introduces a more complicated relation between amount of |
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// active players and `numPlayers`, then it must take care of |
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// compatibility on it's own. |
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var private int recordedNumPlayersMod; |
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// IDs of localized messages, ripped from sources |
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var private const int becomeAlivePlayerID; |
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var private const int becomeSpectatorID; |
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protected function OnEnabled() |
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{ |
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_server.unreal.OnTick(self).connect = Tick; |
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_server.unreal.broadcasts.OnHandleLocalized(self).connect = HandleLocalized; |
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} |
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protected function OnDisabled() |
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{ |
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_server.unreal.OnTick(self).Disconnect(); |
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_server.unreal.broadcasts.OnHandleLocalized(self).Disconnect(); |
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} |
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protected function SwapConfig(FeatureConfig config) |
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{ |
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local FixSpectatorCrash newConfig; |
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newConfig = FixSpectatorCrash(config); |
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if (newConfig == none) { |
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return; |
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} |
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spectatorChangeTimeout = newConfig.spectatorChangeTimeout; |
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allowServerBlock = newConfig.allowServerBlock; |
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} |
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private function bool HandleLocalized( |
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Actor sender, |
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BroadcastAPI.LocalizedMessage message) |
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{ |
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local PlayerController senderController; |
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if (sender == none) return true; |
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if (sender.level == none || sender.level.game == none) return true; |
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if (message.class != sender.level.game.gameMessageClass) return true; |
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if ( message.id != default.becomeAlivePlayerID |
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&& message.id != default.becomeSpectatorID) return true; |
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senderController = GetController(sender); |
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NotifyStatusChange(senderController); |
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return (!IsViolator(senderController)); |
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} |
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private final function PlayerController GetController(Actor sender) |
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{ |
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local Pawn senderPawn; |
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senderPawn = Pawn(sender); |
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if (senderPawn != none) { |
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return PlayerController(senderPawn.controller); |
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} |
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return PlayerController(sender); |
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} |
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// If given `PlayerController` is registered in our cooldown records, - |
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// returns it's index. |
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// If it doesn't exists (or `none` value was passes), - returns `-1`. |
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private final function int GetCooldownIndex(PlayerController player) |
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{ |
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local int i; |
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if (player == none) return -1; |
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for (i = 0; i < currentCooldowns.length; i += 1) |
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{ |
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if (currentCooldowns[i].player.Get() == player) { |
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return i; |
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} |
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} |
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return -1; |
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} |
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// Checks if given `PlayerController` is registered as a violator. |
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// `none` value isn't a violator. |
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public final function bool IsViolator(PlayerController player) |
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{ |
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local int i; |
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if (player == none) return false; |
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for (i = 0; i < violators.length; i += 1) |
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{ |
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if (violators[i].Get() == player) { |
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return true; |
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} |
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} |
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return false; |
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} |
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// This function is to notify our fix that some player just changed status |
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// of active player / spectator. |
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// If passes value isn't `none`, it puts given player on cooldown or kicks him. |
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public final function NotifyStatusChange(PlayerController player) |
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{ |
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local int index; |
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local CooldownRecord newRecord; |
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if (player == none) return; |
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index = GetCooldownIndex(player); |
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// Players already on cool down must be kicked and marked as violators |
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if (index >= 0) |
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{ |
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player.Destroy(); |
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violators[violators.length] = currentCooldowns[index].player; |
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currentCooldowns.Remove(index, 1); |
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if (allowServerBlock) { |
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SetBlock(true); |
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} |
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} |
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// Players that aren't on cooldown are |
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// either violators (do nothing, just wait for their disconnect) |
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// or didn't recently change their status (put them on cooldown). |
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else if (!IsViolator(player)) |
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{ |
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newRecord.player = _server.unreal.ActorRef(player); |
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newRecord.cooldown = spectatorChangeTimeout; |
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currentCooldowns[currentCooldowns.length] = newRecord; |
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} |
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} |
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// Pass `true` to block server, `false` to unblock. |
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// Only works if `allowServerBlock` is set to `true`. |
