ModernUO/Projects/UOContent/Mobiles/Townfolk/Banker.cs
Kamron Batman 4b392079e9
fix: Fixes exploits with bank box deposits. Makes stacking more efficient (#2337)
### Summary

- Fix AccountGold gold duplication exploit: When AccountGold.Enabled was true, double-clicking a BankCheck deposited
the full value to the account but then continued creating physical gold piles for the same amount, duplicating the
value
- Fix Deposit/DepositUpTo partial deposit exploit: Both methods created new max-size gold piles and checks without
first filling existing partial stacks, wasting container slots and causing premature "bank full" failures that could
be leveraged to manipulate gold distribution
- Fix BagOfSending bank stacking: Gold and BankCheck items sent via BagOfSending now use Banker.Deposit for efficient
stacking instead of naive TryDropItem, which could fail on a full bank even when existing piles had room
- Improve gold/check deposit efficiency: Banker.Deposit and Banker.DepositUpTo now top off existing gold piles (up to
60k) and bank checks (up to 1M) before creating new items, maximizing use of available container slots
2026-02-13 20:34:35 -08:00

626 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using ModernUO.Serialization;
using Server.Accounting;
using Server.Collections;
using Server.ContextMenus;
using Server.Items;
using Server.Network;
namespace Server.Mobiles;
[SerializationGenerator(0, false)]
public partial class Banker : BaseVendor
{
private readonly List<SBInfo> m_SBInfos = [];
[Constructible]
public Banker() : base("the banker")
{
}
protected override List<SBInfo> SBInfos => m_SBInfos;
public override NpcGuild NpcGuild => NpcGuild.MerchantsGuild;
public override void InitSBInfo()
{
m_SBInfos.Add(new SBBanker());
}
public static int GetBalance(Mobile m)
{
long balance = 0;
if (AccountGold.Enabled && m.Account != null)
{
balance = m.Account.GetTotalGold();
if (balance >= int.MaxValue)
{
return int.MaxValue;
}
}
var bank = m.FindBankNoCreate();
if (bank != null)
{
foreach (var gold in bank.FindItemsByType<Gold>())
{
balance += gold.Amount;
}
if (balance >= int.MaxValue)
{
return int.MaxValue;
}
foreach (var check in bank.FindItemsByType<BankCheck>())
{
balance += check.Worth;
}
}
return (int)Math.Clamp(balance, 0, int.MaxValue);
}
public static int GetBalance(Mobile m, out List<Gold> gold, out List<BankCheck> checks)
{
long balance = 0;
gold = null;
checks = null;
if (AccountGold.Enabled && m.Account != null)
{
balance = m.Account.GetTotalGold();
if (balance >= int.MaxValue)
{
return int.MaxValue;
}
}
var bank = m.FindBankNoCreate();
if (bank != null)
{
gold = [];
foreach (var g in bank.FindItemsByType<Gold>())
{
balance += g.Amount;
gold.Add(g);
}
if (balance >= int.MaxValue)
{
return int.MaxValue;
}
checks = [];
foreach (var bc in bank.FindItemsByType<BankCheck>())
{
balance += bc.Worth;
checks.Add(bc);
}
}
return (int)Math.Clamp(balance, 0, int.MaxValue);
}
private static bool HasRequiredBalance(int requiredBalance, Mobile m, out PooledRefList<Gold> gold, out PooledRefList<BankCheck> checks)
{
var bank = m.FindBankNoCreate();
if (bank == null)
{
gold = default;
checks = default;
return false;
}
long balance = 0;
gold = PooledRefList<Gold>.Create();
foreach (var g in bank.FindItemsByType<Gold>())
{
balance += g.Amount;
gold.Add(g);
if (balance >= requiredBalance)
{
checks = default;
return true;
}
}
checks = PooledRefList<BankCheck>.Create();
foreach (var bc in bank.FindItemsByType<BankCheck>())
{
balance += bc.Worth;
checks.Add(bc);
if (balance >= requiredBalance)
{
return true;
}
}
gold.Dispose();
checks.Dispose();
return false;
}
public static bool Withdraw(Mobile from, int amount)
{
// If for whatever reason the TOL checks fail, we should still try old methods for withdrawing currency.
