- Bots have their own Clients, with unique ClientIDs - Hosts can set bot team/color in the lobby - Bots are kicked when switching to a smaller map without enough slots - Order validator assumes that only client 0 has permission to issue bot orders
40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
|
|
* This file is part of OpenRA, which is free software. It is made
|
|
* available to you under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation. For more information,
|
|
* see COPYING.
|
|
*/
|
|
#endregion
|
|
|
|
using OpenRA.Network;
|
|
|
|
namespace OpenRA.Traits
|
|
{
|
|
public class ValidateOrderInfo : TraitInfo<ValidateOrder> { }
|
|
|
|
public class ValidateOrder : IValidateOrder
|
|
{
|
|
public bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order)
|
|
{
|
|
if (order.Subject == null || order.Subject.Owner == null)
|
|
return true;
|
|
|
|
var subjectClient = order.Subject.Owner.ClientIndex;
|
|
|
|
// Hack: Assumes bots always run on clientId 0.
|
|
var isBotOrder = orderManager.LobbyInfo.Clients[subjectClient].Bot != null && clientId == 0;
|
|
|
|
// Drop exploiting orders
|
|
if (subjectClient != clientId && !isBotOrder)
|
|
{
|
|
Game.Debug("Detected exploit order from client {0}: {1}".F(clientId, order.OrderString));
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|