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private final function SetBlock(bool activateBlock) |
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{ |
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local KFGameType kfGameType; |
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// Do we even need to do anything? |
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if (!allowServerBlock) return; |
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if (activateBlock == becomingActiveBlocked) return; |
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// Actually block/unblock |
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kfGameType = _server.unreal.GetKFGameType(); |
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becomingActiveBlocked = activateBlock; |
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if (activateBlock) |
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{ |
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recordedNumPlayersMod = GetNumPlayersMod(); |
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// This value both can't realistically fall below |
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// `kfGameType.maxPlayer` and won't overflow from random increase |
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// in vanilla code. |
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kfGameType.numPlayers = maxInt / 2; |
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} |
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else |
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{ |
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// Adding `recordedNumPlayersMod` should prevent |
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// faked players from breaking. |
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kfGameType.numPlayers = GetRealPlayers() + recordedNumPlayersMod; |
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} |
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} |
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// Performs server blocking if violators have disconnected. |
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private final function TryUnblocking() |
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{ |
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local int i; |
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if (!allowServerBlock) return; |
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if (!becomingActiveBlocked) return; |
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for (i = 0; i < violators.length; i += 1) |
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{ |
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if (violators[i].Get() != none) { |
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return; |
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} |
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} |
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_.memory.FreeMany(violators); |
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violators.length = 0; |
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SetBlock(false); |
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} |
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// Counts current amount of "real" active players |
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// (connected to the server and not spectators). |
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// Need `ConnectionService` to be running, otherwise return `-1`. |
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private final function int GetRealPlayers() |
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{ |
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// Auxiliary variables |
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local int i; |
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local int realPlayersAmount; |
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local PlayerController player; |
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// Information extraction |
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local ConnectionService service; |
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local array<ConnectionService.Connection> connections; |
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service = ConnectionService(class'ConnectionService'.static.GetInstance()); |
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if (service == none) return -1; |
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// Count non-spectators |
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connections = service.GetActiveConnections(); |
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realPlayersAmount = 0; |
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for (i = 0; i < connections.length; i += 1) |
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{ |
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player = connections[i].controllerReference; |
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if (player == none) continue; |
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if (player.playerReplicationInfo == none) continue; |
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if (!player.playerReplicationInfo.bOnlySpectator) { |
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realPlayersAmount += 1; |
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} |
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} |
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return realPlayersAmount; |
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} |
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// Calculates difference between current amount of "real" active players |
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// and `numPlayers` from `KFGameType`. |
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// Most typically this difference will be non-zero when using |
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// faked players-type mutators |
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// (difference will be equal to the amount of faked players). |
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private final function int GetNumPlayersMod() |
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{ |
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return _server.unreal.GetKFGameType().numPlayers - GetRealPlayers(); |
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} |
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private final function ReduceCooldowns(float timePassed) |
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{ |
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local int i; |
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i = 0; |
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while (i < currentCooldowns.length) |
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{ |
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currentCooldowns[i].cooldown -= timePassed; |
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if ( currentCooldowns[i].player.Get() != none |
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&& currentCooldowns[i].cooldown > 0.0) |
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{ |
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i += 1; |
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} |
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else |
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{ |
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currentCooldowns[i].player.FreeSelf(); |
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currentCooldowns.Remove(i, 1); |
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} |
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} |
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} |
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private function Tick(float delta, float tileDilationCoefficient) |
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{ |
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local float trueTimePassed; |
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trueTimePassed = delta / tileDilationCoefficient; |
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TryUnblocking(); |
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ReduceCooldowns(trueTimePassed); |
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} |
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defaultproperties |
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{ |
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configClass = class'FixSpectatorCrash' |
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// Configurable variables |
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spectatorChangeTimeout = 0.25 |
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allowServerBlock = true |
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// Inner variables |
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becomingActiveBlocked = false |
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// Ripped IDs of localized messages of interest |
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becomeAlivePlayerID = 1 |
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becomeSpectatorID = 14 |
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} |