Add anti-flood protection
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86
OpenRA.Game/Server/PlayerMessageTracker.cs
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86
OpenRA.Game/Server/PlayerMessageTracker.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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namespace OpenRA.Server
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{
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class PlayerMessageTracker
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{
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[TranslationReference("remaining")]
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static readonly string ChatDisabled = "chat-disabled";
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readonly Dictionary<int, List<long>> messageTracker = new Dictionary<int, List<long>>();
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readonly Server server;
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readonly Action<Connection, int, int, byte[]> dispatchOrdersToClient;
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readonly Action<Connection, string, Dictionary<string, object>> sendLocalizedMessageTo;
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public PlayerMessageTracker(Server server, Action<Connection, int, int, byte[]> dispatchOrdersToClient, Action<Connection, string, Dictionary<string, object>> sendLocalizedMessageTo)
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{
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this.server = server;
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this.dispatchOrdersToClient = dispatchOrdersToClient;
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this.sendLocalizedMessageTo = sendLocalizedMessageTo;
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}
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public void DisableChatUI(Connection conn, int time)
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{
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dispatchOrdersToClient(conn, 0, 0, new Order("DisableChatEntry", null, false) { ExtraData = (uint)time }.Serialize());
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}
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public bool IsPlayerAtFloodLimit(Connection conn)
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{
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if (!messageTracker.ContainsKey(conn.PlayerIndex))
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messageTracker.Add(conn.PlayerIndex, new List<long>());
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var isAdmin = server.GetClient(conn)?.IsAdmin ?? false;
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var settings = server.Settings;
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var time = conn.ConnectionTimer.ElapsedMilliseconds;
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var tracker = messageTracker[conn.PlayerIndex];
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tracker.RemoveAll(t => t + settings.FloodLimitInterval < time);
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long CalculateRemaining(long cooldown)
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{
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return (cooldown - time + 999) / 1000;
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}
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// Block messages until join cooldown times out
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if (!isAdmin && time < settings.FloodLimitJoinCooldown)
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{
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var remaining = CalculateRemaining(settings.FloodLimitJoinCooldown);
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sendLocalizedMessageTo(conn, ChatDisabled, Translation.Arguments("remaining", remaining));
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return true;
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}
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// Block messages if above flood limit
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if (tracker.Count >= settings.FloodLimitMessageCount)
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{
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var remaining = CalculateRemaining(tracker[0] + settings.FloodLimitInterval);
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sendLocalizedMessageTo(conn, ChatDisabled, Translation.Arguments("remaining", remaining));
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return true;
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}
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tracker.Add(time);
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// Disable chat when player has reached the flood limit
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if (tracker.Count >= settings.FloodLimitMessageCount)
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{
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var cooldownDelta = Math.Max(0, settings.FloodLimitCooldown - settings.FloodLimitInterval);
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for (var i = 0; i < tracker.Count; i++)
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tracker[i] = time + cooldownDelta;
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DisableChatUI(conn, settings.FloodLimitCooldown);
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}
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return false;
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}
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}
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}
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