Files
OpenRA/OpenRA.Mods.Common/ServerTraits/ColorValidator.cs
Pavel Penev f75da37ebf Merge pull request #8401 from Mailaender/playercolor-dictionary-exploit
Fixed an exploit where choosing another players color crashes the game
2015-06-10 01:56:23 +03:00

208 lines
6.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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 System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Server;
using S = OpenRA.Server.Server;
namespace OpenRA.Mods.Common.Server
{
public class ColorValidator : ServerTrait, IClientJoined
{
// The bigger the color threshold, the less permitive is the algorithm
const int ColorThreshold = 0x70;
const byte ColorLowerBound = 0x80;
const byte ColorHigherBound = 0xFF;
static bool ValidateColorAgainstForbidden(Color askedColor, IEnumerable<Color> forbiddenColors, out Color forbiddenColor)
{
var blockingColors =
forbiddenColors
.Where(playerColor => GetColorDelta(askedColor, playerColor) < ColorThreshold)
.Select(playerColor => new { Delta = GetColorDelta(askedColor, playerColor), Color = playerColor });
// Return the player that holds with the lowest difference
if (blockingColors.Any())
{
forbiddenColor = blockingColors.MinBy(aa => aa.Delta).Color;
return false;
}
forbiddenColor = default(Color);
return true;
}
public static Color? GetColorAlternative(Color askedColor, Color forbiddenColor)
{
Color? color = null;
// Vector between the 2 colors
var vector = new double[]
{
askedColor.R - forbiddenColor.R,
askedColor.G - forbiddenColor.G,
askedColor.B - forbiddenColor.B
};
// Reduce vector by it's biggest value (more calculations, but more accuracy too)
var vectorMax = vector.Max(vv => Math.Abs(vv));
if (vectorMax == 0)
vectorMax = 1; // Avoid divison by 0
vector[0] /= vectorMax;
vector[1] /= vectorMax;
vector[2] /= vectorMax;
// Color weights
var rmean = (double)(askedColor.R + forbiddenColor.R) / 2;
var weightVector = new[]
{
2.0 + rmean / 256,
4.0,
2.0 + (255 - rmean) / 256,
};
var ii = 1;
var alternativeColor = new int[3];
do
{
// If we reached the limit (The ii >= 255 prevents too much calculations)
if ((alternativeColor[0] == ColorLowerBound && alternativeColor[1] == ColorLowerBound && alternativeColor[2] == ColorLowerBound)
|| (alternativeColor[0] == ColorHigherBound && alternativeColor[1] == ColorHigherBound && alternativeColor[2] == ColorHigherBound)
|| ii >= 255)
{
color = null;
break;
}
// Apply vector to forbidden color
alternativeColor[0] = forbiddenColor.R + (int)(vector[0] * weightVector[0] * ii);
alternativeColor[1] = forbiddenColor.G + (int)(vector[1] * weightVector[1] * ii);
alternativeColor[2] = forbiddenColor.B + (int)(vector[2] * weightVector[2] * ii);
// Be sure it doesnt go out of bounds (0x33 is the lower limit for HSL picker)
alternativeColor[0] = alternativeColor[0].Clamp(ColorLowerBound, ColorHigherBound);
alternativeColor[1] = alternativeColor[1].Clamp(ColorLowerBound, ColorHigherBound);
alternativeColor[2] = alternativeColor[2].Clamp(ColorLowerBound, ColorHigherBound);
// Get the alternative color attempt
color = Color.FromArgb(alternativeColor[0], alternativeColor[1], alternativeColor[2]);
++ii;
} while (GetColorDelta(color.Value, forbiddenColor) < ColorThreshold);
return color;
}
public static double GetColorDelta(Color colorA, Color colorB)
{
var rmean = (colorA.R + colorB.R) / 2.0;
var r = colorA.R - colorB.R;
var g = colorA.G - colorB.G;
var b = colorA.B - colorB.B;
var weightR = 2.0 + rmean / 256;
var weightG = 4.0;
var weightB = 2.0 + (255 - rmean) / 256;
return Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
}
public static HSLColor ValidatePlayerColorAndGetAlternative(S server, HSLColor askedColor, int playerIndex, Connection connectionToEcho = null)
{
var askColor = askedColor;
Color invalidColor;
if (!ValidatePlayerNewColor(server, askColor.RGB, playerIndex, out invalidColor, connectionToEcho))
{
var altColor = GetColorAlternative(askColor.RGB, invalidColor);
if (altColor == null || !ValidatePlayerNewColor(server, altColor.Value, playerIndex))
{
// Pick a random color
do
{
var hue = (byte)server.Random.Next(255);
var sat = (byte)server.Random.Next(255);
var lum = (byte)server.Random.Next(129, 255);
askColor = new HSLColor(hue, sat, lum);
} while (!ValidatePlayerNewColor(server, askColor.RGB, playerIndex));
}
else
askColor = HSLColor.FromRGB(altColor.Value.R, altColor.Value.G, altColor.Value.B);
}
return askColor;
}
public static bool ValidatePlayerNewColor(S server, Color askedColor, int playerIndex, out Color forbiddenColor, Connection connectionToEcho = null)
{
// Validate color against the current map tileset
var tileset = server.Map.Rules.TileSets[server.Map.Tileset];
var forbiddenColors = tileset.TerrainInfo.Select(terrainInfo => terrainInfo.Color);
if (!ValidateColorAgainstForbidden(askedColor, forbiddenColors, out forbiddenColor))
{
if (connectionToEcho != null)
server.SendOrderTo(connectionToEcho, "Message", "Color was too similar to the terrain, and has been adjusted.");
return false;
}
// Validate color against other clients
var playerColors = server.LobbyInfo.Clients.Where(c => c.Index != playerIndex).Select(c => c.Color.RGB);
if (!ValidateColorAgainstForbidden(askedColor, playerColors, out forbiddenColor))
{
if (connectionToEcho != null)
server.SendOrderTo(connectionToEcho, "Message", "Color was too similar to another player's color, and has been adjusted.");
return false;
}
var mapPlayerColors = server.MapPlayers.Players.Values.Select(p => p.ColorRamp.RGB);
if (!ValidateColorAgainstForbidden(askedColor, mapPlayerColors, out forbiddenColor))
{
if (connectionToEcho != null)
server.SendOrderTo(connectionToEcho, "Message", "Color was too similar to a non-combatant player, and has been adjusted.");
return false;
}
// Color is valid
forbiddenColor = default(Color);
return true;
}
public static bool ValidatePlayerNewColor(S server, Color askedColor, int playerIndex, Connection connectionToEcho = null)
{
Color forbiddenColor;
return ValidatePlayerNewColor(server, askedColor, playerIndex, out forbiddenColor, connectionToEcho);
}
#region IClientJoined
public void ClientJoined(S server, Connection conn)
{
var client = server.GetClient(conn);
// Validate whether color is allowed and get an alternative if it isn't
if (client.Slot == null || !server.LobbyInfo.Slots[client.Slot].LockColor)
client.Color = ColorValidator.ValidatePlayerColorAndGetAlternative(server, client.Color, client.Index);
}
#endregion
}
}