Removed Fill/ReadNetworkData

These functions needed to be replaced because they rely heavily on reliability.

Instead, new functions called (Write/Read)Data(Server/Client) will be added. 

Separating client and server code into completely separate functions will help ensure that proper security checks are performed.
This commit is contained in:
juanjp600
2016-08-29 20:02:46 -03:00
parent a00ceb5b9f
commit af220dbc2a
28 changed files with 29 additions and 2297 deletions
+1 -210
View File
@@ -1624,216 +1624,7 @@ namespace Barotrauma
new NetworkEvent(isImportant ?
NetworkEventType.ImportantComponentUpdate : NetworkEventType.ComponentUpdate, ID, isClient, index);
}
public override bool FillNetworkData(NetworkEventType type, NetBuffer message, object data)
{
message.Write((byte)MathHelper.Clamp(condition*2.55f,0.0f,255.0f));
switch (type)
{
case NetworkEventType.DropItem:
if (body != null) body.FillNetworkData(message);
break;
case NetworkEventType.PhysicsBodyPosition:
#if DEBUG
System.Diagnostics.Debug.Assert(body != null, "Tried to send a PhysicsBodyPosition message for an item that has no physics body ("+Name+")");
#else
if (body == null) return false;
#endif
body.FillNetworkData(message);
break;
case NetworkEventType.ItemFixed:
byte requirementIndex = (byte)data;
message.Write(requirementIndex);
break;
case NetworkEventType.InventoryUpdate:
var itemContainers = GetComponents<ItemContainer>();
if (itemContainers == null || !itemContainers.Any()) return false;
message.WriteRangedInteger(1, ItemContainer.MaxInventoryCount, itemContainers.Count);
foreach (ItemContainer container in itemContainers)
{
container.Inventory.FillNetworkData(NetworkEventType.InventoryUpdate, message, data);
}
return true;
case NetworkEventType.ComponentUpdate:
case NetworkEventType.ImportantComponentUpdate:
int componentIndex = (int)data;
if (componentIndex < 0 || componentIndex >= components.Count) return false;
message.Write((byte)componentIndex);
bool sent = components[componentIndex].FillNetworkData(type, message);
if (sent) components[componentIndex].NetworkUpdateSent = true;
return sent;
case NetworkEventType.ApplyStatusEffect:
ActionType actionType = (ActionType)data;
message.WriteRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length, (int)actionType);
return true;
case NetworkEventType.UpdateProperty:
var allProperties = GetProperties<InGameEditable>();
ObjectProperty objectProperty = allProperties.Find(op => op.Name == (string)data);
if (objectProperty != null)
{
message.Write((string)data);
object value = objectProperty.GetValue();
if (value is string)
{
message.Write((byte)0);
message.Write((string)value);
}
else if (value is float)
{
message.Write((byte)1);
message.Write((float)value);
}
else if (value is int)
{
message.Write((byte)2);
message.Write((int)value);
}
else if (value is bool)
{
message.Write((byte)3);
message.Write((bool)value);
}
else
{
message.Write((byte)200);
}
}
break;
}
return true;
}
public override bool ReadNetworkData(NetworkEventType type, NetIncomingMessage message, float sendingTime, out object data)
{
data = null;
Condition = (float)message.ReadByte()/2.55f;
switch (type)
{
case NetworkEventType.DropItem:
if (GameMain.Server != null)
{
Client sender = GameMain.Server.ConnectedClients.Find(c => c.Connection == message.SenderConnection);
if (sender == null || sender.Character == null || !sender.Character.CanAccessItem(this))
{
return false;
}
}
Drop(null, false);
if (body != null)
{
body.ReadNetworkData(message, sendingTime);
body.MoveToTargetPosition();
}
break;
case NetworkEventType.PhysicsBodyPosition:
//clients don't have authority over item positions
if (GameMain.Server != null) return false;
if (body != null) body.ReadNetworkData(message, sendingTime);
FindHull();
break;
case NetworkEventType.ItemFixed:
byte requirementIndex = message.ReadByte();
data = requirementIndex;
if (requirementIndex >= FixRequirements.Count) return false;
FixRequirements[requirementIndex].Fixed = true;
break;
case NetworkEventType.InventoryUpdate:
var itemContainers = GetComponents<ItemContainer>();
if (itemContainers == null || !itemContainers.Any()) return false;
int containerCount = message.ReadRangedInteger(1, ItemContainer.MaxInventoryCount);
for (int i = 0; i < containerCount;i++ )
{
itemContainers[i].Inventory.ReadNetworkData(type, message, sendingTime);
}
break;
case NetworkEventType.ComponentUpdate:
case NetworkEventType.ImportantComponentUpdate:
int componentIndex = message.ReadByte();
data = componentIndex;
if (componentIndex < 0 || componentIndex > components.Count - 1) return false;
components[componentIndex].NetworkUpdateSent = true;
components[componentIndex].ReadNetworkData(type, message, sendingTime);
break;
case NetworkEventType.ApplyStatusEffect:
ActionType actionType = (ActionType)message.ReadRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length);
data = actionType;
ApplyStatusEffects(actionType, 1.0f);
break;
case NetworkEventType.UpdateProperty:
string propertyName = "";
try
{
propertyName = message.ReadString();
data = propertyName;
}
catch
{
return false;
}
var allProperties = GetProperties<InGameEditable>();
ObjectProperty property = allProperties.Find(op => op.Name == propertyName);
if (property == null) return false;
try
{
switch (message.ReadByte())
{
case 0:
property.TrySetValue(message.ReadString());
break;
case 1:
property.TrySetValue(message.ReadFloat());
break;
case 2:
property.TrySetValue(message.ReadInt32());
break;
case 3:
property.TrySetValue(message.ReadBoolean());
break;
}
}
catch
{
return false;
}
break;
}
return true;
}
public override void Remove()
{
base.Remove();