Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop
This commit is contained in:
@@ -282,6 +282,8 @@ namespace Barotrauma
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private static async Task<Consent> RequestAnswerFromRemoteDatabase()
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{
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await Task.Yield();
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static void error(string reason, Exception? exception)
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{
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DebugConsole.ThrowError($"Error in {nameof(GameAnalyticsManager)}.{nameof(RequestAnswerFromRemoteDatabase)}: {reason}", exception);
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+43
-5
@@ -1,11 +1,25 @@
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using System;
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using System.Diagnostics;
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using System.Text.RegularExpressions;
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namespace Barotrauma.Items.Components
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{
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class RegExFindComponent : ItemComponent
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{
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private static readonly TimeSpan timeout = TimeSpan.FromMilliseconds(1);
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/// <summary>
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/// The timeout should be a lot shorter (used to be 1 ms), but there seems to be an issue in .NET 8
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/// that sometimes causes the evaluation to randomly take a significant amount of time
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/// (an expression that normally takes 20 ticks might sometimes take several milliseconds every few minutes).
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/// So let's use a relatively long timeout instead, and measure the actual time the expression took ourselves.
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/// </summary>
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private static readonly TimeSpan timeout = TimeSpan.FromMilliseconds(50);
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private static readonly TimeSpan shortTimeout = TimeSpan.FromMilliseconds(1);
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private readonly Stopwatch stopwatch = new Stopwatch();
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private bool timedOut;
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private int timeOutsInARow;
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const int MaxTimeOutsInARow = 3;
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private string expression;
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@@ -19,6 +33,7 @@ namespace Barotrauma.Items.Components
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private bool nonContinuousOutputSent;
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private int maxOutputLength;
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[Editable, Serialize(200, IsPropertySaveable.No, description: "The maximum length of the output string. Warning: Large values can lead to large memory usage or networking issues.")]
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public int MaxOutputLength
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@@ -80,7 +95,7 @@ namespace Barotrauma.Items.Components
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return;
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}
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//reactivate the component, in case some faulty/malicious expression caused it to time out and deactivate itself
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IsActive = true;
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timedOut = false;
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}
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}
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@@ -93,6 +108,12 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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if (timedOut)
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{
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item.SendSignal("TIMEOUT", "signal_out");
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return;
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}
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if (string.IsNullOrWhiteSpace(expression) || regex == null) { return; }
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if (!ContinuousOutput && nonContinuousOutputSent) { return; }
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@@ -100,7 +121,26 @@ namespace Barotrauma.Items.Components
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{
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try
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{
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stopwatch.Restart();
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Match match = regex.Match(receivedSignal);
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stopwatch.Stop();
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//workaround to regex timeout issues in .NET 8, see comment on the timeout variable
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if (stopwatch.Elapsed > shortTimeout)
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{
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timeOutsInARow++;
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//if the regex times out just once every now and then, it's a symptom of the .NET 8 bug,
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//if multiple times in a row, it's most likely a performance-intensive/malicious expression we should react to
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if (timeOutsInARow >= MaxTimeOutsInARow)
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{
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throw new RegexMatchTimeoutException();
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}
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}
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else
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{
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timeOutsInARow = 0;
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}
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previousResult = match.Success;
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previousGroups = UseCaptureGroup && previousResult ? match.Groups : null;
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previousReceivedSignal = receivedSignal;
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@@ -109,9 +149,7 @@ namespace Barotrauma.Items.Components
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{
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if (e is RegexMatchTimeoutException)
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{
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item.SendSignal("TIMEOUT", "signal_out");
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//deactivate the component if the expression caused it to time out
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IsActive = false;
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timedOut = true;
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}
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else
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{
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@@ -2336,7 +2336,6 @@ namespace Barotrauma
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private void SendPendingNetworkUpdatesInternal()
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{
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DebugConsole.NewMessage($"Sending status event for item {Name}", Color.Gray);
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CreateStatusEvent(loadingRound: false);
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lastSentCondition = condition;
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sendConditionUpdateTimer = NetConfig.ItemConditionUpdateInterval;
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@@ -113,6 +113,7 @@ namespace Barotrauma
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public override void Apply(ActionType type, float deltaTime, Entity entity, IReadOnlyList<ISerializableEntity> targets, Vector2? worldPosition = null)
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{
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if (this.type != type) { return; }
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if (Disabled) { return; }
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if (ShouldWaitForInterval(entity, deltaTime)) { return; }
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if (!HasRequiredItems(entity)) { return; }
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if (delayType == DelayTypes.ReachCursor && Character.Controlled == null) { return; }
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@@ -855,6 +855,9 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Disabled effects will no longer be executed. Used to make <see cref="oneShot">oneshot</> effects only execute once.
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/// </summary>
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public bool Disabled { get; private set; }
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public static StatusEffect Load(ContentXElement element, string parentDebugName)
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