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`.
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10 changed files with 113 additions and 46 deletions
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@ -46,19 +46,30 @@ namespace Server.Network
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return;
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}
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if (ph.Ingame && state.Mobile == null)
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var from = state.Mobile;
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if (ph.InGameOnly)
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{
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state.LogInfo($"Sent in-game packet (0x{packetId:X2}x{cmd:X2}) before having been attached to a mobile");
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state.Disconnect("Sent in-game packet before being attached to a mobile.");
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if (from == null)
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{
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state.Disconnect($"Received packet 0x{packetId:X2}x{cmd:X2} before having been attached to a mobile.");
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return;
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}
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if (from.Deleted)
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{
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state.Disconnect($"Received packet 0x{packetId:X2}x{cmd:X2} after having been attached to a deleted mobile.");
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return;
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}
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}
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else if (ph.Ingame && state.Mobile.Deleted)
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if (ph.OutOfGameOnly && from?.Deleted == false)
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{
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state.Disconnect(string.Empty);
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}
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else
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{
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ph.OnReceive(state, reader);
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state.Disconnect($"Received packet 0x{packetId:X2}x{cmd:X2} after having been attached to a mobile.");
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return;
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}
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ph.OnReceive(state, reader);
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}
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}
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}
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