fix: Fixes crashing due to bad packet assumptions. (#1829)

### Summary
- Fixes various exploits that can crash the shard when the client misbehaves.
- Clients will now be disconnected if they send packets that are marked as out of game only (new flag), while they are in-game.


> [!Note]
> **Developer Note**
> Added an `OutOfGameOnly` which should be used to flag packets as only available out of the game.
> This is the opposite of, yet not the converse to `InGameOnly`.
This commit is contained in:
Kamron Batman 2024-06-07 18:08:07 -07:00 committed by GitHub
parent 2429b00638
commit 6f444488a5
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
10 changed files with 113 additions and 46 deletions

View file

@ -14,6 +14,7 @@
*************************************************************************/
using System.Buffers;
using System.Runtime.CompilerServices;
using Server.ContextMenus;
using Server.Items;
using Server.Mobiles;
@ -70,12 +71,18 @@ public static class IncomingExtendedCommandPackets
{
}
public static unsafe void RegisterExtended(int packetID, bool ingame,
delegate*<NetState, SpanReader, void> onReceive)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static unsafe void RegisterExtended(
int packetID, bool ingame, delegate*<NetState, SpanReader, void> onReceive
) => RegisterExtended(packetID, ingame, false, onReceive);
public static unsafe void RegisterExtended(
int packetID, bool ingame, bool outgame, delegate*<NetState, SpanReader, void> onReceive
)
{
if (packetID is >= 0 and < 0x100)
{
_extendedHandlers[packetID] = new PacketHandler(packetID, 0, ingame, onReceive);
_extendedHandlers[packetID] = new PacketHandler(packetID, onReceive, inGameOnly: ingame, outGameOnly: outgame);
}
}
@ -102,21 +109,30 @@ public static class IncomingExtendedCommandPackets
return;
}
if (ph.Ingame && state.Mobile?.Deleted != false)
var from = state.Mobile;
if (ph.InGameOnly)
{
if (state.Mobile == null)
if (from == null)
{
state.LogInfo(
$"Sent in-game packet (0xBFx{packetId:X2}) before having been attached to a mobile"
);
state.Disconnect($"Received packet 0x{packetId:X2} before having been attached to a mobile.");
return;
}
state.Disconnect($"Sent in-game packet(0xBFx{packetId:X2}) but mobile is deleted.");
if (from.Deleted)
{
state.Disconnect($"Received packet 0x{packetId:X2} after having been attached to a deleted mobile.");
return;
}
}
else
if (ph.OutOfGameOnly && from?.Deleted == false)
{
ph.OnReceive(state, reader);
state.Disconnect($"Received packet 0x{packetId:X2} after having been attached to a mobile.");
return;
}
ph.OnReceive(state, reader);
}
public static void ScreenSize(NetState state, SpanReader reader)