Merge pull request #836 from nolt/speedhack-exempt-offline-players
Don't check offline players for speedhacking (cherry picked from commit 6380b269770f0c949b03794ca701876c13636513)
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@@ -36,7 +36,7 @@ public class SpeedHackDetectPlugIn : IFeaturePlugIn, ISupportCustomConfiguration
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/// <inheritdoc/>
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public async ValueTask WalkCheatCheckAsync(Player player, Memory<WalkingStep> steps, SpeedHackCheckEventArgs eventArgs)
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{
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if (steps.IsEmpty)
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if (steps.IsEmpty || IsServerControlled(player))
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{
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return;
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}
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@@ -139,7 +139,7 @@ public class SpeedHackDetectPlugIn : IFeaturePlugIn, ISupportCustomConfiguration
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/// <inheritdoc/>
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public async ValueTask AttackCheatCheckAsync(Player player, SpeedHackCheckEventArgs eventArgs)
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{
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if (player.Attributes is not { } attributes)
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if (player.Attributes is not { } attributes || IsServerControlled(player))
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{
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return;
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}
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@@ -229,6 +229,19 @@ public class SpeedHackDetectPlugIn : IFeaturePlugIn, ISupportCustomConfiguration
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}
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}
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/// <summary>
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/// Determines whether the player's actions originate on the server instead of a game client.
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/// These checks validate what a client claims about its own timing, so there is nothing to
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/// validate for an offline player: the server itself paces its walks and attacks. Its MU Helper
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/// tick performs the same work cycle as the original client helper (recover, then attack), which
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/// draws two attack tokens from one 500 ms tick and eventually empties the bucket - so leaving
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/// these players in would only ever produce false positives, and with the default configuration
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/// those are answered with a persisted account ban.
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/// </summary>
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/// <param name="player">The player.</param>
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/// <returns><c>true</c> if the player is controlled by the server; otherwise, <c>false</c>.</returns>
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private static bool IsServerControlled(Player player) => player is Offline.OfflinePlayer;
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private SpeedHackState GetState(Player player)
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{
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return this._playerStates.GetValue(player, p => new SpeedHackState(this.Configuration?.MaxAttackTokens ?? 5.0));
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@@ -16,6 +16,7 @@ using MUnique.OpenMU.DataModel.Configuration.Items;
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using MUnique.OpenMU.DataModel.Entities;
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using MUnique.OpenMU.GameLogic;
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using MUnique.OpenMU.GameLogic.Attributes;
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using MUnique.OpenMU.GameLogic.Offline;
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using MUnique.OpenMU.GameLogic.Views;
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using MUnique.OpenMU.GameLogic.Views.World;
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using MUnique.OpenMU.Pathfinding;
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@@ -389,6 +390,70 @@ public class SpeedHackAntiCheatTests
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Assert.That(player.GameContext.FeaturePlugIns.GetPlugIn<SpeedHackDetectPlugIn>()!.GetWarningCount(player), Is.GreaterThan(5));
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}
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/// <summary>
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/// Tests that an offline player - whose walks are issued by the server itself - is not checked at all.
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/// </summary>
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[Test]
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public async Task TestOfflinePlayerIsNotCheckedOnWalkAsync()
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{
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var player = await CreatePlayerWithSpeedAttributesAsync().ConfigureAwait(false);
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var offlinePlayer = await CreateOfflinePlayerAsync(player).ConfigureAwait(false);
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var plugin = player.GameContext.FeaturePlugIns.GetPlugIn<SpeedHackDetectPlugIn>()!;
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// The same walk pattern which bans a regular player in TestWalkSpeedHackDetectionBansAccountAsync.
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for (int i = 0; i < 12; i++)
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{
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var nextFrom = new Point((byte)(StartPoint.X + (i * 2)), StartPoint.Y);
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var nextTo = new Point((byte)(StartPoint.X + (i * 2) + 2), StartPoint.Y);
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offlinePlayer.Position = nextFrom;
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plugin.SetLastAlertTime(offlinePlayer, DateTime.MinValue);
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WalkingStep[] steps = [new() { From = nextFrom, To = nextTo, Direction = Direction.East }];
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await offlinePlayer.WalkToAsync(nextTo, steps).ConfigureAwait(false);
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}
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Assert.That(plugin.GetWarningCount(offlinePlayer), Is.EqualTo(0));
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Assert.That(offlinePlayer.Account?.State, Is.EqualTo(AccountState.Normal));
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}
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/// <summary>
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/// Tests that an offline player is not checked on attacks. Its MU Helper tick performs the same work
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/// cycle as the original client helper (recover, then attack), which draws more than one token from a
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/// single tick and would eventually empty the bucket.
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/// </summary>
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[Test]
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public async Task TestOfflinePlayerIsNotCheckedOnAttackAsync()
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{
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var player = await CreatePlayerWithSpeedAttributesAsync().ConfigureAwait(false);
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var offlinePlayer = await CreateOfflinePlayerAsync(player).ConfigureAwait(false);
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offlinePlayer.Attributes![Stats.AttackSpeed] = 20;
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var speedCheck = player.GameContext.PlugInManager.GetPlugInPoint<ISpeedHackCheatCheckPlugIn>()!;
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// The same burst which is detected for a regular player in TestAttackSpeedHackDetectionAsync.
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for (int i = 0; i < 20; i++)
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{
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var args = new SpeedHackCheckEventArgs();
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await speedCheck.AttackCheatCheckAsync(offlinePlayer, args).ConfigureAwait(false);
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Assert.That(args.IsCheatDetected, Is.False);
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}
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Assert.That(player.GameContext.FeaturePlugIns.GetPlugIn<SpeedHackDetectPlugIn>()!.GetWarningCount(offlinePlayer), Is.EqualTo(0));
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Assert.That(offlinePlayer.Account?.State, Is.EqualTo(AccountState.Normal));
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}
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private static async ValueTask<OfflinePlayer> CreateOfflinePlayerAsync(Player regularPlayer)
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{
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var offlinePlayer = new OfflinePlayer(regularPlayer.GameContext) { Account = regularPlayer.Account };
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await offlinePlayer.PlayerState.TryAdvanceToAsync(PlayerState.LoginScreen).ConfigureAwait(false);
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await offlinePlayer.PlayerState.TryAdvanceToAsync(PlayerState.Authenticated).ConfigureAwait(false);
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await offlinePlayer.PlayerState.TryAdvanceToAsync(PlayerState.CharacterSelection).ConfigureAwait(false);
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await offlinePlayer.SetSelectedCharacterAsync(regularPlayer.SelectedCharacter!).ConfigureAwait(false);
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return offlinePlayer;
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}
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private static async ValueTask<Player> CreatePlayerWithSpeedAttributesAsync(List<Item>? inventoryItems = null)
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{
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var gameConfig = new Mock<GameConfiguration>();
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