if (AccountGold.Enabled && from.Account?.WithdrawGold(amount) == true)
{
return true;
}
if (!HasRequiredBalance(amount, from, out var gold, out var checks))
{
return false;
}
for (var i = 0; amount > 0 && i < gold.Count; ++i)
{
var g = gold[i];
if (g.Amount <= amount)
{
amount -= g.Amount;
g.Delete();
}
else
{
g.Amount -= amount;
amount = 0;
}
}
for (var i = 0; amount > 0 && i < checks.Count; ++i)
{
var check = checks[i];
if (check.Worth <= amount)
{
amount -= check.Worth;
check.Delete();
}
else
{
check.Worth -= amount;
amount = 0;
}
}
gold.Dispose();
checks.Dispose();
return true;
}
public static bool Deposit(Mobile from, int amount, bool useChecks = true)
{
// If for whatever reason the TOL checks fail, we should still try old methods for depositing currency.
if (amount <= 0 || AccountGold.Enabled && from.Account?.DepositGold(amount) == true)
{
return true;
}
var box = from.BankBox;
if (box == null)
{
return false;
}
using var items = box.ListItemsByType([typeof(Gold), typeof(BankCheck)], false);
// Pre-calculate available capacity without modifying anything
var remaining = amount;
for (var i = 0; i < items.Count && remaining > 0; i++)
{
var item = items[i];
if (item is Gold g)
{
remaining -= Math.Min(60000 - g.Amount, remaining);
}
else if (useChecks && item is BankCheck c)
{
remaining -= Math.Min(1000000 - c.Worth, remaining);
}
}
// Calculate new item slots needed for the remainder
if (remaining > 0)
{
var slotsNeeded = 0;
var r = remaining;
while (r > 0)
{
if (!useChecks || r < 5000)
{
r -= Math.Min(r, 60000);
}
else if (r <= 1000000)
{
r = 0;
}
else
{
r -= 1000000;
}
slotsNeeded++;
}
var maxItems = box.MaxItems;
if (maxItems != 0 && slotsNeeded > maxItems - box.TotalItems)
{
return false;
}
}
// Capacity verified — execute deposit
remaining = amount;
for (var i = 0; i < items.Count && remaining > 0; i++)
{
var item = items[i];
if (item is Gold g && g.Amount < 60000)
{
var add = Math.Min(60000 - g.Amount, remaining);
g.Amount += add;
remaining -= add;
}
else if (useChecks && item is BankCheck c && c.Worth < 1000000)
{
var add = Math.Min(1000000 - c.Worth, remaining);
c.Worth += add;
remaining -= add;
}
}
// Create new items for the remainder
while (remaining > 0)
{
if (!useChecks || remaining < 5000)
{
var pile = Math.Min(remaining, 60000);
box.DropItem(new Gold(pile));
remaining -= pile;
}
else if (remaining <= 1000000)
{
box.DropItem(new BankCheck(remaining));
remaining = 0;
}
else
{
box.DropItem(new BankCheck(1000000));
remaining -= 1000000;
}
}
return true;
}
public static int DepositUpTo(Mobile from, int amount, bool useChecks = true, int reserveSlots = 0)
{
// If for whatever reason the TOL checks fail, we should still try old methods for depositing currency.
if (AccountGold.Enabled && from.Account?.DepositGold(amount) == true)
{
return amount;
}
var box = from.FindBankNoCreate();
if (box == null)
{
return 0;
}
var remaining = amount;
// Top off existing gold piles and checks
using var items = box.ListItemsByType([typeof(Gold), typeof(BankCheck)], false);
for (var i = 0; i < items.Count && remaining > 0; i++)
{
var item = items[i];
if (item is Gold g && g.Amount < 60000)
{
var add = Math.Min(60000 - g.Amount, remaining);
g.Amount += add;
remaining -= add;
}
else if (useChecks && item is BankCheck c && c.Worth < 1000000)
{
var add = Math.Min(1000000 - c.Worth, remaining);
c.Worth += add;
remaining -= add;
}
}
if (remaining == 0)
{
return amount;
}
// Calculate how many new item slots can be filled
int slotsToFill;
var maxItems = box.MaxItems;
if (maxItems == 0 || from.AccessLevel >= AccessLevel.GameMaster)
{
slotsToFill = int.MaxValue;
}
else
{
slotsToFill = maxItems - box.TotalItems;
if (reserveSlots > 0)
{
// Count slots needed to determine if the full amount fits.
// Only reserve if it doesn't — the caller will delete the reserved item on full deposit.
var slots = slotsToFill;
var r = remaining;
while (r > 0)
{
if (!useChecks || r < 5000)
{
r -= Math.Min(r, 60000);
}
else if (r <= 1000000)
{
r = 0;
}
else
{
r -= 1000000;
}
if (--slots < 0)
{
slotsToFill -= reserveSlots;
break;
}
}
}
}
// Create new items for the remainder
while (remaining > 0 && slotsToFill > 0)
{
if (!useChecks || remaining < 5000)
{
var pile = Math.Min(remaining, 60000);
box.DropItem(new Gold(pile));
remaining -= pile;
}
else if (remaining <= 1000000)
{
box.DropItem(new BankCheck(remaining));
remaining = 0;
}
else
{
box.DropItem(new BankCheck(1000000));
remaining -= 1000000;
}
slotsToFill--;
}
return amount - remaining;
}
public static void Deposit(Container cont, int amount)
{
while (amount > 0)
{
Item item;
if (amount < 5000)
{
item = new Gold(amount);
amount = 0;
}
else if (amount <= 1000000)
{
item = new BankCheck(amount);
amount = 0;
}
else
{
item = new BankCheck(1000000);
amount -= 1000000;
}
cont.DropItem(item);
}
}
public override bool HandlesOnSpeech(Mobile from) => from.InRange(Location, 12) || base.HandlesOnSpeech(from);
public override void OnSpeech(SpeechEventArgs e)
{
if (!e.Handled && e.Mobile.InRange(Location, 12))
{
for (var i = 0; i < e.Keywords.Length; ++i)
{
var keyword = e.Keywords[i];
switch (keyword)
{
case 0x0000: // *withdraw*
{
e.Handled = true;
if (e.Mobile.Criminal)
{
Say(500389); // I will not do business with a criminal!
break;
}
var split = e.Speech.Split(' ');
if (split.Length >= 2)
{
var pack = e.Mobile.Backpack;
if (!int.TryParse(split[1], out var amount))
{
break;
}
if (!Core.ML && amount > 5000 || Core.ML && amount > 60000)
{
Say(500381); // Thou canst not withdraw so much at one time!
}
else if (pack?.Deleted != false || !(pack.TotalWeight < pack.MaxWeight) ||
!(pack.TotalItems < pack.MaxItems))
{
Say(1048147); // Your backpack can't hold anything else.
}
else if (amount > 0)
{
if (!Withdraw(e.Mobile, amount))
{
Say(500384); // Ah, art thou trying to fool me? Thou hast not so much gold!
}
else
{
pack.DropItem(new Gold(amount));
Say(1010005); // Thou hast withdrawn gold from thy account.
}
}
}
break;
}
case 0x0001: // *balance*
{
e.Handled = true;
if (e.Mobile.Criminal)
{
Say(500389); // I will not do business with a criminal!
break;
}
if (AccountGold.Enabled && e.Mobile.Account != null)
{
Say(
1155855,
$"{e.Mobile.Account.TotalPlat:#,0}\t{e.Mobile.Account.TotalGold:#,0}"
); // Thy current bank balance is ~1_AMOUNT~ platinum and ~2_AMOUNT~ gold.
}
else
{
// Thy current bank balance is ~1_AMOUNT~ gold.
Say(1042759, $"{GetBalance(e.Mobile):N0}");
}
break;
}
case 0x0002: // *bank*
{
e.Handled = true;
if (e.Mobile.Criminal)
{
Say(500378); // Thou art a criminal and cannot access thy bank box.
break;
}
e.Mobile.BankBox.Open();
break;
}
case 0x0003: // *check*
{
e.Handled = true;
if (AccountGold.Enabled)
{
break;
}
if (e.Mobile.Criminal)
{
Say(500389); // I will not do business with a criminal!
break;
}
var split = e.Speech.Split(' ');
if (split.Length >= 2)
{
if (!int.TryParse(split[1], out var amount))
{
break;
}
if (amount < 5000)
{
Say(1010006); // We cannot create checks for such a paltry amount of gold!
}
else if (amount > 1000000)
{
Say(1010007); // Our policies prevent us from creating checks worth that much!
}
else
{
var check = new BankCheck(amount);
var box = e.Mobile.BankBox;
if (!box.TryDropItem(e.Mobile, check, false))
{
Say(500386); // There's not enough room in your bankbox for the check!
check.Delete();
}
else if (!box.ConsumeTotal(typeof(Gold), amount))
{
Say(500384); // Ah, art thou trying to fool me? Thou hast not so much gold!
check.Delete();
}
else
{
Say(
1042673, // Into your bank box I have placed a check in the amount of:
AffixType.Append,
amount.ToString(),
""
);
}
}
}
break;
}
}
}
}
base.OnSpeech(e);
}
public override void AddCustomContextEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
{
if (from.Alive)
{
list.Add(new OpenBankEntry());
}
base.AddCustomContextEntries(from, ref list);
}
}